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- THE LORDS OF MIDNIGHT
-
- Using this booklet
- Welcome to the World's first-ever Epic game, The Lords of Midnight.
- It more closely resembles a fantasy film than a computer game but
- the main difference is that you are in control of the main characters
- and whether you lead them to victory or defeat. The story is written
- around your exploits. The game sets the scene, controls the forces of
- evil and independent characters which move in and out of the plot and
- draws the landscape of Midnight and its people in a way never before
- seen in any computer game.
- Author Mike Singleton has produced a game which can be played as a
- quest, a mighty wargame, or merely as a walk through the spectacular
- scenery of Midnight.
- To see this scenery for yourself, Load up the game. Read Mike's own
- introduction to the game. Try moving through the scenery, using the
- compass keys to look around and the Move key to go forward in the
- direction you are facing.
- You will find you own four characters, Luxor, Morkin, Corleth and
- Rorthron and using these keys will enable you to switch between them.
- Try and discover where your characters are on the map.
- By now you will hopefully realise that the Lords of Midnight is
- something special and will be tempted to read the Chronicles of
- Midnight to ensure you make the most of the experience which awaits
- you.
- There will be two more Epic games making up a Midnight trilogy,
- coming soon from Mike. Doomdark's Revenge details Luxor's quest to
- rescue the captured Morkin in the lands Beyond the Icy Wastes.
- And The Eye of the Moon is the story of Morkin's search for the
- magical jewel which can look into the future. And takes place in the
- warm lands south of Midnight.
-
- AN INTRODUCTION
-
- The Lords of Midnight is not simply an adventure game nor simply a
- war game. It is really a new type that we have chosen to call an epic
- game, for as you play the Lords of Midnight you will be writing a new
- chapter in the history of the peoples of the Free.
- You will guide individual characters across the land of Midnight on
- vital quests but you will also command armies that must endeavour to
- hold back the foul hordes of Doomdark, the witch king. Nor will your
- task be easy for your computer is programmed to play the role of the
- Witch king and provide a guiding intelligence for the forces of evil
- ranged against you. Yours will be no inevitable victory.
- Above all. at every stage of the game, you will only see the land of
- Midnight through the eyes of the characters and commanders you
- control. You will see no map plotting with unerring accuracy your own
- and the enemy's dispositions. Instead, as you switch your attention to
- each of the characters you control, you will see only what they would
- see from the spot where they stand: a panoramic view drawn in full
- perspective. Looking into the distance, you will see the mountains and
- forests and hills of the lands of Midnight: you will see armies camped
- on the plains. great citadels rising in the distance, the forlorn
- ruins of long-forgotten fortresses. And if you wish to see what lies
- beyond that mountain range, beyond that dark forest, you must move
- forward and look for yourself!
- We have called this unique feature "landscaping'', for it gives you
- the power to journey through the landscape of Midnight in the very
- same way as any traveller or captain of war, as you move forward and
- your path twists and turns, the landscape changes just as it would if
- you were really walking through Midnight. To achieve this effect, the
- Lords of Midnight program can create no less than 32,000 different
- panoramic views!
- On the following pages, you will find the prelude to this epic game,
- the first passage of the chapter you must write in the long Book of
- Midnight. The story sets the scene for the events that will unfold in
- the game. It contains no vital clues to the defeat of Doomdark but
- serves to remind you of the desperate nature of your task and of the
- price of failure. We recommend you read it before embarking on your
- quest for victory. Further on, you will find our "Guide to Play": this
- is vital reading.
- Good luck go with you on your quest and fare thee well!
-
- Mike Singleton
-
- CHAPTER ONE
- LUXOR AND MORKIN
-
- Luxor stood at the doorway of the hut. gazing into the white gloom
- of the forest. A thin scatter of ersh, the fine powder-snow of the new
- moon, was floating down onto the frozen ground. It was time, thought
- Luxor, it was time. An icicle of fear touched him and shivered through
- him. He drew his cloak tightly around himself, as though it would warm
- the chill in his heart, and turned from the forest.
- "You are troubled, my Lord," said Morkin. The boy looked up at
- Luxor, his face a mirror of the man's sadness.
- "The world is troubled," said the Forest Keeper. He threw another
- log onto the fire and sent a flock of sparks flying into the smoky
- darkness of his hut.
- "Come and warm yourself by the fire, my Lord," said the boy. He
- stood up and offered the stool he was crouched on.
- "No, Morkin, we must go. The Solstice is nearly upon us and Doomdark
- is already waking from his slumber. We must reach the Tower of the
- Moon by tomorrow yet our ride promises to be long and hazardous."
- "The horses, my Lord?"
- "Yes, fetch them and let's be on our journey."
- The boy scurried out. Luxor turned to the Forest Keeper.
- "Your fire and shelter have been a precious gift, Keeper: I thank
- you."
- "If you and your young squire can keep Doomdark's scum from my
- trees, you're more than welcome," growled the Keeper. Then,
- grudgingly, he added, "My Lord," and spat into the fire.
- Luxor turned and strode out of the hut into the crisp forest air.
- Morkin was already astride his horse, waiting. Luxor swung himself up
- onto the saddle of his white war-stallion. Then, at a word to the
- horses, they rode off into the trees. Ersh was still falling and in an
- hour, there was no trace of their passing.
- For many hours they rode in silence, Luxor lost in his thoughts, the
- boy watching the forest in a mixture of fear and fascination. He had
- heard the tales men told and couldn't quite believe they were only
- tales. Yet, the forest had its own vast and lonely beauty, its trees
- standing still as stones but each drinking a silent power from the
- earth that could thrust them, as tall as towers, towards the sky.
- Morkin felt smaller than he had ever felt.
- As darkness neared, the boy grew bred of the forest and turned to
- speak to his Lord. Luxor was gazing into the distance as though in a
- dream.
- "Why does the Solstice trouble you, my Lord?" asked the boy.
- Luxor turned his head slowly towards Morkin. For a few moments he
- said nothing and then, as though he had suddenly remembered, he began
- to speak.
- "Our world wasn't always white, Morkin. You've heard the legends of
- Summer when the land was green and teeming with life. Ten thousand
- moons ago it was, so long that men barely believe such a time ever
- existed. Yet the Wise remember. They have scrolls that tell of the
- first snows falling and the first carpets of ice covering the land.
- Suddenly, all the lands of Midnight were plunged into this winter of
- ours. Then came famine, a great famine that ravaged our people, and
- with famine came war."
- "But the Solstice, my Lord," insisted the boy.
- "I am coming to it, Morkin, I am coming to it. The Wise shut
- themselves up in their towers and let war take its course. They had
- not foreseen this winter, yet they knew that war was the only way, for
- the lands that had teemed with people in the long moons of Summer
- could not feed such a throng any longer. Only one of the Wise,
- Gryfallon the Stargazer, stayed with his Lord and gave him much
- counsel concerning war and conquest. Gryfallon was astute, his advice
- was well-measured, and soon the Lord he served was powerful throughout
- the lands of Midnight, no longer a mere Lord but, by conquest, a
- King."
- "Was that Doomdark, then?" asked the boy.
- "No, the King was not Doomdark. Lord Ushgarak reigned for but twelve
- moons before Gryfallon had him murdered and took the crown for
- himself. The people and the Lords were not displeased, for they knew
- Gryfallon had advised wisely and they knew nothing of his crime. They
- told each other that Gryfallon the Wise would see them through. So he
- did, after a fashion, but he ruled not through wisdom but through fear
- and slaughter and sorcery. As the years passed, an icy chill spread
- through the hearts of those not already enslaved to him. No longer did
- people call him Gryfallon the Wise but instead Doomdark, Witchking of
- Midnight. Even this was his own doing, for it pleased him to know so
- many trembled in fear of him."
- "So Doomdark is one of the Wise! " said Morkin, in surprise.
- "Who else but they could wield such power?" asked Luxor.
- "You could, my Lord," the boy replied, fiercely.
- Luxor smiled.
- "Your heart speaks louder than your head, Morkin. I would not seek
- such power, even if I could wield it."
- "But, my Lord, what of the Solstice? Why is the Solstice so
- important?"
- "The Solstice, Morkin, is the deepest, darkest day of winter. The
- Witchking, by his sorcery, draws his power from the very winter
- itself; he sucks from its heart the cold that fills his own and turns
- its icy force to his own will. For many moons now Midnight has known a
- false peace while Doomdark waits and prepares for the Solstice.
- Doomdark's last full assault on the Free was moons before you were
- born, Morkin, and even then we barely held him at bay. When the
- Solstice comes and winter is deepest, Doomdark will draw more power
- than he has ever known from its icy heart. Then he will unleash all
- the hellhounds of Midnight against us and I fear we may not withstand
- him."
- A stricken look passed across Morkin's bright face.
- "How so, my Lord? We are the Free and you are the mightiest warrior
- in all of Midnight!" the boy exclaimed.
- Luxor smiled wryly.
- "Morkin, you do me more than justice, but even if I were as you say
- it will take more than swords and strong arms to defeat the Witchking.
- In the last war he made against us, I slew score upon score of his
- foul creatures yet always there were more to take their place. But
- worst was the ice-fear, the cold blast of terror he sent creeping over
- the land to stab at men's hearts and turn their blood to water. This
- time it will be as cold as the Frozen Wastes."
- "Even they can be crossed, so the legends say."
- "Perhaps, Morkin, perhaps."
- Morkin was silent for a moment, as though lost in thought. Then, as
- gravely as one of the Wise, he said, "We'll win, my Lord.''
- "How so?" said Luxor.
- The boy grinned, mischievously.
- "This time you've got me to help you! "
- Luxor looked at the youngster, smiled and then roared with laughter,
- not at Morkin's ludicrous reasoning but at the enormity of his
- innocent, affectionate conceit. Morkin, suddenly realising how
- boastful his words had sounded, burst into laughter too.
- "Morkin," said the Lord Luxor, still laughing, "I doubt the ice-fear
- could ever touch you. There's not a chink it could pierce."
- "It couldn't catch me anyway!" said Morkin, suddenly galloping
- ahead.
- Luxor shook his head in disbelief and galloped after his runaway
- squire.
-
- CHAPTER TWO
- THE SKULKRIN
-
- As darkness seeped through the trees, the skulkrin shivered and
- grunted. Still asleep in a nest of leaves and bracken, he cowered as
- he lay there and his tiny hands quivered in supplication.
- "O Great One," he whimpered, "Fawkrin would not fail you. Fawkrin is
- your faithfullest servant."
- The skulkrin's long tongue lolled out to lick an absent hand. A
- cold, crackling voice rang out in the creature's dream.
- "Wretch! I would not trust you further than I could kick you!"
- As if to demonstrate, Doomdark aimed the toe of his boot at the
- skulkrin's thin belly. Fawkrin, half-expecting such a response, darted
- away but not swiftly enough. The blow caught him on the backside and
- sent him sprawling. Doomdark sneered.
- "Fool."
- The skulkrin picked himself up and dusted the splinters of ice from
- his ragged tunic.
- "You're too kind to Fawkrin, Great One. Fawkrin loves to be kicked
- around. Oh surely, Fawkrin loves a sore backside, oh surely, too
- kind!" said the skulkrin, adding under his breath, "Great mound of
- flatulence."
- In a withering voice, Doomdark whispered, "Go."
- Fawkrin cringed as the Witchking's frozen breath rolled towards him,
- trailing a glittering cloud of ice as it clawed through the air.
- Fawkrin shrieked, shook and woke.
- "Must find Luxor," he muttered to himself, "Surely must."
- Shaking himself as he stood up, the skulkrin pawed at all his bodily
- parts to make sure they were still there, then scuttled off into the
- murk of the forest.
- Fawkrin moved swiftly, skipping over the crisp snow where the ground
- was even, dropping to all fours when fallen trees and stray boulders
- made a mountain range of the forest floor. For a few moments, he
- imagined he was a young skulkrin again, dancing alone and carefree
- through the white wilderness, but presently he remembered, stopped and
- sniffed. The simmering breath of the trees streamed into his twitching
- nostrils but then a different warmth mingled with the resinous gloom
- of the forest: man-warmth. The skulkrin shivered and sniffed again.
- There was another warmth there too - boy-warmth!-His long tongue
- slavered out over his lips. A bite to eat would not go amiss.
- Fawkrin found his quarry in a clearing. There was no fire, else he
- would have found them sooner, and the man and the boy were huddled
- under a makeshift roof of branches and ferns. Quiet as a snowfall,
- Fawkrin crept into the bivouac. He pawed around in his tunic and from
- the grubby depths he tugged out a small pouch of matted fur. From it,
- the skulkrin poured a heap of glowing white dust into his palm which
- he quickly sprinkled over the sleeping faces of the humans. Even so,
- Fawkrin felt a frosty numbness gripping his fingers like a glove of
- ice.
- He muttered to himself, "Rotten Doomdark magic. Could make magic
- that don't hurt Fawkrin, surely could." Then he shook his clawed
- little hand until he felt the blood trickle back, whimpering softly
- all the while.
- It seemed that stars had fallen from the sky to settle on the faces
- of the man and the boy. One by one, each glinting speck faded and
- disappeared as the sleep-frost melted into their skin. Fawkrin waited
- until the last glimmer had died, then edged closer to the man. He
- sniffed at the man's tepid breath, his nose wrinkling and twitching as
- he tested its warmth and texture. Then he giggled in delight.
- "Khlee-khlee-khlee! The great Lord Luxor! Khlee-khlee! Now He won't
- kick Fawkrin on his backside, surely not."
- The skulkrin knelt down, brought his mouth close to Luxor's ear and
- in a mellow, soothing voice that seemed absurd from such a creature,
- he whispered, "Lord Luxor, great Lord Luxor, brave Lord Luxor, why
- have you come to the Forest of Shadows, tell me, Oh tell me where you
- are bound!"
- Luxor stirred. Eyes still closed, his arm rose mechanically and his
- hand wavered towards the knife in his belt. The skulkrin scurried away
- with a squeak of terror but Luxor's arm fell back. lifeless, to the
- ground. Fawkrin crouched in the darkness a full minute before he found
- courage enough to crawl back to Luxor. In truth, even this was simply
- the courage of necessity, his fear of Doomdark reasserting itself over
- his fear of the warlord.
- "Great Lord Luxor! " sang the skulkrin, ''Tell me where you are
- bound!"
- This time, Luxor did not stir. He spoke in a faint, weary murmur.
- "I have been called by the Wise," he slurred, "I have been called to
- their Council at the Tower of the Moon, summoned."
- "But why, tell me why?" crooned the skulkrin.
- "The Solstice. Doomdark grows stronger yet. We must act. I know no
- more. The Wise keep their own counsel."
- Fawkrin guessed this was the truth. Though a great warlord of the
- Free, even Luxor would not be privy to the secrets of the Wise.
- "Bah! Great war lump. Might as well tell Doomdark the sun will rise
- tomorrow. Sore backside for Fawkrin."
- Then a thought struck the skulkrin and he grinned a jagged,
- twinkling grin.
- "O great lord, how do you think of the Witchking? Is he not greater
- than you?" hissed the skulkrin.
- "Doomdark is hag-spawn, a foul pestilence, a piece of scum adrift on
- the fair waters of Midnight. If he fought like a man, I would slay him
- in two breaths."
- The skulkrin convulsed in tremendous giggles. Though he shivered at
- the thought of Him, there was nothing more deliciously exciting than
- to hear Him insulted. Suddenly, a cold breath trickled down Fawkrin's
- neck. His laughter stopped just as suddenly and he clenched his hands
- together.
- "I wasn't laughing, O Great One, oh no! Surely I wasn't."
- Only silence and the gentle whisper of the trees was the reply. The
- skulkrin sighed and smiled crookedly.
- "Silly skulkrin. Can't hurt you here, can He?"
- He swivelled round and turned to the sleeping boy. He snuffled at
- his face and shoulders and chest.
- "Mmmm. Fresh! And so warm! " he declared.
- Morkin was lying on his side, towards the skulkrin, with his bare
- forearm hooked in front of his face. Fawkrin tugged another pouch from
- his tunic and poured some more white powder into his palm . Sparingly,
- he sprinkled it over the boy's arm. No melting glow could be seen for
- this time the white dust was more mundane; it was salt. Fawkrin opened
- his jaws wide and ducked eagerly forward.
- Just as the skulkrin's fangs were about to sink into the morsel
- prepared, Morkin opened his eyes. Had the skulkrin been turned to ice,
- an event not unfamiliar to Doomdark's servants, he could not have
- stopped in mid-bite more swiftly. For half a moment, Fawkrin was at a
- loss and could only stare in amazement and terror. Then, a half-moment
- more and his gaping bite had suddenly transformed itself into a broad
- grin.
- ''Hello, young sir! " the skulkrin gulped. He gulped again as a
- knife-point pressed sharply against his throat.
- "If you so much as twitch, little furry one, you'll twitch no more.
- What's your business with us?" said Morkin.
- "Nothing, young sir, nothing, surely. Fawkrin only seeks warmth and
- shelter. Gets fine hospitality too. Knife at his throat. Questioned
- like a criminal. Fine hospitality, surely."
- ''Oh!" said Morkin, mockingly, ''Hospitality in your country
- stretches to becoming a meal for your guests. Fine hospitality that!"
- "Oh no, young sir, oh no! Fawkrin is a good skulkrin. He would not
- eat such a fine, strong, handsome, kind boy."
- ''The salt, then, is for good luck, I suppose."
- "So clever, young lord, surely. Yes, good luck. Course!"
- "I ought to make your end now but I fear you have worked some
- doomish spell on my Lord. He sleeps strangely and has not stirred.
- Wake him and I'll spare you your skin and bones."
- "Only the light of day can do that, young sir," whimpered the
- skulkrin.
- 'You're lying, fur-thing!" said the boy angrily. He prodded the
- creature's throat with the knife-point. Fawkrin winced.
- ''It's dangerous. young sir, dangerous, surely."
- "More so if you don't," said Morkin, prodding more firmly with the
- knife.
- "I think, perhaps, I should try to wake him young sir," squeaked the
- skulkrin.
- With his knife-hand, Morkin waved the creature towards Luxor.
- Fawkrin took yet another pouch from his tunic and waved it to and fro
- under Luxor's nose. Languidly, the man opened his eyes. For a moment,
- Morkin's gaze left the skulkrin. The skulkrin bit savagely at the boy
- and, instinctively, the boy lashed out with the skulkrin clamped to
- his hand. The creature crashed through the thin branches that
- sheltered them. His jaws dropped open at the shock of impact but his
- flight continued, out into the forest towards a particularly prickly
- clump of brambles. He scrambled to his feet and raced off northwards,
- plucking out thorns as he ran.
- ''Armour," he muttered glumly, "That's what Fawkrin needs, armour on
- his bum. Rotten Doomdark magic. Don't even work on food. Fah! "
- Morkin was gently shaking Luxor.
- "Luxor, my Lord, are you hurt?"
- ''At peace, Morkin; I was only dreaming. What's amiss?"
- "A furry creature was about to make a meal of my arm before I
- stopped It at knife-point. It had put you under a spell, my Lord.''
- ''Did it speak?"
- "Yes; it said it was a skulkrin.''
- ''A skulkrin! Then Doomdark senses something. The skulkrin rarely
- come so far south. Did you tell it anything, Morkin?"
- "No my Lord, but it was speaking to you when I woke."
- Luxor sat up and peered at the folds of the cloak where his head had
- lain. A few specks of glimmering dust lingered on the dark fabric.
- "Sleep-frost! Morkin, did you kill it?"
- Morkin shook his head.
- "No, my Lord. It escaped."
- Come, we must ride! You did well enough to wake, though how you did
- that after sleep-frost I cannot fathom."
- Luxor grasped Morkin's hand firmly. Morkin winced and Luxor felt the
- warm slick of blood.
- "You're hurt Morkin."
- "It's only a bite, my Lord."
- "A skulkrin bite turns foul in hours," said the man.
- "Then must I cut it open and suck out the poison?"
- Luxor laughed. "You listen to too many ale-tales, Morkin. No, a few
- leaves of sweet flame will clean the wound. We will ride now and
- gather some on the way, but we must find the skulkrin. If we do not, I
- fear Doomdark may get untimely warning that the Wise are awake."
-
- CHAPTER THREE
- CORLETH THE FEY
-
- Upon the forest hung a sparkling frost. The air was cold and thick.
- If a twig snapped it would crackle for miles around but only the muted
- whisper of the trees could be heard. Above, the Moonstar hovered
- bright and clear in a deep dark sky. The Moon itself was not even a
- sliver, just a deeper darkness blotting out the glistening haze of the
- Roads of Light
- Near the forest's tangled heart lay a glade where the darkness moved
- strangely. dancing over the pale snow like mist in a squall. The
- skulkrin paused at the clearing's edge; though darkness was his
- daylight this was beyond his ken. Nameless fears urged him to turn and
- run but his muscles would not move nor his eyes unfix themselves from
- the dancing shadows.
- As he watched, his fears seemed to drift away as though they were
- just brief clouds that had enshrouded him and were now passing into
- the far, far distance. The skulkrin edged forwards into the glade. He
- felt a beautiful, glowing glory shiver through him. He was completely
- bewildered; never, not even as a young skulkling, had he been happy
- like this. Unaccountably, he felt good and kind and gentle.
- The feeling gnawed at him like an aching tooth. In a daze, he
- wandered to the centre of the glade and as the shadows danced around
- him he peered up at the Moonstar. Its bright needles of light pierced
- him with wonder. His mind had never before grasped what beauty was and
- now the strange, intoxicating experience overwhelmed him. In a gentle,
- lilting voice, he began to sing a song he had never heard.
- The forest filled with the skulkrin's fleeting song. The smaller
- creatures of the night hearing only the deadly burr of a skulkrin,
- however well-disguised, fled to the burrows and nests. The larger
- creatures paused, as bewildered as the skulkrin itself, and then
- quickly passed on their way, suspecting some devious skulkrin trap.
- Yet there was one who heard and understood. Waking himself easily
- from his walking sleep, Corleth the Fey turned and made his way
- towards the strange singer. His long, flowing strides carried him
- swiftly to the glade. There, at the edge of the clearing, Corleth
- stood and watched the tiny man-thing as it sang from the bottom of its
- ill-used heart
- In a soft deep whisper, Corleth added his own voice to the refrain.
- Then, as if prompted, a breath of wind murmured through the trees and
- the whole forest seemed to hum with joy.
- Gradually the skulkrin's song shrivelled to silence. The creature
- stirred from his dream and looked around himself. The dancing shadows
- had gone but across the clearing he spotted a tall, dark figure clad
- in a cloak that seemed to shimmer with stars. Corleth stepped forward,
- laughing gently.
- "Now, little skulkrin, you know what it is to be a child of the
- earth, not just a spawn of the Ice Lord."
- Fawkrin smiled foolishly. Not knowing what to say in reply, he
- scampered up to Corleth and stroked his cloak of midnight blue, gazing
- in wonder as tiny pinpricks of light glinted in the gaps between his
- fingers.
- "Come, little skulkrin, tell me on what mischief you are bound! ''
- "None, my Lord," lied the skulkrin automatically. Then, having said
- so, he suddenly regretted it. A longing to be truthful stabbed so
- fiercely at him that he cried out with a squeal of pain. Even so, his
- skulkrin ways were not so easily abandoned and the most he could bring
- himself to say was, "None of my own, Fey Lord."
- "I need not ask whose," smiled Corleth.
- The skulkrin shook his head slowly from side to side.
- "I have been bad, my Lord. I sprinkled sleep-frost on the Lord Luxor
- and found out where he was bound. And the boy who served him . . .
- well, I was hungry . . . even skulkrin have to eat, my Lord. He was a
- nasty boy anyway. He prodded my throat with his knife."
- Corleth's eyes lit with sudden anger. The skulkrin realised his
- mistake and babbled away in fearful haste.
- "I only gave him a nip on the hand. I didn't eat him. He was a kind
- boy, a nice boy, surely he was," whined the skulkrin.
- "Be at peace, little skulkrin," said Corleth, "To each his own way.
- I know, in truth, you are but a tool in the hand that made you."
- The skulkrin began to fidget nervously.
- "The Cold One will frostify me for sure. He sees thoughts, you know,
- sees thoughts. Can't escape him. Make me forget, Fey Lord, surely you
- can make me forget!"
- The skulkrin looked up at Corleth with wide, pleading eyes. Corleth
- shook his head.
- "I cannot save you from the beauty of the world. I can make you
- forget this forest, this glade, but you have tasted the sweetness of
- life and that is beyond my powers to dispel. Besides, how could I
- bring myself to steal such a remembrance from you? Better kill you
- than cripple you again."
- "Very kind of you, surely, but I wouldn't want to put you to any
- trouble," said the skulkrin.
- Corleth laughed.
- "You have a wry tongue, skulkrin. It may save you yet. Here, a small
- gift for you before I leave."
- Into the skulkrin's hand, Corleth dropped a small amber crystal. The
- sphere lay in Fawkrin's palm like a tiny sun, glowing with its own
- soft and soothing light. The skulkrin gazed on it and smiled; he felt
- it was very precious. A single tear trickled down his cheek. No one
- had ever given him a gift before and Fawkrin was sure this was
- peerless amongst all gifts that had ever been given.
- "Thank you, my Lord!" he gasped and tore his gaze from the jewel to
- look at Corleth. Corleth was already disappearing into the dark of the
- forest.
- "Wait, my Lord, wait!" cried the skulkrin.
- A deep and distant voice called in reply, "Farewell little skulkrin,
- and begone swiftly; I suspect the wrath of the Lord Luxor will not be
- far behind you ."
- The skulkrin looked nervously around the glade, as if Luxor might
- burst out of the darkness at any moment. Then he clenched his fist
- tightly around the glowing heartstone and scurried to cover. Though he
- was fearful of his return to Ushgarak. return he must. This time, he
- had a glimmer of hope to comfort him: the marvellous discovery that
- there was another being in the world who cared about his fate.
- Corleth did not resume his own journey but instead followed the
- skulkrin's old trail southwards. It was a difficult path to follow if
- you were not a skulkrin and Corleth made slow progress. At length, he
- emerged onto a forest road. His eyes quickly scoured the width of the
- pathway for hoof prints and finding none. he smiled to himself, seated
- himself on a nearby tree-trunk and waited.
- It was not long before the riders he expected appeared. Luxor slowed
- his horse to a trot and approached Corleth with his sword drawn.
- Corleth stood and smiled.
- "What's your business, tall one?" said Luxor.
- "I know a skulkrin who shows me more courtesy than that," laughed
- Corleth.
- Morkin reined in beside Luxor and drew his sword swiftly from its
- scabbard.
- "He must be one of Doomdark's. my Lord," hissed the boy, in what he
- imagined was a whisper, " Let me slay him."
- Corleth laughed again. a long languorous laugh that rolled through
- the night air like a gentle mist.
- "You may try, Morkin, if you wish," said Corleth. He tugged a cord
- at his neck and the cloak of midnight blue fell away from him,
- revealing a shirt of mail so finely woven it seemed like a skin of
- silver. Corleth rested his hand on the hilt of his sword and waited.
- Morkin looked astonished, but nevertheless he frowned, bared his teeth
- in an attempt to look grim and fearsome, and urged his horse towards
- Corleth.
- As Morkin's sword scythed down, Corleth stepped lightly aside and
- caught the boy's wrist in his hand. Both Morkin and his sword tumbled
- into the snow. At once, Morkin scrambled towards his dropped weapon
- but Corleth was quicker. He took up the sword and held its point
- against the boy's chest.
- "I will not yield." blurted out Morkin, red and angry, "You must
- kill me first!"
- "Then it seems I must yield, for I would not kill you," said
- Corleth. Then he reversed the sword and handed it. hilt first, to the
- boy.
- Morkin jumped to his feet and held the sword uncertainly against
- Corleth's shining shirt of mail.
- "Will you give quarter, young knight?'' asked Corleth with only a
- hint of a smile breaking on his lips.
- "Only if you give your word that you will not try to escape,"
- answered Morkin.
- "Luxor, my friend, you have a bold squire!" laughed Corleth.
- "Friend?" said Morkin.
- "Friend indeed," said Luxor, striding up beside Morkin, "We fought
- side-by-side on the Plains of Blood in the last war against Doomdark.
- I did not recognise him at first, but this is Corleth the Fey. This
- prisoner of yours will fetch a hefty ransom, Morkin!"
- Morkin dropped the point of his sword to the ground and turned
- towards Luxor, his face burning.
- "How was I to know that? You let me make a fool of myself."
- Luxor placed his hand on the boy's shoulder.
- "No, Morkin, Corleth was testing your spirit: it is better to know
- your comrade's mettle before the real battle begins, is it not?"
- "And you made no fool of yourself," added Corleth. ''You did what
- any true warrior would."
- Morkin frowned and sheathed his sword. "Truly?" he asked.
- "Truly," said Luxor. Morkin beamed with pleasure. He turned to
- Corleth.
- "You fought quite well too, my Lord." he said, magnanimously. Then
- the man and the boy and the fey all laughed together.
- Morkin lent his horse to Corleth and sat afore Luxor as they rode
- north along the forest road. Luxor did not wish to lose more time than
- necessary and didn't mention the matter of the skulkrin until they
- were on their way. When he did relate the tale, Corleth remained
- silent until Luxor had finished. Then, at last, he spoke.
- "I met this skulkrin but an hour past," said Corleth.
- "Why did you not say?" asked Luxor incredulously, "We must find it
- and silence it."
- "At peace, my friend; you must give some quarter even to skulkrin.
- Are they not creatures of flesh and blood? His only crime is knowledge
- and you cannot slay him for that alone. Who knows? Perhaps he will not
- tell Doomdark of his knowledge."
- "Perhaps snow is not cold," said Luxor bitterly.
- "Perhaps it is not," said Corleth, "Would you believe that I found
- this skulkrin in a glade of shadows. singing his heart out to the
- Moonstar? Would you believe that he told me truly of his deeds this
- night? Would you believe that when I made him a gift of a heartstone,
- a tear rolled down his cheek?"
- "If any but you had told me, I would not," said Luxor.
- "Then believe me when I say we must let him live and find his own
- destiny. If we do not, why are we fighting Doomdark?"
- "Yes, you are right, my friend." said Luxor wearily. Then he added
- darkly. "The cold wears me down."
- "Your heart is strong enough. Believe that too." smiled Corleth.
- Luxor fell silent, remembering earlier days when they had ridden
- together across the lands of Midnight with cares that seemed as light
- as falling snow. He hoped his heart was strong enough. Then hearing
- the gentle snoring of Morkin asleep before him, Luxor seemed to hear
- all the peoples of the Free slumbering innocently while
- incomprehensive dangers gathered about them and knew he must be
- strong. He shrugged the coldness from him and rode on towards the
- Tower of the Moon a little more gladly.
-
- CHAPTER FOUR
- THE TOWER OF THE MOON
-
- Dawn approached stealthily, running swift fingers of light over the
- Lands of Midnight. Far to the east, it touched the grim Keep of Utarg
- with a brief golden haze: the Targ sentries yawned and looked around
- only to see if the next watch approached to relieve them. The dawn
- moved on. trembling over the Downs of Athoril, cloaking them in
- scarlet and saffron. The hills which had seemed hunched herds of vast
- menacing creatures in the absence of light, seemed now to draw apart
- and unfold.
- The daylight spread further westwards, painting the Plains of Dawn
- first crimson, then amber, then a deep glowing yellow so that they
- looked, for a fleeting moment. as they did at any noon of the Long
- Summer. clad in wheaten gold. In lonely hamlets scattered across the
- broad plains, villagers stirred and smiled to see the warmth of
- daylight return, then bent themselves to their daily tasks.
- Over the Forest of Thrall sped the hand of the Sun. shooting bright
- arrows of light into the sepulchral darkness of the trees, and then
- further west to caress the sheer walls and tall towers of the Citadel
- of Shimeril. As the first blaze of sunlight fell into the Courtyard of
- the Kings. the great horn sang out over the city. Twelve times the
- great horn bellowed its simple fanfare, a short, deep boom followed by
- a longer, more strident note. A-wake, a-wake, it sang and then fell
- silent. The city roused itself dreamily. with creakings of shutters,
- rattling of doors and the growing murmur of feet on its cobbled
- streets.
- The dawn did not linger but hurried on its endless journey, ever
- westward, ever westward till the world ceased to spin. Across the
- Plains of Blood it shed its own, brighter blood. What men moved there
- shivered in reluctant remembrance and did not pause to gaze upon the
- colours of the sunrise. Then, at last, the light grazed the edges of
- the Forest of Shadows, rose up and flew over a sea of mist-wrapped
- trees to touch the high stones of the Tower of the Moon.
- From its crowning dome of Looking-Crystal, Rorthron was watching.
- Through the mists of the forest, he saw a wind of light blow away the
- darkness and speed towards him over the leagues and leagues of trees.
- And though he would not have cared to count how many dawns he had
- watched from his solitary post, he smiled as he always did when the
- sun rose in full glory over the green rim of the forest.
- Rorthron turned and looked to the west where the light still
- advanced inexorably upon the dark army of trees. He sighed. Such a
- brief summer this starved Sun brought each day. He had been not much
- more than a boy at the height of the Long Summer. Then, the great disk
- of the Sun seemed to fill the sky; a day seemed to stretch forever as
- the languid hours glided by; and people sought cool shade, not
- crackling fires. It did not seem ten thousand moons ago.
- Rorthron shook his head as if to deny that the Long Summer had ever
- existed. He roused himself from his memories and set his gaze beyond
- the horizon. He looked first to the north, to Ushgarak, the eye of his
- mind not seeing pictures but instead absorbing a crowd of thoughts
- that clamoured in the far. far distance.
- There was much commotion in the great Citadel. Men, and fouler
- creatures, were preparing themselves for war. The captains of Doomdark
- were tallying supplies, marshalling their war-bands, bustling to and
- fro in the Winter Palace with last-minute orders and requisitions.
- Their thoughts were only of victory; already they were exultant at the
- havoc they would wreak, the vast slaughter that lay at their command.
- The lesser minions of the Witchking were less sanguine. Though they
- too had no doubt of the final victory, they knew equally that they
- might not be granted the privilege of enjoying it, knew that their
- lives were the coinage of war to be spent wantonly as their cold
- master decreed. Some were filled with disgust at themselves that their
- weakness and abject fear had brought them to this, fighting in the
- service of the loathsome Doomdark. Others, more pragmatic, simply
- counted themselves lucky that they, at least, had a chance to survive
- whilst the enemies of the Cold One most certainly did not. And there
- were some. of course, who despite their fears for their own wretched
- lives took comfort in the knowledge that soon they would be reaping a
- rich harvest of death and pain across the battlefields of Midnight and
- nourished their uncertain courage with lurid visions of rape and
- pillage.
- Rorthron turned away. He had seen nothing he had not expected to
- see, yet still it filled him with infinite sadness to see the people
- and creatures of Midnight used thus. The Wise had failed. So long ago,
- in the very dawn of the world, his race had been charged with its
- guardianship. Now, their complacent folly had allowed this to happen
- and all they could bring themselves to do was to lock themselves
- securely in their towers and choose to forget that the world still
- existed beyond the high stones.
- At length, Rorthron turned this mind-gaze south-east to Corelay and
- the Citadel of Xajorkith. Here was a different commotion; children
- playing in the streets, waggoners foddering their horses.
- market-sellers calling out to early customers, inn-keepers pouring the
- first ale of the morning into great jugs, blacksmiths stoking their
- forges. The city was at peace, its people content. And if there were
- vague fears for the future itching in the depths of men's minds, they
- were forgotten in the brightness of morning, each dawn a new hope, a
- new beginning.
- One day from the Solstice, Corelay still had an air of summer about
- it. The sadness lifted a little from Rorthron's thoughts. While
- Corelay was free, there was still hope and goodness in the world and
- he must bend all his powers to preserve it. Rorthron walked briskly to
- the stairway and descended from his eyrie to greet the riders
- approaching out of the Forest of Shadows.
- Luxor, Corleth and Morkin were greeted warmly by Rorthron. They
- bathed first after their long journey and then joined Rorthron to
- break fast in the High Hall. A blazing fire was burning in the great
- stone fire place and they sat before it with Rorthron to eat and
- drink. There were many tales to be told but as the day grew older,
- Luxor turned to more serious matters.
- "When does the Council begin, Rorthron? Surely, there is much to
- discuss.''
- "My friend, it has already begun. I am guilty of a little deceit; no
- others of the Wise will stir themselves. They think I am a foolish old
- man with a hopeless dream and will have no part in the coming war
- against Doomdark. They wait for better times, as if better times will
- appear by magic out of nowhere," said Rorthron wearily.
- "This cannot be so!" cried Luxor, aghast.
- "It is so, my friend; I am the Last Council of the Wise."
- Corleth laughed. "Then at least we can hope for unanimous decisions.
- Besides, one of you, Rorthron, is worth a score of the rest. We should
- not be troubled when the hopeless desert us."
- Rorthron smiled gratefully, Luxor nodded his reluctant acceptance of
- the truth and their talk turned to Midnight and the realms of the
- Free. In the east, the Targ still preserved a fiery independence. The
- Utarg of Utarg would suffer none to cross his lands, Free or Fey or
- Foul and though the Witchking was known to have sent embassies to him,
- only one ambassador had been returned, flayed alive. To the north of
- the Plains of Targ, Kumar had not been invaded for many moons. On its
- northern borders, the Forest of Whispers had swallowed many a doomish
- war-band and to the west the Marshal of Kumar kept a strong watch on
- the Mountains of Ithril.
- West of the Targ, Marakith remained free, though war-bands had been
- spotted on the western plains scurrying for the cover of the Forest of
- Thrall. Further west, the Plains of Blood had become a dangerous place
- for the lonely traveller, though still passable by a strong troop. The
- Marshal of Shimeril sent frequent raiding parties north into the
- plains. Many of the Foul had been slain but with each passing day
- their strength grew and the Gap of Valethor could no longer be reached
- without an army to clear the way.
- Around the Forest of Shadows itself, there was little to be seen of
- Men, Foul or Free, yet further south on the Plains of Gard, Doomdark
- kept a strong raiding band that had even ventured to the walls of the
- Citadel of Gard. Of all the lands of Midnight, only Corelay remained
- untouched by Doomdark's cold hand.
- None of them doubted that Doomdark would deploy his main strength on
- the plains of Valethor and once again attempt to force a passage south
- across the Plains of Blood. To the east the Mountains of Ithril were
- too formidable a barrier for the numberless armies of the Witchking to
- be supplied across, let alone to march across. To the west, the bleak
- passage between the Mountains of Ashimar and Dodrak was too narrow a
- road for him to risk.
- But could they hold Doomdark this time on the Plains of Blood, as
- they had done so many times before? If not, Doomdark could choose from
- many roads after gaining the Plains; he could strike out at his
- leisure in any direction and the armies of the Free would be caught
- running to one breach after another. Luxor was not hopeful.
- "Doomdark is too strong. How can we hope to hold him now on the
- Plains of Blood when we so barely succeeded the last time?"
- "Perhaps we should not try," said Corleth. "If we let him move his
- hordes onto the Plains of Blood and further south if necessary, that
- would leave the way open for us to strike at Ushgarak itself."
- "To do that, we would need to pass through the Gap of Valethor
- ourselves," said Luxor. "We could not do that with Doomdark camped on
- the Plains."
- "Have you forgotten Ithrorn, my friend? Is not the Citadel of
- Ithrorn still free?" asked Corleth.
- "Tenuously so," said Rorthron, "The Marshal of Ithrorn is sorely
- pressed."
- "From Ithrorn we could strike north without the Mountains of Ithril
- to block our way, then turn west at Droonhenge and approach Ushgarak
- by its back door.''
- "And what of Marakith and Shimeril and Corelay? Are we to leave them
- defenceless in the face of Doomdark whilst we ride off on a hopeless
- sortie? No, Corleth, I will not do that," shouted Luxor.
- "Is it any less hopeful than defending the Plains of Blood? Either
- way, all may be lost, but if we should take Ushgarak, Doomdark would
- be finished."
- "At what price?" asked Luxor, angrily.
- Rorthron got to his feet and stood before them.
- "At peace, my friends. All ways are perilous but we must not exclude
- any if we are to defeat Doomdark. His greatest weapon is fear and
- confusion. We must not think that any task is hopeless - and it is
- not! Even Doomdark was once flesh and blood. Now he is more ice and
- water, how much easier should it be to defeat him'' said Rorthron,
- smiling benignly.
- Luxor was still bitter. "I know you are not senile yet Rorthron. If
- your words are meant to comfort us, they are ill-chosen."
- "Perhaps you need more than words," said Rorthron calmly. He reached
- out his hand towards Luxor and opened it out, palm upwards. "Perhaps
- you need this."
- There, in the palm of the Wise, lay a ring of red gold into which
- was set a single jewel. as round and smooth as a pearl but of a clear,
- sparkling blue that flashed and flickered like lightning.
- "I have rings already, Rorthron."
- "Not one like this, my friend," laughed Corleth. Luxor looked
- curiously at Corleth, wondering what joke this could possibly be.
- "I never thought to see it. I'll wager no Man or Fey has seen it in
- our lifetimes. Luxor, this is the Moon Ring, the last of the Great War
- Rings of Midnight!"
- Luxor turned his gaze again to Rorthron's palm and looked in wonder
- at the legendary ring that lay there. The mists of despair that had
- clung to his thoughts for many moons seemed to clear and fade away as
- he watched. Beside him, Morkin was craning his neck so far forward to
- get a better view that he almost fell off his seat. Luxor looked up at
- Rorthron.
- "You know I cannot take this, Rorthron, it is not my right."
- "Forgive me, Luxor," said Rorthron, "I have kept this from you too
- long, but with good reason. You are not simply Lord Luxor of the Free,
- you are the last heir of the House of the Moon. You, my Lord Luxor,
- are the Moonprince and this ring is yours by right, to be worn only in
- circumstances of gravest peril. Once slipped on your finger, it cannot
- be removed until you are dead or the peril has passed. It will give
- you the Power of Command and the Power of Vision over those lords and
- subjects loyal to you, even at great distances. With the Power of
- Vision you will be able to see through their eyes what they see. With
- the Power of Command you will be able to urge them to undertake any
- task they would willingly perform for you. And more than this, it will
- echo the warmth and strength of your mind and send forth a tide of
- hope across the cold lands of Midnight. It is yours. Take it. and use
- it with care."
- Rorthron the Wise stepped forward and dropped the Moon Ring into
- Luxor's hand. Luxor was quite speechless for a while. Then, at length,
- he spoke.
- "Thank you, Rorthron the Wise; this is a gift beyond gifts. Yet, I
- do not understand why you have kept all this from me so long. Surely,
- in the last war against Doomdark, this ring would have been a help
- beyond price?"
- "Yes, Luxor, it surely would but the Wise have their reasons. The
- Solstice is the peak of Doomdark's power. Defeat him before that and
- he will return as surely as the snow will fall. Defeat him at the
- pinnacle of his power and he will never return, never blight the lands
- of Midnight again with his foul schemes. Nor could I tell any of your
- true ancestry for fear that Doomdark would gain the knowledge too and
- hunt you down like vermin. Even now, he suspects nothing and when the
- morrow comes. the Solstice itself, he will expect all its glory for
- himself. From Ushgarak will issue forth an ice-fear the like of which
- has never been seen, rolling its terror across Midnight like a plague.
- Tomorrow, at dawn, you must don the Moon Ring and send a blaze of hope
- winging across the land, melting his ice-fear, stabbing him with shock
- that a warmth still exists that can resist him and filling him with
- doubt. Then you must ride swiftly to Corelay and rally all the peoples
- of the Free to your banner. You must challenge Doomdark everywhere;
- leave one pathway unguarded, one chink open and a flood will pour
- through. The Moon Ring itself will lend you the power to guide the
- forces of the Free and under your guidance they will march against
- Doomdark as one. The Captains of Cold will be blind compared to those
- whose way is lit by the War Ring of the House of the Moon.''
- "And a plan?" asked Luxor, "Are we not to have a battle-plan?"
- Corleth grasped Luxor's arm firmly.
- "Of course, Luxor," he said, "But don't you see? This time, this
- war, the Moon Ring lends us the power to change our plans at a
- moment's notice. No longer must we stake all upon a single throw."
- "Yes, of course," mused Luxor, still dazed at his new-found
- inheritance.
- "There is one matter we have not yet considered," said Rorthron, a
- note of warning thrumming in his voice.
- "What is that, Wise One?'' prompted Corleth.
- "The Ice Crown."
- Even Corleth seemed to pale at its mention. Morkin tugged gently at
- Luxor's sleeve and whispered a question to him. Rorthron smiled and
- turned to the boy.
- "Fashioned of the purest, coldest crystals of ice, forged in the
- Frozen Wastes on the bleakest of nights by Doomdark himself, the Ice
- Crown is the source of all his power for it enables him to suck from
- the heart of the Winter all the bitter forces of cold and bend them to
- his will. He keeps it in the Tower of Doom, north of Ushgarak across
- the Plains of Despair. Few have seen it and lived. yet all have felt
- its bitter touch.''
- ''Do you think we could seize it?" asked Luxor. New hope had dawned
- in him now and he could almost begin to believe that even such a
- desperate folly as this might succeed.
- "I think we must try," said Rorthron," If we succeed and destroy it,
- Doomdark's power will be shattered. Even if we fail, the attempt will
- distract him and thus help our armies to prevail."
- "We cannot spare more than a few for such a perilous task," said
- Luxor.
- "No, indeed. And No more than one for the final journey to the Tower
- of Doom, one who can resist the ice-fear that streams from it as
- sunlight streams from the sun. It is your choice. Moonprince."
- "I cannot lay such a task on another's shoulders. I must go myself."
- "Bravely said," said Rorthron," But that cannot be: the Moon Ring
- throws forth mind warmth -that is its boon and its bane. Doomdark
- would sense your presence before you got within fifty leagues of the
- Ice Crown. You must choose another. I would go myself but the Wise
- have too much knowledge of each other: I could not hide myself from
- Doomdark any more than he can hide himself from me."
- "Then there is only Corleth." said Luxor reluctantly, "No other than
- he can resist the ice-fear at its coldest, no other that I know of."
- Luxor turned to Corleth. The Fey looked troubled. He turned his eyes
- away from Luxor, then rose silently and wandered towards the colonnade
- that circled the High Hall. He stopped by a slender column and gazed
- out through the Looking-Crystal over the Forest of Shadows. The others
- remained silent, waiting for him to decide. After a long while,
- Corleth returned and stood before them all in front of the great fire.
- His eyes were heavy and his face drawn.
- "There is another," he said. ''One stronger than I could ever be in
- the face of the ice-fear."
- "Then who?" asked Luxor, puzzled and frustrated by the riddles of
- the Fey.
- ''If I could keep this from you, my friend Luxor, I would, but in
- truth I cannot. The old songs say that one will be born, half-fey,
- half-human, whom the ice-fear cannot touch. armoured with the laughter
- and lightness of the Fey and the wild fire of Men, the ice-fear will
- roll from him like drops of rain in a summer shower."
- Corleth paused and his eyes glazed over as he tried to imagine what
- such a summer, what such a shower would be like. Then he blinked and
- forced himself to continue.
- "My Lord, my friend, Luxor, Moonprince - he sits beside you! "
- The Fey bent his head and gazed at the floor: he could not bring
- himself to look Luxor in the eye. The silence was profound.
- "Me?'' whispered Morkin, "How can it be me?"
- Corleth lifted his head and turned his deep eyes towards the boy.
- "Tell me what you know of your father and mother, Morkin," said the
- Fey gently. The boy looked startled.
- "I know nothing, my Lord. I was only a babe when my Lord Luxor found
- me, while hunting boar in the Forest of Thimrath. He gathered me up
- and took me home and cared for me, as he has cared for me ever since:
- he has been like a father to me all my life."
- Corleth smiled and looked up towards the distant ceiling of the High
- Hall.
- "It was many moons ago," he said, "We had prevailed over the foul
- hordes of Doomdark on the Plains of Blood, but the price was heavy.
- Many were slain, more were shattered in mind by the last tide of
- Ice-fear he sent against us. After the battle, a host of our faithful
- warriors wandered lost and demented across the bloody fields, their
- hearts empty, their minds full of horror. There were so many that
- those who had survived unscathed could not hope to find them all
- before they took their own path to peace or simply wasted away in the
- cold, bitter nights."
- "Such a man, wounded to the quick in body and mind, found his way
- into the depths of the Forest of Thrall. It was there, exhausted and
- close to death, that one of the Fey, the fair Aleisha, found him. She
- dragged him on a trestle of branches to her tree-home and there she
- nursed him to health again. As his strength grew, so did his
- enchantment with Aleisha and so did her enchantment with him."
- "When he was fully strong again, his mind healed by her comfort and
- words of peace, his body mended by her subtle, feyish skills, they
- made their love complete. Yet Aleisha was troubled. She knew their
- love, however strong, could not last, for he was a mortal Man and she
- a Fey. She said nothing to him but let the days and nights of their
- love linger on until she could bear it no longer. Then, gathering all
- her courage, she freed his mind of every memory of her, not wishing
- him to bear the pain of their impossible love. She led him to the
- southern edge of the Forest of Thrall and watched him dwindle into the
- distance as he walked out across the Plains of Iserath towards the
- Mountains of Morning and his distant home.''
- "Some moons later Aleisha bore a child, a rare child, his child as
- well as hers. Her delight almost overwhelmed the pain of parting but
- even in this moment of joy she thought only of him. Out of love had
- she made him forget yet she knew she would not forego her own
- memories, however painful. She was determined that he too should keep
- something of the harvest of their love. And so, barely a moon later,
- she journeyed south with her babe across Iserath and Rorath to the
- borders of Corelay."
- "How many times had he told her of hunts he rode in the Forest of
- Thimrath, how many times had he pictured in her mind its winding paths
- and gentle glades. She knew where he would be. As dawn approached, she
- listened for the hoof beats of his horse and when she was sure, she
- bundled the babe in warm furs and laid him by the path. She dared not
- linger for fear that she would cry out as he approached and run to his
- arms. So, with a parting kiss for her child, she turned back to the
- north, never to see her son or her lover again."
- "That son was you, Morkin. Your father is my friend, Luxor."
- Rorthron the Wise sniffed loudly and dabbed at his eyes with the
- long sleeves of his gown. Luxor, for the second time that morning, was
- dumbfounded. But Morkin, brimming with joy, leapt to his feet and
- flung his arms around the Moonprince.
- "You always have been and now it's true," he said. In some
- confusion. Luxor smiled and returned his son's embrace.
- "It is all I could wish, Morkin," he said, then added, "Save that
- all secrets were as happy as this when revealed - and revealed
- sooner."
- Suddenly, Morkin whirled round on Corleth.
- "Yes! Why did you keep this secret from . . . from my father? You
- are his friend."
- "And yours too, Morkin. The Fey have long suspected that the House
- of the Moon still survived. The Wise are not the only guardians of
- knowledge. I could not be sure until today when Rorthron held forth
- the Moon Ring, but since I have known him, I have harboured a secret
- hope that your father was the Moonprince. I did know, as Rorthron did,
- that Doomdark suspected nothing. To have revealed your kinship would
- have placed you both in double jeopardy as it does even now. My words
- may yet be your death, Morkin. I pray you will forgive me. These are
- dark times."
- Morkin looked subdued.
- "I suppose you did right, my Lord Corleth. It is I who should be
- sorry, not you," he said grudgingly. "I hate Doomdark. He spoils
- everything."
- "He does indeed, Morkin, my well-named son," said Luxor. "Corleth
- the Fey, you have given me a hard choice. How can I send a boy, even
- if he is my own son, on such a perilous quest? He may be able to scorn
- the ice-fear--that I can well believe - but there are many other
- dangers on the road to the Tower of Doom."
- It was Morkin who answered first.
- "You must send me, Father. If you do not, Midnight might be lost
- anyway and then what would become of me?"
- "The boy is right," said Rorthron, "We must take every chance. It
- has come to that."
- Luxor nodded slowly. He clasped Morkin's hand.
- "If you wish it Morkin, seek the Ice Crown and attempt its
- destruction. I will not send you, but you may go if you wish."
- There was fire in the boy's voice and a gladness shining in his
- eyes.
- "Of course I will go, Father! Don't wish me luck: it's Doomdark who
- will need it! "
- CHAPTER FIVE
- THE SOLSTICE
-
- It was a strange dawn. The Sun seemed reluctant to shake off the
- shackles of night and soar over the rim of the world. When it did, the
- rays it sent spinning across Midnight seemed cold and pallid. From the
- north a frozen mist was seeping over the hills and forests and plains
- and the dawn was silent, the air empty of birds, the earth untrodden
- by the chattering creatures of day. Even to Corelay the coldness
- spread and a nameless chill gripped men's hearts as they rose to greet
- the new day. Old warriors, in dread, whispered of Doomdark, for they
- had been touched like this before, but the rest simply shivered and
- tried, with small success, to shrug off their unreasoning fear.
- This was only the vanguard of the ice-fear that gathered in the
- north. Around Ushgarak, the mist was so thick and high that the city
- still lay in darkness, though the rest of Midnight was bathed in
- light. Then, like a storm driven by the winds of the tall sky, the
- great mist began to roll south over the Plains of Despair. Even
- Doomdark's creatures quailed and shivered as it passed. The mist
- fanned out as it moved ever southwards but it did not seem to thin or
- diminish: rather, it grew thicker and taller as it devoured the waking
- landscape.
- From the Tower of the Moon, Luxor the Moonprince rode out to meet
- the dawn. At one side of him rode Morkin, his face eager and shining
- with the fire the dawn seemed to lack. At the other side rode Corleth
- the Fey, a hint of unbidden laughter playing round his lips. Luxor
- turned first to Corleth.
- "My friend, we must part now but I will be with you. I know your
- people are loathe to fight but this is more than a war of Men. Ride
- north to the forests of the Fey and gather those you can to our
- banner: we will have need of you and all your kin before this war is
- done."
- "The Fey will fight, my Lord Moonprince, though at times you may not
- notice how. I will raise more than a war-band, I promise you. Fare
- thee well, my friend."
- Then the Moonprince turned to his son. He placed his hand on the
- boy's shoulder.
- "This parting has come too soon. I fear your task may be the hardest
- of all, Morkin: take no risk without need. You risk enough already."
- "Have no fear, Father. I will return. You risk more than I and it is
- you who should take care: do not orphan me again."
- Luxor smiled.
- "I will try not to! Farewell, my son."
- The Moonprince turned to the south-east, towards Corelay. He took
- the Moon Ring and slipped it on his finger. In his mind, the distant
- murmur of battle seemed to grow and a warm fire burned in his blood.
- Suddenly, the horizon seemed to expand and fly away into the distance
- as into his mind flooded all the hopes and fears of the peoples of the
- Free. He drew his sword from its scabbard and held it aloft, then
- spurred his white stallion towards the Forest of Shadows and distant
- Corelay.
- "Arise, Midnight!'' he called as he rode, "Arise the Free! Peril and
- doom lie at our gates. Waken your valour, arm yourselves with courage!
- We ride to conquer Doomdark forever! Arise Midnight, arise!"
- His war-cry rang out across the still dawn, flying over the forests
- and hills, whispering over the plains, in the distant citadels of the
- free, in Ithrorn, in Marakith, in Shimeril, in Kumar and in Grad and
- in Xajorkith, men paused and looked about themselves, imagining they
- heard a faint echo whose words they couldn't quite catch yet which
- quickened their hearts and made their blood race.
- Then, as if swept away by a sudden wind, though the air stayed as
- still as the mountains, the dour mist that lay over Midnight vanished
- northwards, shrinking back towards Ushgarak. The full dawn broke
- suddenly over the land, showering it in a blaze of warmth and light. A
- wave of hope rippled outwards from the Forest of Shadows across the
- country of the Free, to far Corelay, to the Plains of Dawn, to the
- Mountains of Morning, warming chill hearts and bringing a glimmer of
- gladness to Midnight that had too long been absent.
- In the Winter Palace of Ushgarak, the frozen mist that should have
- been flowing out in an endless stream was rushing back in. Doomdark
- flailed his arms through it as it thickened about him.
- "Back!" he cried, "Back! Fly out, out!"
- It was to no avail. The ice-fear rushed homewards and sank back into
- his cold flesh. When all had returned and the air cleared, there was
- worse a warmth, an explicable warmth seemed to touch his mind. The
- Witchking grimaced. He had almost forgotten what pain was like. A
- spore of doubt buried itself in his thoughts and like a canker, began
- to grow.
- "A Moonprince?" he mused, "No! It cannot be."
- But far to the south, already Luxor the Moonprince sped through the
- Forest of Shadows to rally Corelay and the Free. The War of the
- Solstice had begun.
-
-
- THE LORDS OF MIDNIGHT
- GUIDE TO PLAY
-
- To load the Lords of Midnight type MIDNIGHT and then press ENTER.
- The game will then LOAD and RUN automatically.
-
- Starting off
- The Lords of Midnight has a facility which enables you to SAVE the
- game you are playing at any stage. When loading is complete, you will
- be asked whether you want to start a NEW GAME or continue an OLD GAME:
- on the overlay you will find a key for each of these options. If you
- press NEW GAME a screen depicting the situation of Luxor the
- Moonprince will appear and your quest will begin on the day of the
- Solstice itself.
- If you press OLD GAME a screen will appear instructing you to load
- the saved data of the game you wish to continue. Once the data has
- been loaded back into your computer, the last screen of the game you
- saved will appear and you can continue your quest
-
- Saving a game in progress
- The data for the Lords of Midnight can be saved at any stage of the
- game. To save a game in progress, you must first press the key marked
- SAVE on the keyboard overlay. The SAVE key should only be pressed at a
- time when the computer is waiting for you to press an option key: if
- it is doing something else, it will simply ignore your key-stroke.
- When you press SAVE a screen will appear instructing you what to do
- next. Just simply select a slot to save the game in [A-Z] If there are
- no previous save game files in the current directory, then slot A is
- automatically selected.
-
- Abandoning a game
- We hope that you will never need to abandon a game of the Lords of
- Midnight, but if it should come to pass that your situation is beyond
- all hope, you can abandon the game by pressing OLD GAME
- You can't simply start a fresh game at the press of a button.
- Instead, you must either load the program back in or load back in the
- data from a game you have already saved and pressing OLD GAME enables
- you to do this.
- If you feel you are going to need a lot of fresh starts, we
- recommend that you make a copy of the early stages of the Lords of
- Midnight by pressing SAVE either at the very start of the game or
- during your first few moves.
-
- Keeping track of things
- Because such a lot is always going on in the land of Midnight, we
- have provided a facility whereby you can keep a printed record of each
- game as it progresses. Of course, you will need a printer compatible
- with the computer and you may need a lot of paper! Pressing the COPY
- key at any stage of the game will print-out the screen in front of
- you. If you use this facility to its full, you should end up with an
- illustrated history of the War of the Solstice.
-
- The role you play
- You, the player, take the role of Luxor the Moonprince, Lord of the
- Free. By virtue of the Moon Ring, which lends you the Power of Vision
- and the Power of Command, you can control other characters that are
- loyal to you, move them through the landscape of Midnight and look
- through their eyes. Some of these characters are simply individuals,
- others are commanders at the head of whole armies: when you move a
- commander, his army moves with him.
- The computer plays the part of Doomdark, the Witchking of Midnight
- and controls the characters and armies loyal to him. In addition, the
- computer also governs the actions of the independent characters and
- forces in the land of Midnight
-
- A choice of games
- There are two distinct ways of winning a victory over Doomdark. The
- first is by war, by sending armies north to the Plains of Despair and
- seizing the Citadel of Ushgarak from whence Doomdark commands his foul
- hordes. In such a strategy, Luxor himself will playa major part as a
- commander in the field.
- The second way of winning is by quest, by guiding Morkin, Luxor's
- son, to the Tower of Doom to destroy the Ice Crown, the source of
- Doomdark's power. Morkin can have no army to help him on his journey,
- for the Ice Crown sends forth the ice-fear which withers men's minds.
- By virtue of his birth, half-human, half-fey, only Morkin can resist
- the utter coldness of the Ice Crown's power.
- If you prefer a pure adventure just concentrate on the quest of
- Morkin. The armies of Doomdark will still march south to conquer
- Midnight but the armies of the Free will defend themselves without
- your guidance, even though they will not make any counter-moves.
- If you prefer a pure war game, ignore the quest of Morkin and
- concentrate on the assault of Ushgarak.
- To play the complete epic, however, you should place equal
- importance on the war that Luxor directs and the quest that Morkin
- journeys on. Naturally enough, the complete epic takes the longest to
- play. Of the other options, you will find the quest the quicker game.
- There are no keys to press to choose which sort of game you play -
- you simply choose, move-by-move, which characters you want to guide.
- At any stage, you can alter the balance at will, abandon the quest and
- take up war, or admit defeat on the battlefield and try to seek the
- Ice Crown.
- If you want to play the Lords of Midnight with your family or
- friends, we suggest that each player is given control over a
- particular character or group of characters, and that you play as a
- team against the evil Doomdark.
-
- Victory for Doomdark
- To win, Doomdark (or the computer, if you prefer) must achieve two
- objectives. First, he must eliminate Morkin: as long as Morkin is
- alive, the game will continue. Second, he must subdue the armies of
- the Free. This can be done in two ways, either by eliminating Luxor
- the Moonprince who is their commander or by taking the Citadel of
- Xajorkith in the land of Corelay, the home of all their hopes.
- If Luxor is killed, you, the player, lose all control over the other
- characters in the game except for Morkin, his son. If, by any chance,
- Morkin manages to find the Moon Ring that Luxor wore and which was the
- source of Luxor's Powers of Vision and Command, he can put it on and
- you will regain control over those characters still loyal to the Free.
- However, once he does this, Morkin will immediately become known to
- Doomdark and his quest to seize the Ice Crown will become almost
- impossible.
- If Xajorkith is taken by Doomdark but Morkin is still alive. Luxor
- can continue the armed struggle against the Witchking. For Doomdark to
- win, Xajorkith must be Doomdark's and Morkin must be dead, OR both
- Luxor and Morkin must be dead.
-
- The Ice-Fear and the Moon Ring
- The ice-fear is Doomdark's greatest weapon, sapping men's courage
- and reducing armies to rabble. If strong enough, it may even cause
- characters once loyal to Luxor and the Free to desert to Doomdark's
- control. He can use it either as a general effect, spread equally over
- the lands of Midnight or concentrate it in particular places.
- The only shield against it is the Moon Ring that Luxor wears: this
- radiates the strength and warmth of his mind. The closer a character
- or Army is to Luxor, the less will be the demoralising effect of the
- ice-fear. The same applies if Morkin is the wearer of the Moon Ring.
- There is one drawback: the Witchking can sense the warmth of the Moon
- Ring and so, at any stage of the game, he knows the precise
- whereabouts of its wearer.
- The strength of the ice-fear also depends on Doomdark's confidence.
- As the Witchking takes citadel after citadel of the Free so does the
- ice-fear grow. but where he suffers defeat or doubt the ice-fear
- dwindles. The Ice Crown has a cold intelligence of its own and as
- Morkin comes closer towards it. it will feel the approaching danger
- and bend a greater and greater part of its force towards its own
- protection. So, as Morkin approaches the Ice Crown, more and more of
- the ice-fear will be directed at him alone but it will not affect him.
- Instead, the burden of its terror will begin to lift from the armies
- and commanders of the Free.
-
- Controlling a character
- As stated in the introduction, the Lords of Midnight is not a
- standard adventure game and controlling the characters does not
- require you to guess at the right phrase of command. Instead, you have
- four basic options, each available at the press of a single key:
-
- 1) Look
- On screen will appear a landscape corresponding to the view that the
- character sees in the direction he is looking at the time. There are
- also a few lines of text, giving details of where he stands as well as
- an heraldic shield which identifies him. During the LOOK option, you
- can turn the character to look in another direction by pressing one of
- the right compass keys: NORTH. NORTH-EAST, SOUTH-EAST, SOUTH, SOUTH
- -WEST, WEST and NORTH-WEST.
-
- 2) Move
- The character will move forward in the same direction he was last
- looking. When he reaches his next location, he will continue looking
- in that direction and the LOOK option will reappear with a new
- landscape.
-
- 3) Think
- When the character is told to Think, the screen becomes largely text
- and you are given more details regarding the character, any army he
- controls and the place he is in, than could be included in the short
- text of the LOOK screen.
-
- 4) Choose
- The CHOOSE screen presents you with a list of special options not
- covered by the basic LOOK and MOVE options. It also lists the key you
- must press for each of these options.
- What special options are open will depend upon the situation the
- character finds himself in but will include such choices as searching,
- hiding, attacking an enemy, repairing defences and so on.
- The CHOOSE screen will also reflect the personality of the
- particular character. All the choices you are presented with are only
- those the character would be likely to choose by himself. So, the
- choices open to a cowardly character will seldom include brave deeds,
- the choices open to a greedy character will seldom include acts of
- generosity.
- You can press the LOOK, MOVE, THINK and CHOOSE keys at any stage
- during any of the four basic options and the new screen will appear at
- once.
-
- Selecting a character
- At the beginning of the game, you have four characters under your
- control. These are LUXOR the Moonprince, MORKIN his son, CORLETH the
- Fey and RORTHRON the Wise. You can select any of these by pressing the
- key marked with their name. When selected, the display will switch
- immediately to the LOOK option for that character. To select others
- characters (which you must recruit to your cause during the course of
- the game), you must press the SELECT key. When you do this, a list of
- the other characters you control will appear, together with a list of
- the keys that will select them. Press one of these selection keys and
- the display will switch immediately to the LOOK option for that
- character. Once you have selected a character, your control will
- remain with that character until you select another. Selection can be
- done at any stage of the LOOK, MOVE, THINK and CHOOSE options.
-
- How the game works
- The game begins on the day of the Winter Solstice. Initially, you
- control Luxor the Moonprince, Morkin, Corleth the Fey and Rorthron the
- Wise. These characters all start the game at the Tower of the Moon in
- the Forest of Shadows. The game proceeds by day and by night.
- During the day, you can move any or all of the characters you
- control and any armies that are with them. The distance a character
- can move in one day depends on the difficulty of the terrain and
- whether he is walking or riding as well as his state of health. You
- must learn by experience precisely how far you can travel under given
- circumstances. However, there is one important thing to remember: when
- you travel directly north, south, east or west you are moving just one
- league at a time: when you move north-east, north-west, south-east or
- south-west you are moving along the diagonal of a square one league by
- one league, a distance of approximately 1.4 leagues. Therefore, this
- will take you longer and leave less hours of daylight for the rest of
- your journey.
- When a character has exhausted his hours of daylight, night will
- fall for him, and. unless there are exceptional circumstances (the
- THINK screen will tell you if there are), he will not be able to do
- any more until the following day. You can still, however, move other
- characters under your control.
- Once you have moved all the characters you wish to, you must press
- the NIGHT key. This lets nightfall everywhere and signals the start of
- activities for the forces of Doomdark. During the night, Doomdark will
- move his characters and armies across Midnight and there will be a
- pause as he "thinks". Soon, however, a new day will dawn and you can
- command your characters afresh.
- DO NOT FORGET TO PRESS THE NIGHT KEY WHEN YOU HAVE FINISHED YOUR
- DAY'S MOVEMENT AND ACTION. IF YOU DO NOT PRESS THE NIGHT KEY NOTHING
- FURTHER WILL HAPPEN AT ALL!
-
- Engaging in battle
- Minor skirmishes involving individual characters and small war-bands
- are quick affairs and can take place at any stage throughout the day.
- Battles between armies, however, that will not be decided until the
- day is over.
- Because a battle between armies is such a major event, you will not
- be able to move an army to the same location as an enemy army by using
- the simple MOVE option. Such a move l's always one of the special
- actions you can opt for during the CHOOSE option. Some of the
- commanders you control may be so afraid that the choice to move them
- into battle does not even appear as one of the possibilities.
- During the course of the day, you can move as many armies into
- battle as you wish. If you move more than one army into the same
- battle, the program will keep track of their times of arrival (which
- may influence the outcome of the contest). However, once an army or a
- character has been moved into a battle, it will not be able to move
- again until the following day.
- At dawn on the following day, the outcome will be known to your
- commanders. If the enemy has lost, his armies will have been destroyed
- in the night or have fled, leaving your armies and characters free to
- move. If the enemy has not lost, you have the choice of retreating
- with what is left of your armies or continuing the struggle for
- another day, possibly throwing in more forces. If, however, the enemy
- has won a decisive victory, when dawn breaks you will find your armies
- destroyed and your surviving commanders scattered: the enemy forces
- may have advanced far beyond the battlefield.
- Many things will influence the outcome of a battle: the number of
- troops, the type of terrain. the quality of the commanders and, of
- course, the strength of the ice-fear. But, as any warrior must, you
- must learn by experience.
-
- The map of Midnight
- The map of Midnight reproduced in the file MAP.GIF depicts the major
- features of the geography of Midnight. but like any map it does not
- show every single detail. You will find surprises where ever you roam.
- It will serve well, however, as a guide to your journeys through
- Midnight and be a good helper when you become lost. But do not forget
- that the landscape has its own secrets!
- The free and the foul
- On the day of the Solstice, at the start of the game, Doomdark's
- forces hold the north whilst the Free hold the South. Few of
- Doomdark's armies will be found south of the Mountains of Ithril and
- the Plains of Valethor. Of the major citadels, Doomdark holds
- Ushgarak, Grarg, Vorgath and Kor. The only armies of the Free to be
- found north of the Mountains of Ithril and the Plains of Valethor are
- in Ithrorn and the Plains of Ithril. Of the major citadels, the Free
- still hold Ithrorn, Kumar, Marakith, Shimeril, Grad and Xajorkith. In
- the east, the barbarian tribes of the Targ remain independent of both
- Doomdark and the Moonprince. In the west, save for the Citadel of
- Grad, the lands lie mostly empty and under no one's sway.
- The Fey are in loose alliance with the Free. They do not seek war
- but neither do they relish the thought of Doomdark overrunning
- Midnight. Their part in the War of the Solstice will be mostly
- passive. Their homes are the forests of Midnight and Doomdark's armies
- will not willingly be allowed passage through these. Corleth the Fey,
- however. should be able to rally enough of his people to his banner to
- form one army.
- The Wise have isolated themselves from the world and live like
- hermits in their tall towers. Doomdark will not bother them so long as
- they remain withdrawn from the affairs of Men and most certainly, they
- will not aid him. In the right circumstances, it may be possible to
- seek their help and be granted it. Rorthron the Wise could prove a
- useful ally in this.
- The Utarg of Utarg may be persuaded to bring the Targ into the war
- against Doomdark, especially if the armies of the Witchking are
- tempted or forced to trespass on his lands. If the ice-fear grows too
- strong, however, he may lend his loyalty to Doomdark.
- Of the Free themselves, there are many Lords. Luxor should first set
- himself the task of seeking their loyalty, thus gaining control of
- many armies. Most powerful are the Lord Marshals of the great Citadels
- but the Moonprince will find other Lords who will also bow to his
- command. He should not, however, waste too much time seeking out
- allies; there are others who will make fine ambassadors.
-
- Looking around
- During your travels through Midnight, you will see many different
- scenes. This is a traveller's guide to some of the things you will
- see. All of these features of Midnight's geography may offer cover to
- an army.
-
- *** WAITING FOR TERRAIN GRAPHICS ***
-
- MOUNTAIN Moving across a mountain will take many hours of travel and
- leave you exhausted at the end of your journey.
-
- CITADEL A strongly fortified city which may harbour enemy forces or
- offer shelter to a friendly army. Storming a citadel will
- be a hard task.
-
- FOREST Movement through a forest will not be swift. The minions of
- Doomdark, however. will find it doubly difficult for
- forests are the homes of the magical Fey who hold no love
- for the foul creatures of the Witchking.
-
- TOWER The refuges of the Wise, the Towers of Midnight are almost
- impregnable from attack but help may be sought at one of
- these. It may not always be granted.
-
- HENGE Built in the dawn of the world, these ancient temples have
- strange powers, not always benign.
-
- VILLAGE A village can offer warmth and shelter to the lonely
- traveller if its people prove friendly.
-
- DOWNS Gently rolling hills, the downs slow a traveller only
- slightly but they may hide unseen dangers.
-
- KEEP The fortress of a minor Lord, a keep will offer protection
- against occasional raids but will not withstand a
- determined assault for long.
-
- SNOWHALL Built by the wandering peoples of Midnight during the long
- winter, snowhalls are quite large structures which can
- offer shelter to many hundreds if need be.
-
- LAKE The remaining lakes of Midnight are fed by warm springs.
- They have powers to revive and heal those who oppose
- Doomdark and the forces of cold.
-
- FROZEN WASTE Surrounding the land of Midnight are the Frozen
- Wastes. They cannot be entered by any. Free, Foul or Fey.
-
- RUIN Abandoned fortresses of former wars, ruins may harbour dark
- and dangerous things but may, in times of need, offer some
- protection against attack.
-
- LITH These ancient standing stones often have magical powers.
-
- CAVERN A cavern can provide shelter and a hiding place but it may
- already have done so for fouler creatures!
-
- As well as these features, you will also see the flat expanses of
- the Plains of Midnight. It is only on the plains that you will
- actually see the banners and ranks of the armies that march across the
- land.
-
- ARMY A friendly army offers no hindrance to the traveller. but
- an attempt to go through the midst of an enemy army offers
- the gravest of peril, by day or by night. Armies in
- mountains, forests or any of the other places to be found
- will hide themselves well and not be seen.
-
- As you look around during your travels, large figures may appear in
- the foreground of each panorama you see. These are the warriors,
- characters or creatures that lie immediately ahead of you on the
- borders of the next domain. You do not always, however, see all that
- lies ahead. The wise travellers must be both bold and wary.
-
- APPENDICES
- THE KEYBOARD OVERLAY
-
- The original Lords of Midnight used a keyboard overlay for the
- Spectrum keyboard input. I decided to keep this original layout and
- have therefore included a list of the keys.
-
- Keys
- Compass Direction Keys
- 1 North
- 2 North-East
- 3 East
- 4 South-East
- 5 South
- 6 South-West
- 7 West
- 8 North-West
-
- General Options
- Q Move
- E Look
- R Think
- T Choose
- U Night
-
- A New Game
- D Old Game
- G Yes
- J No
- M Select
- K Toggle Printer
- Z Print***
- ESC Exit
-
- Character Selection
- C Luxor
- S Save
- V Morkin
- B Corleth
- N Rorthron
-
- *** I'm not sure if this still works!!!!! - I've changed some things
- since I last checked it. I will be working on it soon.
-
- APPENDICES
- THE PC CONVERSION
-
- PC conversion by Christopher Wild - July 1991
-
- Why?
- During 1990/1991 I went through a sudden bout of ZX Spectrum
- nostalgia. Having owned a Spectrum since '84 and it being my first
- computer, I was missing it a little. I dug out my Spectrum 128k but
- then decided to buy a Spectrum +3, well what the hell!
- I did a little bit of programming on it, wrote a few game routines,
- sprite routines etc. I started converting a lot of the games to disk,
- some of which required a little bit of hacking on my behalf. Anyway,
- back in the 80's I used to do a lot of hacking and got a lot of pokes
- etc. published in various magazines. I have always been interesting in
- the inner workings of games and I pride myself on being a very good
- reverse engineer.
- Lords of Midnight was always one of my favourite games and so I
- decided to reverse engineer it; just out of curiosity.
-
- The development
- The +3 is not the ideal environment for such as task so I brought in
- the help of my trusty PC.
- I linked my +3 and PC through the PC parallel port and the +3 RS232
- port which I bought a special cable for. I used Hisoft Devpac to print
- a disassembly of the newly hacked binary files to what it thought was
- a printer, and my PC captured the info and wrote it to a file. The
- next stage was to clean up the file into an editable and readable
- form. I've now got a 10000 line z80 assembler file, complete with un-
- disassembled parts that need hand disassembling, on my PC that means
- diddly squat.
- I spent the next two weeks working out what the program was doing. I
- put in meaningful routine names, added comments, gave memory addresses
- variable names, added equates, formatted data into ASCII, inline data
- and bin files. By the time I had finished I had a fully compilable z80
- file that would probably compare favourably to Mike Singleton's
- original! This was the biggest reverse engineer I had ever done, I
- even fixed a few bugs! Not only did I know how the program functioned
- but I had managed to create fully documented source code. Not bad from
- a Spectrum Binary File.
-
- The conversion
- It was only at this point that I became interested in actually
- converting this code to work on a PC. I started thinking about doing a
- rewrite and then finally came up with a simple solution.
- A work colleague and myself set about writing a program that would
- do a literal z80-8086 conversion. It works on a similar concept to
- emulators the difference being in that an emulator has to do real time
- conversion, our program would do a one off conversion. This actually
- has its own problems. Emulators can have the luxury of having routines
- for commands, we wanted a straight z80/8086 opcode swap. The code had
- to look the same even though the mnemonics were different; we had to
- match up mnemonics and registers across different processors. We wrote
- the program over a couple of days and did the conversion, then spent
- the next few days ironing out certain translation problems. After
- about a week we had a fully functioning conversion program and so did
- the conversion again.
-
- The graphics
- The next problem was the display I could convert all the graphics
- and GFX routines to be PC specific but that would probably add another
- few weeks onto the conversion. By this stage I had already decided
- that should the conversion work then I might do a complete ground up
- rewrite possibly to work under windows, so I didn't want to spend too
- much time with the graphics. The final decision was to again work like
- an emulator. I allow the program to still write to what it thinks is a
- spectrum screen. The programs are compiled to allow a memory region
- between 16384 and 23296 in the data segment. The game writes directly
- to this as normal; no need to change any calculations etc. I wrote a
- routine to interpret this memory and then write to a VGA screen. After
- all the major drawing routines I then make a call to this routine and
- the screen is displayed. It isn't the quickest method but it was time
- saving. If your machine has a decent graphics card then the transfer
- is done in well under a frame and so the update is flicker free but
- slower graphics cards might show a slight affect like a blind being
- closed - but it doesn't detract.
-
- The new platform
- The program was now semi up and running on a new platform. All was
- left to do was to iron out certain hardware dependent routines. A few
- internal routines for random numbers, keyboard etc. New save and load
- routines and a new printer dump option - espson compatible printers
- are supported. A little bit here and there and the game was finished
- from start to finish in under a month. Not bad - Doomdark's Revenge
- only took two weeks after that!!!!! I sat back and played the game to
- make sure it worked. Oh, and added a feature for the character
- selection - something that tells you that a character is dead or can't
- move.
-
- The end result
- The game is faster. It's still about 48k! The panoramic views are
- brilliant. Movement is a smooth glide. Night processing is almost
- instant. The game could have been faster again should I have chosen to
- optimise it, but I was only doing a conversion... a rewrite was yet to
- come!
- The conversion is so faithful to the original that if you could
- transfer a Spectrum save game file, you could probably use it - apart
- from a small header at the front of my save game files.
-
- The future
- I would still like to write a Windows version with many new features
- that would enhance the gameplay.
- The code for Doomdark's Revenge almost lends itself to being changed
- into a two player network game!
-
- The credits
-
- Mike Singleton, for creating such a fabulous game.
-
- Brian Walker: DOMARK
-
- Thanks to DOMARK for granting permission to release this version.
- Please look out for Lords of Midnight: The Citadel : Coming Soon.
-
- Richard Maddocks, for his work on the Z80/8086 transfer program, the
- PC graphic routines, the PC printer routines and general assistance on
- this project.
- e-mail: mads@civy.demon.co.uk
-
- The manual was scanned from the original. It is almost identical to
- the original manual by Mike, the only changes are for specific
- mentions to the Spectrum computer and the appendices
-
-
-
-
- 1994 - Chris Wild
- e-mail: chris@anam.demon.co.uk
-
-
-