Paths of Destiny
Paths of Destiny
Paths of Destiny
1
paths of Dest:JO(j
'Coble c:If COll~eo~
Jh~roduC1:1OIl ,
.5ettLements and Landmarks eli <he R.ealm S
IJShthouses 4S
Dwe~n~ 4'
'Ole RIsen Codex and '(he SImoes eli \II~ue 47
'Creasures eli MaSlc and Wonder 49
AUSllfieS eli ~he "es SS
Forbidden Ploces eli porkness S.
'Ole Underworld '4
'Ole FInal '(flal '7
3
5et:t:lement:s and Landmarks
Ort:he Realm
Being an Atlas of the Townes, Villages, Castles, Keeps, and other
important Landmarks of the Realm.
......" ..
,..
~~.". "
•• _ . .. '1/ ... ... ...... . ., ..~;;;.;
5
J\\oonslow Lot. "~" Lens. ~" "
Often can grea t masters of the mystic arts be found within the marble walls of
this fair towne, nestled in the sou thern forests of Verity Isle. Moonglow is onc of
the most beautifu l cities in the kingdom, and its citizens arc known for their phi-
losophyand practice of the virtue Honesty. A pleasant half-day's journey on
horseback will bring onc to the gates of the Lycacum, where Britannia's scholars
spend their days in pursuit ofTru lh's enlightenment.
6
Mooostow: Level 'CIllO
Moonglow's pub, The Honest Meal, is not a particularly renowned one,
but a frequent patron known as Lord Stuart the Hungry may offer thee some
diverting insights into the finer points of culi nary magic.
7
DntalO Lat:. X'I\' Lans.I'" gn
Britain is a thriving. picturesque city just a short distance from Lord British's
castle on Britanny Bay. The towne is an important center of commcrre fo r all of
Britannia and has a number of interesting places to visit, including 1010 thc
Bard's arbalest shoppe and a highly recommended pub. Those who dwell here
are welcoming a nd compassionate, so travelers often find Britain one of thc most
hospitable places in thc Realm 10 visit.
8
o 'the Wayfarer 'tavern OJalo'S Dows
Multon .......... 4 Dagger ................. l
Rations ......... 1S Sling................... l0
Ale................... l Bow.................... 7S
ArrowS............... l 0
o '[/)e Wmifarer JIm Crossbow ........ 150
N ightly fare: 2 gp fo r each guest Quarrcls............. 15
3 rooms available for lodging Magic Bow ...... 800
9
JheLom Lat. f f'f " Lens· ~ M"
In the mountainous Valorian Isles, far to the southeast of the Britannian main-
land, can be found the bulwarked towers of Jhclom. Home to the elite of Britan-
nian knighthood, this city's gates arc open to all who valorously strive to defend
the Realm. Though some of the citizens may appear rather brusque al times,
time and patience spent befriending a knight of Jhclom will seldom be
for nought.
10
o l1aush1:y Ilomoan's
Flami ng Oil ..............5
8'Dle Sword and KeS
Mu tton ..................... 5
Mace ................. ...... 50 Rations................... 20
Morning 5tar......... 60 AJe............................ l
Throwing Axe....•....3
Spiked Helm ....... 150 O'Che Warnor's S1:ead
Spiked Shicld ...... 120 Nightly fa te: 3 gp fo r C'ach guest
Spiked Collar .... .. 240 4 rooms available for lodging
o Island ShmwrJ,sh1:s
Friga tc ............. 600
Skiff................. 200
11
Uew Lot:.~·~" LOllS. M' h"
Anyone who has been apprehended in a tavern brawl, indulged in one 100 many
cups of ale, failed 10 pay tribute to thc new King, or otherwise offended onc of
Blackthorn's henchmen, is undoubted ly familiar with this once-fair city's prison.
Yew is a city in bondage to Blackthorn's will; a place where Justice is no longer
served with thc august integrity that once governed thc dccisionsof thc Druid ic
court. But abandon no t all hope for this towne, for thc true goodness of Yew's
people lies just beneath thc surface... seck it there, and yc shall fi nd it.
Uew: Dosemen~
12
o '[he 5laushtered Lamb
Rum .................................. l
GArms of Justice
Leather Hclm.......... 1S
Wild Boar.........................3 Cloth........................ 20
l...eather .................... .50
GRealers' Rerbs Club........................... 5
Sulfurous Ash ................. l Spca r. ......................... 7
Ginseng ............................ 2 Silver Sword ..........250
Garlic ................................2 Magic Axe ........... 1000
Spider Silk ....................... 4
Blood Moss ..................... .5
13
Mlnoe Lat. R' M" Lons. t, K"
The towne of Minoc was founded by the tinkers and craftsmen of ages past on
the shores of Lost Hope Bay. near Brita nnia's central northern coast. Upon the
wild, inhospitable crags of ocean-swept rock did a people strong of heart grow
and flourish, and the townsfolk of Minoc became known throughou t the Realm
for their selfless and willing sacrifice. 'Tis a tribute to their unflagging generosity
that even in these times of brutal oppression. none in need arc ever turned away
from the Healers' Mission and the world's gold is never asked for the spirit's
healing.
14
ODorkwatch Armouro O'Che Crow's !lest
Iron Hclm ......................... 120 Frigatc...................... 753
Small Shield ....................... 40 Skiff.......................... 175
Ring MaiL. ....................... l 00
Short Sword ....................... 40
o '!:he bealers' Missloo
Hcaling ......................Charity
Macc .................................... 50 Cunng....................... Cha rity
Two-Handed Hammcr.....85 Resurrection .................... 200
15
'(rlnSle Lot:. ~· ,.. LOllS. X' ".
The Western Road begins amongst the cities and villages of Britanny Bay and
comes to its cnd far to the south on the Great Sea's coast. It is here that the mag-
nificent walled city of Trinsic proudly stands facing the sea, a glorious challenge
to thOSC! who would bring dishonour to the Kingdom. A visitor to Trinsic will
likely find a city where endu ri ng friendshi ps arc readily made, and where
lagging fa ith in the ultimate triumph of honour and truth w ill be bountifully
restored.
16
Othe Qaladln's Qrotectorate OWounds of bonour
Two-Handed Axe.............................. ISO Hcaiing......................... .40
Two-Handed Sword ..........................200 Cu ring ........................... 25
Halbcrd ................................................ 250 Resurrection ............... 215
Iron Hclm ............................................ 120
Large Shicld .......................................... 70
o Steeds
borse 11 BIder
.......................... 100
Scale..................................................... 150
Plate..................................................... 700
17
Skora Drae !.at. I' f" l~ns. ~'X "
On a western isle just off the coast of Spiritwood lies the quiet retreat of Skarn
Brae. Long known as a home for the Rangers of Britannia, a private poople who
strive to better the lives of others through a decp understanding of Spirituality.
Skarn Brae is a rustic shire of streams and forests with a few shoppcs and dwell-
ings unobtrusively scattered about. Those sick or wounded folk who seek aid at
the Spirit Healers of Skarn Brae may find refuge from their pain there, irrcspec-
tive of their personal wealth.
18
o '[he S!?lfIt beolers
Healing ............................ 45
e Sulfurous
the AlchemIst
Ash ................. 1
Curing .............................. 30 Cinseng............................ 2
Resurrcction .................. 225 Blood Moss...................... 5
Black PearL .................... 3
o '[he boun!!o:; ]ho
Nightly farc; 2 gp for each guest
3 rooms available fo r lodging
19
new MosJnclo Lat. f.: 1''' Lons.~·~"
The tales of the insufferable pride of Old Magincia's citizens, and the ineffable
d estruction cast down upon them for their pride's sake, must never be allowed to
slip from our minds. Ages have passed since daemons laid wasle to the fai r ci ty
leaving nought but smoking rubble and unliving souls in thei r wake, but only in
recent years has the remote island colony been repopulated. Now, New Magin-
cia has spru ng up from the ancient and d esolate ruins, built by a sim ple, unas-
suming people w ho know a nd treas ure the innate value of aU living things.
20
o StouL
'[he bumble polote
................................... l
Fruit.. ................................... 2
Provisions......................... 30
21
Castle Drltanma lat:. X, /''' lens. 11" X"
Lord British's magnificent castle stands high in the hcarl of Britannia, over-
looking Britanny Bay. A breathtaking fortress of marble and tile, Castle Britannia
is five stories tall including its dungeon. Within its imposing stone walls arc vast
storerooms, a littl('-used prison, bedchambers ranging from austere but comfort-
able barracks to lavishly appointed guest quarters, two kitchens, a fine stable,
and the acclaimed smithy of Max the Annourcr. Our True King is above all a
man of philosophy and learning, as all well know who have secn His Majesty's
private rooftop observatory. And though there seems little hope for Lord
British's return, dozens o f devoted subjects of the Crown labor still to kccp his
castle wann and safe for all who would defend his virtucs and his name.
Cost:Le Dnt:onnlo:
Dosement
o Chain
north St:or Armouro
Coif........................................................... 50
Magic Shield ................................................... 2000
Chain .................................................... ... ....... ... .300
Platc.................................................................... 700
Long Sword .........................................................70
SilvcrSword ...................................................... 2.50
Ring of Protection ............................................ 500
22
Castle i:mtanma:
Level one
Castle I)rIt:anma:
Level 'Cwo
23
Cas~le rm~anma:
Level 'Chree
Cas~le rm~anma :
Level Four
24
'(he palace of Dlackthorn
Lot. K' r" Loos. M ' M"
In the midst o f the volcanic fires, west of the hallowed Isle of the Avata r, a vast
d arkstone palace testi fies to the awesome wealth and power tha i is now Lord
Blackthorn's. In the few years since Blackthorn seized Britannia's throne and
d eclared martial law, ostensibly to keep the pcacc in the land, his personal
stronghold has grown to rival Castle Britannia in size and luxury. But there the
semblance ends, for those who have had occasion to visit the Palace return -
sometimes· with tales of great towers with seemingly bottomless pits, labyrin-
thin(! d ungeons, nightmarish torture chambers, and dacmon ic guardians in the
roya l thro ne room. Half-huma n watchers patrol the endless halls, casting all
who do not wear the Badge and speak the Password in to the dungeo n's torture
chamber where lethal fa tes invariably await.
25
'Che palDce
Of \)lack~horn:
Level One
'Che palDce
Of Dlack~horn:
Level 'Cwo
26
'Che palDee
Of i'Jlaek~hom:
Level 'Chree
'Che palDee
Of i'Jlaek~rn:
Level Four
27
West: Emt:anny Lat. X' f\' Lans. r" M"
West Brilanny is a small farming community lying between Castle Britannia
and the city of Britain.
28
nort:n Emt:onny
This small village boasts a finc stable and inn. As in West Britanny, farming is
a common occupation here. The wooded park in the no rth western part of towne
is popular with neighborhood children as a playground.
:;
¥~
. ~~~:: }
29
east Drltanny Lat:. X'~" Lons. II"'"
East Brilanny's local economy revolves around the trade a t the Oaken Oar, one
o f the most respected shipwrights in the land . Also in this village can be found
the Healers' Sanctum, where p ractices a chirurgoon of incomparable skill. In
fact, the Sanctum was located in ncarby Castle Britannia until the turmoil sur-
rounding the King's disappearance began. Then, claiming the troubled, frantic
air to bean ill infl uence upon the spi ritual arts, the healer Milan moved her kiosk
to the quieter East Britanny suburbs.
30
paws Lot. t' B" Lens. X' ""
Just orf the Western Road a lmost midway between Britain and Trinsic lies the
villagcofPaws. Nestled on a cove north of the Fens of the Dead, Paws is a
frequent SlOp for travelers in need of a rest o r who w ish for a change of horses.
Lodging is cheap here, and the Cat's Lair Tavern dishcsout some of the finest
mutton in the kingdom.
31
Cove Lat. !I" "" Lons." '"
Lock Lake is an inland sea surrounded by mountains and other natural barriers
that assure the solitude o f any who dwell upon its shores. Among the southern
mountains of those lost shores lies the wondrous village of Cove, home of a leg-
endary healer and the only mainland apothecary shoppe that offers the essential
herbs Nightshade and Mandrake Root. But perhaps the most striking edifice in
Cove is the Temple of Virtue where disciples of the Avatar's ways commune
together, contemplating the meaning and the power of Good. Here the visitor
will find peace, wisdom, and a chance to truly strengthen the spirit.
o Spider
Must:,c,sm
Silk ....................... 12
o Sanctuary
Hcaiing............................ 55
N ighlshade ...................... 30 Curing ............................. .40
Mandrake Root. .............. 40 Rcsurrection .................. 247
32
[)uccaneer's pen L01:. t,~" Lons. I' I"
'Twould be easy to say that such a place as this is one best avoided by follow-
ers of Virtue. However, the headquarters of pirates and othe r asso rted thugs
called Buccaneer's Dcn is also a place of great resource, where shoppes sell exotic
wares such as mystic gems and magical rings of fabulous power. Those who can
make it out of towne without being relieved of their purchases along the way
should consider themselves fo rt una te. For those who dare to seck ii, the port of
Buccaneer's Den can be fou nd on a tiny island far to the south-southeast of
Britanny Bay.
33
Dordermarch Lat. f-' r" Lans. r' K"
Bordcrmarch is the fortified retreat of the respected Britannian governors Sir
Simon a nd Lady Tcssa. Forced to flee the tyranny of Blackthorn's kingdom
because of their stead fast opposition to his rule, the knight and his Lady made
thei r home on a lonely, m ountai nous island north of lhelom. Their personal
armourer may be willing to sell some of his p rime wares to friends, and 'lis
rumoured that several of the Avata r's oldest friends abide here againsllhc day
when they may take u p arms for the Crown onre more.
34
o 'CfJe .5IJqttered ShIeld
Magic Shield ......................................................................... 2CX1O
Magic Axe ............................................................................. 1000
Magic Bow .............................................................................. 800
Arrows.......................................................................................10
Two-Handed Hammer........................................................... 85
Ring of Regeneration ............................................................. 200
Amulet of Turning.... :............................................................900
35
lat:. K' F" lOlls. M' F"
In this isolated manor, far to the southeast of Skara Brae, resides a retired sea
dog named Lord ScggalJion and his eccentric companion, known (at least among
those who dwell in Farthing) as the Great Mage Temme. Thoug h she might
seem but a proud charlatan, she actually has some innovative ideas concerning
spells o f disappearance that arc well worth listening 10.
36
WlOdemere Lat:. f"" LOllS. K""
It has oft been said that Evil seeks to SCl"VC its own. When Lord Blackthorn
came to power, espousing the demented self-servitude of enforced virtue, many
who held no interests bu t thei r own at heart flocked 10 his side. Among them
was the dark sorceress EJislaria and her mercenary cohort Thrud. Vile were their
works, and together these devo ted prodigies of Evil rose quickly through the
ranks of Blackthorn's Oppression. So well did they serve the Dark King's cause
that they were rewarded with a private castle of their own ... in exchange for their
souls, some might say. Grim decisions and false friendships may have to be
made by one who gains entrance to Windcmcrc, so enter not with plans of keep-
ing the upper hand in all confrontations. Remember instead the true and final
object of thy Quesl, and thou shalt not go wrong.
-'-.. :. "";-,
'-':,
. ~~'"
::t?-;.. . -: :, :'
....
..........
.......
".
'
:--;..
"
'·~ ·-;5~:~
.' . .;..,;
';-,':-
\:
37
.5t:onegat:e Lot. M' f> Lons. t' M"
This stronghold of unutterable evil casts its shadow upon thc mountains of thc
eastern Serpent's Spine, and is approachable only by crossing the trackless
mountains south of Lost Hope Bay. It is the temporal abode of Ihe Shadowlords.
'Tis rumoured that thc Sceptre of Lord British rests in Stoncgatc. and that one
who seeks to steal it from its thieves must be willing to die for their treasure, for
such is the 101 of all who have tried. Answer Well thc Guardian'S riddle, if thou
wilst, but watch thy step afterwards, lest yc fall so fa r that none may reach thee.
38
,(he L.(}caeum
The Lycaeum isa great castle in the northwestern camerof Verity Islc, a short
distance away from Moonglow. Within dwell some o f the finest magi and phi-
losophers in Britannia, gentlemen and ladies who strive to understand and
master the ideals of Truth. The Lycacum has one of the most extensive libraries
in the Realm, and also an herbalist, p ub, and healer. Lord Shalineth and Lady
Janel! arc the sagacious keepers of this magnificent castle, and can offer much
wisdom to those travelers seeking enlightenment.
In a grand chamber on the Lycacum's third noor, the Eternal f1amc of Tru th
shines through day and night, tended faithfully by Lord Sean.
'(he L\lcaeum:
Level Qoe
39
·.:. '(he LI,/coeum:
~;!.. level '(;WO
...
::Y"
...
,. -. '(;he l\lcoeum:
-~:!.. level '(;hree
... -
':~.
:.~
'I
40
empa1:/') Abbey Lot:. M' /.." LOllS. B' M"
South and west of Yew, at the farcdgc of the Deep Forest, this sanctum of Love
is a haven for medita tive reflection fo r both the disciple of Virtue and the troub-
led of heart. Lord Michael, a re nowned mo untain climber and scholar o f Virtue,
is the keeper of the Abbey and will g ladly assist all in need of aid.
The Eternal Aamc of Love shines from a northern balcony on the second fl oor.
O'Che empot:h
Healing................................................................................. ..... 65
Curing........................................................................................10
Resurrection ............................... ... ..........................................262
41
empath AbtJeq:
Level 'Cwo
empath AbtJeq:
Level 'Chree
42
Serpent's !;)oLd lot. K' &" lens.t' f.:.'
The Knight's Order o f the Silver Serpent, a chivalric organization comprised o f
thc no wer of Brilannian knighthood, is headquartered in thc great Scrpent's
Hold castle o n the Isle of Deeds. In this grand fortificati on a rc a prison, fo rge,
gymnasium, barracks, and training field . Many valiant warriors sojourn here to
hone their skills and share their battle lore. lord Malone, thc castellan of
Scrpcnrs Hold, is a man known for his courage and devotion to thc Crown.
The Etemal Flame of Courage bums in a secluded basement chamber, monu-
ment to Ihc brave acts of Ihc Order's knights through the ages. Its valiant
keepers arc strong in the vi rtue of Sacrifice, since they almost always s uffer
chronic ca rbon monoxide poisoning duc to lack of proper ventilation.
OSlese Crofters
Chain Coif..........................................................................50
Chain ................................................................................ 300
Crossbow......................................................................... 150
Quarrels............................................................................. 15
Hal berd ............................................ ................................ 250
Throwing Axe ..................................................................... 3
Morning Star................................................................... 600
43
Serpenes I:>old:
Level One
Serpent's I:>old:
Level 'CIllO
44
,(he LIghthouses
O f these lonely dwellings on the sea there are four, called Fogsbanc,
Stormcrow, Crcyhaven, and Waveguide. The fonner two were buill by latham
and Windmirc, retired sailors w ho chose to dedicate thc rest of their lives to
making sea travel safer and more pleasant for others. The folk who dwell in
Greyhavcn arc strict followers of Blackthorn's rule, though they have a visitor
who possesses much regard fo r thc old ways. And thc man and wife who keep
Waveguide's light burning are not at all kindly disposed toward strangers.
Fogsbanc shines in Britanny Bay, just south of Castle Britannia, whilst
Siormcrow lights the way into Ihe northern port of Minoc. Grcyhaven lies off thc
southern lip of the Britannian mainland, north and west of Serpent's Hold.
Finally, the inhospitable Waveguide can be fou nd on a tiny atoll just west of
Verity Isle, for those who care to visit it.
Fossbone Lot. ~'I" LollS. r'I" Greyilaven Lad.' I" Lons. X'I"
5tormcrOlll Lat.B'I" Lolls. t'l" Wavesulde Lat.~'I " Lons. t'l"
1'«""''''''It . . , ......
45
'Che pwellJnSS
Many are the folk who chooSC! to iivc away from Ihe rest of the world, but only
a few of their hermitages are worthy of mention here. The Decp Forest hut of
1010 Ihc Bard scarcely needs description, since he and his wife Gwenno often
open their home to \osl travelers and wandering adventurers. Tales arc told far
and wide of their kindness and hospitality to those in need. But there are other
small abodes scattered throughout thc kingdom, places which should be visited
and friends who should be consulted 'ere thou dos t tum to thc moTe direct and
less meaningful pages of this volume.
The wise Seeker will be certain to visit the archmage SUlek, whose knowledge
it was that enabled us to elsewhere describe the Shards of Mandain. The enig-
matic young mage has chosen to pursue his studies in a place of distant isolation
from Ihe wo rld's troubles, on a small, swampy island in the southern midst of
the G reat Sea.
A very diHerent sort of character altogether will be found abiding upon the
southern reaches o f the desert Drylands. The one called sin'Vraal spins a most
inspiring story, though he presents a fearsome countenance. Listen to him, and
know that SO long as hope lives, even SO does our King.
Another practitioner of the mystic arts who chose to li ve a life of solitude is the
mage Grendel, though 'tis not hard to understand the reason for his self-imposed
exi le. Venture through the swamplands of south central Britannia to find his hut.
And offer wha tever sympathy thou canst, for a spell of subtle power lies at the
root of his dilemma.
One day, not really all that long ago, a furious maelstrom sprung up from
nowhere to swallow Captain Johne's ship, dragging captain and crew into the
lightless void beneath the waves. 'Twas a shipwreck far more grievous than
thou art thinking, for upon that day was Britannia's fate truly scaled. Still the
Captain lives, though the same cannot be said of his erstwhile crew, and thou
couldst do well to follow his pcrilouscourse into the pages of history.
..
."
46
,(he RIsen Codex
and the Shrmes of Virtue
The story o f how the Codex of Ultimate Wisdom was magically raised from the
Great Stygian Abyss and enshrined upon the Isle of the Avatar is nothing less
than a modem..<Jay saga. In the Book of Lore can be found this tale, along with a
good deal of knowledge rega rding the mystic Shrines of Virtue.
After sincere meditation at a Shrine, a sacred Quest may be given by that
Shrine's altar. 1ne Quests are searches fo r the innermost secrets of Virtue, and a
pilgrimage to the Shrine o f the Codex will teach those secrets to those who truly
thirst for the knowledge. Indeed, the Shri ne of the Codex may be entered and
the sacred book viewed only by a 5ccker who has been o rdained by meditation
in a Mystic Shrine ofVirlue. Upon leaving the Codex, a great spiritual reward
awaits at the Shrine that gave the Quest.
As the Book of Lore points out, the only requi rement for visiting a Shrine is
knowledge of the Mantra for that Shrine's Virtue. The forces of Evil are continu-
ally stri ving to desecrate and defile the Shrines, though, and it may be that some
will become hideously ruined through Blackthorn's work. In such an instance,
the Avatar must bring forth the Evil from within by calling out the Word of
Power which opposes that Shrine's Virtue. Then the Mystic Shri ne must be
cleansed by diligent meditation on the Sh rine's Mantra and Virtue. If all is done
with purity o f heart, the Shrine will be made whole once m ore.
47
'Che esht MystiC Shrmes
J;)onesty Lot:. K'f" Lons.I'" K"
The Shrine of Honesty is located on Dagger Isle, just northwest of the dungeon
Deceit. Mali fora, a gypsy of Moonglow, will gladly share its Mantra.
SpIrituality
Hidden cleverly from Evil is this most Mystic of Shrines. ~k the wise counsel
of the Lycaeum's lady Janell to aid thy search for the Sh rine, and then look to
Kindor of Ska ra Brae for its Mantra.
~ e
48
'Creosures of MOSIC & Wonder
MOSIe Pot IonS and Scrolls
Magic potions and scrolls were created to overcome some of magic's more
bothersome limitations, such as the loss of time and energy inherent in conven-
tional spcllcasting. the constant need for gruesome, ha rd-to-find reagents, and
the years of diligent training and study necessary before a mage becomes power-
ful enough to cast sJXllsof any real significance. Now, with the advent of spell
scrolls and potions, the common fighters, bards, and o ther mundane adventurers
can cnjoy the bcncfits o f the mystic arts.
PotIons
A potion works its magic on its imbiber instantly and potently. Thcy can nor-
mally be easily identified by their d istinct colors, as given in the table below.
Unfortunately, the art of potion manufacture is a new o ne and appears to be
subject to some degree of uncertainty. Sir Adam the Torch, a renowned East
Britanny alchemist, estimates that one out of every fifteen potions of a given
color is in reality a useless, possibly poisonous nostrum. Perhaps even more
d istressingly, he also maintains that still another of that same fifteen is likely to
generate the effects of an entirely different-rolorcd polion altogether.
Note I: While green potions arc among the most powerful and useful of magical
preparations, they are possessed of a marked tendency to deteriorate into lethal
poisons.
Note II : Users of white potions may fccl that they can see through such opaque
objects as mountains, walls, and the bones in their hands. Lord Blackthorn has
cnacted a law against their manufacture, sale, and use a nywhere in the Kingdom.
49
Scrolls
Magic scrolls are simply spells written on finc vellu m parchment with inks
made from the reagents necessary for their casting. Other syllables are written to
impart the power nceded by the spell itself, thus rendering the scroll usable by
anyone who reads it, regardless of their own magical ability. As such, scrolls are
among the most dependable and reliable forms of magic. Lady Hayden of the
Lycacum was gracious enough to supply a list of those spells which commonly
appear in scroll form.
50
'[be Sceptre of Lord Dntlsb
When the Royal Jcstcr Chuckles discovered that His Majesty'sCrewn was
missing, he ordered immediate steps taken to protect the only remaining Crown
Jewel. He d ispatched an emissary 10 carry the fabu lous golden Sceptre to Lord
Malone of Serpent's Hold, knowing that thefC it would be safe. Along the way.
the unfortunate emissary passed through the towne of Trinsic. While there, he
was waylaid by a Shadowlord w ho relieved him of his treasure and immediately
departed, leaving the shaken knight completely unhanned. Rumours now
abound that the Sceptre, a relic of unimaginable power that can cut a path
through any magical or ethereal barriers, is hC!id in Stoncgate. the earthly keep of
the Shad owlords.
51
'(he (;)lons of -rhe b.M.5. Cope
Once thought lost, these antiquated plans describing a means by which a ship
may be rigged to travel hvice as fast as any other in its class have recently been
found buried in the archives of the Oaken Oar Shipwrights of East Britanny.
rhe .5rxJsloss
Normally used by sailors as a navigational aid, it is possible to study the
planets and brighter stars with ('ven a small spyglass. Although seldo m fo und
for sale in Britannia's shoppes, Lord Seggallion of Farthing is known to have a
particularly fine instrument and little need of it. See "The Auguries of the Skies"
for more information on astronomy.
'[he Grapple
Invaluable as a 1001 for exploration in mountainous territory, a grappling hook
can be obtained from Lord Michael of Empath Abbey. It should be noted that
although the grapple makes mountai neering possible, it docs not necessarily
make it either expedient or safe.
52
'(fJe Sextant
The sextant is a vital instrument fo r navigation on the open seas. However,
many important places on land as well arc referred to in maps and guides by
la titude and longitude coordinates, making the sextant a standard item of
equipment for any serious traveler. David, of the lighthouse Greyhavcn, mig ht
be persuaded to part with his instrument for a worthy enough cause.
Skull Keys
These peculiar keys were recently invented by Shcnstonc, a skilled smith of
Minoc. Bya little-known principle of magical absorption, a skull key can reliably
open any magically locked d oor, though it will become a useless piece of steel
after onc use. If onecloscly observes the smi th as he goes about his d aily work, it
might be possible to discover where he keeps those few skull keys he fashions.
53
tbe Dodge of I'ltockthorn
Exploring the dark paths of Blackthorn's palace may be quite hazardous to the
health of one who is not instantly recognizable as a member of the Oppression.
Elistaria of Windemcre will give unto IhC!€' a Black Badge which, when worn, will
save thee from the scrutiny of Lord Blackthorn's foul guards. Be forewarned,
though: she will require much of thee for this favor, perhaps even thy Virtue.
54
,(he Ausurles of the Skies
From Celestial Britannia by Sir lohn, astronomer and scribe of the Lycacum:
"According to tne roles they play in our many legends, they (thc eight Planets)
have been named for thc virtues of the Avatar. The closest is Honesty. followed
further oul by Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, and
Humility ....
"Over thc ages, comets, fiery nebulae, have torn through OUf skies as harbin-
gers of impcndingdoom ... Now, white we live in thc midst of peace and enlight-
enment, thc comets have begun again."
Anyone fortunate enough to own a telescope or even a small spyglass can look
into the starry heavens and find the eight planets that circle our world, along
with the disturbing comets that travel capriciously among them. Though long a
mystery to astronomers and mystics alike, Ihc significance of thc comets is now
thought to be understood. Since the Shadowlords began their dreaded visita-
tions to the dties of the Realm, the three comelS have appeared each night to
approach different planets. Given that each of the eight planets is representative
of a Virtue, much as each of the Eight Great Cities holds its own Virtue sacred, it
is nol surprising to discover that w henever a p la net is troubled by a neighboring
comet, the city that embraces that planet's Virtue comes under attack by one of
the three Shadowlords.
This then is the value of a careful study of the firmament: by observing the
nightly positions of the comets as they approach different planets, one may know
the whereabouts of the Shadowlords. Because the nearest p lanet is that w hich
renects Honesty, a comet near that planet would foretell the presence of a Shad-
owlord in Moonglow, City of Honesty. Similarly, the other seven planets would
be linked by Virtue with the cities of Britain, Jhe1om, Yew, Minoc, Trinsic, Skara
Brae, and New Magincia. Approach then these places with trepidation, fo r to
seek a Shadowlord's domain is to willingly submit to the arms of Death.
55
~rbldden places of Darkness
There arc many underground labyrinths to be fou nd in the remote parts of the
Realm, some natu rally formed by the ageless alliance of water and time, others
made by hu man beings for the mining of riches or the confinement of souls.
The Iightlcss caverns tha t u nderly the major Britannian mountain ranges tend
to take the form of natural mazes of staggering proportions. In their own dark
way, the stalactite-fill ed caverns instill an insatiable fasci nation in their explorers.
And many have found their Doom thereby, for the caves a re inhabited by
immense, silent creatures who d read the light and hale all who bear it.
In much the same way, the disused mincshafls that pepper the land are filled
with such monstrosities as rabid man-sized rats and shades of trapped miners.
Also man-made arc the great prisons Wrong. Covetous, a nd Deceit, vast dun-
geons which were carved by slaves in ancient times from solid rock. Oftentimes,
a prisoner would be chained to thedungcon walls and left to scream out a
hopeless, starving existence. Such barbaric abominations were quickly brought
to an end when Lord British assumed the throne o f Brita nnia. However, the
accursed dungeo ns still scar the landscape, abandoned but by no means empty.
In an cffort to keep their evil from spilling out into ou r land, cach of thc dun-
geons, mines, and caverns has been sealed in stone by the use of powerful magic.
It is known that the Avatar must ventu re through many of the labyrinths to reach
diverse areas of the Underworld, so the seven Words of Power which must be
Yelled to gain entrance to them are given here, along with dearly bought maps
a nd guides to each of the mazes.
••
Room Force Field
Wall £ Treasure
Secret Door 'i: Fountain
•e Door
Sign
l:J
g
Ladder Up
Ladder Down
II Stalactite g Ladder Up/Down
II Skeleton t Pit Up
56
DeceIt Lat:. M' t" Lens. KT'
(Word of Power: "FALLAXN)
Deadly traps and bottomless p its are a mong the furni shings of this terrible
prison. 'Tis said that the lower reaches arc filled with sulfurous fumes and
bathed in the mephitic light of d ragon breath, making Deceit a storinghousc of
untold, unreachable treasurcs. 5c<!k it on a barren outcropping in the Great Sea,
just cast of Dagger Isle.
Level l
Level 3
Level 4
57
Despise Lot.M'M" Lons.l''''''
(Word of Power: "VILIS")
The cavern Despise is a featureless maze of twisty passages and dizzying con;-
dors. Its entrance lies among the mist-shrouded mountains of the central
Serpent's Spine.
l.eveL S
l.c vci 6
Lcvci 7
58
Destard L01:.f-' I" Lons.M'I"
(Word of Power: "INOrI A")
Far 10 the west of the Fens of the Dead, along the untamed coast of southwest
Britannia, the cavern called Destard is a dank haven for savage tribes of orcs,
trolls, and the like.
L<vd •
59
Wrons Lot. ~· M " [.,oos.~· /" "
(Word of Power: "M ALUM")
Once the most fcared of prisons, the dungeon Wrong is an underground
fortress whose cells are hau nted by unliving remnants of those who d ied there.
Orcs now cache their victims' treasures in the same chambers where sold iers of
ancient kings stood walch over the torture of prisoners, and underground rivers
tum the prison's oubliettes into brecd inggrounds for things better left un named.
In the very heart of northern Britannia is the entrance to this place of hate and
rui n .
Lcwl S
01....0
~ -
~ --
.- ~
. -~
t.cwi 7
~ -- . .- ~
t.cwi •
60
Covet:ous Lot:. &T' LonS. t' M"
(Word of Power: "A VIDUS")
On a rocky eastern shore of Lost Hope Bay. reachable only by sea, thcdungcon
Covetous was hewn in bygone times as a royal crypt for the rulers of the distant
province that is now Minoc.
""'" .
61
Shame Lat:. X'X" LOllS. M' ".
(Word of Power: "JNFAMAff)
Some say the Mine known as Shame was dosed OOcausc of the Lost River's
frequent nooding of its upper levels, but o thers spin fanciful stories about
strange, tiny elf-like beings in green suits who would scurry up from its depths
and pilfer the miners' supplies, leaving them to sta rve to death. Whatever their
reasons, Britannian miners long ago abandoned Shame to the creatures of the
night.
i=;;l
= = =
'-',,'" ,
'-""" ,
62
I;)ythloth Lat:. K'f" Lens. f' K"
(Word of Power: "ICNAVUS")
A chilling s tronghold of danger, Hythloth is situatoo o n the Isle of the Avatar's
d istant southern shores. Among its denizens arc such nightmarish creatures as
daemons, ghosts, and dragons. Those who venture inside must be prepared to
negotiate diabolical mazes while watching their backs for attacks from u nex-
pected places...
'-"'" ,
'-"'" l
'-"'" 7
"""'l •
63
,[he Underworld
This work was born from the endetltJOrs of several master augurs, whose names must
needs be concenled from Blackthorns's eyes at any cost. Their slendfas/ efforts al such Q
monstrous task were inspiring, and I, Slwlinelh, do ac/mow/edge a great debt to them.
64
l) Arorat-rums of CaptOtn 7) l.ava PIt-sItuated dtre~lv
Johoc's beached frlsote below enshrined COdex,
Avatar'S MystiC Arms be::
,) C>ottlefreLd-slte of mas:; llevcd lost In VIClntty
sacre of ROfJOL expLoro:::
torv POrt.(,I as reported 8) [)unseon DeCClt
by R,emah, .5cnbc to bts
MQJCstv Lord Cntlsh 9) Dmseon Despise
3) Dark ploce-ousurs >0) Dxlseon [Jestord
unable to perceive sur:::
rOl.1OdlnS terrOln due to ll) IJlI1seon \VrooS
mterferms maS/cs of
uncertam mature ,,) [Junseon Covetous
65
'Che FlOat 'Crlat
De\lOl1d thiS leaf lie prophecies and revela~"lOs of ~he end
of ~hV lDues~.
'{;here IS danser even 10 ~he readlns of ~se poses.
67
'the shrouded Lady appeared tXlOccompomed, WIthout a nome, at
the sates of my keep on a cold mornlns of wmter some time 050. She
asked audlence of myself alone, and she, whom 1 had seen 10 no court,
asked It 10 the ",net: voice of a ~en.
'ChouSh slJSht of stature, soo bore a colorless crystal boll of such
WCIs,ht mot the stout t:able she placed It upon ",nvered under Its
Silver stand. ~ sfle knelt before It, 1 UJOtchcd the sphere become
fIrst a mIrror, clouded by her breath, and then on unbordered sea;::
scope pOInted unth a tranquil blUIsh fire. Untouched by Its lI,sht, the
wolts of my throne room srew dark, and sfle softty besan to speak of
stranse and terrible t:hlnss, her face and eves hidden In tfle folds of
her white hood. 1 did not understand thot of which she spoke, nor did
1 know her purpose In tettlnS me, but on unknowable fear drove me to
meticulously write down every word and every warnms.
She told of a place toot dld not vet eXist, tflou,sh It ood been StrlCe
before the beSlnmns of the world, and of on event which hod not vet
come to pass, thou,sh It was ordained before tfle besmmns of ome. 10
her \1IS/OO a stranser, who wore the Silver amulet of the IOns but who
UIOS not the ",ns. walked IOto a dark Place and sow unthout lI,sht.
'(:he stranser stood upon on Istand 10 the darkness and catted out a
Word that 1 cannot wnte. 'then a sreat cove VOumcd In 'the stone,
and the stranser ventured inSIde.
10 certain detail dld the Lady descnbe thiS cove . ..5omehow she
could see Its convoluted possases, and she knew of the stranser's
exploration of Its every chamber and corner. Abomlnottons of unllvtnS
eVil beset the stranser at every tum, but thelf relentless attacks
were turned aSIde b() the ",ns's solden crown. Jtnpossable borners of
a coarse vIOlet llSht stood to block the stranser's UJOY, but they
wcre dlssolved Into nothlnsness at the touch of the crystal:::toppcd
roval sceptre.
~rther and farther downward dtd the stranser In the Lady'S
story cllmb. 1 sketched a mop as she spoke, draUJIns the labyrmth as
weU as 1 could from her words, until her voice faltered suddenly. 1
looked L1' from my scroll, and for the first ome 1 cau,sht a sLlmpse of
her face. '(;he blueness InSide the sphere had become a stonn of ll,sht,
but It was a It,sht whose stow, thou,sh almost too bn5ht at Its heart
to behold, stIll fOIled to touch the waLls of my chamber... 1 couLd see
beyond the Lad(,l's deep cowl for only a moment, txrt: even my dreams
offer me no refuse from what 1 sow. '[he mystenous Lady's counte;::
nonce was not thot of a woman at all, but of a smolt, fns/1tened
child of perhaps tweLve or thirteen veors. ..5fle wore a oountlnsLy
pamcked expresSlOO, as If she had somehow lost control of the forces
she hod called upon to brms her the apocaLypoc VlSIOOS. 'tendrIls of
68
UShOllns now ploved violently alans "the mSlde r:Ii the crystal sphere,
only mches from her face, as If a trapped SPirit WIthin were questms
modlq for Its freedom . ..5fnok:q p\.IAlleS rose from the wooden table
where the sphere's Silver bose rested.
SUddenly, the lIShtnlOS dllTlmed and died.
'Che c"'lld 1 OOd called a Lad() Cried out 10 the darkness.
'{J)en tf)c clVstol sphere exploded .
•• •
On the verl,l next momlOS Lord Drltlsh, "'IS Koval .5crlbe, and SIX
KnlstJts of Dnt"annto set out ~ their ,JOUrOey to the Underworld.
'{J)e Ladl,l's remains were burned toot afternoon, and her ashes
were cost out to sea bl,l nlCJ personal f)onor suord, knts,tlts of Lon&,
standlnS dlscretlOO . .5omedol,l 1 sholl pause to wonder whCJ not one of
the lethal crvstal shards so mue'" as touched my skin, thous,tl 1 sot"
but a OOlf~zen paces from the prophetess and fler table. f:or tf)c
present, 1 WIll be content to pass on thiS wntms and thiS map unto
thee, 0 Avatar... for 1 belJeve that the tHne of thiS PropheCI,I IS rush,
and 'thou art to be rts IOstrument.
Lord 5hOlIOeth
Ventv Isle
69
Doom
LevelS
Level 6
I!IJ
~~.
70