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The Fantasy Role-Playing Game of Medieval Germany MPS Labs USA MicroProse S o f t w a r e 180 Lakefront D r i v e Hunt Valley, MD 21030 (410) 771-1151 All rights reserved Copyright (c) 1992 by MicroProse Software, Inc. This book may not be reproduced in whole or in part, by mimeograph or xerox or any other means withinout permission, with the exception of quoting brief passages for the purposes of reviews. Printing: 9 8 7 6 5 4 3 2 1
Darklands is a trademark of MicroProse Software, Inc. IBM is a registered trademark of International Business Machines, Inc. , Tandy is a registered trademark of Tandy Corporation Amiga is a registered trademark of Commodore Business Machines, Inc. Atari is a registered trademark of Atari Carp. Apple and Macintosh are registered trademarks of Apple Computer, Inc.

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&&+&TABLEOFCONTENTS .
Introduction Quickstart Tutorial Playing Darklands
Initial Options Creating Characters Universal Controls and Menu Bar Party Information Character Information Travel and Interaction Battle About Alchemy About R e l i g i o n Goals and Rewards

e

13

11 11
. ii 27 31 41 45 48

Gothic

Germany

51
51 53 64 72 81 86

Introduction Life in the Holy Roman Empire Germanic Encounters Medieval Battle Medieval Alchemy The Universal Church

Miscellany.
Abbreviations Lexicon Designer's Notes Bibliography Credits Index Warranty

93
94 96 100 104 .

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strange creatures infest underground mines. You direct a band of heroes (your “party”) in search of immortal fame. superstitions and myths. We invite you to enter the Darklands. where an ordinary journey becomes a dangerous adventure. 7$4@%* . Darklands is a fantasy role-playing game. You can visit more than 90 different cities. and fantasy reality. There are many opportunities to perform heroic deeds--actions that people will remember long after you pass. You travel across the Holy Roman Empire.. The strange. as the realm was then called. hamlets and monasteries. Darklands is based on a real time and place: Greater Germany in the 15th Century. You’ will find unique dangers and surprising terrors. in Darklands it may actually be true. a time when anything is possible. This realm is chaotic and violent.Welcome to Darklands. Begin now a lifetime of quests and adventures. and other great medieval heroes whose stories are still remembered today.. using the character generation system. You can actually create the type of heroes you desire. Bribery and corruption are commonplace. loathsome witches dispense crippling curses. People's darkest fears are real: awful dragons ravage thecountryside. The Emperor is weak. Justice is uncertain. a place where reality is fantasy. or you can use pre-generated characters. turreted castles. Roland. miraculous and magical elements simply reflect popular beliefs. if medieval Germans believed something might be true. The roads and rivers are unsafe. while the Princes constantly war among themselves. and where clerics can command miraculous powers while wizardly alchemists concoct awesome potions. a fantastic land where knights in plate armor rule from soaring. and satanic’cults seek to ensnare the unwary. In short. This is an era before logic or science. as well as innumerable castles. Someday your fame might rival that of Beowulf.

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This bypasses the character generation sequence (if you’re interested in that. especially if you lack a mouse. see “Creating Characters.Installation’. you “left-click” (click the left button) to select items. movable by cursor keys. tap the Return key to make your selection. Setup and Loading w See the accompanying "Installation & Supplement” booklet for details on installing. To use the menu bar.-Party a n d Goalsw. then tap the appropriate crimson 'letter. move the highlight with the cursor keys. M OUSE: Darklands can be operated with mouse and/or keyboard. the . Your goal is fame. casual overview of Darklands. ‘money. Left-clicking on this bar moves the highlight up or down. or occasionally “left-down” (hold down the left button) to “drag” items from one spot to another on the screen.” On the back cover of this booklet is a quick summary of all keyboard commands. The more you get.' and other information. tap F10 again. if you’re colorblind). Other options have a crimson letter (the first capital letter. This allows you to mix and match mouse and/or keyboard commands in whatever way you feel is most effcient. 3. or just participating in significant activities can improve your fame. To see information about a character. refer to the appropriate section in “Playing Darklands. You may find it handy. when the animated opening ends. With the mouse. details and special options. tap F6 for party information. Scrolling lists of items have a “scroll bar” at the top and bottom. Most selectable options highlight as you move over them. . To choose options. Some options have a highlight. To leave the menu bar without making a selection. the design concept is as implification of that used in MicroSoft Windows and the Apple Macintosh. then release the button. After you load. Select the “Quickstart” option. The cursor keys include not just the traditional arrow keys. For specific questions. Complex situations include both: move the highlight-first. Accomplishing great tasks. configuring (setup) and loading the game. It is designed to get you playing quickly. for details). This means that 1. .' In a few cases. 7 W~Keyboard and Mouse~w options may not be on the screen (especially in Character Information). KEYBOARD: All mouse selections have keyboard equivalents. rightingwrongs. move the mouse (with the button still down) to the item desired. then tap Return to make your selection. r-o. or step-by-step instructions. here you must refer to the back manual cover for appropriate “action” keys. To see your current fame.This is a fast. Tap that character (on the keyboard) for that action. tap F10. but also the numeric keypad.MCharact& Inforniatlon p You may be curious about the characters in your party. 7 and 9 can be used for diagonal movement on the map or in battle. left-click on the appropriate . In general. Rightdown reveals the menu bar and allows you to select menu items." pp13. the longer you'll be remembered. . Note that most menu bar actions include the names of a keyboard shortcut. The right button activates the hidden menu bar.

on screens with these menu options.. tap "r. You must still use the keyboard for discards. First you select a formula. left-click or press the function key that matches the highlighted character box (the small box on the left side of rhc screen)." To discard an item forever (i. or onto the armament board (which lists current weapons and armor). To exit character information. a faster way is simply to hold down the Control (ctrl) key and tap a function key.. light the item and tap “a. Selecting a formula gives you information. elsewhere in Darklands you can regain this. At the inn. tap “d.” or “Leave”). Select “. Of course. Formulae.take up residence. Incidentally. from Fl to F5. select the “.. pick one of the two options at the bottom (“Spend a day. PARTY LEADERSHIP: Any of your characters can be the party leader and spokesperson. and alchemy work. and Saints open up scrolling lists. nothing more.. The formulae list is for reference. you can make one or more . including prayer (to regain divine favor). It allows you to select different daily activities for each of your characters.” To use a specific potion. planning your adventure.spend some time here. The “Alchemy work” option allows a character to create specific potions. strength and DF (divine favor).. you can left-drag an item to another character box. The saint list not only describes what a saint can do. move the highlight to a character name.. You can left-click on a board (or move the highlight box and tap Return) for more information. tap "1" through “5” to indicate the character. To operate this screen. The amount of help depends on the difficulty level selected. hence their constant visibility.. To use a specific weapon or wear specific armor.e. This screen presents full information about a character. Fortunately. Next you see your chances of success and the ingredients required. the character’s divine favor (DF) will be-reduced. -From Recreation to Travel CA--J A T THE INN: When you leave character information. then left-click or tap the crimson letter to select his or her activity. When you’re finished..” However. you’re back at the initial gathering of your party. You can assign a new leader by going to their Character Information and left-clicking on “Not Leader. tap "p. but also allows you to pray for miraculous aid at that instant.. high-. you can get hints and help by holding down the shift key while you move the highlight over the options.” To transfer an item to another character." To try to use a relic’s special powers..character box (along the left side of she screen) or tap F1 through F5. If using a mouse.” (staying here) option.” to stay at the local inn. study and training (if you've found any teachers). just get rid of it). earning money (useful if there’s nothing better happening). In Darklands these three values fluctuate the most. If you have sufficient ingredients and skill. Equipment. Incidentally.. regaining strength (to recover from wounds). with the numeric value beneath. The options available here are typical of many interactions throughout the game. these character boxes have bar graphs showing the character's current endurance.

When you release the button. When this occurs.the character carries potions). the point of release becomes the new target or destination. strength and DF for both the character (on the left) and the opponent (on the r i g h t ) . This immediately.a character. two states: an. the endurance damage appears in white over the character's head. Then mouse p o i n t e r c h a n g e s shape.. use the pull-down “Orders” or “Attack” menus. Feel free to select various orders.” During the orders pause you can give orders to each character in your party. with the mouse an . and sometimes (3) select a target or destination. COMBAT: When a character targets an enemy. or for an especially weak character to die quickly. to issue orders. To start up the battle and simply watch the action. ORDERS: In general. hold down the l e f t m o u s e button.. mBattlecw Just to learn more. "orders pause” and "realtime action.” “Use Missile” (if the character has a missile weapon) and “Throw Potion” (if. either use cursor keys or left-click on a destination. Once orders to a character are finished. the character is dead. go from the inn to the main street. or start real-time action. When a character scores a hit on the enemy. To select . the character box bar graphs double up. then start attacking. the right/left cursor Keys shift between the scrolls. or tap a number key from “1” t o “5” (Use the number keys across the top of the keyboard. Battle starts in “orders pause. the party leader is already selected. Most characters and enemies collapse before they die. tap the Space bar. you (1) select a character. to select a target or destination. tap the Space bar. You'll also see the bar graphs change appropriately. REAL-TIME ACTION: To start real-time action. the character collapses. If ordered. then tap Return. who is automatically selected in this’case). You can stop the action for more orders as frequently as you wish. the amount’ of endurance damage appears in red atop the target. go up to the main gate during daylight.the actual work only occurs after you return to the original staying here options and select “Spend a day.” You can also tap the Space bar to create an orders pause. Battles have. you can pick over the bodies of the fallen. you watch the battle occur. is a reminder that you are in orders pause. and attack the guards there. To select an order. puts the battle into “orders pause..” waiting for you to give orders to characters. and from there go to a main gate and just walk out. within weapon range. you can give orders to another character. You now see yourself on the travel map.” When using the keyboard. During real-time action. LOOTING: If you are victorious. but it is possible f o r bot h to happen simultaneously. All this is just planning . to attack. ‘then select a character (or simply give orders to the party leader. either left-click o n one of your characters.” “Attack. The most useful options are “Move toward. To travel. When the enemy hits one of your characters. When strength reaches zero. use the cursor keys to move the target symbol. I n fact. you see the “Item Exchange Scrolls. not the numeric keypad). let’s provoke a tight.potions of that type. showing endurance. give each character orders to attackadifferentguardsman. For a quick battle. 9 Finally. The easiest way is to return to the city you just left. When using the keyboard. a character will move toward the enemy until. (2) select an order.” TRAVEL : To leave the city. RESULTS: When endurance teaches zero.

appropriate left-click does the job. it migh it migh character’s items are shown be wise to travel elsewhere. Although there are large plots afoot. as in real life. Darklands gives you all of Greater Germany to explore. One of the actions Well. inmon sense" be your guide. with Another moves items be. this type of expect everything to be interrelated.” see page 28. Let “medieval comscreen is used many places. do not Actually. For detailed instructions about using “Item Exchange Scrolls.a wide variety of potential tasks. . now that you’ve thoroughly infuriated the govemment across the top changes which at this city by trying to turn guardmen into dogmeat. or at least stick to the side streets alongside the available loot. Don’t be afraid to be altruistic. cluding most business transbut don’t let down your guard either! actions. encounters and rewards tween the scrolls.

As in the “Quickstart” each This immediately begins your adventures in Darklands with time this option is chosen the Darklands world is reorganized four default characters: G R E T C H E N . They have no special abilities or possessions Many of the options can be used on any available character that make them a recommended choice. secret locations and upcoming events will be different tapping that crimson letter on the keyboard. an action by left-clicking on the word with the crimson letter. and a n d reset. or by tapping Although the party is always the same in the “Quickstart. first select a or disadvantages. balanced group of neously. nor do they have (listed to the right on the screen). adventurers. This allows you to have completely without spending the time to create new characters. Then select random elements in Darklands are reset each time. With these adventurers. each time you select this option. This also begins Darklands. you can create your own. . you can begin Darklands able in this new world. but there is no default party of characters. without one game “poaching” on another.Use the mouse or tap the appropriate letter key to select one MZJ Create a New World (“c” key) CH of the four options described below. new characters GG Quickstart (“q” key) w to form the party of your choice. There-. GU N T H E R. Instead.” the cursor (“arrow”) keys to move the highlight. Therefore. any special weaknesses character by left-clicking the mouse on a name. or fore. different games (each in its own "world”) running simulta“Gretch” and her friends are a typical. HA N S. Characters created for other worlds are not &ailEBHARD.

or certain colors within the image. Make sure you are happy with your party before choosing this option. This actually creates the new “world. E XAMINE A CHARACTER: Here you can see informationaboutthe highlighted character.’ Therefore." pp22. known then as the Holy Roman Empire. add the character to the party before you try to select an image! KILL A CHARACTER: This eliminates the highlighted character from the list of possible characters in the game. In some battle situations. for details. . If the character is in the party. ADD T O THE P A R T Y: This adds the highlighted character to the party. Warning: deletions cannot be “undone.” available for use in the future. secret locations selected. then save the game. etc. it also eliminates the character from the party.. and marks the name on the list. returning to the initial options. regardless of which characters (if any) are currently in your party. You can either erase the existing names in the Hall of Fame.” where the exploits of the most famous Darklands heroes are recorded. You can change the entire image. you must “Add to the Party” one or more characters. CREATE A CHARACTER: Here you can create a new character. DELETE FROM THE PARTY: This removes the highlighted character from the party. See “Character Information. L A SAVED GAME: Use the mouse or cursor keys to OD select a previously saved game and load it. -The Story Continues ("t" key) cxt This allows you to manage previously saved games. Important: To save the characters you have created. The character is still “alive. See “Creating Characters" for more about this. BEGIN THE ADVENTURE: This endsparty selection activities and begins the game. Note that your party can have one to four characters. RETURN TO MAIN MENU: This menu returns you to the initial options. For more information. SELECT CHARACTER IMAGE: Here you select new images and colors for the highlighted character. or simply leave. To begin. no more. Select “Finished” when you are done: You can only select images for characters in the party. see pp31. the party is placed in a city somewhere in Greater Germany.” Make sure you have no further use for that saved game before selecting this option. DELETE SAVED GAME: Use the mouse or cursor keys to delete any previously saved game.” with random elements reset. nonheroes of Darklands ("h" key) 4--’ This allows you to view t h e “Hall of Fame. party leadership defaults to the first character added to the party. RETURN TO MAIN MENU: This menu returns you to the initial options. Bear this in mind when selecting the first character to join the party.

acquiring various . Tap the Return key when done. Different backgrounds adjust the character's initial attributes and skills in minor ways. As you move the highlight over various options. showing the The recommended procedure is to select your gender. which are used to increase the initial attributes. Character creation has many sophisticated options. ready to join your party. Both appear on the metal information strip at the top. character’s attributes. erate a name randomly. All entries made on this screen are forgotten.” you select one of six family backgrounds.. the appropriate keyboard letter. CREATE A NEW NICKNAME: This option allows you to type a short nickname for your character. which explains the various attribute and skill categories. points (EPs). tanging from the nobility toa rural commoner (i.results of each choice. Not&that gender slightly affects some starting attributes. family background affects the initial occupations that are available to t h e character. or press name With manual entries. MAKE HIM/HER A-WOMAN/MAN: This toggles the character's gender between male and female. You can raise each character from infancy. gen. Nicknames are generated automatically. or at least skip forward and read the “Character Information" section (pp22). The nickname is enteredseparately (see below). The new nickname appears across the top. : SELECT A NEW NAME: Tis option randomly generates a male or female name. . You can “live” 20 to 65 years of “normal” life for that character.e. Then begin childhood.Darklands allows you t o create your o w n characters. WEJ Family Background e+ When a character is “born. and then adjust it and/or the nickTo choose an option. The new full name appears across the top. as appropriate. a peasant). Each -background has certain advantages and disadvantages. RETURN To GAME OPTIONS: This &mediately exits character creation. At any time duringthis period you can end character creation and make the character an adventurer. skills. from a list of actual personal and family names used in this era. left-click with the mouse... Tap the Return key when done: The character should also have a full name. Beginners are urged to use the default “Quickstart” characters in their first game. the WJnitial Options csc. BEGIN CHILDHOOD: This begins the next step of character creation Be sure your character has both a name and nickname before selecting this option. these backgrounds provide a large amount of childhood. and EPs change. attributes and skills. experience. There is no "best" or "worst" choice. More importantly. Finally. ENTER A NEW NAME: This option allows you to type a full name for your character.

Note: after a certain level. To undo an increase to some other attribute. family background determines the available occupations. then left-click multiple times on the bar-gauge. is 10 to 40. In addition. Depending on the family selected. then tap the "+" key. . If using a keyboard. In some cases a character must follow a specific sequential “chain” of occupations to reach a certain pinnacle of success. Selecting an Occupation Starting at age 15. automatically change. attribute increases cost m o r e than one EP per point Also note that there a r e absolute limits to human attributes. This experience is used to increase attributes. every five years a character can select a new occupation. the skill increases and experience pbints (EPs). Thereafter prior occupations and/or attributes are the main determining factors. For example. The second number is the additional increase possible. but only a few are available at any o n e time. a character h a s varying amounts of experience points (EPs). you canspend EPs to increase the skill up to four (4) more points. in the Middle Ages most people began adult pursuits in their middle teens. There are over three dozen possible occupations. Each click "undoes" an increase to that attribute. with 25 the average. the number "2:04" beside a skill means that occupation automatically increases the skill by two (2) points. If using the keyboard. first left-click on the attribute. T O UNDO AN ATTRIBUTE INCREASE with the mouse. If you spent the requisite EPs. left-clickon the bar gauge showing the remaining EPs. The first number is the amount a skill automatically increases or decreases in that occupation. To INCREASE AN ATTRIBUTE with EPs. showing what is possible in each. Characters get bonus experience during their first two occupations: POSSIBLE SKILL INCREASES: Beside each skill are two numbers. SELECTION: When you left-click the mouse or press Childhood Experience (EPs) This represents the first 15 years of a character’s life. left-click on the "Done" option or tap “d” on the keyboard. D O N E CHANGINGATTR: When you are finished with all attribute increases. S k i l l s cannot be modified by childhood experience. simply left-click on that attribute. . . simply cursor the highlight to the attribute and tap the "-" key. use the cursor to highlight the attribute. Initially. HIGHLIGHT: As you move the highlight over various occupations. the total increase would be six. should you decide to use experience points (EPs) there. The normal range for human attributes. Unlike the modern world. This ends childhood arid begins life as an adult.

GCI Experience (EPs) & For every five years spent i n an occupation. a character improves in certain skills. Occupations and Experience Points This option places the character in ‘the available adventurers” file. You do not accumulate unused EPs. If using a keyboard. REVERSING INCREASES: TO “undo” an increase. Each improvement automatically adjusts the remaining EPs. when skills reach a high level. either left-click on t h e name of that skill. Accumulated -Knoyled& & Equipment As characters live through various occupations.’ they may acquire alchemical and/or saintly knowledge. Go TO NEXT OCCUPATION: Only select this when you have finished spending EPs.Again. the right number is reduced to show the amount of increase remaining. KILL THE CHARACTER: This kills the character. tap the same key again to close it. “spend” them all on skill increases before selecting this option. either left-click o n the EP bar-gauge (as in attributes). BEGIN ADVENTURING: . or use the cursor keys to move the highlight to the skill and then tap the " + " key. Left-click again to close the scrolls of information. two or more EPs may be required. Skill improvement is limited by the number of EPs you have available. This is a convenient “delete” for experiments that turn out poorly. only select this when you have consumed all your EPs.O c c u p a t i o n . Equipment is only visible if you examine the . Characters also acquire wealth and equipment throughout their life. When you add to a skill. You cannot increase a skill beyond the amount allowed by the skill increase values. IMPROVING SKILLS: To improve a skill by one point. i This option returns you to “Selecting an Occupation” where you can choose an occupation for the next five years. for possible inclusion in the party. It then returns you to the various “Create A New World” options. However. erasing all the w o r k spent on him or her. or position rhe highlight with the cursor keys and tap the "-" key. Therefore. Normally each skill increase (of one) costs one EP. In addition. You can leftclickonthe “Formulae” or “Saints” box to view the character's current knowledge. tap the f or s key to open a scroll of this information. the character’s experience points (EPs) can be used for a variety of additional skill improvements.

characrer after creation.& When you have finished creating the characters you desire (you may create more than four!). but also any other characters you created for this “world. to see this menubar). select “Begin the Adventure” from the screen options. and then select “Save Game” from the “Game” options on the menu bar (hold down the right mouse button. you must organize an initial party (of one to four characters). Doing this saves not only the characters of the party.” . or tap F10. Money is included only when the initial members of a party pool their funds at the start of the game. Characters who join the party later do not bring any additional money with them. 1-s3 Saving Your Characters .

up and down arrow keys on most keyboards. which is very useful in movement.wInforination Controk+w. left-click anywhere within the character's box. on the left. tight. If potions or saintly miracles raise a character’s current endurance or strength above the normal maximum. The advantage here is that not only do 2. It has keyboard equivalents for all operations. The left bar and number represents the character’s current endurance (End). a small “+” appears above the appropriate bar graph. left. at any time. 7 and 9 correspond to the various diagonal directions. The right bar is the Character Access & . but 1.’ Below. hold down that button to show the menu bar. Fl selects the topmost character. KEYBOARD: Functions keys Fl through F5 select one of the five possible characters in your party. Darklands also supports cursor movement from the numeric keypad. for those who lack a mouse or prefer using keys. 6 and 8 correspond to down. See pp22 for a detailed explanation of the character information. the numbers below show the current absolute value. if any. F2 the Character Boxes and Universal Controls .Darklands is designed for use with a mouse. . instead of the mouse.Character Box Nickname In Darklands you can examine the “Character information” for any character. You can use them to move the highlight or target pointer. If your mouse also has a right button. When you release the right button. Tap the key once for information. The center bar is the character’s current strength (Str). the selection occurs and the menu bar disappears. To leave the information and return to play. keep it down to select options from the menus. is An illustration of the character as he or she appears in battle. with numbers beneath. CHARACTER BOXES : The left side of the screen shows five boxes. character’s current divine favor (DF). The remainder of the box has three bar graphs. The party leader is denoted by special colored text in the character box. 3. In the top of each is the character’s nickname. left-click again in the box. 4. right and up. The bar graphs show the current value as a percentage of the maximum. -Mice in Darklands 0~ -Keyboard Cursors in Darklandsw The arrow (cursor) keys are almost always enabled in Darklands. In addition to the left. the standard button is the left button for clicking and dragging. When using a mouse with two or more buttons. and beneath that a single letter indicating the current combat orders or attack. MOUSE: To see information about a character.

chemical potions or prayersto saints. This is recommended if you Return key. In these situations “Save game” is faded VISUALS: There are three levels of visual presentation. simply move the mouse (with the right button still down) checkmark showing which is or move the highlight (with the left/right cursor keys). game.next character down.which control many aspects Once y o u begin Darklands. regardless of this setting. regardless of risk or cost. In either case. A menu bar shortcut is used instead. etc. To leave character information and return to the left-click or press Return. with average character light with the cursor keys to the desired option and tap the improvement and fame rewards. If you see a check mark. The three levels are shown To “pull down” a menu from the various options on this bv a s u b . menu bar. alt: Hold down the ALT key while tapping SHOW CHANCES (alt c): This turns on and off messages about temporary skill and attribute changes caused by althe letter. general identification purposes the saved game always apSOUND Fx: This option toggles sound effects on and off. These are listed after provement and fame rewards are larger than normal.” Rtn: Tap the Return key. but character imTo select an item from the pull-down menu. At some points saving you see a check mark. MUSIC: This option toggle: background music on and You can type a short remark about the game. for a more used on the menu bar include: detailed discussion of these options. currently operating. a few saints can cause so Esc: Tap the Escape key. However. MENU BAR S H O R T C U T S : Some menu options h a v e Expert provides almost no help. are familiar with fantasy role-playing games. or seek the best characters and highest fame. To see this amount of help available. and unavailable. tap the same function key again. These shortcuts are also listed on the back of the manual. for off. the appropriate pull-down menu appears Basic provides the great. and all changes appear. is piohibited. -The-Universal Menu Bar. of recommended if you want greater challenges. . Simply move the highlight to select and messages. including the is always available across the top of the screen. Standard shortcut abbreviations See "Help and Difficulty Levels. By default this is “on. If pends the date and general location. a hidden "Universal Menu Bar" of the game. This is’ mouse to that item (with the right button still down) and recommended if Darklands is your first fantasy role-playing game. Permanent changes are always shown (sycg as skill -The “Game” Pull-down Menu w increases caused by experience). under that title. then the sound effects are currently on.” below. move the provement and fame rewards are somewhat smaller. This LOAD SAVED GAME (alt 1): This allows you to reload a choice affects the way pictures are shown with various menus j previously saved game. highlighting the menu option. release the right button. F5 Selects the character at t h e the desired game and either bottom. either hold down the right mouse button or tap F10. This is the menu item. many changes that you may wish to turn if off temporarily. with the current selection shown b y a check mark. move the highStandard provides modest help. DIFFICULTY: There are three levels of difficulty. then the music is currently on.m e n u . but your character imspecial key combinations for shortcuts. With a keyboard. est help. N i t h a bar. In addition. spc: Tap the Space bar. SAVEGAME (alt s): This allows you to save the current game.

Menus." pp20. SET AMBUSH (F7): This option sets or removes an ambush.3 19 . The game is not saved. None means that the pictures are suppressed. and requiring a left-click or return. Advancement and rewards are based on the easiest level seSuppressing the pictures significantly increases game speed. See “Battle” for more information.q ‘cLi. character improvement occurs somewhat faster. and returns When you hold down the Shift key. stopping goals). See “Party Information. It allows your party to make a semipermanent camp. to tell specific characters about which fighting tactic they should use. The easier the game. I&action to select "Save game" before you quit. Tap any key or left-click the mouse to leave. grow larger too. lLi3%. for details. . without levels. The “help” provided mainly occurs during interaction. appropriate help inforyou to the operating system.” pp27. When an ambush is set. See “Travel and Interaction. QUIT (alt q): This option exits Darklands.c-oThe “Party” Pull-down Menu cw the entire party. . This opFrequent changes in help level are ignored in Darklands. This is only useful in battle. the more help that is availhelps you envision medieval reality. See "battle" for more information. This option is provided as a fame rewards are larger." varies. lected over the past few days or weeks (the exact time period but also damages the game's appeal and "flavor. to resume. -Help a n d Difficulty L e v e l s - -The “Orders” Pull-down MenuThis menu is only used in battle. See "Travel and Interaction. CAMP (F8): This option is available only when traveling through the countryside. Tap any key izes you for the entire period. depending on how fast your party achieves certain PAUSE (alt p): This instantly pauses the game. to give orders to individuals or the party as a whole.” pp27. tion is intended for extremely slow computers or hard disks." pp27.- aThe “Attack” Pull-down Menu w This menu is only used in battle. See "Travel and Interaction. for additional details. Full visuals are the default selection and strongly reDarklands difficulty level controls the amount of help commended. for details. your risks convenience for impatient “high-speed” players. for details. able.a reward for selecting then more difficult Quick visuals instantly fade into the background. It provides the full flavor of the game. as . Be sure mation appears. your party will wait in ambush for an enemy. However. Just a b&f “peek” at an easier difficulty level penalany and all action. and available. Of course. with less help.

while religious training and knowledge of Latin could be useful when talking to priests. tion about florins. With a mouse. The party leader is indicated by different-colored text in his or her character box. The “PStone” notation indicates the current quality of Party Information .medieval “bank note. Character Information Boards. The leader acts as spokesperson for the group. In the character information. nor does it include the value of you increases your fame. alchemical knowledge might be useful when talking t o an alchemist. the philosopher’s stone carried by the party. It displays general information about your party. groschen and pfenniges. Other skills or attributes may be important in specific situations." pp22. tap any key or left-click people in the city. See “Alchemy” (pp 41) for details.Party information is available on the “Party” menu of t h e . Reputation at Current Location MAP INFORMATION: The small map of Greater Germany highlights your current location with a white circle.-Party Legdershipti.” this indicates the value of then letter. One character is always the leader of the party. normally y o u can’t use it until you reach a banker and exchange it for “real” money. surrounding countryside. . Your goal is to achieve the highest Letter of Credit. With the keyboard. TIME A D DATE: This displays the current hour. and to a lesser degree those living in the the mouse. a and month. For example. See "Medieval Money” below for informapossible fame. See “Medieval Timekeeping” below for information Money carried as a Letter of Credit is easily concealed. “Leader” or "Not Leader" is noted after each character's name (see Character Information. Charisma and Speaking ability are frequently important to the leader. or by tapping party. 1499). The year is sometime in the 15th Century (1400. Local REPUTATION: This indicates your reputation in Party information is not available during battle. The amount shown does not include money stored scale starting at 0. LOCATION: This indicates the nearest major city to you menu bar (hold down the right mouse button). you can move the pointer around the map for information. . day N NOTES: If you carry a letter o f credit (Ltr Credit). Every important success in Darklands elsewhere in Germany. Fame is an open-ended your party. but abbot medieval “hours” and calendar. FAME: This displays your party’s fame in Greater GerWEALTH: This indicates the amount of cash carried by many (the Holy Roman Empire). the neatest city. monks or nuns. and is a general aid for finding your location on the map the F6 key. for details). tap the Tab key to cycle through all the cities. Local reputation influences the attitude of To leave Party information..

" during the day. florins are very valuable." important only to the very poor. silver groschen." the next section). ing this era. all festivals a n d holidays always fall on the s a m e d a y every year. comparisons to modern currency are impossible. You can alsochange leadership in the character information screen by left-clicking on a character box. to ctrl F5 for the bottom character box and character).. the Julian was slightly inaccurate. This used the s m days and months as the a e modern Gregorian calendar.HOW TO CHANGE LEADERS: To change party leadership quickly. then leftclickingon "Not Leader. simply hold down the Control (ctrl) key and either left-click on the appropriate character box or tap the appropriate function key (ctrl F1 for the first or top-left character box. For simplicity. Because distribution of wealth and wages were so different.!’ namely: 12 pfenniges (pf = 1 groschen (gr) ) 20 groschen (gr) = 1 florin (fl) 2 4 0 pfenniges (pf) = 1 florin ( f l ) HOURS: The standard "clock" used in the Middle Ages was based on the routine of prayers in monasteries. Money is counted in three denominations: gold florins. although due to poor leap year accounting. Darklands assigns three “modern” hours to each monastic "hours. w&fedi&val Timekeeping w . follows the classic medieval pattern of “a dozen and a gross. and silver pfenniges. wzMedieva. There were eight of these “hours. Conversion between denominations. but are used only in large transactions. In general. the system of 24 hours was beginning to become common as craftsmen b u i l t large mechanical clocks into various public buildings. pfenniges are “small change. groschen are fairly valuable and are in daily use. In battle you can change leadership by holding down Control (ctrl) and clicking on the animating character on the battlefield. The year is always sometime during the 15th Century (which never ends). and there are no leap years. In addition." as follows: Matins: Midnight Latins: 3 AM Prime: 6AM Terce: 9 AM Sexts: Noon Nones: 3 P M Vespers: 6PM Compline: 9 PM CALENDAR : The old Julian calendar was in effect dur-.” or "offices. ctrl F2 for the second. You cannot transfer leadership to a non-existent character.j Money cx. whenever the party enters “group” mode leadership automatically switches to the first (top left character box) character. For simplicity. Also note that in battle. etc." This changes that character to the leader (see “Character Information.

It includes both hand-to-hand and missile weapons where appropriate. you can jump. selecting a board expands it to show the full names.ter Information BcqIds’c& Character information is given on a series of boards. To see more detail on a board (or reveal its scroll). but selecting this board expands it to show the full names. See below for a detailed explanations of each skill. and his or her gender: male (M) or female (F). See below for a detailed explanation of each attribute. Once you are viewing character information. 22 . This board also shows if any potions or saintly aid are affecting the character and/or equipment. or tap the function. SKILLS BOARDS: These three boards list the various skills of the character. left-click the mouse on it. left-click on the appropriate character box on the left. “Leader” indicates the character i s t h e leader of the party. the equipment. Doing this returns to you to the game. side of the screen. “L:” indicates armor for the character’s limbs (arms and legs). “Bless” (Blessed) indicates that aid from one or more saints is currently improving either the character. you must left-click o n the highlighted character box (on the left side of the screen). rather than abbreviations. Normally the board just shows the abbreviations. “Not Leader” indicates the character is not the leader. As w above.You can view information on any of your characters at any time in the game. “Enhc” (Enhanced) indicates that one or mote potions are currently improving either the character. the equipment. or tap F 1 through F5 (for the appropriate character). highlight box. ATTRIBUTES BOARD: This shows the current and maximum attributes of the character. and press Return. “V:” indicates armor for the character's vitals (head and torso): . or use the cursor keys to move the. ACE AND GENDER BOARD: This shows the current age of the character in years. selecting this board expands it to show full names. key that matches the currently highlighted box. SEEING CHARACTER INFORMATION: c-oCharac. or both. As with attributes. from one. LEAVING CHARACTER I NFORMATION: To leave character information. some with scrolls attached. or both. The game is automatically paused while you view the information To do this. NAME BOARD: This shows the full name of the character. IN-USE BOARD: This board shows the weapons and armor the character is ready to use in battle. character t o another with appropriate left-clicks or function keys.

It is important when using weapons in battle. It is an instinct that helps characters anticipate danger or surprise. AGILITY (Agl): This represents the speed and quickness of the character.” you can make this character the party lender by left-clicking on "Not Leader. INTELLIGENCE (Int): This represents the mental abilities of a character.. move the highlight back to the board (using the right-arrow key) and press Return. Characters regain endurance very quickly (within a few days. When endurance teaches zero (0) the character collapses. Left-clicking on the top or bottom of the scroll moves the highlight up and down to scroll the list. Left-clicking on the board closes the list. When using the keyboard. EQUIPMENT . Overloaded characters have over 150% of their capacity. It is very important to alchemists.h$nging Leadership c+ If the character is currently “Not Leader. Also see "Party Information. dealing with intellectuals or intellectual situations. As wounds heal a character slowly regains lost strength. ARMAMENT ILLUSTRATION: This picture shows the armor and weapons currently in use. It is extremely useful when interacting with people. All attrjbutes show the current value and the maximum value for that character. a character without weapons is assumed to have a small knife. Any outer garments worn on top of the armor are removed. ENDURANCE (End): This represents how quickly a character is exhausted. It is very important in battle. . Normal characters carry 51 . Laden characters carry 101 . For mote details about information contained on the various scrolls. adult human norms run from 10 to 40. Similarly. with the. Patty Leadership.100% of their capacity. but n o t in use. the updown cursor keys move the highlight up or down.150% oftheircapacity." The label changes to "Leader" and the text colors change in the appropriate character boxes to the left. or less). Additional items carried. ENCUMBRANCE BOARD: This shows the current weight of items “in use. since endurance is reduced faster than any orher attribute. CHARISMA (Chr): T h i s represents the appearance and physical “presence” of the character. average being 2 5 . currently carried. They have virtually no agility." and their effect on the character’s performance: Light characters carry 50% or less of theircapacity. especially when try- c-o’C. as well as understand other people on an intuitive level. and in combat both lose endurance quickly and have much reduced weapons skill. PERCEPTION (Per): This represents a character’s alertness. This means the picture may not correspond t o the character's appearance in battle (where outer garments are shown to help distinguish one character from another). It alsorepresents physical damage and wounds. and lose endurance faster in combat. Agility is adjusted downward if the character is more than lightly loaded. I t is important for many activities. -About Attributes cw All attributes use a 0 to 99 scale. to help clarify the armor worn. includingclimbingand avoiding missiles.” pp20. FORMULAE AND SAINTS SCROLLS: Selecting these boards opens a scroll that lists the equipment . for other methods. do not count toward encumbrance. However. Normally laden characters suffer a moderate agility loss. see the appropriate section below. They suffer a large agility loss. his or her ability to sense the current situation. STRENGTH (Str): This represents physical strength.“None” normally means nothing However.

ability to handle swords. darts or knives range. its institutions..” pp46. Recognized masters or experts achieve skill at firing drawn bows in combat. For simplicity. and Asiatic composite bow. hammers. less Bow WEAPONS (wBow): This represents a character's in Secondary skills. including various experimental methods maces in hand-to-hand (melee) combat. RELIGIOUS T RAINING (Relg): This represents a character’s knowledge of the Church. These are weapons whose damage-producing “head” is attached to a handle by a chain or pivots. and techniques. as well as the ability to say things diplomatically. organization. bows. Literacy w a s a separate and not altogether common skill in this era. I M P A C T WEAPONS (wImp): This represents ALCHEMY (Alch): This represents a character’s knowIcharacter’s ability to handle clubs. POLEARM WEAPONS (wPoI): This represents a character’s ability t o handle spears. longbows. R A AND WRITE (R&W): This represents a E D character’s ability to read and write whatever languages he or she speaks. and procedures.FLAIL WEAPONS (wF11): This represents a character’s ability to handle flailing weapons in hand-to-hand combat. Divine Favor. Adult humans use the entire character’s ability to throw axes. at the enemy in combat. halberds. ing to convince them of something. and staffs in hand-to-hand combat. everyday language (in Darklands this is usually German). pikes. javelins. but can be regained. Most ordinary people achieve 35-60 in important skills. SPEAK COMMON (SpkC): This represents a character’s skill in speaking. including the ability to “fast-talk” someone. Therefore charisma i s very useful for a party leader. It is general knowledge. It also indicates a growing knowledge of various prayers and observances This is general knowledge. . -About Skills cw T HROWN WEAPONS (wThr): This represents a All skills use a 0 to 99 scale. guns in combat. including regular "short" 65-90 in their chosen field. alchemy. daggers and axes in sents a character’s skill at firing crossbows and hand‘hand-to-hand (melee) combat. for more information. See “About Religion. based on the norms of the age and the general strictures of the Church. characters are assumed to know the local. the universal European language for both religious and intellectual activity. DIVINE FAVOR (DF): This represents the amount of “credit” the character has when praying for saintly-miracles. mauls and edge of. VIRTUE (Virt): This represents the acceptability of a character’s actions. It is lost in such prayers.-independent of knowing specific formulas. EDGED WEAPONS (wEdg): T h i s represents a MISSILE DEVICE WEAPONS (wMsD): This reprecharacter’s. SPEAK LATIN (SpkL): This represents a character’s knowledge of Church Latin. from 0 (totally-incompetent) to 99 (nobody better). independent of any specific saint.

highlight the potion in your equipment list. By changing which items are “in use” and Equipment cannot be transferred to a non-existent character: if observing the encumbrance effect. However. button. Equipment also has a weight (not shown) that includes wise transfer their equipment to one of your characters. STEALTH (Stlh): This represents a character’s ability to item desired. replacdisassemble and manipulate them. Quality over 40 to 50 is quality weapons. It makes interaction easier and more effective highlight the item on the scroll and tap the “u” key. the habits of wildlife. practical “ready”) different arms and armor. temporary additions to your party will not “lend” or otherdepending on the sophistication of the formula used. j . Such fine devices in. from the in-use board. then rap the “a” key. some relics are still useful as high Quality is rated on a 1 to 100 scale. An appromiliarity with country life. you can take an item and put it on the in-use board. USING POTIONS (p key): You can use some alchcmical riding a mount. To do this with the keyboard. Normal.ing whatever item was there. 35 or 45. RIDING (Ride): This represents a character's skill at small knife. usually a horse. and’the expectations of city visible). etc. and the ability to “read”. their special advantages. trap mechanisms. . Typically this change lasts for one day. from the scroll to the appropriate character box (on the left USING EQUIPMENT (a key): When the equipment scroll side of the screen) and release. left-drag the item which items to use. To do this. move the highlight to the clude locks. including the ability to assemble. Without many are carried. a bulk factor. TRANSFERRING E. left-drag the item from the knowledge. w About Equipment C=W RELICS: Some relics have special attributes. then release the A RTIFICE (Artf): This represents a character’s understanding of tine devices.QUIPMENT (l-5 KEYS ): An item can special religious or magical powers. you-can decide the character box is empty. To do this with a mouse. This is everyday. The rate at which characters regain strength while resting depends on the scroll to the in-use board.” pp45. woodlore.. depending on the potion. The advantages usually apply to the person carrying the relic. For more about relics. .from the board back to the equipment scroll (which must be miliarity with city life. if any. taking advantage of every shadow while avoiding actions that make loud noises. Riding skill and horse quality combined yield a character’s ability to catch or escape some. left-drag the item STREETWISE (StrW): This represents a character’s fa. everyday quality is 25. With the keyboard the procedure is different: just citizens.click with the mouse or tap “p” on the keyboard. but you Equipment is lited by its name. With the mouse. and “Enhd" (Enhanced) appears ‘on the in-use board. A character without any weapons is assumed to have a with city residents. This is how you select (or treating and dressing wounds. UN-ARMING (u key): You can remove weapons or armor movequicklyand almost invisibly. then leftone (or some thing). All potions are rated quality 25. you cannot transfer anything to it To transfer an item with the mouse.) The item now appears on the in-use board. Such quality is extremely be transferred from one character to another. drag the mouse with single highest healing skill in the party. see “About Reliso outstanding that most people would feel an item had gion. rare and valuable. with 0 being worthless.HEALING (Heal): This represents a character’s skill at replacing whatever is there. quality (“q”) and how always receive the advantages automatically. (That is. the ground for tracks or danger. priate change will occur in your character or equipment. move the pointer to the item desired. the button still down to the in-use board. hold down the left button. The item disappears from the is open. not a “magical” healing power. WOODWISE (WdWs):This represents a character’s fa.potions to improve your own equipment or attributes.

If you check Formulas are used to create potions. w highlight to the item desired. The formul character information for that scription includes a summary of that potion’s effects. higher numbers indicate more difficult formulas. other character. you’ll see t h e Characters cannot actually create alchemical pot item at the bottom of his or this time. left-click the mouse on a saint’s n for the character in the box or select with up/down cursor keys and tap Return. City or village innkeepers frequently perform DF (divine favor) the character “spends” while praying. DF the character “spends” while praying. Left-click the mouse or u s e cursor keys and Return Therefore. In. . move the csz Saints and Prayer. to return to the information boards.” pp41.” pp45. be careful before you throw away a n item. which may limit ability t o pray further. Prayer a general title relating to its effect. tap the “d” key. prayi left-click on the item or move the highlight to the item. not those on the numeric keypad. "2" detailed description. Each inventor has a results occur quickly. pp88 for more information about specific saints. wAlcbemica1 Formulas C--J Pray now. you can attempt to pray to a sain the top of the keyboard. either would have. They must camp or take up residence some first. DF can be recovered.select which option you prefer: More divine favor is spent: This increases the amount of stead. then press the appropriate When the “Saints” scroll is open. then saint reduces your DF (divine favor). Less divine favor is spent: This decreases the amount of this service. Don't pray right now: This returns you ‘to.. for more information. As this indicates. Return) to see a detailed description of that formula. to acter in the top left box.by that character. t h e keyboard. As with alchemical formulas. Use the number keys across alchemy. you see all the saints k number key ("1" for the char. PRAYING TO SAINTS: The detailed description of a next from the top. then spend one or more days mixing potion her equipment list. Mystic numbers range approximately from 75 to 200. for more details about praying up/down cursor keys and tap. To transfer an item with “About Alchemy.: The character begins praying.. The “DF Remaining” value shows ho DISCARDING EQUIPMENT (d key): Your character can always abandon any item of equipment. if you pray now.equipment list. to “5” includes the miraculous benefits you coul for the character in the bottom box. Left-click or press Return again to saints. Fortunately. etc. See “The Universal Church. FORMULA DESCRIPTION: This is a detailed description of the the formula’s ingredients and mystic number. To do this. The DF Alchemical formula names provide the original inventor and immediately reduced to the appropriate amount. you may wish to find a reliable person who can store items for you. the infor slightly different version of the formula. Items discarded in this fashion can never be recovered. mation boards: Left-click the mouse on a formula name (or select with See “About Saints. Darklands Saints.

You may also see specific results messages. When these appear. Again. or become involved in a battle. not character information. Help information (hold down “shift” key) apply saintly aid to a specific situation. or inside chests and treasure troves. based on an average of Basic displays the exact probability of success. As with saints. S AINTS AND POTIONS: During interactions. but this only provides general aid. you must select it from the interaction sub-menu. The up/down cursors Help messages are posimove the highlight within the sub-menu. “Ex.. sions.Some options have sub-menus. It also appears if your party finds items after a battle. while others assume prayer to success. must move horizontally (straight across the screen) until the You make your own decimouse is within the area before you can select and left-click. either on a defeated enemy. you must still judge the likely effects of this success or failure. As before. The upper scroll is thelistofitems found.this task. In some cases you may return to the map. to get the benefit. highlight into or out of the sub-menu. First use a left-click or the left-right cursor keys to select which scroll to use. To. If the HELP : When interaction options exist and “Difficulty” message is positioned across (in the “Games” menu of the menu bar) is set to "Basic" or al five characters. 28 . the entire l “Standard. their abilities. and success is pert” difficulty gives no hints.” holding down either shift key displays helpful party Will work together in remarks about the immediate results of that option. you must select the appropriate interaction sub-menu. some interactionsallow the use of potions for special effects. not the saints. or for sale. Of course. you Expert displays no hints. will lead or interact. -Item Exchange Scrolls’b This special display appears whenever you attempt to buy or sell goods. The lower scroll is the list of items currently carried by the character. while at other times you may move on to another interaction. some menu Standard displays general comments about your chance of options permit use of potions. you must select the appropriate option here in interaction (not in character information). it only applies to the immediate action. or if your party stores items or recovers them from storage. based purely on your Using the keyboard. the right/left cursor keys move the judgement of the situation. INTERACTION RESULTS: A variety of results are p o s sible. You can still go to any character information screen and Interaction M e n u s use potions or pray to saints normally (see "Character Information" for details). to select tioned on the character whb an option tap Return. In order to correctly apply the potion or saint to the situation. Again. stored.

The rate of recovery is related to the character with the best healing skill in the entire party. is only allowed to wounded characters. characters who are just temporary members of your party. em Exchange Scrolls SELL AN ITEM /PUT AN ITEM. left-click on a character name. Left-click at the top or bottom of the scroll to move the highlight. : This is only available when the lower scroll is active (i. 29 . Continue selecting options and characters until you are satisfied. The party gains any appropriate selling price. paying any appropriate cost. an item in that scroll is highlighted).. use the cursor keys to move the highlight and the appropriate letter key to select the activity. or give it to the owner of that scroll. or by tapping that letter on the keyboard.. It causes the character to transfer the item t o t h e upper scroll. select one of the actions beginning with a crimson letter. REGAIN STRENGTH. It represents a full day of rest.. You can buy. while prohibited to others. Character Information Boards. either with a left-click. of course.. or use the up-down cursor keys.” pp22). Finally.e. w Staying Here cw When your party camps in the countryside (see “Camping” above). BARTER FOR ANOTHER PERSON / CACHE ANOTHER PERSON’S ITEMS / DISTRIBUTE LOOT TO ANOTHER PERSON: This allows you to change which character’s items are displayed on the lower scroll.e. The text changes to describe what the character will do for the day.Next. move through the scrolling list to find the specific item to buy. or move. you see the “Staying Here” options. Some options may be available t o some. or transfer items with the character of your choice-except. They insist on keeping their personal possessions! The only way to get rid of items carried by such characters is to discard them (see “Character Information. : This is only available when the upper scroll is active (i. JUST RELAX is a default “do nothing” option that allows you to recover from Hny exhaustion. then left-click on the activity desired for that character. To select options with a mouse. PURCHASE AN ITEM / GET AN ITEM. To select options with the keyboard. LEAVE: This ends the exchange session. These options are selected and resolved one day at a time. It causes the character to gain that item.. Characters who temporarily join your party cannot use this option.. or rakes up residence at an inn or similar resting place. an item in that scroll is highlighted). sell. sell. characters.

select one by left-clicking with a. LEAVE: Selecting this option means you’ve decided against spending a whole day on these tasks. When you see the list of skills available for training. It helps you to conceal and protect your pre ence. for details. Left-click on character (in the left column). Selecting this option produces a list the possible skills the character c o u l d attempt to improve Camping (“Staying Here") This option exists only if the parry has already found someone willing to train or tutor certain people in certain skills. GUARD THE CAMP only applies when camping in t countryside. Leave without spending a day doing assignments. One day passes. ALCHEMY WORK allows the character to mix new p tions.” pp00. EARN A LITTLE MONEY allows the character to find short-term job. with party doing the assigned options. In other words. and each character does his or her appointed tasks. You will see the be job the character can find in the city.PRAY FOR DIVINE FAVOR is allowed to anyone who: DF (divine favor) is below maximum. TRAIN AND STUDY allows the character to work to in prove a certain skill. or by using the cursor and Return keys. first you search for instructors. SPEND A DAY. You must select this option to actually perform the activities. Prayer helps resto divine favor. One day passes. See “About Alchemy. with the pay per da Jobs can be exhausting. DOING THE ABOVE: This option activates all the selections made. Work may cost a character some endu ance daily. t h e n you return to the inn and “take up residence” to accomplish the training. You return to the other available options. to earn a little money. mouse. then left-click an right column option. decreasing the chance that some unpleasant person thing will find you. as shown above .

you can scroll the entire field view using the mouse or keyboard. the battlefield scrolls a large amount If using the keyboard. not those on the numeric keypad. both sides move and fight gure on the battlefield. just hold down the Shift and tap the appropriate cursor key. etc. The pointer will turn into an arrow. Gvn Orders in Battle iig -Basic B a t t l e C o n t r o l s have two states: "orders pause" and “real-time ac- reate an “orders pause” at any le.in the “Orders” pullis. If using a mouse. You can also select a character by pping the number key for that character of the. move the cursor near the edge of the battlefield.” If the battle . However. the next down is number 2. party (1 through 5). Now tap the Shift key. BAITLEFIELD VIEW: Normally the battlefield view tries How the party leader. Use the number keys across the top of the keyboard. Each tap scrolls the battlefield a small amount. The character in the top left character box is number 1. If you hold down the Shift key.

To finish orders Shift down too long. You The current order for a character appears as a letter in the can switch to another character by simply clicking or hitting lower left corner of the character box. If using a. you can immediately select another. Only those currently allowed appear in black.and 9) to position the pointer. or a target for an attack. be very careful not allowed in certain locations. When using a mouse. or do something entirely unexpected. the party leader is already selected automatically. this. toward which characters move. Select another character or restart RESUME REAL-TIME ACTION: To end the orders pause t h e real-time a c t i o n . keyboard. Certain orders are mouse is active. eithcr select “Resume” from. To use the menu CANCEL ORDERS-IN-PROGRESS: To cancel orders in bar with the keyboard. If using the ping ctrl Fl. or at the start of the tions for individual characters. use missiles. the screen pointer changes “follow the leader. then use the cursor keys to navigate the highlight. once orders are completed. the Give Target or Destination: Most orders require a target “Group” pull-down menu on the menu bar. (2) give the order. This erases any orders partly given.3. ctrl F2. attack. You can maneuver the target pointer around the screen. the first character (who only got down the right button to reveal the menu bar. To finish your selection with a mouse. the tap Return to conclude your selection. you can either press the appropriate ment. The character may do holding the button down to choose an appropriate selection nothing. Notes: The "Orders" pull-down menu has various genSelect the Character: To select a character with the mouse. as the keyboard key for that order. CHANGING CHARACTERS: When you finish giving orIf the character is currently not in view. for the entire party. tap the Space bar instead. Therefore. press the appropriate number key (1 through 5). etc. or use the menu bar. left button. and usually (3) select parts of the battlefield. This letter is the same the appropriate key for that character. the. tap the battlefield by holding the the Return key (to finish for that character). etc. left-click on the character on the battlcfield.” vou must shape. or keyboard. just release the You can unintentionally scroll.. The “Attack” pull-down menu has specific combat instrucWhenever you use the Spacebar to pause. propriate character box). or tap the Space bar. However. This is another way of indicating that the target or destination. Continue partial orders) will be quite confused. If an order does not require a target or destination. GIVING ORDERS: Orders normally have three steps: (1) In some cases the target pointer only appears on certain select the character. Warning: If you don’t finish giving orders to a character Give an Order: To give an order with the mouse. and resume real-time action. To finish your selection with the keyboard. just rap the Escape (Esc) key. keyboard. make sure orders to one character are finished before you start another. the order is all you need do. the battlefield automatically centers the view on the character when you tap ders to one character. the appropriate numberkey. pointer doesn’t change select a party leader (by tap. with allows diagonal movement with 1.To return the view to potions. only those areas or enemies can be targeted. giving only way to erase them is to give the character new orders. and finally progress. use the directional cursor keys (including the holding down the Control numeric keypad. battle.shape until you hold down the left mouse button. throw . The most frequent error is to forget to specify a destination for movefrom the “Order? or “Attack” sub-menus. If a target is required. hold and select another character. letter key for the order. an error symbol indicates with your use of the Shift key. if using the eral options. Warning: Whenever the to discover the “legal” targets available. first tap F10 to show the menu bar.7 key and clicking in the ap.

D e f a u l t Orders a n d -Independent A c t i o n At the start of a battle. but To fight the enemies. are The “Orders” menu contains options for moving about. no messages will appear. opening doors. the character will fight hack. left side of the screen. Check the "Orders" pulldown menu to see which items are in black (i. alchemical effect. appears above him or her. missile. Orders only appear in solid black.. Therefore. Of course. use the “Attack” menu (see strength losses are never larger than endurance losses. lost by the character. door. This is the amount of endurance those options always remain gray and unavailahle. he or she simply stands in place. trap (if the character spots it). In each category the left bar shows the current level for your character while the right bar shows the current level for the enemy. a message noting this appears in the character box on the tional enemies to attack. the character continues fighting until the stairway.Red numbers indicate endurance loss to one of your oppopents in the battle. moving up and down stairways (or ladders). enemy is downed. The “Orders” menu is for moving. no characters have orders. etc. you can. a small number (the damage value) Therefore. exit.. the nearest first. kBasic Battle Information cw INDEPENDENT ACTION: Once a character is in hand-toPROXlMITY M ESSAGES : When a character moves close to a hand combat. strength and devine favor in the character boxes double.. exits etc. just because the enemy level is below yours doesn’t necessarily mean the enemy is weaker. You can ignore the opportunity to give orders by tapping the Space bar or selecting “Resume” from the “Orders” pull-down menu. Ofcourse. either in hand-to-hand combat or with missile. BAR GRAPHS: When one of your characters engages an enemy.. the bar graphs for endurance. about and perWhite numbers indicate endurance loss to one of forming non-combat tasks. if the double bar graphs showing combat results Exploring: The are present. The bar graphs only show percentage remaining. If an enemy comes close enough to fight hand-to-hand. If a character lacks orders. looting the fallen. DAMAGE VALUES: As you watch the “real time” combat examining chests. whenever a character is hurt by a blow. action. ladder. bravely ignoring any missiles. your characters. . currently allowed). picking locks. These messages have a lower priority than battle results.e. etc. Strength losses may also occur. always give the character other orders. when they are allowed. but the battle is in “orders pause” with the party lead&already selected. Then the character will seek out addietc. if there are no stairways to climb or doors to open. below). tire. a character -“Orders” ‘Pull-down Menu cw could still use stairways.

” below. Selecting this option again restores the character boxes. the character reverts to his or her previous orders. Sometimes doors lead to hidden areas previously invisi ible to your view. 3 4 . Once the character or group reaches their destination. but otherwise does nothing. This option only appears if the appropriate character is beside a chest. When you select “Leave” from the Item Exchange Scrolls. for details. USE DOOR (u key): The selected character (if moving individually) or the leader (if a group) opens the nearest door This option only appears if a door is very close to the appropriate character. See “portals. “Disarm Trap” appears on the “Or ders” menu. HALT (h key): The selected character stops a n d stands in place. When moving as a group. Instead. OPEN CHEST (o key): The selected character (if moving individually) or the leader (if as a group) opens a chest to see what’s inside.RESUME (Space bar): This ends the orders process and resumes real-time action. WALK TOWARDS (w key): This moves an individual character (or the entire party if moving as a group). the Item Exchange Scrolls appear (see “Universal Controls and Menu Bar" for more information). See “Group Travel. See “portals. When moving as a group. for details. FLEE TOWARDS (f key): This is the same as walking. While moving.” below. Stairways (and ladders) are always portals to different areas. You must specify a destination. most of then can be broken open. If the door has a trap. “Pick Lock” appears on the “Orders” menu. then “Disarm Trap" may appear. for details. you return to your battlefield view Although virtually all chests are locked. the character or group might encounter enemies. ENEMY INFO (e key): This is a toggle. Only extremely solid. If they get within hand-to-hand combat range. but the battle remains paused. However. the stairway used is the one closest to the leading character (character number one). USE S AR (u key): The selected character (if moving T IS individually) ox the leader (if as a group) uses the nearest stairway (or ladder). If there are any items of value or interest. Normally just an individual character moves. they stop ignoring enemies and fight those who come within reach. except the character or group does not stop to fight enemies. (NICKNAME] FINISHED (Return key): This ends the orders for the named character. the door used is always the closest to the leading character. as if he or she were using a stairway. using the door may cause t h e character to disappear through the door. T RAVEL A S GROUP (g key): See “Group Travel. If the door is locked then “Pick Lock” and/or "Dissolve lock” may appear. It’s always wise to view this pull-down menu before trying to open a door. for details. Also see “Exploration and Real-time. In this case. TRAVEL SINGLE F (q key): See “Groups Travel" ILE below. This means enemies can strike while the character or group does not strike back. sturdy chest require you to pick the lock before opening the chest. In this case. they keep moving toward their destination. the party moves as a whole. This option onlyappears if the appropriate ate character is at a stairway. He or she defends against the first enemy that attacks hand-to-hand.” below. If a chest is protected by a trap. if “Travel as Group” or “Travel Single File” are selected. You should now give more orders or select “Resume” (above). If the orders were incomplete. Selecting this once replaces the characterboxes with information about the enemies you face.” below.” below. the character or group always stops and fights.

. Exchange Scrolls. Most humans will field. their endurance reached zero). If all functional characters have run away. depending upon or or a wall. Beware: In some cases. he or she temporarily disappears from the battlemercy. 5 .e. The item least one Eater-Water potion. Perceptive characters with artifice skill are the enemy.PICK LOCK (p key. the option is only or group next to the “body” is available if the appropriate character is at the lock andhas at symbol. However. exchange scrolls appear (see “Travel and Interaction.” pp28. Item Eater-Water cannot be used on traps. S URRENDER (s key): the onlv orders that require targets are “Walk towards” and When you select this option. These initial orders. If a cally have a chance to loot is protected by a trap. traps cannot be disarmed. The character is now waiting at the other end of the . move the character is equivalent to picking it.. close to the character. Your characters will unless the character or group leader is very close to the target. y o u automatiartifice skill. Naturally. individually) or the leader (if as a group) attempts to on the edge of the battlefield. the battle automatically ends. and secondarily on his or her intelligence and perception. cancels whatever order you are giving either to an individual movement to avoid it or suf. ladders or certain special the enemy will show no doorways. then select this option (or tap the “I” key). but wild aniindividually or the leader (if as a group) attempts to pick the mals may kill and/or eat one lock on the nearest chest or door. In most cases the orders aren’t even available the enemy. To a group) uses an Eater-Water potion to dissolve a lock. trapped chest is close to the character. characters who collapsed because ected by the difticulty of the trap. In all cases it is the exhausted behind (i. this option is available. the character “runs away” from the enemy.” All others automatically apply to the nearest your entire party surrenders to target available. imprisonment and/or death are common. Selectdisarm a trap on a chest. “Flee towards. adjust your. Looting. st likelv to notice these. then ted character (if moving individually or the leader (if as return later and get more. The character or group reverts to their fer the consequences.or to the entire group.): The selected character (if moving take prisoners. ORDERS WITHOUT TARGETS: From the above group. leaving only primarily upon a character’s artifice skill. character’s tools Whenever you defeat a group of enemies. This do this. “Disarm Trap” appears on the their bodies. for details‘). Disarming depends In effect. This option only appears when a ing this option causes the character to leave the battle area. in :n” menu large battles you may wish to DISSOLVE LOCK WITH EATER-WATER (d key): The leave some loot behind. lay down their arms and cease mPdrtalsw resisting the enemy attack. If you spot such a trap before CANCEL LAST ORDER (Escape or Esc key): This triggering i t . Sometimes characters may stumble over traps in the Those left behind may suffer a variety of fates. This option only appears or all of the party. A character can attempt this without special ut the chances of success are usually quite small. LOOT BODIES (1 key): ockpick attempts depend upon the. EXIT BATTLEFIELD (x key): If the selected character is DISARM TRAP (d key): The selected character (if may . When a character uses stairways. a locked doo r or chest is.

” use the mouse or keyboard to select it from the “Orders” pull-down menu. this is the only way a group can move through narrow passages. with character number one in the lead then number two. TRAVELAS GROUP (g key): This means the party moves in a fan-formation that allows everyone to face front. you still must use destinations when moving (see below). you’ll see a check-mark beside “Travel as group. by one. the stairway or door.. You should give when fighting.” Next. T R A V E L SINGLE FILE (q key): This means the party moves in single file. Instead. then tap the “u” key (or select “Use stairs” from the pull-down menu) to return. The character will reappear in the door or on the stairway. 36 . To begin "Travel as group. If part of the party uses one. at the other end of.stairway. In fact. you must select a target for the group. RECALL FROM A PORTAL: After a character “uses” a door or stairway.” you need not specify a target point when entering this mode. If you look at the pull-down menu again.” use the mouse or keyboard to select that from the “Orders” pull-down menu. stairway. The characters in the party will attempt to assemble into a group here. the view will never shift to a new scene. Group mode is prohibited if any hand-to-hand. or ladder. Of’ course. some or all may be unable to assemble. ladder or doorway for the rest of the party. then try again. or tap the “q” key. It rather than one allows you to move the entire party as a group. and part another. To begin “Travel Single File. The characters in the party automatically assemble behind the number one character (character whose box is in the upper left on the screen). but cannot fit down narrow corridors. with nobody on it! In this case.. give "Walk toward” orders to individuals to move them closer together. If the party is too widely scattered. etc. group mode is a ever combat threatens. When all surviving members of the party use that same doorway. the entire view changes to the new scene. until the last bripgs Up the rear.” Unlike “Travel a’s group. until everyone has passed into the same door or stairway. It is an adequate fighting formation. he or she can be recaIled. recall some of the characters and move them to join the others. Tap the appropriate number key (1 through 5) to see the character. This is the only order available for that character. you’ll see a check-mark beside “Travel Single File. or tap the “g” key. If you look at the pull-down menu again. you will still see the old battlefield. --eChoup Mbdecs~ Group mode exists as a convenience for long journeys. You cannot use the mouse to recall characters-because the characters are beyond your view! M ULTIPLE PORTALS: Different doors and stairways may lead to different places. Although usually poor for fighting. Whenever you select a group mode (either “Travel as group” or “Travel Single File”) the number one character (the character whose box is in the upper left) automatically becomes the group leader. In that case.

” below. move pad) and tap Return. Other members of the group Notice that throwing skill determines how much friends cannot open doors. etc. Important: Unlike iridividual orders.). if the group t h e target is a person. you do not select a ATTACK (a key): The selected character attacks a spespecific character for group orders. ladder. "Travel as group” or “Travel Single File”). while a more skillful thrower MOVING A GROUP: When the party is in either group can throw right-past friends with a very narrow margin. you must deliberately “turn off" group mode by selecting the Standard "attack" orders check-marked item on the “Orders” pull-down menu (either tell the character to balance. or enemies block a throw. This toggles his or her fighting methods. sible. All attacks enemies out of sight or othmust have a target.. Characters cannot throw over case. the attacker will move toward that enemy. If SPECIAL ORDERS: In addition to moving. If the doors. ment of friends or enemies and simply throws at that spot.As i n “ T r a v e l a s group. the thrower ignores the moveAlso see “Exploration and Real-time.” if the party is too widely THROW POTION (t key): The selected character throws scattered. before they are thrown). EXITING GROUP M ODE : To leave group mode. In that a potion at any allowed target. If the target is a location. like opening and tap Return. Assuming the target can be hit. then tap Return. enemy i s not adjacent. regardless of skill level. The options available depend on how close the current rather than their current position. or use the cursor keys (including the numeric key. or move the pointer with cursor keys r specific action (for other exploration orders. VULNERABLE (v key): discarded and the character reverts to his or her previous order. give one thing: either a destination (for movement). left-click the movement. “Walk toward” from the “Orders” pull-down menu.. To select the target point. To have them do such. it is always waiting for movement orders. just mode. other exploration orders are posthat person. the entire party moves through the portal. lighting. trying to throw at where they are moving toward. or special doorway in group alchemist to do some special mixing. The target must be a specific enemy. Instead. the you must either change the party leadership or give them an potion hits the target. the cursor to the destination. This is a special tactic for hand- . you-just cific target in hand-to-hand combat. you must tap"w" or select mouse. Please bear in individual order (which ends group mode). A less skillful thrower must closer together. the thrower maintains his or her aim at approaches certain points. To choose t h e target. If you specify none. selected by either a mouse left-click or the cursor and Return keys. Party Leader is to the object. etc. then try again. Tapping the appropriate group movealternating between strikes and parries. Simply leftThis option includes a sub-menu of all potions ‘&at click the mouse to specify the destination for “Walk toward" character can throw. some or all may be unable to assemble. mind that throwing a potion takes time (potions require the If you use a stairway. etc. avoid friends by a wide margin.. seeking to engage them. disarm traps. o a left-click the mouse. give “Walk toward” orders to individua1s to move them friendly or enemy characters. &“Attacks”~Pull-down M e n u c+ Characters cannot attack All attack orders are given to individual characters. mode. simply tries to hit the target. "off" the group mode. If using the keyboard. Fighting: The without aiming for any special spots. then the orders are erwise invisible. The character ment key (g or q) also toggles off group mode.

Orders are given exactly like the normal attack. In such cases. allowing you to avoid them or disarm them: 38 . or by moving the pointer with cursor keys against this enemy. You can override these orders by giving your own. You may see either “Attack“ or "Vulnerable” orders change to either "Attack. sometimes multiple enemies are fighting one character. the “one" attempts to defend against all. while each of the “many" has an improved chance. Therefore “many-on-one” situations’ are extremely favorable to the “many. PARRY (p key): This is a special tactic for ha&t&hand combat." “Vulnerable. an enemy must be specified by moose left-click.e. but is much more vulnerable to being hit. The amount of change depends on how many simultaneously face the one. i. the character’s armor will still deflect or reduce the damage of non-penetrating blows. In general. Perceptive characters may see them. USE MISSILE (m key): The selected character fires his or her missile weapon against a target selected by either a mouse left-click. and against whom any counter-attacks are directed. A character retains these orders until given new ones.. penetration and damage abilities’ remain normal. “Berserk” orders tell a character to make an all-out attack on the enemy. This reduces the chance of enemy hand-to-hand strikes hirting the character. and the chance of defensive abilities are equi BERSERK (b key): This is a special tactic for hand-tohand combat. before triggering them. it also means the character’s strikes occur more slowly. “Parry” or “Berserker” orders are never overridden by enlightened self-interest. while still striking his or her selected target. is an important tactic. Special Situations MANY-ON-ONE: In hand-to-hand fighting. Should the character hit. and have less chance of hitting. However. with an increased chance of hitting. of course. TRAPS: In certain areas your party may encounter deadly traps. your characters sometimes make their own decisions about which attack orders to use." Achieving such situations against the enemy. as quickly as possible. However. ENLIGHTENED SELF-INTEREST: During hand-to-hand: combat. without regard to his or her safety (like the Viking “Berserkers” of the Dark Ages). or by moving the pointer wth cursor keys and tapping Return. the one’s chance of hitting declines. Orders are given exactly like the normal attack.” or "Parry" depending on the situation. The character strikes more swiftly. “Parry” orders tell a character to concentrate on defense..chance of hitting is unaffected. Of course. This specifies which enemy the character primarily faces. or vice versa. no more than three or four characters can find space to surround and simultaneously attack one character. and avoiding them against yourself.

rected. group ance reaches zero (0). the character movement works just like.. When the group mode is “Travel as group. will When the group mode is “Travel Single File. If using the keyboard. In simple fights this destination point. If this happens. Remember. use the cursor keys to indicate the “downed”’ b y collapse and/or death. you northe current party leader can perform various explora taking anything tion o r d e r s u s i n g either the pull-down menu or t h e mally get a chance to examine the bodies. real-time.” you can still Therefore. The leader can also perform various exploration orders (depending on what’s near the leader) using either the pull/’ down menu or the appropriate keyboard key.. you are advised to provide such aid to a character. With the keyboard before they die! VICTORY: You are victorious when all enemies are you must tap the “w” key. left-click destinations with the mouse. change Scrolls. . These controls are intended solely to make exploration easier in larger areas. retreats. the leader is using “Walk to&Y orders. See “Travel arid Interaction. Item Exappropriate keyboard key. party leader a o e b v .“. In both cases. or bypasses the enemy whenever all survivors exit the battle39 . you may take advantage of certain special controls while the attle is in. that of the. not reawaken for the duration of the fight. to use these controls you must switch from orders pause to real-time. you can maneuver the entire group on the battlefield. for details. Once dead. They are not recommended whenever combat threatens. that appears useful. then during non-combat real-time you can maneuver the party leader (only) around the battlefield by’ left-clicking destinations with the mouse.Unperceptive characters are more likely to blunder i n t o them. left-click destinations with the mouse. In more complex situations." eliminate the immediate problem. then tap Return. ends the battle. PARTY LEADER REAL-TIME CONTROL: If group mode is not active. or hold down characters are not dead. The movement you control is the party leader. and Retil~tink-~ If none of your party is involved in hand-to-hand combat. it may only In both “Travel Single File” and “Travel as group. In either case. quickly-change your orders to prevent any more characters from blundering into the trap! wExploratioh. The remainder of reaches zero (0). Unconscious That is. No amount of potions or saintly aid can reverse death.” pp 28. DEATH: A character dies whenever his or her strength cursor keys to control movement directly. l-pB~attle Results C+J GROUP REAL-TIME CONTROL: When group mode is COLLAPSE: A character collapses whenever his or her enduractive. Once unconscious. a character can never be resur. the party follows behind. simply hold an appropriate cursor key to direct the leader’s movement. ESCAPE OR RETREAT: Your party escapes.

They might crawl a w unobserved and rejoin you. Collapsed characte are entirely at the mercy of the enemy. depending o n t h e motivations of yo opponent(s). it is recorded in the Hall Fame. The fate of any characters who collapsed on the battl field depends on the situation. If the parry’s fame is. sufficient. D EFEAT : This option occurs when the entire par collapses and/or dies on the battlefield. then the gam ends. Results vary. Other times they are capture Sometimes they are put to death or eaten!. D EATH OF ALL: If the entire party dies. Agai results vary. at least some may survive. SURRENDER: This option also ends the battle. Now it's time to create some new characters and try agai .field. With luck. depen ing on the opponent.

plus the name of the original inventor. It is shared equally among the party. and have sufficient time to actually mix the potions. but the-ingredients are subtly different. the potions are not exactly the same-they too vary somewhat. However. Alchemical Formulas. have the ingredients specified in those formulas. rather than making them yourself. It cannot be bought or sold on the open market. ingredients. The party’s Philosopher Stone has a quality level. whenever a character makes potions. this value can increase during play. There are multiple . the resulting potions can be transferred from the maker to any other character in the party. as Indicated by their quality value. In addition. EXAMPLE : Galen’s Eyeburn a n d Nicolas Flammel’s Eyeburn both produce blinding effects. for use. and the resulting potions are items easily exchanged. 41 . Knowledge of alchemical formulas is One of the most precious things in this era. Some alchemical potions can be used to improve a character’s attributes and/or equipment. NAMES : Each formula has a general descriptive name. because those potions are far more powerful than any Eyeburn. demoralize or actually injure enemies. inventors possible for each general name. higher mystical numbers also mean either a higher quality potion or a more powerful effect. Many alchemists use a “stone” of levels 5 to 15. which means there are various formulas for the same potion! Actually. However. the “Philosopher’s Stone” catalyst. Therefore." pp 26 for details). assuming you find alchemists with appropriate skills." The higher the number. and is only valuable to alchemists. Alchemical potions may also be useful in interactions. but results in potions of lower quality. the character must also know alchemical formulas. -The Philosopher’s Stone c+ The “Philosopher’s Stone” is actually a fine mineral powder that is a universal catalyst. MYSTICAL NUMBER: Each formula has a “mystical number. the more difficult the formula. and therefore more alchemical skill is required for success. Ofcourse. Selecting Formulas Formulas w Goto character information to see a summary of any formula a character knows (see “Character Informarion. It is possible to buy potions from them. alchemical potions can be used as weapons in battle to discomfort.Alchemical skill allows a character to create potions. However. Galen’s formula has a lower mystical number. starting at zero (0). Alchemists of varying competence can be found throughout Germany. Finally. this can be costly. the ingredients carried throughout the party are available. Formula knowledge cannot be traded between your characters. both Eyeburn formulas have a far lower mystical number than any formula for Breath of Death. However.

A higher quality “stone” increases the chance of success when making potions. move the highlight with a cursor and tap Return. is a list of the various ingredients that are used to make fhe potion.Creating ‘Potions level 20 or more is quite exceptional. depending upon the amount of ingredients you wish toconsume. The party must take up residence for at least one entire day to permit the making of potions. In parenthesis is the number of ingredients that will remain among the party after you mix the potion. the scroll closes to show a detailed explanation of the formula selected. Different formula: Left-clicking here or tapping the "d" key returns you to “Selecting Formulas. P OTION . Typically this is done by either camping in the wilderness or taking up residence at a city inn. If using a keyboard. Staying Here. (int)." -Making Potions-. The chance of success is calculated as 100 plus the quality of the Philosopher’s Stone (ps). plus the alchemist’s intelligence. Making more than one batch at a time may reduce the chance of success. the totals reflect those in the entire party.” above. plus his or heralchemical skill (alch). C R E A T I O N : When you “use this formula. left-click on the top or bottom of the scroll). see below. Across the top of this view is an equation that depicts the character’s chance of success with this formula. you see the "Staying Here” options (see “Travel & Interaction. Do something else: This aborts any alchemical work and returns you to the “Staying Here” options. because it is a catalyst. Fewer batches: Left-clicking here or tapping the “f" key allows you to make fewer batches. Therefore. An alchemist always uses a little “stone” in every process. S e e “Notes” on the Party Information Screen (tap F6) for the current quality of “stone” carried by your party.” names on the scroll (to scroll the list. the “stone” is not consumed. Since everyone in the party shares ingredients. More batches: Left-clicking here or tapping the "m" key allows you to make more than one potion simultaneously. rather than just the ingredients carried by the alchemist. Instead the alchemist recovers it for reuse. the only issue that concerns you is the current quality of your "stone. When you take up residence. However.“. minus the mystical number of the formula. Now left-click on one of the options that begins with a crimson letter: Use this formula: This makes the selection and begins potion creation. to the right. . Larger batches may reduce your chances of success. Creating potions takes time. There you 42 . the amount he or she mixes can be small or large. Below this summary. Although an alchemist can only mix one formula per day.

as desired. Satisfied with this: Left-clicking here or tapping the "s" . doing the above. used here. Typically. Typically. or to equipment quality. The potions are not actually made until you select “Spend a day. the ingredients are wasted. If the risk is moderate or high. This applies the potion to the character. then tap “p. but nothing worse happens. make sure the desired piece of weapon or armor is on the armaments board before using the-potion! If you are using the keyboard. or during battle. If the-creation is successful. Simply select (by leftclicking or cursoring the highlight and hitting return) the specific potion of t h e specific character.” your potion creation plans are summarized for the character. left-drag the potion from the equipment scroll onto the in-use board (like a weapon or armor). or you can forget about formulas entirely and return to “Staying Here” to choose another option. during interactions. certain options may “pop up” a sub-menu of various characters and their alchemical potions. or an item on the armaments board. you must first transfer the potion to that character. the camp or inn may become: uninhabitable. . You cannot directly use a potion on another character. for one day (24 hours). POTION USE DURING CHARACTER INFORMATION: Only potions that improve a person or improve a piece of equipment can be. then select character information for that character. then failures usually have modest affects. Instead. key saves your alchemical plans for the day and returns you to "Staying Here. If the risk is low. Characters.” At that point.can select a different formula instead. during interactions. these potions add to a character’s attributes. . or thrown in battle. If you are using a mouse. use the cursor to highlight the potion. Potion creation includes an element of risk. 43 . the creator now has those potions among his or her equipment. and/or their equipment may be damaged. as appropriate. etc.” where y o u can select options for “Staying Here.” This applies the potion to the character. The sub-menu shows the potions possessed by the character. Potions can be used either from character information. wUsirig:Poti~ons c+ Potions can be used either as part of character information.then transfer the potion from the character’s equipment to the in-use board. POTION USE DURING INTERACTION: When interacting. They can be transferred to the other members of the party. or to t h e appropriate piece of equipment on the armaments board. Naturally. then failures can result in larger disasters. success orfailure is judged. different potions are used in different places.

it may ai them! At the lowest diffi. is on (see “Universal Controls and Menu Bar.throw certain potions. See pp25 for details. some potion names may. if only y o u h a d view. appear in red. you know the formula. You this option is turned off. The 'Gam These represent potions that Pull-down Menu.your character. and start mixing!).” pp37. the sub-menu may in.tack Pull-down Menu. While this has no effect on the enemy. and for which caused by potions appear in the character boxes.” ppl8). the changes simply happen. for details. Yc can’t use them because you must look at the appropriate character information to see t haven’t mixed up any (this is a current state of the character. can give characters orders to . However. ‘Fighting: the A I At lower difficulty levels. any attribute and skill change could be used. While in battle you can also go to character informatio clude faded potion names. VIEWING CHANGES : When the “Show changes” optic culty l e v e l . See “Battle.’ These are potions that could and use a potion on the character or equipment from th b e used.

However. Virtue is also important. Prayingto saints is possible at any rime in character information_(see pp26). Thesaints currently known by a character are available in character information (see "Character Information. GzKnowledge o f S’aintsw~ A character must “know” about a saint before he or she can pray for miracles. There are over 130 different s a i n t s t h a t . especially by praying for the intervention of a saint. Interaction success results in normal benefits. Saints. can be discovered. PIayer is also possible during battle. it is not spent. plus the spe cial effects that occur in the interaction. think of divine favor asa type of “credit. additional benefits are possible if a character takes advantage of a prayer opportunity during interactions. a character's virtue determines which saints and relics can be used.” pp26). However. Prayer reduces a character’s “divine favor” (DF). Characters can “learn” about new saints by seeking those who know about them. and can then Praying to Saints be regained through vatious deeds. although is it unlikely that anyone will learn them all. Monasteries. The speed at which it is regained varies with the religious training of the character. Simply go to characCalcination ter information and pray from there. This knowledge is a mystical understanding. because each saint and relic demands a different level of virtue. In Darklands. Prayer from character information only provides the normal benefits. then return and observe the results. this is easily regained. and cannot be transferred from one character to another. PRAYER . but you may find additional Opportunities.m ABOUT RELIGION +#f@-g Many miraculous aids are possible through religion.” which is "spent” on prayer. you can never pray from character information and get interaction benefits. -Praying to Saints.AT’ CHARACTER I N F ORM A T I O N : When you select a saint in character information (see “Character Informa- . Instead. Unlike DF. universities and cathedrals are the best sources.-. A character can pray for saintly aid e ither in character information. or as an interaction option.

listing the possible-recipients. " pp18). If the . with the same options as before. A sub-menu appears.~ tion. You spent during the prayer... see tue for this saint. changes to an image of t h e w h i l e t h o s e currently unsaint. The Game Less divine favor is spent: Selecting this option (with a left: Pull-down Menu. even. lower amount is noted character information. then turn them on again afterward.in pale print appears. the pale print .Bar.. The must look at the appropriate character information to see t h e chance of success cannot drop below the initial value. Some saints cause m n changes.e.. you just see’ “Pray now. since most prayers the interaction. a -Divine Favo~r ci~ sub-menu appears.” pp18). if the normal effect is restricted toMore divine favor is spent: Selecting this option (with a just one character. At higher levels of difticulty (i. chances improve If you select the sub-menu option. prayer. This special effect almost always affects the consume at least a certain minimum amount of DF. If a character’s virtue be available. the DF Remaining be i&eased beyond the initial value. A prayer to a saint pray. is higher than the minimum. chance of success is. in t h i s case reduces that character's DF. 1% or “unknown" saints may not more. ‘prayer benefits the entire party. if click or by tapping the "1" key) decreases the amount of DF this option is turned off. If the character lacks sufficient virwith less “help” selected.” Divine Favor (DF) is a kind of holy “credit. Saints known by a “evil" . a brief description. success. with the advantage in virtue. you see the’ same view of the saint. when you view information about a saint.” which a Don’t pray right now: Selecting this option (with a left. : Selecting this option (with a left-click or.” a n d are successful. a simple list purely here represents the percent. The ‘Game’ Pull-down acter has sufficient virtue. other i n f o r m a t i o n .. In .’ select “Pray now for. any attribute ‘and skill changes caused by a saint appear in the character boxes. entire party. in addition to the The “DF Remaining” value shows the amount of divine normal effects you also receive a special effect appropriate to favor (DF) the character will have after the prayer. The new." pp26). VIEWING CHANGE:: When the "Show changes" option left-click or by tapping the “m” key) increases the amount of DF spent during the prayer. but increases the amount of DF Remaining. This is almost never equal to the current value. If the prayer must be directed at a single character.showing the saints applicable in rhis situation. If the char. the view character appear in dark print.character uses when asking a saint for aid. nor can current state of the character. Be wary of acting tbo include the possibility of prayer. This decreases the chance of success. the chance "Universal Controls and Menu of success is 0%. DF ranges from a click or by tapping the “d” key) means the character does not minimum of zero (0) to a maximum of 99.it may influence your ability to call saintly aid. the changes simply happen. and known appear in pale print. Saints. the M e n u . You return t o t h e p r e v i o u s view.wish to temporarily turn off “Show changes" before praying by tapping the "p" key) causes the character to make the to a saint. age chance of success. PRAYER AT INTERACTION: Some interaction options Certain despicable ctions may also cause a character to lose a certain amount of divine favor. If all applicable saints are unT h e “Success” v a l u e known. If you commensurate. is on (see "Universal Controls and Menu Bar. However. ay eventually you may Pray now for.

a character must use at least a certain minimum amount of DF.” pp29). Many of these are useful items in their own right. SAINTLY AID BENEFITS: Possession of a relic may reduce the DF cost of praying to that saint. There are dozens of different religious relics. In addition. The virtue requirement is frequently high. However. Adrian’s Sword. the DF cost is much less. SAINT DAY: If a character asks for saintly aid on the day of that saint. Bathildis’ Staff. You may improve this by spending days in prayer (see “Travel and Interaction. some cases. slow rate. the maximum allowable DF may also be reduced to something less than 9 9 .’ so only the most virtuous will benefit when invoking a saint. REGAINING DF: Divine Favor is regained daily at a very . Examine character information to see these effects. These. a sufficiently virtuous character carrying a relic may see a temporary improvement in attributes and/or skills. A UTOMATIC ATTRIBUTE & SKILL BENEFITS: In special cases. or Mary are beneficial when invoking any saint. Relics related to Christ. A character may also be limited in the maximum amount of DF that can be used. St.The speed at which. and/or going to mass. most relics require the bearer to have sufficient virtue to gain this advantage. those with less (or none) regain it more slowly. . When calling upon a saint. such as St. Donations to churches lg&yJjj@@~ and cathedrals may also improve your divine favor. etc. by going to confession. a character regains divine favor depends on his or her religious training. Characters with better training regain favor faster. relics may provide certain miraculous benefits. Staying Here. effects are automatic for whomever carries the relic.

Dealing with large problems. or just tap the “F6” key). For example.e. Storied Heroes. there is an element of risk). 1-53 Character Development w . Barely Known. while advancing from 95 to 96 is extremely difficult. No great fame is attached to wealth. The size of an award also depends on the level of help selected (see “Universal Controls and Menu Bar. from lowest to highest are: Unknown. on t h e other hand. You can review your current fame by looking at Party Information (on the pulldown “Party” menu. w i l jmprove steadily. and wFanie cd witches produces more fame than collecting a lost relic or escorting a merchant. For example. Slight Heroes. Skills.” pp19) The less help you use. attributes almost never rise about the original values. if the entire party is killed. However. FAME L EVELS : As your numerical score increases. Wealth is useful. then their current fame is the final value. Party fame is not affected if you dismiss individuals from the party and replace them withothers. not specific people. fame is attached to the party as a whole. Events. the greater your fame. such as robber-knights.. Slight Reputation. even your adventurers. Similarly. Characters in Darklands will improve. The death of a character does not affect your fame. or will they be forgotten? In Darklands f a m e is awarded numerically. Famous Heroes. yet they are almost forgotten today. as skills get higher. you can accumulate riches by various means. FAME AWARDS : Naturally. the chance of improvement grows smaller.w GOALS AND REWARDS +#@-v The ultimate goal in Darklands is fame. For example. Good Reputation. the greater your reward in fame. but improvement has its limits. like Roland. What matters is how they are remembered by future generations. your general level of fame may also increase. The higher this number. except temporarily due to potions or saints. Modest Heroes. interacting with certain people may be easier if your party is famous. fame is useful during the play of Darklands. ever. revolts. Will your party be known as immortal heroes. Help and Difficulty Levels. the greater your accomplish: ments. For simplicity. and finally Legendary Heroes. or Siegfried. Modest Reputation. However. Beowulf. the Fugger banking house was wealthy beyond the wildest dreams of many kings. advancing 20 to 21 is fairly easy. possibly recruiting another person. All attributes and skills have an upper limit of 99. and somewhat larger improvements as well. Skill improvement occurs in situations where that character’s skill is seriously tested (i. the more fame your party accumulates. The HowP arty can continue. The levels. but is nor a goal of the game. dragons. adventures and quests come and go: Someday everyone must die. Great Heroes. Successful use of a skill gives a greater chance of improvement. In addition.

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then sophisticated and thriving provinces. at first barbarian hinterlands. Around 1000 AD Europe stabilized into a recognizable form.+#t+o -Medieval E u r o p e C+J Darklands is set in the late Middle Ages from 1400 to 1499 (the 15th Century AD). Throughout the Dark 51 Ages (circa 500-1000) various kingdoms rose and fell. and rarely were free to leave it. of soaring castles and dark forests. Peasants were protected by nobles. and rich merchant princes. Above all. fairs for travelling Small cities and towns held craftsmen. Almost every . It is an era of relative stability before. worked the land. of universal Catholicism and three competing Popes. Even politics changed slowly.” Medieval Europe was an era where religion and culture changed very slowly. The Church was universal. This is an era of noble knights and rapacious warlords. including Charlemagne’s Empire (800-814). of superstitious peasants. society was feudal. So slowly. and finally overrun by new barbarians from Eastern Europe and the Russian steppes. merchants. Most historians find this a convenient dividing line between the "Dark Ages" and the “Middle Ages. that most people expected no change at all. and other facilities too costly or specialized for each hamlet. Until 400 AD Europe was part of the Roman Empire. the accelerating changes that ultimately formed modern Europe. the Middle Ages was that half-millenium of time when itself into new kingdoms out of the Europe reorganized wreckage of the Roman Empire and the chaos of the Dark Ages. They were trained warriors with expensive equi ment. in fact. Noblemen owned the land. and a man’s place in the world was ordained by birth.

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In the next year his nephew. and then only because a friendly Pope helped pay for the trip! For most of his reign Frederick III ruled from his Styrian (south Austrian) lands. generations.e. was crowned King in Aachen and given custody of Albert’s just-born son. Frederick of Habsburg. the Count Palatine of the Rhine. not until 1452 did Frederick go to Rome for coronation as Emperor. Trier and Koln (Cologne). the Margrave of Brandenburg. Others were smaller. Some were rich and powerful nobles or prelates. . such as that enjoyed by the kings of France. and the King of Bohemia. was -Imperial P o l i t i c s cd The extraordinary chaos and violence of 15th Century Germany was rooted in its peculiar political structure. However. hence their position as electors. Once elected. The P a pacy. The Duke hoped to use his wealth to buy the title of King from Frederick. What this means is that in the 1400s.. This allowed Frederick to get his son elected co-Emperor in 1486. in 1439 Emperor Albert II died. would-be Emperors gave money and lands to the electors in exchange for their support (i. carefully husbanding resources for future. the German King and Emperor (he was always the same man) was elected by seven powerful noblemen: the Archbishops of Mainz. This in turn would lead to becoming the next Emperor. Emperors continued to spend money and lands. cautiously but competently ruled the family realm. Spain or England. the Emperor was poor and frequently powerless. Various "princes" were the real powers within the Empire. This system insured that the Emperor was weak while the large noble families remained strong. to the daughter of the Duke of Burgundy. To get elected. ultimately hoping to create a family dynasty.w LIFE IN THE HOLY ROMAN EMPIRE ++@-g For example. Trier and Koln were among the richest in Europe. sometimes no more than a tiny castle and a few villages. allowing the Habsburgs to inherit his wealth instead. the Duke was killed in battle against the Swiss in 1477. controlling widelands. in an attempt to get their sons elected after them. Some families used family money to purchase from the Pope a position of abbot. However. bishop or archbishop. In the 1470s he married his son. Ladislas. enduring various indignities and setbacks from the-nobles while he quietly. T h e a r c h b i s h o p s of Mainz. a major step on the road t o establishing the Habsburg dynasty that would ultimately dominate most of Europe in the 1500s. the single richest prince in Europe. poor and/or divided. Maximillian. the Duke of Saxony. These positions could be Quite important: some bishops or archbishops were fully equal to a margrave or duke. In an age where all surrounding kingdoms were dynasties that passed from father to son. which gave the son control of all the lands and income attached to that church office. buying their vote).

quite happy with this arrangement. Episcopal offices could not be. inherited, and were therefore available for resale whenever the current occupant died. Noble families, acquired land by intermarriage, gifts (including those from would-be Emperors), and conquest. They lost lands because fathers persisted in giving each of their sons a certain part of the family lands. This frequently caused bloody feuds between the sons. Family branches at war were especially frequent in this century. The English word “feud” is derived from “fehde,” a German word meaning “private war.” To the casual observer, it-seems that every major noble house in Germany was either fighting itself or its neighbors sometime during this century. Actually, the division and recombination of noble lands had gone on for centuries. By 1400 Greater Germany was a patchwork of divisions, with many nobles owning lands in dozens of scattered locations. Each noble with sufficient military power could promulgate his own laws. The only higher court was the Emperor,

and he was rarely available! This meant that criminals only needed to elude the local pursuit and slip into a neighboring principality to avoid justice. In some cases, the noble himself was a robber. With a band of mercenary soldiers, he could tax o r p l u n d e r a n y o n e w h o p a s s e d near his l a n d . T h e s e "raubritter" (robber knights) were the bane of Germany. On a larger scale, Germany had various wars during this period. The most significant struggle was between the Teutonic Knights and the Kingdom of Poland, the most memorable the Hussite Wars. The Order of Teutonic Knights, based in Marienberg and stretching along the Baltic coast into modern Russia, was an independent but waning power (the “Ordensstadt”). In 1410 a Polish-Lithuanian army crushed the Teutonic army at Grunwald-Tannenberg. For the remainder of the century the Poles slowly recaptured land from the Teutonic Knights, as well as expanding their eastern borders into the Russian city-states. Meanwhile a virtual plethora of Polish princesses married into the highest families of the Holy Roman Empire. This helped insure that Imperial forces would ignore the gradual dismemberment of the Ordensstadt, as long as the Poles weren’t too greedy. The other great conflict &cured in Bohemia, a fertile basin surrounded by mountains. Bohemia is a unique area in the Empire. Originally Czech-Speaking, its rich mines, and the great city of Prag (Prague) insured strong German interest. The religiously-inspired Hussite rebellions of the 1420s , attracted a virtual. crusade of German knights, led by the Emperor himself at times. The Hussites not only sought religious reform, but Czech cultural freedom from German domination. Unfortunately, the Hussite movement eventually fragmented, began fighting itself, and was, ultimately crushed by Imperial forces. In the north, the Hanseatic League was an association of cities that promoted and protected their. trade. Although generally mercantile, the Hansa did organize and fight wars; with each city contributing troops-or mercenaries. Like the Teutonic Knights, the Hansa was a declining power. It had made unwise choices in prosecuting trade wars with the

Scandinavians and Dutch. Their monopolies were crumbling, making the League a power more in name than in fact. Many of the larger cities in Germany were “Imperial Free Cities” (see “The Cities of the Empire") below for details). Such places were effectively independent of all outsiders. The city citizens, embodied by the current city council (the "Rat of the Reichstadte”), ran their own affairs as they pleased, establishing all laws and rules. POLITICS & A DVENTURING: The existence of feuds and warfare is a major consideration when travelling. You run the risk .of encountering military patrols, who generally assume that anyone not enrolled in their army must be the enemy! In addition, it is difficult to enter a place preparing f o r war, and almost impossible to get into or out of a place currently under siege. The political landscape may also affect your reception in places. Noble houses sometimes ruled multiple cities. Your reputation in one of these cities may influence your reputation in the others. Of course, if you are hated by one house, the enemy of that house may welcome your presence. The Imperial Free Cities are virtually independent states within their walls. Many of the richest cities in the land hold this status. Here your reputation is unique and the possibilities are limitless.

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The Church of medieval Europe was quite different from the modern Catholic Church. By the 1400s, the Church was a decadent institution so badly in need of reform that priests, monks, and sometimes even Popes attempted to make changes. The Church sold everything from indulgences to archbishoprics. Clerics from simple country priests to the Pope himself routinely had mistresses. Excommunications were invoked and revoked to suit immediate political ends. In rural parishes some priests couldn’t even read Latin, making it impossible for them to say the mass correctly. Of course, nobody else in the parish understood Latin, so superstition and old folk ways often continued under a thin

veneer of Christianity. Many were aware how easily this’ allowed heresies to grow. To many people the Church was an awesome institution, controlled by men of great wealth and power who used, a “secret” language (Latin) and commanded all sorts of daunting powers, including miraculous aid, powerful relics, and terrifying excommunication to eternal hell. Degrees of religious belief might vary, but nobody sneered at a noble archbishop leading a mercenary army! Some took heart in the mendicant (travelling) friars and preachers; whose charismatic teachings ranged from inquisitorial witch-hunts to hints Distillation that the final reckoning was at hand. Of course, some were nomore than freeloaders, threatening hell and damnation to anyone w h o didn’t provide them with food, drink, and a soft bed! .

R E L I G I O N A N D AD VENTURING: For an adventurer, the miraculous aspects of the 15th Century church are very useful. This includes both prayers for, Saintly miracles, and the power of various relics. Cathedrals, churches, and sometimes monasteries are useful places to add virtue or regain divine favor (DF), so that characters depleted by‘asking for saintly aid can "recharge" and try again. Others prefer simply staying at an inn or in camp and praying to regain DF. Useful relics can be gained by a judicious barter of services. Furthermore, few churchmen are actively corrupt or evil; most are just pragmatic. They might offer various forms of religious and, if you give them something in return. You should be diary of clerics met on the road, in the remote countryside, or small hamlets. Some are genuine, but the world is also full of freeloaders, scoundrels, and worse. ECONOMIES: In earlier centuries, land was wealth. Feudal nobles owned the land, which included the peasant families that worked-it. Land was passed to sons and daughters, with holdingssubdivided by death, thenrecombined by marriage. Not even wars permanently changed the tradition of family land. Military victors usually sought to eliminate the enemy’s sons and marry their daughters, to give them “permanent”. title to lands currently occupied by their army. In the late Middle Ages merchants and mercantile pursuits were an important part o f Europe’s economic fabric: Traditionally, profit from buying and selling, without put-

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ting any personal labor into the product, was considered unworthy. Interest on loans (usury) was technically illegal by church. law. However,, the weakness of the Church and fraying morality allowed these proscriptions to lapse. Met-, chants and bankers eagerly entered the financialarena, and by the 1400s were rich enough to finance world-wide trading expeditions. In earlier ages the non-Christian Jews had served as bankers and merchants. Now they were unnecessary, which led to many tragic pogroms that drove them from the cities, or sometimes the entire realm. When industry and trade returned to Europe, money and wealth became more important than land. Not unlike today, people started measuring status by disposable wealth. Expensive clothing, palatial residences and costly recreations all displayed one’s place in society. Minor nobles and knights, living in rural castles and ruling a few hamlets, were often poorer than modest merchants or guildsmen in a neighboring city. Property, income and s a l e s taxes were unknown, leaving many nobles with nothing more than traditional land rents established centuries earlier. Some were virtually forced to become “raubritter” (robber knights) just to survive. Greater nobles consumed money by the wagon-load to maintain their status and finance military ventures (or defenses against venturesome neighbors). To get money, they frequently sold land for big, long-term cash payments, or let wealthy towns a n d cities boy various degrees of independence. M ONEY:, Various kingdoms and principalities minted their own coins with varying amounts of precious metals. The florins, groschen and pfenniges in Darklands are common denominations, widely used in the Empire. Florins are very valuable gpld coins, usually carried only by noblemen, rich merchants, and other wealthy persons. Groschen are larger silver coins, carried by all but the poorest citizens. Pfenniges are small change, valued by only the povertystricken. A popular nickname for the gold florin was “Rhinegulden” (Rhine gold), as many gold florins were minted in the wealthy Rhine cities.

Outside the walls. it is no surprise that towns. Un-. This destroyed the old feudal system where peasants were “tied” to the land. including half-groschen. Various principalities issued various types of coins. Instead you can enjoy what medieval man longed for: a stable. cities and monwho hired themselves out to feuding nobles. etc. They were so experienced inhabitants. German merce. abandoned works.asteries built or improved their fortitications to protect the nary companies were plentiful. least find a nicer nobleman in need of farmers! VIOLENCE: In a world of social change. For the remainder of the century. or at dangerous tasks. occupied farmland reverted to its wild state. this wild and changing time is a perfect farm. outbursts repeatedly decimated populations in various areas. the Duke of Burgundy in his wars of expansion. schillings. between.The actual value of coins depended on the mint and the date minted. On the other hand. POPULATION: In the winter of 1347-48 the bubonic plague (the “Black Death”) struck Europe. future times. violence where wealth (not land) bought success and power. and other victims setting for adventure. and new mining techniques available in the 1400s allowed the reopening of many old. recognizable coinage that always has the same value everywhere. opportunities for quently supplemented by mermobility and social change were better than previous or cenaries. one-third and one-half the. Needless to say. a place where one can easily find of chaos in the countryside. Germany had some of the richest silver mines in Europe. population had disappeared. pilgrims. The leader of each village many newly rich. and the Italian city-states in their perpetual conflicts. Furthermore. to “stretch” their money further. By the middle of the 1400s. the rise of a monied economy. large rewards and everlasting fame. the guard was freThroughout most of the 15th Century. usually forests. A standing force of guardsmen existed primarily that virtually every neighboring state used them: the English to defend the walls. families purchased titles of nobility that or hamlet (typically a "schulz") . weak laws. In fact. princes with minting rights frequently debased their coinage by making coins with a lower percentage of precious metal. citizenry. allowed was commonplace and justice venturesome people the prospect of great gains. wittens. an unhappy family could abandon their accommodate all the newly noble families. and secondarily to keep the peace with-~ in. to After the plague. The complexities of multiple and frequently debased coins are ignored in Darklands. and join the many refugees. so rare. heraldic insignia underwent a vast expansion and change. and Some of these refugees joined mercenary companies. From there they could find a new and better occcupation in a labor-hungry town or city. constant warfare. Initially recruited from the in their civil wars. There was a shortage of labor everywhere.

In reality. seemed credible. the Autumnal Equinox (September 22nd). nor to m e n t i o n Constantinople or the great cities of Asia. The largest. when committed to print. and among certain heretics the Last Sabbat (December 26th). using weights and counter-weights. The actual length of each monastic hour varied with the amount of daylight. of course. Popular holidays in Germany during this era include the Christian celebrations of Easter (April 15th) and Christmas (December 25th). experiment and learn. Only rarely could a schulz rely on his titular noble overlord for aid. and how to deal with them. For example. changed whenever a new Emperor was elected).” The Imperial Free City was an institution unique to the Empire.000 of Naples (in southern Italy). how to identify them.was a warrior as well as an administrator. in each day. Coiled spring clock mechanisms were not invented until the next century. Even friars and pilgrims frequently travelled with weapons to defend themselves. a handbook on the evils of witchcraft. Midsummer Eve (June 21st). However. Universities existed. Maidult (May. Corpus Christi (June 1lth). some historians refer to German cities as “towns. All too often the overlord was just a distant source of taxation arid trouble. in local everyday languages. For this reason.000 people (6. All Hallow’s Eve (October 30th). plus Shrovetide (February 11th). EDUCATION: Despite the difficulties of the age. the 15th Century was also the beginning of the Renaissance. Latin remained the primary written language of Europe. and event printed. Clock mechanisms were still cumbersome and complex. Education did not instantly confer wealth or position. Their hope of transforming lead to gold simply indicates the amount of knowledge they still lacked. But in the Empire. Travelling merchants hired guards their goods and lives. His skill and leadership helped assure survival against bandits and wild animals. . Johannes Gutenberg began printing books in the 1440s. Other well-known dates during the year include the Vernal Equinox (March 21st). intelligent men and women began trying to expand their knowledge. created in 46 BC by Julius Caesar. Holy Thursday (April 12th).000 families) by the end of the century. or bells. This also contributed to the decline of the Church. Even the wildest ideas. for the first time documents were also written. This problem was not corrected until the 1580s. while alchemists in previous centuries generally tried to invoke and bind demons or devils. since medieval Europe used the Julian Calendar. it produced an error of one day every 128 years. but vastly smaller than the 100. Scions of wealthy noblemen or merchants were tutored by various teachers. One of the “best-sellers” in this era was the Malleus Malificarum. not just monks and priests. alchemists in the 15th Century were at least as interested i n identifying pure elements and achieving chemical changes. 1st) and Michaelmas (September 9th). in Darklands all holidays occur on the same date each year. and there are no leap years.. certain cities became direct subjects of the Emperor (which. THE CALENDAR : For simplicity. This is similar to London and somewhat smaller than Paris. Typically cities .. in this case as the repository of human knowledge and wisdom. Knowledge and learning were no longer just the province of priests and monks. Ascension (May 26th).+The%ities of the Empire c+= Germany had a plethora of small cities. since the hours were timed to the sun's position rather than an absolute measure. resulting in considerable confusion by the 1400s. was the traditional method of timekeeping in this era. when Pope Gregory sponsored adjustments still in use today.000 to 7. However.. Cologne (Koln in German). holiday dates were a difficult and complex art. Normally cities were subject to whatever noble man ruled those lands. THE CLOCK: The classic “monastic clock” of eight hours. Of these. Shrovetide was the largest. New mechanical clocks were just appearing i n the richer toprotect towns and cities. had about 30. mainly on public buildings. Although this calendar included leap years.

Larger cities usually have greater selec. CITIES & ADVENTURING: In cities you can find almost This marketplace. Danzig. and frequently prepared for war or were actively at war. sometimes anything for a price. . Leipzig. A few even succeeded. or Leipzig. the archbishop. so by the 1400s they were ripe for political revolts. city and thenceforth tiled it with an iron list. Regensburg. Worms. For example. The Rat generally consisted of the wealthy families who financed the city’s freedom. decisions about foreign policy. Free or not.. Even at this early date. Important laws. The laws and rules naturally favored their interests: In future generations. the cities of Germany were the center of its All cities have a seat of government.includes offices of the Fugger tion and higher quality. Adolf of Nassau. good workmanship. Some cities include a fortress or barracks for self-protection. Hamburg. internationally renowned museums value an early astrolabe or gold drinkingcup made in a late-medieval German city. The largest cities of Germany include (in order of size) Then laxness among the city guard allowed thi Archbishop Koln. were made by the Rat as a whole. etc. and in addition to the Council Hall. Lubeck. and careful attention to detail. a city formed its own council (or “Rat”) which selected a few men to run the city’s day-to-day affairs. until 1462 Mainz was effectively independent from its titular ruler. For example. while others Fuggers: t h e Leihhaus (a others do not.. Mainz. every aspect of urban life. German arms. Nurnberg and of Mainz. Germany already Hall (usually termed the “Rat” or “Stadthaus”) or a fortress. Even today. Most built walls during this period. mechanical devices were prized everywhere. Augsburg. Trier. not every city includes or Medici banks. armor. had a reputation for fine craftsmanship. German cities were extremely self-protective. Prag and Wien (Vienna). or even a new . to sneak his troops into the city. are commonly bought and sold. Salzburg. such and a marketplace where gpods as Nuremberg (Nurnberg). After ten hours of confused street-fighting he captured “his” Dresden. Once free. Every city has a central square where notices are posted. Often the rich citizens of a city saved and waited for the right moment. either in the Council industry and trade. a cathedral. rich families were denied participation in city government. Others nearly that size include Bremen. when the noble or the Emperor desparately needed funds for some war or ceremony. In addition. Munchen. some cities have a c o n c e p t d e v e l o p e d by the swordsmith's guild. More than once nobles attempted to retake a free city on some pretext. Strassburg.“bought” this status by giving both the former noble and the emperor large sums of money. as family fortunes rose and fell. Ulm. and/or a slum. Many cities obtained their freedom in the late 1200s or 1300s. had a city guard. political problems could result when new.

dropping their old life and inaking a new one. .pawnshop). Women were supposed to create and nurture families at home. these are excellent sources of information about alchemy and various saints. Industry and crafts are ostensibly regulated in cities by the guilds. Prag. older single women or working women were considered undesirable and possibly unsavory. Also in the guild district you may find alchemists and/or physicians. This was a time of celebration. Shrovetide is the most common celebration. Theoretically. Useful guilds include swordsmiths (for hand-tohand and thrown weaponry). However. People could and did travel about. Erfurt. most charismatic women ignored. Virtually every city has inns of some sort. Freibetg. In either case. Marketplaces include a frequently pharmacist. and in keeping with a more modern sentiment about bender. Pressburg and Heidelberg. Cathedrals frequently have patron saints and/or relics. When this is combined with the growing importance of wealth (rather than land-holding). Alchemists may be willing to sell or trade knowledge and materials. For an adventurer. Basel. Women. and artisans (for miscellaneous items and tools). Smaller cities and various rural hamlets just have a blacksmith. who might have various alchemical materials. since the Duke dressed convincingly for both roles! A few of the boldest. Wittenberg. Praemonstrater monasteries are especially common in the west and Friesland (the North Sea coast). Every city has an annual fair. rather than the church. armerers (for metal armor). L e i p z i g . Joan of Arc is one example. clothmakers (for non-metal armor). Wien.: Naturally prices are higher during the fair. social convention entirely. usually of lesser quality. For example. It is impossible to estimate how common this was. women are allowed virtually equal opportunities in Darklands. as late as’ 1700. Female character’s graphics are . To this day nobody is sure whether “he” was a man or woman. Ko1n. of course. Virtually every city has a monastery of some sort. centers of intellectual activity sponsored by the state. considerable social mobility results. Every city has its parish church. the female sex was seen by the Church as more dangerous and potentially sinful than man. Over three dozen common occupations are available to potential adventurers. monastic libraries are excellent sources of religious knowledge. Women had a carefully defined role. University cities include Restock. Freiberg-imBreisgau. sometimes linked to a trade fair. Cathedrals are frequent. QZI Ordinary Life cs-. Wurzburg. Medieval society was also quite conscious of gender. Many cross-dressed as males. Her death and martyrdom occurred after she fell into English hands-(in 1430). a place for travellers. subservient to the male. A few cities have universities. For the adventurer. in the Middle Ages birth determined allowable occupations. Europe was underpopulated. Universities founded late in the 1400s are not included. who can fashion certain types of weapons or armor. making their own rules. insuring high quality and requiring all members to charge a “fair” price. She was a charismatic military figurehead for French forces fighting the Englishin the later stages of the “Hundred Years War” during this period. while physicians can be helpful in curing physical ailments. Overall. The guilds control all work in a specific field. the finest duellist and best secret agent in Europe was the Duke d’Eon. bowyers and gunsmiths (for missile weapons). Their specialty is providing welltrained clerical staffs to churches and cathedrals. although most are still unfinished. adopted their own solutions to this problem. representative of the many in the city. disguising their “true” nature. These allow adventurers to develop skills and abilities. after the Black Death.

with from families who sent sons or daughters to be oblates. selling small simple items to rural CLERICAL OCCUPATIONS: Noble or wealthy families peasant-s and farmers. M E R C A N T I L E OCCUPATIONS: Travelling PEDDLERS are personal lands. An even more ancient tradition is the HERM IT .. The and the surrounding country- . who himself. the simplest of merchants.’ Historically. This provides a wellMonasteries also allow OBLATES.) or social status (such as nobles. school. with NOVICE NUN.as a NOBLE HEIR . Here one develops leadership and human. However. A few years as a novice normally results in enough capital. VETERANS have mastered the military life. last step is becoming CAPTAIN of one’s own mercenary company or city guard. an oblate is like a modern student. The only exception to this equality is in religion. mote is inheritance . The. then carcould and did buy their sons a PRIESTHOOD. Certain clerical occupations are only available to males. Successful captains or high clerics can acquire patents of nobility and become knights. These leaders have a wide range of experience. the usual entry into the Church is LOCAL TRADERS h v someae through a monastery. with the monastery serving as a private leading contingents in an army. leaders. perhaps even that of the Emperor begging for sustenance and helping the needy wherever they find them. In addition to the traditional monastic orders. but have only limited opportunities for finds some private.).final step possible is an appointment as BISHOP. this is balanced by various saints who provide greater benefits to women. where once again their concern is with weapons. where one begins as a NOVICE MONK or what greater substance. ABBOT or ABBESS. professors. where they can clerks. or strive for excellence in a specific weapon. etc.included in Darklands but feel free to use a “male” appearance for female characters who are cross-dressing. Unlike novices or monks. The Church prohibits women from becoming Priests or Bishops. etc. They can pursue non-military interests. the easiest entry to the aristocracy is becoming a COURTIER in one of the also new. oblatesmake ests. Courtiers become adept at negotiation. depending upon one’s inter. many monasteries received a stipend The pinnacle of aristocratic success is the MANORIAL LORD.. M ILITARY OCCUPATIONS: Most soldiers bkgin as a RECRUIT in a mercenary company or nobleman’s army. urban living.alongside the monks. t o take wagonacceptance as a member MONK or NUN in the order. This is also open rying simple country crafts back to persons with significant intellectual training (such as into the city. In effect. Then one loads of goods between a city can aspire to being a PRIEST (if male). the alternate meaning of religion and virtue. village trade them for more small items. and clerical matters. lonely place to contemplate privately the weapons practice. KNIGHTS are invariably noblemen. After receiving training in basic weapons and various specialities. especially in leadership and management. For a person of noble birth. management skills. they are considered a useful SOLDIER. fighting and often no commitment to a monastic life. there are ARISTOCRATIC OCCUPATIONS: For most. Otherwise. These FRIARS travel the world. lay students taught rounded range of opportunities. mendicant orders. great courts of the Empire.

This opens the door to various advanced professions. A few of the brightest and best-talking are SWINDERS. The most humble of all the underclass is the VAGABOND. UNDERWORLD AND UNDERCLASS: Most urban criminals are THIEVES. or nun. In many larger villages. then graduates to JOURNEYMAN CRAFTSMAN. treat the sick. tied to the land and prohibited from leaving without the landowner’s permission. becoming BANDITSwho prey on passing travellers. where residence for a year and a day gives freedom. along with a certain amount of religious background. Any variety of disaster creates . o n e can become an ALCHEMIST . In the countryside. Guilds established rules for both. Marco Polo was one such merchant. In cities craftsmen specializing in a certain sphere quickly learned to form guilds. who functions as scribe and bookkeeper for noblemen. These “cottage industries" helped fuel northern Europe's economic development in the TRAVELLING MERare the national and international traders who link European cities together into a larger economic network. some residents are HUNTERS. who outwit their victims in various ways. thi penniless wanderer without family or residence. the most skillful become MASTER CRAFTSMEN and leaders of the guild. guilds. Both of these pursuits confer knowledge of alchemical formulas. ~. CRAFTSMEN: Medieval Europe had no factories and n o production lines. or sometimes terrorize small hamlets. Merchants. especially those with a neighboring noble manor. T HE INTELLIGENTSIA: In addition to monastic education as an oblate. Originally similar to labor unions. making hunting available to everyone. all manner of fugitives hide in the forests. Homes might be spread out among the farmed plots. Latin and clear thinking are the main topics. while subordinates take risks and travel for them. monk. prices and quality. In fact. Considerable wealth is needed as capital. these traders pften undercut the guild system by engaging peasant wives and other rural labor to make cheap copies of guild products. but the rewards are commensurate with the investment and the risk.the guilds. guilds soon became the sellers as well-as creators of their goods. unhappy peasants can and do flee to tha independent cities. especially clothing. The countryside is composed of small farming hamlets and villages. Finally. COMMONERS AND THE COUNTRY: Those without the ability or inclination to pursue more complex pursuits can always work as . the residents are PEASANTS.. and who reach out to the rest of the world. resident position in t h e court of a powerful nobleman. one can. These managers Stay at home. in Germany most woods are Imperial property or owned by nobody. In a guild. wealthy managers of an international business.a common LABORER in a city or town. and large households always need s t r o n g backs and willing hands for many tasks. Officially. commoners as well as noblemen.. With experience. After a suitable period. barely surviving from day to day. The most successful become MERCHANT-PROPRIETORS. SeCHANTS large businesses or noble courts. All goods were hand-crafted. The most common is that of CLERK. businessmen. where literacy. or grouped together in the center for protection. specialists in robbing people or dwellings. Unlike England. Specia1ists in medicine and the human body might become PHYSICIANS and. a person starts as an APPRENTICE CRAFTSMAN to gain initial training and experience. or guilds. equivalent. They specialized in taking game from uncultivated land. be a STUDENT at a university. usually for the lord. provide. simple components. alchemists ascend to MASTER ALCHEMIST . and a starting Philosopher’s Stone.

Lords and Soldiers. Therefore. since the character leader” at appropriate times. but are very brittle. The next five years are also important. Intelligence is critically important to would-be alchemists. and finally intelligence. allowing them best equipment. After that experience varies solely with the profession selected. leader. although the experience gained isn’t quite so large. then perception and charisma. justice for all. Therefore. Beware of short-changing strength and endurance. . . ends up with weapons and armor. might cause a person to abandon the “easy” life and seek truth. Nobles or clerics might be suddenly dispossessed by war or family misfortune. with less endurance and strength than younger men and women. avoid professions that might reduce it! After age 30. and everlasting fame. The amount of loss gradually increases. Manorial to learn a lot quickly.these miserable. the major decision. but less experi- . strength and agility suffer first. in that order. stronger. If you are depending on a certain attribute. and he or she should have superior charisma (and a Fortunately the inexperienced learn quickly (or die trying). have the The first five years of adult life are the most important. since enced character has long-term advantages. of course.is whether to favor certain attributes (making the character truly outstanding in those). THE LIFE OF A DVENTURE: In all cases. although you such characters die quickly. a younger. Knights. especially from age 45 onward. certain ondary “battle leader” with good perception and superlative occupations are very useful immediately before adventuring. or to divide EPs evenly. or simple wanderlust. The last occupation of a character before adventuring good "Speak Common” skill). Somebody will need to be-the must suffer with his or her poor skills during early adventures. A DVICE FOR A DVENTURERS: In childhood. fighting attributes. who takes over from the “meet and greet One of the most popular is a military pursuit. Also consider having a secdetermines his or her starting equipment. Endurance. followed by Veterans. Old warriors may have superior skills. it is presumed that some “sea change” in life &used the person t o start adventuring. aging begins to reduce attributes. and any manner of disaster. Captains. great merchants might have their fortune ‘ruined. Remember that many professions may adjust attributes as well as offer opportunities forskill increase. Sometimes their struggles and privations provide an inner strength (not to mention pragmatic experience) that helps in later life. there's almost no way to permanently improve attributes. Remember also that while adventuring can increase your skills. creatures. Characters receive a great deal of experience.

Many future centuries will pass before this region. the entire area was originally dense winds off the North Sea discourage trees. like the heath and moors of Scotland or Nova Scotia. coastline i s a h u g e wetland with large tidal marshes that GEOGRAPHY: The Greater Germany of Darklands has a wide variety of geography. so the ground cover forest. Some can first. Their random so heavy snow slides off. Sea. while the hills and mountains remained tree-covered. even if the reality is more likely to be a troop of Polish lancers charging battered. In Germany skies are overcast more than clear. along the Baltic coast and to the east of the Oder. The wealth and propersocial station echo popular concerns of the land is very flat. Except for the geest (heath) along disappear beneath the sea. are still sparse. between the Rhine and the Elbe. The Dark frequent storms from the North Sea. The geest of Friesland. a be traced to the pre-Christian age where barbarian Franks darkly ominous presence that overlooks fertile valleys. a high. Typically. The late medieval and early modern eras (1400 to 1700). rather than collapsing the building. including Brocken. and the Hexentanzplatz ("the place where the witches dance”). Both are low mountains covered with dense forest. and conflicts between material. but still defiant Teutonic Knights. “the ore mountains") near Freiburg and Dresden. Cold. is much violence. with worshipped northern gods like Odin and Loki. with precipitous ravines and various places of evil repute. biting the North Sea coast. The original Slavic peoples. Steep roofs arc preferred. the land is flat but heavily forested. capricious events. n Conversely. The colder air causes Ages spawned the Siegfried myth: an invincible dragonslaying hero doomed by an ancient curse he carelessly ground fogs that cloak valleys and lowlands with a white nored. frequently clouded. doomed. . The Harz is more rugged. is a fertile land dominated by the Thuringian Wald (forest) and the Harz. peopled by the Wends. some of the richest mines in Central. Central Germany. during high tide. Winters are cold and snowy. Open land only exists because man cleared the forest is mostly grass a d brush. the lowlands and flatlands were cleared Germany is a land rich in folk stories and fairy tales. Germany are along the slopes of the Erzgebirge (literally. becomes known as “the North German plain. now heavily mixed with German colonists." In this see the brooding Eastern forests evoke visions of barbaric savages raiding Christian farmsteads. tabling slowly into the North. lightning-blasted mountaintop. The Harz is also a tine mining site. brothers Grimm come from the Middle Ages. However. Many of the fairy tales collected by ‘the 19th Century blanket.cr53A Land of Myth and Legend we for farming. south of the geest and north of the Danube.

Even worse is .” The best ‘~formed ages ago by a giant meteor. military scouts or entire armies are a its many ancient cities. money a large population. but flows eastward toward Hungary and murder are commonplace. its delta place. followers of Huss and Ziska. guarding the heartland of Switzerland and the northern realms. which Italian plains. while others grow South of this. the north t h e HUNTING: Germany is covered with dense forests. of anyone they meet. Eventually. The allows more hunting by commoners. brage at “poachers. banking center of Augsburg. Germany. The Danube originates constant danger. and simple start of the Rhine.the risk of travelling into in the Black Forest. many speak Czech. the common people An extremely common danger to 65 . and somewhat to. Its passes are only open in summer. as potential enemies.The Rhine River origi. since some friars use religious more than enough fertile valsentiment and the hint of eternal damnation to virtually leys and small plains to sustain extort almost anything from anybody. some famous craftsmen of Nurnberg. where each side regards all others. ridges. During a feud ambushes. there are many common sights. in the is a slightly strange. nobles have few legal claims on the forests. the bedecked. most of its length passes through heavily FELLOW TRAVELLERS: When travelling the roads and forested mountains and countryside of Germany. nobles someiuttine. and might take umNorth of the middle Danube is the great basin of Bohemia. w Ordinary Humanity c+ ward to the sea. way to avoid such entanglements but in this century it is most famous for silver mines and is to camp in remote areas. In war-torn lands. ice-covered spires still inspire awe today. Such enfrequently rugged. uncertain place where one must expect southwest corner of Greater the unexpected. the Balkans. including and food (roughly in that order!). Bohemia nates in Switzerland. Due to the bandits and tolls. there are counters are to be dreaded. with wagons and guards are commonDuisberg and Wesel. Merchants are naturally nervous Holland and Belgium. raids.of travel. with the trading cities of Ulm and Regensburg. Although Germanic in this age. However. The south bank is a great watershed of plains A variety of other people also risk the rigors and danger and marshes. This fertile plain is the heartland of Ba. regardless of their inaccessible heights. between Travelling merchant. Its capital is Prag (Prague). many of these merchants to the North Sea becomes a take uncommon or unexpected routes. formed by rivers flowing from the Alps north into the Danube. BA N D I T S & RAUBRITTER: religious fanaticism: the Hussites. Al. Unlike other. the Alps themselves form a mighty rampart on farmland left v&ant after the Black Death. preferring natural welter of waterways through hazards to human ones. from simple vagabonds and refugees to boldly varia.about the intentions.. legal rights. To Germans. As-it flows north. near the lands under feud.have slavic roots. though the Rhinelands are Another common sight is the travelling friar. o f them untouched by human habitation. especially drink. noble parties going to or from some tournament. Medieval times claim any and all accesman imagined all manner of places and things among the sible land.

There are no long-term prisons for criminals in this era. Many were unemployed. some bandits have good reasons for their occupation In the 1400s Europeanshad a fanciful and mythological view They might be dispossessed.at extorting river tolls. that criminal became a problem elsewhere. The worst of these bandits are the “raubritter. Only prisoners held for ransom or political purposes might Urban politics is a dangerous and stressful occupation languish in dungeons f o r y e a r s . Sometimes travellers find a city in the midst of upheaval. “thugs” hired by each party prowl the. looking for suspicious activity and punishing it. etc. scum. streets. Bandits are frequently criminals banished or exiled from more lawful cities and manors. with citizens forming a council and/or serving in a urban militia that drilled each weekend on a square or green. THUGS AND THIEVES: Within cities life is more peaceful. Supported by his band. or defeated mercenaries. in such circumstances! One is punished as necessary.” or robber istic studies of the 1500s (Abroise Pare and Konrad Gesner) knights. he extorts tolls of all sorts from anyone passing near. Whenever a judge The citizens may be unhappy with the government. Almost every city has a late-night curfew. rundown areas inhabited by the poor and/or a criminal element. many have slums. or threatened violence. .. Political stresses often require a certain amount of violence. The hills. Only some of t h e more common of thugs. enjoying the screams as they plunged to the rocks below. These two sources provide the troops at the gates and walls. as well as the nightwatch. children with dog’s legs. In times of danger. travellers is bandits. Even the great naturalcan. rather than spending money for a room at the inn. Most German cities are well-regulated. struggling to live however they of the creatures inhabiting the world. A raubritter usually claims a small piece of territory. He preferred to toss his victims from his clifftop overlooking the river. despite its slower speed and greater difficulty. Of &Beasts and Monsters w course. Always exA famous Austrian raubritter on the Danube didn't just stop pect the unexpected. The next most dangerous activity is trying to stay outdoors or. in a ruined building. T o t h i s e n d . only Germany provide innumerable lurking places for human rarely will they iisk capture in the "better" parts of town. afterwhich it is illegal to be on the streets until dawn. Arabian unicorns. in 15th Century Germany river tolls were so common and so costly that most merchants preferred overland travel. him). Many cities are self-governing. This is the most dangerous part of any city. fur-covered women. mountains and forests of Thieves usually prey on the weak and defenseless. or vice decided to banish a criminal (rather than mutilate or kill versa. then freed (if still living). However. P ossibilities and dangers are listed below. still included human hermaphrodites. demons created by sorcerers. Local jails and dungeons are short-term “holding pens” until trials. with clean srreets and a peaceful population. before they are resolved. In fact. t h e militia might be supplemented b y a hired mercenary company. based on his possession of a fortress.

who gives them the power to transform from man unlike boars they do not always fight to the death. boars continue to attack until all their opponents are dead or have fled. and (once) inside a cathedral. Alchemists have not yet found a use for it. When hungry they will scavenge human camps or climbs trees.WOLF: Packs of wild wolves are among the most common dangers to travellers in Germany. Since wolves attack for food. Sometimes the only warning of an attack i s the rustling of thickets as the boar hurtles toward you. i n times of famine. as they desire. Painful wounds may demoralize them. BEAR : Like boats. If threatened. For example. they only bring. The goals that hunt for prey. Werewolves usually Bearskins have some modest value in most marketplaces. and to a devil. but can be driven human soul. Once committed to a fight. Peter was . pulling down their victims in the middle of a street! T h e likelihood and determination of a wolf attack depends on their hunger. However. Any prey they cannot of a werewolf depend on the hungers and lusts that drive their immediately eat is killed. vicious lizard has two legs 1500s "Stubbe Peter" terrorized the area around Cperadt and and a long. they are also W EREWOLF : These are men who have given themselves fairly intelligent. It fights tenaciously for its territory. rather than the entire party. These creatures are frequently reson who gives his soul to a devil ported in forests. The tatzelwurm easily animals.frequently one person. but there are tales of spiders found in can have quite unpleasant desires! mines. but the Bears are among the strongest of wild animals. and is rumored to have a poisonous bite. and their method of fighting is t o make ferocious charges. and has been reported in the deep forests. whip-like tail It is very agile. then bundled for later use. formidable very rumors help enhance its value in the marketplace. to wolf. settlements. Giant spiders are fast and have poisonous fangs. Predictably. then transforming GIANT SPIDER: There are spiders as large as big dogs a n d killing their victim in an unguarded moment. impaling a boar with a normal spear doesn't stop it. This is why “boar spears” have a crossbar neat the point. properties. In fact. Furthermore. bears are unpredictably dangerous which is usually in high alpine lands. the boar continues charging as the spear slides through its body. ruined buildings. will fight to the death. opponents in hand-to-hand fighting. they. and back again. In a famous case of the late [ TATZELWURM: This large. boars continue to their dying breath. Threatening a The tail of the tatzelwurm is reputed to have magical bear’s cubs is a sure way to provoke a fight. undeterred by an eventually mortal wound. wolves were known to invade towns and villages. down what they need . and become angry if disturbed. Bedbur in Germany. a peraway u n l e s s starving. including humans. BOAR: Boars are common in medieval forests. trick humans by appearing in human form.

driven by unnatural lechery and lust for females, from small girls to attractive women. He would chase down a victim as a wolf, transform to a man and ravish her, then transform back to a wolf and kill her. He disliked most men, and killed his own son. SCHRAT: This large, hairy, hulking creature of the woods is also known as the “wodewose.” Roughly human-shaped, schrats are simple-minded, unable to speak, and Frequently either angry or lustful (so much so that another nickname is “wild man”). Many have greenish hair, and are mistaken for small trees by some travellers. Others consider them d e formed ogres. Little good can be expected from a schrar; if it cannot be avoided, it usually must be fought Women should be especially careful around them, as they could be captured and defiled. However, the schrat’s companion, the holzfrau, is very different. HOLZFRAU: This, large, hair-covered but humanoid female is also known as the "waldmannlein". “woodwife” or “faun.” It is the normal ‘mate to a schrat. Holzfraus are

intelligent; beautiful in their own peculiar way, and generally friendly, especially if regularly given offerings of food and tools. They are many cases of holzfrau kindness to lonely, lost humans in the woods. OGRE: These semi-human, large, misshapen, but powerful creatuers are a continual danger to mankind. They hide in the deepest forests and most remote m o u n t a i n s to avoid capture and death. Ogres are hunters: Their great favorite is the taste of human flesh. Falling into their power is almost invariably fatal. Fortunately, ogres are also stupid. More than one potential victim has literally talked his or her way out of the pot! KOBOLD: These small, dark creatures live underground, usually within small cracks in the rock. Their thin bodies and spindly limbs let them move through apparently impassable areas. They are hostile to all who invade their realm, but are not especially brave or intelligent. They hate human miners, and frequently set traps, ruin ore veins, cause fires, and generally do their best to kill the human invaders. Fortunately, individual kobolds are’ weak fighters,’ with poor weapons and no armor beyond their leathery skin. Sometimes kobolds are ruled by the far craftier dwarfs. Then the situation depends on the attitude of their dwarf ruler. When directed by dwarfcunning, kobolds can become very dangerous opponents. DWARF: These semi-humans creatures prefer to live underground, in mountains and/or caves. They are ‘small, dark, and slightly twisted. Cunning and dangerous, they frequently rule a clan of kobolds and/or gnomes. Dwarfs consider humans a numerous but inferior race, mostly pests, but sometimes useful. Their gifts to humans are frequently double-edged, with both advantages and disadvantages. For example, the famous Ring of the Niebelungen, made by Albrecht the Dwarf from the cursed Rhinegold, caused the death of all who owned it, including the hero Siegfried. Some dwarfs are reputed to be great sorcerers and magicians, which suggests they are in league with Satan. Presumably, therefore, they can command some of the same powers as witches and other satanic cults.

:

GNOME: These are creatures of the rock itself, elementals that embody the living spirit of the earth. Gnomes are not easily aroused, but some dwarfs and kobolds know the secret. Certainly humans do not and do not really understand what motivates them. Many believe that gnomes are disturbed if humans tunnel into their homes. Gnomes can cause tremors, cracks and quakes. They can w,Heretic$ and Devil-Worshippers w also leave their home in the rock and fashion a body from In this era the greatest threat to mankind is Saran himself. loose rock and dirt. These incarnations are very dangerous Satan tempted man into sin, encouraging all evils small and but usually brief. Miners believe that unnatural cave-ins are l a g e . Satan could and did appear to people in virtually any actually gnomes briefly, aroused by a kobold, dwarf, or per- form, offering any number o f haps some human transgression. temptations. W i t h t h e a i d o f VULCAN: This is a creature of the deep underground, of Christ, man fights a constant the fiery depths where rock itself burns. Sometimes they are battle not only to hold off evil, b u t t o recover those under called “fire elementals,” but this implies t o o great-a universality. Vulcans avoid the surface or air, preferring the depths Satan's sway. of the earth. They may have existed before the fall of Satan; DEMONS : These creatures it is unclear whether they just happen to inhabit hell, or they are spawned ;. actually are controlled by its ruler transported to or materialized

Few humans have ever seen a vulcan, fewer still have survived the encounter. Nobody has any real understanding of them. The only consistent information is that they are very active in some mountains, sometimes leaping from mountaintops or migrating down a mountainside. Fortunately, these events are brief, after which the vulcans Once again disappear underground. DRAGON: The dragon is not a natural or living creature. Instead, the dragon is an embodiment of evil, waiting for the final battle of Armageddon (as predictedin Revelations). Then it will tight with the forces of the Antichrist. Dragons do not eat normally: the more they eat, the hungrier they become, until they eat the entire world. A dragon cannot be satisfied. The more treasure it has, the more it desires, until it has the entire treasure of the world and goes mad with the desire for more. The very existence of a living dragon, with its unnatural hungers, causes all types of sickness in the land; spreading pestilence and evil. Dragons are rumored to be intelligent, but their motivations are unknowable and certainly unnatural. As a foe, a dragon is formidable: well armored, with powerful jaws and tail, it can spit fire and flame. Dragons have been killed in combat, but usually with divine and/or magical weaponry. Fortunately, the premature awakening of a dragon (i.e., before the final battle in the apocalypse) is quite rare.

upon the earth. In their natural form, all are grotesque, with beaks. flippers, fish-eves. rat-tails. and worse. Some are great wizards and magicians, while others are no better than stupid thugs, armed with clubs. A few might be strong warriors but Satan-worshipping humans usually serve this role better. Demons can be killed on earth, although many die quite slowly. However, an earthly death simply sends their spirit back to hell, where their existence continues. Therefore demons are almost never afraid of injury or death. The appearance of demons is a sure sign that either Satan-or, his henchmen/worshippers are near. Demons almost never appear randomly or on their own. HELLHOUNDS: These dogs of hell are demonic creatures that serve Satanic masters. Larger than normal dogs, they are skeletal, with rat-like tails and large mouths full of ferocious fangs. Properly speaking, hellhounds are a specific species of demon. They are something like ever-hungry, ferocious, mad wolves. .

GARGOYLES : These winged creatures are also denizens of judgment and hell. They appear on churches as reminders of the evil in the world. Nobody really understands how living gargoyles are brought into the world, but once “alive” on Earth they cause desolation and destruction. They can be killed like animals, but it is unclear whether they die, or simply return to hell, like a demon. UNDEAD: Witches and satanic priests, using methods unknown, are able to recreate a semblance of life in bodies otherwise long dead. These corpses may contain various amounts of flesh, or may be purely skeletal, depending on their age. Communication with the undead is supposedly possible, suggesting that when reanimated, the bodies retain some of their former knowledge and abililies. W ITCHES : Frequently female, these, are people who have made a pact with a devil. They give themselves entirely into the power of Satan, and in return receive various unholy and evil gifts or powers. Some witches are solitary. Others organize “sabbats” where they lead a small congregation in the unholy rites df devil-worship. Witches are known to have, powerful curses, which can cause sickness or death. Witches can Summon spirits that influence the minds of the unwary, causing illusions, unnatural emotions, and evil acts. This includes summoning Incubi or Succubi to leadastray the, unwary. Witches can summon demons for various specific, short purposes. Witches, using various invocations or ointments, can fly on ordinary objects. Witches can have their bodies. Temporarily inhabited b y a devil. This occupation can transform their body into another form and shape. Witches sometimes can change others from human into beast form. Finally, witches have somecommand over evil weather, and can sometimes call hail or lightning, HERETICAL CULTS : The u n h a p p y condition of t h e Church inspired various splinter groups throughout the Middle Ages. For example, the Cathars (sometimes termed “Albigensians”) created a splinter cult in the 1140s that was eventually declared heresy, resulting in a series of bloody . "crusades" in the early 1200s within France that exterminated them.

In a few years the order was destroyed. to stamp out rebellion and recapture rebel strongholds. befell them within the Holy Roman Empire. Unlike France. When. rich headquarters in gland. Historically the rebels eventually fell to bickering among themselves on religious issues. and led by the military genius Jan Ziska. recently “relocated” to Avignon in France. guaranteed safety. advice. despite military reverses in Palestine. a demon. the Hospitallers. This inspired a great rebellion in Bohemia. outside of Paris. who thereby managed to escape virtual bankruptcy.. in Germany and eastern Europe the fate of inspired’by the dispossessed nobleman Esquiu de Floyran. condemned as a heretic.Another splinter group. agreed. depending on the attitude of decided to pursue accusations of heresy against the Templars. There he was betrayed. questioned under horrible tortures. they became a rich and successful order. The Templars were soon crushed in France ‘and Enthey ended up with an extremely large. Ian Huss originally sought Church reform. Their disgrace insured the quick demise of their the heartland of Europe. rallying around a new Hussite religion. admitted to devil-worshipping rites. THE TEMPLARS: The most famous heretical cult of the Middle Ages was the Knights of the Temple. The Emperor was unwilling to lose such a rich and important province. King Philip IV (“the Fair”) of France. Disunited and without external allies. no great extermination The Pope. and debated theological issues within Church guidelines. are the Hussites. and instruction from Satan. Unfortunately. t h e Templars varied widely. The great wealth of the Templars was declared forfeit to the King of France. ranean. the local prince. remaining fortresses and possessions in the eastern MediterIn the early 1300s. on the wall of their council chamber. unlike their brother order. he presented his views at the great Council of Constance in 1415. year after year. including keeping t h e Head of Baphomet. where they could receive information. they ultimately were defeated by Imperial forces. . for campaigning into Bohemia. However. now active in Bohemia. so nobles from the rest of Germany formed armies. and killed. Its leaders and members. Originally formed during the Crusades to help provide military manpower and officially recognized in 1128.

This produced enterprising men who. the dominant military concept of the era was the invention (or rediscovery) of the 16-man-deep “pike phalanx. Now money was the most important element in prosecuting war. as well as entirely new inventions such as the handgun. equip. Well-made handguns offered greater damage power and greater penetration over a longer range than any bow or crossbow. pikes allowed trained infantry to reliably repulse any cavalry charge. ‘Plate armor used steel rather thin simple iron. any ambitious and wealthy lord could hire troops. With infantry armies. Another result of the growing usefulness of infantry was its dramatic effect on a Feudal society already fractured by the Black Death. However. for a fixed fee. refined and improved over the centuries. In hand-to-hand (melee) combat. Cavalry still existed. but also hand-to-hand weapons. However. The 15th Century was the heyday of “gothic” plate armor. some even considered unstoppable except by better pikemen. but it was no longer the dominant military arm. suits of which still grace various armories and castles ‘throughout Europe. The technology and craftsmanship demanded by true plate armor is quite astounding. spend a few months equipping and training them. use weapons freely and fight all day. even a full suit of “battle” plate Armor was extremely expensive. Tournament armor provided the most protection. but man-carried weapons such as the handgun were new in the 15th. train. This was because horses simply could not be trained to impale themselves upon the forest of pike-points. Gunpowder artillery (of uncertain quality) existed in Europe during the 14th Century. Only ol noblemen or the rich. In this era personal armor reached its zenith. who personally owned warhorses and plate armor. but even then complete saftely was an unobtainable goal.” Originally used by Alexander the Great’s Macedonians i n the 300s BC. successful armies in the 1400s used a mixture of pikes and various missile or melee infantry to defeat the pikes. ‘and lead appropriate troops. including not only plate armor. no matter how heavily armed and armored the riders. These entrepreneurs were the great . offered to find.Combat in the late Middle Ages was far more than a battering match between plate-armored lackwits that ended in mutual exhaustion. There were also advances in missile weapon technology. “Battle” armor was lighter and simpler. The knightly codes and feudal system quickly gave way to primitive military capitalism. handguns were more expensive and slower to fire than crossbows. but was too bulky and cumbersome for most fighting. was joined by the handgun. rather than collapsing from exhaustion and heat prostration after a few hours. The now-traditional crossbow. As a result. Pike infantry was also quite effective when it charged to the attack. brought them to war. which in turn were slower than traditional bows. so men could move. No king or prince c ud afford to equip an entire army in it. and have ‘a formidable fighting force.

a man with extraordinary strength can beat aside his around face-to-face. a warrior concerned himself with how to hit cal wounds that take time to heal. The Nature of Battle the Despite the changes in military methods and equipment. while a target's weapon armor-penetrating ability as well . For example. battle is still a flurry of fortresses changing hands. especially his/her weapon well. means it hits frequently. of h a n d fighting. Those who expected hand-to-hand lighting favored heaviest armor they could use comfortably. In fact.t o ~fjj!j$ opponent and have a superior chance of hitting. advantages and disadvantages. Typically. with each course. to penetrate the armor of their targets. Despite all these considerations. HITTING THE TARGET : Hand-to-hand combat is a series battles involving thousands of blows. There was no one. physiTo this end. In Darklands. Shields are especially advantageous against missile enough to batter down a well-built fortress (this would gradually change during the next two centuries). one thing remained the same. Therefore. fire because the direction of attack is more predictable than many wars that began with promising battlefield victories hand-to-hand strokes. Even the worst opponent may have an exceptionally lucky day and score a devastating hit! DAMAGE: These risks are why warriors wore armor. Weapons represents exhaustion. When firing missiles. large and small. a great advantage to one side the 1440s . Each must h a v e sufficient strength to handle dreds of dead. so the Castles and tower “keeps” dominated all military strategy. unless one is very unlucky or has very low endurance. As a result. moves and counter-moves that yield-a proportion of victory at Agincourt in 1415 did not end the Hundred Years War. even if the missile is too fast to see. Therefore even personal combat in the 15th Century remained essentially eyeball-to-eyeball. ’ Therefore.and then in a French victory. the armor would absorb at least close. personally reached out to maim and kill. Combatants some and preferably all of the damage. Primitive cannon only served to spur a n w wave of fortress e weight carried by the target can be important. weapon skills. Even missile troops were obliged to get if the enemy scored a hit. can block incoming blows. shock and general battering. h a n d .mercenary captains. with no result beyond one or two Visibility also plays a large role in missile fire. the skill of the firer is compared to Despite these changes. the target’s agility. or their chance of hitting suffers. bardment. In addition. Historically. one must consider its taneously fights additional opponents. When considering tactics. fighters tend to collapse before they die. the great English blows. a stiiker’s abilities. where the striker and his opponent compare their of troops yielded only hun. remember that every fight military affairswere still medieval: a man behind strong walls was a strong man indeed. and an overburdened man has virtually. Their “free companies” (because they skill is lessened if he simultaneously faces other opponents. the war had started in the 1330s and ended in hits and misses. a heavily-laden man has building and reinforcement. and what sort of damage he might inflict. designed t o withstand bomvery little agility. of many European armies. many‘ weapon good in all situations. In this sense. ended in long sieges. i s a gamble. were an important part Bad visibility &id/or impaired eyesight further reduces the chance of hitting. Artillery technology was not quite advanced none. operated free-lance).: weapon. Damage to endurance his target. are reduced if he simul. universal endurance will reach zero before strength. A man with more than a light load loses agility. Cont h o s e b a t t l e s which centered versely. reducing the chance of a hit. In genand armor interacted in complex ways to produce various eral. damage to strength represents real. while the disadvantaged side hits rarely. Shields. Agility is reduced by encumbrance.

this tactic is useless against problems. Similarly. other alchemical or magical attacks. Simply hitting the target (which is usually moving) All tactical options apply to hand-to-hand (melee) combat.since otherwise they might be unable to score hits. their chance of hitting of endurance damage. etc. it is wise . They rarely in. In can’t penetrate the enemy’s armor. every ten points achieved by hits that penetrate more than offsets the reof quality difference yields duced number of attacks. movements. Weapons that bare&penetrate armor could be extremely small. take large gambles with. less skillful warriors. they may do well. The figher's c h a n c e o f relatively trivial damage if it bitting in hand-to-hand combat increase as does the soeed just. which-take time to-. using them to screen your may have some effect on missile targets. A BERSERK: A ‘“berserk” fighter concentrates on making very destructive weapon. a parrying fighter uses weapon-handling carrying ability or weapon use requirements during battle... Big. as well as higher endurance P ARRY: Here a fighter devotes most of his efforts id losses. The greater the skill. the more However. non-penetrating hits only cause a small amount they hit. skills to defect enemy blows. bounced off the armor. duced chance of hitting. and face this new threat.as its raw damage power. t h e enemy has equal two-handed swords. weighty items. his strikes. walls. M ISSILE TACTICS: There are no special tactics for mis&Tactical DpFions’a-. flict any strength loss (real berserk attack can be useful until the victim decides to turn wounds. Here the extra damage Darklands. I n Darklands t h e s e " n o n . cause some strength damage. needs to temporarily h o l d off a powerful foe. his vulnerability also increases. This includes penetrating” hits sometimes missile f i r e h i t s . and if they do. heal). the strongest man is unlikely to Survive more than two or This tactic is useful when a fighter is outnumbered. Reduced endurance and strength do not affect agility. many powerful blows against t h e enemy and pays little. Conversely. t h e VULNERABLE SPOT: Here a fighter strikes much more damage i s rarely more than slowly. the ability of armor to protect This tactic is best for skillful warriors whose weapons or weapons to penetrate. If In battle. such as a sword. until hell. when firing at the enemy. can produce lots of damage. gained later). this tactic. it one point.defending himself. arrives. However. destructive weapons like halberds. Even difficulty striking the fighter. who hit infrequenrly. etc. He strikes infrequently. and. m i g h t d o a t t e n t i o n t o defending himself. However. . reduced abilities can cause effective the parries.. inflict a few points of endurThis tactic is especially useful for fighters of lesser skill. o n e level change in penetration or protection. demon-fire. However. . or three such blows. Basically. tactical options to get behind trees.m a k i n g it easier for opponents t o h i t him. df. However. but places those strikes carefully: If the strike hits. is hard enough! The best way to avoid enemy missile fire is Missile firers cannot use them. ance loss (which is easily re.when a second or third warrior joins a fight in progress. lands on a less-protected spot with thinner armor. Fully penetrating hits achieve the full damage poten. or else take the time to rest and regain strength. Obviously. sile fire. and with a retial of the weapon. to stop using certain area-effect weapons such as dragon-flame. A character may be obliged. a. once the tight is over. However. This Varying quality affects increases the chance of penetration.

Whenactually disengaging the entire party from battle. Unless the enemy also prefers a long-range missile This is convenient when exduel. it is with missile fire. entire party allows the enemy to party fights the enemy one by one. The character need not flee example. the party might use terrain " d i v i d e and conquer” you. before the rest can arrive. enemies are stopped by the rear guard. allowing the rest Each weapon has various advantages and disadvantages. However. arbalests and handguns all have long reloading times. position itself so the. to split the ‘friends accurately. by the full force of the enmM&etient and Position d-. beyond which the fighter has an an attacking enemy (the character stops and fights instead). you'll probably have time for just one shot before hand. damage. with the threatens. In-effect. all weapons have a minimum skill level. In addition. Normal “Walk toward” moves don’t all poorer armors. a party should try to. As soon as battle to-hand fighting occurs. a common tactic is to have one or two characters act a s “rear guard. This invites one or two of the party to be assaulted blocked by friends in front of them. or potions to slow down. extra advantage. splitting the In general. Only high-skill characters can “shoot past” also dangerous. “FLEE” TACTICS: This option is the only way to “disen. If the far. since the automatic “fight anybody d ramatically. It is possible to organize a patty into two ranks. mor just barely penetrates it. For gage” a character from combat.and one hands or two.” The others flee behind them while the pursuing the lower t h i s threshold. a well-armored and skillful character might step up and en~3 Selecting Weapons ti gage multiple enemies with "Parry" orders. or confuse at least some of the enemies. but useless in battle. delay. emy.to position yourself with lots of open ground between the: are so close. hopefully covered by missile fire from their weapon that “matches” the armore distant friends. there are more subtle distinctions. This allows you to “divide and conquer. Best of all. a disengages. “edge past" an e n e m y far better.ploring large areas. a character can. “Flee” firer and the target. Weapons also have a minimum strength. his combat abilities suffer allow disengagement. Typically. The “Flee” order is also useful when trying to maneuver The weapon therefore penetrates in a crowded melee. Then the rear guard When compared to armor. some weapons have an upper strength threshold within range” prevents the character from walking away from ( usually between 27 and 35). In some cases. . In of the party to concentrate on the few remaining enemies. the handier and lighter the weapon. 75 . while it concentrates on the rest. this requires exceptionally skilled missile users. Note that normal "Walk towards” orders often don’t fighter’s skill is below that level. On a larger scale. slow the enemy’s approach move.” If this is impossible. change from group first fighting hand-to-hand while the second supports them to individual orders. addition to the obvious ones relating to penetration. Those with lesser skill will find their fire party. and cannot work because the character instantly stops b e c a s e enemies penetrate a better armor. With a. Group Movement: Crossbows. with terrain and/or stone-tar potions.

However. It requires good skill (18+) and reasonable strength against strong armor. and usually is cheaper. handle. it requires infighting weapon that requires moderate skill (16+) and considerable skill (20+) and strength (24+). like a small pick. However. LONGSWORD: This one-handed weapon is quick and Theseweapons are designed to achieve superior penetration handy. and therefore hits are more frequent. slightly cheaper. The long point is good against plate (which slow. It barely penetrates cuirbouilli. serve as common sidearms. I t s penetration matches . MILITARY HAMMER: This one-handed sidearm looks BATTLEAXE: This large. . However. the more blows a fighter can deliver. two-handed matches the b&t non-metal armors. does modest damage. matches chainmail and brigandine. strength 25+) than the A character without any giant cudgel. and slice into an opponent. but require superior strength and/or (19+). The weapon requires little skill (10+). These are the standard "all-purpose" weapons of the era. It requires skill (19+) and strength (21+). slash. cheaper and easier to handle (Skill 9+. GIANT CUDGEL: This extremely heavy. and slightly less destructive. all weapons are rated for speed. However. HAND AXE: This one-handed weapon is similar in capability to the falchion. chopping sword was a favorite Sidearm of the 1300s. It requires less skill and strength. Most cudgels were wooden clubs reinforced with metal PONIARDS have better pen. it is easier t o handle. It is a. while DAGGERS do a little more damage. GREAT HAMMER: This large. It is also anuncommon weapon. two-handed weapon is the most potent of 811 edged weapons. FIELD AXE: This two-handed weapon is better suited to felling trees than combat. two-handed weapon it matches).wImpact Weapons cw brigandine or chainmail. Its sole advantage is cheapness and easy availability. The faster the weapon. SHORTSWORD: This smaller. great etration (match chainmail strength (27+).Finally. unwieldy. Their damage potential is less than edged weapons. swords and axes. thrusting sword is a quick weapon can penetrate plate armor. Penetration matches scale armor and damage skill. and weighs more than the smaller. This is easy t o unavailable or beyond a tighter’s abilities. useful in almost all situations. two-handed only modest damage.‘. it achieves made by specialists for specialists. The full damage effect is formidable. the great FALCHION: This heavy. . at a high price. while Hussite general Jan Ziska is traditionally portrayed carrying achieving significant damage. strength damage. while the flat head on the other side can be used accomplishes maximum like a mace. Weapons& This category includes the various swords and axes. It requires less skill and strength to wield than the two-handed sword. Its main advantage is penetration that damage than a longsword. its penetration only a military hammer. useful choice when giant cudgels are either a SMALL KNIFE. but its penetration only matches chain and weapon’s is presumed to have brigandine. but not very powerful. SMALL BLADES: These weapon matches plate armor with sheer force of impact. but effects are large. and does less little strength (13+). the importance of penetrating armor frequently made them preferred weapons in this century: For example. but has poor penetration (it matches scale). Reasonably fast and light (skill 12+.straps or bars. and is relatively cheap. GIANT MACE OR MAUL: This two-handed weapon is and brigandine). T W O -HA N D E D S W O R D : This heavy. designed to cut.

brigandine. Of slightly superior to a small blade. and it does fearsome damage. but requires less skill (8+) and strength (14+). ending with a blade. its penetration matches chain or brigandine. requires only modest (20+) strength. use of a shield. damage potential is almost equal to a sword. lighter andeasier to handle in all respects (skill only matches scale armor. it demands penetration occur. relies mainly on large shields for protection. Furthermore. including a small log or a heavy stick. inaccurately termed a “morning star.charges. good strength (23+). but its penetration long spear. However. ers insist that it never happened. is it fairly heavy. MILITARY F LAIL : This familiar “ball and chain” weapon. but make up for it with the melee was joined. Fortunately. However. it is a two-handed weapon. and is cheap. Although heavy and slow. It is among t h e cheapest of all weapons. but can be very useful if the enemy fairly expensive. but it is very to match chain or brigandine. its utility in battle is limited All these are on&handed weapons. Its miserable rebels favored this weapon. which it cannot formingarmies. QUARTERSTAFF: This cheap. The mace produces more damage than the miliarmor. However. despite the need for considerable skill (21+). damage is somewhat less.) two-handed weapon looks like an extremely long the heaviest throwing weapon spear. allowing the user to reach specific design. LONG SPEAR: This one-handed weapon can match scale penetrate. Its main 8 to 16 ranks deep." Qnly matches -Thrown Weaponsc+ scale. depending on the These weapons have flexible ends. Bohemian Hussite is no more than a 6’ length of smooth wood. is a great attraction to nobles M ACE: This one-handed sidearm was extremely popu. poor damage potential. up and over obstacles like shields or parrying weapons. easily-fashioned weapon TWO-HANDED FLAIL: This large. and is are slower weapons. . with damage power . but without sacrificing penetration. (4+) and strength (16+) are both low. is easy to use (skill 12+. The big flail is powerful enough penetration barely matches ordinary leather. strength 16+). slow weapon is based on peasant tools used to thresh grain. However. and fast and easy to handle (skill 10+. as appropriate. English men-at-arms throwing point or blunt end. but is now outmoded by plate armor. PIKE: This exceptionally long (l8-21’) and heavy (about THROWING AXE: This is 1 7 Ibs. achieves good damage. strength 20+). preventing the some skill (18+) and is quite heavy. reasonable damage. minimum skill course. achieves’ tary hammer. the damage is but 8+. and somewhat slow. but does as much damage as a longsword. It is a popular infantry weapon for stopping cavalry available. strength 17+). it inflicts daniage by concussion. some accounts of Agincourt (1415) describe the These weapons all have a longhandle. it is the favorite sidearm of many knights. Although fearsome in appearance. for example. to be effective it must be used in. Its cheapness lar. CLUB: This simple. Historians still deba how much they were used. Like a mace. Flails It requires significant skill (19+). one-handed weapon could be alSHORT SPEAR : This weapon is a “junior” version of the most anything. “blocks” 15+). even though it weighs a bit more. All but the quarterstaff axes at the French just before are fairly slow and heavy weapons. while othpenetration and damage. HALBERD: This two-handed weapon has a blade with l ‘w various points and/or hooks on the end. I t s penetration matches chain or drawback is a. Should.

It also times needed ten or twenty years to correctly “cure” the weighs less. with a lead These devices fire missiles using mechanical or chemical weight on the shaft for balance and accuracy. they are weighty and reload far Bows are the fastest-firing long-range missile ‘weapons available and quite popular throughout Europe. yet their penetration matches scale armor. such as hits. and thrown penetration only matches cuirbouilli or penetrate plate armor. are easy to operate (skill 14+) a n d require modest strength (18+). especially because the bow can weight (almost 20 pounds). armies. but does little damage. It requires moderate . traditional “self” bow especially easy to find. had large forces of handgunners. Exceptional in Europe for centuries. does skill (25+) and strength (20+). but rather bulky. darts are easily. It has superior penetrating power. Cocking mechanisms varied from belthbok-and-stirrup to a simple mechanical lever. Damage potential is the same as the other bows.. bows can penetrate any armor. Damage power is supew Mechanical Missiles W rior to an arrow. Its -because it is designed for cavalry use. ARBALEST: This is a much heavier version of the crossbows are two-handed weapons.equivalent to a sword if it connects. and the damage potential of an arrow is modest. Some Polish and strength (17+). but the overall weight and bulk is less handguns available from the best craftsmen in Europe. and most valuable of all bows. damage is superior to oils are outrageously complex: Central Asian bowyers some. longbows more damage. Unfortunately it is weighty (14 pounds). Moderate skill (19+) is skill (20+) and modest strength (16+). Its great disadvantage is a huge weapons are rare and costly. Crossskill (30+) is required. more slowly than a normal bow. and requires less skill (12+) m o s t expensive. Construction methpenetrating power matches an arbalest. more damage than an arbalest. carried and require were first seen in Europe during the 14th Century. In Germany darts are rare and somewhat costly. It barely matches plate armor. used throughout Europe and beyond. Although unable to needed. Man-portable firearms are modest skill (11+). it is very expensive. Still. Gunpowder weapons Balkans and beyond. JAVELIN: This light spear. hand cranks. but its studded leather. do as much damage as a bow arrow. and only requires a little more strength and were imported to Germany across the North Sea. BRASS HANDGUN: This is typical of the high-quality Penetration and damage is equal to a longbow. Popular-in the power. not to mention a fairly high price. All of them require both hands. but by the 1460s and 70s many Damage potential is also modest: slightly less than an arrow. Great skill (30+) and good strength (22+) are needed. Men frequently survived fnultiple arrow bow that uses even slower reloading mechanisms. and not materials in such a bow! SHORT Bow: This is the ordinary. COMPOSITE BOW: This Asiatic weapon is the rarest. and then only as castle-smashing artillery. Unfortunately. while penetration matches scale armor. and reloads more slowly than any other weapon. it is fairly effective against anything else. penetrate all armor. especially if armor reduced the force of impact. and both skill and strength requirements are a bit less. these skill than a normal crossbow. handle (skill 10+). new in the 15th Century. about 3’ long. does a bit LONGBOW: M a d e exclusively in England. DART: Military darts are mostly or all metal. However. is easy to cost and weight are less. This powerful weapon requires IRON HANDGUN: This simple handgun is typical of both early. . However. and Hungarian cavalry use these weapons.either crossbow o r arbalest. crude firearms. than the iron handgun. THROWING KNIFE: This lightweight weapon can penCROSSBOW: This is the standard mechanical bow used etrate non-metal armor.

between the scales. (2) brigandine and chainmail. it provides almost as much protection. with less weight. quilted “arming” garment that reduced use. and weight. This leads simplistic writers to peculiar conclusions. It is cantly cheaper. etc. Many museums and simple books about armor fail to distinguish between these types. This was es. In Darklands there are five basic levels of armor protec. Since the basic materials include numerous steel plates. “Chain” provides as much protection as brigandine. with poor visibility and limited motion. CHAINMAIL: This is the old. are all common. two major types of armor existed. Made of small. therefore can't imagine how medieval knights. and. Chain skirts. The armor was thick and heavy. as well as absorbing the impact of blows on the metal. cloaks or robes on top. is the norm in Darklands. The overlap conceals laces Of course. one against another. yet keep the body completely covered. the cost is armor helped restrict that sport to the nobility and the Very rich. Many times battle European warriors. CUIRBOUILLI: T h e stronmade of articulated steel plates that move with-the wearer. and sometimes naments. (5) leather and padded armor PLATE A RMOR : This is the finest armor available. which slide their tournament arnior in battle. For example. it produce’s a flexible but strong g a r m e n t . It was a compromise between strength. but also quite heavy. other times men wore tabards.In the Iate Middle Ages. interlocking metal circles. and vice versa.used plate armor on their vitals (head. the use of extremely expensive.tection t h a n brigandine or chainmail. popular mainly in Eastern Europe. torso. managed to move. shirts. tournament and battle armor. For example. of small metal scales that overlap. . (3) scale. flexibility. Therefore scale armor provides less protion. It is stronger than any cuirbouilli is stiff leather moulother types. Such qualities were acceptable for tour. Tournament (or jousting) armor was designed purely for this sport. (4) cuirbouilli and stud. some knights used some (but not all) of that hold each scale to a leather backing. but it is signifided leather. but at a temperature effects (armor can get very hot in the summer and quite cold in the winter). traditional metal armor of the guardhouse to the battlefield. It was intended to-fully protect the wearer from In the 15th Century many well-equipped soldiers only injury. Scale armor gives poor protection against upward-thrusting blows. On the other hand. Almost all metal armor was s l i g h t l y h i g h e r p r i c e . specialized tournament plate armor.. hips). many people think tournament armor was used in battle. to reduce maintenance and moderate leggings. Brigandine armor covering the vitals is common among The other arnior type. armor was covered withcloth. much less fight. Easier to assemble than true heavy cavalry charges. They then used lighter armor on their arms and legs: BRIGANDINE: This is a “coat of plates” sandwiched pecially true when battles were not decided by the crash-of between two layers of leather.the. SCALE: This is thecheapest metal armor still in common worn over a padded. high. This “every day” armor was worn by troops from infantry forces throughout Europe in the later 15th Century. these are (1) plate. Scale armor is-made chafing. Ranked from best to worst. the lines between the two armor types can blur. but almost useless on a battlefield. gest non-metal armor available. battle armor.

SMALL SHIELDS only weigh five pounds. though..” and/or metal rings. ii also weighs much less: a complete suit of metal armor might be 45 to 60 pounds. you may regain a little endurance. but provide significantly more protection. The cost is also much less than metal armor. endurance cannot be regained until you leave the action. c-9Deat. The layers are then cross-stitched in a grid-pattern. STUDDED LEATHER: This armor is stiff but flexible leather reinforced with metal rivets. if your party simply rests for a while (does nothing). cuirbouilli provides less protection than any metal armor. or those who can’t afford more! Many armies saved armor costs by giving infantrymen metal armor for vitals and leather armor for limbs. . &3 Shields cg--r Shields are only useful when u&g one-handed weapons. Its protection value in hand-to-hand combat is secondary. Of course. However. and provide the least additional protection.hw A character dies when his or her strength reaches zero (0). and provide the most protection. weighs more. In long. The combination provides protection equivalent to cuirbouilli. then repeatedly dipped in boiling wax. There is no way to restore characters from death. M EDIUM SHIELDS weigh ten pounds. In most cases. buckled on like metal. extended battles and explorations.ded into curved sections. This means a slash or puncture only empties the stuffing in the pocket affected. the ability of shields to stop them waned. but with fewer manufacturing problems (and thus a lower cost). LARGE SHIELDS weigh fifteen pounds. Even if strength is only temporarily increased. Basic leather armor provides less protection t h a n cuirbbuilli or s t u d d e d leather. To avoid this final end. In this era all shields had a solid metal rim with a face of wood or light metal covered by cloth or leather. As the penetrating power of missiles increased. This armor provides protection similar to basic leather. On the negative side. The result is so hard and stiff that it is worn in plates. rather than the entire garment. b u t weighs a n d costs much less: PADDED: Also termed “quilted” armor. and costs less. when the potion or miracle “wears off’ strength will not drop below one (1). LEATHER: This ancient form of armor is used by those who value speed and agility more than protection. with rags and cloth scraps sandwiched between. either increase a character’s strength or restore lost s t r e n g t h t h r o u g h p o t i o n s a n d / o r t h e saints. this protection has two layers of cloth. coin-sized “plates. The primary value of a shield is in defending against missiles. studded leather weighs a little more than cuirbouilli. This is why most armies stopped using shields entirely’ in the next century: they were ineffective against the successors to the handgun. while complete cuirbouilli coverage is only onethird to one-quarter of that.

they acquired important court brought. including Roger Bacon a n d alchemists have a limited. Alchemists observed certain substances chang. Many European alchemists examining their information and challenging it. It also greatly had clerical training. and frequently. They recorded materidiscover gases. Novice . bnt with effort Thomas Aquinas. usually by trading with other alchemists The plethora of alchemical theory quickly led to wild and university scholars. alchemy back with them to Europe.dence somewhere. Of course.must search the land for various raw materials and formulas. reactions. including nary value of a universal catalyst. so some were inclined to attribute enhanced the prestige of one who supposedly commanded certain results t o the actions of invisible demons." They understood entire party. without scientific method and vacuum pumps (develmarkably convincing. Others invented various theories explaining the knowledge. while. By combining. When the Crusaders from their audience preferably a rich nobleman. This i s possible enough chemistry to know that catalysts are not consumed in whenever a party takes up resi. Just as they could precipitate salt from The most effective approach to alchemy is specializaseawater. ing color and form. the rich and powering. a shorthand of unique t y Some alchemists. some even hoped city or village inns. others indulged in philosophical speculations about the naALCHEMY FOR A DVENTURERS: In Darklands. In fact. they the hope of transmutation. Meanwhile. phers dabbled in alchemy. so did they hope to precipitate gold from solutions tion. experiments and results in a code. crucial to the true understanding of chemisals. These codes r. as well as . or precipitating various materials. including many successful physicians. alchemists could not Alchemists were also secretive. predictable reactions. Even if the quickly spawned European experiments. Many theorized that a.and ciphers were to discourage “theft" of their valuable niques. really exists. gold never materialized. or at least a powerful knowledge was acquired and expanded upon by the Moslem healing potion. Its body o f create a n elixir of eternal life. Arabs after they swept over the Middle East in the 700s. poor ones. Lead was a popular choice because it was both one good alchemist than four inexpensive and already quite dense. Holding out E u r o p e invaded t h e Middle East in the 1100s.I universal catalyst was the secret to this transmutation. The most could produce certain simple. a flashy alchemist lent immense: Alchemists were early chemists. were content t o observe results and repeat certain tech. the budding alchemist speculation. while this secret. dissolvprestige to a noble’s court. The single good al. For example. the Philosopher’s Stone. at least for a. The Many medieval alchemists were showmen (or women). mystical knowledge..Alchemy was founded as a “science” by the Greeks in that appropriate materials and catalysts could be found to Alexandria during the Second Century AD. Many famous medieval philosoversal catalyst. which positions and a good living. low-quality stone. oped by Robert Boyle in the 1600s). Arabs also added knowledge gained from the Chinese. -it can be improved. and therefore can be reused. private “scientific” symbols. they ful Duke of Burgundy sponsored many alchemists. T h i s chemist can mix potions for the catalyst was the “Philosopher’s Stone. the uniture of the universe. with They used simple reactions and experiments to impress whom they had distant contacts. Hence the extraordi. Howsuccessful alchemists were very charismatic a n d reever. sublimating. this also prevented anyone from phenomenon they observed. It is more useful to have of base metals.

coal. and frequently figured i n important: alchemical reactions. ture produced a sharp smell. and improve character’s and invariably contains other trace elements. demons. These are listed. this can dissolve almost anything. It is also known as methane. . even i f t h a t BLACK BEAN: This material. reduce their abilities. It is also known as other alchemists.Darklands alchemy uses nineteen special substances. when refined. Alchemical Materials . can be used as a hardening agent. It is also formula and purchase sufficient ingredients. is especially useful. When creating characters. sphalerite. inflammable oil. attack enemies. Furthermore. even in large quantities. can appear in large masses. below i n order of rarity (from the most r a r e to the most common). ORPIMENT: This sulphur-arsenic compound is bright. burns quite brightly. including people. prefer older. Provided you have decent skill. They can ANTIMONI: This silvery-white powder is very brittle. volatile and dangerous those who don't know the requisite saints. is reddish-brown. you may elassmakine. originally acquired from means weaker attributes. It is It is also possible to purchase potions. purified. and petroleum: MANGANES: A rare ore that. However. anything can be extremely poisonous. Of course. Various types’ can be distilled from wood. acid. The "Essence of Grace. terials are extremely easy to carry. plus four general "bases" of common materials. It has a strong taste and certain unique but temporary stimulating effects on the body. It is a mixture of nitric acid and hydrochloric acid. cleavable ore can yield a wide tual skills may be needed for successful dealing with variety of results in v&us situations. becauseit i s extremely brittle. bad luck can a compound in certain medicines. it is also known as arsenic. yellow. and heated. and is healing potion. more experienced alchemists. Finally. Astute adventures will notice that these raw ma-. or zinc sulfide. fiery dragons or. know the found as a powder. ready-made. from other alchemists. alchemy and other intellecZINKBLENDE: This clear. It is resistant to offensive or defensive abilities. but still useful (in small-quantities) as created with enough time and luck. WHITE CINNABAR : This silvery-white metal is usually camping outdoors. the East. when facing also known as antimony. It is also known as magnesium. costly to acquire. NAPHTHA: First used by the Arabs in incendiary devices. it is a highly volatile. “Firewall” is indispensable for AQUA REGIA: A very strong. Many alchemical potions are useful in battle.” a certain chemicals. M ARSH VAPOR : A natural gas. Sometimes used in cause destructive results. Acquiring and containing this vapor was extremely difficult because it is virtually colorless. these can be difficult to find and also known as cocoa. whose medieval admix. It is also known as trisulfide of arsenic.

SUNBURST: (Sunbst) Forbelladonna.GUM : A sticky. PURE GOLD: A dark yellow metal that is very soft and lie or she is blinded. This SANGUINE BASE: A variety of animal materials. it is fairly formulas have tower magic numbers. including gunpowder. At this time the wAlchemica1 FOrtnulasw only known sources were in Italy and Asia Minor (Turkey). It is much more useful when mixed with other NOXIQUS ARMOA: (NoxAxo) Formulas f r o m al-Razi. immobilized. Easier have various properties. This potion produces It is also known as nickel. Raimundus shade. but also produce a lower-quality potion. toad tongues.mulas from Africa. vitriol and Roman includes pitch or resin. it can produce a results to the highest.. baking powders. CAMOMILE: A supposedly rare plant whose dried leaves with each variation named after its original source. etc. Gerard of Cremona. it often CHOLERIC BASE: A variety of acids and other liquids . night. It also has various medicinal properties. Duration varies w i t h quality. such as kupfer(copper). If this potion directly hits a character. and Nicolas Flammel. The purer forms generally were imported from the Middle East. common. used in. or alone to induce vomiting. and Petrus Bonus. such. divided into 22 num sulfate. a mixing failure occurs. thorn apple. reputedly from a PHLEGMATIC BASE:. When added to certain procedures. including aqua fortis. ful in many cornpounds. At somewhat pered. The three versions are listed in order. such as steel. vitriol. It is center are more powerfully affected. or sometimes (incorrectly) as aluminum sulfate: different groups. with many mystical properties. quicksilALUM : A very astringent powder. An also known as zinc. Actually. henbane. It is use. camphor. If ZINKEN: A bluish-white salt that can improve metals. Those nearby are hamlesser purity it is formed in bars or small. who then act only in .. M ELANCHOLIC (MELANC) BASE: A variety of plants from about 8 to 25 seconds. and BRIMSTONE: Pale yellow crystals that burn with a blue skills of everyone within the cloud. alcohol. Duration varies with sometimes associated with demons and Hell. bat claws. PITCHBLENDE: A mineral that is a lustrous brownish from easiest to hardest. slightly glowing material. from about 5 to 15 seconds. Galen known as sulfur. materials. etc. It is amount of luck) determines the size of the disaster. and kohle (coal). the enemy. Lullus and Brother Elias. silver-white material that can be formed the rest of the party! into a metal. considered useful. It is also EYEBURN: (Egebrn) Formulas from Solomon. It is considered extremely valuable. MONDRAGORA: A natural substance. levels are only important when mixing your own potions. plant. distilled water. perception. but easily mistaken. It is also known as uranium oxide Formulas also have various danger levels. . etc. Those closer to the flame and emit a horrible stench (like rotten eggs). inept and unlucky alchemist could blowup himselfand NIKEL: A hard. as bell mushrooms. turpentine. a n d thus from the lowest quality black. lime (calcium oxide). such as potion is a flash bomb that blinds eye of newt. powdered unicorn horn. lead. and significantly h/amheavy. hemlock. seed of sea holly. b u t not fully blinded. thin round coins for pered. often medicinal. Each formula group has three variations. considered useful in alchemy. where it adds strength and durability. potassium alumiThere are 66 different alchemical formulas. dyes and ver.quality. These danger or radium oxide. monetary purposes. a powerful stink that reduces this agility. A variety of common minerals. resilient and strong material. It is also known as ammonium bisulfate. the danger level (plus a certain especially steel.

and Michael Scot.ons. alGerard of Cremona. This potion STRONGEDGE: (StrgEdg) Formulas from al-Majriti. Rufinus of Genoa. The a m o u n t armor (reducing its quality). This potion increases the explosion may also damage overall quality of a weapon. Vicent of Beauvis. up to a limit of 99. as character’s armor (on both vitals and limbs). BLACK CLOUD: (BlkCld) Formulas from the. self-defense. The Jildaki and Albertus Magnus. When the 84 . it increases the chance of a vitals and limb armor o f hit. and Richard Anglicus. armor also suffers quality damage from the S T O N E . creates a large. The amount of increase varies with the potion qualwhomever it strikes. al-Kindi and Simon Cordo.TAR : (Stonetr) Formulas from Sina. explosion site. Orient. ARABIAN FIRE: (AFire) Formulas from Geber. The. from DEADLY BLADE : (DeadBld) Formulas from Hayyan. The amount of damage varies with the is very useful in many situations. Zadith. is great at. This potion explodes into bits of flaming liquid. quickly with distance. with potion quality and luck.ity: Duration is about one day. the more his or does luck. about 20 to 60 seconds. This potion improves the Damage varies with potion. This creates a puddle of sticky movingparts become pitted or misshapen. This “smoke screen” like Greek Fire.. and Arnald except impact and flail types. as does luck. This potion improves the accupowerful vitriol eats through racy of a missile weapon. The potion affects all weapons mi. it cannot be used distance from the burst. in fact. black cloud of smoke. Even metal armor is affected. potion. causes horrible itching and irritation. Duration is a b o u t o n e d a y . Only impact weapEA T E R-W A T E R: (Eat. power. The increase varies with potion q u a l i t y . Maimonides. John e x p l o d e s l i k e a cannon. Armor does not protect against this in battle because the screen takes too long to form. This potion FLEADUST: (Fleadst) Formulas from al-Razi. This creates a cloud that anyone near the bursting point. Duration varies with quality. w h i l e penetration quality. Armor provides no defense. However. of Villanova. and TRUEFLIGHT: (TruFlt) Formulas from ibn Umail. The speed potion affects the amount of damage. flails and handguns can be improved with this War) Formulas from Solo-. and John Dausten. making the area passable. Friends are not blinded because the user warns armor is destroyed. from 3 to 15. t h e Duration is about one day. Smaragdinian tablet. The stronger a The quality of the potion affects the amount of damage. as straps burn off and Magnus and Robert de Keten. any remaining power inflicts damage on theminadvance. of Rupescissa. This potion slowly and Hugh. Albertus flames. weapon. After about BREATH OF DEATH: (BDeath) Formulas from the four minutes the puddle hardens. penetration of a weapon. a n d Roger of Hereford. mon. The potion only affects edged weapons and polearms.. reduction varies with the quality of the potion. This potion THUNDERBOLT: (Thunimproves the amount of damage a weapon can inflict. Duration is about one day. The quality of the black goo that slows anyone moving through it. her skills are reduced. The mist dissipates almost immediately. Durarion varies with quality. and Petrus Bonus. Alfred of Sareshel. i n g armor quality. Nicolas explodes into a deadly mist that can injure o r even kill Flammel. dr) Formulas from al-Tamiincrease varies with quality. and lasts about 12 the person. The amount of armor quality destroyed varies to 25 seconds. that is. reduc. This Bitruji. then decreases GREATPOWER: (Grtpwr) Formulas from ibn Rushd. ofincreasevarieswith potion quality.

(Firewal) TRUESIGHT: (TruSgt) Formulas by Arfa Ras. the cost of the "seed" (i. This potion restores lost endurance and strength. This formula person's endurance. Duration is one day. ESSENCE OF GRACE: (EssGrc) Formulas by Galen. when the potion wears off a perfortunate. mor quality. and Leonard of Maurperg. Duration is about one ‘day. This potion temporarily increases a about one day. Generally. Michael Scot. but only against NEW-WIND: (NewWnd) Formulas by Sina. Duration about one day.e.e. The amount of increase (7-16) varies is almost indispensable when with the potion quality arid luck. This potion temporarily components) exceeds the value of the florin that results. This potion improves a nides. The amount of increase (7-16) varies with. person’s strength. FIREWALL: while quality improves 20 to 30 points.tion strength. and Avicenna.HARDARMOR: (HrdArm) Formulas from ibn Yazid. especially t h e former. The restoration is permanent (i. the proves the quality and thickness of one person's armor (both vitals and limbs). Duration is and John of Rupescissa. This potion temporarily increases a T RANSFORMATION: (Transf) Formulas by Morienus. and Nicolaus of Autrecourt. and Richard Anglicus. The amount of increase (7-18) varies with the potion quality and luck. This potion im. Potions from this the potion quality and luck. Michael Scot. Robert de who have flame weapons. and Hugh. agility never drops below one (1). The exact amount . The amount of improvement (10-30) lus. all require a certain amount of pure gold to act as QUICKMOVE: (Quckmov) Formulas by Hayyan. and Raimundus Lulperson's perception. flame attacks. Rufinus of Formulas by Jabir. transform worthless metal into a florin of gold. increases a person’s agility. potion acts as a “cure”). This potion enhances arvaries with potion quality and luck. the Dausten. . Thickness increases one or two levels. son will not die for lack of strength.. When the potion wears off. Ketene. Duration is one day. Maimo: Genoa. formula can be used to purify certain sites. Duration is one day. and Leonard of Maurperg. fighting dragons or demons IRONARM: (Ironarm) Formulas by Jabir.. and if one is very Despite any wounds. restored varies with the poBrother Elias. John "seed" material. Avicenna. However.

1600s the Church underwent a dramatic change. In a series of led to a similar duality among the worshippers. The concept that than theological leaders. while an archer might priesthoods. quently lived somewhere For similar reasons. Barbara. country priests to the Pope himself convents became corrupt. many ‘ills and created many new.attention to God. id1492 Rodrigo Borgia saints interceded between a worshipper and God was easy to become Pope Alexander VI. Clerics might be viewed with suspicion. are infamous to this day. rics or archbishoprics could each would confidently expect a little aid in their endeavors. Of be purchased that virtually Pardoned any sin . By 1409 it had no less just one more holy miracle! This confusion of altruistic theology and decadent reality than three competing Popes (Benedict XIlI in Avignon. mistress). Men who purchased these A miner would pray to St. “Indulgences” c o u l d beliefs portrayed are appropriate to the people of this era. other evils. modern man frequently approaches the role of religion. etc. gifts. but the remaining people of the land. if only as insurance.. Cesare and Lucretia Borgia. His son and daughter (through a grasp. The trade in relics was so brisk in life quite differently from medieval man. superstitution and ignorance. many monasteries and bacy. Sebastian. usually to A practical person could see a practical value in all this. decadent and/or confused. FurtherMany church ceremonies and beliefs were overlaid with more. Forexample. He was answered that this was Church as. tithes. even during the 1400s many people regarded the “True Cross” to make a forest. Similarly. expected to extract sufficient Monasteries in this era were a great church institution. “one” Pope was quite poor. clerics from. or possibly day-to-day affairs to rapavisit divine displeasure on their enemies. the Church and the beliefs in the game are nothing like the modern Catholic Church. The voked lo suit immediate political ends.The Universal (Catholic) Church in Darklands is based on had mistresses. In the late 1500s and early hamlets often were as poor as the peasants. Having directed their prayers correctly. the Roman reward or punish. either now or in the life hereafter. the common great councils. The unspoken cious subordinates who were threat of this was enough in many situations. But in this era. priests in small villages and course. the Church suffered many kinds of aid. clerics from friars to prelates were feared: else entirely! Theyentrusted they might command divine aid for themselves. saintly relics might be expected to provide specific In addition to poor Popes. a vast unable to say mass correctly. Gregory XII in Rome.Belief in Popes of the late 1400s seemed more like secular princes miracles and divine aid was commonplace. Here monks or nuns purchase profitable! supposedly retired from all worldly affairs and devoted their Despite the rule of celi. On the opposite end of the scale. monks kept alive the flame of knowledge. strongman).but nobody doubted God’s existence. abbeys.Even those who doubted might still pray. Simony (the sale of church positions. ignorant of Latin. Ages. to make the many dating back to the Dark. Some were thriving business& . and Alexander Vin Pisa). bishop. hold more than one. Excommunications were invoked and rethe historical Church as it existed in the 15th Century. especially if a saint was “useful” for specific things.choose St.e. nor His ability to e n e d by various invading powers.for a price. and all too often subservient to “house-cleaning” during the Counter-Reformation that cured the local nobleman (i. and fre. and his city (Rome) was threat. vital institutions. As a result. noblemen) was normal practice. In the darkest ages. that one cleric quipped that there were enough pieces of the In fact. this chaos was resolved.

defenseless T U R I N G : When praying t o clerics. beggars. turn sparked the Catholic Counter-Reformation. MORALITY IN DARKLANDS: Ethics and morality in the teen holy helpers” and the patroness of miners. modern Catholic Church. an orderly.ak.someone to whom you ers were great political states. awe cant. People with a simple concept of their-religion saw amount. In its place evolved the the Middle Ages. cathedrals. However. the wMedieval. Of course. These twin are no longer officially events swept away the old Church. sparking the Protestant Reformation. such as the Abbey of Fulda. Furthermore. per se. and Barbara was every popular medieval saint. some churches. making wild speeches and soliciting donations ate day. and complicated by the 95 theses.with vast lands. S A I N T S AND A D V E N No matter what the situation or extenuating circumstances. The saints in Darklands include many popular during. Every saint requires a certain level. while for imaginary purposes. Their cults were many and varied. there is a bonus to your chance of success. Originally these were travelling preachers and pilgrims. so. Of course. For example. if your In medieval Europe. In the later Middle Ages was somewhat different from today. plus those popularly recognized in the region. carefully regulated. Alas. The goal of the fight was the important thing. In 1517 Martin Luther posted his famous more than a lifetime activity for any man. Still. does not affect virtue. Many of these venerated by inclusion on the Papal calendar. Constant fighting was consid. In the 15th Century saints included those recog. the. people still treasured peace.saints as little more than demi-gods--. Others were charismatic confi. should a Priest or Bishop attack with a sword. helped those in need. living from largess. Vatican’s Calendar in 1969. prayed for a specific goal. while in the e&modfighting. Learning about all the saints was medieval Church. Virtuous goals made the tight ern period she was adopted acceptable. petty or evil goals made it wrong. . Direct. the higher your virtue. competing with guilds and merchants. emulating Christ’s first disciples. especially their own patron saint(s). Certain saints were extremely popular in some areas. saints. Oth. Similarly. A specific method for canonizing saints did not exist by the 15th Century some friars were ignorant louts or lazy until 1638. he could be fought without risk valuable. and monasteries encouraged a larger conception of itself a minor principality. one of the “fourfar more altruistic institution. even their A new development in the Middle Ages was the mendiservices and ceremonies promoted a sense of mystery. or pursuing name was removed from the heretical activities (such as worshipping Satan) were wrong.nized by the Pope as worthy of veneration on their appropridence-men. which in fact that new people were hailed as Saints at every turn. saints were one of the most popular virtue exceeds the required aspects of the Catholic Church. by architects and builders.Saints 4--1 mote saints are available for prayer.Today most scholars doubt that she even existed. saints. it was never virtuous to attack pr kill we. The 1400s were the last and worst years of the “old” virtually unknown in others. Violence Middle Ages artillery gunners chose her as their pawas a common part of life. “skills” of virtue and religious training are inor the defenseless were reviled. such as the Franciscans. the infirm. to one’s soul. physical attacks against the Church. friars. her ered immoral too. upprovoked attacks on the aged. men who lived on alms and and the miraculous. The general sentiment was t h a t tron. of virtue.

AGATHA (Virt 24) Feb 5. Per. End. Improves Local Rep in distant lands. sometimes senses evil or forsees future. Str. and to visit city churches and cathedrals for confession and mass. wBow. or against flame. SpkL. CHRISTOPHER (Virt 31) Jul 25. BONIFACE (Virt 25) Jun 5. Chr. Improvements to CHARITY (Virt 40) Aug 1. sometimes prevents death. A D E THE TRIBUNE (Virt 37) Aug 19. improves Local Rep. Int. . Chr. Weapons. Weapons. End. WdWs. prevent suffocation or drowning. Alch. are. ARNULF (Virt 18) Jul 18. ALCUIN (Virt 44) May 19. Ride. The best way to learn about new saints is to visit monasteries and universities around the land. R&W. plus the dictates of chance. Per. APOLLINARIUS (Virt 78) Jan: 8. along with minimum virtue required and their saint day. Str. Str. Str. CECILIA (Virt 41) Nov 22. End. crucial in researching information about saints. SpkL. A NTHONY OF PADUA (Virt 59) Jun 13. SpkL. Chr. Actual aid may vary. greatly improves one person’s armor against anything. can The reputed aid saints can provide is summarized below. End. as well as Reading and Writing. Int. StrW. SpkL. see page 93. Therefore. Per. Str. SpkC. ‘Chr. different saints known in Darklands. not just one or two. AGNES (Virt 19) Jan 2l. knowledge of Latin. Str. The sheer size of CATHERINE OF SIENA (Virt 33) Apr 29. BATHILDIS (Virt 21) Jan 30. SpkL. The rate at which DF is restored depends on a characrer's religious training. Per.The desirabilitydf high virtue. R&W. 88 . wImp. Per. CEOLWULF (Virt 23) Jan 15. Str. Artf. Chr. If you need to restore large amounts of DF quickly. COLMAN OFCLOYNE (Virt34) Nov 24. Unless otherwise noted. SpkC. R&W. End. SpkC. End. provides a little money if extremely poor. SpkL. ALEXIS (Virt 28) Jul 17. Chr. the normal duration for saintly Ride. Improves Local Rep. helps with animals. Greater Germany. Str. R&W. WdWs. m a y banish a powerful demon. NRW ANTHONY (Virt 35) Jan 17. Chr. For a key to the abbreviations. means flying (moving through the air without visible support). SpkL. with the situation. A DRIAN (Virt 43) Dec 1. Chr. End (more if female). StrW. It is quite unlikely that a y one party will learn all the n SpkC. Weapons. End.Chr. improves Local Rep. Chr. CLOTILDA (Virt 22) Jun 3. Int. “Translation" is a theological term that CHRISTINA THE A STONISH& (Virt 54) Jul 24. most Weapons. C h r . “Weapons” indicates an improvement in all weaponry skills. Chr. Int. Heal. large tithes or gifts to churches or cathedrals are appropriate. Agl. wMsD. Good religious training doesn’t hurt either! AIDAN (Virt 23) Jan 31. aid is one day. spreading saintly knowledge among the party can be useful. and the requirement that a person know a saint before praying to him or her. SpkC. SpkC. Frequently a character will exhaust all his or her DF in one to three calls. Weapons. ALBERT THE GREAT (Virt 39) Nov 15. The best way to restore exhausted divine favor is to spend time praying (while “staying here” in camp or at an inn). might suggest that a party have just one "religious specialist. suggest that at least some saints will remain undiscovered. CLARE (Virt 33) Aug 11. sometimes routs satanic enemies. may improve party armor strength or endurance may be restoration of lost amounts. R&W. Chr. Per. so all party members can pray to saints at various times. sometimes allows translation. End. the divine favor (DF) cost for each prayer can be very high." However. ANDREW (Virt 14) Nov 30. improves travel speed for a week. Chr. true improvements. ti Darklands Saints w CATHERINE OF ALEXANDRIA (Virt 46) Nov 25. frequently routs enemies: BARBARA (Virt 32) Dec 4. Needless to say. Int.

WdWs. End. End. End. Artf. Ride. Agl. WdWs. Ride. Ride. Str. SpkC. . DAMIAN (Virt 30) Sep 26. SpkL. may sense evil in clerics. R&W. improves Local Rep in distant lands. temporarily lose some Per. EDWARD T HE CONFESSOR (Virt 5) Oct 13. Str. SpkC. Agl. FLORIAN (Virt 17) May 4. Artf. ENGELBERT (Virt40) Nov 7. lose some wealth with every successful prayer. Virt. Str. Chr. improves Local Rep in NE Germany. may provide a longsword to the needy. GODEHARD (Virt 39) May 4. improves travel through forests for a week. End. Agl. COSMAS (Virt 15) Sep 26. armor quality improves. helps to sense evil intent. Chr. Agl. Weapons except impact and flails. but party loses wealth. GABRIEL (Virt 56) Sep 29. helps in prison escapes or dealings with thieves. Alch (very large). Weapons. Chr. Weaponry. GERTRUDE OF NIVELLES (Virt 26) Mar 17. allows passage over water. Str. learn of St. Chr. wEdg. improves party armor against flame or lightning. Heal. sometimes offers insights into the future. Ride. SpkL. reduces enemy non-metal armor quality. Stlh. SpkC. . End. Mar 25.. Heal. EMYDIUS (Virt 31) Aug 9. suffer -1 Virt and a 1 point wound to Str.ay improve metal armor quality and reduce enemy metal armor quality. Per. wFlI. FINBAR (Virt 17) Sep 25. SpkC. m a y stop some satanic magic. sometimes routs satanic enemies. GILES (Virt 45) Sep 1. DERFEL GADARN (Virt 57) Apr 5. DAVID (Virt 30) May 24. Weapons. End. weapons and. Artf. improves non-metal armor quality. can sometimes see a person’s mind or heart. FELIX OF NOLA (Virt 37) Jan 14. Chr. DOMINIC (Virt 29) Aug 8. Heal. may prevent a fight. Artf. SpkC. CYPRIAN (Virt 54) Sep 26. Heal. Per. End. may help in dealings with Dominicans and inquisitors. End. SpkC. StrW. GODFREY (Virt 55) Nov 7. Agl. StrW. COLUMBA ERASMUS (Virt 32) Jun 2. help you escape from prison once. Int. certain weapons increase in quality. Str. Str. Chr. Cosmas. can help you to nearest city instantly. R&W. . Alch. their virtue is raised. DEVOTA (Virt 26) Jan 17. may sense evil in clerics. may. Chr. may prevent a fight. End. improves travel speed for a week. WdWs. Ride. Per. WdWs. Alch. R&W. tempo-. may purify or destroy a satanic site. wPol. or sometimes prevent further fighting. Str. DYMPHA (Virt 21) May 15. Per. m. Weaponry. End. Stlh. FINNIAN (Virt 24) Sep 10. Chr. Chr. Int. provides some money if very poor. learn of St. CRISPIN (Virt 28) Oct 25. ERIC (Virt 42) May 18. End. Str. WdWs. End. Str. SpkC. Int. Weaponry. Per. Stlh (for entire party). Int. Chr. DENIS (Virt 38) Oct 9. SpkL. ELIGIUS (Virt 29) Dec 1. may help in dealings with nobility (especially evil . . DISMAS (Virt 53). Weapons. End. SpkC. Stlh. GEORGE (Virt 23) Apr 23. Agl. End. GODFREY (Virt 55) Nov 7. helps to escape or withstand torture. Ride. if anyone in party has virtue less than 20. Chr. allows passage over water. Per. may help in dealing with sailors or seamen. WdWs. Str. DROGO (Virt 59) Apt 16. Per. Int. FRANCIS OF ASSISI (Viri 10) Odt 1. Per. GERLAC (Virt 34) Jan 5. StrW. Chr. allows passage over water. Damian. Str. improves Local Rep in distant lands. improves Local Rep in Austria and Poland.(Virt 36) Jun 9. Ride. WdWs. GILES OF PORTUGAL (Virt 64) May 4. can prevent attacks. DOROTHY OF MONTAU (Virt 52) Oct 30. Int. End. can prevent some natural disasters. R&W. Per. improves Local Rep in distant lands. wImp. rarily lose some A g l and significant Weaponry skills. Weaponry. EUSTACE (Virt 41) Sep 20. Artf. Ride.nobility). GENEVIEVE (Virt 73) Jan 3. Per. SpkL. Heal. may cause enemies to flee battle. SpkC.

dreams or visions of the future. Str. LONGINIUS (Virt 49). LAZARUS (Virt 80) Dec 17. Stlh. StrW. End. m a y J AMES THE GREATER (Virt 25) July 25. helps in some dealings with nobility. Chr. sense evil in people. SpkC. LUTGARDIS (Virt 60) Jun 16. MARTIN OF T OURS (Virt 69) Rep in distant lands. Chr. sometimes alJ OSEPH (Virt 27) Mar 19. quality of edged weapons. Int. Weaponry. tionate to the prayer’s virtue. LUCY (Virt 77) Dec 13. SpkC. R i d e . HUBERT (Virt 34) Nov 3. Heal. Weaponry. P e r . escape or withstand torture. Weaponry. ILLYTD (Virt 63) Nov 6. Chr. helps to GREGORY THAUMATURGUS (Virt 74) Nov 17. wBow. End. R&W. StrW. J UDE (Virt 15) Oct 28. but some wears off quickly. Artf. Heal. JOHN CHRYSOSTOM (Virt 37) Sep 13. Chr. SpkC. SpkL. weapons and armor. may prevent problems with woodland animals. Virt. Weapons. porarily lose some Per. Int. Artf. HERIBERT (Virt 30) Mar 16. MOSES THE BLACK (Virt 66) JULIAN THE HOSPITALER (Virt 61) Feb 12. End (both greater if female). Ride. increases all skills proporimproves Local Rep. improves attributes and skills. Int. Chr. Str. temMICHAEL (Virt 72) Sep 29. Str. sense evil in people. helps in some dealings LUKE (Virt 17) Oct 18. Stlh. HENRY (Virt 61) Jul 13. may provide. improves Local Rep in W MARGARET (Virt 46) Jul 20. improves greater foi females). SbkC. Weaponry. may encourage nobility to reveal information. Ride. especially Prag. Ride. aids in crossingbridges. Str. Nov 11. Str. Rep in Wendish (NW) Germany. Str. Chr. improves Local KESSOG (Virt 31) Mar 10. Weaponry. sometimes Chr. improves Local Rep in Bohemia. may help in “hopeless” situations. . R&W. Heal. SpkC: may briefly improve all Attributes and Skills. Str. SpkC. Alch. improves Local Rep . some End. Str. LASDISLAUS (Virt 51) Jun 27. Ride. Chr. StrW. may improve quality of JOHN NEPOLMUCHEN (Virt 22) May 16. Mar 1 5 . improves weapons quality. Str. Heal. may. bility of death. Heal. StrW. wMsD. End. WdWs. temporarily lose some Int. . Chr. in Silesia. some benefit t o other attributes and skills for females Germany. WdWs. Weaponry. may JANUARIUS (Virt 66) Sep 19. Heal.GOTTSCHALK (Virt 44) Jun 7. Chr. Virt. End. ISIDORE (Virt 21) May 15. improves Local Rep in M T H W( it 26) Scp 21. MARGARET OF CORTONA (Virt 52) Feb 22: Str. may force a person to speak the truth. End. Per. SpkC. HILDEGARD (Virt 13) Sep 17. Per. lows translation (levitation). improves Local MARK (Virt 35) Oct 7. End (both MAURICE (Virt 81) Sep 22. WdWs. End. Alch. Per. unavailable during some festivals. End. JOHN CLIMACUS (Virt 20) Mar 30. may reduce the possiuseful in some desperate situations. prevents many animals attacks. Aug 28.. StrW. Agl. wThr. Str. A T E Vr distant lands. HEDWIG (Virt 16) Oct 16. ITA (Virt 85) Jan 15. with relic could prevent “any attacks. SpkL. End. MILBURGA (Virt 71) Feb 23. End. fords or ferries. Per. help with bankers. Heal. Agl. Chr. J OHN OF BRIDLINGTON (Virt 36) Oct 21. may help in dealings with peasants. Str. Chr. sometimes allows translation (levitation). gives one character superior protection from flames. Chr. LAWRENCE (Virt 20) Aug 10. only. wPol. SpkC. End. Chr. Str. HERVE (Virt 47) Jun 17.. SpkC. temporarily lose with farmers. Chr. wEdg. SpkC.

Weaponry. may dispel1 a demon. may help at universities or monasteries. Agl. success could cause person praying to collapse (End=0). Chr. End. Chr. End. Chr. PETER OF ATROA (Virt 62) Jan 1. helps deal with plagues. improves Local Rep in Lorraine. . Ride. Alch. Agl. Weaponry. PERPETUA (Virt 16) Mar 7. Str. THOMAS THE APOSTLE (Virt 24) July 1: Str. may discourage animal attacks. SpkC. helps in climbing stone walls. SpkC. StrW. Chr. SEBASTIAN (Virt 28) Jan 20. RAYMOND LULL (Virt 29) Jun 30. Str. SpkC. distant lands. allows passage over water. improve someone's armor against flame. Chr. Ride. ODO (Virt 47) Jul 4. Chr. STEPHEN (Virt 27) Aug 16. R&W. Per. SpkC. may cause enemy to hesitate during a fight. End. PATRICK (Virt 22) Mar 17.NICHOLAS (Virt 49) Dec 6. RAPHAEL (Virt 75) Sep 29. SpkC. Weaponry. spkC. Agl. Ride. Heal. End. SpkC. Artf. Str. R&W. improves travel speed for a week. Per. Weaponry. End. Str. Str. End. . improves Local Rep in N Germany. THALELAEUS THE MERCIFUL (Virt 62) May 20. Chr. Stlh. SpkL. Str. SWITHBERT (Virt 25) Mar 1. helps deal with plagues. R&W. Ride. SpkC. End. Chr. ZITA (Virt 23) Apr 27. Str. WdWs. Restores all Str. End. End. Artf. End. SpkC. Int. may allow escape from prison. Per. may purify or destroy satanic sites. Heal. Int. improves local Rep in Alsace. . may improve relations with villagers or nobles. Wdws. Str. Chr.mayimprovearmoragainstmissiles. WILLIBORORD (Virt 43) Nov 7. Int. Ride. may stop animal attacks. Chr. Artf. allows passage over water. Per. but lose a little Local Rep permanently. oa WILFRID (Virt 25) Oct 12. Ride. PAUL THE SIMPLE (Virt 70) Mar 1. SABAS THE GOTH (Virt 64) Apr 12. POLYCARP (Virt 19) Feb 23. End. WILLEBALD (Virt 50) Jun 6. Int. wEdg. THEODORE TIRO (Virt 38) Nov 9. Heal. Relg. Chr. Agl. improves Relg and Heal. temporarily lose considerable Int. Ride. Ride. Int. Per. PAUL THE A POSTLE (Viii 19) June 29. WOLFGANG (Virt 24) Oct 31. Chr. Int. SpkC. VITUS (Virt 48) Jun 15. wImp. Str. RAYMOND PENAFORT (Virt 67) Jan 7. may prevent escape from prison or hostage situations. Str. Agl. SpkC. End. Heal. wEdg. improves Local Rep in Poland. PETER (Virt 58) Jun 29. gives significant flame protection to entire party. Alch. ODILIA (Virt 25) Dec 13. finding secret d o o r s a n d passages. TARACHUS (Virt 50) Oct 11. when travelling may get you to nearest city. Str. Weaponry. SpkL. Heal. Artf. Chr. Heal. SpkL. Chr. Alch. Chr.SpkL. WILLEHAD (Virt 35) Nov 8. End. WdWs. ROCH (Virt 19) Aug 16. Weaponry. improves Local Rep in Hungary (Pressburg). OLAF (Virt 18) Jul 29. Chr. may discourage animal attacks. Alch. some End. THOMAS A QUINAS (Virt 68) Jan 28. End. SpkC. Str.R&W. Int. End. VALENTINE (Vin 48) Feb 14. helps with church law. STANISLAUS (Virt 42) Apr 11: Str. End. Str. WdWs. may save ships in storms. Chr. improves L c l Rep in Bohemia. REINOLD (Virt 27) Jan 7. End. restores some Strand End if extremely low. may provide infermation from servants. NICOLAS OF TOLENTINO (Virt 31) Sept 1. wPol. Per. SpkC. SpkC. End. PANTALEON (Virt 56) Jul 27. Weaponry (especially wBow). Chr. temporarily lose considerable Per. R&W: improves Local Rep in distant lands. Chr. WdWs. Str. temporarily lose some Chr. SpkL. Stalh. WENCESLAUS (Virt 44) Sep 26. may permit one to see into another’s mind. Heal VICTOR OF MARSEILLE? (Virt 65) Jul 21.

The powers or abilities of relics are both uncertain and miraculous. To learn more about a relic’s effects. In rare cases. Generally. relics only aid the bearer. relics in Darklands. A few relics can even improve the attributes or skills of whomever carries them. pass it around among the party members. Some relics may aid a character in calling upon the related saint. a n d try using it as a weapon.There are many holy. . call upon any related saint. not the entire party. other members of the party may be affected as well. Some relics are weapons of miraculously high quality. which means that any hits the bearer scores will do exceptionally large amounts of damage. Other relics may improve the effects of a saint once a successful-call is made.

n abbreviations to save space on various screens. A BBREVIATIONS +++$@-9 SpkL = speak Latin (skill) Stlh = stealth (skill) StLthr = studded leather (armor) Str = strength StrW = streetwise (skill) ThrKnf = throwing knife V = Vitals (armor area) Virt = virtue (skill) wBow = bow weapon (skill) WdWs = woodwise (skill) wEdg = edged weapo (skill) wFll = flail weapon (skill) wImp = impact weapon (skill) wMsD = missile device weapon (skill) wPol = polearm weapon (skill) wThr =thrown weapon (skill) 2Hflail = two-handed flail 2Hswrd = two-handed sword Darklands uses numerous Agl= agility Alch = alchemy (skill) Arblst = arbalest Artf = artifice (skill) BatAxc = battle axe Brgdn = brigandine (armor) BrHG = brass handgun Chain = chainmail (armor) Chr = charisma CmBow = composite bow CrsBow= crossbow Curb = cuirbouilli (armor) DF = divine favor LngBow = longbow End = endurance LngSpr = long spear FkSpr = forked spear Flail = military flail Lngswrd = longsword Lthr = leather (armor) FldAxe = field axe FScim = flaming scimitar MdShld = medium shield MilHmr = military hammer Fswrd = flaming sword Per = perception GntClub = giant c l u b P Stone = Philosopher’s Stone GrtHmr = great hammer GtCudg = giant cudgel QStaff= quarterstaff Relg = religious training (skill) H a l b r d = halberd Hea1 = healing (skill) Ride = riding (skill) R&W = read and write (skill) HndAxe = hand axe ShtBow = short bow Int = intelligence ShtSpr = short spear IrHG = iron handgun Javeln = j a v e l i n Shrswrd = s h o r t s w o r d L = Limbs (armor area) SmShld = small shield LgShld = large shield SpkC = speak common (skill) 9 3 . they are listed here. For your convenience.

Luneberg becomes Luneberg. city. For example. . etc. .e.. and compounds where they are frequently used terms. and Hungary that have reverted to their Slavic names. but often a tall hiH BURG: Town. “alt” means high. “a” becomes “ae”). BERG: Mountain.” The short glossary below covers common root words. female creature of the woods. In most cases names with an umlaut simply lose that symbol in English (i. castellean DIET : Congress D M Cathedral O : DORF: Village or hamlet DORFGRAF: Village count ELENDESVIERTEL: S l u m ERZ-: Arch-. or other urban place BURGGRAF: Castle lord. as in “Erzbischof’ (Archbishop) or “Erzherzog” (Archduke) GELEITSBRIEFE: Letter of safe conduct. BRESLAU: Wroclaw BROMBERG: Bvdgoszcz BRAUNSCHWEIG: Brunswick BRUNN: Brno . The German language frequently uses compound words. This includes prominent cities in modern Poland.. square or place RAT : Council . and “dorf’ means village.).w LEXICON a+#+-~ Place Names Certain cities and riven have different spellings in German and English. frequently the mate of a schrat KIRCHE: Church KLOSTER: Monastery LEIHHAUS: P a w n s h o p LOSUNGER: Treasurer MEISTER: M a s t e r MUNZENPLATZ: M i n t . used by merchants GRAF: Count HAUS: House or building HAUPTMANN: Captain o r leader HOLZFRAU: Woodwife or Waldmannlein. Other Terms 9 4 . so a hamlet named “Altdorf’ is literally “the high village. DANZIG: G d a n s k DONAU: Danube River KONSTANZ: Constance KOLN: C o l o g n e KUTTENBERG: Kutna Hora LUXEMBURG: Luxembourg MARIENBERG: Malbork MUNCHEN: Munich NURNBERG: Nuremberg NYMWEGEN: Nijmegen OLMUTZ: Olomoue POSEN: Poznan PRAG: Prague P RESSBURG: Bratislava STETTIN: S c z c e c i n T HORN : Torun WEIN: Vienna . More significant changes are listed below. OBERVOGT: H i g h s t e w a r d PLATZ: Plaza. Czechoslovakia.e. or add an “e” after the vowel (i.

magistrate. but frequently a lizard or scaled worm ZEUGHAUS: Barracks University ’ ." from “raub” (robber) and “ritter” ( k n i g h t ) REICHSSTADTE: Imperial Free City RICHTER: Professional judge RITTER: Armed rider. a knightly title (as in “Sir John”) O: WURM: worm. knight $CHLOSS: Castle SCHRAT: Wodewose or "wild man” of the woods SCHULTHEISS: Bailiff or judge. usually imperial SCHULZ: Headman or knight-mayor STADT: C i t y TURM: Fortified tower or keep UNIVERSITAT: VOGT: Steward. governor V N Sir.RAUBRITTER: “Robber knight.

it’s quite possible for 20th Level warriors to absorb an entire mercenary company’s volley of crossbow fire. who advance through various “levels” via “experience points. Then we took . much care was taken to make this world be the real 15th Century.” they acquire greater holiness and a wider ability to seek miraculous aid. In Darklands attributes change rarely. Hopefully it will inspire your imagination to till in the rest. Perhaps “virtue” is a poor term to express the concept of greater mystical understanding. We trust you'll be understanding when you see similar city layouts. THE GAME SYSTEM: Darklands uses an innovative game system for computer fantasy. In such a system. must balance the permanent importance of attributes against the desirability of higher and higher skills. artwork. Therefore. as a player.eyg*$oo. circa 1992. You can be involved in whatever interests you! This "non linear” aspect of Darklands means you can play it almost endlessly. simply because the character has so many hit points! There are alternate and better systems available. Some are interelated.” acquiring more “hit points” as they go. This means that-you. as perceived by its inhabitants. even the most skillful of adventures cannot survive target practice by a company of crossbowmen! One controversial aspect of this system is the-appearance of “virtue” as a skill. including various "classes" of characters. while skills improve regularly. a s the inchnation strikes. At MicroProse. They’ve been used for years in paper role-playing games. All this happens in a world populated mostly with a random assortment of monsters. Best of all. When characters acquire “virtue. Darklands is the first to bring these concepts to computer fantasy games. the evil wizard. all of whom sprang from a bad imitation of Lord of the Rings. There simply isn’t enough manpower in the computer gaming industry to bring alive every detail. sometimes expanded by a similarly random assortment of silly villagers. Darklands is fantasy because whatever people of the era imagined was possible. Darklands is set in a real time and place. our biggest problem was decidingwhat not to include. Unlike any other game in-this genre. fantasy games almost universally copied the concepts of “Dungeons&Dragons”(c). However. There are many different adventures in Darklands. as are corporate budgets. If this seems 96 . Lots of things are happening in the world. we have grown tired of “hack and slash” adventures. but many are completely independent of each other.a few additional liberties for the sake of gaming and playability. punctuated by silly puzzles blocking your acquisition of the magic gizmo that dispatches Foobash. Until now. Since reality has so many possibilities. DESIGNER'S NOTES a+#@-~ Darklands is an ambitious attempt to expand the “world” of computer fantasy role-playing game’s. are still very limited in their abilities. or return to it from time to time. we concentrated on the high spots. now really is possible. etc. Microcomputers.

you pick a tant to remember that both are based on forms of belief c o u r s e of action and see what happens! now repudiated. Alchemy is the ancestor to modern chemistry. but none of the coinage. and no man alphabet that represents concept of scientific method. manipulate specific objects. their art. t h e arms a n d menu and attached logic. but avoid the essen. the clash. this has a beneficial ins more familiar. Historians may . We agree it’s a bit more difficult. without equipment to understand gases. special character in the GerHowever. we’ve observed that i t ' s either frustrating justly proud of the Counter-Reformation (in the 1500s and or impossible for a player to control four or five characters fighting simultaneously in real time. Americans h a v e been Readers and gamers should not try alchemy.” Modern chemists will see brief T h e b i g g e s t problem ‘is glimmerings. simply by creating a hew Similarly. the ebb and flow of emphasized the miraculous. tion. including ani. Older Perhaps the most innovative aspect of Darklands is the Britons will undoubtedly find extensive use of menus. medieval coinage and that this game has no secret “hidden agenda” or religious selected German spellings. Even an experienced player can be and the spiritual. of weapons. remember that in the medieval era the pragmatic study each new situation. Best of modern philosophies. should be action. to the modern Catholic Church Forthesakeofgameplaywe mated effects. umlauts (which only cause The “alchemy” of Darklands represents what some of minor changes in pronunciathe finest medieval minds hoped they might accomplish with a tion). message. superstitious baggage away. etc. It is impordetails. objects and actions. was designed with care. We think “pause for 1600s) that cleansed the Church. The battle system in Darklands The Church portrayed in Darklands has no relationship We wanted the realism of real-time fighting. Instead. all. You don’t have to deal with endlessly boring Darklands has religious and alchemical systems. studying real “spoiled” by a ridiculously chemistry is far more interesting and much more productive. with any options and results. and far enjoyable gaming. as a player this means you need to are authentic. groschen. we could create any situaschillings and pounds. Be assured a b o u t our use &monastic hours. and our apologies to anyone offended by a g l i m p s e but we think it makes the game environment “feel” realistic into one of the less attractive aspects of European without ruining common readability. However. This is why we include religious history. were intermixed in ways alien to many surprised periodically with new situations or results. thi’s menu system allows the game size and scale to be Most fantasy games have a magic System. As designers. easy decimal system. quite large. THE PRICE OF REALISM: Some playtesters complained more spiritual Church whose quiet role around the globe is more altruistic and beneficial than many imagine. However. along with all sorts of daily evils and orders" is a perfect compromise between realism arid hypocrisy. alchemists were doomed to an “ss” in the middle of a word. healthy. We choose this approach primarily the relationship between because the traditional “guess the word” or "hear the canned pfenniges. sweeping ancient.improper. and florspeech” methods bored us. imaginary “science. Modern Catholics. mainly because “formulas” in this game produce the results described. Instead.. of real reactive properties. Out of that has come a vigorous. being not side effect: Darklands is not constrained by a data base of unlike their old pence. The only limits are design time and armor available in the game imagination! Of course.

who says that relatively poor adventurers cotild nec. Switzerwitchcraft. a cult i n its own right. . the design tasks proved so huge that he dragooned modern conceptions. narian t h e m e s . philosophies of that era. Greater Germany. witchcraft. The witches here come from the time. The ultimate was a great temptation to either give u p or just “publish purpose of the Darklands witches is entirely in keeping with whatever we’ve got. is cults spawned by the transparent decadence of the medieval not intended to be a justification for German expansion into Church.point out that things like courbouilli a n d scale were a n t i . land. He too eventually witches of Darklands. The game only harmless “device” women used to redress the balance of shows the political conditions and borders of that era.world data). democratically. investigations confirmed this. the "lunatic fringe" of various heretical The region depicted i n the game.or unbalanced people. some historians have suggested that since neighboring countries. without racial or captive Papacy at Avignon. Austria. he wrote There is no connection between these modem ideas and the the original F-19 Stealth Fighter game). complexity and cost of the project by a large factor MalleusMaleficarum. with its quated in 15th Century Germany. veteran of many MicroProse military simulators. the classic book about witchcraft. These ideas gained an unreasonably the 70s and 80s. subsequent medieval cultural bias. wide audience when she managed t o get them into the The initial programming. no pre-Christian rites or worship of Diana. but by then. Recently. including Holland. . mind-altering drugs available at that time. this portrayal is quite different from most Eventually.” regardless of quality.are veteran designers and players of role-playing games from ries of Margaret Murray. All three Century interest in pre-Christian rites and the peculiar theo. independent of the con.animated battle system was created by Jim Synoski. map and existed as. Besides. first from Doug Whatley (who ably t o o k Modem historians still debate whether witchcraft really over the complexities of the menu logic system. Poland and Czechoslovakia. the Ternplars in Darklands is based entirely on 15th Century T H E CREATIVE T A : Darklands would have b e e n E M impossible without the faith and vision of the management ideas. such armor was methods and beliefs. and finally from Bryan Stout (who provided fessions extracted undertorture by the Inquisition and various various “black boxes" to glue together the game). Most neo. the legend of WITCHCRAFT: The portrayal of witches. then Doug Kaufman-to help. there in the late 1400s by two Dominican friars. Others see satanic practices as activiessarily afford most modern equipment? ties of real extremists. We originally underestimated the There are no covens. A few go on to suggest off to a conveniently square map area. most historian feel they were European attitude that problems are best managed by people "framed" by King Philip's need for cash and betrayed by a living together in harmony. needed assistance. Russia. and satanic rites was well established. longpagan or “modem” witches are based on Murrite theories. written When development costs rose past the stratosphere. Instead. However.witch hunters. of MicroProse software. was predominantly female. These were fostered by early. and ultimately the entire Encyclopedia Britannica for all too many decades. Indeed. term veteran at MicroProse (among other things. and many other locales. rounded power in a male-dominated society. Some argue that the Inquisition. France. we applaud the growing Regarding the Templars. from careful reading of primary and secondary sources. 20th first Sandy Petersen. which was then seized upon and believed by various desparate and still commonplace in Poland. especially the recurring milleThe initial design work and research was done by Arnold Hendrick. no nature ceremonies. The history of this this sometimes expanded into a cult of self-delusion. Incidentally. it was a relatively. created the idea of witchcraft. region is so complicated that suggesting a "rightful" owner t o almost any territory is silly. caused by using various natural.

who ultimately used an inhouse animation tool developed by Brian Reynolds. We apologize for sometimes ignoring their advice! ing the last half of the Hundred Years War. the other huge task was the battlefield character animation. Implementing this fell. 1992 . then fleshed-out and refined by Rawn Martin and Patrick Downey. Meanwhile. while. Kelly DeVries for his know what you enjoyed in Darklands. fell as usual upon the overworked MicroProse sound department.” is the brain behind the music. Tamerlane is conquering Cen“saved game” files back and forth. elsewhere i n Europe. Vlad More importantly. The introductory and concluding animations were entirely the genius of Artino. Italy is at the peak of its warring city-states era. and doing all the sound effects. in an unseemly rush. it is possible to create entirely new games the Impaler appears in the Balkans (the historical figure who. and much more. The most constant complaint of all the artists was that they didn’tget enough time to (a) add more and (b) do an even better job! Dr. What’s your preference? multiple games onto your hard disk and move back and forth -Arnold Hendrick. assisted by Erroll Roberts and others. There are plenty Century. It England falls into civil war (the War of the Roses). and what setting you prefer. including the "great illustrators" approach to background scenes that is new and extremely fitting for the subject. Jeffery Briggs. Art Director Michael Haire developed the initial concepts. onto Artino (who roughed out each scene in pen) and Chris Soares (who did much of the color rendering). what you would like to kind academic help in various matters relating to the 15th see in a sequel. However. and it certainly got it. especially weaponry. England and France are busy finishstages. but also allows you to load tral Asia.The artwork demanded by Darklands was a vast task. The system not only allows moving ultimately became Dracula). Let us We would also like to thank Dr. originally masterminded by Jackie Ross. in a sort of giant adventure. Darklands needed great art. assembling this in computer form. Meanis possible to have some additional adventures in Germany. after w h i c h SEQUELS: Darklands was designed to permit sequels. between the nations. MicroProse’s “composer in residence. We also appreciate the advice of possibilities: the Emperor in Germany has many political of various gaming experts who saw-the projects in various problems and intrigues. led by Ken Lagace. Overall.

or a specific aspect of it. Horst Fuhrmann A History of Denmark. For information on trade. Barraclough is unmatched for providing a detailed but wellguided path through the minefield of German medieval development. Medieval Civilization in Western Europe. 1971. Du Boulay. Cambridge University Press.Carsten. 1965. Margaret Aston. Nuremberg in the Sixteenth Century.=. Clarend onPress. S. Morris Bishop. J. 1959. St. Gerald Strauss. Johannes Schildhaus. The Oxford Illustrated History of Medieval E u . see Huizinga and Aston. actual social patterns changed greatly. even though *Local and Political Historypopular perceptions and attitudes took longer to catch up. George Holmes ed. The Middle Ages 1250-1520. Rossiaud . F.. Princes and Parliaments in Germany. second. Green. K. Middle Ages (c. edition 1989. Athlone Press. Territories in Medieval Germany. The Origins of Modern Germanv. For specific information about medieval affairs. the definitive E n . Indiana Universit y Press.H. glish treatment of this subject. Green.3 -General H. Longman. Philip the Go od. Oxford University cc. The Fifteenth Century. Vaughan’s great four-volume work on the Burgundian princes (the last two are noted here) is also quite fascinating Germany in the Later Middle Ages. Oxford University Press. Richard Vaughan. 1924. choose Hay. Martin’s Press.RAPHY ++@+... Strauss. Cambridge University Press. 1985. Martin’s Press. some of which clash with the analysis of Gothic Germany given here. F. Houghton Mifflin. An astute reader will discover that these historians have widely differing theories. Henry J. For interesting if sometimes radical opinions. 1988.R. 1960.. The most useful much more useful than the commonly available books of and hiehlv recommended is Du Boulay. 1986. Barnes & Noble. __ The Hansa. 1991. After the Black Death. Capricorn Books. 1963 reprint of 1947 edition. currency. V. rope. included purely as a courtesy. C h a r l e s the Bold. 1968. St. : Press. Cultural The Waning of the Middle Ages. Barnes & Tenison trans. Denys Hay. Economic History ti Many of these books intermix the social institutions of the early middle ages with those of later times. 1970. 1 9 6 8 Inc . 1986.H. Robert Fossier ed. . For a sense of detail and industry. Cohn. ndmic History of 1987 completely outclasses all other works in the field. Geremek and Dyer are actually important people and events of the region. W. 19 83. Dorset Press. Norton. Benjamin Arnold .. T h e Goverr nment i n t h e R h i n e Paltinate i n the Fifteenth Cent ury. S o c i a l . 1050-1200).. Geoffrey Germany in the . Europe in the Fourteenth and Fifteenth Centuries. The Middl e Ages. . revised edition 1976. Fuhrmann and Arnold are mainly for those interestedin the early Middle Ages (1000-1250). Cohn and Schildhaus are the best. Cambridge University Press. . Bishop and Fossier are the most useful... Palle Lauring.L. etc. For the best overview of Europe in this era. Huizinga. These books provide specific historical insights into the For this reason. Richard Vaughan. mining. the Cambridge Ecospecific issues.H. Barraclough. Edition Leipzig.H.Rowling and the Gies family. Vanovitch trans.istoryw These volumes provide a general background to either the Middle Ages as a whole.W.

Marjorie Rowling. Medieval Prostitution. Co1 Alfred H.. Sir Charles Oman. Private Life ‘in the Fifteenth Century. Dorset Press. Goldhammer trans.Vol. Dutton. Georges Duby ed. Roger Virgoe ed. We are greatly indebted to Professor Kelly DeVries for use of his manuscript for an upcoming book on late medieval warfare. Toucan Books. Apollo. For specific details about specific cities.P. 1971. cific information within them. 1971 (trans 1987). Wise the best military and wargaming-oriented work. The Swiss at War. For basic topography. 1364 . June 1. Cambridge University Press.991. despite attacks on spe-. Basil Blackwell.” McEwen. Cambridge University Press. 1979.. Among the published sources. Miller & Bergman. Josef Engel ed. Beeler and Oman offer useful insights to preceeding and later eras. Ian Heath. Wargames Research Group. the WRG (Wargames 1-s3 Geo&%phy~ The single best source of medieval German map information is the Grosser Historischer Weltaltlas. Cambridge University Press. II: Revelations of the Medieval World.. rare pre-WWI series kindly lent to us by Bruce Milligan. Osprey. Harvard University Press.. Middle Ages"). Michael & Embleton. 1979 reprint of 1937 edition. Bayertischer Schulouch-Verlag. Greenwood Press. Joseph and Frances Gies. A. Postan &Miller ed. 1968. Tim Newark. 1983. 1978. Armies of Medieval Burgundy. War in the Middle Ages. 1976: Armies of the Middle Ages (volumes 1 and 2) 13001500. The Agincourt War. A. 1989. 730-1200. 1979. Warfare in Feudal Europe. Terence Wise. Lt. Osprey. Medieval Warlords. German Medieval Armies 1300-1500. L.. the Baedeker travel guides are quite useful. Frances and Joseph Gies. Miller & Embleton. 1987..Zweiter Teil Mittelalter ("Greater Historical World Atlas . III: Passions of the Renaissance.” For technical information on arms and armor. Everyday Life of Medieval Travellers. 1973. Wargames Research Group.. Women in the Middle Ages.. The Art of War in the Sixteenth Century. A History of Private Life. 1988. Cornell University Press.. Marjorie Rowling. “ T o w n s a n d Defence i n Later Medieval Germany. Hastings House. Life in a Medieval City. Roger Chartier ed. Osprey. 1989. The Margins of Society in Late Medieval Paris. . Scientific American. Harvard University Press. Harper & Row. Jacques Rossiaud. Armies of Feudal Europe 1066-1300. 1984. “Early Bow Design and Construction. 1977. 1985. 1987.G.. Michael Jones trans. Dorset Press. Christopher Dyer. 1300-1500. 1982. Bronislaw Geremek. the later half occurring in t h i s era. Burne.1477. nothing beats the Times atlas. Grosser Historischer Weltatlas . Goldhammer trans. John Beeler. II. Contamine offers the most useful general history. 1976 reprint of 1956 edition. *Military AffairscL Rcsearch Group) publications and the Osprey illustrated booklets remain the best available. Ian Heath. Borne has the best military history of the Hundred Years War. 1989.. Medieval Warfare. 1971. E. J. Oxford. Birrell trans. almost unobtainable in the United States. A History of Private Lie." David Eltis. Basil Blackwell. Everyday Life in Medieval Times. The Cambridge Economic History of Europe: II: Trade and Industry in the Middle Ages. Gravett & McBride. especially the. and are recommended to anyone who thinks medieval or early modern warfare was “simple. Blandford Press. 1988.Standards of Living in the Later Middle Ages 12001520.84. Philippe Contamine. Cochrane trans.

. Saints and their Cults. Austria. in addition t v ro s short piecesin histoo ai u ries of chemistry or science.J. Cambridge University Press. John J.... edition).. 1977. 1980s. The Book of the Sacred Magic of Abram&n the Mage. Lily Owens ed. Michael Walsh cd. Holmyard.. 1989 third revised edition. Pallister trans. Avenel Books.. German Myths and Legends. 1987. Harper & Row. Richard Wagner. Delaney. T.Doubleday. Grosset & Dunlap. Oxford University Press. Southern Germany. AIchemy. although short on interesting anecdotes. Thomas Bokenkotter. (for the U. Northern Germany. Grimms’ Fairy Tales.Doubleday. Oxford. 1982 (originally published in 1570s). Pocket Dictionary of Saints.The Times Atlas of the Worid. Seventh Edition. The Oxford Dictionary of Saints. Switzerland. 1400-1700. J. The Complete Brothers Grimm Fairy Tales. Maps by John Bartholomew & Sons. Prentice-Hall Inc. Those who dispute our opinion of the medieval Catholic church are urged to read them. we found Holmyard's book invaluable. Macmillan. Alchemy. . John Bossy. (for U. Avenel Books. University Press. Daivd Hugh Farmer. but few give it serious consideration. A Concise History of the Catholic Church. a Phaidon Cultural Guide. Werewolves in Western Culture. MacGregor Mathers trans. The Bestiary -. third edition.H. Dover. 1913. Bokenkotter andBossy present very sympathic church histories. Donald K. 1990 reprint of 1957 book. Charlotte Otten ed. 1990. 1980s. Lucas.A Book of Beasts.S. yet &en they find it hard to say many positive things about the Church in this era. Belgium and Holland. Jacques le Goff./ trans. Baedeker’s. Christianity in the West. 1986. Charles Scribner. PrenticeHall Inc.. Baedeker’s. Times Books.. On Monsters and Marvels. c. Syracuse University Press. . 1980. MacKenzie. Armour trans. Baedeker’s.. 1914. 1940s. Fabricius’ self-published effort is amusing. Limited. The Ring of the Niblung. We feel Delaney is the best single-volume work. Atlas of Secret Europe. 1988. Prentice-Hall Inc. Germany [West]. 1988. The Book of Abramelin is very interesting. Johannes Fabricius. ’ A Dictionary of Fabulous Beasts. Image Book -.. 1983. Capricorn Books. but its authenticity has been questioned. A . S. 1987. Charles Scribner. 1960. revised as research continues. Incidentally. Dorset Press. :-Religion. M. Dover. Ambroise Pare. are an excellent source of information. University of Chicago Press.. Edinburgh. Image Book -. 1910. -FolkTalesNo single one of these books is especially useful in itself. 1987. T h e M e d i e v a l Imagination. Richard Barber & Anne Riches. Goldhammer trans. E. Johannes Fabricius. Garden City. c. Universitv of Chicago Press. the various multi-volume editions of Butler's Lives. Baedeker's.S. 1975 reprint of 1900 book of manuscript reputedlywritten in 1458. Butler’s Lives of Patron Saints.L. & Edwardes ed. 1971. Baedeker’s. edition). 1981. 1985. Charles Scribner. For alchemy. W e had to assemble bits and pieces from all of them. White. 1985. 1939. both were acquired at a Catholic-sponsored b o o k s t o r e .L. Saints & Alchemyw In addition to the works below. Charles Walker. Stephen Wilson ed. Crane. c.

Srephen Turnbull. The Complete Woodcuts. Magic in the Middle Ages. modern. Montague Summers trans. Jeffrey Burton Russell. 1978. Medieval Warfare. The Malleus Maleficarum is the key source.-Magic a n d Witchcraft p-~ wAft and Architecture CZJ Because of t e “witch craze”. Witchcraft. G e r m a n y . Edward Pe. as separate from the witchcraft issue. ductions. the sis is the best modern examination of all groups and events. Cam. 1990. revised by Europe’s Inner Demons. Dover. Cornell University Press. Dr. Braziller. The Book of the Medieval Knight. although Fraenger’s book on Bosch has superb reproNorman Cohn presents a popular.Putnam’s Sons. while Russell's detailed analyinspiration. bridge University Press. . Meanwhile academic community. . G. Konrad Gesner: Beasts &Animals. H. 1988.New American Library. that peaked in Germany in the The images in Darklands came from many sources. Wilhelm Fraenger. Edward Paddock. virtual gold mine. Furthermore. 1971 reprint of 1931 edition.Matthews.. Howard Daniel. Malleus Maleficarum.M. 1990..W. Montague Summers. Sprenger. 1968.1480s publication. Dover. Grillot de Givry. 1972. Witchcraft in the Middle Ages. A History of Witchcraft and Demonology. Devils. Albrecht Durer. the most h late 16th and early 17th Century. Grafton ed. George Braziller.C. Many of the following were used for what it involved. Artline.. Prentice-Hall. Peters ed.. Howard Saalman. 1964. 1985. tally. but the plethora of period illustra. H o w a r d Saalman. 1987 reprint of 1425 edition. Incidendone with remarkable faimess to all possible viewpoints. historians are still arguing important being the imagitations and inner visions of the MicroProse art staff. Arms and Armor of the Medieval Knight. liberal view. his interpretjve theories are rarely supported in the Montague Summers is a classic arch-conservative. Abelard-Schuman.. 1989. Edge & Heresy and Authority in Medieval Europe. Heffels. rather than for specific items. Crescent. 1983 reprint of woodcuts from. G e o r g e 1928 translation of c. 1983.P. H. Richard Kieekhefer.. Hieronymus Bosch. Locke trans. 1980. 1 9 6 2 . Dover. Rupert The Magician.. tions is a. in medieval terms.Crown. while Koch’s analysis of Kieckhefer makes an interesting attempt to define “magic” medieval warfare is weak. 1971 reprint of Medieval Architecture. University of Pennsylvania Press. Monsters a n d Nightmares. Similarly. Meridian Book . Carol B.A P h o t o g r a p h y J o u r n e y . Heinrich Kramer and James Medieval Cities. Sebba trans. and what causes lay behind it. 1975.Koch. 1978. University of Pennsylvania Press. Magic & Alchemy. Dorset Press. list below is just a sampling of the sources used. the witch and the Law. ters. J. Crescent. Norman Cohn. 16th and 17th Centuries.

with Doug Kaufman. Michael Rea. Chris Hewish. Mike Corcoran. &ManualWritten by Arnold Hendrick Director of Publication Design. Jim Synoski and Doug Whatley WMus. Jeffery Briggs cscr WPr~ogramming . Rawn Martin. Ted Markley and Bill Stealey. Iris Idokogi ” Layout by Juanita Bussard Illustrations by Artino . Jackie Ross.3 & Project Management CH Arnold Hendrick -EditingManaging editor. Timothy Train. Jeff Johannigman. Al Roireau. Jones WTestitigMichael Craighead. Game System .Concept.C. Nick Yuran.Lb Art a~ w -Sound Piogfamminga-1 Ken Lagace. Milligan Manual editing by B. c-. Patrick Downey. and David Menehan with Art Direction by Michael Haire -Packaging& Creative Design by Moshe Milich Box Illustration by L. Frank Brown. Milligan and Doug Kaufman Game text editing by Jonatha Caspian v Game Design css-’ Arnold Hendrick and Sandy Petersen. B.jc Composition Dr. Vaughn Thomas. Erroll Roberts. David Osborn. Chris Soares. M. with Bryan Stout Artino. Jim McConkey and Scott Patterson Jim Synoski and Doug Whatley.C.

39 (results) Berserk. 25 (using and un-arming). 25 (using and un-arming). 33 (default orders). 39 (“Real Time” controls). (“Attack” menu). Charisma (Chr). 24 (skill description). 41 (formulas explained). 17. 13 I Armor. 49 (reputation). 12 menu). 24 (skill description). Collapse (of a character). 78 (analysis of) 46-47 (use. 12 81-85 (background). 37 Difficulty Level. 31 (basic controls). 38 (orders in battle). 25 (using and un-arming). 34-35 potions). 20. 55. 28 (use with menus). 49 (retirement Alchemical Formulas. 35 (portals). 12 (for the party) Disarm Trap. 79 (description of) Artificial Intelligence. Abbreviarions. 23 (attribute description). 27 Creating Characters. 22 (to accessing Character Information) Add to the Party. 37 (orders in battle) 80 (advice concerning) Battle. 58. 24 (skill skill description). 39-40 (in battle). Calendar. (information) 33 ("orders' Delete from the Party. 86 Alchemy (Alch). Doors (in battle). Create a Character. 78 (description of) Artifice (Artf). Attack 37 (pull-down menu). 73 (analysis of) Attributes. 2 6 Boards (for Character Information). 2 1 . l4 Alchemical Materials. 25 (using and un-arming). 36 (group movement mode). The (background). 1 5 (for a character). 22 Dissolve Lock. 58 . arming). 43 (using potions). 12 Delete Saved Game. 67-71 79-80 (descriptions) Crossbows.Character Information Box. 13 (creation of). 30 (creation options). 39 42 (making potions). 16 (saving of). 23 (attribute description) Death. 49 (in general). Cities. 34. 35-36 (as portal) 79 (description of) Edged Weapons (wEdg). 25 (skill description) Cuirbouilli Armor. 35 ("orders" battle command). 38 (enlightened self-interest) Damage. and restoration) Brigandine Armor. 82-83 (description of) Church. 41 (in formulas). 4 2 (use in making Chests (opening). 11 Ambush. of). Begin Childhood. 59-60 (size and attributes) 37 (throwing potions in battle). 35 (“orders” battle command). 20 (Leadership indication). 33. Bow Weapons (wBow). 26 (knowledge of). Creatures. 39 (effects). 93. 33 (during battle). 25 (using and Divine Favor (DF). 23 (attribute description) Characters. 13 D i s c a r d i n g Equipment. 83 (description of potions) Create a New World. 12 Agility (Agl). 19 (levels). 76 (analysis of). 23 (attribute description) 83 (description of) Childhood Experience (EPs). 63 (creation advice) 41 (how to read them). 73 (tactical analysis) 4 8 (effect on fame) Begin Adventuring.

78 (description of) 33 (default/automatic orders) Orders Pause (battle). 36-37. 2 5 (as e q u i p m e n t ) . 48 Menus: Pull-down. 25 (using and un-arming). 35 ("orders" battle command) 106 . 35 ("orders" battle command) . 12. 3 7 ("Attacks") Flail Weapons. 20. 13 Hall of Fame. 25 (usingand un-arming). 19. 18 Prayer (during Interactions). 2 1 _i. 48 (during play) Party Leadership. 58 Party. 31 . 33 (pull-down menu). 23 (attribute description) Pick Lock. 23 (attribute description) 76 (analysis of) Philosopher’s Stone. Orders. 25 (using and un-arming). 38 (orders in battle). 28 Loot Bodies. 28 Heroes of Darklands. Perception (Per). 39 (rereal-time 64 (geography) Group Mode. 13 ‘ 3 3 (“Orders”). 49 Occupations. 8 7 Geography. 34 (“orders" battle command). 17 Portals. 18 (“Game”). 7 6 (description of) Escape (from battle). 20 (party information) Party. 79 (description or) Polearm Weapons (wPol). 21 18 Morality (in Darklands). 43 (general use). 23 Impact Weapons (wImp). 27 Fame. 22 Potions. 25 (using and un-arming). 12. 27 (on map). 41 (use of). 5 Item Exchange Scrolls. Leather Armor. Money (Medieval). (adult occupations) Menus (Interaction). Menu Bar (in general). 19 (pull-down menu). 27 Plate Armor. 83-85 (description-of) Loading Saved Game. 28 77 (analysis of) Politics. 35 Kill a Character (during character creation). Map. 31-38 (in battle). 64 German T e r m s . Main Menu (initial options). F a m i l y Background. 77 (analysis of) 78 (analysis of) Flee towards. Introduction. 20 27: / E & B a t t l e f i e l d . 37-38 (orders in battle) Game (pull-down menu). Experience Points (EPs).. 25 (using and un-arming). 34 (“orders” battle command) Open Chest. Information. 1 1 Exchange Rates (money). 76 (description of Handguns. 52 (introduction). 53 Keyboard Controls (in general). 35 (“orders” battle command) Interaction Menus. i: Hammers. 24 (skill description)? Missile Device Weapons (wMsD). 12. 80 (description o f ) Help Controls. Healing (Heal). 19 (“Party”). 7 3 (tactical analysis) Missile Fire. 39 . command). 14 (childhood). 24 (skill description). 17 Greater Germany. 75 (a tc l analysis) t ci a ’ Naming Characters. 61 (descriptions of) Halt. 37 (throwing orders). 34 (“orders” battle. 2 0 (current value) Initial Options 11 Intelligence (Int). 58 ( c i t i e s ) . 80 (description of) 42 (c :eation of). 18 15. 25 ( u s i n g a n d un-arming). Movement. 24 (skill description). 15 L : Limbs Armor. 34 (orders in battle).Maces. 73 (tactical analysis) Holidays. 25 (skill description) Padded Armor. 9 4 Mouse Controls (in general). 14 (initially). 12 Parry. 24 (skill description). 20 Increasing Skills. 15 (in character creation). (wFll). (in Medieval Germany).

79 (description of) Shields. 9 2 (background) Religious Training (Relg). 14 (initially). 45-47 (rules). 46 Prayer (to a saint). 73 (tactical analysis) Walk towards. 38 (orders in battle). 75 (description of). Travel single file (in battle). 22 Victory (in battle). 24 (description of) Skills: Increase of. 35-36 (as portal) Staying Here. 49 Retreat (from battle). 34 (“orders” battle command). 25 (skill description) Streetwise (StrW). 49. 45-46 Prayer (to regain Divine Favor). 25 (using and un-arming). 29 Stealth (Stlh). 36 (group mode). 25 (using and un-arming). 34 (“orders” battle command) Use Missile. 24 (skill description) Speak Latin (SpkL). 34 (“ordcrs" battle command) Riding (Ride). 75 (tactical analysis) Tutorial. 73 (tactical analysis) Use Stairs. 11 Quickstart (tutorial). Retirement. 39 Resume. 39 (real-time movement). 20. 16 Saving the Game. 48 (during play) Speak Common (SpkC). 25 (between characters). 37 (“Attacks”) Purchase. 12 Thrown Weapons (wThr). 40 Swords. 36 (group mode).see Philosopher’s Stone Pull-down Menus.Prayer (general rules). 38 (discovery) Travel (on map).47 Saints. 27 Travel as group (in battle). 7 7 (analysis of) Time (Medieval hours). 46 PStone . 24 (skill description). 32. 14 Scale Armor. 47 (general-rules). 39 (real-time movement). Surrender (in battle). 24 (skill description) Stairs. 18 (“Game”). 87 (background). 25 (skill description) Strength (Str). 47 (for regaining DF). 76 (description of) The Story Continues. 34 ( “orders” battle command) Weapons. 26. 7 Read and Write (R&W). 21 Throw potion (in battle). 7 Universal Catalyst .26 (knowledge of). 25 V: Vitals Armor. 19 (“Party”). 37 (orders in battle). 39 Relics. 34. 18 Select Character Image. / 75 (tactical analysis) . 25 (using and un-arming). 25 (using and un-arming). 34 (“orders” battle command). 39 Virtue (Virt).~ 8 0 ( d e s c r i p t i o n of) . 28 (during Interactions). 24 (skill description) Real-Time Action (battle). 25 (skill description) 107 .see Philosopher’s Stone Use Door. R e p u t a t i o n . 34 ("orders" battle command). see Item Exchange Scrolls. 88 (list of) Saving Characters. 28 (Item Exchange Scrolls) Traps. 24 (skill description). 33 (“Orders”). 34 (“orders" battle command) ‘Using Equipment. 28 Quickstart (initial option). 37 Transferring Items. 24 (skill description) Vulnerable (spot). 25 (using and un-arming). 25 (skill description) Saint Day. 23 (attribute description) Studded Leather Armor. 80 (analysis of) Skills. Woodwise (WdWs). 12 Selecting an Occupation. 35 (disarm orders).

) Give item to another character Arm (use item as current weapon or armor) Un-arm (stop using item as current weapon or armor) Use potion (on oneself only) Drop (delete) item permanently Exit character information F6 F7 F8 Fl0 ctrl Fl ctrl F2 ctrl F3 ctrl F4 ctrl F5 -4Money = 12 pfenniges ( p f ) 20 groschen (gr) = 240 pfenniges (pf) = 1 groschen (gr) 1 florin (fl) 1 florin (fl) -Time cw Matins Latins Prime Terce cursor keys: crimson letter: Return: Sexts Nones Vespers Compline Midnight 3AM 6AM 9 AM Noon 3PM 6 PM 9 PM . ESC Go to information for a character Move highlight area Open highlighted area (for more detail. see scroll. etc.Darklands alt s alt l alt d alt c alt m alt f alt v alt p alt q shift ESC LO Generic Keys Save game Load game Difficulty (three-way switch) Show saintly changes (on/off toggle) Music (on/off toggle) Sound Fx (effects) (on/off toggle) Visuals (three-way switch) Pause Quit game Displays help information (where available) Exit to previous activity or screen Party information Ambush (map travel only) Camp (map travel only) Menu Bar (toggle) First character becomes party leader Second character becomes party leader Third character becomes party leader Fourth character becomes party leader Fifth character becomes party leader Move highlight (or navigate through menu bar options) Press that key to perform the action Select action (if no crimson letter keys) Q=I Character Information Fl to F5 cursor keys: Return: 1 to 5 a u 5.

2.w KEYBOARD BATTLE COMMANDS Darklands a v b P m i$$@-c~ wBattle Sequence of Activities: (I) Select Character (2) Select Orders ( 3 ) Select Target/Destination wBattle: Attack Menu t Throw Potion Attack Vulnerable (spot) attack Berserk attack Parry Use Missile wBattle: Orders Menu cs-1 e w f h g q u o 5. 4. 3. s l x Enemy Info Walk towards Flee towards Halt Travel as group (toggles group mode) Travel single file (toggles group mode) Use Door/Stairs Open Chest Pick Lock Disarm Trap or Dissolve Lock Surrender Loot Bodies Exit Battle wBattle: Space bar 1 . 5 General Keys - Orders pause toggle Give orders to that character (also causes orders pause) cursor keys: Move target/destination cursor (in orders pause) cursor keys: Move leader/single file group (in real-time) Esc Cancel unfinished order Return Finish orders to a character shift cursor Move battlefield view (select leader) Move view to show leader 83IRC 0592 .

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