9(<5ETD/=N*3!ëåÜôáD7Ù</HÛ3.2)Hõ&IJBL41(éÐÌÒ½³Œ Let us set the stage for the fall of Telloc, the greatest event in lore. Who was the God-King? According to interviews with those who knew him, he was the third son of a peasant farmer. He began to study, and eventually mastered, the art of magic. It was this that allowed him in some manner to rule the world. Little is known of the dark ages, but in the year 7413 D.R. (Dark Years) Telloc came to the city of Mercon and struck its lord dead. He then declared himself king and renamed the city Tel Mercon. After raising an army of men, augmented by creatures of his magic, he was soon able to dominate the world. I believe that Telloc had a greater source of power than his magic would suggest, his charisma was supposed to have been enormous. Whatever the cause, Telloc ruled for 666 years. He built the palace of Tel Empor in the south east, the fortress of Tel Hande in the north, Tel Santi in the west, and beautified Tel Mercon. In many ways the land prospered under his reign. But the famine of 666 T.R. (Telloc's Years) was beyond his control, the unrest lead to his death and the dawn of our modern age. In the years that followed the land devided itself. Tel Empor lay in ruins, Tel Mercon became Same Mercon, and the cult of Mem renamed Tel Santi, Mem Santi. Lastly those of Telloc's generals and mages who retreated to Tel Hande isolated themselves. Now the Magician King covets the title held by his mentor: Emperor. He has experimented in dark magic left untouched (for good reason) even by Telloc himself. I for one fear what would happen should he find even greater power. The blade is the ultimate artifact of the art of war. Shimtoh Yartal, Grand Vizer to the Emperor traveled all around the world collecting these works of art. He found thirteen worthy of his collection. These unsurpassed works he kept in Tel Empor. Now they are scattered, but their value remains. The greatest of all weapons is the legendary Bruce, sword of might. It was taken by Telloc's mages to Tel Hande after his death. From the mystical land of Arabia came the wide curved scimitar, Baub el Buhd. From the orient, the twin blades, Yin and Yang, one black, the other white, devided weak, united strong. From Britain the bastard Charles, the disembowller. Abandoned in Tel Empor was, St. George, slayer of the 3 headed beast. From ancient Israel the very sling used by David to slay Grukliath, and from deep under the sea the trident of Neptune, given to his dearest by the God-King. And from far India, the double bladed Nischtarr. From the workshops of Telloc's mages the gauntlets of power: the Tortoise and the Hare. And in he field of armor, the mighty robe of Achilles has but one weakness, and the great helm, Moe, has never been sundered. All of these can be found somewhere in the land, each a must for the warrior. In the lavish homes of Same Mercon can be found many items of interest to the collector. Gems and jewery abound, but it is the Antiques that interest the real man. Many people have fine works of art, and there is even one Porche adorning a wealthy wall. There are some very interesting artifacts; for example, the toothbrush of our late lamented Emperor. Another home has a tea pot dating from before the Empire. Many people collect ancient weapons, two at least are known to me. Oh, what I would give to own all these items. Magic is a channeling of the intrinsic powers of the universe. The simplest pathway is the Circle of Perfect Unity. The Circle allows the enchanter to magnify his own inner strength. To prepare for this the enchanter must burn specific reagents in the Circle. Pay close attention to these elements. If thou dost find thyself in dire need of quick but not great healing, the spell of Bandus Aidus can be of great use. Its components are those of SELF and HEALING. Remember the flower named for a greek boy and the garden plant whose flavor is used so often to mask unpleasant taste. If thy feeble tools fail to shed proper light then the Flickus Bickus spell provides a simple source of illumination. Remember thy desire for LIGHT and FIRE. Think of plants that pierce the darkness and beasts of fire and flame. Should a single foe be too much for thee, the incantation of Emmus Exesus should take the bite out of him. All that is needed are thoughts of death and HATRED. Look for these in the weapon of that most deadly desert beast. Magic is an art of creation. Once thou hast learned the nature of the reagents look for new spells within the Circle as well as all of the other orders. If thy find the correct combination then new spells are thine. When more psychic energy is needed than the Circle yields, the Pyramid of Directed Power can be used as a medium. The advantage over thy foes that the pyramid gives is great indeed. Learn its secrets well for they may well be the key to thy success. The transferal of psychic power caused by Generus Elektus should be more than enough for all of thy lighting needs. In addition to FIRE and LIGHT an additional element of SIGHT is needed. Look for this power of vision in the body of that bird which sees best at night. On the occasion that thy own skills of detection are in doubt, the Huvius Vacuumus spell can find anything that thy seek in a narrow area. A FOCUSED SIGHT is needed. Think of that which is especialy dark and dense to aid in thy focusing. When the hate of Emmus Exesus is not enough to destroy a single foe look to the Cynus Arcenus spell for his sudden death. Combine thy prowess of HATRED and thy skills at FOCUSING to bring a concentrated end to thy enemy. If the number of enemies rather than their individual strength is thy problem then the Agenus Oranus spell may come to thy aid. Combine thy HATRED with a MAGNIFICATION of thy psychic energy to deliver a nasty surprise to all thy foes. Note that the reagent which directs the dispersal is that which grows underground. Should the beating that thy foes give thee be too much to bear then the protection provided by Riteus Gardus may be of use. Mix the reagents of SELF and PROTECTION to bring this spell to fruition. Remember which animal all run from, not for fear of their lives, but for another equally compelling reason. Just as in the Circle, also in the Pyramid are new unrecorded spells possible. It was said that Telloc could use the Pyramid to create matter using only psychic energy. Great powers wait for you to discover them. The cube is the most stable of geometric forms, and the Cube of Irresistible Force is a medium through which massive psychic energies can be focused. Like its namesake, the Cube involves spells of solid and unyielding force. These spells will tax thy abilities to their limit, yet also yield thee great power. When thou art in on the verge of death, requiring great healing, then the Takus Tylenus spell will be indispensible. In addition to SELF and HEALING, POWER is required to prepare this spell. Remember that power can be found in a form that would normally seem oddly, to be an invasion of the body. If thou need to open any door with no chance of failure or to see hidden entrances for a limited time then the Dranus Liqus spell is just the thing. Remember to FOCUS the powers of OPENING. Think of the animal that can plough its way through any door, and whose body yields that which summons demons from the netherworld. To bring the crushing force of the Cube to bear on one of thy foes use the Qnus Arudes spell. This spell FOCUSES a POWER of HATRED upon thy opponent that is sure to deliver all but the strongest to an early grave. Like the Pyramid's strike through Agenus Oranus, Napus Almus uses the awesome force of the Cube to devastate all of thy enemies, but at a great cost in psychic power. MAGNIFY the POWER of thy HATRED with the proper reagents and few shall resist thy might. When thou feel that thy opponents will deliver thee massive damage then a greater protection than given by Riteus Gardus is provided by Mutus Omahaus. If thou uses thy POWER of PROTECTION on thy SELF then a wall of force shall prevent thy foes from doing thee much the harm that they would wish to do. The Cube offers even greater chance for new spells. Reports speak of mages who could light all but the biggest dungeons with a single spell and who could heal the wounded completely of all injuries. These spells and other could be thine if thou truly master the magic arts and learn to experiment. When all other levels of magic are mastered then the Pentagram of Infinite Conveyance provides the ultimate means by which to bridge the psychic barrier. Final victory over thy foes and the concentration of all the worlds power in thy hands will be completely impossible without use of the Pentagram. When the feeble efforts of the natives to cheat thee become annoying then use Usus Carus to raise thy Charisma for a short time. The INFINITE use of both LIGHT and SIGHT will make this spell possible. Do not forget the immortal creature that is reborn eternally from the ashes of its death. Should a single foe be too tough to fight, use the power of Pizaus Coldus to bring a psychic storm into this world in order to strike him dead. The combination of INFINITE FOCUSED HATRED should be more than enough to ensure that most creatures shall dwell in this realm no longer. If by chance an entire party of thy enemies looks unbeatable then the might of Olus Gayus will permit the passage of a banshee from the world beyond, striking all thy foes with near infinite force. This power can become a reality through INFINITE MAGNIFIED HATRED. Use this power twice on the same foes only if thou must. In the case that thou expects to suffer great damage in the claws of thy foes Lyodus Londus will protect thee from all but the most vicious of attacks. INFINITE SELF PROTECTION will provide the means to this end, but at great psychic cost. If thou need to strike thy foes in the normal manner with added force then the fury of Barbus Rubinus will make every blow land swifter and more painfully. Remember that INFINITE SELF HATRED shall give thee the power needed to devastate thy foes by hand, to rip them apart, limb from limb. You shall need the spell of Elmus Pastus at the time of the gathering, when all is ready to bring the ancient power back to the world. To do so you must see everything, even that which is shrouded in complete darkness. Unfortunately the reagents required for this spell are unknown, since it has never been correctly cast. The Pentagram offers huge powers to those who dabble in the art of spell creation. Attack Spells that use less power and inflict great damage have been used by mages like the Magician King, who destroyed an entire village with one spell! Greater mages could also teleport home from anywhere, look to the Pentagram for power.Scraps from 'A history of magician's work places': It is said that three great libraries of magic exist. The oldest is that of the magician prophet Al Handratta in his home. Next is the library of Telloc deep underneath Tel Empor, the exit to which is said to have been locked behind a great door requiring a magical Key.The door was buried during the fall of Tel Empor and may need to be opened from two sides, the second tunnel starting in the west. The last library is that of the Magician King in the Black Tower of Tel Hande. The Mage Telloc was said to have a magic lab that could only be reached by way of a magic word said while near his house.Note that Tel Empor was built over and around the Mage Telloc's original home. As to the magic word it was lost with his death, although clues may be found in his long sealed library (see above). Some spells, especially those involving the creation of magic artifacts are very locational and owner oriented.They must be cast in a specific local with no interference from the designer of the spell, be he alive or dead. All his body must descend into the abyss. Telloc's power was believed to have come from an item he himself forged this way. Remember, magic searchs in these magic places.Hareday, 7th, 7412 I Telloc, Mage, begin a great experiment. I shall forge the elements of power into one single object. With this I shall have power never known to man before! Today I will stand in front of my house, call out the magic word, 'Tuna!', ascend the stairs to my Lab, and forge my talisman.I will combine the essense of Strength of the Body, Wisdom of the Mind, Power of Charisma, Healing of the Hands, Luck of Man, and Speed of the Legs, with weed, pearl, & egg, into an idol, image of power. Mem willing, tomorrow I shall be Master Telloc no longer, but Emperor Telloc, the God-King.A fool went to the store With money galore Found his money failing As charisma was ailing For merchant charge more When fool found stomac bare And wanted food there Mixed Heal, Self, and Weed And on this he feed Next pyramid he fareCaught in the dark Without a spark He strained Warty Sight Still no Glowing light The cube was a spark When this Minty Self Added the Twelfth Cubed, death did receed He might well succeed With all his healthFaced with foe, To pentagram go Use drool not egg And enemy will beg To live 'yond mighty blow When safety is needed Let pent be heeded Sight yourSelf home Break Egg over tome Your boots shall be fleetedKeef The Thief A Fantasy Role Playing Game Programming by Andy Gavin Graphics by Jason Rubin Gameplay & Game Design by A. Gavin & J. Rubin Copyright(c) 1989 A. Gavin & J. Rubin Produced by Chris WilsonMusic by Russ Turner IIGS Driver by Audio Light Amiga & IBM Drivers by Rob Hubbard Published by Electronic Arts Special thanks to Mike Berlyn for producing Keef from Start to Pre-AlphaGraphics & Art: Jason Rubin Orginal Code: Andy Gavin IIGS version: Andy Gavin IBM version: Vijay Pande Amiga version: Alex Hinds Producer:Chris Wilson A. Producer: Mike Meischeid Word Smith: Mike Humes Docs: Eric Lindstrom Music: Russ Turner & Rob Hubbard Thanks to Dave AlbertAndy Thanks: Dan 'Block Move' Schwarz Combat Consultant Brent Askari Owen 'It's like this' Rescher Ed 'maybe not' Bartlett Eric 'The Cleric' Wunderlich Brant 'FK' Haas Pink FloydJason Thanks: Darius n' Al Art critics of 4th Rumsey G N' R, FIJI UM Caren, Greg, Drex Don 'Don, Dark-Elf, Picasso, Keef's a chick' Koerkel