RoA1 Manual PDF
RoA1 Manual PDF
Realms of Arkania
User's Guide
Realms of Arkania
SoftKey International Inc.
Installation
Imagination Network
Welcome to ImagiNation™, the premier interactive on-line entertainment service. With
your purchase of this Platinum title, you are entitled to five free hours of fun, fantasy and
friendship in our exciting gaming environment. For installation, perform steps 1 to 3 above,
and select the Imagination Network option. For more information, please contact the
ImagiNation™ Network at 1-800-IMAGIN-1.
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Blade of Destiny
Installation
For the Installation, please refer to the section Installing the program from the CD at the
start of this manual.
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Introduction
Geography of Arkania
The region of Arkania is one of the smaller lands of Ethra, a primitive world, and a land
which most Arkanians suppose to be flat. Although in the past years the hypothesis
arose that Ethra was a sphere, none ever managed to prove it. Even today, no Arkanian
has succeeded in crossing the world.
To the east, the Arkanian continent is limited by the “Iron Sword,” an almost invincible
mountain range that rises to more than 30,000 feet. To the west is the “Sea of Seven
Winds,” a treacherous ocean unnavigable by Arkania’s meager flotilla. Beyond this lies
a legendary continent, the “Golden Land.” Whether the world ends with the Golden
Land is beyond the knowledge of Arkania geographers.
To the north of Arkania—provided it is not covered in ice—are both deep wood, and
long, treeless plains. Settlements are rarely found here, but those that do remain belong
to the Nivese, groups of steppe nomads, following the trail of the huge Karen herds
through its plains.
To the northwest, there is Orcland, highlands enclosed by many mountain range and
aptly littered with numerous Orc tribes. Relentlessly, the multiple tribe engage one
another in bloody feuds for hunting grounds, pasturages or servant.
Sporadically, the tribes will join together, and, as one massive unit, they will force their
way south. And so it is again ... as these lines are written, the people of Arkania are
witness to another Orcish raid, one of the most horrible in recorded history. The dark-
furred hordes, full of blood-lust, have left unspeakable devastation in their wake. But
what’s more, they have reached the gates of the imperial city, Gareth.
To the far west of Orcland is Thorwall the empire of a race of pugnacious and rapacious
seafarers. With their light, single-masted ships, locally referred to as “ottas,” the
Thorwalians travel the coasts of Arkania in search of new goods and traders. Finding
small, unfortified harbors, the Thorwalians are quick to raid, yet the red-haired giants
will attempt trading should they meet with any resistance from the harbor’s citizens.
Beyond Arkania’s northeastern comer is Borland, a densely wooded area which, like
Arkania’s eastern side, ends abruptly where it meets the Iron Sword Mountains. Borland
is well-known for its harsh winters and poor, but hard-working, farming communities
who make life sorrowless for their barons, counts and princes. Festum, the land’s capital
and residence of the noble’s marshal, is known to be one of the most gorgeous and
pleasuring harbor towns in all Arkania.
South of Borland’s forests are the Red and Black Sickle Mountains. Though not as
treacherous or steep as the Iron Sword, the mountains are infested with goblins and
rarely traveled. Between the two ranges is the Middle Reich, a zone of moderate climate.
Many settlements and clearings dot its hills and a smattering of roads connect the
communities to one another. Gareth, Arkania’s largest town with approximately 120,000
citizens, is Middle Reich’s capital, and serves as the nerve center of the area. On the
outskirts of the Middle Reich, dense forests grow and meet with those of the Sickle
Mountains. According to the dwellers, Dwarves inhabit these woods, making travel
through their realm foolish at best.
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An island province of the Middle Reich, Maraskan, lies to the east of the Arkanian
continent in the Sea of Pearls and is rich with mountainous, wooded beauty. It is normally
a quiet land where conflict seldom occurs. The rest of Arkania often makes jokes about
the status of supplies in this area, knowing full well that nothing much else is worth the
words. Its people, secreted and of their own, are now seeking independence from the
powers of the Middle Reich. Their goal of freedom, some say, is not so far off.
South of the Middle Reich lies the desert Khom, home of the Novadis, a proud race of
desert nomads. The desert is met by the Etem and High Etern Mountains to its west,
slopes which shield the Khom from the rain clouds that drift west with the winds toward
the “Lovely Field.”
A rich and fertile land, Lovely Field is bright with the seasons’ blooms, and is home to
numerous Arkanian residents, most of which live in Vinsault, the capital city. Other
towns in Lovely Field, including Grangor, Kuslik, Belhanka and Silas, are said to be the
most fertile lands in all of Arkania. Naturally, most of Lovely Field’s residents farm by
trade, and their settlements flourish with an abundance off good and grains. Most of the
villages in Lovely Field are well fortified to protect their bounty from the endless raids
drawn by its wealth. From its eastern side, the Novadi tribes attack the province again
and again, while the coasts are plagued by the Thorwalian ottas.
Southwest of the Etern Mountains, Arkania’s tropical area begins. The land is marked
by the high peaks of the Rain Mountains, whose tips jut above the dense jungle.
Aborigines and settlers from northern Arkania populate the area, but remain apart as
much as possible. Generally, only trading brings them together. The Arkanian settlements
decorate the shoreline and support flourishing trade. On the other hand, the aborigines,
called “Moha, “ live deep within the jungle in small villages secured on stilts high
above the jungle’s sometimes dangerous floor. They are experts in herbs, poisons, tinctures
and animal preparations, and are sought after by alchemists throughout Arkania.
In the southern territories of Arkania, slavery is wide spread. In many houses, it is
impressive to have a real “Woodsman” as a servant or maid. Al’Anfa, the city state at
the southern end of the east coast, is the center of slavery commerce and long ago earned
the nickname “Town of Red Gold.” It has, however, drawn another name, “Plague Spot
of the South,” from those opposed to slavery. The most prominent adversary of Al’Anfa
and its policies is the small kingdom of Trahelia. Located on the south coast of Arkania,
Trahelia recently fought for and was granted its independence from the Middle Reich.
The southwestern point of the Arkanian continent leads to an archipelago whose largest
islands, Token, Iltoken and Benbukkula, are highly respected as suppliers of various
spices.
Arkania itself measures up to 3,000 miles from its very north to the jungles at its southern
tip - not a very long distance for a continent it may seem, but it would take an Arkanian
at least three months of constant traveling to cross it. Only a very few men and women
would relish the idea of such a daring journey ... traversing wide areas without hope of
seeing another human face for months on end, crossing hostile lands overrun by Orcs
and Ogres, surviving the imminent danger of such encounters, perhaps only to fall prey
to simple, wild animals.
It is into this world that your party arrives.
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Politics and History
A democratic state is no climate for dragons, orcs and goblins to thrive. Instead, there
are rulers, people who wear crowns and are called princes, emperors, queens, kings and
counts. The most common type of government in Arkania is monarchy, but Arkanian
rulers are by no means comparable to Kings from fairy tales who do little but stroke
their beards and fear for the destiny of their disappeared daughters.
The state of Arkania is much like Earth’s early renaissance period. just as rulers on
Earth behaved during this time, so too do the monarchs of Arkania; they use any means
and methods offered ... diplomacy, corruption, war and intrigue. Still, the well-being of
their people and their empire reigns above all, and nearly all are divinely honored by
their citizens.
Among the states and their monarchs, however, Middle Reich and Lovely Fielare are
considered the most important. Both are now reigned by a single empress,
Amene III, who has less than a year’s experience in the monarchy, the original emperor
of Middle Reich, Hal 1, disappeared under mysterious circumstances a short time ago,
and Amene III assumed his rule. Both states are organized in a classic feudal system.
As your characters enter into this political system, their position in society depends
upon their origins. A noble warrior or knight will likely hold the honor of his or her
emperor highly. A rogue raised in the gutters of Gareth, on the other hand, be more
interested in collecting ducats than respect. A magician might wish to serve Arkanian
sciences, while an ernstwhile elf may leave home early to explore his world. A social
career is open to any of these individuals; each will recognized for their deeds in time,
and emperors might grant them a reward, medal, knighthood or even a small barony.
Mythology
Gerbod’s Diary
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none of the blackfurs so far though, but are quite prepared to give them a taste of
Swanja’s axe if they show up.
The marching is proving to be slower than we had anticipated. Our short-legged friend
finds it hard to keep up and Delo just doesn’t seem to have the stamina to push on as we
would like. But the weather is fair and we fully expect to reach Thorwal in a couple of
days.
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these sections have been bricked up, that somehow a band of brigands must have found
access somewhere in the lower tunnels. We’ll find out the true story soon enough.
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TO GET THERE.- SELECT NOVICE, GENERATION AND CHOOSE
ARCHETYPE (REALMS PLACES ATTRIBUTE VALUES) OR NEW
ATTRIBUTES (YOU PLACE ATTRIBUTE VALUES). CREATE SIX
CHARACTERS USING APPENDIX A AS A REFERENCE, EXIT GENERATION
AND ADD MEMBER(S) IN TEMPLE..
Method #3 Advanced & Deailed
Character Generation
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Archetypes: Dwarf/Dwarvess - Rogue/She-Rogue - Jester/She-Jester Warrior Woman -
Male/Female Thorwalian - Warlock/Warrior Woman - Magician/Magicienne - Green
Elf/Green Elf Woman-Hunter/Huntress - Silvan Elf/Silvan Elf Woman - Ice Elf/Ice Elf
Woman
Once you’ve reviewed the Archetypes available and have ideas for your party make up,
the actual character creation begins.
Selecting a Name
Like most good adventurers, Arkanian characters don’t like to be referred to as
“‘Hey,You.” To give characters a name select the menu option or click”Name” on the
character screen. You may name your character anything you like, but his or her name
will be abbreviated if it’s over seven letters.
Selecting a Gender
Next, select your character’s gender by choosing the menu option or by clicking on the
gender symbol (the upper right hand corner). Characters may be male or female. Men
and women are equally skilled, talented and trained in Arkania. You may change their
gender anytime prior to saving the character.
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• Courage (CR): A high courage influences quick decisions, and provides a high
amount of willpower. This can be of value in a fight, when trying to resist a spell
or when conversing.
• Wisdom (WD): This attribute measures the theoretical or “bookish” knowledge
a character has, memory, ability to plan ahead and to think in abstract terms.
This makes it the basis of most magic.
• Charisma (CH): A character with a high charisma value will find it easier to
influence others. Also, his other teammates will be more open to the character’s
suggestions.
• Dexterity (DX): This attribute is needed to manipulate small objects. It affects
disarming traps, opening locks and other maneuvers which require slight of hand.
It also affects a magician’s ability to weave a magic spell.
• Agility (AG) :This measures the ability to move skillfully and to avoid sudden
obstacles. It also helps characters to avoid blows in combat.
Strength (ST): More than just brute muscle power, this is also the knowledge
of how to use it to the fullest. A necessity for moving heavy objects, using heavy
weapons, strength also determines a character’s maximum load.
• Intuition (IN): It’s not necessarily anything you heard or anything you saw, but
something just tells you that something’s up. A character’s intuition affects their
ability to perform many skills and also influences a magic user’s ability.
You’ll see Realms’initial roll on your screen. This roll, a 13 let’s say, can be used for
any of the seven attributes; you select which one depending on the Archetype you’re
hoping to create. After placing the first value, Realms will roll again until you have
placed each roll with a positive statistic.
Negetive Attributes
Next, you’ll assign values for the negative statistics just like you did for his or her
Negative positive attributes. Keep in mind that Archetypes have negative attribute
Attributes requirements as well. The seven negative attributes, which range from 2 to 8
for new characters, are:
• Superstition (SN): Characters with high superstition notice certain things,black
cats and the like, and instantly understand their meaning. A high superstition
often makes a character particularly susceptible to magic.
• Acrophobia (AC): A fear of heights, leading to a distinct feeling of vertigo. A
large acrophobia value can be a severe handicap when forced to cross a suspension
bridge or standing at a cliff edge.
• Claustrophobia (CL): The fear of being buried alive which can close in when
traveling through narrow halls and low corridors.
• Avarice (AV): The urge to gather gold, jewelry and other precious items. A
character gripped by avarice will often forget all else happening around him or
her just to loot something that has caught his or her eye.
• Necrophobia (NE): A particularly terrifying fear of death and anything connected
with it, especially the undead - mummies, zombies, and skeletons. A character
with a high necrophobia value will sometimes refuse to fight against undead and
may run away instead.
• Curiosity (CU): A healthy amount of curiosity is something of a prerequisite
for a true hero, but too much of everything is a curse, and so it is with curiosity.
Magicians especially are often overcome with curiosity upon discovering old
scrolls and magical artifacts.
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• Violent Temper (VT): A character with a violent temper is easily insulted and
quick to draw a weapon to right any perceived wrong.
Select Archetype
After assigning your character’s attribute values, choose Select Archetype. Realms will
show you a list of Archetypes your character qualifies for. Just select one to make it
official. At times, however, you may see that the character you’ve created doesn’t qualify
for any Archetype at all. In this case, Realms will tell you that you’ve failed to meet the
minimum entrace requirements for any Archetype. Perhaps, he or she is just a point or
two shy where it counts. You don’t need to start over ... just roll the dice a bit more!
Select the Change Attribute option, covered in the next section, to modify his or her
current values. If you find yourself miles away from your desired Archetype, though,
you may also select New Attributes and re-roll.
Change Attributes
When you’ve placed all of your rolls and are still just one point away from creating that
Silvan Elf that you’ve been trying for, don’t worry... you still have another option open
to you. Change Attributes allows you to alter both positive and negative attributes by
trading off points between the two.
For example, a Silvan Elf requires an agility of 13, but, let’s say, in your attempt to
create this Archetype, your agility is only 12. Otherwise, you qualify for the Archetype.
It’s just too close for a re-roll, so you select Change Attributes. Realms shows you a
menu listing all of the positive attributes. Select the attribute, agility in this case, and
you’ll have the option to increase or decrease the attribute value. Selecting increase, his
agility jumps to 13.
But, there is a price ... for every one point change you make to a positive
attribute, you will be required to make a two point change to a negative
attribute.
After you increase the positive attribute, Realms shows you a menu of negative attributes
... and asks you to trade off for the positive increase in agility by increasing your negative
attributes by two points. You may put both increases in one attribute or split them
between two different attributes. Just be careful not to alter a negative attribute above
(or below) the minimum entrance requirement for the Archetype you’re hoping to create.
Change Attributes also allows you to decrease negative attribute values. For example,
say that same Silvan Elf has a 5 for a varice, but needs a 3. You can use this option to
decrease two points from your negative attributes by choosing to remove one point from
a positive attribute.
Regardless of which way you do your point trading, remember that positive attributes
cannot be decreased below 8 or above 13. Negative attributes cannot go below 2 or
above 8. Additionally, once you you begin to change an attribute, you may not turn in
the other direction. Values that are lowered may not be raised later on. Likewise, values
that are raised may not be lowered. You may, however, continue heading in the same
direction.
When you have completed the adjustment to your character’s negative at, tributes, Realms
will return you to the character screen. Just right click or hit PgUp to return to the menu
options. If you have further changes, though, select Change Attributes again.
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Choose Archetype
If you prefer to select your Archetype without rolling all the attribute values yourself,
Realms will do it for you. By selecting Choose Archetype, Realms shows you a list of all
available Archetypes in Arkania, and allows you to select the profession of your choice.
Once you have selected an Archetype, Realms automatically gives the character his or
her attribute values.
While using Choose Archetypeis quick, characters created by this method have certain
drawbacks:
• The characters attribute values will be the minimum amount required for entrance
into the Archetype you’ve selected. Characters created manually tend to benefit
from the “roll of the dice.”
• Their positive attributes will not be above 12, versus 13 for manually created
characters.
• Their negative attributes will not be below 3, versus 2 for manually created
characters.
Choosing an Arcane Lore
If you created a Magician or Magicienne, Realms will ask you to choose the character’s
preferred arcane lore. Arcane lore influences the character’s magical focus and affects
his or her spell casting skill for the selected category. The different lores as well as their
magical spells are covered in the Arcane Lore section of this manual. In the Advanced
mode, a Magician or a Magicienne also has the option to convert increase attempts. You
may choose to trade either spell increase attempts for skill attempts or vice versa.
Additionally, this Archetype can give up 10 spell increase attempts for an additional 10
astral points (AP).
Choosing A Portrait
After you’ve chosen your archetype, Realms will show you a selection of portraits
appropriate for your character’s Archetype and gender. Just click on the arrows to scroll
through the available portraits.
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• Height and Weight: Help to define the physical aspects of your character and
are based on the Archetype you selected for your character.
• Deity: A character’s deity is very important in Arkania. Based upon the month
the character is born, the deity determines the character’s general way of life
and may offer bonuses to attribute or skill values (then again, they may not...
deities are funny that way). Throughout this world, temples offer respite for
travelers, and occasionally, characters in need may enjoy divine help. Steady
worship and sacrifice to their deities will go a long way toward making a favorable
impression on the Gods.
• Life Points (LP): Represent the amount of damage a character can take before
it dies. A character’s life points are based upon his or her statistics, and increase
with experience. Should the life points reach five or fewer, the character will
lose consciousness; he or she will die at zero. Life points can be regained through
sleep, potions or magical intervention.
• Astral Points (AP): All kinds of magic are powered by astral energy which is
measured in astral points. These points represent the amount of points available
to cast spells. Astral points are also based upon your character’s Archetype.
Astral points increase with experience and are replenished through steep, potions
or meditation.
• Endurance: Reflects your character’s ability to withstand strain and is a key
factor in the movement points the character has available, and how much burden
can be tolerated before sacrificing movement points. Endurance is based on a
character’s life points (LP) and strength (ST).
• Magic Resistance (MR): Represents a character’s ability to ward off the effects
of magical spells. A character’s magic resistance is based upon his or her courage
(CR), wisdom (WD) and superstition (SN).
For Novice Mode . . .
If you’re creating your character in the Novice mode, you’re nearly done. Your characters
have all the values that may be customized in the Advanced game, skills, attack and
parry values and magic powers, but Realms automatically handles skill and spell
increases, assigning and tracking all of their calculations for you.
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Your character’s “remaining attempts” are a chance for you to increase skills you consider
important for the character and your adventure in Arkania. To attempt a skill increase:
• Move to the skill screen that contains the skill you want to increase.
• Press the right mouse button to open the Skill Increase Menu.
• Next, select a skill group.
• From the group you have selected, choose a skill to increase. Realms rolls a die
to determine your success or failure, and tells you of the outcome.
• Repeat these steps until all of your skill attempts are used
While increasing your skills, keep the following things in mind:
• Combat and Intuitive skills cannot be increased by more than one point when
creating characters or when gaining levels.
• Knowledge skills cannot be increased by more than three points when creating
characters or when gaining levels.
• All other skills areas cannot be increased by more than two points per level.
• If you increase a Combat skill, you will increase the skill’s attack and parry
value as well. You may further adjust these values, though. This is covered in
the following section.
• You have three attempts available to increase any one skill. Should you not
succeed in increasing a skill within those three attempts, wait until the character
gains a level of experience to try again.
• The highest skill value possible is + 18. The lowest value is a -20.
Changing Attack & Party Values
A Character’s attack and parry values reflect their statistics and combat skills and
determine how they perform in combat. In general, there are two different parts to the
attack and parry values.
Understanding the Values
1) Basic Values: Overall reflections of the character’s ability to fight offensively
(ATtack) and to protect defensively (PArry).
• AT: The basic value for Attack is based upon your character’s courage
(CR), agility (AG) and strength (ST).
• PA: The basic value for Parry is based upon your character’s intuition
(IN), agility (AG) and strength (ST).
2) Mode Values: Mode Values are based upon the combination of your character’s
actual combat skill value (SV, from the skill list) and the Basic Values. Like the
Basic Values, Mode Values are split into two categories, attack (AT) and parry
(PA).
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Modifying the Values
While Realms initially determines your character’s Mode Values, you may change the
individual AT (attack) and PA (parry) values to suit your own taste. If you prefer an
offensive hack-slashing type character, increase their AT values. If, on the other hand,
you prefer someone who’s better at protecting him or herself from a blow, increase their
PA values.
Increasing values is easy. just remember the total from Step 2 in the above example.
(Naturally, this total may be different for your characters and varies from Mode to Mode.)
To get this total, add both Basic Values together, and then add the SV (skill value). You
may split this number between the Mode’s AT and PA values anyway you like so long as
they do not fall below the AT or PA Basic Values. For instance, if your total is 14 and
your Basic Values are both 6, like above, you can have an AT value of 8 and a PA value
of 6 (or 7 AT and 7 PA and so on). As you distribute the values, consider where you want
the character’s proficiency to lie: defensive moves or offensive moves. Though they are
calculated the same way, the values for missile weapons and thrown weapons may not
be changed.
What happens if a character has a negative combat skill value? You won’t be able to do
any adjustments for starters. The negative value is subtracted, more or less evenly, from
the character’s Basic Values to produce the AT and PA values. If the character’s skill
level is so low that it exceeds the total of the Basic Values, he or she would have zero AT
and zero PA. He or she will not be able to protect themselves from such a weapon’s
attack, and can’t attack very well with it either. (Hey, Norm, old buddy. That was a fine
trick you pulled with that sword. Must say I’ve never seen anyone miss monsters with
such grace and defiance. You did a heck of a job on those air molecules, though. I can
tell, they’re hurting.)
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• Spells that are part of a character’s Archetype can be increased by two points
when you first create your character and as he or she gains levels. (See the
Arcane Lore section of this manual for further information.)
• Spells not in a character’s Archetype can be increased only a single point when
you first create your character and as he or she gains levels.
• Magicians and Magiciennes can increase all spells belonging to their Arcane
Lore by 2 points when you first create them and as they gain levels.
• Magicians and Magiciennes also possess certain “house spells” they can increase
up to 3 points when they’re first created and as they gain levels.
You have at most three failed attempts available to increase any one spell. Should you
not succeed in increasing a spell with those three attempts, wait until the character
gains a level to try again.
Your character cannot use any spell with a value below -5. (In fact, it might be downright
dangerous if they could.)
The highest spell value possible is + 18.
A New Hero
Once you’ve saved your character, select New Hero to create another character. New
Hero is also helpful if your current character isn’t cutting it, and you’d like to begin
anew with a fresh slate of attributes.
You may create as many characters you like, and select up to six to join you in your
adventure. Realms comes with six pre-rolled characters that you may use as well. Newly
created characters may be added to your party at the Temple of Travia in Throwal.
Exit Program
Select Exit Program to exit the character generation and automatically enter the Program
Realms of Arkania Main Program. To return to the character Generation program, you
must exit the Realms of Arkania program and restart.
Character Development
Gaining Levels
As your characters travel through Arkania, they will gain experience points as they face
numerous foes, perform herculean tasks and overcome other perils common to daily life
in Arkania. When your characters accumulate enough experience points, they become
eligible for new experience levels. These levels, along with all their benefits, are granted
in towns. Here, citizens recognize the importance of your deeds; Ores in the wilds of the
forests, on the other hand, could not care less.
To reach the next level of experience, characters need to gain:
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When your character gains a level, they will enjoy its numerous benefits:
• You may choose to increase any positive attribute, followed by a decrease of two
points to your negative attributes.
• Life points (LP) will increase by up to six points. For magic users, these points
may increase by up to eight points.
• Magic users may divide these eight points between LP and AP.
In the Advanced Game
If you are playing in the Advanced mode, you will have the opportunity to use skill and
spell increase attempts to continue to shape the ideal character, much as you may have
or would have done in the Advanced Character Generation. Additionally, other factors
come into play:
• Archetypes get 20 skill increase attempts except for the Magician and Magicienne
who receive 15.
• When increasing combat skills, you will have the opportunity to adjust AT and
PA values.
• Spell increase attempts depend on Archetype. Magicians and Magiclennes receive
40, Druids, Druidesses, Warlocks and Witches receive 25 and Elves receive 20.
• With the exception of Elves, magic users may convert skill increase attempts
into spell increase attempts and vice versa.
• Magicians and Magiciennes may forgo some spell increase attempts in return
for astral points.
When your characters gain a level, it’s a good idea to save your game at the nearest
Temple.
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Visiting Temples
Like temples throughout Arkania, the Temple of Travia offers your party respite from
its adventure, a chance to kick back, have a word or two with a deity, and if the stars
are right, your characters might even benefit from a miracle. These Temple options
are available to you.
Add Character: If you have created your own characters, select this option to
form your party. You'll see a list of characters, eager and ready, and may select
up to six. You may also use this option to add one or two characters to your
party (after removing the same amount, of course) at any time during your
adventure.
Note: You may add newly created characters to your party at the Temple of Travia in
Thorwal. At all other Temples, you may only add characters who have been “Let Go”
at that location.
Let Go Character: Sometimes characters just don't turn out to be all that you
had hoped for. Perhaps your party's Archetype mix could have been a bit better.
If you're so inclined to remove a character from the group, select this option to
do so. You'll see a list of your party's members, and with just a click you can
remove any character from the group.
Erase Character: The permanent version of “Let Go Character,” Erase
Character removes the unlucky one from Realms' register of characters. Party
members may not be erased, however, until they are “Let Go” from the party.
Keep in mind that an erased character is gone for good.
Load Game: Your party has just come from a tavern - or rather was summarily
thrown out of the tavern - after your Rogue assured you he could cheat the best
of them and only ended up with someone's pocket lint. Not exactly the plans
you had in mind. It's the perfect time to Load Game. Realms will show you
a listing of currently saved games. Select the proper game, and your affairs will
once again be order. To begin with an empty slate for a new party, select None,
or select Start to use Realms' set of pre-rolled characters.
Save Game: After a particularly hectic encounter, or perhaps a good bit of
sleuthing, it's a great idea to save your game, and Temples are the most rewarding
places to save it. Parties brave enough to travel from Temple to Temple between
saves receive the full value of their experience points. Parties who save outside
of Temples lose 50 experience points per save (saving every other step doesn't
an adventurer make). When you select Save Game, Realms will show you the
list of current saves (if you've just begun, you'll see Start, Game 1 and so on).
Select any game slot and customize its name if you wish.
End Game: Select this option to end your travels in Arkania. This option will
not save your game. Select Save Game first if you wish to do so.
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Ask for Miracle: It never hurts to hope for a bit of divine assistance. When
your party asks for a miracle, two factors come into play:
1). Does any character worship this particular deity? Who?
2). Has your party paid their due respects to the deity?
If your character is successful, he or she may receive the benefits of their pious
worship (or their generous contributions). Keep in mind, though, that like here
on Earth, miracles in Arkania are not a common occurrence.
Donate: It never hurts to butter up your favorite deity, and donating a few
silver crowns to his or her cause is one of the best ways to do it. When you
select Donate, Realms will ask you to enter your tithe in silver crowns, and will
remove the money from your packs.
Leave Temple: When you've finished worship, select Leave Temple to return
to the streets of the city.
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New Statistics
Once characters are generated and have joined your party, they acquire three new,
secondary statistics, each of which are seen in the character review.
• Encumbrance (ENC): A character can only carry so much before his knees start
to buckle and his back gives out. Encumbrance tracks this load, and tells you
how many ounces of armor, weapons and supplies a character carries. At most,
a character can carry 100 x strength (ST) ounces. However, characters who
push the limit or exceed it are not able to move as quickly or as much, and lose
movement points.
• Movement Points (MP): A character's movement points determine how far they
can travel and how many actions they can perform in one round of combat.
The higher the movement points the better. Characters with low movement
points may be carrying too much around.
• Armor Class (AR): A character's armor class shows you how well he or she is
protected against a creature's attack. Armor class ranges from zero (stark
naked) to eleven (scale male over chain mail covered with plate armor and a
bullet-proof vest).
The Value of Statistics
When you review your characters, you'll notice that their statistics have two values: a
base value and the current value.
• Base value (left): the statistic's normal level. This value
changes only when character's gain a level. It serves as a
reminder of the actual value's peak level.
• Current value (right): the current level of the statistic that
changes as characters become hurt or suffer a malady or are
influencced by magic, potions or herbs.
As characters travel through Arkania, the values for certain attributes may
change. When a character is hurt by a monster, for instance, the actual value
of LP (life points) will decrease. Other times, the attributes are affected.
Charisma, for example, goes down when characters become intoxicated.
Examining Items
To feed your characters or to give them drink, pick up an appropriate item (a waterskin
for example) from the inventory by clicking on it with the left mouse button. Next,
click on the “mouth” icon, and it hits the spot. The character's hunger or thirst lines,
depending on what you fed them, will reflect the satisfaction of these basic needs This
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icon is also used should you wish to consume a herb or a potion.
Unlike Earth, characters in Arkania can eat all they like without gaining weight.
However, if you try to feed a character a something that's not normally eaten (Thanks,
but I'll pass on the filet of leather boot) Realms will let you know.
To look at an item in your character's possession, click on it followed by the “eye”
icon. Realms will tell you what it is, and what condition it's in.
Look at or
Head Cover Eat/Drink
Primary Secondary
Weapon Item
Leg Covers
Foot Covers
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Review Options
While reviewing your character, you have numerous
options aside from equipping them or investigating their
basic statistics. To see the options available to you, click
the right mouse button. You'll see a menu box just like
this. To select any option, highlight it and press the left
mouse key.
• Change Name: Just as it implies, you may rename your character by selecting
this option.
• Use Object: Some items can be used, like using a tinder box to light a torch or
using a scroll by reading it. Select the item followed by Use Object. If you
select an item which can't be used, like leather leggings, Realms will let you
know.
• Drop Object: If you're hoping to lower your encumbrance, or if your character
is pack-ratting a lot of junk, you can get rid of it using Drop Object. First,
select the object you wish to drop. Then, select Drop Object. Items that are
dropped are gone forever. Just in case you made a mistake, Realms will ask
you if you really want to drop the item before it disappears.
• Sickness: This option will only appear on the menu if the character is ill. After
selecting it, you will receive information about the character's condition.
• Poisoning: This option will only appear on the menu if the character is actually
poisoned. After selecting it, you will receive information about the character's
condition.
• Use Talent: Certain skills may be used while reviewing your character.
Generally, these skills are of the healing variety, Treat Wounds for example.
To use any of the skills available, just select it.
• Cast Spell: To have your character whip off a spell, select Cast Spell. Realms
will ask you to choose the spell group, followed by the actual spell. In general,
healing or adventure type spells (like a light spell) are the type that you would
cast in review. Detonating a fire ball into empty air, after all, could prove
rather hazardous, not to mention a waste of time.
• ATT./ PARRY Values: To toggle between the character's basic values and his or
her Attack and Parry values, select this option. This option is only available in
the Advanced mode.
• Skills: To review a character's skills, select the Skill option. This option is only
available in the Advanced mode.
• Magic Skills: Magic Skills allows you to review your character's magical
proficiency. This option is only available in the Advanced mode.
• Exit: Selecting this option, you leave your character's review and return to the
Main Screen.
Trading Items
That wand your Warrior found would certainly be better used in the hands of your
Magicienne. So, naturally, he hands it over. To trade items between characters, click
on the the item to select it as your cursor. The inventory square will be highlighted in
red. Next, click on the arrows under the character's portrait until you reach the character
you desire. Once there, just deposit the item in his or her inventory by clicking on an
empty backpack icon. If you place the item over a full inventory spot, however, the
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items will swap.
Merging Items
Items that are alike and that can be grouped can be merged in Arkania. To merge two
items, like two rations for example, click on one item to select it. The cursor will shape
itself as the item, and its inventory box will be highlighted in red. Next, click on the
item to merge it with. If the items may be merged, they will join together, occupying
only one spot in your character's inventory. If the items cannot be merged, you'll just
swap one for the other.
Time
Game
Options
Party NPC
Team
Members Joined
Leader
Party
The Main Window: Through the main window you'll see everything around you and
to your sides. Moving the mouse pointer up, down or to the sides shows the directions
you may travel, and a click will get you on your way.
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Credits: Click the Realms of Arkania Logo to reveal the people behind
the game.
Location & Info: Realms also lets your party know their current whereabouts, whether
it be a town, “Thorwal” for example, or a place within a town, “Temple of Travia,” and
reports it in the Location & Info line. You'll also see other important messages here.
Character Icon: All characters in your party have their own
icons that show their most important attributes. Besides a
character's name, life and astral points, an icon also has two
other important functions:
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3). Time passes simultaneously for the separate teams. While one team travels,
the other team plays computer games by Sir-tech to pass the time (yes, that's a
gratuitous plug).
4). You can unite teams using the Unite Team option only when they are both at
the same location.
5). Occasionally, splitting the team will allow the party to travel more quickly, and
infinitely easier, than with a full team.
6). In the automap mode, the team you're not with will appear as a purple arrow.
Unite Team: It's been a long, hard road for both teams, and the reunion is at
long last here. When you've split your team, use the Unite Team option to re-
group. When two teams are at the same location, the Unite Team icon will be
available; at all other times, it is crossed out. Just click to join the two teams together.
Next Team: While your party is split, Realms allows you to easily flip from
one party to another. Clicking the Next Team icon, you instantly join another
party (at which point they put away their laptop and get ready for some serious
stuff). If your party is split into three or more groups, this option scrolls from one to
another in the order they were split.
Game Options: A click of this icon gets you behind the scenes of Realms and
lets you perform several game functions. Moving to the “book” screen, you'll
see the time and date, a description of your current location and the following
game options:
Load Game: Just like the Temple options, you can load a previously saved
game using this option. Just select one from the menu of six saves.
Save Game: While out on adventure, it is possible to save your game at nearly
anytime. Just select this option to do so. Realms will present you with your
current list of saves. Select one and rename it if you wish.
Caution: It's better to save your game at a Temple found in nearly every town and
city. Realms rewards players who brave it from town to town. Those who take the
“safe” approach and save outside of Temples will lose 50 experience points each time.
Erase Character: Select this option to permanently remove a character from
the register. You may only erase characters who are not in the party. Erased
characters are gone forever.
Examine Map: As your characters travel through Arkania, they will come
across numerous, informative map fragments. To view them, select this option.
Realms shows you the map pieces your party currently possesses and also shows
you where they fit into the overall, larger map.
View Diary: Your characters keep a log of their travels. You may view it any
time by selecting View Diary. You'll see a listing of their travels by date,
month and location.
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Adjust Performance: An option that would have been ideal during final exam
time, Adjust Performance allows you to slow down or speed up Realms according
to your system's speed. The default setting is 4. Use setting 1 for faster combat;
use 10 to slow it down.
Toggle Sound: When you just can't sleep but others can, Realms allows you to
turn its sound on and off.
End Game: When your day in Arkania is at an end, select this option to return
to the real world. This option does not save your game. Select Save Game to
do so.
Back to Game: When you've finished saving your game, toggling the sound or
otherwise, click the right mouse button to return to your adventure.
Map: While in towns and dungeons, Realms automatically tracks your party's
progress. To view your party's current automap, just select this option. With
the map on your screen, you'll note its many colors:
Town & City Automap
Black Unexplored Areas
Dark Gray Street or Path
Bright Orange Journey Point
Green Meadow
Blue Water
Purple Healer
Light Blue Tavern and/or Inn
Deep Red House
Orange Temple
Light Gray Merchant
Deep Green Smithy
Yellow Arrow Active Team
Purple Arrow Inactive Team
Dungeon Automap
Black Unexplored Areas
Bright Orange Wall
Light Green Trap Door in Ceiling
Dark Green Trap Door in Floor
Light Blue Stairway Up
Blue Stairway Down
Deep Red Door
Purple Teleport Field
Light Brown Chest
Yellow Arrow Active Team
Purple Arrow Inactive Team
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While in Map mode, you may scroll the map picture to the right or to the left
should the entire map be larger than your screen. Just select either the
Move Right or Move Left icon to do so. You may also click on the left or
right sides of the map itself.
Back to Game: Select this option to return to Arkania.
Cast Spell: While traveling in town, it may be necessary to cast a healing spell
or an adventuring spell. Select the Cast Spell option to do so. Realms will ask
you to select a character to cast the spell, its group and the spell name. (For
further information on spells and their casting, see the Arcane Lore section of the
manual.)
Camp: After a long day trekking through Thorwal's taverns, there's nothing
quite like a good night's sleep. When that urge to get some shut eye hits your
characters, click the Camp option. Out come the sleeping bags as your characters
drop in their tracks. Remember, however, that sleeping in the streets isn't always a
wise idea. Aside from its effects on your reputation as respectable heroes, your party
may be robbed or otherwise rudely awakened.
While your party sits discussing the day's events, you will have several options:
Set Guard Duty: Since sleeping characters are all too easy a prey for looters
and other creatures of the night (or day, depending on how crispy you are),
setting guard duty is an important task. Realms will ask you to assign guards
for three different shifts (although the late shift gets no overtime). Naturally, characters
assigned to the various shifts will not get the full benefits of sleep while guarding.
Keep in mind that characters with high Intuition skills make the best guards.
Use Talent: While sitting 'round the campfire, your characters survey their
wounds and hope for treatment. By selecting the Use Talent option, a character
may treat others for poison, disease or wounds. After selecting the desired
action, Realms will ask you to select a character to perform the treatment. Remember,
characters with the highest skill levels for Treat Poison, Treat Disease and Treat Wounds
are the best performers for the respective malady. In fact, a poorly skilled character
may worsen the situation by injuring the patient further. If you're playing in Novice
mode, Realms will highlight the most skilled character's name in yellow. In Advanced
mode, you must determine the best character yourself. After selecting the healer, choose
the one who is ill. The character will apply his art, and Realms will let you know the
outcome.
Magic: Just as in the main Cast Spell option, your characters can cast day's end
spells while in camp. Realms will ask you to select a character to cast the spell,
its group and the spell name. Protective and healing spells are especially popular
with happy campers. (For more information on casting spells, see the Arcane Lore
section of the manual.)
Sleep: When all is said and done, the pillows hit the ground, and your characters
drift off for the night. With a click on the Sleep icon, Realms will ask you how
long you want your characters to sleep. With the hours known, your characters
head off to la-la land and receive sleep's potential benefits: healing, curing of sicknesses
and an increase in the character's astral points (AP).
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Back to Game: If you weren't really tired after all, but merely wanted to check
the status of your pillows, this option will return you to Arkania and active
adventure.
Pause: If you need to pause game play at any time, just press “P.” Press any other key
to resume play.
Visit Market: Throughout Arkania's many towns and cities, you'll find
numerous vendors peddling their wares in the cities' markets. In their booths,
you can find the finest in armor, herbs and other goods that your party may need
on an occasional or daily basis. When you're in the area of such a market, the Visit
Market icon will be available; otherwise, this icon will not appear. When you opt to
enter the market, Realms will show you a menu of vendors whose tables are out and
about. Select one to enter their booth. Once inside, lots of options are available . . .
Haggle (Pay For Goods): With items in your cart, you approach the merchant.
Since he or she is the owner and chief executive officer of this sole proprietorship
(with no reporting to the IRS, luckily), the chance to dicker the merchant's
price down is available to your party. When you select Haggle, Realms will ask you to
enter the discount you're hoping for and will show you the range of a bearable discount.
After you enter the discount (“10” for 10 percent, for example), select a person to do
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the haggling. Of course, a character skilled in Haggle has the best chance of making a
favorable offer. In Novice mode, Realms will highlight the most skilled; in Advanced
mode, you have to select the character yourself. With the offer made, the vendor mulls
it over. Depending on your tact, diplomacy and haggling skill, he or she may accept it,
gripe at it or, after three insulting offers, throw you out of the shop. Keep in mind that
one ticked off merchant may pass word to another. Of course, if you feel the merchant's
prices are good, or if you wish to impress him or her, you may enter “0” percent to
purchase the items at their shelf price.
Leave: When you've finished, or if you are not interested in the items offered,
select Leave to return to the main market offerings.
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Arkania's a world filled with wandering souls, traveling from town to town to peddle
their wares and purchase exotic goods not available on their home soil. So too is Arkania
filled with hetmen, enterprising war lords who hire the brave to embark on missions
they can assign, but haven't the mettle to complete alone. Around such travelers, a
cottage industry has sprung, and your party will find evidence of its success in virtually
every town and city they enter.
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and finally the spell. (For further information on magic, see the Arcane Lore section
of this manual.)
Sleep: Your eyelids weigh a ton, it's been a long day, and it's time for the
party to head to their suites for a little shut eye. Just click the Sleep icon to do
so. Once you select Sleep, provided you have already booked a room, your
party is whisked away by the bellman and brought to the comfort of their respective
rooms. Your party will sleep for as many nights as they have paid for, and will wake
at dawn on the last day of their stay. Any restorative effects will be reported at the
end of their stay. To Arkania's credit, your party does not have to tip the bellman, nor
are they promised one of those “continental breakfasts,” usually patterned after a
continent about the size of a ducat.
Leave: Select this option to return to the out of doors.
Visit Tavern: Should the inn have a tavern as part of the establishment, the
Visit Tavern icon will be available. Just select this option to move into the
bar.
Visit Inn: If the tavern is part of a larger establishment, Realms will offer you
the chance to return to the Inn. Select the Visit Inn icon to do so.
Blacksmith Shops
From battle to battle, warriors' swords suffer wear and tear. Their edges grow dull, and
eventually, they may break. Armor, too, can be broken from a strong blow. Needless to
say, a breastplate hanging in pieces from a character's shoulders doesn't do much to
protect him; it would, however, make a nice wind chime. If your characters' goods are in
such a shape, get them to a smith to make the repairs. Entering the smith's shop, your
characters will have numerous options:
Talk: Having seen the battle-worn pass through their doors, smiths can offer
your party a tale or two about combat around the area or an inside tip on the best
way to use a weapon. The weapons traders who frequent their establishment
also leave behind their news, and the smith might pass the information along to you . .
. if he takes a liking to you that is.
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Have Something Repaired: That fine two-handed sword you're carrying . . .
the hilt in one hand, the blade in the other . . . isn't going to do you or your party
much good in combat, although it would make a divine shish-kabob stick. To
have your sword or armor fixed, select Have Something Repaired. You will see a list of
the character's items and the cost to repair each. Select one, and the smith will quote you
his fee. Whenever money changes hands, the options don't stop there.
Haggle: Think he's asking too much to put your armor back together? If you do,
select Haggle, a character to do it and finally, the percentage reduction you're
looking for. If the merchant agrees to your offer, he will begin work. Of course,
you may enter “0” if you feel he's giving you a good deal to begin with. Keep in
mind that metalwork, like any trade, is not exacting nor does it happen at the
speed of light. You may have to leave your weapon, and there is a chance that
upon returning you'll find your sword or armor is beyond repair — or at least
beyond the skills of the smith you're working with.
Next Page and Previous Page: If your character is carrying lots of items, Next
Page will move you further into his inventory. Previous Page returns you to the
previous page.
Another Character: Sometimes your journey has been so long, your battles so
hard, that numerous characters come back with their armor and swords in pieces.
Select the Another Character option to bring your characters before the smith
one by one.
Leave The Smith: When you've finished tending to your swords' wounds, select
Leave The Smith to return to the streets of town.
Leaving Town
Your party has had its fill of town life, and they're itching to be off on a more urgent
quest. To leave any town, just look for a signpost or an exit inside a building (check the
Automap for a bring orange square), and you'll be on your way. See the Leaving Town:
Ports and Trails section of this manual for further information.
Dungeon Options
Entering an otherwise normal apartment, you spy a set of stairs. In all likelihood, you
know, they lead to an underground cavern of some sort. You pull a torch from your pack
and nervously head down the stairs.
As your party travels through Arkania, you'll come across many dungeons and caves just
like this. In addition to many of the options covered in the Game Options section, like
Split and Unite Team, your party will also have several new options:
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Map: While similar to the map you see in cities, dungeon maps use slightly
different coloring, and only show the level of the dungeon your party currently
occupies. The colors for the map are covered in the map section of Game Options.
Open Door: The old oak is worn, heavy with exposure to the dungeon's damp
air. Your party stands before it wondering what it conceals . . . or what it holds
back. Click the Open Door icon to let yourself in. Sometimes a door may be
locked, however. Should you attempt to open a locked door, you will be presented with
the following options:
Break Door Down: Two of your strongest characters take the front positions in
the party (you may need to move them there) and prepare to slam into the door's
center. Depending on the solidity of the door (after all, no one's going to break
through a 10-foot thick, steel plated door), your party may succeed, opening the pathway.
Doors which are broken down cannot be closed. If your characters were particularly
strong, there's probably not much left to close anyway.
Pick the Lock: Pulling a set of lockpicks from his pocket, your Rogue will need
to move to the front of the party to begin work on his exacting art. Depending on
the complexity of the lock and your Rogue's skill, you may hear that fateful click
and watch as the door slides open before you.
Cast Foramen spell: The rest of your party moves aside as one of your magic
users begins to weave the incantation that will hopefully get you by. If successful,
the lock is magically altered, and will remain permanently unlocked.
Close Door: Your party barrels down a hall with 50 different forms of dungeon
denizens hot on its trail. Finally, you reach a room, open the door and run inside.
The last thing you want to do is leave the door open behind you! Select Close
Door instead.
Open Chest: It's a happy sight for tired and battle worn eyes. It's what you've come so
far and found so hard to achieve . . . the trinkets nestled safely in a treasure chest. When
your party finds a chest, just select Open Chest to attempt to get inside to the goods.
Just like Open Door, the character at the front of the party flips the lid on the chest, so
if something blows, it'll be in his or her face.
Traveling Tips
While exploring dungeons, keep these things in mind:
• Put your characters with high perception, strength and agility in the front of
your party. They'll have the best chance to notice traps before they're set off and
will be able to open doors with a shove.
• Most dungeons are not lit. Be certain you're carrying torches or a lantern and a
tinder box to light them. Magically gifted characters may also light the way
with a Fiat Lux spell or Magicians may magically charge their wand to contain
an automatic, inextinguishable light spell. (See the Arcane Lore section of this
manual for more information on Wand Spells.)
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It's time to break out the adventuring gear and head for the signpost.
As you travel through Thorwal, or any of Arkania's towns, you'll see
posts pointing the way to one destination or another. Typically, there
are numerous posts in a single town, each leading to a different
destination. Among all the posts, though, there are two, basic
differences:
Harbors: Signposts at the water's edge give you the chance to secure passage
aboard ships traveling to various locales. Since ships come and go, the destinations
found at these ports change daily. A word with the Harbor Master can offer you an
expanding look at the harbor's traffic. When you step up to a port's signpost, you'll
receive the Port Options.
Path/Road: Signposts at a village's edge note the way of roads and paths to other
towns, and follow the general layout of Arkania. For example, signposts to the east
generally lead to eastern destinations . When you opt to travel on foot, you'll enter the
Traveling Options.
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These harbor towns generally service ships that travel along the coast to the next
settlement. For the most part, the vessels travel to sizable cities, which generally offer
good trade, and within a short range of their home port. In the large cities, however,
there are often many destinations as ships come and go from all areas of Arkania to
purchase and sell wares. Some large ports even offer transportation across the Gulf of
Prem.
Whether your party travels across the Gulf or just up the coast, it will encounter all
kinds of sailing vessels . . . from the custom cruiser yacht to the small, fisherman's
dingy. The smallest ships are generally capable of traveling 30 miles per day while the
large trading ships can cover up to 120 miles per day. Often, the speed of a ship's travel,
not to mention its direct route, is worth the price of a day spent waiting in town for a
faster ship heading to your destination.
As your party nears such a harbor with plans of seafaring, you'll see its sign, and, stepping
to the dock, will be offered the Harbor options.
Book a Passage: Is your party interested in a bit of seafaring? Select Book a
Passage to make your reservations. Realms will show you a list of ships at
anchor in the harbor and their destinations; this list changes as ships depart and
new ships come in (see the Harbor Master for a complete schedule of expected
ships), so check back if nothing available suits you. If you're interested in a
certain destination that's available, select it, and the ship's captain will tell you
about his ship and your cost to board it. While he talks, listen carefully — the
condition of his ship will affect your party greatly. The expensive ships generally
travel the fastest, and luxurious ships offer your party a more restful (and healing)
trip. Your party may prefer to forgo passage on a small, leaky skiff even if its
captain offers you free passage to your destination. On a longship, for instance,
your characters are expected to man the oars and won't get much of a chance to
rest during the voyage. Other times, when your cash reserves are low, or if your
party really, really needs to get somewhere, any old ship will do.
Looking the current offerings over, you may select the boat of your choice. Should you
accept the captain's offer, he'll note the departure time before returning to his ship with
your fare. You may board the ship now or at any time before it leaves port. If you have
a few hours on your hands, you can head into town. However, keep your eye on the time
(click the Time Tracker), and return before your ship's set to leave. Since you're not a
dignitary, and the captain already has your money, he will not hesitate to leave without
you.
Harbor Master's Office: For a small gratuity, the Harbor Master has a world
of information for the roaming party. He'll gladly tell you about all ships leaving
the harbor and even those that are expected (within a reasonable time frame
anyway). For parties traveling to obscure destinations that are serviced rarely, the Harbor
Master's knowledge is essential; he might be able to tell you of a small skiff leaving in
two days that will, at long last, get you to your destination.
Go On Board: If you've booked a passage on a vessel, select Go On Board
when you're ready to leave town. After selecting this option, you'll spend your
time chatting with other shipmates or looking for fish over the sides of the ship.
Once you board a ship, you are on board until it reaches its final destination and have no
influence on the ship's course.
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Leave Harbor: If your ship hasn't come in, or if it's not going to be leaving for
a while, select Leave Harbor to return to town.
Description: Move the pointer to any area on Arkania's map and click with the left
mouse button. You'll see a description of the area, its peoples and its climate. While
your party can't travel to any old location you click on (remember, you're heading out on
a specific road to a specific place), this feature allows you to see Arkania's geography
and demographics quickly. Reviewing this map can be very useful in planning your
routes across Arkania, or, for the curious adventurer finding out about Arkania's many
towns and cities. However, sometimes dirt tracks or wilderness routes will not be so
obvious. It may be necessary to check the possible destinations by actually investigating
a settlement's journey points (signposts) to find these “hidden” routes.
Traveling Options: Click the right mouse button to show you the paths available from
this signpost's road. You will see your current location highlighted with a pulsing blue
circle, and the targeted destination will be highlighted in red. If the destination is okay
with your party, select it and you're off. You may also select “BACK” to return to the town
you're currently in. If you decide to travel, Realms will show you your party's progress
on the map, and will deposit you safely at your destination . . . unless your party
experiences one of the hazards of traveling. These hazards are collectively grouped into
the next sections of the manual, “Adventuring” and “Combat.”
Traveling Time
Under normal circumstances and decent traveling conditions, your party can cover about
30 miles per day. Depending on the season and road conditions, this distance could be
reduced. Wilderness travel along hidden and overgrown routes can be tremendously
difficult, decreasing your maximum traveling distance to approximately 15 miles per
day.
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In a world filled with creatures of untamed decorum, things such as easy trips and
experience for the asking aren't the norm. While your party travels from one point to
another, it may encounter certain problems. Perhaps it's a bandit demanding all the
party's ducats. Yet, it could be a kindly old sage, wounded by an Orc attack. Will you
spare all your astral points to heal him? And if you do, will he leave you coins in thanks
or will he crisp you and your companions once he's restored? These, and many other
questions, face any party out on Arkania's wilds.
Elements
Your warrior's limbs will barely move, and your elf's ears have a light coating of frost on
them. Welcome to the elements. When your party travels through snow or the scorching
heat of summer, the weather affects them and their rate of travel. Crossing through the
woods in the height of winter dressed in your Miami finest might cause frostbite, not to
mention the extra effort required to traverse seven foot high snowbanks. Make sure that
your party is appropriately equipped for the weather they may be traveling through.
While traveling through such extremes, check your characters often to be certain they're
not overly exposed to the elements. Right click to stop traveling and make Camp,
covered later in this section.
Terrain
Walking through one of Arkania's many fjords, your Magician suddenly drops from
sight leaving only a wafting “yelp!” and a sliding footprint behind. Arkania's crash
course in “An Up Close Look at Geography” can hit your party at any time during their
adventure. Whether it be a gaping cliff that your party failed to discover in all their
merry making or a simple step that triggers an avalanche of snow, such geographic
disasters are not uncommon. When your party experiences such an event, Realms will
report the damage. Of course, your party can defend itself against such happenings by
appointing a nature lover to head the party. He or she is more likely to notice such
things, given their appreciation for and understanding of the out of doors.
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next morning full of energy. And, if the game is as good as the tracks hinted, they may
well leave with full bellies and packs.
Forced March
Sometimes, a tempting camping spot may not be enough to get your party to stop. You
know you can reach your destination before nightfall. You're fairly certain you can
make it, and so decide on a forced march, keeping your party moving longer than it
normally would. Just right click while traveling on the Journey Map and select “Force
March” to push your party on. Keep in mind, however, that there are no guarantees your
party will reach its destination before nightfall or before everyone is tripping on everyone
else from sheer exhaustion. Camping will then be necessary. Your party, wiped from
the day's efforts, will likely require more sleep than a simple night's rest can offer, and
won't be able to exert the extra energy two nights in a row.
Scouting
As your party travels along, the lead character keeps a careful watch for any interesting
features . . . a neat trove of herbs, a collection of karen tracks or perhaps your party
heard a rumor in town about a wild magician who roams these parts. Should your
character notice anything out of the ordinary that might help your party, or if rumors
begin turning to fact, Realms will let you know.
Camping on Route
As the night falls, so too do your characters' eyelids. 'Round about 8:00 p.m., your
adventurers will make camp for the night. Although they may not be tired, hungry or
otherwise in need of rest, they do know well the dangers of traversing Arkania in the
dark, and so, being intelligent characters, they make camp for the night automatically at
8:00 p.m. Characters may also “force” a Camp at any time mid-route, should they need
to gather supplies, heal a wounded comrade or dazzle off a magic spell or two. To force
a Camp, click the right mouse button. When your party forces a camp or settles in at
8:00 p.m., the marshmallows come out, and campfire chatter begins. While here, your
characters may perform various activities.
Set Guard Duty: While your characters sleep, who knows what creatures may
creep out of the forest and into your sleeping bag. To protect your party from
ambushes, rogues and other creatures of the night, Set Guard Duty before going
to sleep for the evening. When you select this option, Realms will ask you to select a
character to stand guard for each of three shifts. Characters with high danger sense and
intuition make the best guards, but be certain they get their fair share of sleep, too.
Characters who stand guard cannot do other activities like hunting, so you might want
to take care of other duties before setting guards and going off to sleep.
Replenish Stocks: As your party travels through Arkania's outback, they may
use their rations and drain their waterskins dry. Whenever your characters make
camp and you're running low on supplies, it's a good idea to try replenishing your
stores. Select Replenish Stocks and a character to do the hunting. Generally, characters
skilled in nature and perception have the best chance of success. Keep in mind though,
that you can captain two expeditions in a night, and each character may hunt only once.
If all goes well, though, Realms will tell you about the grub you found; the food and
water will be used immediately or stored for future use, depending on the needs of the
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team. On the other hand, should your attempt fail you're free to try again, one more
time, with another character.
Use Skill: Leaning heavily against a tree, your hunter slowly lowers himself to
the ground. He is wounded, no doubt, and your healer goes to his side. Selecting
Use Skill, the healer can do wonders: Treat Wounds, Treat Disease or Treat
Poison . Select a skill to perform, and, if necessary, a person to perform it on. Depending
on the skill level of the character, life points may be restored to the wounded, or the
poisoned and diseased may be cured. Characters wishing to spend their time brewing
magic or healing potions may opt to use the Alchemy skill. To mix potions, the character
must have:
• An Alchemy set • All necessary containers
• All necessary herbs• An appropriate recipe
Needless to say, a solid skill in Herb Lore and Alchemy helps. When your character
mixes his brew, Realms will let you know the outcome. Regrettably, if the alchemist
puts together a brew that melts the very jars in which it was concocted, he or she will
fail the attempt, and all the ingredients and containers used in the mix will be lost (after
all, who wants a potion that doesn't work or a flask with residue of “eau de la attempt”
on it?).
Use Magic: Magicians just aren't known for kicking back during leisure times
to gossip. They are, by the by, not interested in Ian the Brave's hacking of an Orc
or Sir Shaun of Crispy's escapades in one of Arkania's taverns. Instead, Magicians
use the quiet of camp to meditate or to empower their mighty wands. When you select
Use Magic, characters may do just that.
Meditate: Generally reserved for Magicians of either sex, meditation focuses a
character's energy on his or her magic power so dramatically that it drains the
character physically. Doing so, he or she converts life points (LP) to astral
points (AP). Other magic-using Archetypes who carry at least one dose of thonnys
in their packs may meditate as well.
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Gather Herbs: Used in every alchemist's potion, herbs are a source of magical
power for the party and are plentiful in Arkania's forests. Selecting this option,
you'll choose a character for the search and send them off for a time. While a
character's success depends upon the area searched, those skilled in Herb Lore and
Perception find herbs more quickly and are generally better at identifying herbs than
their less gifted companions. When the character returns, you'll be told of his or her
discoveries.
Sleep: Ah. Rolling back their bedrolls your characters settle in for the night to
awaken at 8:00 a.m. sharp (those medieval alarm clocks, you could count on
them). Before opting to Sleep, complete all your other camp business . . . healing,
meditation, setting guard, etc. As your characters sleep, they replenish both astral and
life points. But, then again, they may not sleep so well. (See Combat for more
information on attacks against sleeping parties.)
The residents of Arkania possess much information that may be useful to your party.
Sometimes they can be persuaded to send a few tidbits your way, that is, of course, if
you strike the right note with them. Some may prefer flowery small talk while others
would rather get to the point.
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On their journeys through the northern reaches of Arkania, your characters will meet more
than friendly fellow travellers. Brigands, robbers and starving wolf packs will conspire to
deprive them of their cash, and possibly their lives. Occasionally, your characters will be
passing time against their bedrolls, when they are summarily ripped out from under them (no
doubt an embarrassing event for some characters). When action is required and the time
for polite diplomacy has passed, their weapons are forced to speak - so begins combat. For
the hack-slasher, this is the ultimate event and sport.
Who's On First?
Combat moves forward in rounds — allowing each member of each group, yours and your
opponents, a maneuver, whether it be a spell, a thrust of a sword or a parry. When your
party and a group of monsters square off, Realms determines who has initiative — the first
shot. A character or monster with “initiative” is allowed to attack or move first, and
initiative goes down the line until the last character or monster has made a move. Realms
determines who has initiative by checking out several factors:
• Were the characters or the monsters surprised? Surprised combatants are usually
re-attaching their dropped jaw when the first blade strikes.
• How courageous (CR) are your characters in comparison to their foes? Courageous
characters leap to the call danger, and have no fear of encountering a dangerous
beast. Characters who are not so courageous, however, tend to hang in the
background, anxious that they'll break a nail.
• Every character and monster is allowed to act once per combat round. He or she
may attempt more than one action, but they must all be performed back to back,
without any other character acting in between.
• Your character also automatically parries once per round. Things can get hairy,
however, if two monsters are attacking your character . . . and he or she can defend
against only one.
• A few monsters of extreme stature can attack more than once per round, but they
cannot parry more than once.
Ouch. Quit It.
The sword swings, cuts your shirt in half, slices through both suspenders and leaves a
crimson trail across your body. As your pants fall to the ground, you discover you've been
hit . . . a common occurance in Arkania.
When a monster attacks a character it may land a successful hit (hopefully your character
will block it, though), and it may cause damage. Naturally, a giant Ogre fighting with a club
the size of a Buick is going to do a lot more damage than a measly dwarf with a walking
stick. If a hit is successful, though, it may do from 1 to 20 hit points of damage. However,
depending on the armor worn, the actual amount of damage done may be lower. Any
damage taken by the character is removed from his or her life points. If his or her life points
reach 5 or lower, the character will slip into unconsciousness and become a ridiculously
easy target; sometimes, though, the opponent may just leave your character for dead. If life
points fall to zero, the character will die.
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Targeted
Opponent
or
Damage
Indicator
Active
Combat
Character
Area
Position
The combat screen is made of many different parts that combine to show a “realistic” view
of the action.
• Active Character: Realms shows you who's currently selecting or acting out a
particular move. In this case, it's Foots who's ready to perform some action.
However, it could a monster. Realms allows everyone a chance, according to their
initiative. Sleeping characters, however, haven't a chance until they wake. The
active character stands in a highlighted square.
• Inactive Characters: Aside from the character currently taking his or her turn, all
other characters are inactive and are waiting for their turn to take a course. These
characters may be potential targets for a knife or a spell, or they may be party
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members you'll need to protect. They will automatically parry the first attack against
them, but, since they can parry only once per round, they become sitting ducks
afterward (so don't let them get surrounded).
• Active Character Options: As each character takes his or her turn in combat,
Realms offers combat options to select from.
• Active Character Position: The active character stands in a highlighted square.
• Combat Area: Realms combat area is representative of the terrain where the
encounter occured. It is laid out in a grid, allowing characters to move north, south,
east or west. Characters may not move diagonally. At least one side of the combat
area will always be “open,” allow party members and monsters a route of escape.
• Targeted Opponent: A picture of the targeted opponent appears when you have
selected it for attack from the combat area.
• Damage Inflicted: Sharing the same space as Targeted Opponent, the damage
inflicted reveals the results of your character's or a monster's actions. Appearing as
different colored “stars,” the colors and numbers show you what's happened:
Move
The monster's just out of reach, but dangerously close to your Warlock who appears to be
down for the count. To get your Warrior's blade within range of the creature's body, select
Move. Unless encumbered, a character may move up to eight squares per combat round.
Should you move your character, keep the following things in mind:
• A character can only move forward, back, to the left or to the right, with a cost of 1
MP per square entered.
• A character cannot pass through squares already occupied.
• Squares containing walls or certain objects cannot be entered. It's a bit tough to
pass through solid rock.
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• Squares containing dead or unconscious characters or opponents can be
entered.
• If a character crosses the edge of the combat area, Realms will ask you if
the character is trying to flee. If you answer yes, the character is out of the
fight for good. This can split your team.
Attack
The Attack option engages your characters in the art of physical combat. To
attack a creature, a character must be standing in a square adjoining the creature's
square. The only exception to this is for missile weapons which may be fired from
up to ten squares away at a creature in a direct line with no obstructions. When
you select attack, the character pulls out his or her weapon, and physically
attacks the creature.
Any form of attack costs three movement points. It also ends the character's
actions for the present combat round, no matter how many movement points he or
she may have left.
An attack takes place in one of three modes:
• Aggressive: An aggressive attack takes the character's full concentration.
Since characters are entirely consumed with their targets, they may not be
able to parry a counter attack aimed at them. However, the attack's
momentum will be great and will have a better chance of success.
• Careful: A careful attack takes all the character's concentration, but devotes
most of it to protection, bettering the chances of successfully parrying a
counter attack. Since the character is concentrating on his or her own
safety as well as the monster, the momentum of the strike is reduced.
• Normal: A normal attack gives equal consideration to attack and parry.
Characters may also perform a missile or throwing attack. This type of attack
allows characters to hurl or fire a missile at an opponent up to 10 squares away.
The character must have the missile weapon in his or her right hand and any
necessary missiles in the left hand, and must have the target in the line of sight,
unblocked by high obstacles or other persons (“You idiot,” says the character with
an arrow in his arm. ”Last time I checked, I did not look like an Orc.”)
Guard
Standing their ground, a character prepares to attack anything that moves into range
adjacent to their square. Like a careful mode attack, the character's parry is
strengthened when he or she opts to guard (after all, they're standing ground zero
with that bloodlust in their eyes). Securing an area costs three movement points and
ends the character's actions for the present combat round, no matter how many
movement points may be left.
Cast Spell
Raising his hands, your magic user sends a divine blue aura heading toward a monster,
enveloping him in magical power. When your character selects Cast Spell, he or
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she can do just that. To cast a spell at an opponent, the character must have a direct, non-
diagonal line of sight to the opponent, unblocked by high obstacles or other persons. Not all
spells are usable in combat, and spell ranges vary. Casting a spell costs five movement
points and ends the character's actions for the present combat round, no matter how many
movement points he or she may have left.
Use Item
A character can use any item held in his or her left hand. During combat it's a good idea to
have an elixir or other artifact ready and in the left hand. Using an item costs three
movement points and ends the character's actions for the present combat round, no matter
how many movement points he may have left.
Change Weapon
That's a fine piece of blade you have there. Who knows where the other piece went to, but
it's clear that if you hope to live through this encounter, a new weapon is necessary. Selecting
this option, he or she puts the weapon back into the inventory and equips a different weapon
instead. This action costs two movement points. Actions may continue if the character has
remaining movement points.
Exchange Item
Exchange Item is the equivalent of Change Weapon for the character's left hand and costs
two movement points as well. Characters may continue to perform so long as they still have
movement points.
Check Values
While in combat, Realms allows you to check out all the important hack & slash statistics of
the active character. When you select Check Values, you'll see his or her current attack
value, parry value, armor class, type of weapon, hit points of weapon, life points, and astral
points. You are also shown any poison or enchantment affecting the character. This option
is particularly useful if your character seems to be acting strangely, or if you're concerned
for his or her life.
Wait
Sometimes, doing nothing is better . . . waiting it out to see what the opponent is going to do.
Select Wait to do so, and the character's actions are ended for the present round of combat
Repeat Options
Offered after a round of combat has passed, Repeat Options tells Realms that you want a
character to perform exactly the same actions he performed during the previous combat
round.
Computer Fight
If you prefer to have Realms control all the intricacies of combat, just select Computer Fight
with or without magic. Then, you can lean back and watch the action develop. A computer
fight can be especially handy once you have strategically placed your characters or if you've
pretty much trampled your opponents. You can take the lead again at any time during
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combat by simply pressing the left mouse button or any key. As soon as one of your
characters becomes active, you will have all options available again.
Returning to Adventure
Everyone looks around. The Rogue checks out the Magicienne; she looks back. The
Warlock nods to the Warrior in appreciation of his efforts. And then the Silvan Elf grows
concerned. Someone is missing.
So it happens when your party returns to adventure and gets their bearings about them.
Following combat, characters may find themselves in numerous positions:
• The team was split when one or more characters ran from the encounter. Bring
them back together and reunite them as one team.
• One or more characters were wounded or poisoned. Have someone use Treat
Wounds or Treat Poison on them. This reduces the danger of subsequent damage.
In case of a fast-acting poison, you will need the spell Pure And Clear.
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• One or more characters have died. Try to leave the scene of combat as fast
as possible and go look for a temple to pray for a resurrection.
A well honed blade is not the only way to face the powers of a fantasy world like
Arkania. A well crafted magic spell can work miracles as well. Your team can use
the arcane powers of the cosmos for their benefit or another's demise.
Your characters may cast spells almost anytime and nearly everywhere. In combat,
characters simply choose Cast Spell. Clicking the Use Magic icon while adventuring
will provide the same enchantment. Remember, though, that a character can only
cast a spell if his or her spell value is at least -5 and preferably better than that.
Realms allows you to cast any spell you choose. Perhaps your excentric Warlock
likes to throw off little sparklers just to impress the Witch in the group. Whatever
the case, your characters have the opportunity to use nearly any spell they please.
While in combat, though, characters have the option to cast a limited amount of
spells. As all combat actions are by necessity spontaneous, characters can only
use spells that require little or no time to prepare and cast in a fight.
Your magic-using characters learn a variety of different spells, according to their
Archetype. Spells are grouped by Arcane Lore, the ancient magical beliefs which
formed them and guided their schools of thought
Every spell in Arkania has an origin . . . a group that long ago sought the knowledge
of the gods to produce a divine effect. In this list, you'll learn about spells, their
and origins.
Magicians/Magiciennes, Elves, Warlocks/Witches and Druid/Druidesses know a
tremendous amount of spells grouped into various areas of magic. The following
list contains all spells included in this game with the attribute checks involved. The
letter in the Lore column gives the spell's origin:
M Magician/Magicienne
E Elf
D Druid/Druidess
W Warlock/Witch
Although any character may learn and cast almost any spell, the sheer number of
spells available encourages characters to specialize.
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Spell Name Lore Attributes AP Duration
CLAIRVOYANCE
Analyse All Arcane Things M WD/WD/IN 10 One Use
Attributes Revealed Be E WD/IN/CH 7 One Use
Eagle's Eye and Lynx's Ear E WD/IN/DX 5 Short
Exposami Creatures Rife E WD/WD/IN 5 One Use
Odem Arcanum Sensum Such E WD/IN/CH 5 One Use
Penetrating Wood and Stone M WD/WD/ST 5 One Use
Sensibal - Clear and Well E WD/IN/CH 5 One Use
COMBAT
Accurate Eye and Hand That's True E IN/AG/DX 5 3 Rounds
Ecliptifactus Darkness' Power M CR/WD/ST 10 Combat End
Fulminictus Thunderbolt E WD/AG/ST * One Use/P*
Ignifaxus Lance of Fire M Unknown * One Use/P*
Iron Rust and Rotted Wood M WD/CH/AG 5 One Use/P*
Lightning Find Thee E WD/IN/AG 5 3 Rounds
Plumbumbarum Brachadead M CH/AG/ST 5 Combat End
Terror Broom W CR/IN/CH 4 One Use/P*
Terror Power, Terror Might M CR/IN/CH V 1-20 Rounds
COMMUNICATION
Necropathia Putrid Head M CR/WD/CH S Special
Witch's Eye W IN/IN/CH 2 Special
DEMONOLOGY
Banish Spirits D CR/CR/CH 13 One Use/P*
Blood and Furor, Deadly Fate M CR/CR/CH 13 Combat End
Conjure Spirits D CR/CR/CH V Special
Heptagon and Eye of Toad M CR/CR/CH 26 Combat End
Skeletarius Air of Doom M CR/CR/CH 15 Combat End
Summon Crows W CR/CH/CH 13 One Use/P*
DISPELL
Destructibo Arcanite M WD/WD/DX V Special
Domination Dispell D WD/IN/CH 8-20 Permanent
Gardianum Paradee M IN/CH/ST V Combat End
Illusions Begone M WD/IN/CH ** One Use/P*
Transformation Dispell W CR/WD/CH 5-50 P*
DOMINATION
Astral Theft D CR/WD/ST 6 Special
Ball and Chain E WD/CH/ST 12 Combat End
Bambaladam E IN/CH/CH 8 Combat End
Confusion D WD/WD/CH 8 Combat End
Dance! D CR/WD/CH 6 Combat End
Evil Eye D CR/CH/CH 8 ***
Great Need W WD/IN/CH 8 Combat End
Horriphobus Deadly Fear M CR/IN/CH 7 Combat End
Master of Animals D CR/CR/CH 8 Combat End
Meekness W CR/CH/CH 5 Combat End
Respondami Veritu M WD/IN/CH 5 Special
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TRANSFORMATION
Arcano Psychostabilur M CR/WD/CH 7 1 Hour
Eagle, Wolf, and Great White Shark E CR/IN/AG 7 1 Hour
Fire's Bane W CR/CR/ST 7 Lvl x Hours
Increase CR, WD etc. V WD/CH/**** 7 2 Hours
Magic Armor E IN/AG/ST AR* 5 Minutes
On Ocean's Floor, In Lake and Stream E CR/WD/ST V Special
Paralyze Paralone M IN/CH/ST 13 P*
Salother Mutother M WD/IN/CH F* P*
Visibili Vanitene E WD/WD/AG 5 Variable
TRANSMUTATION
Abvenenum Bile and Rot E WD/WD/DX 5 P*
Aeolitus, Come and Veer E WD/CH/ST 5 Special
Burn! M CR/WD/ST 1-20 One Use
Calm the Storm and Still the Winds E WD/CH/ST V Special
Claudibus Clavistibor M WD/DX/ST V 1 Hour
Darkness D WD/WD/DX 3 Lvl + 3 hours
Fiat Lux E WD/WD/DX 1 Lvl + 3 hours
Freeze the Soft, Stop the Flow M CR/WD/ST 1-20 Special
Melt the Solid, Flow the Hard M CR/WD/ST 1-20 Special
Silentium Silentill E WD/WD/CH 5 1 Turn
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Appendicies
Here, in the appendices, you'll find all the information you need about your characters, from
their Archetypes and their skills to the deities that influence everyday life. You'll also find a
section on Customer Service that tells you what to do and who to call should you become
stuck while playing Realms or if your disk gets trampled by the well-meaning family pet. A
section on hints and tips is also included to help you on your adventure.
CR 12 SN 7 Survival Techniques
WD AC
CH CL
DX 12 AV Magic
AG 12 NE
IN CU None
ST VT
Notes:
These men and women of the road are well-versed in all kinds of survival techniques.
Having a fair share of experience with rogues and pickpockets, they well know how to
protect themselves and the party.
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Hunter & Huntress
CR SN Missile Weapons
WD AC Hunting
CH CL 7
DX AV Magic
AG 12 NE
IN 12 CU None
ST VT
Notes:
These remote loners possess a thorough knowledge of Arkania's wilderness, its game and
its dangers, and, through years of training, are incredibly proficient with many kinds of
missile weapons.
CR 13 SN Combat
WD AC Survival
CH CL
DX AV Magic
AG NE
IN CU None
ST 12 VT <4
Notes:
Warriors are masters of armed combat, and are often sorely needed to ensure a party's
survival in these violent times. Due to their training, they are a strong and hardy people
with the ability to don the heaviest armor and to carry two-handed swords. Members of
this Archetype are known to be fairly laid back (drinking only decaf) to keep their
awesome fighting skills in check.
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Rougue & She-Rouge
CR 12 SN Thievery, Trickery
WD AC City Skills
CH CL
DX 13 AV Magic
AG 13 NE
IN CU None
ST VT
Notes:
Whether pickpockets or tricksters, Rogues are at home in crowded towns and cities where
they have ample opportunity to prove their particular skills. In the wilderness, however,
Rogues are lost, often preferring to stay close to the party.
Thorwalian
CR 12 SN 7 Combat
WD AC
CH CL
DX AV Magic
AG NE
IN CU None
ST 13 VT
Notes:
The hulking Thorwalians, equally honored and feared as sailors and fighters, are particularly
well known for good living and a lust for battle (be it against others or the forces of nature).
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Dwarf & Dwarvess
CR SN Smithing
WD AC Axe/Combat
CH CL <4
DX 12 AV 7 Magic
AG NE
IN CU None
ST 13 VT
Notes:
The Little People of Arkania are excellent smiths, and can value jewelry and other precious
items with great accuracy. Their hands and eyes are also accurate with an axe; once
sighted, a target is seldom missed.
CR SN Nature, Social
WD AC <4 Intuition
CH 13 CL
DX AV Magic
AG NE
IN 12 CU Non-book
ST VT
Notes:
In contrast to magicians, Witches and Warlocks do not derive their powers from the
accumulated bookish knowledge of centuries, but from an intuitive understanding of human
and animal nature.
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Druid & Druidess
CR 13 SN Nature
WD 12 AC
CH CL
DX AV Magic
AG NE <4
IN CU “Dark” Spells
ST VT
Notes:
The secretive Druids are distinguished as much by their knowledge of dark spells of control
as by their love of nature in all its aspects. Their love of life may contribute to their reputation
as skilled healers. Their beliefs forbid them from using metal armor and weapons for fear of
destroying their divine power.
CR SN <4 Survival
WD 13 AC Science, Lore
CH 12 CL
DX AV Magic
AG NE
IN CU Formula
ST VT
Notes:
The adepts of the magical arts consider themselves scientists, and delight in the discovery of
spell formulas and other arcane mysteries. Still, their sorcerous skills allow them to survive
under distinctly hostile circumstances, even if their mundane skills would not suggest anything
of the sort.
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Green Elves
Notes:
Of all the elven folk in Arkania, the Green Elves have had the closest contact with humans.
They are not adverse to sitting 'round campfires discussing a day's events, and are
occasionally spotted in Thorwal's taverns. While slight of stature, Green Elves possess a
great deal of magic and skill with missile weapons and have much in common with Human
mages, who are rumored to receive training on occasion from their Elven counterparts.
They are also very self-disciplined.
Ice Elves
CR SN Nature, Endurance
WD AC <4 Perception
CH CL
DX AV Magic
AG 13 NE
IN 12 CU Yes. Unknown
ST VT
Notes:
Very few members of the Ice Elf family have ventured beyond their native grounds, and
they are seldom seen in southern areas of Arkania. They seem to possess an almost
unknown magical sense, and their spells often puzzle magic users of a more traditional
mold. Also a puzzle to outsiders is their remarkable endurance, and keen sense of perception.
They're also not too shabby when it comes to using missile weapons.
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CR SN Nature/Survival
WD AC Bow, Intuition
CH CL
DX AV <4 Magic
AG 13 NE
IN 13 CU Yes
ST VT
Notes:
Silvan Elves live a secluded life in the dense forest of northern Arkania. There, they provide
for themselves and are almost entirely self-sufficient. Needless to say, they have developed
great nature and survival skills. They are also acknowledged masters of the bow, and
possess a well-rounded understanding of the magical elements.
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Appendix B: Skills
All Arkanian characters need certain skills to survive in their sometimes friendly, often
times hostile, environment. In Realms, these skills are broken down into seven groups
which all Archetypes have the ability to develop: Combat, Body, Social, Nature, Lore,
Craftsmanship and Intuition.
Skills range from -20 to a +18. Those on the lower end of the scale would have trouble
pickpocketing an empty pair of trousers while those on the high side could steal money from
a man counting it. Some skills, too, are harder to increase than others.
When your characters attempt to perform certain actions, Realms checks the action against
your character's skill level to determine the action's success. A highly skilled character
(+18) will likely perform an action with ease. His inept companion (-20) will likely fail.
However, regardless of a character's proficiency in a skill, he or she may attempt to use it.
Combat Skills
A character's Combat skills determine how well he or she holds up, both offensively and
defensively, against foes. These values are used to calculate a character's attack (AT) and
parry (PA) values. On reaching a new level, Combat skills can be raised by 1 point.
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• CONVERT (WD/IN/CH): The ability to convince others that your point of view
is the correct one, especially in regard to religious matters. (“No, really, Norm,
Ifirn said that if you gave me your sword, half your rations and dove headfirst into
that stable over there, you'd be granted a miracle.”)
• SEDUCE (IN/CH/CH): An ability to attract members of the opposite sex. When
looking for assistance, it helps if your target is attracted to you.
• HAGGLE (CR/WD/CH): A good haggler knows how to smooth talk. In markets,
the best hagglers can get discounts of up to 50% from a merchant (tax, title and
registration are extra).
• STREETWISE (WD/IN/CH): Helps a character to find his way in a strange town.
It also helps him or her find unguarded shortcuts, to avoid the city guards and where
to beg for the highest take.
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• LIE (CR/IN/CH): The ability to make your opponent believe anything you tell him.
(Ah, no. That wasn't me who took your money. It was, ah, it evaporated. Yeah.
That's been happening to me a lot, too.)
• HUMAN NATURE (WD/IN/CH): Allows you to judge the probable reaction of
non-player characters to your party.
• EVALUATE (WD/IN/IN): This skill helps to estimate the value of artifacts and
other useful items.
Nature Skills
Nature skills are a must for survival in the wilderness. They help characters to feel at home
with the land, and are generally used whenever a party ventures outside of town. Following
each skill's name are the attributes that influence a character's success. When characters
gain levels, these skills may be increased by up to 2 points.
• TRACK (WD/IN/AG): This skill is used to find animal tracks and judge the species
that left them (wild pig, karen... maybe a human?).
• BIND (DX/AG/ST): Knowledge of ropes and knots helps when tying game and in
freeing oneself should you be bound and gagged by someone else.
• ORIENTATION (WD/IN/IN): A well-honed sense of direction can be very useful,
not just in the wilderness, but also down in the dungeons.
• HERB LORE (WD/IN/DX): Not just the knowledge of where to find herbs, but
also the ability to correctly identify and prepare them.
• ANIMAL LORE (CR/WD/IN): Knowledge of animals is especially important in
combat, when knowing where to find a vulnerable spot can mean the difference
between life and death.
• SURVIVAL (IN/DX/AG): Just the skill you need to find a good spot for setting up
camp, a source of water or rich hunting grounds.
Lore Skills
Almost all knowledge can be covered by a Lore skill, and in many cases, Lore skills define
a character's art. Attributes that affect the skill's performance follow the skills name.
When characters gain new levels, Lore skills may be increased by up to 3 points.
• ALCHEMY (CR/WD/DX): This skill governs the recognition and, most importantly,
the preparation of potions and elixirs.
• ANCIENT TONGUES (WD/WD/IN): This skill will allow your character to identify
ancient scrolls.
• GEOGRAPHY (WD/WD/IN): The lore of far-off countries.
• HISTORY (WD/WD/IN): Knowledge of oral and written history.
• RITUAL (WD/IN/CH) Knowledge of the various rituals connected with the Twelve
Gods.
• TACTICS (CR/WD/CH): Knowledge of successful combat movement.
• READ/WRITE (WD/WD/DX): The ability to read and write in your native tongue.
Quite a rare skill in Arkania.
• ARCANE LORE (WD/WD/DX): This skill allows characters to recognize an artifact
or judge a spell's effect. An absolute must for magic users.
• TONGUES (WD/IN/CH): This skill determines how many foreign languages a
character speaks, and how well he or she speaks it.
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Craftmanship Skills
Craftsmanship skills are based on a character's ability to influence situations or people
with their hands and mind. All Craftsmanship skills are honed by constant use and
practice. Following the skill's name are attributes affecting the skill. On reaching a new
level, these skills may be increased by up to 2 points.
• TRAIN ANIMALS (CR/IN/CH): Used to tame and train animals such as horses,
hounds or falcons.
• DRIVE (IN/CH/DX): The skill of handling carts, coaches and sleds.
• CHEAT (CR/CH/DX): A skill that promises substantial monetary rewards as long
as no one notices you are playing with a marked deck or loaded dice. Should that
happen though, expect precious little mercy.
• TREAT DISEASE (CR/WD/CH); TREAT POISON (CR/WD/IN); TREAT WOUNDS
(WD/CH/DX): A number of team members should be proficient with these healing
skills, especially TREAT WOUNDS . . . a very commonly used skill for
adventurers in Arkania. Untreated wounds often lead to infection and disease.
• INSTRUMENT (WD/IN/DX): Using this talent and the appropriate instrument, a
character can make some crowns at a tavern - provided, he or she hits the right note
and the mood of the audience.
• LOCKS (IN/DX/DX): An essential skill for survival in towns and dungeons, it
includes the picking of locks on doors and chests.
• PICKPOCKET (CR/IN/DX): Using this skill is a risky endeavor with a lot of
promise for either silver crowns or gold . . . or a pummeling if you're caught.
Intuitive Skills
Intuitive skills are not trained but are improved primarily through practice. They are,
somewhat, the character's sixth sense. Because of this, they can only be improved by 1
point when characters gain a level.
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expect, however, miracles are a relatively rare occurance and do not happen with predictable
ease. Of course, miracles, like wishes, might come true, so be careful what it is you ask for.
RONDRA
The Goddess of War, of Storms and of Honorable Duels. Guile and cunning are foreign to
her, instead, courage and the willingness to sacrifice yourself for your companions are held
in the highest regard.
EFFERD
The God of Water, Lord of the Ocean's Waves and Provider of Rain in the deserts. He is
considered moody and unpredictable.
TRAVIA
The Goddess of the Hearth and Protectress of the Home is also the patron deity of marriage
and fidelity. The Temples to Travia are used for sanctuary by all kinds of fugitives, as no one
- not even city guards - dares draw a weapon on her hallowed ground.
BORON
The Lord of the Dead and one who's not likely to part with any of the souls in his care. He
is also the god of Sleep and Provider of Dreams. His symbol is the broken wheel, used to
mark graves all over Arkania.
HESINDE
The Goddess of Wisdom and Mistress of All Magic. Her temples often harbor huge libraries
and treasure troves of magic artifacts.
FIRUN
Lord of Winter, Master of the Eternal Frost and God of Hunting. He is the patron deity of
hunters, testing their strength against the most powerful of animals. Prayers and requests by
mere humans have a slim chance of swaying him. Many prefer to pray to his daughter, Ifirn,
to intervene on their behalf.
TSA
The Goddess of Life, Eternal Creator and Lady of Ressurection. Her servants are forbidden
to take any life, and she herself occasionally grants the return of life to the deceased,
wrestling a soul from the grip of Boron.
PHEX
God of Merchants and Thieves and Lord of the Night. Nothing Arkanian is foreign to Phex,
which explains why a heavy purse can go a long way to help a miracle along in one of his
temples.
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PERAINE
The Goddess of Fertility and Mistress of the Healing Arts is famous for her mercy and love
for all living creatures. Clerics of Peraine provide a large and rather divine influence on
Arkanian healers.
INGERIMM
This God of Creating and Destroying Fire and Lord of Smiths is worshiped most fervently
by dwarves - often enough, he is the only God they worship.
RAHJA
The Goddess of Physical Love, Wine and Inebriation is famous for the revelries habitually
staged in any temple dedicated to her worship.
Other Gods
SWAFNIR
The patron deity of Thorwalians (he's a half god), known to be a son of Efferd's by
Rondra. He is the Protector of Dragonships and a moody God of Gales. According to his
followers, he travels the oceans in the shape of a giant whale.
IFIRN
The daughter of Firun and perhaps one of the very few who can influence him in matters
concerning Arkanians. Although she is not a god, temples have been built for her in hopes
that it will increase the likelihood of a response from Firun.
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ARAX: Concentrated cave-spider poison. Does only light damage, but reduces an
opponent's combat values.
ATMON: This hardy flower, or rather, the salve made from it, has to be imported from
the Khorn Desert. Atmon salve increases all Body skills.
BANE DUST: A powerful poison that slowly robs magically gifted characters of their
astral energy.
BELMART: The dark green leaves of the belmart bush can be used to concoct a preventive
medicine against disease and poisons.
BLACK LOTUS: The pollen of the black lotus is used in the preparation of an extremely
potent inhaled poison.
DONF: Donf sprigs are a favored remedy of Arkanian healers, prescribed for just about
any affliction. They work best against paralysis and swamp fever, though.
FINAGE: An infusion made from young finage tree sprigs raises attributes lowered by
magic or disease to their former value.
FOUR-LEAF LONEBERRY: The berries medicinal herbs of all Arkania. They can
be eaten raw or used to prepare a concoction. They also figure in many recipes for
healing potions.
GOLDEN GLUE: This is an acidic contact poison often found on doorknobs and the
opening mechanisms of treasure chests.
GULMOND: The leaves of the gulmond bush, found mostly in the Svellt Valley to the
east of the Orcish Lands, are famous for increasing strength and endurance. The
preferred way to take gulmond is as a tea, but it is also possible to chew the fresh
leaves.
ILMEN LEAF: This is a weak hallucinogen imported from the south. The leaves are
usually smoked and their vapors are said to calm even berserkers.
JORUGA: This yellow root of about finger length is the only known cure for rabies and
valued accordingly. In northern Arkania, the joruga root can be found mostly within
Nostria.
KAIRAN: This fern plant only grows under water. It is extremely rare and is collected
mostly along the shores of Nine Eyes Lake, though it can on occasion be found in
other lakes and ponds.
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KUKRIS: A deadly poison of almost immediate effect. It is extracted from a southern
clinging root and is extremely expensive.
MANDRAKE: This common root often grows in approximate man-shape and is the
base of many magic potions. It can be found mostly in forest areas and wet grasslands.
MENCHAL: This cactus from the edge of the Arkanian deserts is a potent antidote to
various poisons.
OLGIN ROOT: The roots of the this moss species build up a resistance against all kinds
of poison and disease. Unfortunately, olgin root is very rare and thus extremely
expensive.
SLEEPING POISON: A mild, magical poison that makes an opponent fall asleep
immediately. A strike against the afflicted suffices to wake him (or her) up again.
SHURIN BULB: The shurin bulb, which is found in the Orcish Lands and the area
around Thorwal, offers a strong but very slow poison.
TARNELE: This plant, which is very similar in appearance to dandelion, can be found
almost anywhere in Arkania and is one of the most basic supplies any healer carries.
An ointment made from crushed tarnele leaves speeds up the nightly regeneration
of life energy.
THONNYS: This homely herb allows elves, witches, and druids to use astral meditation,
a practice normally open only to magicians.
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The only known treatment is the combined application of joruga root and gulmond
leaves.
BLUE COUGH: Blue cough is only possible as a consequence of numskull. The patient
must be confined to bed to prevent the disease from worsening. If this regimen is
kept up, the disease will likely pass. It may take a long time, but rest and waiting is
the only way to get rid of blue cough, once it develops.
FROSTBITE: There is no real treatment for frostbite. The best thing to do is to prevent
it by wearing good shoes and warm clothes. In extreme weather conditions - especially
in winter , the characters should avoid long marches.
NUMSKULL: A character suffering from numskull feels weak and listless, and also
suffers some damage. The biggest danger connected with a numskull infection is
the possibility to develop blue cough. The usual cause for numskull is staying in cold
water for too long without drying off properly and getting warmed up again afterwards.
Almost any healing herb can be used to treat numskull.
PARALYSITIS: This dangerous disease, which can lead to total paralysis, is mainly
transmitted by undead. The only chance a character with paralysitis has of being
cured lies in fast treatment and application of donf sprigs.
RABIES: Rabies is transmitted by bites of wild animals. It is a rare, but often deadly
disease. Also, there is the danger of the infected character attacking his or her own
companions as he or she is driven mad by the pain. For treatment, the patient must
stay in bed. The only known herb of any effect against rabies is joruga root.
TETANUS: It is almost certain that the characters will have to deal with this dangerous
disease some time during their adventures. Tetanus develops from infected wounds
made by monster bites or rusty weapons. If not treated, the infection can cause the
character's death.
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Appendix F: Role Playing Terms
ARCHETYPE: As part of creating a character, you have to choose an Archetype to
conform to. An Archetype describes the basic profession and physical makeup of your
character. There are twelve Archetypes for your characters. See Appendix A for complete
information on the Archetypes.
ARMOR CLASS (AR): Armor is meant to protect its wearer from harm. The armor
class is subtracted from the hit points of a weapon when calculating damage. Unfortunately,
armor also restricts its wearer, possibly to the point of hardly being able to move.
ASTRAL POINTS (AP): All kinds of magic are powered by astral energy, which is
measured in astral points. The amount of astral points a character has is an indication of
his or her magical powers. Magicians/Magiciennes start the game with 30 AP, all other
magic Archetypes start with 25 AP. AP can be increased at new levels. AP can be
regained through sleep, magic potions or meditation.
ATTACK (AT): Any combat maneuver designed to harm an opponent. The attack value
has a range from 0 to 20 points and measures the ability to direct an attack.
ATTRIBUTES: A character's attributes present a profile of his or her personality with
strengths and weaknesses. Attribute values can change. Realms differentiates between
positive attributes and negative attributes (Superstition, Acrophobia, Claustrophobia,
Avarice, Necrophobia, Curiosity, and Violent Temper).
BREAKING FACTOR (BF): Arkanian weapons are not made to last forever. Their
deterioration is measured by means of the breaking factor. The higher the BF, the more
brittle (and thus the more likely to break) the weapon.
CHARACTER: An inhabitant of the fantasy world of Arkania. Player characters, also
known as heroes, are part of the adventuring team and controlled by the player.
CHECK (ATTRIBUTE CHECK, SKILL CHECK, SPELL CHECK): Whenever a
character attempts an action with no predetermined result, there is the possibility of a
check against the appropriate attribute, skill or spell value(s). These checks simulate
rolling a varying number of twenty-sided dice. The attributes listed with each skill or
spell are important to the success of a check, giving a character with high values in the
listed attributes a better chance to succeed at that particular skill or spell check.
EXPERIENCE POINTS: (EP) Experience points (also known as adventure points) are
awarded for good role-playing, solving difficult tasks and overcoming tough opponents.
Once a character reaches a certain threshold of experience points, he or she has reached a
new level and can increase various game values.
HIT POINTS/DAMAGE POINTS (HP/DP): Whenever an attack is successful and the
blow is not parried, it hits the target for damage. The amount of damage depends on the
weapon used and is measured in hit points. Any protection, like armor, is subtracted
from the hit points, leaving only the actual damage penetrating the armor. These points
are ultimately subtracted from the wounded's life points.
LEVEL: The experience a character gathers is expressed in levels.
LIFE POINTS (LP): The sum of life points determines vitality. The average character
starts the game with 30 life points. Magicians/Magiciennes possess 25 LP and dwarves
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40 LP. Whenever a character is wounded, he or she loses life points. Should the life points
be lowered to 5, the character loses consciousness. He or she dies if the LP reach 0. Life
points are increased on reaching a new level. LP can be regained through sleep or healing.
MAGIC RESISTANCE (MR): Every living being has a certain chance to resist a spell
directed against it. With intelligent beings, this magic resistance is influenced by courage,
wisdom, superstition and experience level.
NON-PLAYER CHARACTER (NPC): Inhabitants of the fantasy world of Arkania
who are controlled by the game master (or the computer). They are used as chance
encounters, opponents, or acquaintances who can be a valuable addition to the team, for
varying amounts of time.
PARRY (PA): A protective combat maneuver. The parry value has a range from 0 to 20
points and measures the ability to parry an attack.
SKILLS: Skills add detail to a character's personality profile. In contrast to his or her
attributes, skills can be learned and improved. They give a precise indication of a character's
abilities. All skills are grouped into combat, nature, body, social, lore, craftsmanship and
intuition skills. For more information see Appendix B: Skills.
SPELLS: Magic comes in handy to cure your characters, aid them in their adventure and
to vanquish creatures bent on your destruction. Magicians/Magiciennes, Elves, Druids/
Druidesses, and Warlocks/ Witches can use up to 84 different spells in Realms. These are
grouped into various arcane lores. How well a character knows a certain spell is expressed
by a spell value ranging from a -20 to a +18. (For more information, see the Arcane Lore
section of this manual.)
AL'ANFA: A city state at the shores of the southern ocean, surviving mainly from the
slave trade. The traditional enemy of Thorwalians.
ARKANIA: One of the continents on Dere, the world of Realms of Arkania. Arkania is
a bit smaller than Europe, measuring about 3000 miles from the most northern to the most
southern coastline, and about 1900 miles across at its widest point.
CALENDAR: The Arkanian year has 365 days of 24 hours each. There are twelve
months, each with 30 days, bearing the names of the Twelve Gods. There are also five
days, the dark days, that bear no name as the Nameless God bears none. The first month
of the year is Praios. It is roughly equivalent to July. During the winter months of Boron,
Hesinde, Firun, and Tsa, much of Arkania is covered in snow, making travel difficult. The
five days between the 30th of Rahja and the 1st of Praios are called “the days without a
name,” and are considered cursed. Years are generally counted by the reign of the emperor
governing the Central Empire. Another common counting method comes from the fall of
Bosparan. At the start of the game, it is the 15th year in the reign of emperor Hal and year
1009 after the Fall of Bosparan.
CENTRAL EMPIRE: An empire in the middle of Arkania, covering about one third of
the continent. At the moment, the capital of Gareth is the seat of His Divine Magnificence,
Emperor Hal I of Gareth.
CURRENCY: The various Arkanian nations mint their own coins, of course, but most
currencies confirm to the standard of the Central Empire. The largest coin is the gold
ducat (D), worth 10 silver crowns (C). Each crown is worth 10 copper bits (B).
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GARETH: With more than 100,000 inhabitants, this is the largest city in Arkania. It is also
the capital of the Central Empire, the largest Arkanian nation. Thorwalians consider all
inhabitants of Gareth snobbish courtiers and arrogant fops.
GULF OF PREM: A gulf between Thorwal and Prem. The center of the Thorwal region,
as far as settlement and ship traffic are concerned. There are five islands situated within
the gulf, the two biggest being Hjalland and Runin.
HJALDING GULF: A gulf to the north of the Hjaldor range, protected from the open sea
in the west by the Overthorn headland and the island of Manrek. The coast of the
Hjalding Gulf is one of the most important areas of Thorwalian settlement, second only
to the Gulf the Prem.
HJALDOR RANGE: The Hjaldor range forms the back of the peninsula between the
Hjalding Gulf and the Gulf of Prem.
HJALLAND: An island in the Gulf of Prem. The only settlement on the island is the
village of Ljasdahl.
MANREK: An island approximately 40 miles long and 15 miles across, to the west of the
Hjalding Gulf. Settlements are the villages of Manrin and Brendhil.
NOSTRIA: A small, impoverished kingdom to the south of Thorwal, constantly at war
with the neighboring state of Andergast.
ORCISH LANDS/ORC SKULL STEPPES: A high plateau covered with plains to the
east of the Thorwal region. It is the home of the orcs. The countryside is dominated by
low, bleak hills and a cover of light green grasses, with small copses of birch trees here and
there. Along the Bodir River Valley ruins bear witness to failed human attempts at
settlement. Rumor has it that a number of orcish tribes are assembling on the Orc Skull
Steppes to march on Thorwal.
PHEXCAER: A town of 1100 at the banks of the Bodir River, situated smack in the
middle of the Orcish Lands. Phexcaer is dedicated to the God of Thieves and probably
harbors more of them than any other town in Arkania.
PREM: Situated in a coastal valley and almost unconquerable by land, Prem is the
guardian of the gulf named for the town. The 2350 inhabitants are quite as mixed as the
architecture present - here you can find any kind of building, from a long house raised on
stilts to a round tower built from rocks. Prem is famous for the large hall above the town,
the Free Combat School, and its Premian Brandy, a very high proof concoction also
known as “fire,” possibly because it burns with a red flame if set alight.
RUNIN: An island 20 miles long and a good 10 miles across in the Gulf of Prem with no
large settlements.
SEA OF SEVEN WINDS: The vast western ocean parting Arkania and the legendary
Golden Coast beyond. Only the most adventurous of sailors have dared try to cross the
Sea of Seven Winds, and very few of them have ever returned.
STONY OAK FOREST: The Stony Oak Forest marks the southern boundary of the
Orcish Lands. The giant, gnarly trees growing there give the place a dark and eerie
atmosphere. Nevertheless, woodcutters enter the area time and again, as the tough wood
of these stony oaks is excellent house- and ship-building material.
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THORWAL: A region and town on the northwestern coast of Arkania, between the Ingval
and Gjalska rivers, bordered in the east by the mountains of the Orcish Lands. The “Home
of Dragonships” is considered a rough area, and its inhabitants are the stuff of legends. The
towering Thorwalians are famous for their skill as sailors, but at the same time feared for
their combat skills and love of fighting. The Free City of Thorwal (6750 inhabitants) is the
largest settlement of the region and the pride of Thorwalians. This is a place where men and
women drink ale from barrels and chug brandy from tankards.
TWELVE GODS: Most inhabitants of Arkania worship a pantheon of twelve deities in
constant conflict with their opponent, the God Without A Name. For more information
see Appendix C.
WEIGHTS AND MEASURES: Distances are measured in spans, paces and miles. These
are Arkanian measurements not consistent with imperial measurements of the same name.
1 span equals 20 cm, 1 pace equals 1 m, 1 mile equals 1 km. Weights are given in oz. (25
g) or stones (1 kg).
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the chance to do so. It may not always work to your favor, but you never know what you
may find (you are adventurers after all). If you save your game as often as possible, this
curiosity may not kill the cat.
8). Explore the towns, even the “residences” where possible. If you get caught breaking
into people’s houses though, you’re going to jail (do not pass Go, do not collect $200).
9). Talk to people, get on their good side, and get the inside scoop on Arkania.
10). Plan out your combat approach. Where you position your characters can mean life
or death. A useful tactic can be to tie up an opponent in hand-to-hand combat with a strong
fighting character (Thorwalian, Warrior, Dwarf) while you pelt him from afar with a character
using missiles. Try to take the opponent out of the action with a Lightning or Somnigravis
spell which eliminates their ability to attack.
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Copyright Notice
Realms of Arkania is a trademark of Sir-tech Software, Inc. Blade of Destiny application
software © 1993 Attic Entertainment Software GmbH and Fantasy Production GmbH.
The Das Schwarze Auge game universe © 1984-93 Schmidt Spiel+Freizeit GmbH. All
rights reserved. SoftKey is a registered trademark of SoftKey Multimedia Inc., a subsidiary
of SoftKey International Inc. All other trademarks are the property of their respective
holders
Technical Support
For technical support please call:
(315) 393-6633
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