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Friday, 26 June 2026

Walking the Sacred Way

Players who have completed the Vulcanverse usually tell me that they made dozens of pages of notes on all the quests. That's not surprising considering there are over 6100 sections in the whole series; I reckon that counts as a true epic. In a CRPG you'd have a quest log that automatically updated as you played. The equivalent in Vulcanverse are the companions and mentors who will nudge you in the right direction based on the titles, items and codewords you've acquired.

The snag is that you might be focused on one quest when the companion decides to give you a clue about another. So then it's back to the notebook. And not everyone likes taking copious notes (me, for one) so I got to thinking that a Guide to the Vulcanverse might be a handy adjunct to the series.

But how to do it? In an app I could easily hide spoilers. It's not that hard in a Kindle book either, where every clue could have its own page so you only see as much as you want. Here's one way it might work -- and be warned there are spoilers ahead.

Your brother's story

A tragic, multi-book quest concerns the death of your brother and your subsequent hunt for vengeance. The quest is tracked by three codewords: Ostrich, Quibble and Quad. The first of those triggers the quest, and the last means you have successfully completed it. This quest is only open to worshippers of Ares.

A death on the road

In the deserts of Notus (The Hammer of the Sun), you cross paths with a stranger whose face is obscured by a cloth. Later, after his death, unwinding the cloth from his face, you discover to your horror that he was your own brother. As his jaw gapes open, you realize he did not speak because someone had cut out his tongue.

The codeword Ostrich tracks your guilt at your brother's death and your vow to find the person who mutilated him. You are now a grieving sibling on a quest for justice. There are multiple circumstances that reflect your trauma and your thirst for vengeance:

  • The Seer's Advice (The Hammer of the Sun): When you speak to the seer Antiphantes, he questions your responsibility for the death, but advises that before answering that, you must "find the one who cut out your brother’s tongue".
  • The Furies (The Houses of the Dead): If you venture into the abyssal prisons of Tartarus where the Furies (the winged goddesses of retribution) nest and punish the wicked, the game checks if you possess Ostrich but do not yet have Quad. Since you are carrying the burden of guilt, this alters your encounter with them.
  • Counseling the Dead (Workshop of the Gods): You can speak with the weary authority of someone who intimately knows grief and suffering. It grants you a bonus to your CHARM roll when trying to convince a despairing shade to cross over rather than fade into nothingness.
  • Homecoming (Workshop of the Gods): The Ostrich codeword is checked when you return home (if you began your adventures in Book 5, in which case you'll have the codeword Reverie). Your sisters mournfully break the news that your brother was found dead by the roadside, mistakenly believing that "robbers stabbed him through the heart".

The hunt for the mutilator

In the realm of Boreas (The Pillars of the Sky) you encounter two men holding an amulet that belonged to your brother. When you threaten them, one of them breaks and confesses that he was given the amulet by a Halizon named Belus, a man with a purple tattoo of a crow's beak across his face. This news awards you the codeword Quibble. You have identified the man who mutilated your brother and you now have a specific target to hunt down in the Borean mountains. 

Having the codeword Quibble opens up specific avenues of investigation in the Halizon stronghold. For example, it allows you to make discreet enquiries about the crow-tattooed Halizon, leading a loquacious slave to inform you that the vicious Belus hangs out at the Inn of Prokoptas.

Vengeance is yours

When you finally confront Belus, he reveals a bitter truth: your brother was actually a highwayman who robbed travellers alongside him on the western road. Belus cut out his tongue so he wouldn't reveal the magic password to a hidden door where they stashed their loot. In a fight to the death, you cut Belus down and leave him choking on his own blood. Upon his death, you gain the codeword Quad. Your quest is complete and your brother's soul can rest easy.

The codeword Quad acts primarily as a resolution filter to turn off the ongoing vengeance-based encounters:

  • Bypassing the Furies: As noted above, encounters like the Furies in The Houses of the Dead explicitly check if you have Ostrich and do not have Quad. Having Quad signifies your guilt has been expiated, meaning the Furies no longer pursue you.
  • Family Reunion (Workshop of the Gods): As mentioned before, if you return to your childhood home in Vulcan City your sisters mournfully break the news to you that your brother was found murdered in Notus with his tongue cut out. If you possess the codeword Quad you can comfort your family with the knowledge that you have already tracked down Belus and exacted retribution.

You can see how a full guide to all the quests, NPCs, and items could easily fill a book. I should have written it at the same time as Jamie and I were working on the books. (Hindsight is a wonderful thing.) On the other hand, I now have NotebookLM, which makes sorting through all the references a lot easier and a lot more fun than it used to be with a simple Word search.

This is a good time to own up to a few errata from the Vulcanverse books namely:

The Houses of the Dead 182 should have the two initial codeword filters the other way round, ie:

    • "If you have the codeword Negate 656 immediately. If not, read on. If you have the codeword Newhouse or Nimbus 343 immediately. If not, read on."

The Houses of the Dead 629 should begin as follows:

    • If you have the codeword Nought or Nervous or Nefarious 587 immediately. If not, read on.

The Hammer of the Sun 474 should include this line, which should be deleted from section 6:

    • Note the knotted rope on your list of possessions.

Thanks to the anonymous reader who spotted those. A much bigger howler is in Workshop of the Gods, where one of the endings couldn't be reached. Teófilo Hurtado, who has surely walked the Sacred Way many times, pointed out the problem. It requires a slight amendment to Workshop of the Gods 973, the options for which should read:

Make a STRENGTH roll at difficulty 16 to endure her punishing onslaught.

Success  ► 458 if you have the codeword Rhombus, and ► 1531 if not.

Failure  ► 385

Get a complete list of Vulcanverse errata here.

11 comments:

  1. I finished the game but lost that one.
    Do that depend on something?

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  2. I think this would be great. More for knowing what I’d missed, but also when stuck.

    Why was the Brother Quest only for followers of Ares? Seemed a fairly big side quest to be locked off for 75% of players.

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    1. The lead-in only made sense for Ares worshippers, but there are also quests for the other gods.

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  3. Hello Dave,

    Your post has waken such good memories from my Vulcanverse trip (though I never did that Ares quest too) ! Thanks for that !

    I was thinking about something the other day. That may come a bit too late, but I’d like to have your opinion on this idea.

    Many places in the Vulcanverse can change – and that’s one of the sides I love the most in these books (a dry riverbed turning to a joyful stream is always magical to me).

    However, I spent so much time wandering up and down the Sacred Way, I ended up writing on the very pages new numbers (especially in Arcadia) to go straight to the « changed » places - thus avoiding two or three entry / codewords in a row.

    I wonder if the following system could have made the experience more fluid :

    1. Let’s imagine a separate sheet, common to the five books, and titled « Special places & Locations ». On this sheet, only letters with a number printed beside, and some dots on the right. For example :

    A 1594 …………………………
    B 804 ………………………..
    Etc.

    2. When a place changes, instead of using boxes or codewords, assign new numbers to letters. (For example, after the Bacchantes episode in book III : « Cross the previous number in B and replace it by 826. »)

    3. Instead of writing -> 804 simply write -> B


    I’d be curious to know what you think about that. You may have already considered such an option, and there must be some inconvenients that don’t appear to me. But it could have streamlined some « knotty » sections, such as Iskandria or Arcadia when the land has been healed.

    Anyways, the idea of embarking on a second trip in the Vulcanverse is slowly growing in my mind, and I might choose Ares this time (a begin in book V) to make it even more epic !

    Thanks for all the magic !

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    1. That's a good way of handling the story logic gates, Pierre. Maybe I'll try it next time. What I'd really like would be a way to filter those conditions without the reader having to turn to any look-up tables, either of codewords or redirection numbers, which is why I use tickboxes whenever a change is local rather than global. An app would do that work for the reader, of course, but putting gamebooks on an app also means having to shorten the text considerably because people have less patience when reading on-screen. (Or maybe it's that people who read on screens have less patience?) Anyway, thanks for your suggestion which strikes me as very elegant.

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    2. By the way, if you do get around to another foray into the Vulcanverse, I recommend trying a character of the opposite sex. Female and non-female characters can experience a very different endgame when the scrimshaw hourglass comes into play.

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  4. I really need to go back and explore the Scrimshaw Hourglass section.
    Although I had the hourglass I bypassed that section in the end game.

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    1. You don't need it to win, but it's a useful gizmo that gives you a second chance (and an entire side quest) if you fail to escape from Death aboard the Sunrise as you enter the endgame.

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  5. Hi Dave.
    France here, I had been a fan of CYOA books in the late 80s and early 90s. I had missed your Fabled Lands books back in the days. Eight years ago, some time after coming back to boardgames, I discovered the FL series and played a lot of it, through two characters. I want to thank you and Jamie for this breathtaking work. Memories of my FL playing have very aptly joined my teenage and later RPG memories.
    Three weeks ago, I read some Ralph Azham books,. That made me want to play some land crossing adventures, I took my FL books back, created a Troubadour, and explored through the Fabled Lands again. And I then incidentally came take a look at your blog, saw this very post, and realized you and Jamie and created another set of such gamebooks. I had totally missed the Vulcan Verse !
    So I just ordered everything and have played it each and every day from then on. I've reached ten achieved labors today, and am having a ton of fun.
    The Vulcan Verse series is great. It feels very different from the FL series, it's thematically more quest oriented, and the world is very differently displayed.
    I like it a lot and want to thank you again. I'm having a blast. I'm RPGing it a little, just what I feel is needed. I'm so glad you created it.
    Cheers from France.

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    1. Good to have you back, Dob! And ten labours -- that's impressive. Let us know how you got on when you've completed the whole series?

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