
Might and Magic I
The saga begins on VARN, a world that first appears to be a familiar fantasy realm. The party searches for the secret of the Inner Sanctum while uncovering the first traces of the conflict involving Corak and Sheltem.
This page is the entrance to materials about the classic RPG series by New World Computing. Over time it will lead to separate sections for individual games: story introductions, walkthroughs, maps, bestiaries and fan projects.

The saga begins on VARN, a world that first appears to be a familiar fantasy realm. The party searches for the secret of the Inner Sanctum while uncovering the first traces of the conflict involving Corak and Sheltem.

The gates lead the heroes to CRON, a world of strange tensions, anomalies and journeys that reach beyond a simple map. Corak once again needs help as Sheltem turns a local crisis into a threat to an entire world.

Isles of Terra continues the pursuit of Sheltem and brings the adventure to his home world. This colorful, expansive entry receives its own section with maps, location notes, bestiary material and secrets.

Clouds of Xeen and Darkside of Xeen form one larger story about a world with two faces. This part of the saga is where the classic formula becomes especially compact, polished and memorable.

The Mandate of Heaven opens a new chapter in Enroth. After the Night of Shooting Stars, King Roland disappears, the kingdom loses confidence, and the Temple of Baa and the Kreegans become the center of a growing crisis.

A fan project focused on an unusual Might and Magic VI challenge: earning one million experience points while staying on a single level. The section contains assumptions, tests, strategies and notes from the attempt.