Doomdark has woken from his slumber and the lands of Midnight are plunged into Winter. The Solstice is the peak of the Witch king's power and it is now that you must defeat him. The computer plays the role of Doomdark and intelligently pits the evil forces against you. A cold blast of fear emanates from the Citadel of Ushgarak, blowing across the Plains of Despair ever southwards to where you are busy marshalling troops. Victory for Doomdark is eliminating Luxor the Moonprince and Morkin, his son. Alternatively he can creep south into the peaceful land of the Free, striking at its figurehead of serenity and happiness - the Citadel of Xajorkith. You take the role of Luxor the Moonprince, Lord of the Free and your first task is to travel abroad and gain the support of the other citadels and keeps throughout the land of Midnight and amass an army. As Luxor you have the Power of Vision and the Power of Command which enable you to control other characters loyal to you, move through the land of Midnight and look through their eyes. The closer a character or army is to Luxor and his Moon Ring the less demoralising is the effect of the Ice Fear that emanates from the Plains of Darkness as the ring radiates the strength and warmth of his mind. Your most trusted companion, and the most important person in the quest, is your own son Morkin who is half human and half fey. By virtue of his unique ancestry Morkin can withstand the utter coldness of the Ice Fear which is increasingly directed at him as he approaches the Citadel of Ushgarak and so lifts some of the burden upon the armies of the Free. You initially have control over four characters: Luxor, Morkin, Corleth the Fey and Rothron the Wise but as you progress such characters as the Lord of Shimeral and the Lord of Brith and their armies add support to the forces of the Free.
—Sujit R. Varma