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Sprite for all Notes in the game.
Notes are brief nonmarketable letters and missives which can be found by the party throughout Betrayal at Krondor.
Each Note occupies one Inventory space. Notes are most often found in chests or other caches, but occasionally turn up on bodies or in the course of a quest. They serve as a means of insight into enemy activity, local flavor, or helpful information.
The Five report increased dissident activity in the Inclindel region. Assassins are to summarily target any moredhel passing into the Kingdom of the Isles without the agreed-upon hand tattoo, above all preventing contact with Krondor.
Advises Nighthawks that the earlier shipment of magical traps are inferior and often unreliable, and that a new design by the Six is being tested on the King's Highway south of Zun and west of Tyr-Sog.
Note that the field commander has been advised by the Six that Gorath is moving south, possibly accompanied by a Krondorian Seigneur; his activities are to be monitored and measures taken where appropriate.
Relays thanks from an unknown writer to the Six for the magical traps, and details the employment of a Witch to test them without stepping between them.
Unsigned message to Delekhan detailing three exploitable weaknesses at Highcastle: local trolls who could "spontaneously" disrupt supply lines; numerous guards suffering lingering wounds after the past few months' continuous raids; and disquiet among the guards regarding problems with payment delivery from Rillanon.
Along with his tithe for the High Priest of the Temple of Kahooli, Count Corvalis petitions "that Navon du Sandau be driven mad for his attacks on my person and my family."
Receipt for payment of an excessive sum in rubies and sovereigns to Isunatus of Cavall Keep.
Lucan, believing that he has accidentally alerted the moredhel to his theft of some of their items, tells his mates to clear out the safe box near Hawk's Hollow but to remember that it is locked so no one else can open it.
Delekhan advises unknown recipients that Gorath is heading for Krondor, ordering them to continue their duties but suggesting that they lie in wait on the eastern roads and stop the party before they reach Tanneurs.
Narab requests as many moredhel troops as possible to be moved into Tanneurs in anticipation of Gorath's arrival, having orders to kill him if he tries to move down the eastern roads.
Along with a tithe to the Priests of Kahooli, G.L. Esq. of Havenwood wishes that the thief who stole his pants "be eternally at the pot."
A note from Delton to the Crawler praising the perfection of a set of counterfeit Glazer's Guild Seals and explaining that they have been stored with a "gold grubbing farmer" in a barn outside Lyton since the Silden area was too active to store them there.
Brother Jeremy the Scribe reports to Lord Lyton the cataloging of three riddle chests in the Lyton area, their passwords being RIVER, ICE, and SWORD. He promises to send word by post if others are found and decoded.
A furious note from the Crawler to someone whose "special training" should have given them an advantage over the Mockers, but has instead had trouble with them. The Crawler demands that the Idol of Lassur and the Amulet of the Upright Man be loaded aboard the Night Crawler at once to fulfil some pressing business with "our serpentine clients" in the Sunset Isles, who will not be impressed with hirelings' incompetence.
A fawning note from Fedrayh to "Master," detailing the placement in stipulated chests of false notes about an attack south of Tanneurs in order to lead the readers into a trap.
Note from Narab informing unknown parties that Gorath may soon be in the area and directing them to take him alive for Delekhan and the Six if possible, but if overmatched, kill him to prevent discovery of the moredhel association with the Nighthawks. The recipient is otherwise advised to retrieve the Knight's Piece from the well and convey the Nighthawks' crucial information on Kingdom garrison strengths.
Unsigned note to Navon citing concern for Count Corvalis's increase in local patrols and the possible discovery of the door behind the waterfall, pointing out that despite Navon's low opinion of Corvalis's intelligence, one of Delekhan's envoys might accidentally be followed there and directing Navon to return south of Cavall Keep as soon as he can.
Lore and instructions on the activation of Nalar's Rib.
When examined, the party looks the battle plans over and hopes they can get them back to Duke Martin safely.
Deeds the Mac Bourgalan Dok to Mejakaar Blackpatch, and provides a map bespelled to open a magically-sealed door through which the party can reach the Vaults.
The scrap of parchment is marked with a code unreadable to the party. They hope Abbot Graves will know what to make of it.
Orders an unknown recipient to penetrate the Kingdom and cause disruptions, allowing the invisible magicians south of Northwarden time to get organized. If trapped behind Kingdom lines, the recipient is to head south and wait in the barn secured for moredhel spies.
Informs members of the Dragon's Maw Company that until further notice, Moreaulf has changed the passwords for the Dimwood to Narab's Blood.
Politely informs the reader that Phillip of the the Dimwood has removed the "interesting device" found in the chest in case "someone less honest" might steal it, directing them to retrieve it by coming to the house due north of the chest.
Two duplicate maps of the Timirianyan island, displaying its roads, hills, mountains, rivers, and bridges. When checked, the party's current location is marked with a red square. If brought back to Midkemia and checked there, the party muses that such a map would come in handy if they were only in a place where they could use it.
Pug warns Tomas that magic does not function on Timirianya and theorizes that, as Tomas' enhanced senses may have already told him, the Panath-Tiandn were seeded there by Alma-Lodka during the Valheru raids across the cosmos. He intends to head northward and search for Gamina in a ruin he spotted earlier.
Pug discusses the metamorphic concretion of the manna on the planet, speculating that the change was engineered by an agency even greater than the Valheru in order to drive them away, though it might have inspired Draken-Korin to create the Lifestone. This discovery accompanied the sense of a wordless intelligence in one of the crystal pillars in the ruin, though he became ill for several days after touching the central column and avoided the rest.
Pug notes that crystallized manna can be gathered from yellow crystal formations, as well as a surprisingly sophisticated artifact in a magical trap near the columns. He suspects it may enhance some telepathic abilities, and intends to try to use it to contact Gamina.
Although some Notes are written and intended only for moredhel eyes, reading them when Gorath is not present does not require the Union spell.
The game's strategy guide, based on Version 1.01, provides unique names for certain Notes, such as Mitchel Waylander's Note and Navon's Note.[1]