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An Ebonguard Adventure by Exeryte
Winner for February 2007
For each different and unique situation you enter, select the course of action
that best suits you. Then, follow the given parenthetical number to its
corresponding section. Your goal is to survive and ultimately find a place
that accepts you.
***
You are a spruce, young, Ebonguard warrior, though your adolescence should not
be taken for weakness. The Basin of Life is intriguing and drives you to fill
your thirst for knowledge. Still having much to learn about the mysterious
realm of Lusternia, you take it upon yourself to explore and find refuge amidst
the chaotic and devious land.
You are wielding a pair of rusty rapiers and wearing a leather backpack. It
contains sketch paper, coal, a small iron shovel, and a crumbled cookie. A few
golden sovereigns jingle about in your pocket, and you hold a map of the Basin
of Life. (1)
***
=^1^=
You meander blindly through Glomdoring Forest. You have long since discarded
the use of landmarks, and instead are traveling what you believe to be
northwards, by your primitive and shaky instincts. A protruding root of a
ghastly blackthorn tree catches you by surprise, sending you sprawling to the
ground. Grimacing in a mix of pain and internal embarrassment, you arise to
find yourself, at long last, on a murky dirt path, barely discernable as such.
You determine that you are somewhere in the very northeastern tip of the forest.
To the right, the towering peaks of Avechna's Teeth rise up steadily. Looking
straight ahead, shafts of sunlight beam down upon the dusty Great Southern
Highway.
Head straight and northeast along the path to the Great Southern Highway. (16)
Follow the curving path right to Avechna's Teeth. (31)
=^2^=
Wishing to be the one recognized for bringing home the viscanti child, you
wander aimlessly in the western half of Magnagora. The viscanti girl grows
fearful and huddles up to you closer. Soon, frustration sets in from the
baffling alleys of the city. You are ready to give up your search and leave
Magnagora when an angry holler causes you to turn around. Two viscanti nobles,
clearly of the d'Murani house by their black attire marked with a sprawling
orange kestrel upon a red stripe, stare at you in rage. The first, an elderly
woman, screams at you.
"My child! How DARE you! Give me my child, for the love of Nil!"
"No, it's not that!" you retort. "I was in the sand over there and I ran into
her but now I bro-" The nobleman interrupts you by rubbing his hands together.
A ball of cosmic fire is made manifest by his magic and he sends it hurling in
your direction. You scream as the fire hits you in the chest, searing your
body and sucking the life from you. Before your senses go dark, you see the
young viscanti girl run up to her parents without a care for her true rescuer.
(End)
=^3^=
With an awkward glance at the motionless clam, you swim into the vent. Relief
overcomes your chilly body upon entering. You swim carelessly in the unusual
place you have entered. It is a vast, open area, warmed by the thermal vent.
Not paying attention to the assortment of glowing sharks and bubbling fish, you
direct your attention to swimming downwards. The weight of the waters grows
heavy as you descend until you have reached the very bottom. There, a
particularly wicked-looking kelpie surrounded by burly henchman. She notices
you and gives you a joyous smile.
"Well, hello there, young one," the kelpie says beguilingly. Silently judging
her, you do not respond. "It is sad indeed, but a sacrifice must be made here
today." She nods her head to a prism in which is contained a small merian
child. Tears run down her cheeks and mingle with the surrounding waters. She
screams at you, though you hear no sound. "You see, only after this wrongful
girl is offered can we bring betterment to kelpies everywhere. I give you the
honor..." the old kelpie says, handing you a knife crafted from what looks to
be the horn of a unicorn.
You look from the knife, to the weeping girl, and back to the knife.
Drive the knife into the young girl's chest. (6)
Ignore the cruel kelpie's orders and slay her instead. (38)
=^4^=
Grinning evilly, you jab your rusty swords into the cow's side. An
unimpressive puddle of blood coalesces beneath the cow from your weak attack,
and the cow is put into a frenzy. Before you know what is happening, a hoof
knocks into your skull, flinging you to the ground. The cow trots with an
astonishing speed out of the area northwards. You are stunned by the strength
of such an odd creature, and demand retribution for your throbbing headache.
Painfully, you are able to get up and began a disorientated chase after the
beast. For over a mile you chase the cow, until it eventually comes to a stop
at the base of Avechna's Peak. Tasting a mix of sweat and blood near your lip,
you unleash a fury of rapier swings upon the cow's skull, not stopping until the
creature lies dead. Now that your blood lust is satiated, you survey your
location. A sandy beach divided by rivers and streams lies to the south. You
catch a glimpse of a valley to the southeast; beyond there lays a village
surrounded in forest.
Cut out strips of the cow's leather hide to sell in the nearby village. (19)
Forget about the corpse and turn your attention to the tidal flats to the
south. (42)
=^5^=
You stop, turn around to the guard, and give her an insolent sneer. In a
cheeky manner, you mock the huge and somewhat clumsy taurian form of the
marshal. In a deep, annoying voice, you strut around.
"Grrrah! I'm a big marshal, lookit me! Grrrah!" you tease.
The marshal's sickening breath makes you gag as she suddenly grabs you by the
collar and strikes your head. You taste blood dripping from your nose. She
picks you up and drags you outside of the village. After many minutes of
stumbling through the mountains, you find yourself at the edge of Avechna's
Teeth facing west. The ur'Guard Grand Marshal hurls you over the edge and into
the river below. The chilly water freezes your limbs and your body aches with
the impact. Once you are able to surface, a brisk swim leads you out of the
river onto the Ackleberry Highway.
A pained giggle escapes your lips as you realize your rash and silly actions.
You are amazed to be alive. Tiny patches of blood are forming on the dark red
side of you that met with the water. Sopping wet, you manage to pull yourself
onto the highway and lay awhile to bide your time until the pain subsides.
Only after what seems like an hour are you able to rise, refreshed. Whistling
a random tune, you travel northwestwards a ways until you meet a cow in front
of a grubby village.
Try to kill the cow. (4)
Ignore the cow and enter the village. (47)
=^6^=
You shut your eyes tightly and thrust the knife into the prism. The poor girl
inside screeches noiselessly and slumps. Shaking erupts throughout the sea as
a thunderous chattering pervades the region. The old kelpie woman shouts loud
enough for the entire Basin of Life to hear.
"With the help of my keen friend here, we have, together, reclaimed the Inner
Sea for ourselves!" She cackles uncontrollably.
Instant regret overcomes you upon seeing the lifeless body of the innocent
merian girl lying before you. You fall to your knees and begin to weep
uncontrollably. Sparkling light surrounds you wistfully, soon followed by a
regal merian lord. With a look of pure hatred, he raises a pearly white staff
to call down a storm of hail upon you. Your body fades into to numbness, but
you don't care. You cannot shake off the fact that you murdered a guiltless
child. Another wave of freezing hail hits you. Frost is forming upon your
body, and the water around you is turning into ice. Shivering uncontrollably,
the last few hot tears drain out of your body. The merian sends a final blast
of unbelievably cold air into you. All around you, the waters solidify into a
massive block of ice. Your organs shut down from the freezing temperatures.
The majestic merian nods approvingly at your figure as the ice pushes it
upwards, still kneeling with a look of deep regret upon your face.
"And thus you die, murderous bastard," he spits towards your frozen figure.
(End)
=^7^=
Looking around inquisitively, you decide to follow the spider over the glacier
and into the valley. The winds whirl around you as you make your way over the
top of the icy object and down the path. A soft growling noise coming from the
base of a steep cliff leads you to your spider. It is digging ravenously into
the mutilated corpse of a snow rabbit. Smiling, you walk through the snow
towards him. The spider cheerfully clicks its mandibles scurries further into
the valley. You run after it with a chuckle.
Realization dawns upon you suddenly, and a cold shudder ripples down your
spine. Your footprints, embedded into the snow, fall in line with huge paw
prints, without a doubt from some large cat-like creature. Ignoring your silk
spider, you make a dash out of the valley. Your eyes dart back and forth like
a madman's. You see the glacier and begin a hasty ascension to the top. Only
a few feet up, an acute pain shoots through your right leg. You look down to
see a saber-toothed cat sinking his long teeth into the meat of your thigh.
Screaming in pain, you tumble to the valley floor. The cat makes a swipe at
you with its paws, which tear into your spine. Crimson blood spews in all
directions from the cat's work. The saber-toothed cat then snarls and bites
into your neck with his teeth. As your remaining life's blood leaves your now
pale and dizzy body, you close your eyes and succumb to the enticing thought of
death.
(End)
=^8^=
Hesitating for but a moment, you join the impressive crowd of rowdy orcs
shouting out support to the determined newcomer. Several seconds later, a
pale, skinny orc runs into the pit and tugs sharply on a thick rope, causing
the piercing sound of a bell to reverberate throughout the village. Deafening
roars break out from both sides as the deformed orc runs out of the ring and
the fight commences. The Chieftain lashes out at the orc newcomer clumsily,
who dodges the blow effortlessly. He retaliates with a brutal strike at the
Chieftain's head. The Chieftain attempts to block and grab the club out of the
opposing orc's hand, but to no avail. The sanded surface slips through his
hands and comes crashing down onto the Chieftain. A long gash appears in the
Chieftain's surprised face. He roars and prepares to unleash a fury of blows
upon his enemy, but suddenly falls to the ground., gagging and sputtering. The
blood pouring out of his wound suddenly turns into a black, ash-like powder.
The entire region around the deep cut is soon a dark black. His eyes roll back
in death and he gives a final shudder before expiring, pitifully.
Shouts of triumph rise up from your side of the ring. Brandishing spears,
clubs, and a wide variety of hooked metal objects, the supporters of the orc
newcomer rampage throughout the compound. They hack and slash at anyone whose
support was given to the late Chieftain. With your eyes gleaming evilly, you
timidly join in the massacre, giving a few stabs and swipes to those
unfortunate enough to be knocked to the ground. A short while later, the
stench of fresh orc corpses pollutes the air of Acknor. The orcs, acting as
though no fight had just killed dozens of their own kin, go back to laughing
uproariously and being immensely rowdy. You beam broadly, believing to have
finally found your true calling.
(28)
=^9^=
You hastily hoist the crippled corpse of the viscanti girl onto your back and
search for an imperfection in the wall to help you crawl out. Sadly, there is
no foothold in the slick walls. You turn to face the gravedigger and are met
with a pair of cruelly long nails ripping the flesh in your chest. Arching
your back in pain, you frantically begin to search for any way out of the hole.
Your efforts are for naught, and the gravedigger brings his fists crashing
brutally upon your skull. Blood is now pouring from your head wound. You
won't be able to survive much longer, so you turn your attention to the
gravedigger who brought this mess upon you. Through hot tears, you begin to
bite and kick the gravedigger, but to no avail. The sharp, keen claws of the
gravedigger meet your throat and you tumble to the ground, lifeless. Through
your last sense of vision, the pitiful corpse of the viscanti girl falls next
to you.
(End)
=^10^=
Whispering words of comfort to the shy viscanti girl, you turn to Glomdoring
Forest and sense her follow you. As you begin to near the outer reaches f the
woods, a scream is suddenly cut short by a thump. Whirling around, you see
that a mound of sand has been uncovered, making way for a pit. A pale,
muscular gravedigger resides within the hole, sniggering evilly at the corpse
of the viscanti girl. Her oddly pretty face is gorged upon by the wicked nails
of the beast. Your face burns red, since you know this murder could have been
prevented. Without thinking you dive into the pit, either to save the body for
a proper burial or kill the beast who wrought the death of the innocent
viscanti.
Grab the corpse and climb out, avoiding the gravedigger's attacks. (9)
Slay the gravedigger before grabbing the young girl's corpse. (37)
=^11^=
Carefully reviewing your map, you judge that the quickest way to Dairuchi is to
follow the Southern Mountains to the Old Imperial Road near the Skarch Desert
and bring the spider into Dairuchi from there. Trying your best to look
inconspicuous, you walk quickly and quietly past the guard. Out of the corner
of your eye, you see him roar in rage and make a dash towards you. You are
only just able to avoid the onslaught and escape the village into the
mountains. It takes you the rest of the day at a brisk pace to make it a
decent measure into the mountains. Being immensely tired, you look for a spot
to rest before you resume the journey tomorrow. If you remember your map
correctly, you are somewhere in the southwestern part of the mountains.
Massive iron doors mark the entrance to the keep of Southgard, and another hill
lay in front of the Grey Moors.
Enter Southgard and spend the night there. (45)
Walk into the Grey Moors to find a resting spot on a soft patch of heather.
(41)
=^12^=
With a high-pitched roar, you jump into the tent to enter the fray. You alone
are no match for the burly krokani warriors, so resort to slashing their legs
whenever you see the chance. You instruct your fat spider to aim for their
legs as well. Although cowardly, the tactic proves effective. By the time the
last of the krokani are slain, almost half of them wear brutal slash marks or
vicious bites on their ankles and calves. A grandiose aslaran, draped in
robes yet sweating from the brawl, walks up to you.
"My gods, it has been long indeed since we've found an ally." The lips of the
aslaran tremble ever so slightly. "You have no idea what it's like. Day after
day, the krokani inflict their horrors upon my kinsmen. We have nearly lost all
willpower to fight back. The kidnappings, the rapes, the murders..."
Hot tears of sadness and anger course through your eyes unrestrained. The
regal aslaran continues. "It has been too long since the Grey Moors could be
accessed freely by the aslaran without the imposing thoughts of death by a
krokani spear."
Through these words, you realize that the Fates have led you here. The Fates
have meant for you to aid these creatures in their war for respect and revenge.
As you swear to help defend the aslaran camp, you see your silk spider bob his
body up and down in agreement.
(28)
=^13^=
You take a deep breath, and make a mad dash for the Great Southern Highway.
You ignore the distracting clicks of the scorpions, paying attention only to
your goal. So absorbed are you in reaching the road that you run right into a
timid viscanti girl. Tears begin to trickle from her round, lonely eyes. You
are overcome with a feeling of regret and search your pack for something
suitable to give the child in payment for your wrong. A quick search leaves a
crushed iced cookie in your hand. The girl's eyes dry instantly. She takes
the cookie, nibbles on it daintily, and wolfs it down. A broad smile becomes
apparent in her features and she begins to follow you. You feel the need to
bring the girl back to her home, wherever that may be.
Search for her parents in the mountains, by taking a path through Glomdoring
Forest. (10)
Finish your journey to the Great Southern Highway and investigate nearby areas.
(36)
=^14^=
Determined to sketch the incredibly beautiful scenery before you, you dive into
the warm waters of the bay and swim fluidly to the nearest island. The
temperate air dries you off astonishingly quickly as you fish your sketchbook
and a piece of coal out of your pack. Settling down and breathing deeply, you
begin to draw everything in sight. The balmy waves of Bondero Bay are formed
precisely under you hand, as well as the sandy shores and merian constructs in
the distance. So absorbed you are in your drawing that you do not give a
second thought to a looming shadow that falls over you. Hot air blows into
your face, catching your precious sketch and blowing it into the depths of the
ocean. You gaze in disbelief as water takes hold of it, ruining the dear
picture forever. Tilting your head backwards, you see a monstrous humanoid
creature composed of mud standing behind you, emitting a powerful arid stench.
You hardly have time to blink before a fiery claw pounds into your skull,
killing you instantly.
(End)
=^15^=
As soon as you give your wish to be taken to Spectre Isle, the Warlord nods to
a squirmy viscanti servant, who bows humbly. Stepping in line behind the
viscanti, you are taken aback by the speed at which he strides northwards onto
the highway. Barely able to keep up, you are grateful when he stops on the
shores of the Sea of Despair next to the Greater Shallach River Delta. The
viscanti extends a pale finger to the southwest, where you see the frosty ruins
of what must have once been a great city. Emotion sweeps through your mind at
the sad, lost state of the isle. Determined to find out more about this
ancient civilization, you dive into the freezing waters of the Sea of Despair.
Turning around to give a wave to the helpful servant, you find that he is
already gone. You shrug dismissively and focus on the island ahead. Through
your fortitude, you are able to swim fluidly through the choppy waters of the
sea. You pull your fatigued body onto the silent island's shore and cough up
some seawater. Before you is the icy Spectre Isle.
After a brisk walk through the chilly island, you discover the miserable state
of the spectres. For eternity, they are trapped in their corporeal forms to
endure an endless suffering. They have been stuck into living each day again
and again, without hope of being freed from the cycle. Your heart is touched
firmly by the depressing tales they have to tell. You pull out a journal, a
scrap piece of coal, and vow to make it your life's work to scribe the many
tales these ghastly visages have to tell.
(28)
=^16^=
Focusing on the sunlit highway ahead, you manage to stumble through the forest
and out onto a barren wasteland. You immediately feel a dread encompass your
body and you look around awkwardly. A three-legged dog hobbles around an
immense pile of gold sovereigns nearby a mangled pile of bones. Numerous
oversized black scorpions click in the distance. Feral, hairless rams
collaborate in miniscule groups, charging into each other for fun. Small
mounds of inconspicuous, off-colored sand lay sporadically about the wasteland.
Further along, you see the outskirts of the land meld into the broad highway.
You have been warned by your guild leaders to stay away from this area, which
they have dubbed 'the Blasted Land'.
Sprint through the sand and attempt to make it to the Great Southern Highway
unscathed. (13)
Succumb to your inner impulsive greed to obtain the gold sovereigns. (26)
=^17^=
Clenching your teeth, you jab your rapiers wildly at the ghoul. You are thrown
to the ground by your own strength. The rapiers cannot penetrate the
disembodied form of the ghoul! It gives a shrill shriek and its form manifests
into corporeality to strike you a stunning blow to the head. The wind is
knocked out of you. You curl into a fetal position, gasping for breath and
mercy from your adversary. Whether the ghoul does not understand, or it is a
marvelously merciless creature, it matters not. His now solid form grabs your
throat. Twitching from the strain on your lungs, you soon become poisoned
without fresh air. Blood leaks out of your eyes, closing them for eternity as
the ghoul screeches sharply in victory.
(End)
=^18^=
Not wishing to be involved in any further trouble, you begin to tiptoe away
from the valley. A muffled gurgle behind you signals the death of the taurian
from the wolf's lunge to his throat. Howling loudly, you hear paws padding
upon the ground behind you, gaining speed every second. Fearing for you life,
you make a mad dash for Alabaster Road. Unbearable agony breaks out in your
leg as the nearly invisible wolf rips into your hamstring. You suddenly fall
to the ground with your leg muscle flapping outside of your body loosely.
Fumbling for your swords, you prepare to jab the rapiers at the wolf.
Unfortunately, the speed of the wolf is too much for you to handle. A snarl, a
swipe, and a profound slash in your neck marks the end of your adventuring.
Filled with yet so many regrets, a vague blackness envelopes you.
(End)
=^19^=
With your swords, you are able to cut plenty of leather from the cow's corpse.
In high spirits, you strut into the village, only a brisk walk along the highway
to the southeast. Proud centaurs eye you coolly, and chills are sent down your
spine as you sense the unseen eyes of a pale hag. Gulping uncertainly, you
walk up to one of the centaurs.
"Might you know where I could sell this leather?" you inquire, trying with all
of your might to restrain yourself from using a voice turned shrill by fear.
A cold smile slowly takes over the features of the centaur. He nods
surreptitiously towards a frost hag and you are suddenly overcome in a
whirlwind of spear stabs and bitter winds. The wrath of the Serenwilde leaves
you on the ground dead in a matter of seconds.
(End)
=^20^=
Bursting with excitement, you jog northeastwards. The dark city of Magnagora
draws closer with each step you take. Finally, you reach the southern
entrance. Your first step into the city brings into view a plethora of
coughing beggars, skinny dogs, and intimidating rune-covered guards. Gulping
down your fear, you walk northwards. You soon become lost in the alleyways and
side streets. Your adrenaline builds up as you search frantically for a breath
of fresh air outside of the tainted city. After several minutes of
hyperventilation and trepidation, you find yourself at the northern entrance.
The ominous city proves itself too disorganized to navigate properly.
Disheartened, you are ready to leave the city and continue northwards when a
thin, pale beggar catches your eye. He grovels at your feet, with tears
coursing down his cheeks as he begs for a few coins.
Toss a handful of sovereigns to the beggar before leaving Magnagora onto the
Ackleberry Highway. (40)
Ignore the beggar, returning to your journey. (27)
=^21^=
In a frenzy of fear, you run through the slim crack in the wall. Peering
through the opening to where you just were, you are able to see the ghoul float
away in search of a weak prey. Exhaling deeply, you take stock of your
surroundings. There is an intricate statue of an angel along a path to a
tunnel below the Presidio of the Damned. You are unable to resist staring in
marvel at the beautifully detailed statue as you walk to the basement level.
Through the dimness of the underground, you can barely make out the shape of an
old scroll. Greed washes over you, and your sole purpose becomes to read the
scroll to learn more about this intimidating region. You lick your lips and
plod towards it. Seemingly out of nowhere, a floating brain, complete with
slimy tentacles, whirrs through the air and latches onto your face. The
tentacles wrap around your head and squeeze tightly. Your body involuntary
vomits when more tentacles force themselves into your mouth and partially down
your throat. Fear and panic explode inside of you. You begin to choke on your
own vomit and lack of air. Feeling your purple face grow hot and tense, your
body slumps to the ground. Your eyes roll back in death as the repulsive brain
claims success in its quest to kill you.
(End)
=^22^=
You take a deep breath and dive into the cool waters of the Inner Sea. Your
morale is high, and you believe that you will be able to make it to New Celest
without trouble. Soon, the choppy waves cause you to be tossed about
carelessly through the sea. The color of your face turns red in exertion from
the strain on your exhausted arms and legs. But no, you will not admit defeat
to the Inner Sea. This is more than a swim--it is a rite of self-satisfaction
and approval. However, a particularly big wave sends you tumbling below the
surface. You inhale water and begin to choke. Unfortunately for you, the
lengthy trip has left you exasperated and without the strength to resurface.
Slowly sinking to the sea's bottom, you extend a quivering hand to the surface.
It is all you can do before you are poisoned by the lack of air and your life
fades into oblivion.
(End)
=^23^=
With your newfound pet in tow behind you, you wait for an opportune moment to
leave Angkrag unnoticed. Unfortunately, the ur'Guard Grand Marshal whom with
you had a run-in with earlier catches a glimpse of you.
"Worm! Get back here with that creature!" she hollers at you in a sickening,
gruff voice.
You sprint out of the village and don't stop until you've gone a long ways
northwards. You are happily able to walk until your spider stops behind you
near a large glacier. Turning around, you motion for the bloated spider to
follow you. It disregards your orders. Mandibles clicking loudly, the silk
spider scuttles on top of the glacier and disappears from sight. A quick peek
at your map shows you have absentmindedly bypassed the Presidio of the Damned
to the south, an ideal place for adventuring.
Follow the spider beyond the glacier into the valley. (7)
Give up the joy of having a pet and search for adventure in the Presidio of the
Damned. (46)
=^24^=
Closing your eyes, you fall asleep in moments along the sandy shore. Well into
the morning, you wake up, finding yourself incredibly refreshed. You stretch
with a smile on your face and prepare for a morning swim. Thinking yourself to
be a competent enough swimmer, you dive right into the water. A brisk swim
later, you are revived. Unfortunately, the shore, your target, is a good half
mile in the distance. You frantically begin to swim towards it but are swept
away by the current and into the Inner Sea. Water envelopes you and panic
overtakes you. A spark of rationality goes off in your head. You focus all of
your attention on bonding with the spirit of Trout, and soon find yourself able
to breathe underwater! Bubbles escape your lips as you laugh.
Farther and farther down you swim, until the water chills your body and
darkness encompasses the landscape. Your shivering body swims slower and
slower, yielding to the cold depths. A look ahead of you brings into sight a
glimmer of light, illuminating an underwater thermal vent near a gigantic clam.
The light is coming from a lantern fish that frolics about without a care in
the world. You have heard that these fish can be taken into the Sea of Despair
to aid New Celest.
Snatch the lantern fish and take it to the Sea of Despair. (32)
Enter the thermal vent, which is giving off a delightfully warm burst of water.
(3)
=^25^=
You watch as the transparent beast jumps onto the taurian hunter. He lets out
a grunt of pain as the wolf claws him mercilessly. Seizing the chance, you
dash forward and bring your blades crashing upon the wolf's head and into his
ghastly brain. Instantly killed, the wolf slumps to the ground. Fascinated,
you witness the corpse vanishes. The taurian, wincing, manages to pull himself
up on his feet. Flashing you a meek smile, he beckons to you.
Following the tall taurian warrior, you mimic his expert techniques as he darts
unseen through the valley. In no time, you end up in the southeast corner.
With a finger pressed up against his lips, the taurian pushes aside a wall of
foliage. There, you see another taurian, no doubt a tribe leader, of
gargantuan proportions. Standing a solid seven feet tall, he and the taurian
hunter begin to speak in whispered tones. You take the opportunity to survey
your surroundings. You are in an earthy hut, hidden by foliage and dirt. It
is cleverly disguised to be indistinguishable as a hut from the outside. Just
as soon as you gain an appreciation for the curious construction, the taurian
chief places a hand upon your shoulder.
"You have done us a great service. We, being the Kyrian Tribe, are a group of
modest taurian." He pauses. "That ghastly wolf you slew is not a natural
being. They do not stop their pitiful attacks on our fellow tribesman. The
tribe is failing because of them. Slowly, but surely. We...would be honored
if you were to join us in our quest to end the vile creatures." His gruff face
looks at you expectedly.
Overwhelmed with the offer, you can only agree to the proposal.
"Oh...yes. Yes, I will."
"Ah, marvelous!" the tribe leader enthuses. "Terlel here will help you begin
your training. I have no doubt that you will make a wonderful addition to our
tribe."
With a wistful sigh, you beam, having found yourself finally accepted and
appreciated.
(28)
=^26^=
Cautiously, you approach the growling mutt. Thinking this not to be a
difficult task, you twirl your worn rapiers clumsily and lash out at the old
dog. Right away, the dog falls to the ground with a gaping, bloody hole in its
side. You quiver with triumph and reach down to claim your prize. Pushing
aside the scabby corpse of the dog, you scoop up the gleaming pile.
Altogether, you count well over a thousand gold sovereigns. Spitting in
disgust upon the corpse of the three-legged dog, you retreat to the highway,
carefully avoiding any curious mounds of sand. You decide that your future
would best be suited with a bit of saving. Continuing your trend of
adventuring, you will of course travel to a foreign bank.
Follow the Great Southern Highway northeastwards to the Magnagora City Bank.
(20)
Travel a longer distance in the opposite direction to the Bank of New Celest.
(34)
=^27^=
Staring impeccably at the ragged beggar, you shake your head dismissively and
walk northwards. Instantly, shouts of pain ring out behind you. The beggar
opens up a gash in his own head with a tiny blade and is screaming at the top
of his lungs. You gaze about in horror as several guards of Magnagora arrive
at the scene.
"Villain!" one plague lord declares. "To injure one of the Engine is to injure
the Engine itself!"
Words of apology splutter out of your mouth in a moment. Disregarding your
diplomatic speech, half a dozen swords plunge into your body. As the world
fades into blackness, you catch a glimpse of the beggar slyly winking your way.
(End)
=^28^=
Your toils have led you all around the Basin of Life. Through your providence,
you have succeeded in living through the many dangers that have been so
carefully weaved into the fabric of reality. Only now, in a state of bliss and
satisfaction, can you consider yourself to be a true Lusternian, having found
the real meaning of your life.
(End)
=^29^=
You fall prey to the addictive blood lust held by the krokani and lash out at
the nearest aslaran, a young female. The quick slash leaves a gaping wound in
her forehead, out of which flows her crimson blood. Her screams cause a hefty
aslaran to whirl around and stare at you with a look of loathing. He ignores
the snarling of your spider and deals it a massive kick in its face. All eight
legs of your faithful companion curl up together in death. A watery liquid
sloshes from its lifeless eyes and forms a small pool around it. So entranced
you are in disbelief that you do not notice the warrior's spear return a blow
to your forehead in retribution. Involuntarily, you groan as another spear
cracks several ribs before sprouting up from your chest. You fall flat on your
face in a humiliating death.
(End)
=^30^=
Gazing up at the beacon-like structure, you are entranced by its glorious
splendor. An out of place object created of crystal at the base of the tower
catches your eye. Upon closer look, it is revealed to be a lever. With a
steady hand, you nimbly pull it. You fall back in surprise as a brilliant
light pulses from the gleaming tower. Thinking this to be a signal of sorts,
you sit down on the comfortable golden sand and wait.
Before long, a small ship with unfurled sails soars gracefully into view.
Expertly steered, it pulls up on the sandy beach of the Isle of Light. Your
lips form a delicate 'O' from the enticing beauty of the wooden ship. A burly
captain lowers the gangplank and waddles onto the shore with a wide smile on
his face.
His deep voice bellows out loudly, "Calling all who wish to board the Flying
Fish!" He catches a glimpse of you. "Well, ahoy there, landlubber! Would ye
like a ride to the fair city of Celest?" You fumble about, taken aback by the
gracious offer. Nodding your head slowly, you board the boat.
You cannot help but beam with content as the refreshing wind lashes into your
face. Seeing your happiness, the golden-skinned captain grins broadly. "Maybe
ye should take up the seafaring life, eh?" In a state of trance from the
striking scene, you can only but bob your head in response. The N.C.S Flying
Fish, with you aboard, floats dreamily towards the resplendent city of New
Celest. Indeed, maybe you should take up the seafaring life.
(28)
=^31^=
Deciding your Fate does not lie on the open highway, you begin to hike
southeast to Avechna's Teeth. The trek turns out to be longer than you
expected, swirling far into Glomdoring Forest. After circling around (and
almost falling into) a chasm, and ascending the grassy hills outside of
Glomdoring, you reach Avechna's Teeth. Slowly, you began a casual walk
northwards. A short while later, a massive pair of iron gates catch your eye.
You are attracted into the mountain outpost guarded by these doors. Feeling a
few gold sovereigns in your pocket, you decide that there may be some meat for
you here. With all of your strength, you are only just able to open the doors
by a sliver and slip into the stale, cool village. Immediately upon entry, an
armored marshal meets you. She is a tall, rune-covered female taurian,
wielding two mammoth flails. She threatens that lest you wish your nose to run
free with blood, you will not disturb the silent peace of Angkrag, lest you wish
your nose to run free with blood. Being a proud soul, you do not take kindly to
the rude, overbearing tone of this guard.
Return the insult to this haughty and arrogant guard. (5)
Shake off the comment and proceed to purchase your food. (43)
=^32^=
A swift chase for the lantern fish ends up with you holding the gleeful
creature in your hands. Thanking the gods for your bond with the Trout spirit,
you lunge upwards to the top of the Inner Sea and begin the swim eastwards. You
reach the surface, and only swim a short distance to the Balach Swamp. Trudging
through the murky, mucky swampland proves to be a fairly difficult task, though
you soon find yourself on its eastern coast, in view of the Sea of Despair.
Recalling what you've heard, there should be a hidden alcove far below the
waves, perhaps an altar or a temple, in memory of Princess Marilynth. Thrill
runs high inside of you. You dive into the depths of the Sea of Despair to
commence the search.
Only a meager amount of time later, a massive igasho swims speedily up to you
and slams her head into yours. Stunned by the blow, you accidentally allow
your fish to squirm from your grasp and swim away. Anger builds inside of you
at this individual for ruining your quest. Once your vision refocuses, you get
a better look at the taurian. She is tall, burly, and foremost, undead. Her
skin is crumbled and peeling in the hollow shell of the life that she now
leads. Sparkling lights surround her, out of which more undead city dwellers
arrive on the scene.
A particularly lithe lucidian, whose whole body looks of decay and sickness,
plays a piercing note upon his lyre. Blood shoots out of your eyes and ears.
In a mix of fascination and pain, you watch as the blood fades into the watery
depths of the sea. Another creature, this one a whitish dracnari, points a
gnarly staff at you. Your chest feels like it is being crushed by boulders and
your ribs shatter inwards. Giving up on all hopes of living, you watch in a
sad, apathetic state as the final individual, a short red viscanti, chants some
crude words at you. Bubbles rise up in place of his air, and he reaches into
your chest. In mind-numbing agony, you watch in terror for a moment as he
pulls out a thin, silky black substance. Only just as you realize that this is
your very soul, all sense of life leaves you.
(End)
=^33^=
A bit unsure of where you are going, you meander through the numerous alleyways
and streets in Magnagora, with your eyes set upon the Megalith of Doom. You are
rewarded at last by a group of shady citizens loitering about their nexus. A
gigantic viscanti comes forward to meet you. He wields a pair of brutally
forged rapiers and is decorated handsomely as the Warlord of Magnagora.
Smiling dryly at you, he beckons to the child, who skips towards him merrily.
You are thanked for your help in returning the lost children of the Blasted
Land to their home city.
"In return for this...favor..." the Warlord says, "I grant you passage to any
assumed territory of Magnagora. You have helped strengthen the might of the
Engine."
You are a bit skeptical about the uncharacteristic kindness of the Warlord, but
cannot pass up the chance to explore the vast regions in the Basin of Life. You
look at your map and see two main areas of interest to you.
Ask to be taken to Spectre Isle. (15)
Ask to be taken to the Shallach Ruins. (44)
=^34^=
Slipping the large pile of gold into your pack, you start hiking along the
highway westwards towards New Celest. Even after a short walk, you find your
feet growing weary. The day is nearing an end as Father Sun fades into the
western sky. Passing Glomdoring Forest to your left, your eyes are met by a
beautiful sight on the highway's right side. Waves of clear water slosh slowly
against the shores of Bondero Bay. Seagulls hover gracefully above three
islands set in the bay. A cozy merian village is visible on one of the
islands, giving off a few pillars of smoke. The scene is perfect for a
sketching in coal.
Swim to the nearest island, sketch the landscape, and prepare for sleep. (14)
Allow yourself to give in to the wants of your falling eyelids and dream on the
shores of Bondero Bay. (24)
=^35^=
Sighing painfully, you peer to the west. The quaint village of Stewartsville
is marked by an obelisk rising up from the village depths. Focusing on the
obelisk, you ignore all other landmarks on your quest to reach it. You
disregard a crystal clear bay, the forestall beginning of your journey, and the
lazy Gloriana River. Upon reaching the village, you peer into it. Humans, many
of which are red-haired, busy themselves with farming and fishing. Dumbstruck
with such a boring village, you turn around, regretful, and begin to skulk
away.
Just then, a piercing scream originating in an expensive mansion meets your
ears. With concern, you re-enter the village. Soon, your walk turns into a
jog, and then a full-fledged sprint. Was someone hurt? Murdered? Quickening
your pace, you run up the hill to the mansion. You are suddenly stopped by
numerous bolts of lightning streaking out of a rune-etched tree. Unable to
move, you glance around in terror, unsure of what to expect. A handsome
centaur gallops up to you.
"For your trespasses upon the serene soil of Stewartsville, I declare you to be
a formal enemy of the righteous Forest of Serenwilde!" the centaur booms.
With a deft twirl of an oaken spear, he throws the weapon into your chest. You
die to the mocking giggles of hidden elfen folk within the woods.
(End)
=^36^=
Laughing joyously, the viscanti girl takes your hand and allows you to lead her
safely to the highway. You are sure to stay out of the way of scorpions,
jackals, and the like. Once you are upon the Great Southern Highway, you
decide that her parents most likely reside in Magnagora, seeing as she is a
viscanti. Upon reaching Magnagora, you see the Megalith of Doom in the
distance. Quietly questioning the young girl, you learn she is of House
d'Murani. You are not familiar with the noble house's location in Magnagora,
though you have heard it is somewhere in the western section of Magnagora.
Each ancient viscanti lineage generally has its own private quarters within the
city walls.
Bring the viscanti girl to the Megalith and let the city dwellers take care of
her. (33)
Search for the house yourself to be recognized for your good works. (2)
=^37^=
Still not sure about what you were thinking, you dodge the first blow from the
gravedigger. Slime drips off of his pale skin as he grunts at you. Through
your fear stricken eyes, you focus on the heart of the beast and swing your
rapiers across his chest. After a dozen strikes, the wounds begin to deepen
and more blood flows from his chest. Gasping in pain, the gravedigger swings a
mighty claw at your head. You whip up your right hand's rapier and gash open
his wrist. The beast falls to the ground, giving you the opportunity to jab
the rapier through his side. Your thirst for blood dissipates, leaving you
amazed at the task you have accomplished. Soon, sand falls down to reveal
several exits. You scoop up the corpse of the poor viscanti girl and take a
side tunnel into the open air.
Panting, you pull an iron shovel out of your pack and dig a shallow grave for
the girl. You say short prayers to the few gods you know and rise, wiping the
tears from your eyes. The land east of Glomdoring Forest has not treated you
well, and you yearn for better luck in the west. Pulling out your map, small
symbols depict the Gloriana River and Stewartsville. You judge both of these
to be excellent places to travel to.
Follow the Great Southern Highway to the Gloriana River and look for adventure
there. (48)
Hike to the village of Stewartsville. (35)
=^38^=
Your hands tremble hysterically. You spin around, and with a screech, push the
knife deep into the heart of the pitiless kelpie woman. Without a struggle, her
leafy form scatters as she is slain. Beams of light sparkle around you. A
stately merian appears out of thin air and gives you a wide smile. Even
through the water, you understand him.
"Impressive," he mutters, "that you would be able to kill Jeitara, who is
always searching for a way to end the tranquility of the Inner Sea. You have
made New Celest proud."
He beckons to you, and you follow. The merian concentrates on an unseen
rope-like material. Your stomach turns and your vision swirls around, before
appearing in front of a dazzling pool. This, of course, is the Pool of Stars.
The Prince of Celest turns to you once more.
"You know, New Celest would be honored to have you as a citizen. You have
already proven yourself to be a helpful individual outside of the city--just
think of what you could do if you were a part of our glorious city."
It is true that no one in Glomdoring Forest had ever given you praise for your
works. No, it was always expected. But here...this was different. You see
that the kinsmen of Celest would actually appreciate and notice you. Swelling
with pride, you accept his offer.
"Sir, I would be honored to become a member of your city."
"Splendid! You must first repeat a sacred oath to protect the City of the
Light and all that it stands for," the merian responds.
Almost dancing with delight, you follow the Prince to a quiet corner to become
the newest addition to New Celest.
(28)
=^39^=
Sucking your teeth thoughtfully, you decide to fall in line behind the vast
group of raucous orcs behind the current orc Chieftain. He growls menacingly
at his adversary, the taller orc with a vicious looking club. A sickly-looking
orc staggers into the center of the fighting pit and pulls a thick, corded rope.
The piercing sound of an iron bell echoes throughout the fields of Acknor,
sounding the beginning of the brawl. The orc Chieftain roars and brutally
strikes the orc newcomer across the skull, opening up a deep gash. Snarling
evilly, he swings again. Not to be outdone, the other orc grunts with exertion
as he dodges the blow and gives a counterstrike to the Chieftain's gut. The
serrated spikes rip and tear flesh mercilessly. Horror overcomes the
Chieftain's features, and he falls to his knees, gasping for breath. The
viscous grey blood pouring out of the Chieftain's belly transforms into black
ash. He gags slightly twice, and vomits up a mixture of acid and ash.
Finally, he expires as his life's blood is turned into a fine powder.
You join in the uncomfortable shuffling of feet from the orcs on your side.
Then, you see why. Whooping with cruelly hooked weapons, spears, and crude
clubs, the supporters of the orc newcomer join him in a war cry. The orcs
stomp out of the stands and begin a brutal assault on the late Chieftain's
followers. With a shriek, you begin to flee the sight. A heavy blow to the
back of your neck brings a sharp snapping noise to your ears, accompanied with
an overwhelming pain down your spine. You crumple to the ground, just in time
to see a spear, wielded by a muscular orc warrior, shove itself into your
chest. As your senses slowly fade away, you hear the sickening sound of dying
orcs.
(End)
=^40^=
Dramatically, you fish your pockets and come up with a handful of gold
sovereigns for the beggar. He thanks you profusely, and scurries off into the
distance. Shrugging nonchalantly, you head northwards, having forsaken your
quest to deposit your gold in the Magnagora City Bank. You have had enough of
the Taint and its followers, so you pass up the chance to enter a village you
discern is Acknor. Continuing along the highway, you look for a new location
to explore. After well over an hour of tiresome walking, the highway has
curved westwards, and you notice a valley to the south you. Looking
quizzically at your map, you learn that you have reached Verasavir Valley.
Cautiously, you enter the valley. A river runs through the valley into a pond,
and a great tree looms in the distance. Without warning, a snarl off to the
side causes you to spin around and notice a confrontation between an oddly
transparent wolf and a hefty taurian warrior. Thrill builds up inside of you
at the prospect of fighting.
Join in the brawl by supporting the taurian, who looks to be the one who will
turn out triumphant. (25)
Quietly slip away from the valley and the bloodshed, back onto Alabaster Road.
(18)
=^41^=
With a long, tired yawn, you walk into the Grey Moors. Your spider runs in
line behind you. The air is warm and heavy, causing not even a blade of grass
to stir. You see a comfy field of heather growing a ways to the northwest.
Not being able to resist the temptation of a full night's rest, you curl up and
fall asleep immediately.
You are awoken very early the next morning by the eight skittering feet of your
spider. Rubbing your eyes, you glance up out of the heather. You are met with
a shocking spectacle. About a dozen krokani, armed with spears, are trotting
briskly northwestwards through the Grey Moors with an uncanny agility and
stealth. Their single eyes probe the area suspiciously, before they continue
their jog. Fierce curiosity overcomes you, and you stand up and begin to
follow them a fair distance away. Your heart pounds with excitement as you
stalk the group, to their ignorance.
By following the krokani, you are led to a beautifully carved archway stands
before you, making way to the entrance of a camp. A smoldering fire burns in
the center of a ring of tents. Peering out of a nearby bush, you see the
largest of the krokani nod astutely to his comrades, and dashes into the camp.
The others follow suit. You run to the archway to see what is happening. A
slender aslaran lies in front of a luxurious tent, slain. Blood is running
slowly out of a messy wound near his sternum. The krokani traipse over him and
into the tent. Screams and roars break out from inside. Biting your lip
nervously, you slink further into the camp to get a better view of the tent's
interior. Krokani and aslaran are locked in deadly battle. Teeth are ripping
flesh and breaking bone, resisted by heavy spears aiming to kill.
Aid the aslaran to fight the krokani intruders. (12)
Fight the krokani in their assault on the aslaran camp. (29)
=^42^=
Shrugging uncaringly at the mangled corpse of the cow, whose death you have
just wrought, you strut into the beach area to the south. The distant sound of
crashing waves and cawing gulls meet your ears. Your swim competently down a
thin river which you notice divides the tidal flats into separate regions.
Farther and farther you swim, until the river gains speed. Eventually your
swimming ability proves useless against the swirling waves of the raging river.
Finally, you find yourself dumped into the vast depths of the Inner Sea.
Sputtering and gasping for breath, you look around. The only sensible thing
for you to do is head for the small, bright island a fair distance out to the
south. The tidal flats lay behind you, mocking you with its swift rivers and
whirlpools. Upon reaching the isle, you choke up a surprisingly large amount
of water before taking survey of your location. Towering high above you, a
colossal spire stands before you. It is made entirely of a brilliant white
light. Your very body is filled with a feeling of purity. A tiny dot in the
distance marks the City of the Light, a sign of civilization.
Risk the long swim to New Celest. (22)
Further investigate the intriguing spire. (30)
=^43^=
You swallow your pride and walk slowly to the General Store. The guard
snickers behind you. Laying your meager sum of gold out onto the counter, you
find you have just enough to purchase a slab of meat. The female orc behind
the counter hands you the rancid mess of an unknown butchered creature.
Without truly meaning it, you give the orc your thanks and slump along further
into the shadows of Angkrag. Anger boils up inside of you for your poor choice
of food. In a burst of rage, you hurl the meat into the shadows. Walking away
depressed, you hear the clicking of mandibles and faint sound of meat ripping.
A silk spider emerges from the shadows, fattened by the meat it just consumed.
It scuttles playfully about you before settling all eight eyes on you, waiting
for movement. Your eyes gleam with the prospect of wealth as you remember
hearing about the silk farmers in Dairuchi, who supposedly pay handsomely for
these spiders. Then again, this spider could come in handy as a personal
companion.
Begin the long trek to Dairuchi to sell the silk spider. (11)
Dub the spider your sole companion for your adventure and continue northwards
along Avechna's Teeth. (23)
=^44^=
With understanding, the Warlord nods his head to a fidgeting viscanti servant.
"So be it," the imposing viscanti says with finality.
Bowing lowly, the servant beckons to you. He darts away to the north at a
speedy pace, forcing you to almost jog to keep up with him. Upon reaching a
shallow river, he stops. He places his dirty, pale hands on your head and
chants a few vulgar words. An unseen force lightens your body and a pulsating
light shines over you. Maintaining his silence, the servant, to your
amazement, walks onto the river and continues his march upstream. Nervously,
you stick out your left foot and find that you too are able to walk upon water.
With a giggle of excitement, you chase after him upriver.
You arrive at the river's end just in time to see the viscanti dive through a
pile of bushy foliage. Following skeptically, you are impressed to find
yourself on a quiet dirt path. An annoyed grunt escapes the servant's lips as
he urges you onwards. Muttering discontentedly to yourself, you reluctantly
persist in following him. He leads you along the edge of the ruins to a
stairwell. Snickering evilly, he motions for you to descend the stairs. You
are soon in a grimy, dimly lit chamber. Turning to ask him what this place is,
you see the servant concentrating carefully upon some invisible strand of
substance, before pulling himself vanishing in sparkling motes of light. You
roll your eyes and decide to explore this suspicious area.
Only moments later, you make out the shadowy shape of an ancient orclach
sprawled in a pool of its own blood. A silver key is glinting softly off to
the side of the corpse. You pick it up and immediately recognize its use: a
thick, reinforced steel trapdoor. Your intense habit of probing and prying
everything perseveres, and you slip the key into the keyhole.
The hefty door only opens just enough for you to slip into. It slams loudly;
the noise bounces off the earthy hall which you now find yourself in. Chains
clank ominously in the distance. You slowly turn around try to push open the
door to leave the accursed area. Your lips pale, however, as an omniscient
presence pervades the area. Blanching in fear, you look behind you and see a
translucent beast advance upon you.
Paralyzed with fear, you can only watch as the vague creature softly blows a
gust of freezing wind your way. The wight then fluidly extends a shimmering
hand towards you. Your mind is suddenly filled with terrors and anguish beyond
imagining. Screaming in unbelievable pain, the beast extends a glistening dark
fist into your skull. The unspeakable visages tormenting you fade away, as
does your life.
(End)
=^45^=
With an enthusiastic yet weary smile upon your face, you manage to force open
the thick iron doors of Southgard. The pathway is covered in a blackened soil,
and skulls line the walls. You had heard of the splendor of this quaint mining
village, but you are slightly disappointed that you don't have the strength to
view it all. Settling down next to your bloated spider, you look at it
quizzically, wondering how it could still have all of that weight having
traveled so far. Dismissing the thought carelessly, you soon fall into a
peaceful slumber.
Waking up what must be only a few hours later, judging by the inactivity of the
village, a chill runs down your spine. Something is upsetting the peace of
Southgard. You can feel it. Rubbing your eyes, you try to adjust to the
darkness. You see your spider, looking unusually large. You grin crookedly at
the spider and give it a slight wave of your hand. But there is something
wrong. The distorted shadow comes closer and closer, and a decaying hand grips
your shoulder with a surprising strength. You are lifted onto your feet. The
creature comes out of the shadows, and you recognize it immediately as the
ur'Guard Grand Marshal who saw you take the silk spider from Angkrag. You
gasp, speechless, as her mouth curves into a broad smile. A flash of blunt
iron flits across your vision. The nauseating sound of cracking ribs echoes in
your mind as and your insides spill out from your chest. You fall to the ground
instantly. Your death is painful, surrounded by the malevolent laughter
emanating from the ruthless death marshal.
(End)
=^46^=
Deciding that the spider's hassle is not worth it, you walk the short route
south into the presidio. An eerie feeling is permeating from deeper within.
Behemoth taurian and viscanti, reeking of decay and sickness, eye you coldly
before continuing with their work. The prospect of the unexplored, tainted
presidio overpowers your utmost desires to leave the creepy structure as soon
as possible, so you move further in.
Your brow furrows quizzically at the well in the courtyard center. Demons are
intricately etched into the side, with dark blood dripping from their eyes into
a moat. Turning your head away from the disturbing structure, you peer into a
filthy laboratory-like room. You see a wicked viscanti woman grinning evilly
as she mixes disgusting vials and beakers of everything from acidic green goo
to a thick opaque substance emitting an absurd amount of bubbles. Hunching
over a corpse, she chants briefly and pours the concoction down the corpse's
cold throat. Billows of smoke erupt and cloud the laboratory in a noxious
haze. Upon its clearing, the corpse is charred and still lifeless. She
bellows in rage, allowing the vilest curses to escape her cracked lips.
Frightened, you tiptoe away to a dank corner. A chest lies here. Conquered by
curiosity, you open the chest. Wisps of cold air accompany the presence of a
terrifying ghoul from within the chest. It moans and swaggers towards you.
You look around frantically, and to your surprise, see a thin crack in the
wall, just wide enough to slip through.
Enter the crack in the wall to get away from the ghoul. (21)
Refrain from cowardice and fight the ghoul. (17)
=^47^=
Rolling your eyes at the cow, you enter the village. An unpleasant stench
surrounds you. Through your watering eyes, you see an area that is hardly
discernable as a village. Decaying corpses lay haphazardly about the village.
Many are impaled with spears and pikes in a gruesome manner. A shiver runs down
your spine, but you cautiously continue down the village path. You are drawn to
a compound by some large commotion. Then you see what it is about. In a
fighting pit, two orcs are circling around each other, egged on by a crowd. On
one side, a menacingly tall is holding an oversized spiked club. It is sanded
down, inlaid with serrated spikes, and has been dipped in a gummy white
substance. On the opposing side, a shorter, stouter orc is supported. He is
clearly the Chieftain of Acknor, and wields a fancy wooden club fit for a
chieftain. Upon your entry, all mouths are shut and all eyes rest their gaze
upon you. The orcs obviously want you to choose which orc you will support in
this fight.
Support the orc newcomer who holds the serrated club dipped in poison. (8)
Join the larger crowd of orcs who support the Chieftain. (39)
=^48^=
With a desultory stride, you trudge westwards along the Great Southern Highway.
Your mind is still overpowered by the thought of the young girl, whose life you
take responsibility for. A single tear forces its way out of the corner of your
eye and trickles softly down your cheek. Before you know it, you are on a
bridge overlooking the Gloriana River. All the troubles that have been
taunting you fade away as you look down the breathtaking river. Without
thinking, you dive into the entrancing waters. Panic strikes you immediately,
though you soon realize that the though the waters are not swift and you can
easily swim upstream. A broad grin arises from your lips as you laugh and swim
further and further upstream. The Gloriana River's banks are covered in grass,
mud, and gnarly, knotted trees near the Glomdoring Forest--your home. The cool
river water soothes your body, and you allow your mind to wander freely.
The deafening pounding of tumbling water snaps you out of your daydreams. A
vast waterfall towers before you to the south. You drag yourself up onto the
bank to explore the awesome structure. Careful to not slip on the smooth
rocks, you leap behind the veil of water conjured by the falls and tumble
behind it. To your amazement, you are inside of a massive cavern behind the
waterfall. A steel statue of a leopard watches over the cave, with emerald
eyes twinkling enchantingly. Then, you see the reason for this mysterious
cavern. About four feet in height, an onyx pillar holds a great black tome.
The title gives it all away: the Black Tome of Shikari, the Predator. You
have heard of His greatness and changes he brought to Glomdoring Forest. With
hands trembling, you begin to read His works and pray.
(28)