181 lines
8.7 KiB
Plaintext
181 lines
8.7 KiB
Plaintext
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Questron // Full docs.
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Typed By The Psycho
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Your Quest: (As told by Merson, The Great Wizard)
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"Though you have completed your quest to save the land of Questron from the
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crazed magician Mantor and his Evil Book of Magic, the book Itself still exists.
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The book is so evil that it cannot be destroyed by normal means. Its very
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presence, anywhere in our continuum, poses the threat of corruption and doom to
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all civilizations. You must journey back in time to ensure that this
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abomination is never created.
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"I will send you back through time and space to Landor, where Mantor has enticed
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six mad sorcerers to create the Evil Book of Magic. I have bent my power to
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allow communication with Landor through the "Hall of Visions". An important
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early step in your quest is to search out the hall so that I can lend you my
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guidance. Through the hall I have learned a few scraps of information
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concerning the situation on that troubled world. Within these parchments I pass
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information on to you.
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"You have never existed on Landor, so there you will not have the title and
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standing you have earned on Questron. My transportation spell is limited to
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sending only you and a few items. You shall take along the Evil Book of Magic,
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for we would trust no other to guard it, and the glittering gold key. Beyond
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these items I can send you only the barest of equipment. Also, the temporal
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transition will cause the loss of some of your Questron-renowned power.
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"When you get to Landor you must quickly gain equipment to improve your chances
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of survival. Talk to many, for you will have much to learn about the land and
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its situation. Regain your fighting prowess and equipment as soon as possible,
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for Landor is at least as dangerous as Questron. Learn how to survive in
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cities, as well as the wilderness. Visit the cathedrals and learn their secrets.
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Venture carefully into the castles. And be ready for the dangers of the tombs
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and dungeons. To stop the six mad sorcerers you will have to brave the perils
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of all these locations.
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"Your victories on Questron prove you ae the only one we can send on mission.
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You are our last, best hope of destroying the Evil Book of Magic. Go now; the
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future of all people rides with you into the depths of the past."
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Theory and Practice Of Time Travel
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(As told Morle the Magician in his text "Magic for the Masses")
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Moving through space you accept without question. Moving through time you find
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impossible to believe. This is understandable, but foolish. To a wizard, time
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and space are but different sides of the same coin. Just because your
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experience forces you to see events occurring from past to future, do not be
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fooled into believing the grand plan operates in that way.
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Among wizards, time travel is a common phenomenon. Yet it is often
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misunderstood. The fabric of time is self-repairing. Going back in time to
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prevent an event can do nothing to alter the years between the event and the
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moment you move back through time. Only the future after your departure will be
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altered. The past is but an elusive shadow - only the future can truly be
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changed.
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The Six Mad Sorcerers (As chronicled by Lady Myrando, Historian to His Majesty,
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King Kelfar of The Realm of the Sorcerers.)
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For decades the Council of Seven Sorcerers jointly ruled The realm of Sorcerers,
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for no mortal king could challenge their magic and no king was allowed to be a
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wielder of spells. In the beginning the council's rulings were fair, but harsh.
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But longer they ruled unopposed, the more despotic their decisions became.
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As the council rulings became more self-serving and forced greater and greater
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cruelty upon people, one member of the council was revolted by the misuse of
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power. Kelfar was a junior member of the council, but he understood that the
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council members' vanity and suspicions were their weaknesses. He secretly
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gained the confidence of the common people, and dug to discover every
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vulnerability of the other six members of the council.
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When Kelfar was finally prepared, and the rest of the council was in total
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disarray over a minuscule dispute, he renounced his sorcerers ways and took up
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sword to become one with his followers. With the common people behind him and
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the scattered despots at their weakest, Kelfar struck down the power of the
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council members and banished them as one from the civilized areas of the realm.
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His joy claimed him His Majesty, King Kelfar, Lord of The Realm of the
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Sorcerers!
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His Majesty's rule ws wise and fair, but his mercy in banishing, and not
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eliminating, his former comrades has cost the realm dearly. For in banishing
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them as one, His Majesty has provided the sorcerers with a common purpose. The
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sorcerers have hidden themselves somewhere in the realm and even now work to
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being down His Majesty's rule.
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The Evil Book of Magic
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Sire,
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My Sorcerers eyes and ears have been very active searching out the activities of
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the Six Mad Sorcerers. We know some thing of their plans, but of late their
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mystic defenses have become much stronger. The plague of monsters that has
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nearly over-run the realm is but a by product of the hideous creatures they
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create to protect themselves.
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What I have learned is that The Six labor as on to create a great magic tome.
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They continue to siper of an Evil Book of Magic and of an other-dimensioanl
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leader who binds the group together. The name Mantor is spoken when the group
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believes it is alone. The Six fear Mantor, and his power, but they see him as
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the means to gain their revenge upon you. I fear they are nearing completion of
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whatever vile project they attempt.
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Given your political position as the leader of your people (and the renunciation
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of your sorcerers powers) and my creeping infirmity, neither of us is properly
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equipped to challenge the six Mad Sorcerers and their other-worldly leader.
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None of our own knights have been successful in finding, let alone
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circumventing, their monstrous power. I fear, your majesty, that without a hero
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of mystical proportions, your reign, and our realm are doomed. Heroes have come
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unto the land before, and we must pray that one comes to us again.
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Monsters
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Traveling Creatures Ocean Dwellers
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------------------- --------------
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Sovan Priest - The Members of this Wave Slapper - The Wave Slapper is
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ancient religious order are always best disguised on a stormy day when
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willing to help out fellow the sea is turbulent. Long, light
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travellers, for but a small maneuverable blade is best to fight
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contribution. These tall, robed these creatures.
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figures are not well trained in
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the art of battle, but are as
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adept in dodging physical attacks Mutant Carp - This fish looks like a
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as they are at dodging theological deformed, overgrown carp. It has
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attacks. four long tentacles which protrude
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when provoked. Use large weapons
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against this abomination.
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Gypsy Imp - Although it will act
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as if it's your friend, the Gypsy
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Imp's true character can be seen Hull Bore - The Hull Bore is also
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by looking at it. It is short, known as the "Unicorn Sea Serpent".
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hoofed, devil-like creature who This creature punches holes in your
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will sell you anything for the vessel.
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right price, but beware, the knife
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he sells you may be used to stab
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you in the back. Spincer - Not much is known about
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this creature, no one has survied
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to tell.
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Beggar - One must feel pity for
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wandering destitute soul. Through Grassland Creatures -
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their many travels, Beggars have -----------------------------------
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gained a rich knowledge in the Mavin, Snooper Slink, Slasher Boar,
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ways of Landor. It has been Antisaur, Grub Snufer, Vipod, Ramdart
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proven time and time again that
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helping the poor can have its just
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rewards. Forest Creatures -
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--------------------
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Swine Swallow, Boll Rot, Tangler,
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Troll - The sight of the Troll is Hornet Cloud, Baboon
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as horrid as its stench. It
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stands over 9' tall and has putrid
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greenish-colored skin. Trolls Swamp Dwellers -
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keen sense of smell as well as an -------------------
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ability to see in the dark. It is Ball Slime, Carrion Creeper, Jelly
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told that some trolls will Nymph, Giant Cockroach, Stink Worm
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interact with adventures, but will
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attack when provoked.
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Mountain Creatures -
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--------------------
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Brawn Warrior - The Brawn Warrior's Hurler, Ice Urchin, Cloud Creeper,
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primary love, next to making money Spiker, Venom Ant
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is a good battle. Crazed with a
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lust for victory, these fighters
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will attack until killed.
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-END-
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