Tarred and Feathered: Difference between revisions
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{{inhota}}{{campaign navigational box|hota=expanded|forgedinfire=expanded}} | {{inhota}}{{campaign navigational box|hota=expanded|forgedinfire=expanded}}NOTE: This campaign scenario's description says that your heroes are limited to level 20, but they are actually limited to level 24. | ||
{{scenario | {{scenario | ||
| scenario = {{PAGENAME}} | | scenario = {{PAGENAME}} | ||
| description = Henrietta and Wynona must defeat Pactal and conduct the ancient ritual to grow up the mysterious Crimson Couatl. If Henrietta is defeated, you will lose the scenario. Your heroes are limited to | | description = Henrietta and Wynona must defeat Pactal and conduct the ancient ritual to grow up the mysterious Crimson Couatl. If Henrietta is defeated, you will lose the scenario. Your heroes are limited to level 20, but they will bring their experience and the Admiral’s Hat to the next scenario. | ||
| underground = enabled | | underground = enabled | ||
| num_play = 3/1 | | num_play = 3/1 | ||
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|} | |} | ||
== Rumors == | === Rumors === | ||
{{Rheader}} | {{Rheader}} | ||
{{Rrow| Areshrak | Areshrak is Pactal's right-hand lizardman. Some people assured me that his hunters even managed to subdue some rusty dragons!}} | {{Rrow| [[Areshrak]] | [[Areshrak]] is [[Pactal]]'s right-hand [[lizardman]]. Some people assured me that his hunters even managed to subdue some rusty dragons!}} | ||
{{Rrow| Basilisk/Gorgon Lairs | On our islands, | {{Rrow| [[Basilisk]]/[[Gorgon]] Lairs | On our islands, [[basilisk]]s and [[gorgon]]s prefer to make their lairs in caves.}} | ||
{{Rrow| Couatl Hunt | Pactal's tribe hunts | {{Rrow| [[Couatl]] Hunt | [[Pactal]]'s tribe hunts [[couatl]]s, and there are almost none left on the islands. They say the [[Couatl]]s are hiding underground.}} | ||
{{Rrow| Crimson | {{Rrow| [[Crimson Couatl]]s | [[Crimson couatl]]s were last seen several centuries ago. Only one tribe knows the secret of breeding them.}} | ||
{{Rrow| Dagdaro | The warlock Dagdaro settled in one of the volcanic caves. They say he studies the captured | {{Rrow| [[Dagdaro]] | The [[warlock]] [[Dagdaro]] settled in one of the volcanic caves. They say he studies the captured [[couatl]]s and plans to use them to create awful monsters.}} | ||
{{Rrow| Dagger Wound | Another tribe of lizardmen dwells on the Dagger Wound | {{Rrow| Dagger Wound | Another tribe of [[lizardmen]] dwells on the [[Dagger Wound Islands]], situated far to the east, on the other end of [[Ifarine Sea]].}} | ||
{{Rrow| Ha'Ora | The witch | {{Rrow| [[Ha'Ora]] | The [[witch]] [[Ha'Ora]] was last seen in the caves. She alone knows how to summon ships with spells.}} | ||
{{Rrow| Mist | West of here, in the Eastern Sea of Enroth, lie the Misty Isles, one of the greatest hubs of magic mastery in the world.}} | {{Rrow| Mist | West of here, in the [[Eastern Sea]] of [[Enroth (continent)|Enroth]], lie the [[Misty Isles]], one of the greatest hubs of magic mastery in the world.}} | ||
{{Rrow| Pactal's Tribe | Pactal and his tribe have conquered most of this archipelago's islands.}} | {{Rrow| [[Pactal]]'s Tribe | [[Pactal]] and his tribe have conquered most of this archipelago's islands.}} | ||
{{Rrow| Pyramid Island | Once every century, the island of the Great Pyramid rises from the bottom of the sea. Hurry up, otherwise it will be too late!}} | {{Rrow| [[Pyramid Island]] | Once every century, the [[island of the Great Pyramid]] rises from the bottom of the sea. Hurry up, otherwise it will be too late!}} | ||
{{Rrow| Researcher of Amberlian Empire Ruins | A researcher from Jadame was seen on the western island near the ruins. He appears to be studying ancient artifacts.}} | {{Rrow| Researcher of [[Amberlian Empire]] Ruins | A researcher from [[Jadame]] was seen on the western island near the ruins. He appears to be studying ancient artifacts.}} | ||
{{Rrow| Serpentmen | Many of the ancient temples on these islands were built by serpentmen in ancient times.}} | {{Rrow| [[Serpentmen]] | Many of the ancient temples on these islands were built by [[serpentmen]] in ancient times.}} | ||
{{Rrow| Slave market | The slave traders set up their camp very close to here. Even some | {{Rrow| Slave market | The slave traders set up their camp very close to here. Even some [[couatl]]s have been spotted in their cages!}} | ||
{{Rrow| Slavers | Slave traders and pirates are visiting these islands more and more often, taking advantage of the strife between lizardman tribes.}} | {{Rrow| Slavers | Slave traders and pirates are visiting these islands more and more often, taking advantage of the strife between [[lizardman]] tribes.}} | ||
{{Rrow| Stoic Watchman Hint | Treasure can sometimes be found in the hollows of large trees.}} | {{Rrow| [[Stoic Watchman]] Hint | Treasure can sometimes be found in the hollows of large trees.}} | ||
|} | |} | ||
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| style="padding-left:7px; padding-right:5px;" | ''Note: Only applies to {{tan}} AI player''<p><center>'''Contents:'''+1 {{Ps|Defense}}, 3 {{Cn|Chaos Hydra}}s, 3 {{Cn|Hydra}}s, 6 {{Cn|Wyvern Monarch}}s, 6 {{Cn|Wyvern}}s, 24 {{Cn|Dragon Fly|name=Dragon Flies}}, 24 {{Cn|Serpent Fly|name=Serpent Flies}}</center></p> | | style="padding-left:7px; padding-right:5px;" | ''Note: Only applies to {{tan}} AI player''<p><center>'''Contents:'''+1 {{Ps|Defense}}, 3 {{Cn|Chaos Hydra}}s, 3 {{Cn|Hydra}}s, 6 {{Cn|Wyvern Monarch}}s, 6 {{Cn|Wyvern}}s, 24 {{Cn|Dragon Fly|name=Dragon Flies}}, 24 {{Cn|Serpent Fly|name=Serpent Flies}}</center></p> | ||
|- | |||
| style="text-align:center;" | 4, 17, 1 | |||
| style="padding-left:7px; padding-right:5px;" | ''Note: Only applies to {{blue}} AI player''<p><center>'''Contents:''' +6 {{Ps|Attack}}, +6 {{Ps|Defense}}, +8 {{Ps|Power}}, +8 {{Ps|Knowledge}}, +80 {{Mana}}</center></p> | |||
|- | |- | ||
| style="text-align:center;" | 13, 62, 1 | | style="text-align:center;" | 13, 62, 1 | ||
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{{hero row|37, 4, 0|blue|Pactal|Beastmaster}} | {{hero row|37, 4, 0|blue|Pactal|Beastmaster}} | ||
{{hero row|38, 24, 0|blue|Areshrak|Beastmaster}} | {{hero row|38, 24, 0|blue|Areshrak|Beastmaster}} | ||
{{hero row|3, 16, 1|blue|Sahssa|Witch|image=Kinkeria}} | |||
{{hero row|107, 1, 1|blue|Rosic|Witch}} | {{hero row|107, 1, 1|blue|Rosic|Witch}} | ||
{{hero row|29, 61, 0|tan|Kenatoth|Beastmaster|image=Bron (HotA)}} | {{hero row|29, 61, 0|tan|Kenatoth|Beastmaster|image=Bron (HotA)}} | ||
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{{hero row|104, 104, 0|pink|Renglie|Captain|image=Leena}} | {{hero row|104, 104, 0|pink|Renglie|Captain|image=Leena}} | ||
{{hero row|47, 105, 1|pink|Dagdaro|Warlock|image=Alamar (HotA)}} | {{hero row|47, 105, 1|pink|Dagdaro|Warlock|image=Alamar (HotA)}} | ||
{{hero row|102, 103, 1|pink|Leyda|Ranger|image=Giselle}} | |||
|} | |} | ||
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{{SorQheader}} | {{SorQheader}} | ||
{{SorQrow|seer=6|loc=1, 26, 0|quest=Be:<br>{{green}} player</br>|rew=16 {{Cn|Couatl}}s|prop=I have a prize for those who fly the green flag.|prog=Your flag is not green. I have nothing for you. Begone!|comp=Ah, one who bears the green flag. Here is a prize for you. Do you accept?}} | {{SorQrow|seer=6|loc=1, 26, 0|quest=Be:<br>{{green}} player</br>|rew=16 {{Cn|Couatl}}s|prop=I have a prize for those who fly the green flag.|prog=Your flag is not green. I have nothing for you. Begone!|comp=Ah, one who bears the green flag. Here is a prize for you. Do you accept?}} | ||
{{SorQrow|seer=2|loc=1, 90, 0|quest=Return with:<br>{{An|Orb of Tempestuous Fire}}<br>{{An|Tome of Fire}}</br>|rew={{Sp|Armageddon}}|prop=You meet a bearded | {{SorQrow|seer=2|loc=1, 90, 0|quest=Return with:<br>{{An|Orb of Tempestuous Fire}}<br>{{An|Tome of Fire}}</br>|rew={{Sp|Armageddon}}|prop=You meet a bearded sorcerer in a reed hut on the riverbank. He looks like a [[pirate]], though.<br>“I have heard of you," says the sorcerer. — “I came here with my colleagues, but they refused to help me in my research, so I left them behind. You see, the [[Regna]]n [[mage]]s have accumulated a great deal of magical knowledge over the past centuries — but there are some spells we have never been able to perfect. One of them is [[Armageddon]]. The [[Kreegan]]s and [[Necromancer]]s know how to increase the power of this spell tenfold, but they don't share their secrets. I've heard that the [[Nighon]] [[warlock]]s visited these islands recently. I don't know what they wanted here, but a few of the [[warlock]]s had the misfortune of running into the local monsters. They lost two valuable artifacts, the [[Tome of Fire]] and the [[Orb of Tempestuous Fire]]. Find them and bring them to me, and I will share the Scroll of [[Armageddon]] with you.</p>|prog=Where are the artifacts? No artifacts, no scroll! |comp=The bearded man looks at the orb and the tome in surprise. “I can't believe it... This is exactly what it is!” — mutters the stunned pirate. — “Here is the scroll I was talking about.” Would you like to exchange the orb and book for a scroll of the [[Armageddon]] spell?}} | ||
{{SorQrow|seer=1|loc=9, 57, 0|numQ=3|quest=Return with:<br>{{An|Elixir of Life}}<br>{{An|Bow of the Sharpshooter}}<br>{{An|Wizard's Well}}</br>|prop=See these ruins? They are all that’s left of a long-lost empire that once ruled the southern shores of [[Jadame]]. I came to these islands to study the artifacts created there in the olden days, but these islands are positively crawling with bloodthirsty savages, slave traders and pirates. Were I a stronger man, I could’ve gone exploring these parts, but I'm old. What can I do? The artifacts I'm interested in are the [[Elixir of Life]], the [[Bow of the Sharpshooter]], and the [[Wizard's Well]]. My students have been trying to track them down for a long time, but their only finding thus far is the fact that the artifacts have been broken up into several pieces over the centuries past. Unfortunately, I have never been able to locate most of these artifacts, but the [[Vial of Lifeblood]] lies in the hands of a seer who lives in the caves near the [[warlock]]’s lair.|prog=Unfortunately, it is the [[Elixir of Life]], the [[Bow of the Sharpshooter]], and the [[Wizard's Well]] that I need. No other artifacts can help in my research.|comp=These artifacts are exactly what I need! Would you be willing to give them to me?}} | {{SorQrow|seer=1|loc=9, 57, 0|numQ=3|quest=Return with:<br>{{An|Elixir of Life}}<br>{{An|Bow of the Sharpshooter}}<br>{{An|Wizard's Well}}</br>|prop=See these ruins? They are all that’s left of a long-lost empire that once ruled the southern shores of [[Jadame]]. I came to these islands to study the artifacts created there in the olden days, but these islands are positively crawling with bloodthirsty savages, slave traders and pirates. Were I a stronger man, I could’ve gone exploring these parts, but I'm old. What can I do? The artifacts I'm interested in are the [[Elixir of Life]], the [[Bow of the Sharpshooter]], and the [[Wizard's Well]]. My students have been trying to track them down for a long time, but their only finding thus far is the fact that the artifacts have been broken up into several pieces over the centuries past. Unfortunately, I have never been able to locate most of these artifacts, but the [[Vial of Lifeblood]] lies in the hands of a seer who lives in the caves near the [[warlock]]’s lair.|prog=Unfortunately, it is the [[Elixir of Life]], the [[Bow of the Sharpshooter]], and the [[Wizard's Well]] that I need. No other artifacts can help in my research.|comp=These artifacts are exactly what I need! Would you be willing to give them to me?}} | ||
{{SorQrow|quest=Be:<br>{{H|Henrietta|Mercenary}}</br>|rew=4 {{Ps|Defense}}|prop=In the olden days, before I became interested in ancient ruins, I was an instructor at a military academy. You've been a great help, so I'm ready to teach [[Henrietta]] what I know.|prog=I thought I made it clear that I would only talk to [[Henrietta]].|comp=I can train your troops in defense techniques. Would you like them to take the training?}} | {{SorQrow|quest=Be:<br>{{H|Henrietta|Mercenary}}</br>|rew=4 {{Ps|Defense}}|prop=In the olden days, before I became interested in ancient ruins, I was an instructor at a military academy. You've been a great help, so I'm ready to teach [[Henrietta]] what I know.|prog=I thought I made it clear that I would only talk to [[Henrietta]].|comp=I can train your troops in defense techniques. Would you like them to take the training?}} |
Latest revision as of 14:45, 15 October 2024
NOTE: This campaign scenario's description says that your heroes are limited to level 20, but they are actually limited to level 24.
Tarred and Feathered | |||||||||
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Henrietta and Wynona must defeat Pactal and conduct the ancient ritual to grow up the mysterious Crimson Couatl. If Henrietta is defeated, you will lose the scenario. Your heroes are limited to level 20, but they will bring their experience and the Admiral’s Hat to the next scenario. | |||||||||
Victory condition: Defeat Hero or Defeat All Enemies: |
Loss condition: Lose Hero: | ||||||||
Allies: | Enemies: 1: 2: | ||||||||
Choose a bonus: |
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Carried to next scenario: |
Max level: 24 |
Prologue[edit | hide | hide all]
Wynona: So many spots in Jadame where no naturalist has yet set foot, yet my hunger for discovery keeps taking me to places barely reachable on horseback, let alone in a hulking armadillo-driven cart. A foot trek through the Garrote Gorge was behind me. I was dreaming of the usual: new boots, or, better still, a pair of wings of my own, having not the slightest idea of what I was about to run into. The last time I had been in Burton, even boots hadn’t yet been invented there; now, a huge, noisy, smelly city was bustling where greenskin huts used to stand, and there were honest-to-goodness airships flying above it. Moreover, an expedition to the archipelago no wayfarer had yet described was about to leave there. Who inhabits those islands? I wasn’t keen on missing my chance to find out.
Scenario[edit | hide]
Timed events[edit | hide]
Day | Title | Message |
---|---|---|
Day 1 | At (AI): AI - minus res |
(Repeats every 1 days) (none) |
Day 1 | At (AI): AI - bonus gold, wood, sulfur |
(Repeats every 1 days) (none) |
Day 1 | Expedition | Henrietta: I don't know what I had hoped for when we set out on this expedition. Flying in the sky felt just so thrilling to me... Everything about it seemed magical, and the land below appeared amazing and mysterious, even if it was a lifeless, bare, eggshell-like wasteland. Here, on these islands, I guess I was expecting to see something extraordinary—but once the crumpled blue sheet of sea ended beneath us and we began soaring over the jungle, I just couldn't see anything anymore. All I could make out was some muddy greenness, almost entirely hidden beneath clumps of damp fog. Silence. Clouds above and a billowing haze below. Wynona had spent days excitedly telling me of the natural wonders she had once seen on the Dagger Wound Islands across the sea, but now she too appeared sad and quiet. With such low visibility, we couldn’t even chart maps. Our airships thrashed their propellers through the humid, sticky air, surely and with a good rhythm. They were of a new, mass-produced model, with thick fabric ballonets and reliable engines powered by liquid fuel distilled from ground oil. Frederick could barely contain his admiration as he showed me the first batch’s lead ship, his eyes glistening; it had been a long time since I'd seen him like this. Probably not since we lived back in Eeofol. He was shaking his fist frantically and rambling on about how this model didn’t require any priceless magical artifacts and thus would revolutionize life on the planet; how Enroth had shrunk to the size of an orange overnight; and how getting to another continent would soon be as easy as taking a pony cart to the next village for the fair. Except we had yet to do reliability, resource, and range tests first... I had, that is. With this caravan. And, of course, anything could happen to us on the road—but I really didn't mind. The more land fell under Burton's control and the farther away new factory towns grew, the less often I was able to personally go out on recon missions, and the more time I had to spend studying scout reports, making plans, and talking to other decision-makers. Practicing in war games with my subordinates, too... yes, scouts were considered part of the armed forces of the New Land Commonwealth—that’s how the union of our cities was named in official documents. Terra Nova—words from some forgotten language of the scribes. I don't know how or from where the knowledge of it spread, but it was becoming more and more common lately to hear words or whole phrases in this solemn-sounding tongue among the artificer. "Regia solis erat sublimibus alta columnis," I muttered to myself, trying to make out anything down below. Something about the manner of our flight had changed ever so slightly in the last hour, as if the ship was having a hard time maintaining altitude, and the whirring of the engine had become kind of strained. The sailor on watch came up to me, his dirty face looking worried. Boris: “Chief, the ballonets’ fabric is sucking up water like a pump. It's too wet in here. We're losing altitude, and the fuel’s barely burning; the smoke’s chock full of soot.” Henrietta: “Roger that, Boris. You go and see what's going on with the thrust bearings; something is creaking in the shafting, while I...” The next minute, an arrow hit the deck between us. I darted to the side; as we talked, our ship had lost so much altitude that our keel was almost scraping against the treetops! Only now could I make out a thing in this green sea. A mess of tall, crooked, twisted trunks, like a solid hedge. Over the muffled coughing of the engine, the sounds of the land rumbled: rustling, gurgling, chattering, squeaking... and I swear I could hear crazed cries coming from hundreds of mouths, as well as the roaring of some very big creatures. Arrows were flying out of the forest; most of them were launched with not nearly enough force to reach our ship, but a few did hit the sides and deck. Heavy, long, sharp arrows with motley plumage. “Dump the ballast! Now! We've got to gain altitude!", I shouted and rushed down to the faucets on the lower deck. We had taken on water as ballast, and now it had to be let out. As I went down the gangway—facing forward, as Boris, a seaman with decades of experience, had taught me—huge shadows flickered around our ship. I heard growls, hisses, the shouts of my frightened crew, and finally, the crackling as our balloon tore. Just moments earlier, we were still flying—granted, we were losing altitude and barely moving the propellers, but still waddling through the air—and now we were going down. No idea where to. No idea how far the ground and what is down there. All I wanted was to survive this. |
Day 2 | Snakes and Dreadnoughts | Henrietta: What a surprising place this was. No, not pleasantly surprising; quite the opposite. Many of us, the survivors of the crash, might not have made it even to the next morning; this damp, reeking forest felt not merely hostile, but plain full of hate towards us, as if in retaliation for our airship having made a huge clearing in the crash, knocking over dozens of giant trees—I couldn't even begin to imagine how old they were. Luckily, the wood of these giants was moist and soft; they broke upon colliding with our ship’s strong hull and slowed down our fall, helping us involuntarily to make a relatively soft crash landing. Alas, there were fatalities. Six crew members had gone missing—probably fell overboard during the fall. Wounds and contusions claimed the lives of another four. In the first hours after the wreck, we lost two more sailors—some swift beast dragged one off into the bushes and we never saw him again, and the other got bitten by a snake he failed to notice in the grass and died almost instantly. Wynona: “Attention here! Back away from the bushes and trees, immediately! Anyone who doesn't have a job assigned, go to the ship and stay there!” - Wynona's voice rang out. Henrietta: I had banged my head pretty hard against the bulkhead during the fall, so I was lagging behind on my commands, not to mention that I had not the slightest idea what to expect from this place. Hadn't it been for my unexpected companion and her vast knowledge, our expedition might have ended this very night, for the simple reason of all its participants’ death. But no: while I was coming to, the dark elf all action, showing the men which trees could be cut down and which ones should never be approached, where and from what to make fires, how to tie and trim clothes to prevent dangerous small critters from reaching the body, how to get thirst-quenching liquid from thick snakelike vines, and whatnot. My vision was blurry, and it looked as though there were three or four Wynonas running around the camp at once, barking orders, encouraging, slapping the slow learners, swinging axes, and blowing up stinking smoky bonfires to keep insects away. At length the elf, puffing noisily, plopped down beside me on a log. In her hand there was an outlandishly disgusting-looking centipede—Wynona was biting through its shell rings and sucking something out. Hadn't I hurled back while we were still falling, I surely would do it now—though it would seem that anyone who had enjoyed eating freshly taken out, hot, earthy and ironey armadillo liver should not be sheepish about any kind of exotic outdoorsy food. Wynona: “How you feeling, commander? Let me take a look at you. Oh, your eyes are all red, not a good sign after a head injury.” Henrietta:“I'll live, thanks. It'll pass. I'm not dizzy anymore, and, uh, not even nauseous.” Wynona: “Well, thank the gods for that. Listen, we can't stay here. We've crashed in the worst place imaginable—there's a huge anthill and some “witch cauldrons”—those are pits brimming with snakes. And just about everything I've seen here—at least what I've recognized—is as poisonous as my ex-mother-in-law's tongue. Back while we were still up, I saw a cleaner, drier area to the east of here. Henrietta: “So that's where we'll go. Thank you. If not for your knowledge and skill, we’d…” Wynona: “Don't mention it. I knew this could happen, and that's another reason why I asked you to take me on. By the way, I saw something else—might be important. Remember that huge, bloated bubble of a ship that flew behind us?” Henrietta: ”Yeah, that's an experimental cargo model. It's got two gondolas, one for the engine and one for the hold.” Wynona: “Now listen: I saw this hold part fall off from its balloon and come apart in the air, and from it some metal hulks fell out. That ship was already flying pretty low when it happened. If those things are good for anything, we should go look for them—they may have survived the crash. I think we should check north of here.” Henrietta: “Really?! Those are dreadnoughts! We requisitioned them for our expedition so that they’d help us haul heavy loads when and if we decided to make a permanent camp. Well, camp or no camp, we could really use these machines right now. What if we get another visit from those... birds? Lizards? Whatever those flying things that got us in this pickle are. Let's see how they like some heat ray treatment!” |
Day 3 | Tlamac Hundred Thoughts | Henrietta: These woods feel way too weird. I've long stopped fearing the dark and unfamiliar sounds, but here, when I'm standing night watch by the fire, something makes me feel very uneasy. It's as if someone’s trying to read my thoughts and put someone else's in my head... Tonight I took over Wynona's watch just before dawn. Just when you feel most sleepy... In a bid to perk up, I took out the instrument an old mechanic had made me. Back as a kid, I had tried to learn to play the whistle, a reed flute every child in Eeofol could get happy or dreamy tunes out of. Alas, I had no ear for music at all. I couldn’t even play the most basic song, one about the silly toad, that the tiniest kids aced without any trouble. Other children would mock me, I’d get angry and lash out at them, and so it went... I heard the sound of this instrument one night in Burton. It was odd and unlike anything I'd ever heard before; it spread over the wasteland like circles on water, and my heart fluttered to the sound. To my delight, playing it didn't require knowing notes by ear; Rougar, a master at everything he did, was happy to show me how to play it, and made a smaller one for me. He called it a jaw harp. I held the harp to my teeth and touched its tongue lightly. Zung… The sound flew over the clearing where we were camped. I sensed right away that something strange and unexpected was happening, but I couldn't help myself. The dark patch of forest produced a tall, vague figure; it walked toward me, as if fluctuating in resonance with the sound. Tlamac: “I greet you, little woman. Once in a lifetime, a shaman can see the future—and recently it was revealed to me that you would come and change my fate. Well, I did not know it would be you exactly; but you hold the Song of the Spirits, the messenger who delivers our prayers to the gods. There can be no mistake: it was you I was waiting for.” Henrietta: The voice felt as if it sounded not in reality, but right inside my head. I was now seeing more clearly; an imposing Lizardman stood before me, girded with a tarnished, heavy gold chain. They say that lizardmen never stop growing their entire lives—and, well, I'd never seen a giant like this before. He was incredibly frail, though, the webbing of the outgrowths on his head saggy and his teeth worn down. I realized that he was not a warrior of unprecedented power, but simply a profoundly old lizardman. Tlamac: “Tlamac Hundred Thoughts is my name. If you don't mind, guest, I will come see you every now and then and tell you stories about myself, my people, and this place. I sense that you are hungry for knowledge, and I know you will need it if you are to survive here and find what you so desire.” Henrietta: “What I… desire?” Tlamac: “You are lonely, little woman. You may not know it yourself, but your heart doesn't want to be alone. You fear that you may have misjudged those you have come to think of as close ones, and you may well be right. Fear not; you have already found a friend in me, and you will find new ones. Some close by, and others where... But we'll talk about that some other time. Come see me in my hut. I will tell you what you will find in these lands and help you understand how.” Henrietta: I blinked a few times, speechless, and when I opened my eyes wide again, there was no one there. Just the dark forest and the glow of the fire. I looked back. Wynona was standing a few feet behind me. “Did you see that? Did you see him?! The one I was talking to?” Wynona: “Hmm. Well, I definitely saw something. Mind telling me what it was? Or who? And what was that strange music? I swear, it was all I heard the whole time—not a single word. And you know I trust my ears.” |
Day 8 | Tribes of Lizardmen | Tlamac Hundred Thoughts spake: Everyone in these woods has their own brand of truth. Legends say there are places where life is very different... and now that I know you, I believe that to be true. Now, when your entire world is death, who will always be more patient than you—today or tomorrow, you will surely fall its prey... But until you do, you will do anything to carve out your own little spot under the sun. Tribes have been feuding for about as long as we can remember. Once upon a time, we were peaceful. We knew many ways to survive in these woods—to find food and a place to safely sleep and breed. We had nothing to quarrel over… until there were too many of us. My tribe was called the Stone Children then—we found deep caves beneath the Blue Claw cliffs, cool and dry, and settled there. Our women gave us strong and numerous children, and it was easy for us to fend off predators and enemies. Those not fortunate enough to find such a safe haven continued to live the old way: roaming the forests and cherishing every day on which no one died or got eaten... and within them there grew jealousy and hatred for those who were able to break the eternal cycle. For us. There was no unity among them; there were several tribes, each with its own leader and its own customs and ways. And there had already been spilled blood between them… yet there was one who gave them a common goal. They knew they would be at each other's throats before long, but Tepotl Hollow Eye convinced them that first they had to stand shoulder to shoulder and wipe out the insult to the very essence of our people. Us, Stone Children. |
Day 9 | Couatls | Tlamac Hundred Thoughts spake: Back in those days, warriors knew honor. We could have stayed in our caves, protected by their walls. Still, chieftain Pichi Red Cloud brought his army out of the ground and began to prepare for battle. Our warriors were strong and skillful with sword and club... but Tepotl had the bows. One of his eye sockets was empty—it was said that he got his eye torn out by a claw of a great feathered serpent. No one had ever survived a meeting with this creature, the strongest and most dangerous being of our legends—the Couatl. It made no difference whether Tepotl had indeed fought one or had simply made up a tall tale to inspire awe in others. His other eye saw well, too well. Not only had he mastered this insidious weapon himself, but he had also trained several hundred warriors in shooting bows. Their bows were weak and they were poor shots, but they still took out half of our best warriors even before they reached their ranks. Each of our men fought as if he were possessed by the spirit of Quetzal himself, but it was not nearly enough. They fell, and a dozen enemies pounced upon each one who did, tearing our tribe’s best limb from limb, devouring their hearts, defiling and pillaging their bodies. The battle was not yet over, yet already the strife had begun among them, and here and there on the blood-soaked field skirmishes and squabbles were flaring up. But the Hundred Crawlers, Tepotl’s bodyguards, all mighty giants, each of whom had cut out an eye to look like his leader, kept coming at the remnants of our army. Before long, they were bound to break into our caves and put an end to the Stone Children. And then my ancestor, the great shaman Hoatzin Rock Mind, did what he had been preparing for all his life. He plunged a knife into his chest, chanted a spell, and turned his mind to the Great Serpent. His son, Xochi, yet to earn himself a proper shaman’s name back then, pulled the blade out of his father's body, and the gushing blood sparkled red rainbow in the rays of the setting sun. From the heavens came a many-voiced roar. The Couatls accepted Hoatzin's sacrifice and fell upon our enemies. Bloodied Feathers. That was the name the remnants of my tribe took after that battle. The Feathered Serpents bathed in the blood of the Crawlers and their allies, and my kin dedicated the future of the tribe to their saviors. There were too few survivors in Tepotl's army to continue living as separate tribes. They have been called the Nightcrawlers ever since, and their whole life is tracking and hunting us and our living gods. |
Day 14 | Pirates and Slavers | Tlamac Hundred Thoughts spake: A hundred great turns of the firmament ago, we believed that our islands were the whole world and we, the Bloodied Feathers, were its rulers. Since then, we have learned many things that have shattered our ideas as to the order of the universe... In olden times, we shied away from the Bitter Waters, as they burned our skin, and only when dire need could make us board our chiseled boats and travel between the islands. After the feathered gods came into our lives, we could ask them to carry us across the waters, and we were no longer afraid to travel the islands. However, we never saw any other land than our own, even if we flew up into the sky, hugging the neck of a Couatl. Even long after we left the Halls of Blood, we never suspected that there were other sentient beings beyond the Bitter Waters, though our legends had it that there was another land somewhere, inhabited by those like us, and that the kin of our gods dwelt there as well. We remained ignorant until an enormous boat came to our shores, one like we had never seen before. Strange, bare trees grew straight out of it, and huge, tattered cloths hung from its branches. We watched the beings who had gotten off the big boat. Their stay at the islands was not long; they cut down a few trees, trimmed them, fitted them to holes in the sides of their vessel, and went away. I spent several weeks thinking about what I had seen and trying to explain the event to my tribesmen, but that was not enough time to form an opinion about the creatures I had seen. One day, several boats like the first one appeared at sea; three of them carried black cloths, and two others, dirty and sluggish, looked somewhat different. They were propelled by long oars. That day, I realized that there was no peace outside our land. Of course, it would be ridiculous to hope for that; sentient beings always have scores to settle with each other, and the more of them living nearby, the stronger the desire to go for it. Several dozen bound men were brought to shore from the oar-boats. Others, like those who had come here the first time, made pens of logs, and the prisoners were placed there, driven on with blows and kicks. After a few days, other boats came and took them away, and ever since then, the ships would keep coming and going, and there was never a shortage of live goods in the pens. In the old days of the Bloodied Feathers, we would never have tolerated such neighbors. Our customs abhor imprisonment; we either kill a defeated enemy at once or release him if honor or higher considerations demand it. What we saw was repugnant to our whole being... but now we were weak and had to think of our future. To make new enemies whose strength and powers we had no idea of would be unacceptable. The eternal war with the Crawlers alone was straining enough... The uninvited guests never tried to get deep into our land, and we simply decided that we would avoid them. It was only much later that we learned that our enemies, much less scrupulous about their ties, had entered into dealings with the strangers. A few years ago, I first saw creatures like you, little woman, among the slaves who were brought here on ships. Before I met you, I thought they were cubs; but now I realize that the slave traders had never brought any children here. Apparently, they can't survive the journey across the Bitter Waters. There are a few like you languishing in the slave pens even now... |
Day 19 | Crimson Couatls | Tlamac Hundred Thoughts spake: The great serpents deigned to us and accepted us as their junior kin. Over time we learned more about how our saviors lived; they even allowed our shamans into the secluded valleys where they made their nests. To our great surprise, the synergy of the Creepers' hot blood and Hoatzin’s magic gave the feathers of the Couatls who fought in that battle a permanent crimson hue. No one ever thought it was possible to change a god. No one could’ve imagined that a god could be made stronger—and not by prayer or sacrifice... The crimson-colored Couatls became different. They no longer waited for offerings, perched upon their nests with an aura of blessing about them; they went out to hunt for the hearts of our enemies. Unstoppable they were, their feathers throwing back arrows and swords, and their fangs and claws bringing death. Blood, sorcery and heat. Xochi the shaman realized that what had happened on the battlefield could be reproduced. He spent his life trying to penetrate the mystery of this transformation. As he was dying, he gave his son an egg, over which he had been casting spells for years in a deep cave, smoky from the fires and stinking of rotten blood and cinders. The minute his spirit departed to meet Quetzal, a clatter was heard from within the egg. A new Crimson Couatl was about to see this world. Three more generations passed. The Bloodied Feathers had left the caves where our tribe had survived everything—hunger, frost, raids of countless enemies, disease... We moved to a new underground city, next to a fire-breathing mountain. Its vast halls were roomy enough for the feathered serpents and hot enough to turn tending to the eggs with the Crimson Couatls into a challenge that even a shaman's apprentice could tackle. With such even, constant heat, all he had to do was turn them over from time to time, pour blood brewed with sorcerous herbs, and feed them his energy through long-learned incantations, the very ones that Xochi Serpent Brother had created. We ruled over two-thirds of the islands, continued to push the Crawlers back and never suspected that fate was about to turn its underside towards us.... |
Day 20 | Tlamac's Story | Tlamac Hundred Thoughts spake: We could no longer live where our gods were absent; each of the Bloodied Feathers needed to pray at least once a day, clinging to the body of a Couatl, or lose strength. Lizardmen do not take well to intense, dry heat, but the grace of the great serpents was enough for ourselves to feel healthy. What was worse, our wives began laying more and more barren clutches... and even the scarce fertile eggs bore very few females. In just three generations after we moved to the Halls of Blood, our tribe had halved in number. Chief Titipan Two-Tailed did what he had to do. He brought a curse upon himself, but he saved his tribe from degeneration. His band stormed the shaman's halls, slaughtered all who got in the way, and destroyed all the eggs, and then Titipan led the tribe out of the hot caves and back into the stone tunnels beneath the Blue Claw. In the days that followed, many died, unable to endure being separated from their lost gods. Among them was Chief Titipan himself; in his dying hours, he wept and begged the Great Serpent for forgiveness and mercy. Quetzal heeded his plea: those who survived were able to live on with the connection to the Couatls severed, without their blessings... but also without having to sacrifice their future for the sake of the present. Titipan's bodyguards outsmarted not only the shamans but also the Couatls themselves. They had only love and reverence in their souls, so the great serpents failed to sense danger when the warriors, who were hugging their necks and whispering the sacred words of worship, suddenly drew their long knives and slaughtered their gods in an instant—adults, young ones, new hatchlings, and the decrepit ones who no longer left their nests... No one who had raised his hand against a god survived even an hour afterwards; grief killed each one. There was only one tiny hall they had not found; no one knew of it except the direct descendants of Hoatzin and Xochi. In this hall, in a light shoulder basket, there lay a few eggs; Serpent Brother had willed his children to keep them here, no matter what happened or what hardships fell upon the tribe. A young shaman's apprentice, clutching a wound in his side, entered the hall, put the basket on his back with a hiss, and slipped into a secret passage, collapsing it behind him. It was a hundred great turns back. That apprentice's name was Tlamac. He stands before you today. |
Day 25 | Halfling | Henrietta: We were walking along the path that Tlamac's friends had pointed out to us as a relatively safe one, even for those who had not spent their entire lived in the jungle. We could relax a little here; trying to stay on top of every rustle and shadow was profoundly wearisome, after all. I, however, could not afford such a luxury, as the commander must always be on the lookout. I had begun getting the hang of these woods, and many things previously hidden from me were no longer escaping my attention—but this time, I would have stomped by, never learning the most important thing in my life... if it hadn't been for Wynona. The dark elf's ear twitched, and the next instant she was leaping into the bushes with a dagger drawn. After a few seconds of tussle, she dragged out... a halfling. He was gray-haired, emaciated, and clad in some rags. I examined his body and hands first, trying to decide if he could pose any danger, and only then did I look at his face. It was like another strike of lightning from Frederick's dynamo. A blast from the past. A memory I thought erased. “Unc… Uncle Kett...?” Kett: “I used to go by that too... Moonchild?!” Henrietta: “Kett! It's me. Me! Henrietta! What moon child? Have you forgotten me?” Kett: “How could one forget you? That's just what I'm saying. Never thought it'd be you who I’d see before croaking. Just hoped to tell someone. We're fighting. Not all of us have become demon meat yet. There's a war going on.” Henrietta: “What war? The devils are upon someone again? I heard they had gotten served in Erathia. And who's ‘we’?!” Kett: “We... the ones who stayed behind when you left. Some call us guerrillas, others like ‘cave rats’ more... heh, heh, damn right, we do bite. And when we do, it stings. And you… ohhhh.” Henrietta: “Uncle Kett! What's wrong? Wynona! He's barely breathing!” Wynona: “Look here, Henrietta. This wound... and this one... If there was any time at all, I could try to drain the infection out of them and reconnect the vessels. I'm sorry, but it's too late now. He's dying. Here’s all I can do...” Wynona gave the dying man a whiff of some elixir, and his eyes opened. Gasping, the halfling mumbled: Kett: “Listen to me, Henrietta... Erathia and AvLee have invaded Eeofol and are fighting the devils. We wanted to help, so we gathered everyone who could hold a weapon from all our hideouts. Our squad attacked a coastal town of the Kreegans—we snuck in there through an undercroft, and then we got betrayed. Olema, the cursed half-breed... sent those who survived the battle to Kreelah, for Lucifer’s pleasure, but the ship got sunk by pirates... I made it out alone...” Henrietta: Kett started wheezing horribly and rolling his eyes back. I grabbed his head and gave him a shake: "Uncle Kett! Unc… Please, breathe, don't go... Your squad? Were there others? And all of them died?” Kett: “Ahhh… Moonchild... How good to have seen you... Please forgive. I beg you for everyone who... Your... your mother's name was Auna. Ask Tavin about her…” Henrietta: “Tavin? Tavin's alive?! Kett! Kett!” Wynona: “He's gone, my friend. Let him rest. He earned it”. Henrietta: I sat on the ground with the old man's head in my lap, swallowing bitter tears. There were no words. Wynona: “I think I know where we're going when we get off these islands.” Wynona: “You know it full well yourself. I've only known you a short time, but I've learned a lot about you. Your heart is where you were born. Eeofol has lived in your soul all these years. I don't know that place, but it must be beautiful. To bring freedom to your land—what a goal for a true warrior!” Henrietta: “Do you think I'm a warrior too?” Wynona: “‘Too’? You mean there are others who say so? Well, then it's time to accept your calling.” Henrietta: “I need to think about it. Maybe Tlamac can help me understand myself…” |
Day 32 | Pactal's Lair | Tlamac Hundred Thoughts spake: Pactal Child Eater is a great leader. Surprised to hear me talk of him so, aren’t you? I am simply way too old to let hatred cloud my judgment. He is strong and flexible, as hard and sharp as a bloodsucker frog's tooth, but his mind is malleable and receptive to anything that might benefit his tribe. Your airboats were attacked by his wyverns—I don't know where Pactal found them, and he certainly doesn't worship them like we worshiped the Couatls... but somehow he's managed to levy such powerful creatures, unheard of in our lands, into his service, and not just them. He was able to make fighters out of the dogheads, who we always thought of as vermin unworthy of even a kick—an angry shout was enough to make them scuttle into the bushes. His warriors sail between the islands in ships, fight in formation, wield weapons and use implements I have never even heard of, and he himself suddenly pops up here and there, and never sleeps in the same field camp two nights in a row. As if he were able to see his enemies' plans two steps ahead. I know something about him, however... Pactal wants to claim all of the islands—if not for himself, then for his son. A few years ago, he stole the clutch laid by the fifth wife of the Bloodied Feathers’ old chieftain, but contrary to his custom, he left some of the eggs uneaten. He is raising one of the girls, intending to marry her; children by her will be his key to unlimited power over all the lizardmen of our islands. And I am not convinced that it would be a bad future for my kin... Anyway, if you are to snatch the Hollow Eye from Pactal, you will have to find the place where the Child Eater is keeping his future wife. Surely that's where he spends all his time between his campaigns. Old Tlamac has friends among the unseen spirits of the woods and marshes. Listen to what they told me… Only the select few Pactal has no doubts about can enter his lair. Those are the commanders of his guard, and there is also one pirate captain, the one who sold him the Hollow Eye, who enjoys such trust. Fortunately for you, the lizardmen have a very poor memory for human faces... They recognize the captain by his armor, shield, trident, and crown, all intricate artifacts of great power. I think you could try to find similar ones. If one of your warriors appears before the guards wearing them, they will take him for the captain and allow him to enter. They will demand that the artifacts be handed over to them for safekeeping, but at that point, that will no longer matter. |
Rumors[edit | hide]
Title | Message |
---|---|
Areshrak | Areshrak is Pactal's right-hand lizardman. Some people assured me that his hunters even managed to subdue some rusty dragons! |
Basilisk/Gorgon Lairs | On our islands, basilisks and gorgons prefer to make their lairs in caves. |
Couatl Hunt | Pactal's tribe hunts couatls, and there are almost none left on the islands. They say the Couatls are hiding underground. |
Crimson Couatls | Crimson couatls were last seen several centuries ago. Only one tribe knows the secret of breeding them. |
Dagdaro | The warlock Dagdaro settled in one of the volcanic caves. They say he studies the captured couatls and plans to use them to create awful monsters. |
Dagger Wound | Another tribe of lizardmen dwells on the Dagger Wound Islands, situated far to the east, on the other end of Ifarine Sea. |
Ha'Ora | The witch Ha'Ora was last seen in the caves. She alone knows how to summon ships with spells. |
Mist | West of here, in the Eastern Sea of Enroth, lie the Misty Isles, one of the greatest hubs of magic mastery in the world. |
Pactal's Tribe | Pactal and his tribe have conquered most of this archipelago's islands. |
Pyramid Island | Once every century, the island of the Great Pyramid rises from the bottom of the sea. Hurry up, otherwise it will be too late! |
Researcher of Amberlian Empire Ruins | A researcher from Jadame was seen on the western island near the ruins. He appears to be studying ancient artifacts. |
Serpentmen | Many of the ancient temples on these islands were built by serpentmen in ancient times. |
Slave market | The slave traders set up their camp very close to here. Even some couatls have been spotted in their cages! |
Slavers | Slave traders and pirates are visiting these islands more and more often, taking advantage of the strife between lizardman tribes. |
Stoic Watchman Hint | Treasure can sometimes be found in the hollows of large trees. |
Objects[edit | hide]
Events[edit | hide]
Location | Message |
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40, 8, 0 | Note: Only applies to AI player Bonus for Pactal |
102, 42, 0 | Hello, guest. You remember me: I am Tlamac Hundred Thoughts. The one who was to become the next great shaman of the bellipotent Bloodied Feathers, but ended up living a long, sad life without home, family, purpose, or caring for those he swore to serve. I have no descendants or apprentices—only a few helpers, those who feel the emptiness in their souls and sneak away from the tribe once in a while to be here and see our lost gods. I don't want to die before passing on the sacred bond with the feathered serpents to one willing to accept their friendship and exchange a part of his soul with them, even if to him, they will not be living deities. The ritual that my ancestor performed to bond the souls of our tribe and the feathered serpents requires a great concentration of pain, sorrow, and hatred. I fear that not even the emanations let out by each and every victim of a great battle would suffice today, nor would you yourself want it at such a cost... But I know of an object that holds an endless sea of such feelings, accumulated over many and many great turns. The leader of the hostile Nightcrawlers tribe, Pactal Child Eater, is a descendant of Tepotl Hollow Eye, the warlord who led all the tribes of the islands to battle against us and who witnessed the gods answer the call and save our tribe from ruin. Only one out in twenty warriors under Tepotl survived that carnage, and Hollow Eye absorbed the languor of each who died then into his soul. When on his deathbed himself, he poured that black ocean into his great battle bow and handed it to his son. Each of his descendants would do the same, but while still in the prime of his life, imbuing his weapon of choice with the destructive power, and personally finish off his wounded warriors to add to it. Pactal inherited the Great Woe of the Crawlers through the Fang of the Last Scream, the battleclaw that belonged to his grandfather; he was loath to wait his turn to take the chief's seat for another few dozen turns, so he killed his father and uncles by siccing a herd of frenzied gorgons on them during a hunt. He poured the black power from the battleclaw into an amazing artifact—the Spyglass. He got it from a pirate captain for a whole barrel of priceless bile extracted from rare ruby snakes, and named it the Hollow Eye after his ancestor. They say he's been able to see the hidden and scry through the ground ever since; there is no other way to explain why his cutthroats have been able to find and ravage caves with clutches and young Blood Feathers time after time without fail. Every time that happens, Pactal appears there himself, sucks out the eggs and devours the young lizardfolk. I suppose you see how proud he is of his sobriquet. I feel strength and sincerity in you; the Couatls will surely be delighted to have new friends in you and your companions. Moreover, I will also be able to impart on you the most precious secret I've kept all my life. You will not only become equal to our feathered gods... you will also become able to create them yourself. I will teach you how to spawn the great Crimson Couatl. They have been absent from the world for far too long, and I want to worship the embodiment of my tribe's former greatness once again before I die. Step into my hut. I have much to show you and explain. |
3, 42, 1 | Note: Only applies to AI player |
4, 17, 1 | Note: Only applies to AI player |
13, 62, 1 | Note: Only applies to AI player Tan AI - bonus |
49, 104, 1 | Note: Only applies to AI player Pink AI - bonus |
102, 104, 1 | Note: Only applies to AI player Pink AI - bonus |
Towns[edit | hide]
Location | Player | Type | Name |
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4, 36, 0 | Fortress | - | |
12, 5, 0 | Fortress | - | |
29, 66, 0 | Fortress | - | |
49, 21, 0 | Fortress | - | |
25, 17, 1 | Fortress | - | |
107, 0, 1 | Necropolis | - | |
104, 0, 1 | Fortress | - | |
15, 101, 0 | Cove | - | |
77, 93, 0 | Cove | - | |
101, 0, 1 | Cove | - | |
73, 11, 1 | Fortress | - | |
88, 51, 1 | Fortress | - | |
103, 7, 1 | Fortress | - | |
55, 74, 1 | Fortress | - | |
101, 63, 1 | Fortress | - |
Timed town events[edit | hide]
Day | Title | Message |
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Day 15 | At Cove (15, 101, 0): Pink AI - Castle |
(none) |
Day 15 | At Cove (15, 101, 0): Pink AI - bonus |
(Repeats every 7 days) (none) |
Day 72 | At Fortress (49, 21, 0): Blue AI - 332 - Shipyard |
(none) |
Day 113 | At Fortress (29, 66, 0): Blue AI - 511 - Tavern |
(none) |
Heroes[edit | hide]
Location | Player | Hero |
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79, 40, 0 | Henrietta the Mercenary | |
82, 39, 0 | Wynona the Mercenary | |
33, 6, 1 | Ha'Ora the Witch | |
4, 6, 0 | Shaabar the Beastmaster | |
4, 36, 0 | Xolo the Witch | |
6, 38, 0 | Tzolki the Beastmaster | |
30, 67, 0 | Ksharek the Beastmaster | |
37, 4, 0 | Pactal the Beastmaster | |
38, 24, 0 | Areshrak the Beastmaster | |
3, 16, 1 | Sahssa the Witch | |
107, 1, 1 | Rosic the Witch | |
29, 61, 0 | Kenatoth the Beastmaster | |
47, 78, 0 | Mallerio the Wizard | |
2, 3, 1 | Wallen the Witch | |
4, 44, 1 | Dekha the Witch | |
14, 62, 1 | Wergna the Witch | |
56, 59, 1 | Gyrzan the Beastmaster | |
83, 20, 1 | Chiqtli the Witch | |
2, 106, 0 | Thelas the Captain | |
15, 101, 0 | Steed the Knight | |
30, 104, 0 | Pholius the Navigator | |
87, 85, 0 | Darand the Navigator | |
104, 104, 0 | Renglie the Captain | |
47, 105, 1 | Dagdaro the Warlock | |
102, 103, 1 | Leyda the Ranger |
Monsters[edit | hide]
Location | Type | Message |
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41, 47, 0 | Lizard Warriors | "Pactal took us by surprise, but refused us our honorable death in battle. We were entangled in nets and sold like meat. Shame, what shame! There is no way to wipe it off; all we can do now is trade our lives for revenge on the one who disgraced us so. Will you give us that chance?" |
50, 50, 0 | Couatls | These Couatls are bound with thick ropes so tightly that they resemble huge, motley-colored sausages. When they feel Tlamac's spell, they raise their heads and squeak plaintively, as if begging you to set them free. |
58, 34, 0 | Ayssids | Obeying the commands written on the parchment the slave trader gave you along with the bill of sale, the Ayssids soar down from their high perches and land around you. Clearly well-trained, the creatures are awaiting your orders. |
60, 37, 0 | Halflings | "Now that’s some encounter! And here I thought the stories of anyone escaping from Eeofol during the Devil invasion were just tall tales." "Us? We're from the coast. There's a mountain range between us and the land the red mugs took over, so they never made it to our parts. There are only two villages of us there… or should I say, there were. No one knew about us, and we were keeping a very low profile for years, but a moon ago, some crud of a wind dragged a pirate schooner into our cove. Those scumbags snatched us up and stuffed us in their hold; whoever didn't fit in, got killed. I know you don’t care for these stories—but wanna know an amazing thing? There was already a halfling sitting in the hold. Well, most of the time he was lying there, delirious from his wounds. We could only find out that his name was Kett; he was not from our parts, but had gotten snapped up somewhere in Eeofol. When the schooner called here and we got kicked out of the hold, the captain's paperwork didn't add up. They recounted us ten times, but each time one was missing." "In the end, that fat pig who’s in charge here spat and agreed to take us “as is.” We later counted ourselves, and Kett was gone. Escaped? Fell off the gangplank and drowned? Don't know. Don’t care. Just want to make it out of here alive. Will you take us on?" |
Seer's Huts[edit | hide]
Location | Quest | Reward | Messages | |||
---|---|---|---|---|---|---|
1, 26, 0 |
Be: player |
16 Couatls | Proposal: I have a prize for those who fly the green flag. Progress: Your flag is not green. I have nothing for you. Begone! Completion: Ah, one who bears the green flag. Here is a prize for you. Do you accept? | |||
1, 90, 0 |
Return with: Orb of Tempestuous Fire Tome of Fire |
Scroll of Armageddon | Proposal: You meet a bearded sorcerer in a reed hut on the riverbank. He looks like a pirate, though. “I have heard of you," says the sorcerer. — “I came here with my colleagues, but they refused to help me in my research, so I left them behind. You see, the Regnan mages have accumulated a great deal of magical knowledge over the past centuries — but there are some spells we have never been able to perfect. One of them is Armageddon. The Kreegans and Necromancers know how to increase the power of this spell tenfold, but they don't share their secrets. I've heard that the Nighon warlocks visited these islands recently. I don't know what they wanted here, but a few of the warlocks had the misfortune of running into the local monsters. They lost two valuable artifacts, the Tome of Fire and the Orb of Tempestuous Fire. Find them and bring them to me, and I will share the Scroll of Armageddon with you. Progress: Where are the artifacts? No artifacts, no scroll! Completion: The bearded man looks at the orb and the tome in surprise. “I can't believe it... This is exactly what it is!” — mutters the stunned pirate. — “Here is the scroll I was talking about.” Would you like to exchange the orb and book for a scroll of the Armageddon spell? | |||
9, 57, 0 |
Return with: Elixir of Life Bow of the Sharpshooter Wizard's Well |
(none) | Proposal: See these ruins? They are all that’s left of a long-lost empire that once ruled the southern shores of Jadame. I came to these islands to study the artifacts created there in the olden days, but these islands are positively crawling with bloodthirsty savages, slave traders and pirates. Were I a stronger man, I could’ve gone exploring these parts, but I'm old. What can I do? The artifacts I'm interested in are the Elixir of Life, the Bow of the Sharpshooter, and the Wizard's Well. My students have been trying to track them down for a long time, but their only finding thus far is the fact that the artifacts have been broken up into several pieces over the centuries past. Unfortunately, I have never been able to locate most of these artifacts, but the Vial of Lifeblood lies in the hands of a seer who lives in the caves near the warlock’s lair. Progress: Unfortunately, it is the Elixir of Life, the Bow of the Sharpshooter, and the Wizard's Well that I need. No other artifacts can help in my research. Completion: These artifacts are exactly what I need! Would you be willing to give them to me? | |||
Be: Henrietta the Mercenary |
4 Defense skill | Proposal: In the olden days, before I became interested in ancient ruins, I was an instructor at a military academy. You've been a great help, so I'm ready to teach Henrietta what I know. Progress: I thought I made it clear that I would only talk to Henrietta. Completion: I can train your troops in defense techniques. Would you like them to take the training? | ||||
Be: Wynona the Mercenary |
4 Defense skill | Proposal: In the olden days, before I became interested in ancient ruins, I was an instructor at a military academy. You've been a great help, so I'm ready to teach Wynona what I know. Progress: I thought I made it clear that I would only talk to Wynona. Completion: I can train your troops in defense techniques. Would you like them to take the training? | ||||
11, 74, 0 |
Return with: Orb of Driving Rain |
(none) | Proposal: A few months ago, my mage friends and I came from the continent of to study these islands. Rumor has it that there are magical orbs here, capable of amplifying Water magic spells. These orbs were created by civilization that ruled over these islands before the lizardmen even settled here. Our search has been fruitless so far, but I'm sure they're here. Bring me one of these orbs and I will trade it for a scroll with the Clone spell. Be forewarned, however: I only trust dark elves. Progress: I haven't located the orb yet. Perhaps you should look in the caves or in Couatl nests? Completion: This orb is just what I need! | |||
Be: Wynona the Mercenary |
Scroll of Clone | Proposal: You kept your end of the bargain, and I'll keep mine. Progress: I don't trust you. You're not a dark elf! Completion: Would you like to trade the orb for a Clone spell scroll? | ||||
38, 43, 0 |
Defeat: Areshrak the Beastmaster |
12 Couatls | Proposal: In a pile-stayed hut in the middle of the river, you are greeted by a gnoll clad in an unusual green hide. “I used to breed wyverns, gorgons and other creatures. I was the first to find common ground with the flight of Rust Dragons that lives on these islands, but later on I was betrayed, and the traitorous lizardman Areshrak usurped my place. Help me take him down, and I'll help you.” Progress: Areshrak is still out there! I can feel his presence. Completion: Justice has been served! I'm afraid I my tribe is not going to take me back, so I'll have to leave these islands. As for the reward… Please accept these Couatls. I found them recently in the caves where they were hiding from Pactal’s hunters. | |||
54, 43, 0 |
Return with: 5000/7500/10000 Gold 10/10/15 Gems |
Stoic Watchman (1 per quest; 3 total) |
Proposal: The slave traders disgust you. You'd love to tear down their base and hang them all from the trees, but you remember Tlamac's words: the old shaman asked you to avoid bringing more trouble upon his tribe or dragging it into new strife while it was threatened by the ruthless Pactal. In a hut with a crooked inscription that reads "Manpowa for evry taste and poket" sits a fat, sly-faced man dressed in brocade and velvet—either a retired pirate or a scoundrelly merchant. “Ah, so good to see new faces in our humble trading post! I hope to see you back as regular customers, as our offerings are regularly replenished with the most choicest goods. Today I have for you three lots: Ayssids, a direct delivery from Solendore, who personally catches them on some sea cliffs; Couatls, a local specialty, excellent for arena fights; Lizardmen, a group of some local prince’s bodyguards, very skillful archers. Oh yes, I almost forgot: there are also a few halflings—delivered just recently, a little skinny and ragged, but gods, do they know their slings! Any lot is only 5000/7500/10000 coins and 10/10/15 gems. Once you pay, I'll give you a bill of sale and a token to show to the guard at the pen.” Progress: The slave trader is still amiable but unwavering: “Charity is the remit of our board of directors. I am not authorized to. Coin and gems—I'm sorry, but I can't accept anything else.” Completion: The peddler, smiling cloyingly, extends a meaty palm: “Overjoyed to see our goods have attracted your attention. Here, I've prepared the paperwork and the token—are you ready to pay?” | |||
59, 67, 0 |
Defeat: Chiqtli the Witch |
16 Wyvern Monarchs | Proposal: I was once rich and famous, but Chiqtli the terrible was my downfall. I lost my lands, I lost my title, and I lost my family. Please, bring the villain to justice. Progress: Oh, I wish you brought better news. It aches my heart that Chiqtli still roams free. Completion: I thought the day would never come! Chiqtli is no more. Please, will you accept this reward? | |||
Be: player |
Talisman of Mana | Proposal: I have a prize for those who fly the green flag. Progress: Your flag is not green. I have nothing for you. Begone! Completion: Ah, one who bears the green flag. Here is a prize for you. Do you accept? | ||||
71, 74, 0 |
Return with: 40 Gems |
Necklace of Ocean Guidance | Proposal: I am researching a way to turn base metals into gold, but I am short of materials for my workshop. If you could bring me 40 Gems, I would be most grateful. Progress: Oh my, that's simply not enough. I need 40 Gems. I'll never complete it with what you have. Completion: Finally! Here, give the 40 Gems to me, and I'll give you this in return. | |||
76, 19, 0 |
Be: Ha'Ora the Witch |
70 Ayssids | Proposal: What I have is for Voy alone. I shall give it to none other. Progress: You are not Voy. Begone! Completion: Finally! It is you, Voy. Here is what I have for you. Do you accept? | |||
98, 91, 0 |
Return with: Orb of Driving Rain |
(none) | Proposal: A few months ago, my mage friends and I came from the continent of to study these islands. Rumor has it that there are magical orbs here, capable of amplifying Water magic spells. These orbs were created by civilization that ruled over these islands before the lizardmen even settled here. Our search has been fruitless so far, but I'm sure they're here. Bring me one of these orbs and I will trade it for a scroll with the Teleport spell. Be forewarned, however: I only trust dark elves. Progress: I haven't located the orb yet. Perhaps you should look in the caves or in Couatl nests? Completion: This orb is just what I need! | |||
Be: Wynona the Mercenary |
Scroll of Teleport | Proposal: You kept your end of the bargain, and I'll keep mine. Progress: I don't trust you. You're not a dark elf! Completion: Would you like to trade the orb for a Teleport spell scroll? | ||||
105, 1, 0 |
Return with: Scroll of Teleport |
Teleport | Proposal: Long ago, powerful wizards were able to create magical artifacts, but time has caused us to forget how to make new items. I would like to learn these techniques myself, but I need one of these artifacts first to see how it was done. If you could bring me, the Scroll of Teleport, you would be well rewarded. Progress: Nothing, eh? I'm sure you will find the Scroll of Teleport soon. Please keep looking. Completion: Ah, exactly what I needed! Here is the reward I promised. You still wish to trade the Scroll of Teleport, yes? | |||
Return with: Scroll of Clone |
Clone | Proposal: Long ago, powerful wizards were able to create magical artifacts, but time has caused us to forget how to make new items. I would like to learn these techniques myself, but I need one of these artifacts first to see how it was done. If you could bring me, the Scroll of Clone, you would be well rewarded. Progress: Nothing, eh? I'm sure you will find the Scroll of Clone soon. Please keep looking. Completion: Ah, exactly what I needed! Here is the reward I promised. You still wish to trade the Scroll of Clone, yes? | ||||
Return with: Scroll of Prayer |
Prayer | Proposal: Long ago, powerful wizards were able to create magical artifacts, but time has caused us to forget how to make new items. I would like to learn these techniques myself, but I need one of these artifacts first to see how it was done. If you could bring me, the Scroll of Prayer, you would be well rewarded. Progress: Nothing, eh? I'm sure you will find the Scroll of Prayer soon. Please keep looking. Completion: Ah, exactly what I needed! Here is the reward I promised. You still wish to trade the Scroll of Prayer, yes? | ||||
Return with: Scroll of Resurrection |
Resurrection | Proposal: Long ago, powerful wizards were able to create magical artifacts, but time has caused us to forget how to make new items. I would like to learn these techniques myself, but I need one of these artifacts first to see how it was done. If you could bring me, the Scroll of Resurrection, you would be well rewarded. Progress: Nothing, eh? I'm sure you will find the Scroll of Resurrection soon. Please keep looking. Completion: Ah, exactly what I needed! Here is the reward I promised. You still wish to trade the Scroll of Resurrection, yes? | ||||
105, 39, 0 |
Be: player |
2 Couatls | Proposal: Come in. Now we will go to the cave beneath my dwelling, and I will introduce you to my friends. The soul-bonding ritual will be performed in our abandoned underground city, the Halls of Blood, northwest of here. For now, though, I can teach you how to forge a temporary bond with the Couatls. I will cast the minor enchantment on you, and you will need to show the great serpent a blood-colored crystal to help him sense a friend in you. I have two adult Couatls in my care now who I've nursed back to health after a confrontation with Pactal’s hunters. They will be delighted to help you track him down. Once you've taken the Hollow Eye from him, head for the Halls of Blood. I will be waiting for you there, and we will do what we are destined to do. Progress: Your flag is not green. I have nothing for you. Begone! Completion: Two huge, rainbow-colored feathered serpents emerge from the darkness of the cave and approach, attracted by the crystal's magical glow. They purr softly and stare at you with their golden eyes. Are you willing to accept their friendship? | |||
1, 48, 1 |
Be: Ha'Ora the Witch |
7 Couatls | Proposal: In the cave you find an inconspicuous hut, but it is sealed with magic. Perhaps this hut belongs to one of the local witches. Maybe it doesn't. Either way, only the mage who created it can break the seal. Progress: In the cave you find an inconspicuous hut, but it is sealed with magic. Perhaps this hut belongs to one of the local witches. Maybe it doesn't. Either way, only the mage who created it can break the seal. Completion: When you enter Ha'Ora's hut, you find a passage to the caves. As you explore, you suddenly come across a small pack of Couatls. Do you wish to take them with you? | |||
30, 85, 1 |
Defeat: Steed the Captain |
Sea Captain's Hat | Proposal: I was once rich and famous, but Steed the terrible was my downfall. I lost my lands, I lost my title, and I lost my family. Please, bring the villain to justice. Progress: Oh, I wish you brought better news. It aches my heart that Steed still roams free. Completion: I thought the day would never come! Steed is no more. Please, will you accept this reward? | |||
39, 52, 1 |
Defeat: Black Dragons at 87, 66, 1 |
(none) | Proposal: There is a camp of Lizardmen here. Their commander hollers out to you: “We set out to get rid of the Black Dragons who had taken over the underground passage between our villages, but our efforts proved fruitless. They have made it way too dangerous to travel underground. If you help us handle those monsters, we will give you some insight that may come in handy when you come to blows with Pactal.” Progress: We hear the Black Dragons are still blocking the passage. Come back when they are done for. Completion: The passage is safe again! In return for your help, we can share our combat experience. | |||
Be: Henrietta the Mercenary |
2 Defense skill | Proposal: The leader of the Lizardmen is willing to train Henrietta once she is here. Progress: The leader of the Lizardmen is willing to train Henrietta once she is here. Completion: In return for wiping out the dragons, the lizardmen are willing to train you in defense. Would you agree? | ||||
Be: Wynona the Mercenary |
2 Defense skill | Proposal: The leader of the Lizardmen is willing to train Wynona once she is here. Progress: The leader of the Lizardmen is willing to train Wynona once she is here. Completion: In return for wiping out the dragons, the lizardmen are willing to train you in defense. Would you agree? | ||||
56, 26, 1 |
Be: player |
1 Crimson Couatl | Proposal: Wynona and I entered the shaman's hall. Tlamac stood there by a huge stone dish in which a red, acrid-smelling, thick liquid was gurgling, and in the middle of it rested a large egg, appearing as if covered in thin stone tiles. The shaman recited incantations in a deep growl and poured blood over the egg from a skull bowl. As we came closer, he looked up. Lizardmen cannot smile, but I understood he was happy. “And I saw that coming, too. You are not only strong; you also value your companions. Had you been born among the lizardmen, I would have been proud to call you my chieftess... And I knew you would want to transfer the right to do this great thing to your friend, the one who has lived longer than any of the lizardfolk and knows more about living things than anyone else in the world. This is bound to reward her boundless love for all that flutters, crawls, jumps, and crawls. For all that have lived, are living and will live. We will now let many souls go free; they yearn for peace and a return to the great swamp of life where they can be born again. Approach, Wynona. Take the bowl and repeat after me.” Progress: Your flag is not green. I have nothing for you. Begone! Completion: For a second I thought I had died. Moans, screams, coughs, wheezes, pleas—all of it rushed through my whole being in an instant. My heart skipped a beat... but then I felt a mighty wave of warmth and indomitable power flood me, along with the excited cries of the dozens of feathered serpents that were at that moment making their way through the entrances. Wynona froze with the egg in her hands, as if terrified to move, and I saw in her eyes the happiness of a woman who, having long abandoned hope for bearing a child, had suddenly learned that she would after all become a mother. The Couatls surrounded us and fell silent. I heard a rustle and a soft, timid knocking, as if someone shy were asking to enter the house. Tlamac handed Wynona a chisel - a large, petrified fang of some ancient beast. “He had slumbered inside too long, and it is now hard for him to make his way into the light. Help him, will you?” | |||
60, 48, 1 |
Return with: 20 Crystal |
5 Couatls | Proposal: The Couatls appear to be in no hurry to get anywhere, and they pay precious little attention to you. You have heard that the Lizardmen of Tlamac’s tribe were able to tame these creatures with the help of magic crystals. Perhaps you could do it too? Progress: The Couatls are still here. They don’t appear keen on attacking you, but have no intention of joining you either. Completion: The magic of the crystals has lured several Couatls. Do you wish to take them with you? | |||
66, 42, 1 |
Return with: 8 Mighty Gorgons 12 Greater Basilisks |
(none) | Proposal: In a hut nestled in the corner of a damp cave, you meet an old lizardman. He appears to be gravely wounded. “Greetings! I have come here from the Dagger Wound Islands. Our chief sent me here as an ambassador to the local tribes. Unfortunately, neither I nor my brethren had any idea of the place I ended up at. Pactal and his tribe treated us as enemies! I barely managed to get off Pactal's island before hiding in this cave. I'm afraid I'll never get out of here. I am old, and my wounds torment me. Bring me some basilisks and gorgons; with them by my side, I might yet reach my boat and return to my islands.” Progress: Where are the basilisks and gorgons I told you about? It is too dangerous to stay in this cave, but getting out of here on my own would hardly be easier. Completion: These basilisks and gorgons are just what I need! | |||
Be: player |
Crown of the Five Seas | Proposal: Staying in this cave is dangerous... But now I can try to get to my boat. Progress: Your flag is not green. I have nothing for you. Begone! Completion: Now I would have you accept this crown as a gift. We were going to present it to Pactal’s tribe as a gesture of goodwill, but now that is out of the question. Do you wish to take the Crown of the Five Seas? | ||||
76, 106, 1 |
Defeat: Gold Dragons at 83, 106, 1 |
Vial of Lifeblood | Proposal: Gold Dragons are menacing the southeastern underground region of this land. If you could be so bold as to defeat them, I would reward you richly. Progress: Don't lose heart. Defeating the Gold Dragons is a difficult task, but you will surely succeed. Completion: At last, you defeated the Gold Dragons, and the countryside is safe again! Are you ready to accept the reward? | |||
82, 6, 1 |
Return with: 7 Energy Elementals 7 Fire Elementals |
Orb of Tempestuous Fire | Proposal: I am an agent for an emperor of a distant land. Recently, his armies have fallen on hard times. If you could bring 7 Fire Elementals and 7 Energy Elementals to me, I could pay you handsomely. Progress: No luck in finding the 7 Fire Elementals and 7 Energy Elementals? Please hurry, the empire depends on you. Completion: At last, the 7 Fire Elementals and 7 Energy Elementals that will save our empire! Here is your payment. Are they ready to depart? | |||
92, 93, 1 |
Return with: Orb of Driving Rain |
(none) | Proposal: A few months ago, my mage friends and I came from the continent of to study these islands. Rumor has it that there are magical orbs here, capable of amplifying Water magic spells. These orbs were created by civilization that ruled over these islands before the lizardmen even settled here. Our search has been fruitless so far, but I'm sure they're here. Bring me one of these orbs and I will trade it for a scroll with the Prayer spell. Be forewarned, however: I only trust dark elves. Progress: A few months ago, my mage friends and I came from the continent of to study these islands. Rumor has it that there are magical orbs here, capable of amplifying Water magic spells. These orbs were created by civilization that ruled over these islands before the lizardmen even settled here. Our search has been fruitless so far, but I'm sure they're here. Bring me one of these orbs and I will trade it for a scroll with the Prayer spell. Be forewarned, however: I only trust dark elves. Completion: This orb is just what I need! | |||
Be: Wynona the Mercenary |
Scroll of Prayer | Proposal: You kept your end of the bargain, and I'll keep mine. Progress: I don't trust you. You're not a dark elf! Completion: Would you like to trade the orb for a Teleport spell scroll? | ||||
100, 71, 1 |
Return with:
|
30 Greater Basilisks | Proposal: I am researching a way to turn base metals into gold, but I am short of materials for my workshop. If you could bring me 16 Mercury, 16 Crystal and 5200 Gold, I would be most grateful. Progress: Oh my, that's simply not enough. I need 16 Mercury, 16 Crystal and 5200 Gold. I'll never complete it with what you have. Completion: Finally! Here, give the 16 Mercury, 16 Crystal and 5200 Gold to me, and I'll give you this in return. | |||
106, 10, 1 |
Be: Wynona the Mercenary |
Scroll of Resurrection | Proposal: What I have is for Wynona alone. I shall give it to none other. Progress: You are not Wynona. Begone! Completion: Finally! It is you, Wynona. Here is what I have for you. Do you accept? |
Quest Guards[edit | hide]
Location | Quest | Reward | Messages | |||||||
---|---|---|---|---|---|---|---|---|---|---|
1, 47, 0 3, 15, 0 54, 103, 0 |
Defeat: Xolo the Witch |
(remove) | Proposal: The guards here protect the lands beyond from the depredations of Xolo. They will not let anyone pass so long as the threat remains. Progress: The guards still fear Xolo, so you cannot pass. Completion: Now that you have vanquished Xolo, the threat is gone. Do you wish to pass? | |||||||
3, 107, 0 |
Defeat: Steed the Knight |
(remove) | Proposal: The guards here protect the lands beyond from the depredations of Steed. They will not let anyone pass so long as the threat remains. Progress: The guards still fear Steed, so you cannot pass. Completion: Now that you have vanquished Steed, the threat is gone. Do you wish to pass? | |||||||
4, 6, 0 |
Return after: Month 4, Week 2, Day 2 |
(remove) | Proposal: Closed till month 4, week 2, day 2. Progress: Closed till month 4, week 2, day 2. Completion: You are free to go through now. Do you wish to pass? | |||||||
4, 37, 0 31, 62, 0 38, 61, 0 11, 63, 1 55, 75, 1 70, 81, 1 101, 64, 1 |
Be: player |
(remove) | Proposal: The guards here will only let those who fly the green flag pass. Progress: The guards here will only let those who fly the green flag pass. Completion: Do you wish to pass? | |||||||
4, 44, 0 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 90 Wood, 30 Mercury, 30 Sulfur and 15000 Gold. Progress: Since you have not brought 90 Wood, 30 Mercury, 30 Sulfur and 15000 Gold, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 90 Wood, 30 Mercury, 30 Sulfur and 15000 Gold. Do you wish to pay the toll? | |||||||
7, 9, 0 |
Be: player |
(remove) | Proposal: The guards here will only let those who fly the blue flag pass. Progress: The guards here will only let those who fly the blue flag pass. Completion: Do you wish to pass? | |||||||
10, 37, 0 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 50 Wood, 50 Ore, 20 Gems and 10000 Gold. Progress: Since you have not brought 50 Wood, 50 Ore, 20 Gems and 10000 Gold, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 50 Wood, 50 Ore, 20 Gems and 10000 Gold. Do you wish to pay the toll? | |||||||
11, 64, 0 |
Return with: 10 Ice Elementals |
(remove) | Proposal: The King wants to see some 10 Ice Elementals. In order for him to do so we need to look outside the kingdom. Bring us them and we'll let you through. Progress: I am sorry, but the King wants to only see 10 Ice Elementals, nothing else will do. Completion: Excellent! You have found the 10 Ice Elementals the King is so anxious to see. Let them go with us and you may pass. | |||||||
13, 47, 0 |
Return after: Month 2, Week 1, Day 2 |
(remove) | Proposal: Closed till month 2, week 1, day 2. Progress: Closed till month 2, week 1, day 2. Completion: You are free to go through now. Do you wish to pass? | |||||||
15, 102, 0 |
Defeat: Dagdaro the Warlock |
(remove) | Proposal: As you approach the pirate fortress, you realize you’re not likely to get any closer to it. There are sheer cliffs ahead and a nearly impenetrable jungle all around. Rumor has it that the Dagdaro the Warlock, who has set up shop in the caves, had been seen frequenting this fortress for some sort of dealings with Steed. Perhaps the sorcerer knows how to get inside? Progress: The search for a safe route to the fortress failed, as did attempts to follow the pirates. Completion: After carefully examining the warlock's lair, you find a map and learn that there is an easy-to-miss passage through the jungle nearby that can take you closer to the fortress. Do you want to use it? | |||||||
19, 99, 0 |
Return after: Month 2, Week 4, Day 4 |
(remove) | Proposal: Closed till month 2, week 4, day 4. Progress: Closed till month 2, week 4, day 4. Completion: You are free to go through now. Do you wish to pass? | |||||||
24, 18, 0 |
Return after: Month 4, Week 2, Day 1 |
(remove) | Proposal: Closed till month 4, week 2, day 1. Progress: Closed till month 4, week 2, day 1. Completion: You are free to go through now. Do you wish to pass? | |||||||
35, 66, 0 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 50 Wood, 25 Mercury and 50 Ore. Progress: Since you have not brought 50 Wood, 25 Mercury and 50 Ore, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 50 Wood, 25 Mercury and 50 Ore. Do you wish to pay the toll? | |||||||
35, 56, 0 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 50 Wood, 30 Mercury, 30 Crystal and 15000 Gold. Progress: Since you have not brought 50 Wood, 30 Mercury, 30 Crystal and 15000 Gold, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 50 Wood, 30 Mercury, 30 Crystal and 15000 Gold. Do you wish to pay the toll? | |||||||
38, 23, 0 |
Return with: Scroll of Water Walk |
(remove) | Proposal: A powerful wizard owns this tower. He refuses to let you pass unless you bring him the Scroll of Water Walk. Progress: The wizard is adamant. Without the Scroll of Water Walk, none will pass. Completion: The wizard agrees to let you by in exchange for the Scroll of Water Walk. Do wish to pass at this time? | |||||||
42, 47, 0 49, 49, 0 57, 35, 0 59, 38, 0 |
Return with: Stoic Watchman |
(remove) | Proposal: A powerful wizard owns this tower. He refuses to let you pass unless you bring him the Stoic Watchman. Progress: The wizard is adamant. Without the Stoic Watchman, none will pass. Completion: The wizard agrees to let you by in exchange for the Stoic Watchman. Do wish to pass at this time? | |||||||
46, 78, 0 |
Defeat: Mallerio the Wizard Before Month 11, Week 1, Day 1 |
(remove) | Proposal: The Genies are defeated and the road to the pyramid is open. Progress: The guards still fear Mallerio, so you cannot pass. Completion: Do you want to pass? | |||||||
47, 41, 0 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 25 Gems and 10000 Gold. Progress: Since you have not brought 25 Gems and 10000 Gold, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 25 Gems and 10000 Gold. Do you wish to pay the toll? | |||||||
50, 26, 0 |
Return after: Month 3, Week 3, Day 2 |
(remove) | Proposal: Closed till month 3, week 3, day 2. Progress: Closed till month 3, week 3, day 2. Completion: You are free to go through now. Do you wish to pass? | |||||||
57, 6, 0 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 75 Wood, 25 Mercury, 75 Ore, 25 Sulfur and 20000 Gold. Progress: Since you have not brought 75 Wood, 25 Mercury, 75 Ore, 25 Sulfur and 20000 Gold, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 75 Wood, 25 Mercury, 75 Ore, 25 Sulfur and 20000 Gold. Do you wish to pay the toll? | |||||||
58, 1, 0 43, 106, 1 45, 102, 1 60, 89, 1 107, 12, 1 |
Defeat: Dagdaro the Warlock |
(remove) | Proposal: The guards here protect the lands beyond from the depredations of Dagdaro. They will not let anyone pass so long as the threat remains. Progress: The guards still fear Dagdaro, so you cannot pass. Completion: Now that you have vanquished Dagdaro, the threat is gone. Do you wish to pass? | |||||||
50, 12, 0 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 40 Wood, 40 Ore and 15000 Gold. Progress: Since you have not brought 40 Wood, 40 Ore and 15000 Gold, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 40 Wood, 40 Ore and 15000 Gold. Do you wish to pay the toll? | |||||||
81, 38, 0 |
Return with:
|
(remove) | Proposal: {On difficulty level Difficult and below, you will receive additional artifacts and additional troops} Progress: {On difficulty level Difficult and below, you will receive additional artifacts and additional troops} Completion: {Receive?} | |||||||
89, 21, 0 103, 92, 1 105, 31, 1 |
Return with:
|
(remove) | Proposal: You notice a few Couatls, but they pay precious little attention to you. You have heard that the Lizardmen of Tlamac’s tribe were able to tame these creatures with the help of magic crystals. Perhaps you could do it too? Progress: The Couatls are still here. They don’t appear keen on attacking you, but have no intention of joining you either. Completion: The magic of the crystals has lured several Couatls. Do you wish to take them with you? | |||||||
90, 30, 0 93, 58, 0 |
Return with:
|
(remove) | Proposal: Looking for a boat? You can have mine for mere 2,000 gold. There's only one problem; the thing is leaky. You'll have to repair it yourself. Progress: Looking for a boat? You can have mine for mere 2,000 gold. There's only one problem; the thing is leaky. You'll have to repair it yourself. Completion: Buy a boat? | |||||||
91, 15, 0 94, 0, 0 |
Be: player |
(remove) | Proposal: Several outlines of bulky machines can be seen in the jungle near the shore. They appear to be dreadnoughts that fell out of the airship. Progress: The guards here will only let those who fly the green flag pass. Completion: Do you want to take them with you? | |||||||
104, 27, 0 61, 84, 1 74, 46, 1 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 15 Gems. Progress: Since you have not brought 15 Gems, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 15 Gems. Do you wish to pay the toll? | |||||||
12, 24, 1 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 50 Mercury, 100 Ore, 50 Sulfur and 20000 Gold. Progress: Since you have not brought 50 Mercury, 100 Ore, 50 Sulfur and 20000 Gold, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 50 Mercury, 100 Ore, 50 Sulfur and 20000 Gold. Do you wish to pay the toll? | |||||||
15, 62, 1 |
Defeat: Wergna the Witch |
(remove) | Proposal: The guards here protect the lands beyond from the depredations of Wergna. They will not let anyone pass so long as the threat remains. Progress: The guards still fear Wergna, so you cannot pass. Completion: Now that you have vanquished Wergna, the threat is gone. Do you wish to pass? | |||||||
19, 27, 1 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 80 Wood, 40 Ore, 30 Gems and 20000 Gold. Progress: Since you have not brought 80 Wood, 40 Ore, 30 Gems and 20000 Gold, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 80 Wood, 40 Ore, 30 Gems and 20000 Gold. Do you wish to pay the toll? | |||||||
33, 17, 1 |
Return after: Month 3, Week 4, Day 3 |
(remove) | Proposal: Closed till month 3, week 4, day 3. Progress: Closed till month 3, week 4, day 3. Completion: You are free to go through now. Do you wish to pass? | |||||||
47, 40, 1 |
Return with: 120 Gnolls |
(remove) | Proposal: The King wants to see some 120 Gnolls. In order for him to do so we need to look outside the kingdom. Bring us them and we'll let you through. Progress: I am sorry, but the King wants to only see 120 Gnolls, nothing else will do. Completion: Excellent! You have found the 120 Gnolls the King is so anxious to see. Let them go with us and you may pass. | |||||||
48, 11, 1 |
Defeat: Areshrak the Beastmaster |
(remove) | Proposal: The guards here protect the lands beyond from the depredations of Areshrak. They will not let anyone pass so long as the threat remains. Progress: The guards still fear Areshrak, so you cannot pass. Completion: Now that you have vanquished Areshrak, the threat is gone. Do you wish to pass? | |||||||
51, 76, 1 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 30 Mercury, 40 Ore and 30 Sulfur. Progress: Since you have not brought 30 Mercury, 40 Ore and 30 Sulfur, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 30 Mercury, 40 Ore and 30 Sulfur. Do you wish to pay the toll? | |||||||
57, 30, 1 |
Return with: Spyglass |
(remove) | Proposal: Hello, guest. Perhaps it is time for me to stop calling you that, as soon we will perform the ritual, and you will become equal to the gods, the new mistress of these halls. Have you brought the Great Woe of the Crawlers? Is the Hollow Eye in your hands? Progress: The spirits tell me that Pactal Child Eater still emits a black aura of suffering, which means that the Hollow Eye is still in his possession. Bring it to me! I can't wait forever, and my soul has long tired of suffering within this withered shell. Completion: I can feel the Hollow Eye! Let me touch it, and we'll go to the ancient shaman's hall. I've prepared everything for the soul-bonding ritual. Are you ready? | |||||||
59, 49, 1 81, 19, 1 |
Defeat: Gyrzan the Beastmaster Chiqtli the Witch |
(remove) | Proposal: You notice several Couatls in large cages. Most likely, the witch you've seen at the sacrificial altar has the key to the door. Progress: Your attempts to break into the cage are fruitless. You'll have to find the key. Completion: The key you found with the witch fits all the cages. Would you like to open them? | |||||||
65, 92, 1 |
Return with: 1 Arch Mage 40 Sprites 1 Enchanter |
(remove) | Proposal: The King wants to see some 1 Arch Mage, 40 Sprites and 1 Enchanter. In order for him to do so we need to look outside the kingdom. Bring us them and we'll let you through. Progress: I am sorry, but the King wants to only see 1 Arch Mage, 40 Sprites and 1 Enchanter, nothing else will do. Completion: Excellent! You have found the 1 Arch Mage, 40 Sprites and 1 Enchanter the King is so anxious to see. Let them go with us and you may pass. | |||||||
84, 74, 1 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 40 Mercury and 40 Sulfur. Progress: Since you have not brought 40 Mercury and 40 Sulfur, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 40 Mercury and 40 Sulfur. Do you wish to pay the toll? | |||||||
103, 105, 1 |
Return after: Month 2, Week 2, Day 7 |
(remove) | Proposal: Closed till month 2, week 2, day 7. Progress: Closed till month 2, week 2, day 7. Completion: You are free to go through now. Do you wish to pass? | |||||||
104, 30, 1 |
Return with: 1 Arch Mage |
(remove) | Proposal: You have heard that this mysterious cave is home to the Couatls. After some time trying to enter the cave, you find yourself walking in circles. It seems that the real entrance is hidden by some powerful magical illusion, and you can't break the spell. You have heard from the Lizardmen that a group of archmages have been seen on the islands recently, coming here from the Islands of Mist. Perhaps one of them could help you. Progress: Attempts to dispel the illusions have come to nothing. The only thing you can think of is to find someone who can help you. Completion: The archmage agrees to help you without any particular eagerness. You watch the wizard remove the magical barrier for a while longer, and then a previously unseen entrance to the caves of the Couatls opens up to your view. Would you like to go through? | |||||||
106, 62, 1 |
Return with:
|
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 15 Mercury. Progress: Since you have not brought 15 Mercury, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 15 Mercury. Do you wish to pay the toll? | |||||||
106, 1, 1 |
Return after: Month 11, Week 1, Day 1 Note: Only accessible to AI player |
(remove) | Proposal: Closed till month 11, week 1, day 1. Progress: Closed till month 11, week 1, day 1. Completion: You are free to go through now. Do you wish to pass? |
Quest Gates[edit | hide]
Location | Quest | Reward | Messages |
---|---|---|---|
35, 8, 0 |
Return with: Trident of Dominion Shield of Naval Glory Royal Armor of Nix Crown of the Five Seas |
(pass) | Proposal: This gate can only be opened with a very special key. Bring back the Trident of Dominion, Shield of Naval Glory, Royal Armor of Nix and Crown of the Five Seas and you will be able to pass. Progress: You have not yet found the key, without the Trident of Dominion, Shield of Naval Glory, Royal Armor of Nix and Crown of the Five Seas you cannot pass. Completion: Using the Trident of Dominion, Shield of Naval Glory, Royal Armor of Nix and Crown of the Five Seas you may open the gate and pass through, but it will be spent. Do you wish to pass at this time? |
48, 78, 0 |
Be: Wynona the Mercenary Return by Month 11, Week 1, Day 1 |
(pass) | Proposal: The trees on this island appear very young. According to the locals, the island itself has only recently emerged from the sea. Not much is known about it, but there is an unusual pyramid there. Pirates have tried to get to it, hoping to find some treasure, but haven’t seen any success so far. As you approach the pyramid, you see a host of Tritons blocking your way. When you try to get closer, they shout something in an unfamiliar language, preventing you from passing any further. Wynona has been all over Jadame and in quite a few places beyond. Perhaps she can find common ground with them? Progress: No other roads to the pyramid could be found, and the Tritons are still here. Completion: After a long conversation with Wynona, the Tritons reluctantly agree to let you pass. One of them, however, warns you that the pyramid is guarded by elementals and genies, and they will fight to the death. |
80, 66, 0 |
Return with: 5 Gems |
(pass) | Proposal: This sea gate has been taken over by Regnan pirates. Unfortunately, there are too many cannons, and it would be way too dangerous to try and attack the garrison from a ship. However, the pirates are willing to let you through if you pay them 5 gems. Progress: You don't have enough gems, and there's no point in storming the gate. Completion: The pirates have spotted the gems and are letting you sail through, but they won't keep the gate open for long. Do you want to go through? |
107, 4, 0 |
Be: Wynona the Mercenary |
(pass) | Proposal: The guards here say they have orders to only let Wynona pass. Progress: The guards here will only let Wynona pass. Completion: At last, it is Wynona. Do you wish to pass? |
4, 46, 1 |
Be: Wynona the Mercenary |
(pass) | Proposal: The guards here say they have orders to only let Wynona pass. Progress: The guards here will only let Wynona pass. Completion: At last, it is Wynona. Do you wish to pass? |
5, 4, 1 |
Defeat: Pactal the Beastmaster Return by Month 11, Week 1, Day 1 |
(pass) | Proposal: A crudely executed portrait is nailed to the gate, and there's also an announcement: "Present an ear of Pactal to pass." Progress: Pactal is still out there with both ears intact. Completion: The gate opens as you approach it. Finally, you can throw the ear of Pactal away - it hasn't exactly been a delight to carry this nasty thing around. Would you like to pass? |
31, 32, 1 |
Be: player |
(pass) | Proposal: The guards here will only let those who fly the green flag pass. Progress: The guards here will only let those who fly the green flag pass. Completion: Do you wish to pass? |
54, 14, 1 |
Defeat: Dekha the Witch |
(pass) | Proposal: Your guide, a lizardman, informs you that ahead is a magical barrier that blocks the way through an underground lake. It is not known who created it, but the guide recalls that the witch Dekha was often seen in these caves in the past. Progress: Your guide, a lizardman, informs you that ahead is a magical barrier that blocks the way through an underground lake. It is not known who created it, but the guide recalls that the witch Dekha was often seen in these caves in the past. Completion: Now that the witch is finished, the magical barrier gone. Would you like to sail through? |
55, 96, 1 |
Be: player |
(pass) | Proposal: These caves are very hot, and few creatures dare to settle here. However, this place is rich in crystals, and pirates have been mining gems here and sending them to Regna for some time now. Also, a few months ago, an uninvited guest appeared in these caves; he is said to be a warlock from Nighon. Progress: The guards here will only let those who fly the green flag pass. Completion: Do you wish to pass? |
58, 30, 1 |
Be: player |
(pass) | Proposal: Keeping watch at the gate are two warriors in ancient armor. They are almost as huge and decrepit as Tlamac, and their eyes have a religious glow. “The great shaman awaits you. Come quickly! We long to see a god!” Progress: The guards here will only let those who fly the green flag pass. Completion: Are you ready to come through? |
84, 4, 1 |
Return with: 7 Gems |
(pass) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 7 Gems. Progress: Since you have not brought 7 Gems, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 7 Gems. Do you wish to pay the toll? |
102, 102, 1 |
Be: player |
(pass) | Proposal: No one knows the origin of these caves. According to the gnoll guide, they lay deserted for many years, but about two decades ago, elves and sea creatures began appearing here. Progress: The guards here will only let those who fly the green flag pass. Completion: Do you wish to pass? |
Pandora's Boxes[edit | hide]
Location | Type | Result |
---|---|---|
10, 65, 0 | Pandora's Box | Contents: 200 Spell Points, 20 Gems, Orb of Driving Rain |
24, 66, 0 | Pandora's Box | |
45, 78, 0 | Pandora's Box | |
61, 64, 0 | Pandora's Box | Contents: 50 Spell Points, 15 Mercury, 12 Sulfur, 24 Stormbirds |
80, 37, 0 | Pandora's Box | +4 Attack skill, +4 Defense skill, +4 Power skill, +4 Knowledge skill Boots of Speed, Equestrian's Gloves, Necklace of Swiftness, Endless Sack of Gold, Scroll of Town Portal 6 Dreadnoughts, 12 Bounty Hunters, 18 Olgoi-Khorkhoi, 24 Sentinel Automatons, 48 Engineers, 92 Halfling Grenadiers |
12, 34, 1 | Pandora's Box | |
51, 16, 1 | Pandora's Box | |
55, 107, 1 | Pandora's Box |
Epilogue[edit | hide]
Wynona: Who could imagine that these islands held discoveries worthy of the Amberlian Empire’s greatest wayfarers? Dozens of yet unseen birds, beasts and reptiles, a whole people lost in the fog of centuries, and, well, the amazing couatls! They alone would have been enough. No one ever imagined that the process of intraoval development could be controlled, so that a beautiful, grand creature would hatch instead of a tiny snake. Even an elf’s long life wouldn’t do it, if one were to describe all of that–and, when it comes to exploring, I still have most of Jadame. My sworn sister I found here only had a small piece of the faraway Antagarich, and even it is now taken by demons. Now my place is by her side, but one day, I will surely be back.
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