1.) The Player is standing in the high tower of the fortified city of Kallador.
2.) From the Player’s high vantage point, the view of the surrounding countryside is spectacular.
3.) The sun slowly sets in the west. Twin hawks spiral around above the distant hills.
4.) The Player watches the hawks for several seconds, until . . .
5.) The voice of a small, shaggy-haired woodland imp comes from beside the Player.
6.) GRAM of the WILD FOLK directs the Player through the Introduction scenes.
GRAM“In a realm where magic is outlawed, only the outlaws shall wield magic,” so said the Elven Warlord who gave us this hire to venture here to the ancient fortress of Kallador to assassinate the one known as the Lionlord.
7.) There far below the Player, a column of riders approaches the main gates.
8.) The DARK-HAIRED MAN leading the column wears a WHITE LION on his black breastplate.
Pick up the bow and sight on the lion on the breast of the Lionlord.
*Interactive: At this point, the Player must use the cursor (O) on the long bow beside him to unlock the narrative. By sighting on the column of riders in the courtyard below, and centering his O cursor on the white lion on breast plate of the lead rider, the Player unlocks the rest of the story.
The man below us, King Briar the Lionlord, has outlawed all magic in the realm of Valasar. He is responsible for the countless deaths of those he deemed heretics because of their magical “gifts.”
9.) KING BRIAR gestures to the guards atop the battlements above the gates.
10.) Two of them work the winch and the massive gates of the city slowly begin to open.
11.) The Player tracks the forward movement of King Briar, the bow in his hands drawn tight.
The Lionlord is responsible for the execution of wizards, warlocks, druids, priests and priestesses of the Unseen War. His ban on magic has resulted in thousands being burned at the stake. Simply place a black-shafted arrow through his black heart, and you will be forever known as the Avenger of a Thousand Sorrows.
12.) The Player spots the BLACK-CLOAKED ARCHER who appears on the front wall below.
13.) The ARCHER sights on the Lionlord as he approaches the gates.
14.) Suddenly, an arrow sprouts high in the right shoulder of Briar before the open gateway.
15.) Only the Player spots the BLACK-CLOAKED ARCHER above the gateway as all eyes in the courtyard focus on the Player high above them in the watch tower.
GRAMDrats! We’ve been spotted! That Steath assassin took our kill! Eliminate him now before the eyes of the King or we’ll never leave here alive!
*Interactive: The Player must use the sites on the long bow to center on the ARCHER above the gateway. He must fire off an arrow to eliminate the ARCHER, leaving the twist in the plot: The Player is there to assassinate the Lionlord, and yet he avenges him by eliminating his attacker before the eyes of both the Lionlord and the common folk in the courtyard.
17.) The arrow strikes the Archer and he is obliterated in a colorful explosion.
GRAMWhat? This quiver of arrows was endowed with magic? So much for us sending silent death to the Lionlord and quietly slipping away! By now, Cain Synn is laughing at us! We were fools to not know this was a set-up from the beginning! If we escape this city, we need to pay a last visit to our hire to repay him for gifting us with these LOUD magical arrows!
18.) War horns break the stillness of the hour. The twin gates close with a resounding Boom!
19.) A raving mad horde of warlords flood the green way before the high walls of the fortress.
20.) The siege of Kallador, the chief city of the realm of Valasar has begun.
1.) Player is given the choice of what Race to create his character from.
2.) Using his bow he moves the cursor around to each of the SEVEN STATUES of stone perched on the back edge of the tower he is standing in.
3.) All seven face outward like guardians, swords upraised and shields held before them.
4.) On each shield is a STANDARD of one of the SEVEN GUARDIANS.
d.) Chaykin (Small Folk)/Owl
e.) Rock Troll/Bear
f.) Wolflkin/Humanoid with wolf faces/Wolf
g.) Wild Folk/small, wild-haired, large-eyed fairy creatures/Stag
5.) Once the Player creates his character, he appears once more in the tower in First Person mode, the emblem of his chosen Guardian (corresponding to the Race he has chosen) on his breast.
6.) The Player peers off toward the distant skies, and there desperately winging her way toward the city is a FEMALE SILVER DRAGON.
7.) The large, BLACK JEWEL in her talons sparkles and pulses with magical light.
By the holy beard of the High One! That is Elendria, the daughter of the infamous Drakvoren! But what is that gem she carries in her talons?
8.) The dark shapes above ELENDRIA suddenly break free of the clouds directly above her.
9.) Three dragons appear in the sky behind her, obviously pursuing her.
Dragons of the Dread? It appears that whatever it is she is carrying, those dragons want very badly! I count six of those cruel beasts. I wonder where their leader, Terronon, is–
10.) A seventh black dragon drops down from the clouds directly above the fortress.
11.) It is obvious he is attempting to block Elendria’s path.
Give up this foolish flight, bratling of the Drak! Give us the Lionstone and you may yet live! This flight has been long and we tire of chasing you through the skies of Valasar! Just give it up, Elendria, or we will snuff out your pathetic life, and I will personally see that your name is removed from the Chronicles of the Dragons!
12.) Elendria dodges a pass by one of the dragons.
13.) A second dragon dive-bombs her and slams into her, knocking the Lionstone from her talons.
14.) Elendria swoops down and catches the swiftly falling gem in her mouth.
15.) Terrron slams into her and Elendria swallows the gem.
16.) For a moment, the two dragons face each other in the sky, both hovering there.
I know this is not our fight, but if she indeed carries the Lionstone, we can-not let it fall into the talons of that evil lot! We must intervene!
*Interactive: The Player must sight on Terronon and fire off arrows which detonate upon impact. At least six arrows must be fired to hamper Terronon and send him spiraling down to the green way below, where his huge body crushes scores of the enemy horde gathered there.
17.) Elendria flies toward the Player in the tower, eyeing him in sympathy.
For your brave deed, I cannot leave you to the terrible fate of suffering the wrath of the Dread, noble archer!
18.) Elendria swoops down and snatches the Player up in her talons.
19.) At the last possible second, Gram leaps up and latches onto the Player’s leg.
20.) Elendria carries them both over and beyond the second wall of the massive fortress.
21.) Six dragons in hot pursuit, Elendria plunges into the lake at the center of the fortress.
22.) Bubbles pass before the eyes of the Player and Gram holds tightly to his leg.
23.) Elendria carries them down into the underground caverns beneath the lake.
1.) Elendria carries the Player and Gram up through the underwater tunnel.
2.) She emerges in a vast chamber supported by massive pillars.
3.) She gently releases the Player and slowly staggers forward into a large alcove.
4.) The Player peers into the alcove to see Elendria’s large green eyes blinking sadly back at him.
5.) Elendria’s eyes fill with tears that flow down her cheeks then transform into shiny, multi-colored gems that remain on the stone floor for but seconds before they vanish.
Tears of the Dragon! As in the legends of old, dragon tears that turn to gems are magical! Hurry, we must gather them up before they vanish!
*Interactive: Gram leads the Player into the chamber and there the Player uses his cursor to scoop up as many gems in a 3-minute span as he can. The moment he picks up each gem they solidify and remain in gem form as he places them in a glass jar he finds near the doorway. It becomes obvious that the object is to try to fill the jar before the time runs out and the remaining gems vanish. At the end of the 3 minutes, if the jar is full, the game continues. If, however, the jar is half full, sad music begins to play and the screen fades to smoky gray as Elendria lies dying before the Player.
We must try again! Once the tears begin to flow, gather up the gems more quickly! Somehow these gems are linked with Elendria’s life!
*Interactive: Player must continue until he succeeds at gathering the amount of gems required to save Elendria from succumbing to the effects of the magical talisman she has swallowed. Once the proper amount of gems is gathered, Gram makes of them a stabilizing potion that the Player must offer to the slowly dying dragon.
1.) Elendria raises her head from the floor and peers gratefully at the Player.
2.) She shudders several times, and bursts of magical powers emanate from her being.
I owe you a debt, my new-found friend. When I first set off on my mission to carry the Lionstone to the king, I never imagined (gasp) that I would actually swallow the greatest talisman of this realm! Oh (gasp) my, this token of power with such potential is now locked away inside of me! The debt that I owe you is great, but I will owe one greater still if you will agree to help me further. Will you?
*Interactive: The Player must respond, Yes, for the quest to continue.
Once I handed over the stone to King Briar, he was to place it at the center of his council table to unlock the magic of the Seven Swords of the Guar-dians. Ironic, that the stone that could ultimately save this realm is endowed with the same magic Briar has outlawed.
A collage of images flash across the vision-screen that Elendria projects on the nearby wall:
Once known as the Skystone, it is infused with the magic of Star Fire:
a.) A large, blue falling star blazes its way through a night sky and plunges into the dark waters of Kallador’s lake, sending out bursts of pulsating light that illuminates the surrounding high walls
Seven centuries ago it fell from the skies and was discovered by King Rowan Erin. It was Rowan who used the Skystone to unlock dimensional doorways that the Seven Guardians of the High One stepped through to enter this realm.
b.) a young, dark-haired man picks up the glowing blue stone with fear and curiosity on his face. He stands on a hilltop grove surrounded by seven massive oaks.
c.) Young King Rowan approaches the massive oak tree at the center of a grove of Seven Oaks. He holds the stone high and seven streams of blue fire shoot from the stone and connect with the seven oak trees. Shimmering doorways appear in each oak tree, and the Seven Guardians step out of them.
The Stag, El Dantar. The Owl, Soren Elryad. The Falcon, Kestral Veren. The Boar, Brax Morr. The Bear, Bres Loren. The Wolf, Solomon Temple. And the Lion, El Shadai, the King of the Guardians of the High One.
d.) All seven figures have the well-built bodies of humans but the shoulders and heads of a stag, an owl, a falcon, a wild boar, a bear, a wolf and a lion with a full mane. The owl and the falcon are clearly females, while the other five are male.
Soon after the Guardians of the One entered the realm of Valasar, a massive horde from the Shadow Realm invaded the realm. It was known as the Dark Tide. During the council of war, King Rowan presented El Shadai with the Skystone. El Shadai placed the stone at the center of the council table at the center of this very chamber. At once, the stone infused the seven swords of the King and his six champions with Star Fire.
e.) A large, roiling mass of dark-armored, black cloaked, hooded warriors come swarming out of a vast canyon and onto the green way before Kallador.
f.) Inside the chief city, King Rowan and six of his champions are seated at a round table, their swords planted in hollowed out spaces on the table, their tips pointed toward the center of the table.
g.) Rowan presents the Skystone to El Shadai while the six Guardians look on from their places directly behind the champions. The Six Champions include a silver-haired Elf, a red- bearded Dwarf, a Wolfkin Lady, a dark-haired Chaykin (small folk descended from a Dwarf King and an Elven Queen), a large, dark-haired Rock Troll, and a female Wild Folk with spiky, white-blond hair. h.) The Lion stands behind King Rowan representing the Lion Knights/Paladins.
i.) The Falcon stands behind the Elf representing Woodmasters/Rangers.
j.) The Wolf stands behind the Wolfkin Lady representing White Wardens/Clerics.
k.) The Boar stands behind the Dwarf representing Chieftains/Barbarians.
l.) The Owl stands behind the female Chaykin representing Star Lords/Magic Users.
m.) The Bear stands behind the large Troll representing Forest Lords/Fighters.
n.) The Stag stands behind the female Wild Folk representing War Priests/Druids.
In this way all seven of the Races of the Realm are displayed: Elf. Dwarf. Chaykin. Human. Troll. Wolfkin, and Wild Folk.
o.) A brilliant detonation of light fills the chamber and a shimmering blue force flows from the Skystone and washes over the seven swords, leaving them glowing with a fierce blue light.
Armed with these powerful swords, Rowan and his champions led the Host of the Five Races into battle on the green way of Kallador. It was an epic battle and in the end, Light prevailed against the Darkness.
p.) King Rowan and his Six Champions lead a Host of riders across the green way of Kallador.
q.) Demon Lords and dragons fall before the power and lightning shooting from the Seven Swords.
r.) Rowan slays a great Demon Lord with his sword, and the battle is ended.
The Skystone was effectively used by the first Lionlord, and later became known as the Lionstone. It remained at Rockhaven, the ancestral fortress of the Lionlords, for the past seven hundred years. Unfortunately, it was stolen by a thief five years past and now Princes from the Shadow Realm have risen up to conquer the Free Folk of Valasar, and their allies are many.
As Elendria names them, they appear on the screen in one long rolling horde that descends toward the green way of Kallador:
SHADOW PRINCES: Heavy armor. White-haired. Huge black eyes. Slits for noses. Vampire-like canines.
DEMON LORDS: Thick muscles. Bare-skinned. Large Horns.
DRAGONS: All colors.
KARTH WARLORDS: Wild-haired Humans with the antlers of stags on their helms.
TRAKE TRIDENTS: A hybrid of Rock Trolls and lizard-faced, green scaled Drakes. Scalp-locks.
NAZARAWNEE: Small. Gangly. Frog-faced. Green-skinned. Goblin-like warriors. Bald. Huge, yellow eyes.
MORGOTHAN BAT LORDS: Large. Bat-faced. Humanoid, well-muscled bodies with a wide wing-span.
And the Dark Tide has returned, even now the massive, war-crazed horde descends on Kallador. The Lionstone was to be the powerful talisman that King Briar needed to conquer this blood-thirsty foe. And now . . . it is inside of me . . . slowly churning out its powers . . . that will either morph me into a creature of wondrous power . . . or drain me of all life. Will you help me?
*Interactive: Player must respond, Yes, and then chose what Class that will best serve him as he undertakes the given quest.
a.) Lion Knight/ Paladins: capable of weapon-mastery and some healing and raising of the dead.
b.) Woodmasters/Rangers/: capable of archery master, some healing, and beast mastery, each one receives an animal/raptor familiar that they can summon.
c.) White Wardens /Cleric/Healer: capable of fighting and healing and raising the dead. *Being of this Order, they also carry a tracking device which indicates where the Crusading Wardens are as they attempt to track down and arrest those who use magic. These good White Wardens will try every means possible to steer the company out of a confrontation with the Crusaders, however, if it comes to a fight they will remain neutral in the battle, but may be allowed to heal their fellow companions as the need arises.
d.) Chieftain/Weapons masters, mastering all weapons with a small amount of healing power for themselves.
e.) Star Lords/Magic Users/Casters, capable of powerful magic spells and some healing.
f.) Forest Lords/Monks capable of martial arts skills with bare hands and feet. Able to transform into a raging bear, wolf, or mountain cat for a certain amount of rounds during combat.
g.) Wild Folk/Druid/Rogue capable of both magic use and some healing. Wild Folk are similar to the Jewel Folk, having derived from the Chaykin race. They stand 3 feet tall and have overlarge eyes of various colors. They are also able to Glide on Air for short distances, moving magically. They are also Rogues who pick locks and find and open secret doors.
Once the Player chooses his Class, Elendria immediately rises up from the floor, alarmed by the furious pounding coming from the gateway far above them.
It sounds like the Enemy has already reached the front gates! You must go to King Briar at once! Please tell him I have brought to him the talisman of the Lionstone, and then explain to him my plight. Perhaps, in his wisdom, he will know of a way to relieve me of this stone I have swallowed. Or perhaps he will order that I be killed for the common good, and thereafter, remove the stone from my dead body. Either way, I will have fulfilled my oath to bring him the Lionstone.
1.) Elendria fashions a Dimensional Doorway for the Player to step through.
2.) He moves from the underground Council Chamber into the King’s own bedroom.
3.) WHITE WARDENS with drawn swords immediately surround the Player and Gram.
4.) The Lord Commander of the Wardens, SIR BALAN DANE, a bear of a man with bright red hair and beard steps forward to confront the Player.
DANEBy your sudden appearance here, I deem you have used magic, a serious breach of the King’s Law, and the using such black arts has only one conse-quence: Death!
5.) The Wardens take aim with crossbows, prepared to fire them at the Player.
6.) KENNON MOON, an Elven Lord and Adviser to the King, steps in front of Player
Hold, Commander Dane! This is the one who slew the Stealth archer from high above the central courtyard in Sentinel’s Tower! This is the one who avenged King Briar, and even though it appears he entered here by magical means, we shall deal with this breach of the law later. Right now, I would like to know how he got here, and better yet, just why he is here!
8.) Gram shares with the King (sprawled in his bed, recovering from his wound) the dilemma of Elendriel
9.) When Gram finishes the story, Sir Balan Dane raises his sword and steps forward.
Give the word, my Lord, and I and my Wardens shall descend into the Council Chamber and slay this beast! The Lionstone must be destroyed for it is empowered by the very magic you yourself have outlawed.
Be not so hasty to end this dragon’s life. That is no just way to repay her for bringing us the most powerful talisman in all Valasar. Surely, there has to be another way to remove the Lionstone from the belly of Elendria. And I would warn you, she is the daughter of the dragon, Drakvoren. If he learns that I ordered his daughter killed due to her pitiful plight, he will avenge Elendria’s death. Mark my words, Sir Balan.
13.) Briar focuses on the Player even as the booming outside at the city gates becomes louder.
And what is your stake in this affair, Woodmaster, (or whatever Class the Player has chosen)?
15.) A sudden thunderous BOOM comes from the shattered front gates.
16.) Shouts of fear and triumph mix together as the Wardens and Lion Knights of Kallador are forced to fall back to the second wall.
17.) The Horde pours through the shattered front gates and a killing spree begins as the troops of the city retreat to the second wall.
18.) Dane and his Wardens exit the chamber to oversee the coming battle.
I know of one solution to this terrible dilemma, but we will need to under-take a perilous quest to bring back the token of power that is needed. It appears, King Briar, you have a war to fight, so while you are neck-deep in the enemy swarm at your gates, I shall sail my wind-ship to the Suncast Peaks, for there we will find the Token of Power that will safely remove the Lionstone from Elendria. It is guarded by her father, Drakvoren, a mad, murderous beast. Perhaps once he learns of his daughter’s plight, he may willing give up the token he covets. And if not, then we shall slay him.
So be it. We shall leave at once. But first, so that you do not die of the poison from the Stealth assassin now flowing through your veins, I must break your law whether you give me leave or not, Lionlord.
22.) Gram conjures blue fire on his fingertips, and even as Briar collapses into slumber, Gram draw forth a black, oily cloud from his being and destroys it with a blast from his fingertips.
24.) He smirks at the Player and they follow Lord Kennon out of the King’s Chamber.
1.) Player, Gram and Kennon enter a long, narrow rampart which leads to the wind-ship located in the docking harbor at the rear of the fortress. Between the Player and the ship are a band of ivory-skinned, ape-faced Gelch swarming the ramparts.
KENNONAh, we must clear a pathway to board the wind-ship, the Gold Gryphon. Draw your weapon and enter the fray, my friend.
2.) Player must fight his way forward. Things take a dark twist when the Gelch at the rear spot Player behind them. A fierce battle ensues, an overwhelming fight in which the Player may die several times, only to be raised by Kennon, who explains the Raise Dead rules.
In the course of your dangerous quest before you, there will be a symbol appearing above your head each time you die in the midst of combat. You may reach for it three times during any given quest to restore yourself. After the power of this rune/symbol is used up, you will then have to rely on one like myself to call you back from Death’s dark shore. As in all battles, you will learn, as you struggle, just how to survive.
3.) Wielding a glowing green blade, the Player eliminates the hulking brutes who have prevented him from reaching the wind-ship.
4.) Lord Kennon introduces himself.
Well met, Name of Character. I have kept my eyes on you ever since you accepted Cain Synn’s hire to assassinate the Lionlord. I am just glad you did not succeed. King Briar may be redeemed eventually. But in the meantime, you must prepare for the quest ahead of you.
5.) In moments, Lord Kennon ushers Player and Gram aboard the Gold Gryphon. He gestures to the vast armada of enemy wind-ships and dragons surrounding the keep on all sides.
6.) Lord Kennon guides the Gold Gryphon through the skies and sails away from war-torn Kallador.
Kennon guides his wind-ship into view of the ancient, abandoned riverside fortress known as the Crest. It sits upon a high hill overlooking a wide river. A dark-cloaked figure appears on the yawning drawbridge, a glowing violet blade in hand. His face is overshadowed by an ample hood, and he waves casually at Kennon, then disappears back inside the crumbling walls of the fortress.
Kennon turns the helm over to a stout dwarf captain, and turns to the Player to reveal two chests situated on the deck. He opens one and reveals a finely crafted sword. In its hilt is a small slot designed to hold a gem. Kennon shows the Player an assortment of colored gems, and leaves it to the Player to pick the color he wants his sword to be.
Jewel-blades are essential when it comes to battling the Dragons and the Demons of the Shadow Realm. Steel blades will never do. You must chose your gem that will empower this gift I give to you, then place it in the hilt of your sword.
Once the Player does so, his blade is brightly illuminated by the color of the gem he has chosen. Once the sword is activated by this gem, a second item is then revealed inside the chest, a spell known as the Soul-Snare. Once activated, a magical net-like/Dream-catcher drifts in the air before the Player.
Each jewel-blade has it’s own essence (soul) which can be made more powerful by each re-forging. Re-forging a blade requires that you be skilled in the use of a Soul-Snare to snare the souls of Minions of Shadow.
Soul-stones are produced as the essences of each monster escapes its physical body before drifting away on the ethereal plane. Particles of their souls are caught in the conjured ethereal net and are snared when a creature is defeated. The moment these ghost-like souls leave a defeated enemy and come in contact with the threads of the conjured net, they materialize into a soul-stone. Soul-stones are multi-colored gems that may be gathered and stored in a Player’s treasure chamber that exists on a spiritual plane. Once the Player stores up a considerable amount of soul-stones, they can then set to work re-forging the jewel-blades by placing the stones in designated slots on each blade. Each jewel-blade will have a level meter and will become increasingly more powerful. When first wielded in battle, a jewel-blade functions as a regular sword, but as it levels it begins to shoot devastating bursts of power based on the four elements. These jewel-blades are the key weapon when it comes to the Battle in the Skies.
In the second chest, you will find a rare dragon egg. For the time being, I will keep it safe and on the rookery of the Gold Gryphon, until the time of its hatching. Once this happens, you will bond with the dragon, naming it, infusing it with spells, forging armor for it, and preparing it for the Battle of the Skies.
Each Player will be presented with their own dragon egg. This may be placed in a treasure vault/ rookery aboard the Gold Gryphon, where it shall be daily doses of magic infusions by the War-priests in charge of it. As the Player continue their quests, they may have daily contact with the egg they have stored in the rookery so that they bond with the dragon it contains. Each bonding will have a level meter attached to it and the stronger the bond, the more able the Player shall be to control their dragon when they reach a certain level.
Once the Player reaches a certain level, the egg they have chosen will shatter and the hatchling that emerges shall then be able to join the player as a familiar in certain designated solo quests. As these quests progress, the dragon grows in size and strength, first hawk-sized, then dog-sized, then horse-sized. After that, the dragon shall reach its full size, and be quartered at one of the three locations in preparation for the Battles that take place there. The ultimate goal is to raise the dragon to become a mount in the ultimate challenge: The Sky Battles which take place over the mountain range of the Sun-Cast Peaks, the Thunder-Rocks, and the Masgar Mountains. These mountain ranges become the arena where the battle with dragons takes place. Sky Battles shall be held only on certain occasions and shall be a limited event, but also the highlight of game play.
Players must learn the secret to forging armor for the dragons or must seek out certain pieces in order to obtain proper protection for their dragon. An unarmored dragon shall swiftly fall in battle. Dragon-scale=Shiny black armor, which glows the color of the Dragons elemental power. Twice as strong but weighs far less which will matter in combat as to the dragon’s speed and movement.
THE OUTLAW KING
Enter Brennan Ravenhawk
Kennon and the Player leave the Gold Gryphon and as they approach the shattered gates of the Crest they see before them Brennan Ravenhawk, a tall, raven-haired, leather-clad Human Blade Master. He removes his hood, revealing his long dark hair and handsome features, marred by a slight scar above his left brow. Kennon gives the Player a brief back story on the Sword Lord.
Brennan Ravenhawk, was once the Sword Lord of King Briar the Lionlord. And yet, during the Lion War, Briar’s wife, Alicia the Black Rose, was slain while under Brennan’s protection. Although the war was won by the Lionlord and his Host, Briar dismissed Brennan from his service, blaming him for the loss of Alicia. Knowing that Briar was grieving over the loss of his beloved queen, Brennan sadly accept his banishment and left Rockhaven. It was due to this banishment by Briar that Brennan soon discovered the alliance of the warlock Cain Synn, the Dragons of the Dread, and the Princes of Darkness from the Shadow Realm. I will leave you now to allow your training to begin.
Player is greeted warmly by Brennan who leads him into the Crest. There, in an arena complete with banners from all the Kingdoms of the Three Races represented and hanging from poles and the branches of an ancient oak tree, Brennan presents the Player with the First Challenge: to defeat him in a sword duel.
It is true that when I went into exile, I discovered the plot of Cain Synn, former War Lord of the Elven Kingdom of Mint. But before I reveal to you the details of his intricate and devious plot against my former King, I will teach you about Empowerment, for there are forces which can be tapped into that can aid you greatly in the Unseen War, the war of mind and heart that we shall discuss later. For now, let us awaken these dynamic forces within you.
1.) Player enters a wooded arena with colorful banners hanging from surrounding trees.
2.) Racks of weapons are set between the huge trees.
3.) Three levels of difficulty shall be used during this training session, starting with: a.) Brennan easily wins b.) progressing to a 50/50 draw and ending with c.) a win by the Player.
4.) Upon defeating Brennan, the Player is granted all three types of Gems to learn how they benefit him during game play.
Chose your weapon wisely and begin your training by tapping the Touch Stone with the weapon of your choice.
5.) Player must chose his weapon: Sword, Axe, Staff, Bow, Spells.
4.) The moment the Player places the tip of his chosen weapon on the Touch Stone, situated to one side of the arena, a Brennan appears with a white lion on his breast.
6.) Armed with sword and shield, he begins the combat.
DISPLAY OF KEYBOARD COMBINATIONS
Using the 1-7 Keys, the Player learns the designated ATTACK and SPELL CASTINGS. Each Key corresponds to a list of maneuvers and effective spells according to each individual RACE and CLASS.
For Melee Weapons:
Key 1: Thrust.
Key 2: Wild swing.
Key 3: Overhand slash.
Key 4: Parry.
Key 5: Rapid Flurry.
Key 6: Expert Move.
Key 7: Precise Attack (using Cursor to sight on a certain area of attack.)
Key 1: Magic Missiles.
Key 2: Blue Flame Arrow.
Key 3: Frost Ray.
Key 4: Fireball.
Key 5: Wind Storm.
Key 6: Phantom Pet Attack.
Key 7: Death Blast.
Key 1: Single Shot.
Key 2: Double Shot.
Key 3: Triple Shot.
Key 4.: Long Range Shot.
Key 5: Rain of Shots.
Key 6: Expert Shot.
Key 7: Precise Shot (using Cursor to sight on a certain area of attack.)
Each Attack increases its damage as the Player rises through Levels.
1.) At the completion of each Training Station, Players receive three separate types of gems:
a.) Radiance Gems b.) Craft Gems and c.) Treasure Gems.
1.) Radiance Gems, tiny ethereal gems, are found in each quest and are to be gathered and coveted as rich rewards in order for Player to activate his Star Fire, inner magic.
2.) The more the Player obtains, the more powerful he becomes. These gems are stored in a designated slot (an Image of a Body) and buff up the Player as they build in quantity and strength.
3.) All Combat, Spells, Healing, Resurrection, etc. effects are determined by the quantity of Radiance Gems each Player accumulates.
4.) A blue bar shall indicate how much Star Fire is being used with each attack or spell, and while this limits Players “power” at times, it can also be spent all in one powerful shot for bonus damage.
5.) The amount of Star Fire each Player has depends on the amount of Radiance Gems the Player has acquired during quests.
1.) Craft gems are accumulated and placed in designated slots in both armor and weapons.
2.) As Player levels, these Craft gems (100 Tiny gems to make a Large gem) are re-forged into weapons and armor so that as the level increases, both items become more powerful.
3.) Armor and Weapons shall be displayed on a separate screen with at least 12 slots designated to fit Craft Gems into.
4.) Each time one Gem is inserted, it glows in that particular area, and corresponds with empowering the Player to either be defended (Armor class) or a means to create a more powerful weapon (Damage impact).
1.) To buy or trade in the game, Treasure Gems are needed.
2.) They are gained during each quest and there are 3 sets of Treasure Gems, each with a set value: a.) Green Gems=50 Copper Coins. b.) Red Gems=100 Silver Coins. c.) Blue Gems=2 Gold Coins.
3.) The three sets of COINS are also earned during quests. The ultimate however are the Treasure Gems.
THE FIRST TRIAL COMPLETED:
WORDS OF POWER
1.) Each Trial corresponds to a certain Dragon of the Dread and a certain Guardian of the High One.
2.) At the end of Trial One, a banner of Terronon the Black Dragon is revealed and just opposite this banner is El Shadai, the Lion-man.
3.) Beneath the Lion’s banner, a silvery word appears on the screen: Courage.
4.) This word evolves into a Rune Stone that is then shattered, revealing the Image of the Player’s Inner Person, where the first of the Radiant Gems is stored in its designated slot.
BRENNANYou have now entered the Unseen War. The first strike of this war was delivered by a powerful Elven warlock, Cain Synn, who has reclaimed the fortress of Dun Morgayne high in the Sun Cast Peaks. From this fortress, Cain commands the seven vile Dragons of the Dread, who are empowered by Darkness and radiate all manner of evils.
A collage of images cast by Kennon on a Vision-Screen (a film clip projected on the banner of the Lion, depicting the plot of Cain and the purpose of the Unseen War.)
1.) A white-haired warlock dressed in black robes appears as he overlooks a clear blue pond from atop a high tower of his mountain keep.
2.) In the sky above him, the Seven Dragons of the Dread descend into the courtyard of the keep.
3.) CAIN SYNN turns to face them and with a gesture at the POND inside the keep, he directs the Dragons to gather around it.
4.) The DRAGONS, black, red, gold, silver, green, gray, and brown gather around the POND.
Cain Synn first came to Valasar as the leader of a band of Knights known as the Order of the White Wardens. He predicted that the terrible Red Plague was coming. He offered to help the people by opening mysterious portals throughout the realm which White Wardens passed through bringing with with them wagons of rune-carved stones known as Potion Monoliths. They set these tall, slender stones in various locations throughout the realm, claiming the potions which flowed from spigots in these stones, would prevent a painful death caused by the Red Plague.
5.) WHITE WARDENS appear with the POTION MONOLITHS (all Monoliths are in the shape of dragons, wide spread wings, and open mouths which spew the potion out into the fountain. These stone dragons replace the Seven Guardians at each fountain, and when they are destroyed, the Guardians reappear in the havenwood once more, amidst the shattered stone of the dragon monoliths.
6.) COMMON FOLK of the realm gather before these monoliths to fill their flasks.
Several months passed, and the Plague never did come to the realm. But by then, many folk of the realm became addicted to the potions from the Monoliths, and then ghostly Wraiths began to materialize within the folk hopelessly addicted to potions from the Monoliths, and these Potion Wraiths turned their victims into mindless zombies.
7.) POTION WRAITHS drift in and around an array of commoners.
8.) Many of the commonfolk are CHILDREN, vacant-eyed and in a stupor.
Warriors at heart, the folk of the realm had stood against great hordes of invaders in ages past. But against these spirit-beings, these Potion Wraiths, folk of the realm were easily defeated for they were not prepared to battle against forces which waged war on an inner battlefield. Little did they know of the warfare of the mind and heart. So, with the Plague of Potions introduced by the Order of the WhiteWardens and Cain Synn and the Dragons of Dread, the entire realm fell into complete chaos.
5.) Each Dragon breathes its spell-ladened fire (swirls of rune-laced flame which burst from each of their wide, open mouths.
6.) These flames strike and blend with the blue water of the Pond, and the water begins to boil.
7.) The spell-infused water is then syphoned through a series of waterworks into an enormous cauldron with a spigot on its side.
8.) Cain uses this spigot to fill a POTION FLASK, even as violet and green smoke swirls around the mouth of the flask.
9.) Cain enters a wooded grove, a HAVENWOOD, where a large fountain depicting the SEVEN GUARDIANS OF THE HIGH ONE are made of stone and spew water from their open mouths.
10.) Cain pours the contents of the POTION FLASK into the bowl of the fountain and the Guardians are replaced by seven stone dragons.
These large, rune-covered stones are filled with addictive potions. They must be destroyed wherever they are found, and Cain’s Potion Trade must be closed down.
Brennan says, “We need help in the kingdoms of Valasar. Pledged to serve our king, I challenged Cain and his Seven Dragons of Dread. But, swords, lances and spears have little power against these Dragons. It seems they can only be defeated by secret Words of Power.
Brennan peers at Player with his piercing gaze. “In the kingdoms of Valasar, these Dragons have affected the realm with the poison of their beings. I am here to tell you, Cain and his Dragons must be stopped.”
1.) Elven=Brotherhood of the Blade=Blade Masters, elite swordsmen.
2.) Chaykin=Black Foxes=Wynd Riders, elite cavalry unit who ride on small, black stags.
3.) Dwarven=White Bears=Watchman, elite Dwarven Knights
4.) Human=Lion Knights=Paladins