<>----------------------------------------------------------------------------<>R\ D R A G O N W A R S /
/ Paragraphs 97-136 \
\ typed by Zippo Pinhead /
/ a Lexicon Exchange (714-879-6857) - Flying BimBos project... \
\ ...hang out with the real adventurers, The Curse (612-835-1693) / <>---------------------------------------------------------------------------<>
97) The long line of white-robed pilgrims ends at this rocky shrine. One by one the pilgrims pass before a huge and powerful image of the Universal God. There are no guards here. None are required. The God keeps its own order beneath its own roof.
Looking up into the faceless face of the god, you feel the hand of destiny upon you. Namtar has not yet attempted to supplant Oceana's primary religion...but can that day be far away? The gods risk disaster when they come to the world in person - they must work though champions to see their will is done. The Universal God seems to need a champion, a legendary hero to serve the cause of Greedon. Roba of Freeport was such a hero. Will you be another?
The God requires a sign.
98) You climb the Mountain of Salvation for several hours, but the summit seems to draw no closer. Several pilgrims drop from exhaustion along the path...the road to salvation is not for the weak of heart.
But a fraction of the way up the mountain, the path abruptly cuts into the rock. A level plain has been cleared in the side of the mountain. This is evidently the place to which the pilgrims travel. Turning around, you look out at the world of Oceana from your lofty perch on the world's highest mountain. To your alarm, you see you have long since risen above even the highest clouds. The sky is purple and strange stars twinkle - the huge bloated mass of the sun fully fills half the sky. Truly this place is close to God.
99) In this stuffy bedroom you find a journal. From it you determine the master of this house was a man named Mog, a rich aristocrat who made his fortune in the mining business. By all accounts he was a crude man - wealthy but uncultured - who fancied himself an artist. The journal is largely given over to a remarkably frank account of Mog's failure as an artist.
Mog admits to experimenting with alchemy in pursuit of his art. At one point he confesses using a potion to transform living flesh into stone, but the artistic results were not satisfactory.
Near the end of the journal Mog mentions "acquiring an apprentice" by supernatural means. It seems this apprentice was orginally supposed to assist Mog in his art. Toward the end of the journal, Mog admits the apprentice has begun producing incredible works of art which Mog displas in his garden and calls his own. Mog hints that the apprentice demands a terrible price for his art, and that he fears him. It is possible the apprentice might not be human.
100) Off the beaten path you find this is a temple to the Magan Underwold. This seems a considerably older place than the other structures on this plateau. The Underworld was there before there was a was, and doubtless it will still thrive when all of Oceana has long since burned off into the void.
101) You receive a note with your feeble meal for the day:
'I am Berengaria, Acolyte of the Temple of the Sun.. Mystalvision has gone mad. He punishes me and the others for no reason. He has been corrupted by Namtar.
'We of the Sun serve justice; you must believe that. Mystalvision has brought dishonor to our Order. These are dark times. You have been unfairly imprisoned.
'I have unlocked your door and made certain the jailer is drunk. If you are cautious, you should be able to sneak past him and escape. The jailor's room adjoins the cell block. Look for the secret door in the south wall of the jailor's room - beyond is a passage that leads to people who will help you.
'Should you escape, meet me at the Icarian Triumph tavern in the northeast corner of the city. I'll have something for you.
"For justice and the Sun, I remain your friend -
- Berengaria'
102) This is the jailor's room. The fat jailor snores in a drunken slumber. He's slumped over his table, but there is a rope tied to his hand, and a bell tied to his rope. Should he stir, the bell will ring, possibly summoning guards. The jailor is asleep, and doubtless very drunk, but turn-keys are notoriously light sleepers.
103) These are the private chambers of the master of the house. The curtains are drawn across the windows permitting little light to enter the room. In the murk, you can see that this room, like the others in the house, is strangely devoid of wall hangings...and that no mirrors are present.
The Master is in, sitting in his favorite chair. He wears the garb of an artist - specifically of a scuptor...and he want you to be his next masterpiece!
104) In the dark shadows of the dungeon you find a pit, at the bottom of which is a frothing dragon. The beast is constrained by a series of chains, but is seems to you the saurian could hardly be bound by such puny restraits.
Suspended above the center of the pit is a wooden platform, on which a demented hunchback struggles with a bound prisoner. The hunchback is about to push the prisoner into the pit, evidently intending him as a sacrifice to the dragon. The prisoner struggles as best as he is able, but his hands are tied behind his back, and he is weakened from long captivity. The dragon thrashes back and forth, impatient to receive its meat.
105) There are evident signs this chamber was formerly the lair of a beast or large animal. A pile of straw in the corner indicates where a large creature could have slept. The walls scraped with claw marks, and the room is pervaded by an unpleasant odor. The room makes you feel instictively uneasy.
106) This torture chamber is a vision of misery. The walls are lined with chains for securing prisoners in place; the center of the room is occupied by racks, iron maidens, a fire pit, and other horrible instuments. In the corner is a hole into which are hurled the grisly remains of stubborn heretics.
A dying druid is stretched on the rack. You have rescued him from his torture...at the same time, it is evident he will soon die. There is nothing you can do to save his life, but perhaps you can ease his final moments?
107) This tower chamber is in very ill repair. The supports are sinking, and half the floor is flooded with inky black water. The contents of innumerable vials and potions are emptied on the floor alongside the smashed vials that formerly contained them. What was once a great magical library has been destroyed by fire and water damage.
Amid a pile of debris you find the fragments of a journal. Much of it is in some magic language you can't understand, but a small part is legible. The journal is dated prior to the destruction of the City of the Yellow Mud Toad. You surmise the journal was maintained by Lanac'toor.
'The chicken remains animate, not that it matters any longer. That pinhead Mystalvision has changed the rules again. Where will I find a vole in this weather?...Have resumed expansion of my tower's basement, using Soften Stone and Create Walls spells to clear rock, but this whole damn building is sinking. I keep running into pockets of water. Furthermore, I uncovered an entrance to Magan, and all manner of berserk Underworld citizens are running amok in my tunnels...The hell of it is that I've lost my spectacles that Utnapishtim the Faraway gave me. I'll never see the entrance to the College of Magic without them. They're buried somewhere in the rock. I don't know if I can locate them at this late date, with Namtar's thugs loose and my name on the hit list. I should prepare the city for defense, but I haven't done my laundry in weeks, and it's beginning to smell.'
Such are concerns of sorcerers.
108) You are led to a secret throne room beneath the city of Byzanople. There Prince Jordan and several advisors huddle around a map in a council of war. Jordan is stunned when he sees his sister has brought you into the heart of his defenses. Jordan's private guards tense as they lock eyes with you.
Prince Jordan recovers his composure and listens with interest to his sister's story. He is very interested to learn you are infiltrators recently pressed into service with the Kingshomer army. "You are not native to Dilmun, I can see that," Jordan says. "This isn't your war. No Outlander reaches the interior without going through Purgatory...and Purgatory is administered by Kingshomer. I know because my sister was formerly Governor of Purgatory."
Jordan invites you to sit and offers you wine. "My father is King Drake of Kingshomer," Jordan says. "I haven't seen my father in over a year - not since Namtar rose from the Pit. My father is a peaceful man, and he loves his children...but he has recently dismissed my sister from her post at Purgatory, and then layed siege to me here at Byzanople. My father loves me and the succession is not disputed. I want to see my father die in bed - I do not covet his throne. There is no reason for the King to make war on me. It must be Namtar's doing.
"My father is not perfect, but it was never his way to imprison Outlanders for no reason. Namtar has stolen my father from me; he has robbed you for your dignity. He is our common enemy. I make you an offer - reject Kinsghomer and join me in my struggle against Namtar. When my father is restored to the throne, I will see you are richly rewarded."
109) Jordan smiles. He leads you to the map he and his men were examining. You recognize it as a plan to the Kingshomer siege camp. Jordan pumps you for information concerning the camp and the size of the force stationed there.
"We'll attack them tonight," Jordan decides. "There is a secret way from the citadel to the enemy camp - we will take them by surprise." Jordan looks at you as he continues, "Feel free to explore the city until we are ready to leave."
110) "The time has come," Prince Jordan says as he meets you on the stairs. Together with several of Prince Jordan's best fighters, you sneak away from Byzanople through a secret passage. Only a skeleton garrison is left behing - you realize Jordan is throwing everything into this attack.
Using a local guide, you pick your way through the mountains surrounding the Kinsghomer siege camp. The guide seems to lead you through solid rock at times, and you soon have little idea of where you are. Suddenly, from ahead, you hear Buck Ironhead bellow orders to a pack of new "recruits". The battle is about to begin!
111) You enter the dusty and perhaps forgotton ancestral crypt of Byzanople. The nurky vault stretches off into the darkness, harboring the remains of several generations of royalty. Perhaps they were buried with treasure...?
If you listen, you think you can hear a faint rattle of chains, and the raspy sound of a corpse drawing breath.
112) Deep beneath the live volcano, you find the dragon hatchery. Here fantastic riches are free for the taking. Your perilous journey across the northern desert, so terrible in its undertaking, at last seems worthwhile.
113) The priests gratefully accept your knowledge and help in restoring the temple. "Truly you are people of the Toad," says a priest. "Please accept these boots as our gift." You are provided with several sets of oversized golden boots. The boots are fashioned so as to resemble the flipper feet of a toad. It will be difficult to walk wearing such thing. "The owner of Magic Golden Toad Boots can leap great distances!" the priest says with pride.
114) In the darkest heart of this palace of the dead you find an incredible sight...the court of Nergal, consort to Irkalla and King of the Underworld. The bloated white mass of Nergal slouches on a throne of skulls, attended by a score of pallid goblins. Worms squirm in his hair, bats nestle in his loins, and rodents peer at you from within Nergal's mouth. About his neck, on a silver chain, you see a large and ornate key.
"Topsiders...in my Court!" Nergal roars. "Bad enough I am in exile without fool clodhoppers barging in on me. Goblins! Ghoulies! Bring them here!!"
115) "Haw! Most entertaining," Nergal laughs. The hideous god raises one fist and his court of freaks - though you just hacked them to pieces - lurch to their feet like puppets on invisible strings. The goblins and ghoules look ready to fight again...it's evident the undead monsters will eventually wear you down. "You have entertained me...but you must also feed Nergal and serve Nergal before you can ask a boon of Nergal. That is the law!"
Nergal looks at you expectantly. A ghoul titters.
116) Just as advertised by the blind juggler, there was indeed a secret tunnel out of Purgatory. Beneath the rock marked with the secret sign you find frest armor and weapons...thus armed, you are ready to seek revenge for your imprisonment.
117) Here in the open garden you find an unsual statue. It is an apparently wealthy man, if the quality of his garments is any clue. He is in poor shape, and appears to be afraid of something. The quality of the work is excellent, but the statue is very unflattering.
118) A massive mechanical brass automaton stands at silent attention in this chamber. It is a flawless piece of engineering, massive yet agile, and heavily armed and armored from head to toe. It would not do to run into this thing in a dark hallway.
119) This vault is filled with slumbering dwarves...but if they sleep, it is the sleep of the dea, for the dwarves have been turned to stone. The dwarves are frozen in all variety of poses - sleeping, eating, working, and just a few while fighting. It seems the dwarves were surprised by something terrible that turned them to stone.
120) The Dragon Queen recoils when you show the DragonGem. "Curse you!" she hisses. "The DragonGem marks you as friend of dragons, and binds me to your will. "The Dragon Queen looms above you, seeming impossibly large. "I grant you your life, and I dismiss you from my presence. When next you use the DragonGem, I will respond...but the sacrafice you must offer must be sweet, or I will turn on you, and the DragonGem be damned!"
With a beat of her wings the Dragon Queen is gone.
121) Peals of hysterical laughter assail your ears. You've discovered the secret undercity of Lansk, and where the city above is staid and conservative, this place is a true party town. Citizens stagger about in drunken stupors, angry soldiers wrestle with one another, women and animals run through the streets.
122) This statue represents Irkalla, the reigning deity of the Magan Underworld. It is to her you must appeal if you will long servive in the Underworld. She frequently wars with her consort Nergal, sometime King of the Underworld.
123) Here is a statue of Nergal, the cowardly King of the Underworld. When he is not getting along with Irkalla, Nergal is exiled to his palace in the Nercopolis, a city of the dead hidden on one of Dilmun's many isles. Nergal is a bloated and ridiculous creature, but from the look in his eye you surmise he might have a sense of humor.
124) This statue honors the Universal God, the most popular deity of the surface realm of Oceana. The Universal God is a faceless deity with multiple arms and hands. Each hand is posed in a different signal, sending messages of hope and fear to the faithful. The Universal God is said to offer power to those who serve Freedom - it was a patron of the lengendary Roba of Freeport. An ancient shrine to the Universal God on the mountain of Nisir attracts millions of pilgrims annually.
125) Here you find an image of Enkindu the beastman, patron deity of animals and Druids. His worship is strong in the wild places, but has declined in cities with the rise of Namtar and the destruction of the Druid sect.
126) Here you find Lansk's dragon, perhaps first glimpsed from the city square above. Up close the dragon is not nearly so impressive. It is an old dragon - its fire has gone out, and it's teeth have been pulled. It is still a powerful beast, but age or drugs seem to have robbed the beast of its fighting spirit. The animal looks at you with something close to sadness in its eyes.
127) The cave is much larger on the inside than without. The interior of the cave is lined with thousands of natural crystals that crazily reflect the light. After your long journey through the Underworld, you are dazzled by the sudden light, and become disoriented.
A voice rings in your ears. "You are the heroes of Oceana, and to you has fallen the burden of this adventure. Listen closely, for this is what you must do...
"The fair world of Oceana is sinking as the seas swell ever larger - there is little to be done for this. The world has its span of life like any man or beast. The pilgrim Isles of Dilmun have been usurped by Namtar, a renegade demon from the realm of this Underworld. He has disposed of King Drake of Kingshome and rules in the late King's name, using the King's legions to pursue his path of conquest.
"Namtar must be destroyed. He has isolated his enemies, dispersed the magical brotherhood of the world and taken control of the dragons.
"The Sword of Freedom must be found and reborn in its forge. A reconciliation of sorts must be set between Irkalla and Nergal, for without accord in the Underworld, ther can be no peace on the surface. When all is ready, seek the Mountain of Salvation - Namtar must be returned to the pit of hell from which he came."
The voice fades...
128) You sprinkle the ashes on the dark waters of the well, which abruptly begin to swirl. Although the night of the Underworld is absolute, you think you see a reflection of stars in the swirling black waters. The motion of the water intensifies and the ashes are sucked into the depths.
You stand back as a ghostly apprition rises from the well. At first the form is a shade, then a ghost, then a spectre, then a living corpse. Gradually the shape takes corporeal form...blood, bone, muscle, teeth, hair is restored.
The ashes are restored to life!
129) The meeting of the Dilmun Undergroud is called to order. All those in attendance at the meeting are cloaked in dark robes, and although you recognize a few voices, no faces are visible.
130) Formerly the imperial court of King Drake, this hall retains none of the splendor of ages past. Where once hung brilliant tapestries, the wall are now bare. Empty pedestals mark where renowned sculptures formerly stood. Blocks of marble are missing in several places where materials have been removed to construct fortresses for Kinghome's campaign army. This is not the court of a king in residence.
131) This is a private bedchamber. A man wearing a simple robe lays on a divan. He seems neither old nor young. He has no distinguishing marks or characteristics...there is no evil air to him, his eyes do not pierce to your soul, his brow has no spark of mad genius. He sits up lazily as you enter, swings his feet to the floor, walks across the room, and shakes your hand.
"I'm Namtar," he says. "I suppose you guessed that. You've given me quite a lot of trouble." Namtar smiles. "Disappointed? Expecting something more? Later - I promise you. Won't you sit down?" Namtar offers you a chair.
Namtar looks sleepy. He keeps rubbing his eyes. "Administering the conquest of the world is a bitch, " he says. "If I'd know how much work this was going to take, I doubt I ever would have started. Or maybe I never had a choice. No matter. We need to talk.
"I am the son of gods. It is my destiny to rule men such as yourselves. You don't have to like it - I sense you do not - but that is the way of things. I have some grand plans, but I can't begin until this futile resistance is quelled. It's just a matter of time. You know that as well as I. Why don't you pack it off to the Isle of the Damned - it worked for old Drake. You're not even native to Dilmun...there's little reason for you to oppose me. Granted, that episode in Purgatory was nasty, but into everyone's life a little reign must fall. Ha ha. That was a pun."
No one laughs. Namtar sighs. "Ah well, I suppose we'll have to do this the hard way. I'll be leaving now. If you're very dedicated, and very lucky, we may meet again within the Mountain of Salvation. I will kill you then. In the meantime, consider yourselves to be living on borrowed time. It's the least I can give you in gratitude for the entertainment you've provided thus far.
"Oh...by the way. You can move again." Namtar's sorcery was so complete, you did not notice you were under his compulsion until he brought it up. "I wish you the worst of luck, my friends." Suddenly Namtar is gone - no flash of light, no peal of thunder - just gone.
132) Aradrax screams as the first pint of blood is pumped from his body. This is going to be a long night - a single pint will never satisfy the Vampire Lord, but it seems none of the blood is going to come easy. You check the machines and see they fuction as advertised, but it seems your volunteer is experiencing needless pain.
133) "You're all right," the troll laughs, wiping the froth from his lips. "We have many other strange and wonderful customs of which you should partake. Meet me at the crossed oaks when the moon is full, and you will have your promised meeting with the king."
134) In the very heart of the valley you find the sacred hive of the Dragon Queen. The Queen sits atop a mountain of eggs, some of which hatch young saurians even as you watch. The Dragon Queen is colossal - easily ten times the size of any beast you've confronted thus far. She fixes you a fierce glare.
"You carve your way through my valley," she hisses, "destroying my creatures, and now enter the presence of the Mother Dragon. You will die for what you have done, but you will die slowly...as food for my brood."
The Dragon Queen rears up and prepares to breathe a blast of poisonous fire.
135) "I trust you have read Poe," Namtar laughs. "The best place to hide something is in plain sight. You paranoid dolts would never consider that, would you?" Namtar slides another rod into his arcane box. "Soon my work will be complete...soon I will fulfill my destiny - and then you will rue the day you laughed at me!!"
136) The galleries are crammed with fools, each exiled here for their inability to follow directions. The fantasy is only so real as you allow it to be, and while at times life may seem a fool's errand, it is only what you make of it. There is little sense in cheating yourself at solitaire.