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achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Avenue of the Southern Seas! Someone get me a healing IV stat!

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TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
So wait, we can go to market, or we can go to the place where people trade? :confused:

Market Square, on the basis that it sounds more likely to have retail options, while the trade quarter might be more like warehouses and office space.

The_White_Crane
May 10, 2008

TooMuchAbstraction posted:

So wait, we can go to market, or we can go to the place where people trade? :confused:

Market Square, on the basis that it sounds more likely to have retail options, while the trade quarter might be more like warehouses and office space.

This.

Tiggum
Oct 24, 2007

Your life and your quest end here.


The_White_Crane posted:

Market Square, on the basis that it sounds more likely to have retail options, while the trade quarter might be more like warehouses and office space.
I do love shopping. In games, anyway. I'd probably like it better in real life if I had money.

The Buccaneers of Shadaki posted:

As soon as you walk into the busy market square you are assailed from all sides by merchants eager to sell their wares. All manner of goods are offered but most are of little or no use to you. As you push your way through the merchants, you notice a market stall that sells healing concoctions. One of these is Laumspur for which the vendor is asking 2 Nobles per potion. (Each Potion of Laumspur restores 4 ENDURANCE points when consumed after combat.)
  1. How much Laumspur do we buy?
  2. Shall we ask for directions or just keep exploring?


Yeah, you read that right. We can buy as much Laumspur as we want. We have only 15 Nobles, but the rules for this book specify that unless otherwise noted vendors will happily accept Gold Crowns in their place and we have 30 of those, so we could fill our backpack with potions if we want. If you have a preference for which currency to use, you can vote for that too.

I'd also like to remind everyone that our current rule is to automatically use Laumspur whenever our Endurance is below 26, so unless we want to change that now we'll automatically drink (up to) six potions as soon as we buy them. We could do that and still afford to buy ten more potions to completely fill our backpack with them if we want, for a total price of 32 Gold Crowns/Nobles - assuming we drop everything it currently contains. If you want to buy more than 9 but fewer than 16 potions, specify which items to drop.
    Backpack:
  1. 3 Fish Hooks
  2. Bottle of Rice Wine
  3. Potion of Alether (+2 CS)
  4. Flute
  5. Lantern
  6. Rope
  7. Spyglass


Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Buy as much as we need to get to full health without wasting any healing, and fill the pack without discarding.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Buy all the Laumspur until we get to full health and fill our backpack, then ask for directions.

The_White_Crane
May 10, 2008

Tiggum posted:

Yeah, you read that right. We can buy as much Laumspur as we want.

:stwoon:

Edit: Changed my vote below.

The_White_Crane fucked around with this message at 15:48 on Oct 23, 2018

nelson
Apr 12, 2009
College Slice
Buy as much as we need to get to full health without wasting any healing. Discard the hooks, wine, lantern and spyglass. Fill all the empty pack slots. Ask for directions.

e: added lantern and spyglass as things to drop

nelson fucked around with this message at 16:16 on Oct 23, 2018

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!

nelson posted:

Buy as much as we need to get to full health without wasting any healing. Discard the hooks and wine. Fill all the empty pack slots. Ask for directions.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
gently caress that, y'all, this is a huge resource. Buy up to full health without wasting healing, then throw out the fish hooks, rice wine, flute, lantern and spyglass and fill our pack with potions. (That means our pack contains 1x Alether, a lantern, a rope, and 78 potions of laumspur)

At the very least we should ditch the spyglass, because we already have telescopic vision.

EDIT: who needs to be able to see?

TooMuchAbstraction fucked around with this message at 16:12 on Oct 23, 2018

Tiggum
Oct 24, 2007

Your life and your quest end here.


TooMuchAbstraction posted:

At the very least we should ditch the spyglass, because we already have telescopic vision.
We can also see in total darkness, if that affects your decision to keep the lantern.

The_White_Crane
May 10, 2008

TooMuchAbstraction posted:

gently caress that, y'all, this is a huge resource. Buy up to full health without wasting healing, then throw out the fish hooks, rice wine, flute, and spyglass and fill our pack with potions. (That means our pack contains 1x Alether, a lantern, a rope, and 7 potions of laumspur)

At the very least we should ditch the spyglass, because we already have telescopic vision.

Actually, changing my vote to this. We've consistently been on low health this book, and we've had no real use for any of the miscellaneous items.
Plus, given how long this book has been going I'm wagering we're coming up to the end, so the odds of finding a use for them at this stage are pretty low.

The_White_Crane fucked around with this message at 15:51 on Oct 23, 2018

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

Tiggum posted:

We can also see in total darkness, if that affects your decision to keep the lantern.

...wait, seriously? When did that happen?

And now I have to decide whether Dever will actually remember that tidbit of information on the off-chance that we encounter a situation where we're in the dark and being able to see would be useful. Ehh, the odds of the lantern being relevant at all are pretty slim while Laumspur is of obvious potential use, so yeah, gently caress it, I'll ditch the lantern from my vote.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





TooMuchAbstraction posted:

gently caress that, y'all, this is a huge resource. Buy up to full health without wasting healing, then throw out the fish hooks, rice wine, flute, lantern and fill our pack with potions.

We keep the spyglass. How the hell is Braveheart meant to look like a bitchin pirate without a spyglass?

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

Jedit posted:

Buy as much as we need to get to full health without wasting any healing, and fill the pack without discarding.
Agree.
It seems that our dear Braveheart is going to beat all the Lone Wolf's records in bringing death and strife to innocent people.

Runcible Cat
May 28, 2007

Ignoring this post

Guy Fawkes posted:

Agree.
It seems that our dear Braveheart is going to beat all the Lone Wolf's records in bringing death and strife to innocent people.

Too right. It's a pity we haven't kept a tally of the number of people/sentient beings Braveheart's Death Aura has killed.

Also, fill 'er up.

Tiggum
Oct 24, 2007

Your life and your quest end here.


TooMuchAbstraction posted:

...wait, seriously? When did that happen?
It's one of the things Grand Huntmastery does. I think Huntmastery got it as an upgrade at some point too, but the New Order version of that doesn't say so.

Guy Fawkes posted:

It seems that our dear Braveheart is going to beat all the Lone Wolf's records in bringing death and strife to innocent people.
He got a significantly earlier start. How many ships sank in book two? Not that Braveheart isn't doing her best to make up for lost time.

TF CURES GENERATOR posted:

Buy up to full health without wasting healing, then throw out the fish hooks, rice wine, flute, lantern and fill our pack with potions.
OK, so seven get us to 32/35 Endurance, and another seven will fill our backpack, so that's 14 in total at a cost of 7 Nobles and 21 Gold Crowns, leaving us with 8 Nobles and 9 Gold Crowns.


The Buccaneers of Shadaki posted:

The vendor seems impressed by your ability to chug seven potions in a row and extremely pleased at all the money you just spent, but he has never heard of Lord Zinair. He suggests that you visit the Soothsayer’s Shop near the exit from the square. You thank the man and as you leave you decide to follow his advice.

On entering the shop you are greeted by a tall woman with pale skin and long black hair. She wears plain robes of brown cloth and a miniature crystal ball that dangles from a chain around her neck.

‘Welcome, stranger,’ she says, ‘I am Giolaer the Soothsayer. How may I help you?’

You ask if she can tell you where you will find Lord Zinair, the Dessian ambassador.

She looks into the miniature crystal ball for a few moments and then she replies: ‘I have that knowledge, and all it will cost you is 5 Nobles.’
Do we pay her or refuse?


Once again Gold Crowns are an acceptable substitute for Nobles.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
Sure, pay up. We still have money, therefore we haven't spent enough money.

sunburnedcrow
Dec 17, 2012
Refuse We are Braveheart, star pupil of Lone Wolf; we don't need no crystal-ball-looking crones to tell us where to go.

Synthbuttrange
May 6, 2007

Are we going to get to meet Grey Star? :swoon:

Runcible Cat
May 28, 2007

Ignoring this post

TooMuchAbstraction posted:

Sure, pay up. We still have money, therefore we haven't spent enough money.

Spend it while we got it!

Comstar
Apr 20, 2007

Are you happy now?

Tiggum posted:

It's one of the things Grand Huntmastery does. I think Huntmastery got it as an upgrade at some point too, but the New Order version of that doesn't say so.

He got a significantly earlier start. How many ships sank in book two? Not that Braveheart isn't doing her best to make up for lost time.

OK, so seven get us to 32/35 Endurance, and another seven will fill our backpack, so that's 14 in total at a cost of 7 Nobles and 21 Gold Crowns, leaving us with 8 Nobles and 9 Gold Crowns.

Do we pay her or refuse?


Once again Gold Crowns are an acceptable substitute for Nobles.

REFUSE! If she was a real soothsayer, she woulnd't need to ask what we wanted!

nelson
Apr 12, 2009
College Slice

Comstar posted:

REFUSE! If she was a real soothsayer, she woulnd't need to ask what we wanted!

I like this answer.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Comstar posted:

REFUSE! If she was a real soothsayer, she woulnd't need to ask what we wanted!
If she were a real soothsayer she'd have given us some cryptic clues that we wouldn't be allowed to act on.


The Buccaneers of Shadaki posted:

The woman is disappointed that you will not pay her charge and she asks you to leave her shop. As you are walking to the door she calls out:

‘Zinair is well-known. Perhaps you should ask the City Guards. They won’t charge you for information.’

You thank her for the free advice and return to the square. The City Guards seem to be the only option left, and despite your feelings of unease, reluctantly you approach them and ask for their assistance.

Your request for assistance is greeted with suspicion by the hard-faced guardsmen. Your northern features and travel-stained clothes clearly do not impress them, for they ignore your requests and begin asking some questions of their own. They ask you to show them what you are carrying in your satchel, and they ask why you are carrying weapons in a public marketplace contrary to the law of Suhn. When you hesitate to answer, they immediately place you under arrest. For a moment you consider making a run for it, but then you notice that each guard is armed with a crossbow and you decide that it would be suicidal to try to escape.



The City Guard patrol confiscates your Weapons (including your Kai Weapon) and marches you out of the square under close escort. You are taken to a black-stoned citadel called the Hall of Correction, a dour building that was constructed by order of Mother Magri—the former Steward of Suhn—during the reign of the hated Wytch-king Shasarak.

You are brought before a pompous Guard Officer called Hiojin who refuses to believe that you are a messenger from Elzian here to meet with Lord Zinair. He believes you are a hired assassin.

‘These are troubled times. There are those abroad who would seek to harm Lord Zinair. I cannot allow this. It is my duty to protect the ambassadors to our great city.’

When you steadfastly refuse to change your story, the officer scratches his pock-marked chin and narrows his beady eyes.

‘Perhaps you have some proof that what you say is true?’ he says, as he stares at your satchel.

Using the Brotherhood Spell Mind Charm you convince the sceptical officer that you really are telling the truth. Fearing a diplomatic row with the Dessian ambassador, he apologizes repeatedly for your arrest and he orders that your Weapons be restored to you at once. He then escorts you personally in a horse-drawn carriage to Lord Zinair’s residence—the Dessian Consulate—in the city’s North Quarter.

As the toadying officer and his carriage depart, you turn to face the entrance to the consulate building. With mounting anticipation, you climb the front steps and knock on its stout oak door.

Slowly the door opens to reveal a grey-haired man clad in the robes of a High Council Elder of Dessi. At first his sea-blue eyes and lordly countenance are fixed in seriousness, but then he recognizes the insignia of your Kai tunic and his stern face breaks into a warm and welcoming smile.

‘Praise the gods! You have arrived, Grand Master. I feared that you and your precious cargo had been lost at Ghol-Tabras. I am Zinair. Please, please, come inside.’

Lord Zinair ushers you into the consulate and asks you to wait in his private chambers. After he has taken the precaution of dismissing his staff, he joins you there. He had expected your arrival weeks ago and had almost abandoned hope that he would ever see you alive, fearing that you had fallen foul of Sesketera. When you recount all the perils of your journey from Elzian, Zinair is doubly amazed that you are with him now. You reassure him that you still have the Moonstone and you offer to show him the precious artefact, but he declines your offer saying that it would be safer for you both if it were to remain within its korlinium satchel.

Zinair suggests that you bathe and eat and avail yourself of the many luxuries that the consulate has to offer. He suggests that after you are rested you meet again later so that you may discuss the final and most vital part of your mission.

Zinair has made preparations for your journey by boat to the Isle of Lorn. This fabled home of the Shianti lies 120 miles from the Port of Suhn, and has been protected for thousands of years from the attentions of man by enchantments, magical mists, and mage winds.

‘Only by virtue of your possession of the Moonstone can this voyage be undertaken with any hope of success,’ he says. ‘I have been in mind-contact with the Shianti, and they are ready to receive you.’

You sense that Zinair is proud of your successes and achievements during the quest so far, but you also sense that he is ill at ease and you ask him what is wrong.

‘The Moonstone will facilitate your passage through the Sea of Dreams to the Isle of Lorn, Braveheart. But you should know that this journey could still prove perilous. The Shianti no longer have control over the forces that exist within this enchanted region. Until you reach the shores of Lorn, your fate will be entirely in your own hands.’

It is a daunting message but you do not allow it to weaken your resolve. You stare Lord Zinair confidently in the eye as you reply: ‘It need be no other way, my lord. I am ready.’

Zinair smiles. ‘So be it, Braveheart. But now you must sleep, for you sail at dawn.’

You are awoken shortly before dawn by Lord Zinair who helps you prepare your Weapons and equipment before leaving the consulate. He accompanies you on horseback to the harbour where you go aboard a fishing boat crewed by consulate staff. On setting off from Suhn you head south, as if you are bound for the rich fishing grounds off the Azanam Peninsula. But shortly after Suhn disappears over the horizon, Zinair brings the boat to a stop and you are lowered over the side in a single-sailed wooden dinghy.

Lord Zinair tells you to take the Moonstone from your satchel and you obey his command. You cup the precious stone in both hands and a wind arises to fill your sail and propel you swiftly towards the mists of the Sea of Dreams.



We roll: 8

When first you enter the mists, it seems as if you are no longer sailing upon a sea of water. It becomes a blended sea and sky of deep blue light, without horizon or boundary—a limitless space. Gradually you detect vague shadows passing quickly by, and then distant sounds, like muffled whispers, surging then pulsing away before you can catch the words. Then you see globes of darkness hovering to and fro, and your Kai senses scream a warning that these are invaders, evil intruders in this realm of ghostly mist. They grow in numbers and begin to spiral around your boat, whispering and laughing and babbling all the while. You can feel your boat gradually slowing until it ceases to move at all. Fear grips you when you realise that these mischievous black spheres have the power to hold you prisoner, to keep you from ever reaching the shores of Lorn. Suddenly the vague sounds and voices in your mind begin to crystallize into words that you can understand.

You have proved your physical courage, foolish follower of Kai. But now you must put your mental strength to the test if you wish to find the Isle of Lorn.

The eerie voice laughs and you steel yourself to meet its mental challenge.

How great in number are the Warriors of Nhang?
What's the answer?


I've got to admit, at this point I don't even remember who or what the Warriors of Nhang are.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Geez, Grey Star got off easy with the Shianti Kundi riddle!

I looked it up, the answer is 80

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
I have no idea whatsoever and therefore am going to guess wildly that it's 128. :v:

nelson
Apr 12, 2009
College Slice

Tiggum posted:

I've got to admit, at this point I don't even remember who or what the Warriors of Nhang are.

Same here. Were they those stone statues like the Terracotta Army? Anyway I have no idea what the number is but I’ll go with 8000.

The_White_Crane
May 10, 2008

Tiggum posted:

If she were a real soothsayer she'd have given us some cryptic clues that we wouldn't be allowed to act on.

What's the answer?


I've got to admit, at this point I don't even remember who or what the Warriors of Nhang are.

Ohhhh! They're the things that the Nhang Doll we sold earlier were modelled after!
... I don't remember how many there were. Seven?

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE
The number 80 (Tiggum, I can't bold and spoiler that simultaneously I'm afraid) was given in the update where Melchar had to run naked through the marketplace.

quote:

The two-day voyage to Nhang passes swiftly and without incident and you arrive at the port early on the morning of the third day. The entrance to Nhang harbour is noted for its eighty fearsome stone statues, known as ‘The Warriors of Nhang’, which stand in two lines and form a double colonnade out into the sea. Their ferocious granite faces glare down at you unmercifully as the Embassage sails between them and docks at the quay.

ulmont fucked around with this message at 17:16 on Oct 24, 2018

Tiggum
Oct 24, 2007

Your life and your quest end here.


ulmont posted:

The number 80 (Tiggum, I can't bold and spoiler that simultaneously I'm afraid) was given in the update where Melchar had to run naked through the marketplace.
Well, there you go. Who'd have thought that that tiny detail would ever be important?

The Buccaneers of Shadaki posted:

The moment you voice the answer to the challenge, the black globes disappear and the mist fades to reveal a lush, green, volcanic island that is crowned by a halo of silvery cloud. Your pulse races with anticipation as you feel the sea return beneath the keel of your craft, and a wind to propel you towards this wondrous isle. You have met the challenge and you have triumphed. Now you shall reap your reward by landing upon the shores of Lorn—the mystical realm of the exiled Shianti.

The boat scrapes aground on the stony shore and you take your first few tentative steps upon the soil of this legendary isle. As you ascend the beach, instinct prompts you to unbuckle your satchel and remove the Moonstone which is now aglow and throbbing rhythmically, like the beat of a giant’s heart. As you raise it before you, cupped reverently in both hands, the clouds part and you are bathed in a cone of brilliant sunlight.

Through the blinding glare of the sun’s rays you see a procession of robed figures moving down the beach towards you. Tall and proud and enigmatically graceful, they each shine with a unique radiance that reveals the goodly power of their ancient arcane wizardry. Silently these Shianti encircle you and your senses become charged with a new vitality that instantly obliterates the fatigue of your long passage across the Sea of Dreams. (You may restore your ENDURANCE points total to its original score.) Then one of the divine beings moves nearer and, when you look into his eyes, you see your own image reflected there in his mirrored pupils.

Welcome, Braveheart, he says without speaking, his lyrical voice forming the words in your mind. We have prayed for your safe arrival. We praise you for the skill and courage you have shown during your long and difficult voyage to our realm. Come with us, for now you may rest awhile. Your quest is done.



Endurance: 35/35.

The Shianti escort you from the beach to a wondrous edifice—the sacred Temple of Amida—which stands upon a high spur of rock commanding a spectacular view of the four corners of their magical isle. Here in a formal ceremony you receive the thanks and praise of Acarya—the leader of the Shianti exiles. Solemnly he vows to deliver the Moonstone into the hands of Goddess Ishir herself, thereby ensuring that never again will its powers disrupt Magnamund’s delicate balance of nature, nor be misused by the forces of Evil.

After the ceremony, the Shianti show you some of the magical wonders of their island that have never before been seen by Man. You marvel at flowing rivers of jewels, fabulous flora, and species of exotic fauna that defy description. After your tour of this paradise isle you are allowed to rest awhile before you are escorted to your boat to begin your journey back to the Port of Suhn.

Your return voyage across the Sea of Dreams is swift and eerily smooth. You sense that your direction and speed are being controlled by the Shianti, for within minutes of casting off from the shores of Lorn, the bustling harbour entrance to the Port of Suhn suddenly appears from out of the swirling sea mist. A stiff breeze catches your sail and propels you towards the quayside where, to your astonishment, Lord Zinair is waiting to greet your valiant return.

Congratulations, Grand Master. Once more you have proved your courage and resourcefulness. You have completed the quest entrusted to you by Lone Wolf and you have triumphed magnificently. The safe return of the Moonstone to the Shianti is a major victory in the war against Evil, but it is a war that is still yet to be won. Upon your return to the Port of Suhn you learn from Lord Zinair of a new and sinister threat to the fragile peace of your world. If you wish to confront this deadly threat and prove that you are truly a champion of the New Order Kai, then the nature of the challenge can be found in the next exciting Lone Wolf New Order adventure, entitled:

Mydnight’s Hero


If you answer wrong you just die.

Tiggum
Oct 24, 2007

Your life and your quest end here.


    Final Stats for Book 22

    Name: Braveheart
    Gender: Female
    Rank: Kai Grand Sentinel
    Combat Skill: 50 (34)
    Endurance Points: 35/35
    Kai/Magnakai/Grand Master Disciplines:
  1. Grand Weaponmastery (+5 CS w/ axes, +5 RN w/ bows)
  2. Deliverance (Once every 20 days, if EP < 9, restore 20 EP - used 19 days ago)
    Curing (Restore 1 EP per numbered section, used 10/10 times this book)
  3. Kai-surge (+8 CS, -1 EP/round)
    Mindblast (+4 CS)
  4. Kai-alchemy (Lightning Hand; Levitation; Mind Charm; Sense Evil; Silence)
  5. Grand Huntmastery
  6. Elementalism
  7. Animal Control
  8. Invisiblity
  9. Pathsmanship
  10. Psi-screen
  11. Nexus
  12. Divination



    Weapons:
  1. Bow
  2. Spear
    Belt Pouch (money)
  • 9 Gold Crowns
  • 8 Nobles
    Backpack:
  1. Potion of Laumspur (+4 EP)
  2. Potion of Laumspur (+4 EP)
  3. Potion of Alether (+2 CS)
  4. Potion of Laumspur (+4 EP)
  5. Potion of Laumspur (+4 EP)
  6. Rope
  7. Spyglass
  8. Potion of Laumspur (+4 EP)
  9. Potion of Laumspur (+4 EP)
  10. Potion of Laumspur (+4 EP)
    Special Items:
  1. Moonstone
  2. Quiver (six arrows)
  3. Alema (axe; +5 CS or +7 CS vs. undead)
  4. Temujun's Ring
  5. Crystal Prism

  6. Talisman of Defiance (+2 CS)
  7. Eye of Lhaz (control venomous snakes)



Total Deaths: 2
    This Book:
  1. Killed by a run of bad luck.

Tiggum
Oct 24, 2007

Your life and your quest end here.


As far as gameplay goes, this book is pretty decent. It's possible to die, but it's also possible to finish it without dying, with the right choices and a little bit of luck. But holy poo poo, the racism is incredible. Even by the standards of the rest of the series, this one stands out. There's basically two things you're going to take away from this book; one is that a lot of sailors get killed and the other is that even though Dever was very clearly trying to write a "racism is bad" message into the book he somehow did the opposite of that. I liked the first New Order book much more now than I did as a child, but this second one is really unfortunate.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Mydnight's Hero



Mydnight's Hero posted:

The Story So Far … 

You are a Grand Master of the New Order of the Kai—the warrior élite of Sommerlund.

It is the year MS 5083 and thirty-three years have passed since the First Order of the Kai was almost wiped out by the Darklords of Helgedad. These champions of evil, who were sent by the Dark God Naar to destroy your fertile world of Magnamund, have since been destroyed. The leader of your illustrious fighting order—Lone Wolf—was the sole survivor of the massacre. As a young Kai initiate he stood amidst the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. In the year MS 5070 he kept his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the infernal city of Helgedad, the base of their evil power.

With the fall of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all Magnamund. Quickly their disorder escalated into a mutinous civil war which allowed the Freeland armies of Magnamund time in which to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.

Following the demise of the Darklords, peace reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined Monastery of the Kai was rebuilt and restored to its former glory, and the raising of a New Order of Kai warriors was swiftly established. You are one of the new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the time of the war against the Darklords. When you were seven years old you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. During the years that followed, your skills were nurtured and sharpened to perfection by long hours of study and rigorous training. Your exceptional talent helped you to master all of the Kai and Magnakai Disciplines and you rose swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement which has brought great honour upon you and your family.

In the year MS 5077 your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf’s absence. By means of a Shadow Gate (an astral corridor between the physical world of Magnamund and the many ethereal domains which lie beyond it) the Dark God Naar sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your brethren maintained until the siege was raised by Lone Wolf and the King’s Army of Sommerlund.

The defeat of his minions enraged Naar and inflamed his lust for vengeance. Three years later he created and sent to Sommerlund an evil champion called ‘Wolf’s Bane’ who was the very image of Lone Wolf. While your leader was engaged upon a quest overseas, this impostor terrorized your homeland in his guise and sought to destroy the reputation and the honour of the Kai. He would have succeeded had not Lone Wolf returned home and pursued this enemy to an ancient necropolis in the Sommlending city of Tyso. There, deep within a subterranean crypt, he and his evil alter-ego were drawn through a Shadow Gate to the Plane of Darkness—Naar’s stronghold—where a deadly duel ensued. Lone Wolf vanquished the foe and discovered that Naar had in his possession the fabled Moonstone of the Shianti. This wondrous artefact was created many thousands of years ago by the god-like Shianti, whose presence upon Magnamund heralded the dawn of humanity. This stone of power contains the combined might of all their magic and wisdom, the sum of all their knowledge. So significant was the creation of this stone that all time on Magnamund has since been measured from the date of its creation. It had long been held that the Moonstone’s location was a secret known only to the remnants of the Shianti, who dwell upon the mysterious Isle of Lorn in Southern Magnamund, yet the evidence of Lone Wolf’s eyes had told him that this mystical artefact had somehow fallen into the hands of Naar.

Lone Wolf realized that the Dark God had been using its legendary powers to generate Shadow Gates within the world of Magnamund, at locations and times of his own choosing. Such power had enabled him to send his loathsome champions to your home world while the force of the Gods of Good—Kai and Ishir—had been held at bay. Lone Wolf and the New Order Kai were all that stood against the onslaught of Naar’s agents following the demise of the Darklords.

Lone Wolf successfully escaped from the Plane of Darkness and returned to Sommerlund, yet he knew that the fight against Evil had not been won outright. He realized that he would have to return to the Plane of Darkness to retrieve the fabled Moonstone. Only by doing so would Magnamund truly be safe from an invasion by Naar’s legions of darkness. Two years ago, with the aid of his most trusted ally, Lord Rimoah of Dessi, Lone Wolf fulfilled his vow by journeying to the Dark God’s domain and retrieving the Moonstone of the Shianti. Upon his triumphant return, Lone Wolf placed the Moonstone in the Vault of the Sun—his personal chamber located deep below the fortified citadel of the Kai Monastery. He had hoped that the fabled artefact could remain there indefinitely, to be guarded by generations of Kai who would keep it secure from Naar’s minions. Retrieval of the Moonstone had denied the Dark God’s champions ready access to Magnamund, yet Lone Wolf knew that there were many lesser agents of Naar upon Magnamund waiting quietly in the shadows for the chance to do his evil bidding. Undoubtedly they would stop at nothing to retrieve the Moonstone for their foul master.

Within a year of his return home it became clear to Lone Wolf that his wish could not be fulfilled. At first the presence of the Moonstone seemed greatly beneficial to Sommerlund. Crops grew abundantly, incidence of disease and illness became increasingly rare, and the newly-born were uniformly healthy. Even the offspring of the impoverished who, in normal times, could expect only one in three of their infants to survive longer than a month beyond birth, were all in good health and exceptional in their physical and mental development. The Sommlending called this extraordinary period of providence the ‘Blessing of the Moonstone’, yet this time of good fortune could not last. The power of the Moonstone is a great force for Good, but it is also greatly disruptive of the natural order of Magnamund. Soon death itself became a rarity in Sommerlund, and the four seasons of the year were slowly transformed into one unending spring. Lone Wolf was deeply troubled by the changes wrought by the Moonstone and sought the counsel of his closest friend—Guildmaster Banedon—leader of Sommerlund’s Brotherhood of Magicians. Banedon entreated him to relinquish the Moonstone before the effects of its power became irreversible. To right the imbalance of nature the Moonstone would have to be taken to the Isle of Lorn, in the southernmost reaches of Magnamund, and delivered back into the hands of the Shianti. Only they, its creators, could prevent its powers from disrupting the natural order of your world.

Lone Wolf agreed with Banedon—the Moonstone would have to be returned to the Shianti. The physical effects of its presence were beginning to attract the unwelcome attentions of those who secretly desire to enact Naar’s revenge upon the Kai. When one of Naar’s agents was captured by a Kai patrol within a few miles of the monastery, Lone Wolf felt he could wait no longer. He resolved to act immediately. Preparations were made for a long journey and, especially among the lower ranks of the Kai, rumours were rife that your leader would personally take responsibility for returning the Moonstone to the Shianti. Indeed, this speculation seemed to be confirmed as fact when it was discovered that Lone Wolf had secured the use of Guildmaster Banedon’s famous flying ship—Cloud-dancer.

It therefore came as a shock when, early one morning, you were summoned unexpectedly to the Vault of the Sun. In strictest confidence, Supreme Master Lone Wolf informed you that he had decided to entrust you with the task of returning the Moonstone. His elaborate preparations were simply a diversion, a bluff designed to draw attention away from the vital mission that he wished you—the most talented and courageous of his five Kai Grand Masters—to undertake. It was with great pride and apprehension that you accepted the quest.

Lone Wolf gave you the precious Moonstone in a seemingly ordinary satchel, yet the lining of this plain leather bag was woven from korlinium, a special mineral that would hide the Moonstone’s powerful energies from the agents of Naar. In the guise of a Kai journeyman, you set sail from the Sommlending capital of Holmgard aboard a sailing ship that was to carry you south on the first leg of your journey, a voyage of 2,000 miles to Elzian, the capital of Dessi. This legendary city is home to Lord Rimoah and the Elder Magi. They are the last surviving members of Magnamund’s oldest race of magicians and they had promised Lone Wolf that they would help you reach your final destination. You had hoped and expected the voyage to be swift and uneventful; however fate and ill fortune decreed otherwise. Your voyage was fraught with danger, yet you overcame the many perils ranged against you and eventually arrived at the Dessian capital, to the relief of Lord Rimoah and his anxious brother magicians who had feared the worst.

For three days you were treated to the hospitality of the Elder Magi and the freedom of the wondrous city of Elzian. Then, on the morning of the fourth day, having fully recovered from the rigours of your journey to Dessi, you set out upon the final stage of your quest—the voyage to the Isle of Lorn. Passage had been arranged for you aboard a Suhnese trading ship called The Azan. The ship’s master, Captain Jenkshi, had been paid handsomely to carry you to his home port of Suhn and you had been promised a swift and comfortable voyage. However, this was not to be. In the Shadakine city-port of Ghol-Tabras you fell foul of Sesketera, the city’s ruthless ruler, and you were forced to abandon The Azan during your daring escape from his murderous bodyguards. After a perilous journey south by way of land and sea, you finally reached the Port of Suhn. There you made contact with Lord Zinair, the Dessian ambassador. He provided you with a small sailboat for your passage to the Isle of Lorn. This tiny island home of the Shianti lies no more than 200 miles east of the busy Port of Suhn, across the Sea of Dreams, yet no sailor has ever set eyes upon it for the Shianti have encircled their refuge with a web of enchantments, magical mists, and winds. Aided by the power of the Moonstone, you were able to navigate these mysterious waters and land upon the shores of Lorn.

The Shianti had sensed the approach of the Moonstone and were waiting to greet your arrival. In a formal ceremony in the sacred Temple of Amida you received the thanks and praise of Acarya, the leader of the Shianti exiles. Solemnly, he vowed to deliver the Moonstone into the hands of Goddess Ishir herself, thereby ensuring that never again would its power disrupt Magnamund’s delicate balance of nature, nor be misused by the forces of Evil.

After the ceremony, the Shianti revealed to you some of the magical wonders of their island that have never before been seen by Man. You marvelled at flowing rivers of jewels, fabulous flora, and species of exotic fauna. After your tour of this paradise isle you were allowed to rest before being escorted to your sailboat to begin your journey back to the Port of Suhn.

Your return voyage across the Sea of Dreams was swift and eerily smooth. You sensed that your direction and speed were being controlled by the Shianti, for within minutes of casting off from the shores of Lorn, the bustling harbour entrance to the Port of Suhn suddenly appeared from out of the swirling sea mist. A stiff breeze caught your sail and propelled you towards the quayside where Lord Zinair was waiting to greet your valiant return.

Your journey from Suhn to the Isle of Lorn and back again seemed to have lasted no more than a few days. Yet, to your surprise, you discovered that two whole months had elapsed since the day you first sailed upon the Sea of Dreams. Lord Zinair praised you for the success of your quest. He also informed you that during the time you spent on Lorn a new and sinister threat to the fragile peace of Magnamund had arisen. The precise nature of this threat was revealed when you returned with Lord Zinair to his consulate.

In a secret chamber of the Dessian consulate, you were able to communicate the success of your mission to Supreme Master Lone Wolf by means of a magical seeing stone. Warmly he praised the skill and courage you had displayed, and he commended you for upholding the highest traditions of the Kai. He told you that he and the New Order were justly proud of your accomplishment and they welcomed the day when you would return to the monastery. Lone Wolf also had some grave news to impart, news that would delay a swift return home.

‘King Oridon of Siyen has been assassinated,’ he said, sadly. ‘His only son, Prince Karvas, is the sole heir to the throne of Siyen, but he has lived in exile on the Isle of Sheasu for the past decade. The Kingdom of Siyen is one of our oldest allies. Lord Xavial, the Siyenese High Chancellor, has journeyed here to the monastery to warn that, in the Prince’s absence, the throne is to be claimed by Baron Sadanzo. The Baron is an evil man and he possesses a sorcerous power that has turned the minds of the Siyenese Court. He has won the favour of those who, until the King’s murder, openly denounced him as a heartless warmonger. Lord Xavial fears that the Baron draws his newfound power from the Dark God himself, for never before has Sadanzo possessed such sinister influence. If Sadanzo becomes King, the consequence of his rule will be disastrous for us all. Siyen is one of the richest and most powerful realms in all the southern reaches of Magnamund. If it should fall into the hands of Naar, then war and widespread destruction will surely follow. This is grim news, but all is not yet lost … not if we act swiftly. The Constitution of Siyen decrees that Prince Karvas has, upon the death of his father, 60 days in which to lay claim to his rightful heritage. If he should fail to return in time then Sadanzo will be elected as the new ruler. I have vowed to Lord Xavial that the Kai will not stand idly by and let Siyen become enslaved by an agent of Naar. But time is against us—we must act immediately if we are to thwart Sadanzo’s scheme. Ten days have already passed since King Oridon was murdered. Now only 50 days remain before Harvestmas Day—the day of royal ascendance.’

You asked Lone Wolf how you could assist in keeping his pledge to Lord Xavial. His reply sent a shiver tingling down your spine.

‘Prince Karvas must be found. He must also be persuaded to return to Seroa, his homeland capital, to claim his throne before time runs out. You, Grand Master, are closer to the Isle of Sheasu than any other Kai. I must command you to go there and seek him out. Lord Zinair has already made provision for your journey by ship. He will accompany you and assist your mission. The Magicians’ Guild of Toran has also pledged its help. The Guildmaster has dispatched one of his brotherhood—Wizard Acraban—to Sheasu. He travels by skyship and should arrive there in twenty days’ time. You are to rendezvous with Wizard Acraban at the city of Mydnight—the island’s only port. Acraban will help you find the Prince and transport him aboard his flying craft directly to Seroa.’

With mixed feelings of pride and trepidation, you accepted the mission and vowed to Lone Wolf that you would do everything in your power to ensure its success. Your resolute promise met with his approval.

‘I have faith in you, Braveheart,’ he replied. ‘The quest you are to undertake upholds the noblest traditions of the Kai. I am confident you will prevail. May Kai and Ishir guide you swiftly to victory over Sadanzo—an agent of Naar.’

First up, +1 CS and +2 EP for finishing The Buccaneers of Shadaki:

Combat Skill: 51 (35)
Endurance Points: 37/37


And some Disciplines have upgrades:
  • Grand Weaponmastery: We can detect the location of Alema.
  • Elementalism: We can create touch-sensitive bombs out of air.

  • Grand Pathsmanship: Predict the weather.
  • Astrology: Detect psychic residues on an objects.
  • Herbmastery: Make contaminated or rotten food fit for human consumption.
  • Bardsmanship: Block sonic attacks.

And for our new Discipline we can choose from Animal Mastery, Assimilance, Astrology, Bardsmanship, Herbmastery, Kai-screen, Magi-magic (Old Kingdom Magic), Grand Nexus, Grand Pathsmanship and Telegnosis (Advanced Divination).

For equipment, we get a new map and 21 Gold Crowns (bringing our total to 30 GC, 8 N).

Mydnight's Hero posted:

The currency of Siyen is the Lune. These are always carried in the Belt Pouch. It will hold a maximum of 200 Lune or 50 Gold Crowns. Gold Crowns are also readily accepted at a rate of 1 Gold Crown for 4 Lune. In the course of your journey you may also come across Ren. Ren is accepted at a rate of 10 Ren for 1 Gold Crown, and accordingly your Belt Pouch can hold a maximum of 500 Ren.
We also get up to five of the following:
  • Quarterstaff
  • Bow
  • Quiver (6 arrows)
  • Flute
  • Dagger
  • Sword
  • 2 Meals
  • Rope
  • Potion of Laumspur (+4 EP)
  • Axe

We can also leave stuff in storage and pick a new weapon type for Grand Weaponmastery.

So we want votes on:
  1. A new Discipline
  2. New Weaponmastery
  3. New equipment
  4. What to put into storage

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
I agree about the racism in the last book. It was bad. Also disliked that we just abandoned that girl to be married to the tyrant and that we never confronted the bigshot evil mage backing the pirates at the end. Oh well, let's see if we can thwart this new evil overlord Baron Whatshisname from taking over a country that's never been mentioned before and is way far from Sommerlund but somehow still its vital ally.

Elementalism: We can create touch-sensitive bombs out of air.

Nice!

My votes-

Discipline- Grand Pathsmanship to help find lost heirs (weather prediction sounds useful too).

Master the Mace.

No opinion on equipment, I think we'll probably be fine with our current load.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





i'm absolutely loving speechless. you just die if you didn't take note of a very trivial detail?

Tiggum
Oct 24, 2007

Your life and your quest end here.


TF CURES GENERATOR posted:

i'm absolutely loving speechless. you just die if you didn't take note of a very trivial detail?

Plus, it's 50/50 whether you get that question or a different one that's about an equally trivial detail. If you were determined to play strictly by the rules you could die right before the end of the book, go back and start again, take note of the correct piece of information, and then die again in the exact same spot because you got the wrong question.

anakha
Sep 16, 2009


Kinda feels strange to allow stuff to be put in storage since we are still haven't returned to the monastery yet.

Also chuckling at the idea of Lone Wolf going "Well, we've got a fetchquest to fulfill, got somebody in the area who hasn't returned yet - might as well foist this off on her!"

nelson
Apr 12, 2009
College Slice
  1. A new Discipline: Bardsmanship
  2. New Weaponmastery: Spear
  3. New equipment: Flute, Laumspur
  4. What to put into storage: Spyglass, 3 Laumspur, all Nobles

e: vGood call on the Laumspur

nelson fucked around with this message at 03:58 on Oct 25, 2018

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
Put three Laumspur into storage for future adventures / as a safeguard against "whoops you lost your entire pack, hope there wasn't anything important in there" events. Grab the Laumspur and a new flute. Master the broadsword. Learn Animal Mastery. I have a soft spot for the Animal Mastery events from the last series; they were some of the most fun. Who doesn't want to befriend a bear or ride a giant dragonfly? Plus the numerous times we stole one of those bird monsters.

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Toplowtech
Aug 31, 2004

nelson posted:

Same here. Were they those stone statues like the Terracotta Army? Anyway I have no idea what the number is but I’ll go with 8000.
They are the eighty fearsome stone statues that stand in two lines and form a double colonnade into the sea in Nhang harbor. It's a terrible tv game show question with death penalty if you fail, classic Lone Wolf.

Also

quote:

A new Discipline: Bardsmanship
New Weaponmastery: Spear
New equipment: Flute, Laumspur
What to put into storage: Spyglass, 1 Laumspur, all Nobles

Toplowtech fucked around with this message at 04:40 on Oct 25, 2018

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