Village The massess have spoken, I will change my vote ignoring the precious loot housed in the wonderful fortified mansion to poke villages in the chest with my super swort of good...
Manor house! There's bound to be treasures and ghosts which are actually tricks played by an old man trying to scare a group of children and their ginormous dog.
Has anyone else been getting tons of "forum too busy" errors recently?
This update will have a couple of assumed choices because they are pretty boring and easy to guess the outcome based on past options, so I didn't want to hold everyone up with them. We can go back if there is a cry to make a different choice. If people object to this kind of action let me know and I can switch back to a stricter "stop at choice" model.
Page 42: This village is a run-down shabby-looking place which appears to have seen better days. The timbers of its gaudily-painted houses are riddled with rot, and its citizens have a mean and surly demeanour that you find irksome. You are having second thoughts about stopping at the inn and are only persuaded when you hear the distant rumble of thunder.
To your surprise, you discover the owner of the Pickled Scow to be an unusually kind and cheerful character. For 3 Gold Crowns (erase these from your Action Chart), he and his daughter furnish you with a fine meal and a warm room above their kitchen. Before you retire for the night, they invite you to sample their ale--free of charge. It is a weak but flavoursome brew, and while you sip it in front of the blazing hearth, they tell you stories about the colourful travellers who have spent the night at their inn.
If you wish to ask them if they have heard any news about your homeland, turn to 231.
Page 231: 'Sommerlund?' answers the innkeeper, quizzically. 'I'm afraid not, kind sir. Your home must be mor'n six hundred miles from 'ere. It's rare we gets to hear what's goin' on in Varetta and that's only twenty five miles t'north.'
Hearing the innkeeper mention how far it is to Sommerlund brings a leaden feeling to your stomach. You still have far to go and so little time in which to accomplish your urgent journey. Feeling chastened by the daunting number of miles you must ride, you bid the innkeeper and his daughter goodnight and retire quietly to your room.
Page 56: You sleep well and rise with the cock's crow. When you reach the stable, you discover the innkeeper has already prepared your horse, ready for your departure. You thank him and wave farewell to the cheerful man and his daughter as you set off on the road north to Varetta.
It is midday when you catch your first glimpse of this ancient city. Positioned on a large plateau in the centre of a grassy plain, the blood-red walls and towering spires of Varetta look doubly impressive. As you approach the south gate, you admire the carvings which embellish the city's walls. They depict great dragons with snake-like bodies that intertwine as they flow around the towers and bastions of this ancient city.
The guards at the gate allow you to enter without challenge, and you pass through the grand southern entrance which leads to a flagstoned square.
If you have ever visited Varetta before, in a previous Lone Wolf adventure, turn to 284.
If you have never visited this city before, turn to 62.
Page 284: As you stop to survey the shops and stalls which encircle this busy square, you recall the welcome help you received from Gwynian the Sage the last time you visited here. You remember vividly your meeting with him at the Halls of Learning, but you have no idea whereabouts in this vast city the Halls are located.
If you wish to go in search of the Halls of Learning, turn to 168.
Page 168: You ask a street trader the way to the Halls of Learning and he points impatiently to an avenue on the west side of the square. A rusty plate fixed to the corner building says 'Quill Street'.
You ride along this narrow avenue, which is flanked by aromatic jala houses and perfumeries, until it turns abruptly right into a wider thoroughfare called Brass Street. A smile cracks your travel-grimy face when you see the courtyard entrance to a grand building. It has changed much since you were last here, but despite its new brick and marble façade you recognize Varetta's Halls of Learning.
You ride along a gravelled path to a fountain where you stop to ask a brown-robed scholar if he knows where Gwynian can be found. Without speaking, he points to a nearby hall. A sign hanging over its richly-carved oak door says 'Library'. You thank the robed man and dismount from your horse, leaving him tied to a ring which is set into the wall. Then you push open the door and enter the library's cool interior.
Countless thousands of books and parchments crowd the stone shelves of this magnificent library. Your eyes travel along them until they reach another door at the far end of the hall. There, standing framed in the arch, is the man whose help you seek.
'Welcome, Grand Master,' says Gwynian the Sage. 'I have been expecting you.'
Gwynian ushers you through into an adjoining chamber where floating bulbs of light illuminate a stone table covered with charts and scrolls.
'What news have you of Sommerlund?' you ask anxiously.
'Grave news,' replies Gwynian, with an ominous tone. He picks up a chart from the table and traces a finger across the intricate lines and calculations that embellish its ancient yellowed surface.
'The Dark God Naar has opened a Shadow Gate in the Durncrag Mountains, a corridor between our world and his. By means of this corridor he has sent a host of winged creatures--the Lavas--to assail your monastery. It is his plan to destroy the young order of Kai warriors while you are not able to lead them. The Shadow Gate opened at the time of the last full moon and, since then, the Kai Monastery has been attacked many times. Naar's servants have your stronghold encircled and cut off from the armies of King Ulnar, who has repeatedly sought to break the siege. Your Kai have withstood the attacks well, Lone Wolf, but they are weakening. Only you can save them now.'
'But how?' you ask, shaken by Gwynian's account of the events which have occurred during your absence from the monastery. 'If the armies of King Ulnar are powerless to break the siege, how can I hope to save my brethren?'
'Do not despair, Lone Wolf,' replies Gwynian, reassuringly. 'All is not yet lost. You can save your brave order by closing the gate through which Naar sends his Lavas minions.'
You are about to ask how you could possibly achieve this, how you could close the Shadow Gate, but your urgent question is forestalled when Gwynian raises his hand.
'Patience for just a moment, Lone Wolf,' he says and he allows himself a smile. 'I, humble Gwynian, possess the means by which you can thwart the Dark God's murderous plan.'
From a secret drawer beneath the stone table, Gwynian brings forth a golden crystal the size of an apple. Its multi-faceted surface radiates a myriad tiny beams which shimmer and sparkle with the fiery energy that is locked within its core.
'This is a Sun-crystal, Grand Master,' he says, placing the object into the palm of your hand. Its surface feels pleasantly warm, inviting your touch. 'If you are to save your brethren, you must close the Shadow Gate for good. This crystal can achieve this aim. It contains power sufficient to destroy the Shadow Gate and prevent its return.'
You look down at the glowing crystal with fearful respect. Gwynian notes your concern and smiles.
'You need not fear the crystal's power for it cannot cause harm in our world. Only if it is cast into another plane of existence will its powers be released. Grand Master, you must cast it into the Shadow Gate that Naar has created.'
'So this is how I can save my brethren,' you whisper, as you peer into the glittering head of the crystal.
'Just so,' replies Gwynian. 'Just so.'
'Then I must away at once,' you say, placing the Sun-crystal into the pocket of your tunic. 'Now that I have the weapon I need to save my people, I can stay not a moment longer; I must leave for Casiorn at once.'
'Yes,' says Gwynian, still smiling, 'I know of your plans, and I have made provision for you to travel to the City of Merchants more swiftly. Come, follow me, and all will be revealed.'
Record the Sun-crystal on your Action Chart as a Special Item. You must discard another item in its favour if you already possess the maximum number permissible.
You follow Gwynian through a series of corridors to a stable from where he brings forth a magnificent white stallion, the finest steed you have ever seen.
'This is Wildwind, Grand Master,' says Gwynian, as he strokes the steed's muscular neck. 'He will carry you to Casiorn far swifter than any horse you have known. Swifter than even your own fine steed, Storm.'
You look into Wildwind's intelligent eyes and you detect the faint aura of magic about him. But it is not until you climb into the saddle that you sense his true power.
'A thousand thanks, Gwynian. I am forever in your debt.'
And with these words you bid Gwynian farewell and leave the Halls of Learning. You depart from Varetta through its great east gate and, once outside the city, you spur Wildwind to the gallop. You are astounded by his speed and untiring stamina: Gwynian was right--he is the fastest horse you have ever ridden. In little more than an hour you have covered sixty miles. It is only when you find yourself approaching a stone bridge, commanded by a huge gated archway, that you are forced to rein him to a halt. Above the archway you notice the words 'Denka Gate' engraved into the stone. Below them, written in chalk, is the message 'Toll--4 Gold Crowns'.
After a few minutes, an unshaven old man emerges from a door set into this grand gate. He holds out his hand and demands that you pay him the toll.
If you wish to pay the gateman his toll of 4 Gold Crowns, turn to 74.
If you cannot pay, or if you do not wish to, turn to 331.
Page 74: You leave behind the Denka Gate and follow a road that twists and climbs through densely wooded highland. Once you crest the last timbered hill, you begin a gradual descent towards the Taunor Valley--a fertile expanse of cropland and grassy plain. By dusk you can see the River Quarl ahead and, shortly before nightfall, you cross its fast-flowing waters at a bridge in the centre of Quarlen, a busy town on the caravan route to Casiorn.
Just beyond the bridge you see an impressive hostelry, with adjoining stables. A shield hangs above the courtyard gate displaying its name: 'The Barrel Bridge Tavern'.
If you wish to stop and enter this hostelry, turn to 211.
If you choose to continue your ride to Casiorn, turn to 31.
To rest and delay our travels, or carry on?
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0
DyvionBack in Sunny Florida!!Registered Userregular
edited April 2011
My vote is to carry on. This horse is amazing and I don't want to risk him being stolen.
Dyvion on
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Page 31: A signpost on the road out of Quarlen says 'Casiorn 260 miles'. On a normal horse you would expect the journey to take four days, but on Wildwind you are confident of reaching the City of Merchants before midnight.
Aided by a full moon and your sharp Kai skills, you keep Wildwind on a safe course throughout your long night's ride. Rapidly the miles melt away beneath his hooves and, as midnight approaches, you see the welcoming lights of Casiorn twinkling on the horizon. Using magical spyglasses, the watchful guards above the city's west gate see you coming and set their torches to fire-beacons to help guide you. The gates of the city are thrown open and, as you ride through, you meet with a thunderous welcome from its citizens, rich and poor, many of whom have left their beds to cheer your arrival.
Not until you see the bulbous golden towers of the High-Mayor's Palace do you allow Wildwind to slow his pace. You pass through the palace's grand arch, crafted from marble and gold, and as you bring Wildwind to a halt you see a wondrous skyship hovering over the roof of the High-Mayor's chambers. It reminds you of Skyrider--your friend Guildmaster Banedon's flying ship--although the craft above is sleeker and appears to be fashioned not from wood, but from burnished metal.
'She awaits your command,' says High-Mayor Cordas, as he strides down the steps of his palace chambers with an entourage of guards and advisors scurrying in his wake. 'What do you think?' He beams, pointing to the ship. 'Is she not magnificent?'
'Yes, indeed she is,' you reply, as you dismount from Wildwind who, to your greater astonishment, displays not the slightest sign of fatigue after your incredible ride from Varetta. 'Pray tell me, High-Mayor, what is the craft's name?'
'We call her "Cloud-dancer",' he replies, proudly.
Within the hour you are standing aboard the gleaming steel deck of Cloud-dancer, which vibrates gently in tune to the rising power of its magical engines. The crew of Casiornian engineers set free the hawsers which hold her in place and then, with a farewell wave to Cordas and his court, you give the order for Cloud-dancer to commence her maiden voyage north to Holmgard.
Turn to 60.
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Page 60: Throughout your sky voyage home, your mind is filled with the fear and uncertainty of what may await you in Holmgard. You spend most of the journey on the rear deck, alone with your thoughts, staring down at the land speeding past more than a mile below. You watch as the jungle of the Maakenmire swamp gives way to the barren scrub of the Wildlands. Then, when you catch sight of the Pass of Moytura, your pulse races with excitement for this V-shaped cleft in the southern Durncrags is where the Wildland territories end and your beloved homeland of Sommerlund begins. Yet the excitement you feel here is but nothing compared to your elation when you first glimpse the lights of Holmgard--the Sommlending capital.
Guided by beacons blazing atop the King's Citadel, the crew of the Cloud-dancer bring her gently in towards the city. The craft is made to hover directly above the Citadel and hawsers are lowered to anchor her in position against the wind. Then you descend by rope ladder to the Citadel roof where you are greeted by a distinguished party of Barons and Fryearls, led by King Ulnar himself.
'Welcome home, Grand Master,' he says, his voice breaking with emotion. Then he clasps you to his chest, like a father welcoming home a lost son. 'Thank Kai and Ishir you are safe, Lone Wolf,' he says. 'Now may the darkness of Naar be lifted from our land.'
Turn to 44.
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Page 44: King Ulnar convenes an emergency council of the Sommlending barons in his Chamber of State. When all are assembled, Baron Caldar of Anskaven conducts a briefing, principally for your benefit, outlining the grave situation confronting Sommerlund and, most especially, the New Order of the Kai. You are aware of much of what he says, having been briefed already by Gwynian the Sage in Varetta, but you learn that the Sommlending army has lost many brave men attempting to break the siege at the Kai Monastery and is too weakened, at present, to attack the enemy again.
'Where is Guildmaster Banedon?' you ask, when called upon by the King to speak to the council of war.
'He is at the Kai Monastery,' answers Baron Medar of Tyso. 'He, in company with Lord Rimoah of Dessi and the ten most senior magicians of Toran's Brotherhood, went to the monastery during the early days of the siege. They travelled there aboard the Guildmaster's skyship and . . .' At this point, the Baron hesitates and looks to the King, as if seeking his permission to continue. The King continues on his behalf.
'Grand Master,' he says, his voice heavy, 'the Guildmaster's skyship was seen falling from the skies above the monastery. Border Rangers saw it crash in flames. We . . . we fear that all aboard were lost.'
The King's words come as a terrible blow for Banedon and Rimoah are your closest friends. If it is true, and all of Sommerlund's finest magicians have been lost at a stroke, then the blow is doubly severe. The security of your homeland will have been greatly compromised by their deaths.
If you possess Telegnosis, turn to 252.
If you do not possess this Discipline, turn to 124.
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Page 8: You dare not allow yourself to believe that Guildmaster Banedon and the others are dead. You ask the King to be allowed to travel immediately to the Kai Monastery aboard your flying ship Cloud-dancer so that you may be sure of their fate. King Ulnar considers your request, but he refuses his permission for you to fly to the monastery. He fears that Cloud-dancer could be destroyed in the same manner that Skyrider was felled from the skies. He reasons that if Naar's minions were capable of wrecking a skyship that was protected by twelve powerful magicians, they would have little difficulty in destroying a skyship with no magical defences whatsoever. And, furthermore, he can ill afford to risk losing you in this fashion. You embody Sommerlund's only hope of victory against the forces of Naar in this dark hour.
Turn to 8.
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Page 8: You bow to the King's wishes and resolve, instead, to reach the Kai Monastery by land and destroy the Shadow Gate as soon as you are able. Strengthened by this resolution, you show to the council the Sun-crystal that Gwynian gave you, and you tell them how you intend to use it.
Ulnar and the barons applaud your plan and your steadfast courage. The King places under your command his élite Guard Cavalry regiment, so that you may be able to use them to break through the enemy's line at its weakest point and reach the Kai Monastery. Captain D'Val, commander of the Guard Cavalry, knows where this weak point is and he will guide you to it.
The King dissolves the council and, as the barons return to their armies in the field, he orders you to rest in his chambers for a few hours.
'Get some sleep, Grand Master,' he says, patting you paternally on the shoulder. 'You will need it. You ride with the Guard at dawn.'
Turn to 94.
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Page 94: As the sun rises above the waters of the Holmgulf, it sheds its golden light upon the hopeful citizens of Holmgard who have gathered to cheer your departure. You ride out of the King's Citadel at the head of the Guard Cavalry regiment, with Captain D'Val at your side. Bouquets of Sommlending roses are thrown before the hooves of your warhorse, and your ears ring to the jubilant cries of the crowd as you, and the brave horsemen at your back, ride with pride through the city streets that lead to Holmgard's north gate.
Once outside the city, you order your troop to couch their lances and form up in column, four abreast, in readiness for a swift ride north. At midday, you cross the River Unoram and meet with a patrol of Border Rangers who are guarding a junction. A track emerges from the Fryelund Forest and joins with the main road from the west at this point. Although it is unsigned, you recognize its rutted surface at once: it is the Alema Trail, one of several forest tracks which lead to the Kai Monastery, thirty miles distant. Captain D'Val tells you that the enemy line is weakest at a place several miles along this trail.
The Border Rangers come quickly to attention when they see you approaching. Their leader, a sergeant with a battle-wounded leg, warns you that the enemy were seen earlier flying over this area of the forest. You acknowledge his salute, then you give the order for the regiment to form up in column, two abreast, before leading them along the trail and into the Fryelund Forest.
You have covered less than a mile of this woodland track when you find yourself descending a gentle slope towards a stream, a tributary of the Unoram. There once was a bridge which crossed the watercourse at this point, but it has long since collapsed. Its ancient stones now form a ford which carries the trail over to the far side of the stream.
If you possess Grand Huntmastery, and have attained the Kai rank of Sun Lord or higher, turn to 203.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 151.
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Page 203: Your Kai Mastery alerts you to a beam of ultraviolet light at the exit from the ford. This pencil-thin beam emanates from behind the age-worn keystone of the old bridge, crosses the exit just inches off the ground, and disappears into some bushes opposite.
'Column halt!' you shout, bringing the regiment to a stop at the approach to the ford.
'Is something wrong, Grand Master?' asks D'Val, anxiously.
'Perhaps,' you reply, staring at the beam which is invisible to the captain's eyes. 'Wait here, captain, while I satisfy my curiosity.'
You urge your horse forward and approach the fallen keystone. As you draw closer, you sense that it conceals an explosive device constructed from materials not of this world. It is an elaborate booby trap planted here by Naar's minions, and it is set to detonate should any large creature unwittingly break the beam.
If you possess Kai-alchemy, and wish to use it, turn to 274.
If you possess Grand Nexus, and wish to use it, turn to 71.
If you possess neither of these skills, or if you choose not to use them, turn to 22.
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Overwatch: TomFoolery#1388 Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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(Retired) Let's Play: Lone Wolf
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DyvionBack in Sunny Florida!!Registered Userregular
edited April 2011
Am I the only one that heard Trumpets in my head as he entered the city of Casiorn? And then again upon arrival to Holmgard?
Hrm... remind me what Grand Nexus does again?
e: Withstand corrosive substances for up to an hour.
Amaze the soldiers with your powers of Grand Nexus and get rid of those explosives! We don't have time to go around!
Dyvion on
Steam: No Safety In Life
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
Page 274: You instruct Captain D'Val to retreat with the regiment fifty yards back along the trail. When he has complied with your order, you move upstream until you can see, at an angle, the source of the ultraviolet beam: it is a small metallic polyhedron, studded with rivets.
You utter the words of the Brotherhood Spell Lightning Hand and point the index finger of your right hand at the device. A tingle runs the length of your arm and a crackling arc of power jumps from your finger to the polyhedron. Instantly, there is a violent explosion which peppers the area around the ford with sharp splinters of rock. As the dust of the explosion clears, you signal to D'Val to bring the regiment forward.
'Thank Ishir you're with us,' says the captain, as he leads the men across the ford. 'Without you, this wicked sorcery would have cost us dear.'
Turn to 235.
_________________________________
Page 235: After the explosion at the ford, you sense that the regiment is more wary of the surrounding forest. You proceed at a slower, more cautious pace, and keep a watchful eye on the trail ahead. You have not gone very far when your eagle-eyes detect something amiss in the undergrowth away to your right. You magnify your vision and see a patch of grey among the greens of the forest floor. After a few moments you recognize it to be the sole of a man's boot.
If you wish to halt the troop and examine what you have seen more closely, turn to 171.
If you decide to ignore it and continue along the trail, turn to 280.
Ordinarily I would just auto investigate, but since we just found one trap I figure I should leave it to y'all.
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Overwatch: TomFoolery#1388 Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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DyvionBack in Sunny Florida!!Registered Userregular
edited April 2011
Traps tend to travel in packs? At least where Teemo's are involved! Heyo!
Investigate is my vote.
Dyvion on
Steam: No Safety In Life
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
Page 171: You signal to Captain D'Val to bring the regiment to a halt. Then, as soon as they are stationary, you dismount and move into the undergrowth alone. Stealthily you advance towards the boot, suspecting it to be another of the enemy's booby traps, but when you get to within a few feet you see that it is no trap. A knot tightens in the pit of your stomach and a tear wells up in your eye as you look with pity at what lies here.
Turn to 245.
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Page 245: You have found the body of a Kai Master. His torn and crushed remains are clothed in the grey cloak and tunic that denotes his rank within the New Order. He has been dead for two or three days.
At first you can hardly bear to look at his face, but when you do, you recognize him at once: it is Swift Fire. He was the fastest runner of all the Kai, and you suspect he may have volunteered to use his speed to try to break through the enemy lines. Sadly, it seems, he could not outrun his fate.
Respectfully you cover his face with his cloak and say a short prayer to the God Kai to watch over his spirit. Then you return to the regiment and continue the ride along the trail.
Turn to 280.
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Page 280: Two miles further along the Alema Trail, you catch your first glimpse of Naar's minions. You see five horny-skinned creatures, hovering on the breeze, thirty feet above the distant tree-line.
These creatures have wings and tails that shimmer like burnished gold, and armour-like plates which protect their limbs and bellies. From their beaks protrude snaky tongues, and their claw-like hands and feet are tipped with talons that glint like sharpened knives in the sunlight.
If you have visited Ixia, or Lake Vorndarol, in a previous Lone Wolf adventure, turn to 147.
If you have ever visited these places, turn to 67.
_________________________________________
Page 147: You recognize these creatures at once--they are Lavas, winged horrors from the Plane of Darkness, the domain of the Dark God himself. The memory of your previous experience with these creatures sends a shiver coursing down your spine.
With a silent signal you bring the regiment to a halt. Captain D'Val leans towards you from his saddle and whispers: 'Here is the enemy who have your monastery surrounded, Grand Master, and this is the weakest point in their line.'
'I know this place,' you reply quietly. 'The monastery lies over the next ridge of trees. If we are to break through here, we must be quick about it. These creatures can take to the skies--it would not take them long to summon reinforcements.'
'You are right, Grand Master. The risks are indeed great, but I and my men are willing to take them to ensure your return to the Monastery of the Kai. You must get through. You are the only one who can destroy the Shadow Gate and remove this curse from our land.'
'Very well then, captain,' you reply, unsheathing your weapon. 'Pass the order to prepare to charge.'
Turn to 200.
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Page 200: You lead the regiment along the trail to where the surrounding forest opens out into a shallow meadow. Along the centre of this grassy clearing there meanders a small stream, where a dozen of the winged creatures are spread unevenly along the muddy banks. They are staring intently at the water, seemingly fascinated by the sight of the trout swimming there, and at first they do not see the regiment approaching. You give the signal to change formation, to form into two lines abreast for the charge. Then you glance at the wooded rise on the far side of the meadow, knowing that beyond this ridge lies your goal--the Kai Monastery.
Suddenly one of the creatures hovering over the stream raises the alarm and his ghastly brothers growl with surprise. Unnervingly, they clack their beaked jaws as they survey the King's Cavalry, as if they are relishing the thought of an imminent feast. You order the men to lower their lances and then, with a smile of grim determination on your lips, you spur your horse forward and give voice to your battle-cry: 'For Sommerlund and the Kai!'
The King's Cavalry sweep down the meadow and engulf the winged horrors, driving their lances through their steely hides. You see two of the creatures disappear beneath a thundering wave of hooves, and another two are caught from behind as they attempt to take to the air. You strike one creature a blow to its head as you gallop across the stream. It glances off its iron-hard skull, but the force is sufficient to stun the beast. As it staggers drunkenly in your wake, Captain D'Val, who is leading the second line, veers towards it and runs it through with his lance.
Once you are over the stream, you spur your horse up the grassy rise towards the top of the ridge, now no more than a hundred yards distant. You are within seconds of reaching the crest of the ridge when suddenly one of the creatures comes swooping out of the sky. It fixes you with its glowing eyes and extends its talons as it comes screaming down towards your face.
If you possess Kai-alchemy, and wish to use it, turn to 129.
If you possess Magi-magic, and wish to use it, turn to 37.
If you possess neither of these skills, or if you choose not to use them, turn to 303.
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Overwatch: TomFoolery#1388 Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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(Retired) Let's Play: Lone Wolf
Even though it's kind of a generic choice, I need at least 2 votes (and preferably 3) before I proceed.
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Overwatch: TomFoolery#1388 Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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(Retired) Let's Play: Lone Wolf
Ah shoulda stayed up for the votes last night I guess :P Magic it is!
Page 37: You intone the words of the Old Kingdom Spell Invisible Fist and extend the palm of your right hand, pointing it towards the belly of the swooping beast. You feel a surge of energy leap from your palm and shoot towards the creature. It senses your attack and veers in mid-air to avoid it, but its reactions are too slow to escape being hit. The concussive force of your spell deals a crushing blow to its chest and, momentarily stunned by the impact, the beast loses control and hits the ground with a sickening crunch.
Turn to 215.
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Page 215: Suddenly you hear Captain D'Val's strident voice rising above the din of the battle: 'Ride on, Lone Wolf!' he shouts. 'Ride to the monastery!'
You glance over your shoulder and see the captain and his men locked in combat with the winged creatures. More are swooping in from the east now, drawn by the cries of their brothers. The tide of the battle is turning against D'Val's men and your heart goes out to them as they struggle bravely against increasing odds. Your instinct is to turn back, but you heed the captain's plea and urge your horse on towards the top of the ridge. The best way you can serve these courageous men now is to reach the Kai Monastery and destroy the Shadow Gate.
Turn to 250.
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Page 250: You crest the ridge and your spirits soar when you see the Kai Monastery two miles distant. The chequered battle banner of the Kai flutters atop the Tower of the Sun, proudly defiant in the face of the hordes of winged Lavas circling overhead. The monastery is largely intact, though much of its surrounding wall has been damaged and plumes of smoke rise from the inner keep and training park. Yet, even at this distance, you sense that it is still being held secure from Naar's loathsome minions.
The New Order have indeed proved themselves worthy in your absence. However, the pride you feel for your young acolytes is tempered by the price that has been paid. At the base of the Tower of the Sun you can see the blackened wreckage of the Skyrider, Banedon's skyship, twisted and gutted where it fell to earth. There are bodies strewn about it, but at this distance, even with your magnified vision, you cannot tell if they are friend or foe.
Dusk is already upon the land and darkness will be total within the hour. Mindful of the circling Lavas who command the skies, you decide to abandon your horse and continue from here on foot. It will be harder for the enemy to spot you moving through the forest on foot than if you were to continue on horseback.
If you possess Kai-screen, and have reached the rank of Kai Grand Guardian or higher, turn to 96.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 328.
______________________________________
Page 96: You resolve to reach a clearing in the Fryelund Forest, a mile to the east of the monastery, where a secret entrance and passageway are located. The passage leads directly to your vault beneath the Tower of the Sun, and it is your intention to gain entry to the monastery by this way.
Before you set off towards the woods, you use your psychic Mindblend ability as an extra camouflage precaution. Quickly it proves to be wise, for no sooner have you begun to run for the trees, than a flight of winged Lavas come soaring out of the clouds overhead. You throw yourself to the ground and they pass by without slowing.
Once they have disappeared beyond the ridge, you get to your feet and continue your run for the trees.
Turn to 51.
______________________________________
Page 51: You rush into the forest and glance overhead to make doubly sure that you are not being tracked by the winged Lavas. The darkening sky is clear of the enemy and confidently you press on through the trees, sure in your ability to remain undetected now that you are in your natural environment of the forest.
Soon you reach the clearing and hurry to a boulder which bears the imprint of a human hand. You place your right hand upon it and the imprint fits around it like a glove. Silently a hinged stone slab rises up from the ground revealing a stair that leads down into a brick-lined passageway. You enter and hurry along this familiar tunnel, covering a mile before you come to a door that opens automatically at your approach. Beyond lies the Vault of the Sun, your personal stronghold. It radiates a warm golden light: it is the rays of the Lorestones of Nyxator. Once safely inside your underground lair, you pause to allow the radiant light of the Lorestones to wash over your tired and aching limbs and, within the space of a few heartbeats, the fatigue of your long journey home is melted away (restore all lost ENDURANCE points).
Revived and revitalized, you throw open the door to the vault and see a young Kai Master standing guard at the foot of the tower stairwell. He is Sabre Fox, one of your most gifted students.
'Gr . . . Grand Master!' he stammers, hardly daring to believe his eyes. 'You have returned. Praise the Gods! Our prayers have been answered!'
You smile at the young Kai Master who now has tears of joy in his steel-grey eyes.
'Yes, Sabre Fox,' you reply, 'I have returned. Now let us vanquish this foe and rid our land of their evil shadow.'
Turn to 180.
______________________________________
Page 180: With Sabre Fox at your side, you climb the circular stairs to the Grand Hall of the Tower of the Sun. Excitedly the young Kai Master announces your arrival to the battle-weary Kai who are gathered here, and, at first, they look at you in stunned disbelief. Then the truth of what they see sinks in and they give vent to a loud cheer that can be heard all throughout the monastery.
The news of your return spreads like wildfire. Two of the first to welcome you back are your friend Guildmaster Banedon, and your trusted advisor Lord Rimoah.
'Thank Ishir you are alive, Banedon,' you say clasping his hand in friendship. 'In Holmgard they fear that you and Rimoah were killed aboard your skyship. It gladdens my heart to see this is not so.'
'And it warms me to see you safely home, Grand Master,' he replies.
'Though we've been hard-pressed to keep your home safe in your absence,' adds Lord Rimoah, with a wry smile.
'You both have my deepest thanks,' you reply. 'You took a great risk in coming to the aid of the Kai. I have seen what became of your skyship, Banedon. You were indeed fortunate to have survived.'
'Aye,' he replies, sadly. 'Yet, alas, three of my Brotherhood were not so blessed. They perished when the Lavas dragged us from the skies.'
'Take heart, Banedon, for their deaths will not be in vain. They shall be avenged.' And with these prophetic words you take the Sun-crystal from your pocket and show it to your grieving friend. 'With this crystal I shall destroy the Shadow Gate and put an end to Naar's evil plan.'
Together with Banedon and Rimoah, you make a tour of the monastery to assess for yourself the extent of the battle damage. Your presence among the young Kai greatly improves their morale and strengthens their resolve to withstand the Lavas' siege. You visit every area of the monastery, including the Lore Hall of Solaris where the bodies of those slain in battle have been laid out, awaiting burial. It saddens you to see so many Kai dead and, as you walk among their still ranks, you recognize many in whom you had held high hopes: Spring Rain, Eastwind, Sharp Dove, Deep Heart, Frost Lark, and Firefly. As you turn to leave the Lore Hall, you vow to Banedon and Rimoah that the sacrifice they have made will never be forgotten.
Turn to 256.
______________________________________
Page 256: You return to the Grand Hall where Banedon and Rimoah tell you of the location of the Shadow Gate.
'Kai scouts sighted it in the foothills of the Durncrag Mountains, less than five miles distant, at a place called Raven's Eyrie,' says Banedon.
'I know this place,' you say. 'My old tutor, Storm Hawk, and I camped there on a hunting trip when I was an acolyte, before the war with Darklord Zagarna. There is a track that leads there--I know it well.'
You are determined to destroy the Shadow Gate and you resolve to go to Raven's Eyrie tonight, to carry out the mission. Also you are aware that tomorrow is a very special day. It is Fehmarn--the first day of Spring, a holy day in Sommerlund when traditionally all of the Kai gather at the monastery to reaffirm their fealty to King Ulnar and the God Kai. It is also the anniversary of the massacre of the First Order, the day upon which all of your warrior caste, save you, were massacred by Darklord Zagarna's hordes.
'I will destroy the Shadow Gate tonight,' you vow resolutely, 'and tomorrow we shall celebrate Fehmarn, secure in the knowledge that a lasting peace has returned to our land.'
Moments later, a doleful bell sounds from atop the Durncrag Tower: it is the alarm.
'Hurry, my lords!' shouts a young Kai Savant who comes rushing breathlessly into the Grand Hall. 'The enemy are attacking in force!'
'To your battle positions, my lords!' you command, as you stride towards the door. 'The time has come for you to avenge your dead brothers. Fight well! Fight true! The spirit of the Sun-god Kai is with us this night!'
A great cloud of winged Lavas is speeding towards the monastery from the northwest and they will arrive within a few minutes at most. As you watch the young Kai Lords arm themselves and take up their positions around the monastery, you consider where best to position yourself for the imminent battle.
If you wish to join the acolytes who are lining the battlements of the North Watch, turn to 114.
If you choose to fight from the top of the Tower of the Sun, the highest point in the Kai Monastery, turn to 158.
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What is the point of having followers if you don't allow them to be positioned for a horribly gruesome death while you watch from a safe distance and ready yourself to bravely run away?!?
Tower!
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DyvionBack in Sunny Florida!!Registered Userregular
edited April 2011
You should be ashamed of yourselves! A forward position on the front lines is the only acceptable location for the Kai Master to be!
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Forum was erroring out on me while I made this, so the formatting will be a little halfassed since I was just using a text editor.
Page 158: From the top of the Tower of the Sun you survey the mountainous northern approaches with growing trepidation. Banedon is by your side; so too are Kai Masters Black Hawk and Wild Weasel and a score of Kai warmarns and savants. You sense the lower ranks of the Kai are proud and excited to be stationed here with their Grand Master. Your presence inspires their courage and you feel confident that they will fight exceptionally well in the coming battle.
You look down at the shattered wreck of the Skyrider lying in the monastery grounds far below, and it reminds you of your sky journey from Casiorn to Holmgard. You tell Banedon about the Cloud-dancer and you promise him that, if your mission to destroy the Shadow Gate is successful, you will make a gift of it to him in recognition of the help he has given the Kai in your absence.
'Thank you, Grand Master,' he says. 'Yours is a most gracious gesture.'
Then the first of the Lavas horde are seen, their burnished wings glinting in the moonlight.
'Here they come!' shouts Black Hawk, from the far end of the tower.
'Take up your bows, my lords!' you cry, as the first wave of these winged beasts comes sweeping down from out of the northern sky. 'And make every arrow count!'
If you possess a Bow, and wish to use it, turn to 178.
Page 178: You draw an Arrow and take careful aim at one of the leading Lavas. As it dips its head and opens its jaw, you release your straining bowstring and send your shaft whistling towards its head. The fire-hardened tip penetrates its eye and, with a hideous shriek, it spins end over end before crashing into the parapet of the tower.
'Fire at their eyes!' you shout, and a cloud of Kai arrows is sent screaming through the sky to seek their elusive mark. More than half find their target, decimating the first wave of the Lavas attack at a single stroke, yet those winged creatures who do survive this deadly volley are quickly among the defenders on the tower. Suddenly you are confronted by one of these beasts who attempts to bat you over the parapet with its horny tail. You leap to avoid its scything attack, draw your weapon in mid-air, and strike your first blow the moment your feet return to the tower's flagstones.
Lavas: COMBAT SKILL 48 ENDURANCE 46
If you win this combat, turn to 49.
Combat Ratio: 48 +6 - 48 (enemy) = 6
Endurance: 57(? forum down, but we had a full endurance heal)
Your Random Number was: 8
Your enemy took 14 Damage!
Your enemy now has 32 Endurance Points.
Lone Wolf took 0 Damage!
Lone Wolf now has 57 Endurance Points.
Your Random Number was: 7
Your enemy took 12 Damage!
Your enemy now has 20 Endurance Points.
Lone Wolf took 0 Damage!
Lone Wolf now has 57 Endurance Points.
Your Random Number was: 3
Your enemy took 8 Damage!
Your enemy now has 12 Endurance Points.
Lone Wolf took 3 Damage!
Lone Wolf now has 54 Endurance Points.
Your Random Number was: 1
Your enemy took 6 Damage!
Your enemy now has 6 Endurance Points.
Lone Wolf took 4 Damage!
Lone Wolf now has 50 Endurance Points.
Your Random Number was: 7
YOU HAVE DEFEATED YOUR ENEMY!
Lone Wolf took 0 Damage!
Lone Wolf now has 50 Endurance Points.
Page 49: The defenders on the tower fight like lions. The battle is fierce and bloody throughout the monastery, but the struggle is soon won and the shaken remnants of the winged attackers are repelled with heavy losses. A great cheer goes up as the last of the battered Lavas limps into the air and makes its escape towards the Durncrags.
You leave the Tower and tour the battlements, offering words of comfort to the wounded and praising those Kai who have shown exceptional bravery. You are returning to the Grand Hall when you see Banedon approaching from the other direction.
'The time is ripe for you to begin your mission, Grand Master,' he says. 'The enemy have lost a great number this night--it is unlikely they will return before the dawn.'
'Yes, my friend,' you reply, touching the pocket of your tunic which contains the Sun-crystal, 'you are right. The time has come--I will leave for Raven's Eyrie at once.'
Page 40: You leave the monastery under cover of darkness and set off towards the northwest, into the foothills the Durncrag Mountains. Soon you pick up the trail that leads to Raven's Eyrie and you follow it for a mile to where it crosses a mountain stream. Mist oozes from the peaty soil, breathing a damp film on the surrounding rocks.
You continue beyond the mist-enshrouded stream until you reach a rocky spur of granite called Eagle's Claw. Here you detect a low humming sound and your pulse quickens; you sense you are getting closer to the Shadow Gate. This resonant hum steadily increases in volume the nearer you get to Raven's Eyrie. Then, as you come to within a few hundred yards of the peak, you catch your first glimpse of the Shadow Gate. It is an awe-inspiring sight.
It appears like a black, semicircular cave mouth that seems to hover motionless in the air. Crackling snakes of electrical energy surround its edges, and the air before it writhes and shimmers like a desert mirage. You reach into the pocket of your tunic and remove the Sun-crystal, weighing it carefully in your hand so that you will be ready to throw it accurately when the time comes.
The electrical fire that borders the Shadow Gate suddenly flares and gives off hissing sparks which climb like fireworks into the night sky. Moments later, a trio of Lavas emerge from its total darkness and soar into the air. Judging by their direction of flight, you determine that they are going to reinforce the enemy line which keeps King Ulnar's armies at bay.
You are too far from the Shadow Gate to hurl the Sun-crystal and so, with caution, you begin to inch your way nearer to your goal.
If you possess Grand Pathsmanship and Telegnosis, turn to 291.
If you do not possess both of these skills, turn to 127.
Page 127: ou get to your feet and resume your steady climb towards the gate, now less than a hundred yards distant, but you have taken only a few dozen steps when suddenly another flight of Lavas emerges from the Shadow Gate. You flatten yourself against the damp granite in a desperate attempt to avoid being seen, but in your hurry you lose your footing on the slippery rocks.
Pick a number from the Random Number Table. For every level of Kai rank you have attained above that of Kai Grand Guardian, add 1 to the number you have picked.
If your total score is now 5 or less, turn to 272.
Page 29: You fall among the damp, jagged rocks and gash your head on a pointed outcrop: lose 3 ENDURANCE points.
Your sudden movement alerts a Lavas to your position and it circles around Raven's Eyrie until it is sure that you are human. Then, with a piercing shriek, it comes diving out of the sky with its claws extended and its beaked jaw open wide.
Page 108: The shrieking Lavas snatches you off the mountainside and soars into the air. At first you struggle to free yourself from its mighty claws, but then you see the creature is carrying you directly towards the yawning black maw of the Shadow Gate and you freeze with shock.
Moments before entering this hellish abyss, you look down and get a passing glimpse of the Sun-crystal lying among the rocks, no more than thirty feet from the entrance to the Shadow Gate.
If you possess Grand Nexus, and have reached the Kai rank of Grand Thane, turn to 247.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 88.
Page 247: The instant you pass through the Shadow Gate, you are assailed by howling gales and winds. Yet, despite the freezing coldness of this abyss, you feel no pain. Your body is protected, cocooned and shielded by your advanced mastery of the Discipline of Nexus.
You feel as if both you and the Lavas are whirling downwards in ever-decreasing circles into the core of a vortex, and rapidly you lose all track of time. Then, as abruptly as it began, the whirling ceases and the frigidity of the abyss is transformed into a harsh and blistering heat. Shielded as you are, this extreme temperature feels pleasantly warm. Nevertheless, with fearful apprehension, you force open your eyes to look upon the nightmare realm that now surrounds you.
Page 64: With dread, you cast your eyes across a nightmare landscape that stretches in every direction to a horizon dancing with fire. Streams of blazing lava cut fissures through the coal-black soil, and pools of molten mud, glowing cherry-red, spout geysers of yellow flame that seem to claw vengefully at the orange sky. The heat, and the stench of sulphur, is overwhelming.
The Lavas drops you onto the shifting black soil and soars upwards until it disappears into the roiling clouds. In the middle distance you see a herd of dragon-like creatures, snorting fire as they lumber slowly across this hellish plain. You sense great danger, and when you focus your Kai skills at the approaching leviathans, you are shocked by what you learn.
You have been transported to the Plane of Darkness, the domain occupied and ruled over by Naar, the Dark God. The approaching dragon-creatures are massing to enter the Shadow Gate that lies several hundred yards at your back. They are Naar's newest creations, and you sense that if they are allowed entry to your world, then Sommerlund and the Kai are doomed.
If you possess Grand Nexus, turn to 321.
If you possess a Platinum Amulet, turn to 208.
If you possess a Talisman of Ishir, turn to 18.
If you do not possess this skill, nor either of these Special Items, turn to 131.
We have all of them, but I read ahead and determined the choice really doesn't matter, so I'm going with Nexus.
Page 321: You give thanks for your mastery of Nexus, for you sense that it is protecting your body from the extreme heat and toxic atmosphere of this hellish plane. However, your mastery alone is not sufficient to protect you from the creatures that are now advancing rapidly towards the Shadow Gate.
Page 80: The herd of coppery-red dragons continues its relentless advance across the fiery plain. You count more than a hundred in total, and each one is as long and as broad as a galleon. The largest of their number, who is also the swiftest of foot, comes looming towards you, breathing blasts of blue flame. His scaly brethren halt in their tracks and watch expectantly, through hooded black eyes, as their leader stalks you like a cat preying upon a helpless dormouse.
High above, swooping in and out of the clouds, are scores of cackling Lavas. You sense also another presence, a wispy dark shadow that exudes malevolence. You shudder when you realize that you are in the presence of a manifestation of Naar himself. He has come to witness your doom, to enjoy the sport of your final, futile battle, before he unleashes his dragons upon Sommerlund. The Lavas' attacks were but a preliminary phase of his master plan to destroy Sommerlund and the Kai.
With terror in your heart you retreat across the moving sands in a desperate attempt to reach the Shadow Gate--your only hope of escape. The dragon continues to advance and it utters a thunderous roar as it bares its fangs in preparation for its attack.
If you have a Bow, and wish to use it, turn to 196.
If you do not, or if you choose not to use it, turn to 122.
Page 196: As you draw an Arrow and raise your Bow at the dragon's massive head, you hear the Lavas emitting a sound that approximates laughter. Clearly they are amused by your reliance on such a primitive weapon. Undaunted by their cackling sneers, you pull the bowstring as taut as you can and place your trust in the Gods Ishir and Kai to guide your aim.
If you possess Magi-magic, and have attained the Kai rank of Sun Lord or higher, turn to 297.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 334.
Page 297: You whisper the words of the Old Kingdom Spell Penetrate and direct its power to the tip of your Arrow. Instantly, its steel point and shaft become as hard as diamond. Then, with a prayer to Ishir on your lips, you release your straining bowstring and send the Arrow whistling towards the dragon's head.
Pick a number from the Random Number Table. If you possess Grand Weaponmastery (with Bow), add 5 to the number you have picked. If you possess Grand Nexus, add 2. If you possess Telegnosis, add 1.
If your total score is now 7 or less, turn to 242.
If it is 8-9, turn to 173.
If it is 10 or more, turn to 102.
We got a 6, but +3 Silver Bow +2 Grand Nexus = 11.
Page 102: Your Arrow penetrates deeply into the dragon's eye. Its entire length disappears into the black cornea and he reacts to the sudden, agonizing pain by emitting a ground-shuddering roar. He rears up on his hind legs and, for a few terrifying moments, he claws wildly at the sulphurous sky before keeling over on his side. You have slain the dragon!
Page 24: The death of their leader stuns the dragon herd into frozen silence, and you seize this opportunity to make a dash for the Shadow Gate. Before Naar can direct his Lavas to block your escape, you reach the Shadow Gate and hurl yourself through it into the whirling black abyss.
Page 69: The howling winds of the abyss buffet you unmercifully as you spin around this whirling black vortex. Pressure begins to build in your body, and soon the pain in your head and chest become almost unbearable: it feels as if you are being torn apart.
If you possess Grand Nexus, and have attained the rank of Grand Thane, turn to 187.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 305.
187: You draw upon your Kai Mastery for protection and, gradually, you feel the pain subside. Flashing motes of light are beginning to whirl past you in the inky blackness, and faint sounds are reaching your ears, emanating from a pinpoint of light in the far distance. This speck of light steadily grows until it seems to fill your senses, and, with an abruptness that leaves you gasping for breath, you suddenly find yourself lying face down on a slab of damp granite.
276: Still shaking from the effects of your return through the Shadow Gate, you slowly get to your feet and look out across the surrounding foothills. Here, on your home world, several hours have passed since you were carried through the Shadow Gate and into the Plane of Darkness, and as you survey the land, you notice that the first rays of the Fehmarn dawn are beginning to colour the eastern horizon.
You look down at the mountainous slopes which descend before the yawning black mouth of the Shadow Gate, and, to your relief, you see the faint golden shimmer of the Sun-crystal. It is still lying where it fell, thirty feet below where you are now standing.
If you possess Kai-alchemy, and have attained the Kai rank of Sun Thane or higher, turn to 54.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 10.
Page 54: You recite the words of the Brotherhood Spell Slow Fall and then leap from the rocky slab to where the Sun-crystal is lying, wedged among the rocks. The spell slows your descent, and you are able to land easily. With a growing sense of awe, you take hold of the warm crystal and turn to look back at the Shadow Gate in order to gauge your throw.
The halo of energy which surrounds the Shadow Gate begins to crackle fiercely, and your Kai instincts tingle with a strange and sinister premonition. You can sense that, on the Plane of Darkness, Naar has just consigned his newest champions to the Shadow Gate. His mighty dragon herd is on its way to Magnamund.
As the first rays of the dawn sun spread across the surrounding rocks, you draw back your arm and hurl the Sun-crystal into the gaping maw of the Shadow Gate.
Page 350: There is a blinding flash as the Sun-crystal passes through the Shadow Gate, and a deafening implosion follows which sucks a whirlwind of air and loose rock into its whirling core. For a few moments you hear a terrible, far-off scream: it is the lonely cry of Naar himself, lamenting the destruction of his dragon herd, which, by your action, you have consigned to oblivion. The vortex continues to whirl but it is growing smaller as its collapsing power fades. It shrinks and shrinks until, with a final Crack! it disappears completely.
You return to the monastery where, upon your arrival at the north gate, you are treated to the loud and joyous applause of the young Kai warriors. Banedon and Rimoah praise and congratulate you for your victory over the minions of Naar; it is a victory that will long be remembered in the history of Sommerlund and the legends of the Kai.
Congratulations, Grand Master Lone Wolf. Once again you have triumphed over the evil forces of the Dark God. You are truly a brave and exceptional warrior. Yet the fight against Evil has still to be won. A new and chilling manifestation of this Evil will soon appear in your world, and it is an Evil that will test your skills to the limit. The nature of this challenge awaits you in the next Grand Master adventure, which is entitled:
Wolf's Bane
Wow that felt short! I'll start the next book asap.
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DyvionBack in Sunny Florida!!Registered Userregular
edited April 2011
We are victorious!
Out of curiosity: How would the battle have played out if we had been on the front line? Just a quick summary is all I'm looking for.
e: Also, the bow was finally useful for something.
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Steam: No Safety In Life
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
Out of curiosity: How would the battle have played out if we had been on the front line? Just a quick summary is all I'm looking for.
Just did a play through with that for you. Basically the same (we fight an identical battle) and then meet up at page 40.
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0
DyvionBack in Sunny Florida!!Registered Userregular
edited April 2011
Thanks.
Dyvion on
Steam: No Safety In Life
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
This week has been pretty crazy at work, but not to worry. I have Friday off so I should have plenty of time to launch the next book Thursday night or Friday. Get ready to go Wolf Pack!
Edit: Here's a preview so y'all can start thinking about powers.
The Story So Far
You are Grand Master Lone Wolf, the sole survivor of a massacre that wiped out the First Order of the Kai—the warrior élite of Sommerlund.
It is the year MS 5080, thirty years since your brave kinsmen perished at the hands of the Darklords of Helgedad. These champions of evil, who were sent forth by Naar, the King of the Darkness, to destroy the fertile world of Magnamund, have themselves since been destroyed. You vowed to avenge the murder of the Kai and you kept your pledge, for it was you who brought about their downfall when alone you infiltrated their foul domain—the Darklands—and caused the destruction of their leader and the base of his power that was the infernal city of Helgedad.
In the wake of their destruction, chaos befell the Darkland armies who had been poised to conquer all of Magnamund. This disorder escalated into a mutinous civil war, which allowed the Freeland armies of Magnamund time in which to recover and launch a counter-offensive. Against the odds, a swift and total victory was secured over the feuding Darkland armies.
For ten unbroken years, peace has reigned in Sommerlund. Under your direction, the once-ruined Monastery of the Kai has been rebuilt and restored to its former glory, and the task of teaching a New Order of Kai warriors the skills and proud traditions of your ancestors is also well established. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possess strong latent Kai skills and all show exceptional promise. These skills will be nurtured and honed to perfection during their time at the monastery so that they may teach and inspire future generations, thereby ensuring the continued security of your homeland in future years.
Your attainment of the rank of Kai Grand Master brought with it great rewards. Some, such as the restoration of the Kai and the undying gratitude of your fellow Sommlending, could have been anticipated. Yet there have also been rewards which you could not possibly have foreseen. The discovery that within you lay the potential to develop Kai Disciplines beyond those of the Magnakai (which were thought to be the ultimate that a Kai Master could aspire to) was truly a revelation. Your discovery has inspired you to search for the wisdom and power that no Kai Lord before you has ever possessed. In the name of your creator, the God Kai, and for the greater glory of Sommerlund and the Goddess Ishir, you have vowed to reach the very pinnacle of Kai perfection—to attain all of the Grand Master Disciplines and become the first Kai Supreme Master.
With diligence and determination you set about the restoration of the Kai Monastery and the training of the New Order recruits. Your efforts were soon rewarded and, within the space of two short years, the first raw recruits had graduated to become a cadre of gifted Kai Masters who, in turn, were able to commence the teaching of their skills to subsequent intakes of Kai novices. The Kai Masters rose readily to their newfound responsibilities, leaving you free to devote more of your time to the pursuit and perfection of the Grand Master Disciplines. During this period you also received expert tutelage in the ways of magic from two of your most trusted friends and advisors: Guildmaster Banedon, leader of the Brotherhood of the Crystal Star, and Lord Rimoah, speaker for the High Council of the Elder Magi.
In the deepest subterranean level of the monastery, one hundred feet below the Tower of the Sun, you ordered the excavation and construction of a special vault. In this magnificent chamber wrought of granite and gold you placed the seven Lorestones of Nyxator—gems of Kai power which you had recovered during your quest for Kai knowledge. In this vault, bathed in the golden light of those radiant gems, you spent countless hours in pursuit of perfection. Sometimes alone, sometimes in the company of your two able advisors—Banedon and Rimoah—you worked hard to develop your innate Grand Master Disciplines, and grasp the fundamental secrets of Brotherhood and Old Kingdom magic. During this time you noticed many remarkable changes taking place within your body: you became physically and mentally stronger, your five primary senses sharpened beyond all that you had experienced before, and, perhaps most remarkably, your body began to age at a much slower rate. Now for every five years that elapse you age but one year.
In the years since your victory over the Darklords, peace has reigned victorious and the peoples of the Free Kingdoms have rejoiced in the knowledge that the evil which once threatened to destroy them has been banished from the face of Magnamund. Men have readily exchanged their swords for hoes and their shields for ploughs, and now the only marching they do is along the ruts of their freshly furrowed fields. Few are the watchful eyes that scan the distant horizon in fear of what may appear, although there are still some who maintain their vigilance, for the agents of the Dark God Naar come in many guises and there are those upon Magnamund who wait quietly in the shadows for the chance to do his evil bidding.
Already your newfound skills have been tested against Naar's agents and you have, on each occasion, acquitted yourself admirably. Yet your continuing victories have enraged the Dark God and inflamed his lust for vengeance. Three years ago, you and your new Kai kinsmen achieved a glorious victory over a host of deadly Lavas. These dragon-like horrors were sent by Naar to destroy the Kai Monastery and lay waste to Sommerlund, and yet, despite their supernatural strength, they were defeated in battle by the sheer courage and skill of the New Order Kai who fought magnificently under your leadership.
After the ignominious defeat of his minions, Naar retreated to the Plane of Darkness to plot and scheme anew. Victory at the monastery had won for you a respite in the Dark God's war against Sommerlund and the Kai. The following three years were peaceful for your homeland, yet elsewhere on Magnamund the agents of Naar continued their insidious work. On several occasions your special skills were sought by envoys from foreign realms whose leaders were desperate to rid themselves of Naar's minions. Courageously you undertook many of these dangerous missions and, by succeeding where no other mortal could, you brought fresh glories upon yourself and your fellow Kai.
In the summer of MS 5080, during a return voyage by sea from a successful quest to distant Dessi, an act of sabotage very nearly wrecked the sailing ship that was transporting you home. Only fair weather and skilful repairs by the Sommlending crew saved the ship from being lost in the Gulf of Durenor. When the damaged craft limped into its home port of Anskaven, more than two weeks late, the reception you received was far from welcoming. The normally cheerful seafaring folk of this busy port were in a strangely sullen mood. Clearly they all recognized you, yet none cheered as you disembarked on Anskaven quay. The crowd was quietly hostile. Before you could determine their reasons, the uneasy silence was shattered by a troop of heavily-armoured cavalrymen who came galloping along the quayside, their gleaming swords drawn. The crowd scattered as the horsemen drew up in a circle around you. Their leader, a nervous young lieutenant whose coat bore the black eagle and three hearts motif of Avan Caldar, Baron of Anskaven, curtly ordered you to lay down your weapons. Not wishing to provoke these city troopers, you obeyed the command and allowed them to escort you to Baron Caldar's castle where you felt sure their inglorious mistake would be swiftly punished.
Baron Caldar formally received you in the Great Hall of his castle. You had met previously on many state occasions at King Ulnar's court in Holmgard and had always held each other in high esteem. Yet Caldar, flanked by more than a dozen armed bodyguards, could barely bring himself to conceal his contempt. He spoke to you as if you were a hated criminal. You asked why you were being treated in such a manner, but your pleas fell on deaf ears. Without further explanation, he ordered that you be taken immediately to the dungeons and placed in irons.
Later that evening, using your mental Kai Disciplines to help loosen the tight-lipped resolve of a dungeon guard, you learned the reasons for your apparent fall from grace.
‘You first arrived in Anskaven by ship eighteen days ago, as expected,’ said the gaoler, in response to your psychic commands. ‘Baron Caldar met you personally at the quayside and gave you a horse and six of his best troopers to escort you to Toran. During your ride to that city, they say you murdered his men and burnt their bodies. On arriving at Toran, you tried to assassinate Banedon—the Guildmaster of the Brotherhood of the Crystal Star. He survived, yet much of the Guildmaster's Hall was destroyed by your doing. To cover your escape from the city, you poisoned the wells causing hundreds of deaths. At first it was said that a Helghast had adopted your likeness to gain entry to the Guildhall, but Guildmaster Banedon refuted these claims. He is convinced that you are possessed by the spirit of Naar. The Guildmaster dispatched the Toran militia to spread this message across Sommerlund. A few days later at the forest village of Durnfallow, near Tyso, the Fryearl of Durnfallow was murdered and his manor house was torched to the ground. The villagers say they saw you riding away from the blazing ruins, howling like a crazed wolf. The people are terrified by the thought that Naar has corrupted you—their greatest hero—and turned you against your own. They are scared and they are demanding swift justice. King Ulnar has bowed to their will; he has sent all of his Border Rangers to Tyso with orders to find and kill you on sight.’
The news of your alleged crimes comes as a bitter blow. You are sure that it is all the handiwork of an agent of Naar, and you resolve to find and vanquish this impostor at the first opportunity. However, as you cast your eyes around the damp walls of the castle dungeon, you can only pray to Ishir and Kai that the Baron and his guards will believe your story and allow you a chance to reclaim your honour.
Power Upgrades
Grand Crown
If you are a Grand Master who has reached the rank of Grand Crown, you will now benefit from improvements to the following Grand Master Disciplines:
Grand Weaponmastery
Kai Grand Crowns with this Discipline are consummate masters of unarmed combat. When fighting bare-handed, i.e. without any weapons, they may add 3 points to their COMBAT SKILL.
Animal Mastery
Grand Crowns with this ability are able to plant in the mind of any animal the image of their most feared predator or adversary. Under the influence of this illusion the animal will believe, with all of its senses, that it is being confronted by such a creature instead of a Kai Grand Crown.
Grand Pathsmanship
Grand Crowns with this skill are able to create a clear passageway through dense undergrowth, forest, or jungle. Once having passed through this passageway, the plant material will revert to its normal state. This skill can also be employed by a Kai Grand Crown against magical foliage, or to counter any plant material ranged against him by an enemy.
Kai-screen
Grand Crowns who possess mastery of this Discipline are able to mask the goodly aura which radiates naturally from their minds and bodies. Additionally, Grand Crowns can deliberately alter these auras to give a false impression of themselves to creatures that are sensitive to such psychic auras.
Grand Nexus
Grand Crowns who possess this Discipline are able to speak a Kai Power Word—a holy utterance which will cause physical and psychic damage to any single creature within a radius of thirty feet. The degree of damage so caused, and the resultant drain upon a Grand Crown's reserves of ENDURANCE, are dependent upon individual circumstances. The power and range of this skill increase as a Grand Master rises in rank.
Kai-alchemy
Grand Masters who have reached the rank of Grand Crown are able to use the following Brotherhood Spells:
Teleport—By casting this spell, Kai Grand Crowns can transport themselves physically to any place which they can see with their own eyes. The spell will carry the caster, his equipment, and clothing to his chosen sighted destination. It cannot be used on any other living creature and it will not transport any other living creature along with the caster. Use of this spell will cost the caster between 1 and 5 ENDURANCE points every time it is used. This cost reduces as a Kai Grand Master increases in rank.
See Illusion—Using this spell, a Kai Grand Crown is able to detect an illusion and know immediately its true identity or purpose.
Edit2: By request, current powers
Grand Weaponmastery
This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.
Animal Mastery
Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.
Deliverance (Advanced Curing)
Grand Masters are able to use their healing power to repair serious battle wounds. If, whilst in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This ability can only be used once every 20 days.
Assimilance (Advanced Invisibility)
Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of a few days. They have also mastered advanced camouflage techniques that make them virtually undetectable in an open landscape.
Grand Huntmastery
Grand Masters are able to see in total darkness, and have greatly heightened senses of touch and taste.
Grand Pathsmanship
Grand Masters are able to resist entrapment by hostile plants, and have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.
Kai-surge
When using their psychic ability to attack an enemy, Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, Grand Masters need only deduct 1 ENDURANCE point. When using the weaker psychic attack--Mindblast--they may add 4 points without loss of ENDURANCE points. (Kai-surge, Psi-surge, and Mindblast cannot be used simultaneously.)
Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.
Kai-screen
In psychic combat, Grand Masters are able to construct mind fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increases as a Grand Master advances in rank.
Grand Nexus
Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a Grand Master advances in rank.
Telegnosis (Advanced Divination)
This Discipline enables a Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration, and the protection of his inanimate body, increases as a Grand Master advances in rank.
Magi-magic
Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle magic, as taught to the Vakeros--the native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.
Kai-alchemy
Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artifacts.
Choice comes down to weaponmastery, Kai-surge, or Telegnosis it seems.
No page updates till Friday though -- just in case there is a power relevant choice (also I am le tired).
Tag on
Overwatch: TomFoolery#1388 Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Posts
3DS FC: 0817-3759-2788
This update will have a couple of assumed choices because they are pretty boring and easy to guess the outcome based on past options, so I didn't want to hold everyone up with them. We can go back if there is a cry to make a different choice. If people object to this kind of action let me know and I can switch back to a stricter "stop at choice" model.
Page 42: This village is a run-down shabby-looking place which appears to have seen better days. The timbers of its gaudily-painted houses are riddled with rot, and its citizens have a mean and surly demeanour that you find irksome. You are having second thoughts about stopping at the inn and are only persuaded when you hear the distant rumble of thunder.
To your surprise, you discover the owner of the Pickled Scow to be an unusually kind and cheerful character. For 3 Gold Crowns (erase these from your Action Chart), he and his daughter furnish you with a fine meal and a warm room above their kitchen. Before you retire for the night, they invite you to sample their ale--free of charge. It is a weak but flavoursome brew, and while you sip it in front of the blazing hearth, they tell you stories about the colourful travellers who have spent the night at their inn.
If you wish to ask them if they have heard any news about your homeland, turn to 231.
If you do not, turn to 56.
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Page 231: 'Sommerlund?' answers the innkeeper, quizzically. 'I'm afraid not, kind sir. Your home must be mor'n six hundred miles from 'ere. It's rare we gets to hear what's goin' on in Varetta and that's only twenty five miles t'north.'
Hearing the innkeeper mention how far it is to Sommerlund brings a leaden feeling to your stomach. You still have far to go and so little time in which to accomplish your urgent journey. Feeling chastened by the daunting number of miles you must ride, you bid the innkeeper and his daughter goodnight and retire quietly to your room.
Turn to 56.
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Page 56: You sleep well and rise with the cock's crow. When you reach the stable, you discover the innkeeper has already prepared your horse, ready for your departure. You thank him and wave farewell to the cheerful man and his daughter as you set off on the road north to Varetta.
It is midday when you catch your first glimpse of this ancient city. Positioned on a large plateau in the centre of a grassy plain, the blood-red walls and towering spires of Varetta look doubly impressive. As you approach the south gate, you admire the carvings which embellish the city's walls. They depict great dragons with snake-like bodies that intertwine as they flow around the towers and bastions of this ancient city.
The guards at the gate allow you to enter without challenge, and you pass through the grand southern entrance which leads to a flagstoned square.
If you have ever visited Varetta before, in a previous Lone Wolf adventure, turn to 284.
If you have never visited this city before, turn to 62.
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Page 284: As you stop to survey the shops and stalls which encircle this busy square, you recall the welcome help you received from Gwynian the Sage the last time you visited here. You remember vividly your meeting with him at the Halls of Learning, but you have no idea whereabouts in this vast city the Halls are located.
If you wish to go in search of the Halls of Learning, turn to 168.
If you decide not to seek Gwynian, turn to 237.
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Page 168: You ask a street trader the way to the Halls of Learning and he points impatiently to an avenue on the west side of the square. A rusty plate fixed to the corner building says 'Quill Street'.
You ride along this narrow avenue, which is flanked by aromatic jala houses and perfumeries, until it turns abruptly right into a wider thoroughfare called Brass Street. A smile cracks your travel-grimy face when you see the courtyard entrance to a grand building. It has changed much since you were last here, but despite its new brick and marble façade you recognize Varetta's Halls of Learning.
You ride along a gravelled path to a fountain where you stop to ask a brown-robed scholar if he knows where Gwynian can be found. Without speaking, he points to a nearby hall. A sign hanging over its richly-carved oak door says 'Library'. You thank the robed man and dismount from your horse, leaving him tied to a ring which is set into the wall. Then you push open the door and enter the library's cool interior.
Countless thousands of books and parchments crowd the stone shelves of this magnificent library. Your eyes travel along them until they reach another door at the far end of the hall. There, standing framed in the arch, is the man whose help you seek.
'Welcome, Grand Master,' says Gwynian the Sage. 'I have been expecting you.'
Turn to 268.
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Gwynian ushers you through into an adjoining chamber where floating bulbs of light illuminate a stone table covered with charts and scrolls.
'What news have you of Sommerlund?' you ask anxiously.
'Grave news,' replies Gwynian, with an ominous tone. He picks up a chart from the table and traces a finger across the intricate lines and calculations that embellish its ancient yellowed surface.
'The Dark God Naar has opened a Shadow Gate in the Durncrag Mountains, a corridor between our world and his. By means of this corridor he has sent a host of winged creatures--the Lavas--to assail your monastery. It is his plan to destroy the young order of Kai warriors while you are not able to lead them. The Shadow Gate opened at the time of the last full moon and, since then, the Kai Monastery has been attacked many times. Naar's servants have your stronghold encircled and cut off from the armies of King Ulnar, who has repeatedly sought to break the siege. Your Kai have withstood the attacks well, Lone Wolf, but they are weakening. Only you can save them now.'
'But how?' you ask, shaken by Gwynian's account of the events which have occurred during your absence from the monastery. 'If the armies of King Ulnar are powerless to break the siege, how can I hope to save my brethren?'
'Do not despair, Lone Wolf,' replies Gwynian, reassuringly. 'All is not yet lost. You can save your brave order by closing the gate through which Naar sends his Lavas minions.'
You are about to ask how you could possibly achieve this, how you could close the Shadow Gate, but your urgent question is forestalled when Gwynian raises his hand.
'Patience for just a moment, Lone Wolf,' he says and he allows himself a smile. 'I, humble Gwynian, possess the means by which you can thwart the Dark God's murderous plan.'
Turn to 100.
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From a secret drawer beneath the stone table, Gwynian brings forth a golden crystal the size of an apple. Its multi-faceted surface radiates a myriad tiny beams which shimmer and sparkle with the fiery energy that is locked within its core.
'This is a Sun-crystal, Grand Master,' he says, placing the object into the palm of your hand. Its surface feels pleasantly warm, inviting your touch. 'If you are to save your brethren, you must close the Shadow Gate for good. This crystal can achieve this aim. It contains power sufficient to destroy the Shadow Gate and prevent its return.'
You look down at the glowing crystal with fearful respect. Gwynian notes your concern and smiles.
'You need not fear the crystal's power for it cannot cause harm in our world. Only if it is cast into another plane of existence will its powers be released. Grand Master, you must cast it into the Shadow Gate that Naar has created.'
'So this is how I can save my brethren,' you whisper, as you peer into the glittering head of the crystal.
'Just so,' replies Gwynian. 'Just so.'
'Then I must away at once,' you say, placing the Sun-crystal into the pocket of your tunic. 'Now that I have the weapon I need to save my people, I can stay not a moment longer; I must leave for Casiorn at once.'
'Yes,' says Gwynian, still smiling, 'I know of your plans, and I have made provision for you to travel to the City of Merchants more swiftly. Come, follow me, and all will be revealed.'
Record the Sun-crystal on your Action Chart as a Special Item. You must discard another item in its favour if you already possess the maximum number permissible.
Turn to 323.
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You follow Gwynian through a series of corridors to a stable from where he brings forth a magnificent white stallion, the finest steed you have ever seen.
'This is Wildwind, Grand Master,' says Gwynian, as he strokes the steed's muscular neck. 'He will carry you to Casiorn far swifter than any horse you have known. Swifter than even your own fine steed, Storm.'
You look into Wildwind's intelligent eyes and you detect the faint aura of magic about him. But it is not until you climb into the saddle that you sense his true power.
'A thousand thanks, Gwynian. I am forever in your debt.'
And with these words you bid Gwynian farewell and leave the Halls of Learning. You depart from Varetta through its great east gate and, once outside the city, you spur Wildwind to the gallop. You are astounded by his speed and untiring stamina: Gwynian was right--he is the fastest horse you have ever ridden. In little more than an hour you have covered sixty miles. It is only when you find yourself approaching a stone bridge, commanded by a huge gated archway, that you are forced to rein him to a halt. Above the archway you notice the words 'Denka Gate' engraved into the stone. Below them, written in chalk, is the message 'Toll--4 Gold Crowns'.
After a few minutes, an unshaven old man emerges from a door set into this grand gate. He holds out his hand and demands that you pay him the toll.
If you wish to pay the gateman his toll of 4 Gold Crowns, turn to 74.
If you cannot pay, or if you do not wish to, turn to 331.
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Page 74: You leave behind the Denka Gate and follow a road that twists and climbs through densely wooded highland. Once you crest the last timbered hill, you begin a gradual descent towards the Taunor Valley--a fertile expanse of cropland and grassy plain. By dusk you can see the River Quarl ahead and, shortly before nightfall, you cross its fast-flowing waters at a bridge in the centre of Quarlen, a busy town on the caravan route to Casiorn.
Just beyond the bridge you see an impressive hostelry, with adjoining stables. A shield hangs above the courtyard gate displaying its name: 'The Barrel Bridge Tavern'.
If you wish to stop and enter this hostelry, turn to 211.
If you choose to continue your ride to Casiorn, turn to 31.
To rest and delay our travels, or carry on?
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
Carry on!
Aided by a full moon and your sharp Kai skills, you keep Wildwind on a safe course throughout your long night's ride. Rapidly the miles melt away beneath his hooves and, as midnight approaches, you see the welcoming lights of Casiorn twinkling on the horizon. Using magical spyglasses, the watchful guards above the city's west gate see you coming and set their torches to fire-beacons to help guide you. The gates of the city are thrown open and, as you ride through, you meet with a thunderous welcome from its citizens, rich and poor, many of whom have left their beds to cheer your arrival.
Not until you see the bulbous golden towers of the High-Mayor's Palace do you allow Wildwind to slow his pace. You pass through the palace's grand arch, crafted from marble and gold, and as you bring Wildwind to a halt you see a wondrous skyship hovering over the roof of the High-Mayor's chambers. It reminds you of Skyrider--your friend Guildmaster Banedon's flying ship--although the craft above is sleeker and appears to be fashioned not from wood, but from burnished metal.
'She awaits your command,' says High-Mayor Cordas, as he strides down the steps of his palace chambers with an entourage of guards and advisors scurrying in his wake. 'What do you think?' He beams, pointing to the ship. 'Is she not magnificent?'
'Yes, indeed she is,' you reply, as you dismount from Wildwind who, to your greater astonishment, displays not the slightest sign of fatigue after your incredible ride from Varetta. 'Pray tell me, High-Mayor, what is the craft's name?'
'We call her "Cloud-dancer",' he replies, proudly.
Within the hour you are standing aboard the gleaming steel deck of Cloud-dancer, which vibrates gently in tune to the rising power of its magical engines. The crew of Casiornian engineers set free the hawsers which hold her in place and then, with a farewell wave to Cordas and his court, you give the order for Cloud-dancer to commence her maiden voyage north to Holmgard.
Turn to 60.
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Page 60: Throughout your sky voyage home, your mind is filled with the fear and uncertainty of what may await you in Holmgard. You spend most of the journey on the rear deck, alone with your thoughts, staring down at the land speeding past more than a mile below. You watch as the jungle of the Maakenmire swamp gives way to the barren scrub of the Wildlands. Then, when you catch sight of the Pass of Moytura, your pulse races with excitement for this V-shaped cleft in the southern Durncrags is where the Wildland territories end and your beloved homeland of Sommerlund begins. Yet the excitement you feel here is but nothing compared to your elation when you first glimpse the lights of Holmgard--the Sommlending capital.
Guided by beacons blazing atop the King's Citadel, the crew of the Cloud-dancer bring her gently in towards the city. The craft is made to hover directly above the Citadel and hawsers are lowered to anchor her in position against the wind. Then you descend by rope ladder to the Citadel roof where you are greeted by a distinguished party of Barons and Fryearls, led by King Ulnar himself.
'Welcome home, Grand Master,' he says, his voice breaking with emotion. Then he clasps you to his chest, like a father welcoming home a lost son. 'Thank Kai and Ishir you are safe, Lone Wolf,' he says. 'Now may the darkness of Naar be lifted from our land.'
Turn to 44.
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Page 44: King Ulnar convenes an emergency council of the Sommlending barons in his Chamber of State. When all are assembled, Baron Caldar of Anskaven conducts a briefing, principally for your benefit, outlining the grave situation confronting Sommerlund and, most especially, the New Order of the Kai. You are aware of much of what he says, having been briefed already by Gwynian the Sage in Varetta, but you learn that the Sommlending army has lost many brave men attempting to break the siege at the Kai Monastery and is too weakened, at present, to attack the enemy again.
'Where is Guildmaster Banedon?' you ask, when called upon by the King to speak to the council of war.
'He is at the Kai Monastery,' answers Baron Medar of Tyso. 'He, in company with Lord Rimoah of Dessi and the ten most senior magicians of Toran's Brotherhood, went to the monastery during the early days of the siege. They travelled there aboard the Guildmaster's skyship and . . .' At this point, the Baron hesitates and looks to the King, as if seeking his permission to continue. The King continues on his behalf.
'Grand Master,' he says, his voice heavy, 'the Guildmaster's skyship was seen falling from the skies above the monastery. Border Rangers saw it crash in flames. We . . . we fear that all aboard were lost.'
The King's words come as a terrible blow for Banedon and Rimoah are your closest friends. If it is true, and all of Sommerlund's finest magicians have been lost at a stroke, then the blow is doubly severe. The security of your homeland will have been greatly compromised by their deaths.
If you possess Telegnosis, turn to 252.
If you do not possess this Discipline, turn to 124.
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Page 8: You dare not allow yourself to believe that Guildmaster Banedon and the others are dead. You ask the King to be allowed to travel immediately to the Kai Monastery aboard your flying ship Cloud-dancer so that you may be sure of their fate. King Ulnar considers your request, but he refuses his permission for you to fly to the monastery. He fears that Cloud-dancer could be destroyed in the same manner that Skyrider was felled from the skies. He reasons that if Naar's minions were capable of wrecking a skyship that was protected by twelve powerful magicians, they would have little difficulty in destroying a skyship with no magical defences whatsoever. And, furthermore, he can ill afford to risk losing you in this fashion. You embody Sommerlund's only hope of victory against the forces of Naar in this dark hour.
Turn to 8.
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Page 8: You bow to the King's wishes and resolve, instead, to reach the Kai Monastery by land and destroy the Shadow Gate as soon as you are able. Strengthened by this resolution, you show to the council the Sun-crystal that Gwynian gave you, and you tell them how you intend to use it.
Ulnar and the barons applaud your plan and your steadfast courage. The King places under your command his élite Guard Cavalry regiment, so that you may be able to use them to break through the enemy's line at its weakest point and reach the Kai Monastery. Captain D'Val, commander of the Guard Cavalry, knows where this weak point is and he will guide you to it.
The King dissolves the council and, as the barons return to their armies in the field, he orders you to rest in his chambers for a few hours.
'Get some sleep, Grand Master,' he says, patting you paternally on the shoulder. 'You will need it. You ride with the Guard at dawn.'
Turn to 94.
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Page 94: As the sun rises above the waters of the Holmgulf, it sheds its golden light upon the hopeful citizens of Holmgard who have gathered to cheer your departure. You ride out of the King's Citadel at the head of the Guard Cavalry regiment, with Captain D'Val at your side. Bouquets of Sommlending roses are thrown before the hooves of your warhorse, and your ears ring to the jubilant cries of the crowd as you, and the brave horsemen at your back, ride with pride through the city streets that lead to Holmgard's north gate.
Once outside the city, you order your troop to couch their lances and form up in column, four abreast, in readiness for a swift ride north. At midday, you cross the River Unoram and meet with a patrol of Border Rangers who are guarding a junction. A track emerges from the Fryelund Forest and joins with the main road from the west at this point. Although it is unsigned, you recognize its rutted surface at once: it is the Alema Trail, one of several forest tracks which lead to the Kai Monastery, thirty miles distant. Captain D'Val tells you that the enemy line is weakest at a place several miles along this trail.
The Border Rangers come quickly to attention when they see you approaching. Their leader, a sergeant with a battle-wounded leg, warns you that the enemy were seen earlier flying over this area of the forest. You acknowledge his salute, then you give the order for the regiment to form up in column, two abreast, before leading them along the trail and into the Fryelund Forest.
You have covered less than a mile of this woodland track when you find yourself descending a gentle slope towards a stream, a tributary of the Unoram. There once was a bridge which crossed the watercourse at this point, but it has long since collapsed. Its ancient stones now form a ford which carries the trail over to the far side of the stream.
If you possess Grand Huntmastery, and have attained the Kai rank of Sun Lord or higher, turn to 203.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 151.
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Page 203: Your Kai Mastery alerts you to a beam of ultraviolet light at the exit from the ford. This pencil-thin beam emanates from behind the age-worn keystone of the old bridge, crosses the exit just inches off the ground, and disappears into some bushes opposite.
'Column halt!' you shout, bringing the regiment to a stop at the approach to the ford.
'Is something wrong, Grand Master?' asks D'Val, anxiously.
'Perhaps,' you reply, staring at the beam which is invisible to the captain's eyes. 'Wait here, captain, while I satisfy my curiosity.'
You urge your horse forward and approach the fallen keystone. As you draw closer, you sense that it conceals an explosive device constructed from materials not of this world. It is an elaborate booby trap planted here by Naar's minions, and it is set to detonate should any large creature unwittingly break the beam.
If you possess Kai-alchemy, and wish to use it, turn to 274.
If you possess Grand Nexus, and wish to use it, turn to 71.
If you possess neither of these skills, or if you choose not to use them, turn to 22.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Hrm... remind me what Grand Nexus does again?
e: Withstand corrosive substances for up to an hour.
Amaze the soldiers with your powers of Grand Nexus and get rid of those explosives! We don't have time to go around!
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
Page 274: You instruct Captain D'Val to retreat with the regiment fifty yards back along the trail. When he has complied with your order, you move upstream until you can see, at an angle, the source of the ultraviolet beam: it is a small metallic polyhedron, studded with rivets.
You utter the words of the Brotherhood Spell Lightning Hand and point the index finger of your right hand at the device. A tingle runs the length of your arm and a crackling arc of power jumps from your finger to the polyhedron. Instantly, there is a violent explosion which peppers the area around the ford with sharp splinters of rock. As the dust of the explosion clears, you signal to D'Val to bring the regiment forward.
'Thank Ishir you're with us,' says the captain, as he leads the men across the ford. 'Without you, this wicked sorcery would have cost us dear.'
Turn to 235.
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Page 235: After the explosion at the ford, you sense that the regiment is more wary of the surrounding forest. You proceed at a slower, more cautious pace, and keep a watchful eye on the trail ahead. You have not gone very far when your eagle-eyes detect something amiss in the undergrowth away to your right. You magnify your vision and see a patch of grey among the greens of the forest floor. After a few moments you recognize it to be the sole of a man's boot.
If you wish to halt the troop and examine what you have seen more closely, turn to 171.
If you decide to ignore it and continue along the trail, turn to 280.
Ordinarily I would just auto investigate, but since we just found one trap I figure I should leave it to y'all.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Investigate is my vote.
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
3DS FC: 0817-3759-2788
Page 171: You signal to Captain D'Val to bring the regiment to a halt. Then, as soon as they are stationary, you dismount and move into the undergrowth alone. Stealthily you advance towards the boot, suspecting it to be another of the enemy's booby traps, but when you get to within a few feet you see that it is no trap. A knot tightens in the pit of your stomach and a tear wells up in your eye as you look with pity at what lies here.
Turn to 245.
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Page 245: You have found the body of a Kai Master. His torn and crushed remains are clothed in the grey cloak and tunic that denotes his rank within the New Order. He has been dead for two or three days.
At first you can hardly bear to look at his face, but when you do, you recognize him at once: it is Swift Fire. He was the fastest runner of all the Kai, and you suspect he may have volunteered to use his speed to try to break through the enemy lines. Sadly, it seems, he could not outrun his fate.
Respectfully you cover his face with his cloak and say a short prayer to the God Kai to watch over his spirit. Then you return to the regiment and continue the ride along the trail.
Turn to 280.
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Page 280: Two miles further along the Alema Trail, you catch your first glimpse of Naar's minions. You see five horny-skinned creatures, hovering on the breeze, thirty feet above the distant tree-line.
These creatures have wings and tails that shimmer like burnished gold, and armour-like plates which protect their limbs and bellies. From their beaks protrude snaky tongues, and their claw-like hands and feet are tipped with talons that glint like sharpened knives in the sunlight.
If you have visited Ixia, or Lake Vorndarol, in a previous Lone Wolf adventure, turn to 147.
If you have ever visited these places, turn to 67.
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Page 147: You recognize these creatures at once--they are Lavas, winged horrors from the Plane of Darkness, the domain of the Dark God himself. The memory of your previous experience with these creatures sends a shiver coursing down your spine.
With a silent signal you bring the regiment to a halt. Captain D'Val leans towards you from his saddle and whispers: 'Here is the enemy who have your monastery surrounded, Grand Master, and this is the weakest point in their line.'
'I know this place,' you reply quietly. 'The monastery lies over the next ridge of trees. If we are to break through here, we must be quick about it. These creatures can take to the skies--it would not take them long to summon reinforcements.'
'You are right, Grand Master. The risks are indeed great, but I and my men are willing to take them to ensure your return to the Monastery of the Kai. You must get through. You are the only one who can destroy the Shadow Gate and remove this curse from our land.'
'Very well then, captain,' you reply, unsheathing your weapon. 'Pass the order to prepare to charge.'
Turn to 200.
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Page 200: You lead the regiment along the trail to where the surrounding forest opens out into a shallow meadow. Along the centre of this grassy clearing there meanders a small stream, where a dozen of the winged creatures are spread unevenly along the muddy banks. They are staring intently at the water, seemingly fascinated by the sight of the trout swimming there, and at first they do not see the regiment approaching. You give the signal to change formation, to form into two lines abreast for the charge. Then you glance at the wooded rise on the far side of the meadow, knowing that beyond this ridge lies your goal--the Kai Monastery.
Suddenly one of the creatures hovering over the stream raises the alarm and his ghastly brothers growl with surprise. Unnervingly, they clack their beaked jaws as they survey the King's Cavalry, as if they are relishing the thought of an imminent feast. You order the men to lower their lances and then, with a smile of grim determination on your lips, you spur your horse forward and give voice to your battle-cry: 'For Sommerlund and the Kai!'
The King's Cavalry sweep down the meadow and engulf the winged horrors, driving their lances through their steely hides. You see two of the creatures disappear beneath a thundering wave of hooves, and another two are caught from behind as they attempt to take to the air. You strike one creature a blow to its head as you gallop across the stream. It glances off its iron-hard skull, but the force is sufficient to stun the beast. As it staggers drunkenly in your wake, Captain D'Val, who is leading the second line, veers towards it and runs it through with his lance.
Once you are over the stream, you spur your horse up the grassy rise towards the top of the ridge, now no more than a hundred yards distant. You are within seconds of reaching the crest of the ridge when suddenly one of the creatures comes swooping out of the sky. It fixes you with its glowing eyes and extends its talons as it comes screaming down towards your face.
If you possess Kai-alchemy, and wish to use it, turn to 129.
If you possess Magi-magic, and wish to use it, turn to 37.
If you possess neither of these skills, or if you choose not to use them, turn to 303.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
...Kai-Alchemy? Well, okay.
So says I as well.
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
3DS FC: 0817-3759-2788
Page 37: You intone the words of the Old Kingdom Spell Invisible Fist and extend the palm of your right hand, pointing it towards the belly of the swooping beast. You feel a surge of energy leap from your palm and shoot towards the creature. It senses your attack and veers in mid-air to avoid it, but its reactions are too slow to escape being hit. The concussive force of your spell deals a crushing blow to its chest and, momentarily stunned by the impact, the beast loses control and hits the ground with a sickening crunch.
Turn to 215.
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Page 215: Suddenly you hear Captain D'Val's strident voice rising above the din of the battle: 'Ride on, Lone Wolf!' he shouts. 'Ride to the monastery!'
You glance over your shoulder and see the captain and his men locked in combat with the winged creatures. More are swooping in from the east now, drawn by the cries of their brothers. The tide of the battle is turning against D'Val's men and your heart goes out to them as they struggle bravely against increasing odds. Your instinct is to turn back, but you heed the captain's plea and urge your horse on towards the top of the ridge. The best way you can serve these courageous men now is to reach the Kai Monastery and destroy the Shadow Gate.
Turn to 250.
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Page 250: You crest the ridge and your spirits soar when you see the Kai Monastery two miles distant. The chequered battle banner of the Kai flutters atop the Tower of the Sun, proudly defiant in the face of the hordes of winged Lavas circling overhead. The monastery is largely intact, though much of its surrounding wall has been damaged and plumes of smoke rise from the inner keep and training park. Yet, even at this distance, you sense that it is still being held secure from Naar's loathsome minions.
The New Order have indeed proved themselves worthy in your absence. However, the pride you feel for your young acolytes is tempered by the price that has been paid. At the base of the Tower of the Sun you can see the blackened wreckage of the Skyrider, Banedon's skyship, twisted and gutted where it fell to earth. There are bodies strewn about it, but at this distance, even with your magnified vision, you cannot tell if they are friend or foe.
Dusk is already upon the land and darkness will be total within the hour. Mindful of the circling Lavas who command the skies, you decide to abandon your horse and continue from here on foot. It will be harder for the enemy to spot you moving through the forest on foot than if you were to continue on horseback.
If you possess Kai-screen, and have reached the rank of Kai Grand Guardian or higher, turn to 96.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 328.
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Page 96: You resolve to reach a clearing in the Fryelund Forest, a mile to the east of the monastery, where a secret entrance and passageway are located. The passage leads directly to your vault beneath the Tower of the Sun, and it is your intention to gain entry to the monastery by this way.
Before you set off towards the woods, you use your psychic Mindblend ability as an extra camouflage precaution. Quickly it proves to be wise, for no sooner have you begun to run for the trees, than a flight of winged Lavas come soaring out of the clouds overhead. You throw yourself to the ground and they pass by without slowing.
Once they have disappeared beyond the ridge, you get to your feet and continue your run for the trees.
Turn to 51.
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Page 51: You rush into the forest and glance overhead to make doubly sure that you are not being tracked by the winged Lavas. The darkening sky is clear of the enemy and confidently you press on through the trees, sure in your ability to remain undetected now that you are in your natural environment of the forest.
Soon you reach the clearing and hurry to a boulder which bears the imprint of a human hand. You place your right hand upon it and the imprint fits around it like a glove. Silently a hinged stone slab rises up from the ground revealing a stair that leads down into a brick-lined passageway. You enter and hurry along this familiar tunnel, covering a mile before you come to a door that opens automatically at your approach. Beyond lies the Vault of the Sun, your personal stronghold. It radiates a warm golden light: it is the rays of the Lorestones of Nyxator. Once safely inside your underground lair, you pause to allow the radiant light of the Lorestones to wash over your tired and aching limbs and, within the space of a few heartbeats, the fatigue of your long journey home is melted away (restore all lost ENDURANCE points).
Revived and revitalized, you throw open the door to the vault and see a young Kai Master standing guard at the foot of the tower stairwell. He is Sabre Fox, one of your most gifted students.
'Gr . . . Grand Master!' he stammers, hardly daring to believe his eyes. 'You have returned. Praise the Gods! Our prayers have been answered!'
You smile at the young Kai Master who now has tears of joy in his steel-grey eyes.
'Yes, Sabre Fox,' you reply, 'I have returned. Now let us vanquish this foe and rid our land of their evil shadow.'
Turn to 180.
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Page 180: With Sabre Fox at your side, you climb the circular stairs to the Grand Hall of the Tower of the Sun. Excitedly the young Kai Master announces your arrival to the battle-weary Kai who are gathered here, and, at first, they look at you in stunned disbelief. Then the truth of what they see sinks in and they give vent to a loud cheer that can be heard all throughout the monastery.
The news of your return spreads like wildfire. Two of the first to welcome you back are your friend Guildmaster Banedon, and your trusted advisor Lord Rimoah.
'Thank Ishir you are alive, Banedon,' you say clasping his hand in friendship. 'In Holmgard they fear that you and Rimoah were killed aboard your skyship. It gladdens my heart to see this is not so.'
'And it warms me to see you safely home, Grand Master,' he replies.
'Though we've been hard-pressed to keep your home safe in your absence,' adds Lord Rimoah, with a wry smile.
'You both have my deepest thanks,' you reply. 'You took a great risk in coming to the aid of the Kai. I have seen what became of your skyship, Banedon. You were indeed fortunate to have survived.'
'Aye,' he replies, sadly. 'Yet, alas, three of my Brotherhood were not so blessed. They perished when the Lavas dragged us from the skies.'
'Take heart, Banedon, for their deaths will not be in vain. They shall be avenged.' And with these prophetic words you take the Sun-crystal from your pocket and show it to your grieving friend. 'With this crystal I shall destroy the Shadow Gate and put an end to Naar's evil plan.'
Together with Banedon and Rimoah, you make a tour of the monastery to assess for yourself the extent of the battle damage. Your presence among the young Kai greatly improves their morale and strengthens their resolve to withstand the Lavas' siege. You visit every area of the monastery, including the Lore Hall of Solaris where the bodies of those slain in battle have been laid out, awaiting burial. It saddens you to see so many Kai dead and, as you walk among their still ranks, you recognize many in whom you had held high hopes: Spring Rain, Eastwind, Sharp Dove, Deep Heart, Frost Lark, and Firefly. As you turn to leave the Lore Hall, you vow to Banedon and Rimoah that the sacrifice they have made will never be forgotten.
Turn to 256.
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Page 256: You return to the Grand Hall where Banedon and Rimoah tell you of the location of the Shadow Gate.
'Kai scouts sighted it in the foothills of the Durncrag Mountains, less than five miles distant, at a place called Raven's Eyrie,' says Banedon.
'I know this place,' you say. 'My old tutor, Storm Hawk, and I camped there on a hunting trip when I was an acolyte, before the war with Darklord Zagarna. There is a track that leads there--I know it well.'
You are determined to destroy the Shadow Gate and you resolve to go to Raven's Eyrie tonight, to carry out the mission. Also you are aware that tomorrow is a very special day. It is Fehmarn--the first day of Spring, a holy day in Sommerlund when traditionally all of the Kai gather at the monastery to reaffirm their fealty to King Ulnar and the God Kai. It is also the anniversary of the massacre of the First Order, the day upon which all of your warrior caste, save you, were massacred by Darklord Zagarna's hordes.
'I will destroy the Shadow Gate tonight,' you vow resolutely, 'and tomorrow we shall celebrate Fehmarn, secure in the knowledge that a lasting peace has returned to our land.'
Moments later, a doleful bell sounds from atop the Durncrag Tower: it is the alarm.
'Hurry, my lords!' shouts a young Kai Savant who comes rushing breathlessly into the Grand Hall. 'The enemy are attacking in force!'
'To your battle positions, my lords!' you command, as you stride towards the door. 'The time has come for you to avenge your dead brothers. Fight well! Fight true! The spirit of the Sun-god Kai is with us this night!'
A great cloud of winged Lavas is speeding towards the monastery from the northwest and they will arrive within a few minutes at most. As you watch the young Kai Lords arm themselves and take up their positions around the monastery, you consider where best to position yourself for the imminent battle.
If you wish to join the acolytes who are lining the battlements of the North Watch, turn to 114.
If you choose to fight from the top of the Tower of the Sun, the highest point in the Kai Monastery, turn to 158.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
Tower!
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
Page 158: From the top of the Tower of the Sun you survey the mountainous northern approaches with growing trepidation. Banedon is by your side; so too are Kai Masters Black Hawk and Wild Weasel and a score of Kai warmarns and savants. You sense the lower ranks of the Kai are proud and excited to be stationed here with their Grand Master. Your presence inspires their courage and you feel confident that they will fight exceptionally well in the coming battle.
You look down at the shattered wreck of the Skyrider lying in the monastery grounds far below, and it reminds you of your sky journey from Casiorn to Holmgard. You tell Banedon about the Cloud-dancer and you promise him that, if your mission to destroy the Shadow Gate is successful, you will make a gift of it to him in recognition of the help he has given the Kai in your absence.
'Thank you, Grand Master,' he says. 'Yours is a most gracious gesture.'
Then the first of the Lavas horde are seen, their burnished wings glinting in the moonlight.
'Here they come!' shouts Black Hawk, from the far end of the tower.
'Take up your bows, my lords!' you cry, as the first wave of these winged beasts comes sweeping down from out of the northern sky. 'And make every arrow count!'
If you possess a Bow, and wish to use it, turn to 178.
If you do not, turn to 4.
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Page 178: You draw an Arrow and take careful aim at one of the leading Lavas. As it dips its head and opens its jaw, you release your straining bowstring and send your shaft whistling towards its head. The fire-hardened tip penetrates its eye and, with a hideous shriek, it spins end over end before crashing into the parapet of the tower.
'Fire at their eyes!' you shout, and a cloud of Kai arrows is sent screaming through the sky to seek their elusive mark. More than half find their target, decimating the first wave of the Lavas attack at a single stroke, yet those winged creatures who do survive this deadly volley are quickly among the defenders on the tower. Suddenly you are confronted by one of these beasts who attempts to bat you over the parapet with its horny tail. You leap to avoid its scything attack, draw your weapon in mid-air, and strike your first blow the moment your feet return to the tower's flagstones.
Lavas: COMBAT SKILL 48 ENDURANCE 46
If you win this combat, turn to 49.
Combat Ratio: 48 +6 - 48 (enemy) = 6
Endurance: 57(? forum down, but we had a full endurance heal)
Your enemy took 14 Damage!
Your enemy now has 32 Endurance Points.
Lone Wolf took 0 Damage!
Lone Wolf now has 57 Endurance Points.
Your Random Number was: 7
Your enemy took 12 Damage!
Your enemy now has 20 Endurance Points.
Lone Wolf took 0 Damage!
Lone Wolf now has 57 Endurance Points.
Your Random Number was: 3
Your enemy took 8 Damage!
Your enemy now has 12 Endurance Points.
Lone Wolf took 3 Damage!
Lone Wolf now has 54 Endurance Points.
Your Random Number was: 1
Your enemy took 6 Damage!
Your enemy now has 6 Endurance Points.
Lone Wolf took 4 Damage!
Lone Wolf now has 50 Endurance Points.
Your Random Number was: 7
YOU HAVE DEFEATED YOUR ENEMY!
Lone Wolf took 0 Damage!
Lone Wolf now has 50 Endurance Points.
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Page 49: The defenders on the tower fight like lions. The battle is fierce and bloody throughout the monastery, but the struggle is soon won and the shaken remnants of the winged attackers are repelled with heavy losses. A great cheer goes up as the last of the battered Lavas limps into the air and makes its escape towards the Durncrags.
You leave the Tower and tour the battlements, offering words of comfort to the wounded and praising those Kai who have shown exceptional bravery. You are returning to the Grand Hall when you see Banedon approaching from the other direction.
'The time is ripe for you to begin your mission, Grand Master,' he says. 'The enemy have lost a great number this night--it is unlikely they will return before the dawn.'
'Yes, my friend,' you reply, touching the pocket of your tunic which contains the Sun-crystal, 'you are right. The time has come--I will leave for Raven's Eyrie at once.'
Turn to 40.
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Page 40: You leave the monastery under cover of darkness and set off towards the northwest, into the foothills the Durncrag Mountains. Soon you pick up the trail that leads to Raven's Eyrie and you follow it for a mile to where it crosses a mountain stream. Mist oozes from the peaty soil, breathing a damp film on the surrounding rocks.
You continue beyond the mist-enshrouded stream until you reach a rocky spur of granite called Eagle's Claw. Here you detect a low humming sound and your pulse quickens; you sense you are getting closer to the Shadow Gate. This resonant hum steadily increases in volume the nearer you get to Raven's Eyrie. Then, as you come to within a few hundred yards of the peak, you catch your first glimpse of the Shadow Gate. It is an awe-inspiring sight.
It appears like a black, semicircular cave mouth that seems to hover motionless in the air. Crackling snakes of electrical energy surround its edges, and the air before it writhes and shimmers like a desert mirage. You reach into the pocket of your tunic and remove the Sun-crystal, weighing it carefully in your hand so that you will be ready to throw it accurately when the time comes.
The electrical fire that borders the Shadow Gate suddenly flares and gives off hissing sparks which climb like fireworks into the night sky. Moments later, a trio of Lavas emerge from its total darkness and soar into the air. Judging by their direction of flight, you determine that they are going to reinforce the enemy line which keeps King Ulnar's armies at bay.
You are too far from the Shadow Gate to hurl the Sun-crystal and so, with caution, you begin to inch your way nearer to your goal.
If you possess Grand Pathsmanship and Telegnosis, turn to 291.
If you do not possess both of these skills, turn to 127.
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Page 127: ou get to your feet and resume your steady climb towards the gate, now less than a hundred yards distant, but you have taken only a few dozen steps when suddenly another flight of Lavas emerges from the Shadow Gate. You flatten yourself against the damp granite in a desperate attempt to avoid being seen, but in your hurry you lose your footing on the slippery rocks.
Pick a number from the Random Number Table. For every level of Kai rank you have attained above that of Kai Grand Guardian, add 1 to the number you have picked.
If your total score is now 5 or less, turn to 272.
If it is 6-8, turn to 29.
If it is 9 or higher, turn to 141.
We rolled a 4+4 = 8. Dammit! So close!
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Page 29: You fall among the damp, jagged rocks and gash your head on a pointed outcrop: lose 3 ENDURANCE points.
Your sudden movement alerts a Lavas to your position and it circles around Raven's Eyrie until it is sure that you are human. Then, with a piercing shriek, it comes diving out of the sky with its claws extended and its beaked jaw open wide.
Turn to 108.
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Page 108: The shrieking Lavas snatches you off the mountainside and soars into the air. At first you struggle to free yourself from its mighty claws, but then you see the creature is carrying you directly towards the yawning black maw of the Shadow Gate and you freeze with shock.
Moments before entering this hellish abyss, you look down and get a passing glimpse of the Sun-crystal lying among the rocks, no more than thirty feet from the entrance to the Shadow Gate.
If you possess Grand Nexus, and have reached the Kai rank of Grand Thane, turn to 247.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 88.
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Page 247: The instant you pass through the Shadow Gate, you are assailed by howling gales and winds. Yet, despite the freezing coldness of this abyss, you feel no pain. Your body is protected, cocooned and shielded by your advanced mastery of the Discipline of Nexus.
You feel as if both you and the Lavas are whirling downwards in ever-decreasing circles into the core of a vortex, and rapidly you lose all track of time. Then, as abruptly as it began, the whirling ceases and the frigidity of the abyss is transformed into a harsh and blistering heat. Shielded as you are, this extreme temperature feels pleasantly warm. Nevertheless, with fearful apprehension, you force open your eyes to look upon the nightmare realm that now surrounds you.
Turn to 64.
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Page 64: With dread, you cast your eyes across a nightmare landscape that stretches in every direction to a horizon dancing with fire. Streams of blazing lava cut fissures through the coal-black soil, and pools of molten mud, glowing cherry-red, spout geysers of yellow flame that seem to claw vengefully at the orange sky. The heat, and the stench of sulphur, is overwhelming.
The Lavas drops you onto the shifting black soil and soars upwards until it disappears into the roiling clouds. In the middle distance you see a herd of dragon-like creatures, snorting fire as they lumber slowly across this hellish plain. You sense great danger, and when you focus your Kai skills at the approaching leviathans, you are shocked by what you learn.
You have been transported to the Plane of Darkness, the domain occupied and ruled over by Naar, the Dark God. The approaching dragon-creatures are massing to enter the Shadow Gate that lies several hundred yards at your back. They are Naar's newest creations, and you sense that if they are allowed entry to your world, then Sommerlund and the Kai are doomed.
If you possess Grand Nexus, turn to 321.
If you possess a Platinum Amulet, turn to 208.
If you possess a Talisman of Ishir, turn to 18.
If you do not possess this skill, nor either of these Special Items, turn to 131.
We have all of them, but I read ahead and determined the choice really doesn't matter, so I'm going with Nexus.
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Page 321: You give thanks for your mastery of Nexus, for you sense that it is protecting your body from the extreme heat and toxic atmosphere of this hellish plane. However, your mastery alone is not sufficient to protect you from the creatures that are now advancing rapidly towards the Shadow Gate.
Turn to 80.
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Page 80: The herd of coppery-red dragons continues its relentless advance across the fiery plain. You count more than a hundred in total, and each one is as long and as broad as a galleon. The largest of their number, who is also the swiftest of foot, comes looming towards you, breathing blasts of blue flame. His scaly brethren halt in their tracks and watch expectantly, through hooded black eyes, as their leader stalks you like a cat preying upon a helpless dormouse.
High above, swooping in and out of the clouds, are scores of cackling Lavas. You sense also another presence, a wispy dark shadow that exudes malevolence. You shudder when you realize that you are in the presence of a manifestation of Naar himself. He has come to witness your doom, to enjoy the sport of your final, futile battle, before he unleashes his dragons upon Sommerlund. The Lavas' attacks were but a preliminary phase of his master plan to destroy Sommerlund and the Kai.
With terror in your heart you retreat across the moving sands in a desperate attempt to reach the Shadow Gate--your only hope of escape. The dragon continues to advance and it utters a thunderous roar as it bares its fangs in preparation for its attack.
If you have a Bow, and wish to use it, turn to 196.
If you do not, or if you choose not to use it, turn to 122.
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Page 196: As you draw an Arrow and raise your Bow at the dragon's massive head, you hear the Lavas emitting a sound that approximates laughter. Clearly they are amused by your reliance on such a primitive weapon. Undaunted by their cackling sneers, you pull the bowstring as taut as you can and place your trust in the Gods Ishir and Kai to guide your aim.
If you possess Magi-magic, and have attained the Kai rank of Sun Lord or higher, turn to 297.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 334.
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Page 297: You whisper the words of the Old Kingdom Spell Penetrate and direct its power to the tip of your Arrow. Instantly, its steel point and shaft become as hard as diamond. Then, with a prayer to Ishir on your lips, you release your straining bowstring and send the Arrow whistling towards the dragon's head.
Pick a number from the Random Number Table. If you possess Grand Weaponmastery (with Bow), add 5 to the number you have picked. If you possess Grand Nexus, add 2. If you possess Telegnosis, add 1.
If your total score is now 7 or less, turn to 242.
If it is 8-9, turn to 173.
If it is 10 or more, turn to 102.
We got a 6, but +3 Silver Bow +2 Grand Nexus = 11.
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Page 102: Your Arrow penetrates deeply into the dragon's eye. Its entire length disappears into the black cornea and he reacts to the sudden, agonizing pain by emitting a ground-shuddering roar. He rears up on his hind legs and, for a few terrifying moments, he claws wildly at the sulphurous sky before keeling over on his side. You have slain the dragon!
Turn to 24.
Heh, we're a goddamn sniper.
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Page 24: The death of their leader stuns the dragon herd into frozen silence, and you seize this opportunity to make a dash for the Shadow Gate. Before Naar can direct his Lavas to block your escape, you reach the Shadow Gate and hurl yourself through it into the whirling black abyss.
Turn to 69.
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Page 69: The howling winds of the abyss buffet you unmercifully as you spin around this whirling black vortex. Pressure begins to build in your body, and soon the pain in your head and chest become almost unbearable: it feels as if you are being torn apart.
If you possess Grand Nexus, and have attained the rank of Grand Thane, turn to 187.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 305.
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187: You draw upon your Kai Mastery for protection and, gradually, you feel the pain subside. Flashing motes of light are beginning to whirl past you in the inky blackness, and faint sounds are reaching your ears, emanating from a pinpoint of light in the far distance. This speck of light steadily grows until it seems to fill your senses, and, with an abruptness that leaves you gasping for breath, you suddenly find yourself lying face down on a slab of damp granite.
Turn to 276.
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276: Still shaking from the effects of your return through the Shadow Gate, you slowly get to your feet and look out across the surrounding foothills. Here, on your home world, several hours have passed since you were carried through the Shadow Gate and into the Plane of Darkness, and as you survey the land, you notice that the first rays of the Fehmarn dawn are beginning to colour the eastern horizon.
You look down at the mountainous slopes which descend before the yawning black mouth of the Shadow Gate, and, to your relief, you see the faint golden shimmer of the Sun-crystal. It is still lying where it fell, thirty feet below where you are now standing.
If you possess Kai-alchemy, and have attained the Kai rank of Sun Thane or higher, turn to 54.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 10.
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Page 54: You recite the words of the Brotherhood Spell Slow Fall and then leap from the rocky slab to where the Sun-crystal is lying, wedged among the rocks. The spell slows your descent, and you are able to land easily. With a growing sense of awe, you take hold of the warm crystal and turn to look back at the Shadow Gate in order to gauge your throw.
The halo of energy which surrounds the Shadow Gate begins to crackle fiercely, and your Kai instincts tingle with a strange and sinister premonition. You can sense that, on the Plane of Darkness, Naar has just consigned his newest champions to the Shadow Gate. His mighty dragon herd is on its way to Magnamund.
As the first rays of the dawn sun spread across the surrounding rocks, you draw back your arm and hurl the Sun-crystal into the gaping maw of the Shadow Gate.
Turn to 350.
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Page 350: There is a blinding flash as the Sun-crystal passes through the Shadow Gate, and a deafening implosion follows which sucks a whirlwind of air and loose rock into its whirling core. For a few moments you hear a terrible, far-off scream: it is the lonely cry of Naar himself, lamenting the destruction of his dragon herd, which, by your action, you have consigned to oblivion. The vortex continues to whirl but it is growing smaller as its collapsing power fades. It shrinks and shrinks until, with a final Crack! it disappears completely.
You return to the monastery where, upon your arrival at the north gate, you are treated to the loud and joyous applause of the young Kai warriors. Banedon and Rimoah praise and congratulate you for your victory over the minions of Naar; it is a victory that will long be remembered in the history of Sommerlund and the legends of the Kai.
Congratulations, Grand Master Lone Wolf. Once again you have triumphed over the evil forces of the Dark God. You are truly a brave and exceptional warrior. Yet the fight against Evil has still to be won. A new and chilling manifestation of this Evil will soon appear in your world, and it is an Evil that will test your skills to the limit. The nature of this challenge awaits you in the next Grand Master adventure, which is entitled:
Wolf's Bane
Wow that felt short! I'll start the next book asap.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Out of curiosity: How would the battle have played out if we had been on the front line? Just a quick summary is all I'm looking for.
e: Also, the bow was finally useful for something.
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
The followers of the bow have been vindicated and rejoice! May those who doubted the bow be cast into the eternal flames!
ahhhh skeet shooting.
Just did a play through with that for you. Basically the same (we fight an identical battle) and then meet up at page 40.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
Edit: Here's a preview so y'all can start thinking about powers.
The Story So Far
It is the year MS 5080, thirty years since your brave kinsmen perished at the hands of the Darklords of Helgedad. These champions of evil, who were sent forth by Naar, the King of the Darkness, to destroy the fertile world of Magnamund, have themselves since been destroyed. You vowed to avenge the murder of the Kai and you kept your pledge, for it was you who brought about their downfall when alone you infiltrated their foul domain—the Darklands—and caused the destruction of their leader and the base of his power that was the infernal city of Helgedad.
In the wake of their destruction, chaos befell the Darkland armies who had been poised to conquer all of Magnamund. This disorder escalated into a mutinous civil war, which allowed the Freeland armies of Magnamund time in which to recover and launch a counter-offensive. Against the odds, a swift and total victory was secured over the feuding Darkland armies.
For ten unbroken years, peace has reigned in Sommerlund. Under your direction, the once-ruined Monastery of the Kai has been rebuilt and restored to its former glory, and the task of teaching a New Order of Kai warriors the skills and proud traditions of your ancestors is also well established. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possess strong latent Kai skills and all show exceptional promise. These skills will be nurtured and honed to perfection during their time at the monastery so that they may teach and inspire future generations, thereby ensuring the continued security of your homeland in future years.
Your attainment of the rank of Kai Grand Master brought with it great rewards. Some, such as the restoration of the Kai and the undying gratitude of your fellow Sommlending, could have been anticipated. Yet there have also been rewards which you could not possibly have foreseen. The discovery that within you lay the potential to develop Kai Disciplines beyond those of the Magnakai (which were thought to be the ultimate that a Kai Master could aspire to) was truly a revelation. Your discovery has inspired you to search for the wisdom and power that no Kai Lord before you has ever possessed. In the name of your creator, the God Kai, and for the greater glory of Sommerlund and the Goddess Ishir, you have vowed to reach the very pinnacle of Kai perfection—to attain all of the Grand Master Disciplines and become the first Kai Supreme Master.
With diligence and determination you set about the restoration of the Kai Monastery and the training of the New Order recruits. Your efforts were soon rewarded and, within the space of two short years, the first raw recruits had graduated to become a cadre of gifted Kai Masters who, in turn, were able to commence the teaching of their skills to subsequent intakes of Kai novices. The Kai Masters rose readily to their newfound responsibilities, leaving you free to devote more of your time to the pursuit and perfection of the Grand Master Disciplines. During this period you also received expert tutelage in the ways of magic from two of your most trusted friends and advisors: Guildmaster Banedon, leader of the Brotherhood of the Crystal Star, and Lord Rimoah, speaker for the High Council of the Elder Magi.
In the deepest subterranean level of the monastery, one hundred feet below the Tower of the Sun, you ordered the excavation and construction of a special vault. In this magnificent chamber wrought of granite and gold you placed the seven Lorestones of Nyxator—gems of Kai power which you had recovered during your quest for Kai knowledge. In this vault, bathed in the golden light of those radiant gems, you spent countless hours in pursuit of perfection. Sometimes alone, sometimes in the company of your two able advisors—Banedon and Rimoah—you worked hard to develop your innate Grand Master Disciplines, and grasp the fundamental secrets of Brotherhood and Old Kingdom magic. During this time you noticed many remarkable changes taking place within your body: you became physically and mentally stronger, your five primary senses sharpened beyond all that you had experienced before, and, perhaps most remarkably, your body began to age at a much slower rate. Now for every five years that elapse you age but one year.
In the years since your victory over the Darklords, peace has reigned victorious and the peoples of the Free Kingdoms have rejoiced in the knowledge that the evil which once threatened to destroy them has been banished from the face of Magnamund. Men have readily exchanged their swords for hoes and their shields for ploughs, and now the only marching they do is along the ruts of their freshly furrowed fields. Few are the watchful eyes that scan the distant horizon in fear of what may appear, although there are still some who maintain their vigilance, for the agents of the Dark God Naar come in many guises and there are those upon Magnamund who wait quietly in the shadows for the chance to do his evil bidding.
Already your newfound skills have been tested against Naar's agents and you have, on each occasion, acquitted yourself admirably. Yet your continuing victories have enraged the Dark God and inflamed his lust for vengeance. Three years ago, you and your new Kai kinsmen achieved a glorious victory over a host of deadly Lavas. These dragon-like horrors were sent by Naar to destroy the Kai Monastery and lay waste to Sommerlund, and yet, despite their supernatural strength, they were defeated in battle by the sheer courage and skill of the New Order Kai who fought magnificently under your leadership.
After the ignominious defeat of his minions, Naar retreated to the Plane of Darkness to plot and scheme anew. Victory at the monastery had won for you a respite in the Dark God's war against Sommerlund and the Kai. The following three years were peaceful for your homeland, yet elsewhere on Magnamund the agents of Naar continued their insidious work. On several occasions your special skills were sought by envoys from foreign realms whose leaders were desperate to rid themselves of Naar's minions. Courageously you undertook many of these dangerous missions and, by succeeding where no other mortal could, you brought fresh glories upon yourself and your fellow Kai.
In the summer of MS 5080, during a return voyage by sea from a successful quest to distant Dessi, an act of sabotage very nearly wrecked the sailing ship that was transporting you home. Only fair weather and skilful repairs by the Sommlending crew saved the ship from being lost in the Gulf of Durenor. When the damaged craft limped into its home port of Anskaven, more than two weeks late, the reception you received was far from welcoming. The normally cheerful seafaring folk of this busy port were in a strangely sullen mood. Clearly they all recognized you, yet none cheered as you disembarked on Anskaven quay. The crowd was quietly hostile. Before you could determine their reasons, the uneasy silence was shattered by a troop of heavily-armoured cavalrymen who came galloping along the quayside, their gleaming swords drawn. The crowd scattered as the horsemen drew up in a circle around you. Their leader, a nervous young lieutenant whose coat bore the black eagle and three hearts motif of Avan Caldar, Baron of Anskaven, curtly ordered you to lay down your weapons. Not wishing to provoke these city troopers, you obeyed the command and allowed them to escort you to Baron Caldar's castle where you felt sure their inglorious mistake would be swiftly punished.
Baron Caldar formally received you in the Great Hall of his castle. You had met previously on many state occasions at King Ulnar's court in Holmgard and had always held each other in high esteem. Yet Caldar, flanked by more than a dozen armed bodyguards, could barely bring himself to conceal his contempt. He spoke to you as if you were a hated criminal. You asked why you were being treated in such a manner, but your pleas fell on deaf ears. Without further explanation, he ordered that you be taken immediately to the dungeons and placed in irons.
Later that evening, using your mental Kai Disciplines to help loosen the tight-lipped resolve of a dungeon guard, you learned the reasons for your apparent fall from grace.
‘You first arrived in Anskaven by ship eighteen days ago, as expected,’ said the gaoler, in response to your psychic commands. ‘Baron Caldar met you personally at the quayside and gave you a horse and six of his best troopers to escort you to Toran. During your ride to that city, they say you murdered his men and burnt their bodies. On arriving at Toran, you tried to assassinate Banedon—the Guildmaster of the Brotherhood of the Crystal Star. He survived, yet much of the Guildmaster's Hall was destroyed by your doing. To cover your escape from the city, you poisoned the wells causing hundreds of deaths. At first it was said that a Helghast had adopted your likeness to gain entry to the Guildhall, but Guildmaster Banedon refuted these claims. He is convinced that you are possessed by the spirit of Naar. The Guildmaster dispatched the Toran militia to spread this message across Sommerlund. A few days later at the forest village of Durnfallow, near Tyso, the Fryearl of Durnfallow was murdered and his manor house was torched to the ground. The villagers say they saw you riding away from the blazing ruins, howling like a crazed wolf. The people are terrified by the thought that Naar has corrupted you—their greatest hero—and turned you against your own. They are scared and they are demanding swift justice. King Ulnar has bowed to their will; he has sent all of his Border Rangers to Tyso with orders to find and kill you on sight.’
The news of your alleged crimes comes as a bitter blow. You are sure that it is all the handiwork of an agent of Naar, and you resolve to find and vanquish this impostor at the first opportunity. However, as you cast your eyes around the damp walls of the castle dungeon, you can only pray to Ishir and Kai that the Baron and his guards will believe your story and allow you a chance to reclaim your honour.
Power Upgrades
If you are a Grand Master who has reached the rank of Grand Crown, you will now benefit from improvements to the following Grand Master Disciplines:
Grand Weaponmastery
Kai Grand Crowns with this Discipline are consummate masters of unarmed combat. When fighting bare-handed, i.e. without any weapons, they may add 3 points to their COMBAT SKILL.
Animal Mastery
Grand Crowns with this ability are able to plant in the mind of any animal the image of their most feared predator or adversary. Under the influence of this illusion the animal will believe, with all of its senses, that it is being confronted by such a creature instead of a Kai Grand Crown.
Grand Pathsmanship
Grand Crowns with this skill are able to create a clear passageway through dense undergrowth, forest, or jungle. Once having passed through this passageway, the plant material will revert to its normal state. This skill can also be employed by a Kai Grand Crown against magical foliage, or to counter any plant material ranged against him by an enemy.
Kai-screen
Grand Crowns who possess mastery of this Discipline are able to mask the goodly aura which radiates naturally from their minds and bodies. Additionally, Grand Crowns can deliberately alter these auras to give a false impression of themselves to creatures that are sensitive to such psychic auras.
Grand Nexus
Grand Crowns who possess this Discipline are able to speak a Kai Power Word—a holy utterance which will cause physical and psychic damage to any single creature within a radius of thirty feet. The degree of damage so caused, and the resultant drain upon a Grand Crown's reserves of ENDURANCE, are dependent upon individual circumstances. The power and range of this skill increase as a Grand Master rises in rank.
Kai-alchemy
Grand Masters who have reached the rank of Grand Crown are able to use the following Brotherhood Spells:
Edit2: By request, current powers
This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.
Animal Mastery
Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.
Deliverance (Advanced Curing)
Grand Masters are able to use their healing power to repair serious battle wounds. If, whilst in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This ability can only be used once every 20 days.
Assimilance (Advanced Invisibility)
Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of a few days. They have also mastered advanced camouflage techniques that make them virtually undetectable in an open landscape.
Grand Huntmastery
Grand Masters are able to see in total darkness, and have greatly heightened senses of touch and taste.
Grand Pathsmanship
Grand Masters are able to resist entrapment by hostile plants, and have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.
Kai-surge
When using their psychic ability to attack an enemy, Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, Grand Masters need only deduct 1 ENDURANCE point. When using the weaker psychic attack--Mindblast--they may add 4 points without loss of ENDURANCE points. (Kai-surge, Psi-surge, and Mindblast cannot be used simultaneously.)
Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.
Kai-screen
In psychic combat, Grand Masters are able to construct mind fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increases as a Grand Master advances in rank.
Grand Nexus
Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a Grand Master advances in rank.
Telegnosis (Advanced Divination)
This Discipline enables a Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration, and the protection of his inanimate body, increases as a Grand Master advances in rank.
Magi-magic
Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle magic, as taught to the Vakeros--the native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.
Kai-alchemy
Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artifacts.
Choice comes down to weaponmastery, Kai-surge, or Telegnosis it seems.
No page updates till Friday though -- just in case there is a power relevant choice (also I am le tired).
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf