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1.3.9- Gathering Shadows Saga The saga of Baron Jaysun Valtrith starts on the week just before Friday the 13th, September 2013, the thirteenth Friday the 13th of Dragonfable. An army of undead attacks Falconreach. While the heroes are busy fighting them off, a group of mysterious evil cultists, who controls the army, roams the land in search of evil artifacts. The cultists find a piece of Sepulchure's armor, a burnt Warlic plushie in Xan's fortress, the mask of Sek Duat, a horn of the Ice Dragon Aisha, a piece of Vayle's crystal and her zombie brother Edgar's arm, and a mysterious necklace belonging to a certain "Yalla". On the 13th 13th night, they use these artifacts to summon into Lore the ultimate villain, their master Baron Jaysun Valtrith. Valtrith ambushes you and fights you in Falconreach. You defeat him to discover he was merely testing your skills. He disappears. It takes one month before you meet again. For Mogloween '13, you meet Symone DuBellmount, the ShadowHunter. She is the last of the DuBellmounts, a once feared family of monster hunters. She is after Valtrith in Doomwood. You learn that he has built a castle and is gathering an army of monsters. With Symone's help, you adventure into Castle Valtrith and fight the Baron himself. You defeat him and he explodes. Nothing is left of him. Is it the end? No! On Frostval the Thirteenth '13, Valtrith's cultists appear again. They merge Croft, the Mogloween town, with Frostvale, the Frostval town. They attack both towns with their army of undead monsters. They are searching for more artifacts infused with evil. They take scissors in Croft and search in Frostval for another artifact, but find none. After you defeated the invading army, the cultists' master, the Zealot, appears and tries to defeat you. You defeat him to discover that Valtrith's weakened form has merged with him. The Zealot's head has two faces: the Zealot's, and Valtrith's. (Voldemort-and-Quirrell style!) You ask Valtrith why he's doing all of this, but all he says is "Why not?". The Zealot then runs away. You don't hear of Valtrith again before you receive a mysterious letter from someone who sounds like Sepulchure (it's not confirmed it's Sepulchure), who informs you that the Mysterious Stranger has left traces of his presence in the Deadlands. You have to retrieve a scrap of his cloak before anyone else does. After fighting some undead monsters, you retrieve the evil cloak scrap and run away just as Valtrith's cultists appear! They, too, are after this evil artifact! You manage to escape. On February 2015's Friday the 13th, a small army of undead attacks Falconreach. Due to bad circumstances, the warmongers lose this small war and Ashendal, a godlike mysterious being, has to appear and destroy the rest by himself. However, as you were fighting, someone managed to hide a Doom weapon inside Serenity's Inn. Serenity finds it and from now on, her nightmares begin... for one month, she cannot sleep and always hears voices in her head whispering her abominations. On March's Friday the 13th, Valtrith visits Serenity and offers her a solution to her insomnia. All she has to do is follow him in Doomwood... And so Serenity is kidnapped by Valtrith! The warmongers go all out in a crushing offensive directed at Castle Valtrith. However, for the second time in a row, the war is lost. You arrive too late... Valtrith steals the cloak scrap you held. He also shows you another artifact: a shell of your dragon's egg. Using the powers of the World Destroying Dragon and the Mysterious Stranger, he destroys his previous host, the Zealot, and annihilates Serenity's pure soul to rebirth in an all-powerful form. Serenity is completely consumed. The Doom Weapon merges with her lifeless body to form an abomination, Caitiff. As a Darkness Spirit, Caitiff recognizes the powers of the Mysterious Stranger in Valtrith and obeys him. Valtrith asks Caitiff to destroy you, but Ash Dragonblade protects you with a light shield before Caitiff annihilates you with a really oversized laser beam. This time, you have to flee. Valtrith, for the first time, has won the battle. Now, he is more dangerous than ever. You have to find something written about him that would give you an edge over him, an idea of his weaknesses. On June 2015's Friday the 12th, the shadows gather, but it's not quiiiite Friday the 13th, and your luck holds on. It's time to find the tomb of the Baron. Symone DuBellmount knows his origins: the Valtriths used to be a family of powerful warlords in the Deadlands. They fought endlessly to extend their territory south, in the Maguswood. However, the family's tomb has been lost for 600 years before the Friday the 13th attacks began. You may know someone that will help you find it though... and that is Valencia. Valencia is not happy you are with Symone, as the two of them have previously met and do not like each other, but she agrees to help you when she learns Serenity has been killed. She knows the location to the Valtrith tomb, and she leads you there. After solving a puzzle that indicates the right door, you enter the tomb, but a trap activates, scattering your group. You wake up alone in the tomb. You explore this dark place. There are numerous Valtriths buried there and some have come back as angry ghosts haunting their tomb. You find an alchemy lab with the recipe of an eternal slumber potion - the parchment is stained with tears -, a room that seems to have served to torture prisoners, a room with a furiously hacked to pieces dragon statue and a clawed painting. There hangs a key that you take. You then keep exploring the tomb and find the following note: quote:
--ther -nd Fath-- --e g-n-. Jays-- w-- ti--d of wa---ng to --ad. Wh-- -an - -o? On the DragonFable forums, forumite megakyle777 filled the letter gaps, leading to this message: quote:
Mother and Father are gone. Jayson was tired of waiting to lead. What can I do? You keep exploring the tomb and find Symone in the last room, the tomb of Elias and Pamela Valtrith and, last of their line, Jaysun Valtrith, greatest of the Valtriths warlords, and his sister Dyana. Symone has found a cultist hood in that room, so you're not the only one who have found this place... a tarantula sneaks on Symone, but Valencia kills it with a dagger throw. When she pulls her dagger out of the wall, a curtain falls, revealing this painting! You find a hidden passage and manage to crawl into the ruins of Castle Nostromo, the ancestral Valtrith family castle. It's in ruins. Valencia notices a scrap of blue cloak that seems familiar... before Symone sets foot on a skeleton. The creak echoes and an enormous shadowy figure is awoken! You run into the first room you find and Valencia applies an attack-repelling scroll she found in the Oaklore Closet on the door. The unknown beast savagely attacks it before going away. It seems that you didn't just find any room... you're in Dyana Valtrith's room. You find a diary on the table. You sit to read it, hoping it contains more helpful informations on Serenity/Dyana, Jaysun, the castle and, hopefully, a way out. Here's what you discover... quote:
(Page 1) I hate it here. I hate my family. Why couldn't I have been a Valorous? We're supposed to hate them because the dragons favored them and then Lord Valorous disappeared with their gift... I bet he went on an adventure! He went to save a town from the Night Knight Pugs Frydae or the Goddess Arkana! He's probably been trapped in a dungeon or under a spell for the last 400 years... one day he'll come back with the dragon's gift and I won't have to be afraid anymore. He'll save me and all the townspeople from my family and we'll go and stop the Drakaths, and the Frydae's, and the Darkspyre's. and the Duat's and all the fighting will finally be over.... (Page 2) Jaysun broke all my mixing bowls. Mother just looked at me with disappointment. How am I supposed to defend myself against him? I hate fighting. I hate hurting people. Jaysun loves it! "He's already broken three masks and he's two years younger than you!" I hate masks. I hate them! Mother and Father took us both down to the tomb so he could hang his masks and with every coffin we passed, Jaysun just bragged about how he would have even more broken masks than Great Great Great Grandma Ripley or ol' Grandpa Fredrick. It just creeps me out to go down there..... (Page 3) Grandpa Walter said he would teach me about potions. If I can't fight with my fists, I can fight with my mind he said. "If you learn enough, you could be the 'danger"". I don't want to be the danger... I want to be the one who bakes. But maybe I can learn to make a potion to make Jaysun turn into a frog! (Page 4) I took the last sweetroll and I made Jaysun mad... I didn't know he wanted it! I didn't mean to make him mad! He took me to the center of the castle... to the old bricked up door... and he just put his hand on it and said he'd let it out. He'd let out the thing Great Grandma Ripley trapped and it would eat me. I hate him. (Page 5) I don't know why they even want me at war council meetings. I'd rather be baking or cleaning or painting or... anything! I guess Father still holds out hope that I'll discover my "inner warrior". It's all just yelling back and forth. Jaysun wants to attack the Drakaths, the Duats, the Iadoas... just everyone! Mother and Father, for all their pride at his pile of broken masks, keep trying to advise caution... to get him to plan his attacks. But Jaysun doesn't like to wait for his enemy to come to him. (Page 6) Jaysun... he found something out in Deadlands. It's a cape. Made of shadow. He says it's made of his enemies souls. That with every soul he traps, he'll become even more powerful. I'm scared for the Drakaths... for the Duats.... for the Darkspyres... for everyone. (Page 7) Mother and Father are... gone. Jaysun was tried of waiting to take over and he... he devoured them.... I thought that his cape was going to take me too but... but he just laughed and I said that I was wasn't worth it... that he needed someone to bake his bread. (Page 8) I remember what Grandpa Walter taught me. I remember the stories about Lord Valorous, I've heard about the bravery of Ash Alteon, of the horrors that Great Grandpa Ripley went through to take this castle and trap the evil inside it.... I can't... I can't kill him... but I can stop him. I can be brave... I can be the danger... I can stop Jaysun. I have to. (Page 9) Oh, by the Avatars... what's happened? How long have I been asleep for? A man in a hood pulled me from my tomb... My tomb! There were shadowy figures around Jaysun's tomb... but all that was left was his mask surrounded by shadow. He should have been asleep! The potion worked on me.... Did... did his shadow cape devour him too? The castle is in ruins... I managed to escape them and get to my room but... but whatever was trapped in center is out now. I can hear the screams.... They wanted me to show them the way out but they have the cape.... I can make a potion to forget.... then no one will ever find it. The Valtrith Clan will finally be buried. (noteworthy fact: while you're reading Valencia does one-armed pushups. Because she's awesome like that.) And while you're digging into the diary, Symone leaves the room to hunt whatever creature attacked. She runs around the castle and eventually finds herself in the ruins of a MechQuest Mech corrupted by the Shadowscythe. In a room, she meets an Ashendal head that informs her of the Reset and how, due to the accident with the cappuccino maker, it got corrupted and there were errors like this one. Castle Nostromo is actually built on the ruins of the Mech. An ancestor of Dyana and Jaysun, Ripley Valtrith, found the Mech and imprisoned the large, dragony beast that inhabited it, then built Castle Nostromo on top of it. Symone, of course, doesn't understand anything of what Ashendal's head says. (Ashendal then breaks the fourth wall by addressing the player and saying we can discuss that in the Lore thread. Because Ashendal can do that, that's why.) Symone keeps running around in the Mech ruins and eventually finds an abandoned Skeleton Exo-Suit. She puts it on and hears a strange noise... and there comes an overly large Void Dragon, the Void Queen! With her Exo-Suit, Symone manages to defeat it. She goes back to Dyana's room with proof of her success (that is, throwing a bloody Void Dragon paw at Valencia's head. Eww.) The three of you escape Castle Nostromo on griffin's back. But wait... somewhere in the gloom what seems to be a Void Dragon Egg creaks and hatches. It is then followed by dozens... hundreds of similar eggs! You return to Maguswood forest. You have learned a lot, but what you still don't know is what happened to the Cultists who managed to escape Castle Nostromo... and why Dyana became Serenity, the Innkeeper of Falconreach. It's true the Friday the 13th attacks began after she became Innkeeper... so you should ask the person behind these attacks: Zorbak himself. Problem is, you don't know where Zorbak is. You do know that the Guardians keep records on local troublemakers though, so that's where you should check. The Guardian Tower is closed and locked, but hey, who needs front doors anyways? You can just enter by the window! Once there, you find out that Zorbak... is actually living in the Guardian Tower! The Guardians don't know he is here, and he was forced to flee the Rose, being a necromancer. Zorbak reveals that he actually was a member of the Dark Cult! Why? He wants Jaysun's cape. He doesn't know how it works though, and his best chance at finding out is to keep contact with the Cultists. After they evaded Castle Nostromo, the cultists came with Serenity to see Zorbak. He convinced them to put Serenity in the Inn and he promised he would watch her for them. Since then, he launched little invasions he filled with pushovers (I mean, trees throwing squirrels... seriously?) and sent in reports about Serenity's inactivity. He was the one that convinced the cultists that they should gather artifacts from villains to resurrect Jaysun - and beyond his expectations, that actually worked. In return... he could scry on the Cultists to gather informations. You convince Zorbak to let you use his scrying technique to spy on Caitiff and the Cultists. He agrees, specifying he has zero faith in you, and you spy on Caitiff. You see the monster walking in Doomwood and destroying a werewolf that attacked it. You then see Caitiff controlling Doom weapons above the carcasses of various cultists and Doomwood monsters. It's learning... to make more! Aaaaaand here comes Friday the 13th again. Jaysun casts the Dark Night, a sea of darkness, around Falconreach and Oaklore, and besieges the two towns. Those who wandered out of the towns are trapped in the fog, taken prisoners. Somehow one of the Guardian prisoners had a Doom Weapon with him. Caitiff asks Jaysun if it can use them for its experiments, recognizing another Shadowscythe spirit named "Opprobrious" in the Doom Weapon, but Valtrith does not grant Caitiff this right. He says it will have the bodies after the invasion. You fight the invading army of Undead, Deadwood, Eyeballs and Cultists with the Rose and the Guardians' help. After 60% of the army is defeated, Jaysun casts another dark spell and makes two catapults appear: one in Oaklore, one in Falconreach. Both are accompanied by a note. You pick up the note with the Falconreach catapult and read: quote:
"You can end this now. Fire on Oaklore and not only will the darkness recede, but you'll eliminate one of your many enemies. Wait too long... and Oaklore will eliminate you. Be the hero that this world deserves. ~JV A Guardian asks you to fire that catapult and end this, but you strongly refuse. After all, anything Valtrith wants you to do... you should definitely avoid to do. The rest of the invading army is destroyed with an extraordinary speed by the warmongers, and you head into the fog with Symone, Valencia, Ash, a Guardian and an Energizer with torches to avoid getting swallowed up. You spot three Cultists and Symone is about to shoot them... but Valencia discovers the catch: the "cultists" are actually the prisoners in disguise! Valtrith wanted you to kill them! You free the prisoners of their bonds and are about to leave, but then three real Cultists get out of the fog. Angry because you didn't fall into their trap, they sacrifice their souls to Darkness (well that escalated quickly!) to empower the Doom Weapon Opprobrious... who slams into the Head Cultist and merges with him. However, the possession is not complete: Opprobrious does not fully merge because "this one" has not bonded with the Doom Weapon. Opprobrious and the two Soulless Cultists fight you, but you defeat them. The Head Cultist explodes and Opprobrious, back in Doom Weapon form, retreats to Valtrith. Jaysun launches his last move: using his shadow powers he activates himself the catapults of Falconreach and Oaklore. Your dragon shoots into the sky and stop the boulder heading towards Oaklore while the Oaklore Rose Energizers stop the boulder heading towards Falconreach by charging their Catapult with... the Pactogonal Table. They shoot the Table, which completely demolishes the shadow boulder. A shower of dark sparks rain on the two towns. The last of the dark clouds dissipate. Caitiff asks Valtrith if it can destroy the town and is about to unleash her giant laser when Valtrith refuses, leaving Caitiff confused. He ponders about his first days with the Shadow Cape, allowing himself to be rash and attack without thinking. Now, though, even lowly guards carry weapons of great power. He has to think and plan... something else. In the end, he will bring Doom to everything standing in his path! But hey, there was a shower of dark sparks raining on the two towns after the Table demolished the boulder, right? Right. Well, it seems to be spreading some... sickness. You gather ingredients to help Elysia, Sir Junn and Twilly create a remedy that heals the sick ones. Meanwhile, in Castle Valtrith, Caitiff and Opprobrious discuss. Opprobrious complains about the wrong vessel having been provided during the Dark Night War: it spent years bonding with a warrior only to be given a soulless fanatic to possess. It tries to convince Caitiff that the Baron isn't worthy to follow, even if he has the power of the Elder One, because the Elder One failed the ShadowScythe, too. Now it lies broken while Caitiff, in possession of a corpse, will see it rot and decompose. Opprobrious keeps on before Caitiff, exasperated, fires its laser and disintegrates it. Caitiff will have to succeed in its mission. It must study. And if the Hero hasn't failed, then it will study... you! To be continued on entry 1.3.11- Caitiff's Study. Link: Baron Valtrith, Castle Valtrith Also see: 1.1.17- The Final 13th, 2.5.2- Save Lymcrest, 1.1.9- Light Orb Saga and Sandsea War, 1.1.11- Ice Orb Saga, 1.1.10- Darkness Orb Saga, 3.1.13- The 13th 13th (September 2013), 3.1.14- Frostval the 13th (December 2013), 3.1.16- Friday the 13th War (February 2015), 3.1.17- Serenity Before the Storm (March 2015), 2.1.2- MechQuest Crossovers, 1.3.11- Caitiff's Study 1.3.10- Swordhaven Saga You have received an invitation from Jaania herself to enter Swordhaven. You find the town at peace: the Rose has the situation under control, there are no bandits nor annoyances anywhere. It's peace. You find Konnan himself in the residential quarters, working in the town. He wants to amend for his past mistakes. You pay a visit to the Swordhaven Library. You open the door to find the librarian going through some books and old papers, looking for something specific. You want to ask her a few questions, but when she turns around, you realize... it's Circe, the mercenary Donovan hired to break the bond between Vilmor and Cryozen! She looks extremely surprised to see you. You start fighting, then a Rose soldier starts knocking at the door asking if everything is alright. Circe threatens you to scream and end your visit, since your presence here is so precarious, but you counter-threat her to reveal her true identity. How much time, you ask her, does she need to find whatever she's paid to find? Out of a tacit agreement, you both decide to pretend like everything's alright. Circe opens the door to the Rose guard and explains how the shelves fell off and you are helping her putting everything back. The Rose guard leaves. Now that you have peace, you ask Circe what exactly she is doing here. It appears that one of the King's daughters has been trying to find out more information on the Rose and isn't satisfied with what she has. Of course, Circe only helps her for the gold. You ask for her help: you, too, need more information on the Rose and with her, you could find a way to sneak into Jaania's Ivory Tower. Since she needs you not to speak about her true identity, Circe agrees to help you. She sneaks up on the guards through the sewers and puts them asleep. This is as far as she goes. You sneak into the Tower's basement, knocking a few enslaved creatures on the way, and find a locked door. As you are wondering, a very, very large creature sneaks up on you and brutally hits you. You regain consciousness as you see a brown muscular creature walking back and forth. It looks like some kind of nature-aligned giant named "The Beastmaster", and it says you don't belong in here. You fight. It tells you there is strength in you, and conflict; to which you reply that the giant forest creature that lives in the basement of a stone tower in the middle of a city is telling you you're conflicted. The Beastmaster says you invaded, you hurt those he cares for. You tell him you're trying to stop the one who captured all of them. You fight again. The Beastmaster wonders about humans' strangeness. He recalls he trained one of them in the ways of the Beastmaster. You suddenly understand he's talking about Grams. He asks if she's alive, and you tell him you don't think so. He keeps reminiscing: other humans have hunted him, hurt him. Then the forest... the elementals... everything cried out in pain and he could not heal it. Then, the frozen one came... and gave him purpose again. To which you ask how exactly she gave him purpose again: with shackles, trapped inside stone walls? You anger him and you fight for a third time. Suddenly, a wall of ice separates you from the Beastmaster. Jaania enters the room and just tells you that the front door was available. Antagonizing her Beastmaster and his charges was... not necessary. You follow Jaania to her chambers in a very awkward scene. She explains why she froze you with Alexander and Warlic: she did not know you well and saw you working very closely with the demented Xan. How would she know you were, or were not, to be trusted? She loved magic once, and the way it could be used to help others. Now, though, she has seen and experienced too much of the threat it poses. She shows you a special mirror in her chambers. Looking at it, you suddenly see Swordhaven ablaze. Imps and fire elementals roam the burning city, casting fire around them wherever they go. Insane laughter is heard in the background. She explains what you just saw: it's Swordhaven now, should you have failed to free her from her icy prison. This mirror is a window to other timelines. And Jaania can view them all. She has seen worlds where your cruelty rivaled the Mysterious Stranger... but more often than not you've preserved as a force of good. She wanted you to have a chance in this one as well. You leave. Shocked by what you just saw, you need to collect yourself and think a bit. Meanwhile, Jaania remains in the chamber with the magic mirror, which displays an image of an older mage with blue hair with a bright smile: Alexander, or what he could have become... Some time passes. You've had time to think and, going back to the city, you notice a paper on the quest board calling all champions to the annual Swordhaven Tournament! Thinking it's the perfect opportunity to attract the King's attention. Turns out the price is both a hefty sum of gold and an audience with the King himself! Many contestants have registered, including the legendary four-times champion, Fangblade. A girl named Falwynn recognizes you and tries to speak to you, but you get sorted into brackets before you get the chance to talk. Your first fight is with a veteran knight named Sir Ruppenwaffles. At the announcement of your name, Alteon stands up in shock before a Rose guard tells him to sit down. You defeat Sir Ruppenwaffles, then proceed to the next match with a warrior from Swordhaven's very own court: Phoenix Edgeworth. You defeat him too because you're that good. You then sit to watch Falwynn's match against... Fangblade himself! Before Falwynn gets a chance to act, Fangblade destroys her crossbow with his gigantic axe, then kicks her away. He throws his axe at her to behead her!... but you intervene. The axe is flung aside. Now, the real match... is between you two. Meanwhile, Jaania is writing something in the Ivory Tower. Somebody named Amadeus enters to give her monthly reports. She tells Jaania everything about you defeating Sek Duat with Magus Hansa, new recruits, the splendid job Magus Neron does in Amityvale and the new vampire nest in Doomwood, led by Safiria. An outpost has finally been assembled at the foot of Kaer Sierra and the mages have begun studying the Fissure. Jaania wishes to go there herself, but she must wait after the ball at Swordhaven. Amadeus then hands her a letter coming from the Magesterium, in Azaveyr's Capitol. The content of the letter shocks Jaania, who quickly writes a response. She asks Amadeus if she is feeling well and if anyone is bothering him. Amadeus visibly does not want to talk about it though... We return to the Tournament of Champions. Falwynn is okay though a bit injured. She is sent to the medical team. You ask the Rose guards why they didn't do anything to prevent this, and they just say they "had their orders". A glimpse of Akanthus heading away from the stadium is shown... Falwynn, before heading out, encourages you to win this thing. She says if anyone can convince the King about the Rose's wrongdoing, it's you. It's time to fight Fangblade himself. (and of course you win.) While the defeated champion is forced to leave the battlefield, the announcer calls for the grand finale!... wait! Wasn't Hero vs Fangblade the finale? Hehehe, nope. Only the west division finale. For the very last match, you're going to fight a newcomer, clad in a very modern white suit... the rookie contender, Faust! After a long and difficult battle, Faust just stops fighting. As much as he'd love to stay and chat, it seems you're going to have to finish it some other time, because he... concedes defeat! The mysterious man just walks away while everybody is trying to understand why he did that exactly. But hey, it means you're the champion! Alteon invites you to speak with him, as you have much to talk about, but his Rose guards say Akanthus has insisted that Alteon does not follow through his meeting with you... it could pose risks. To avoid conflict, you don't protest. Instead, the king invites you to the royal ball in a few weeks. Alteon walks away just as Falwynn catches up to you. She has two messages for you: one from Sir Leon, who says he made a very important discovery and he wishes to talk to you as soon as possible about it; the other from Artix von Krieger himself, who apologizes for not being able to greet you sooner, and invites you to visit him at his Paladin order when you get the chance. She has to go, but she wishes you luck on your journeys. Link: Jaania, Swordhaven (Book 3) Also see: 1.1.13- The Great Fire War Saga(Fire Orb Saga), 1.1.15- Falconreach Spy Saga, 1.1.17- The Final 13th, 1.2.6- The Merge (Atrea Part Two), 2.10.1- Vilmor Saga 1.3.11- Caitiff's Study This is the continuation of entry 1.3.9- Gathering Shadows Saga. The Darkness is pushing through... it needs to learn, to find out, how to finally bring the endless night back to this Universe. Before going against the Hero, Caitiff figures it'd be smart to first get to know your enemy. It first goes into Sepulchure's ruined fortress in the Deadlands where it introduces itself into a fallen skeleton's memory to watch scenes of the Final 13th war, especially Sepulchure getting betrayed by Drakath. It proceeds to search around the ruins, but finds nothing interesting. In a fit of rage caused by what it saw ("The Darkness was stronger. It lost. It was betrayed."), it starts firing lasers around. A crack on its hand appears. It then finds something interesting: shards of the Ultimate orb... Continuing its research, Caitiff heads to a cave where the charred remains of Old Falconreach lay buried. It watches scenes of Xan's Invasion and realizes that the Hero has survived because Xan got distracted. It could have ended there... it should have ended there! The more Caitiff learns, the more its fury grows... as does the crack in its arm. The darkness spirit then visits the deeps of Lore's ocean, but stumbles on a vision of Kathool Achoo himself. Even asleep, the "Great Ancient" finds it quite fun to twist Caitiff's mind; he sends it four flashbacks. First is Serenity in Valtrith's castle, holding onto a potion and a glass on the other hand. Then Jaysun in the background sitting at his desk filled with books. Serenity is beside him serving with a plate of food and a glass filled with liquid. Third, Caitiff's ShadowReaper of Doom axe in an unlocked chest, gathering dust in the attic. Lastly, several Shadowscythe spirits walking into a portal. Caitiff is the smallest of them all. In its fury, Caitiff casts several beams of energy, but it's just a dream: there's nobody to attack, everything is an illusion. All the big lasers in the ocean do manage to draw the attention of Aquella herself, though. She emerges on Falconreach's bay just before Friday the 13th to warn the Hero about Caitiff emerging close to here after its visions. The Rose and the Guardians are fully ready for war, it's time to fight. An undead army attacks, but every enemy is defeated. Meanwhile, Baron Jaysun Valtrith calls Caitiff back. It appears that he is quite delusional, speaking to Caitiff as though she were Dyana, his sister. He doesn't like the importance Caitiff is taking and is growing more and more impatient. In a fit of rage, he starts... attacking Caitiff! The darkness spirit fights back. You see everything from away with a spyglass and decide to take a closer look... but you find yourself engaged in a terrible battle against both Caitiff and Jaysun... who happen to also fight each other! You beat Valtrith, who gets more enraged than ever by his third defeat and turns into a cloud of dark smoke that nabs both you and Caitiff. While you suffer from the growing lack of oxygen, your dragon dives right into the mist and pulls you out. You, then, regain your oxygen. Caitiff overhears your escape and realizes you hold a vast advantage: your dragon. It launches an explosive blast that frees it of Valtrith's grasp. His mist form recedes and his mask flies off, much to his shock. He is then sealed inside of it and it drops on the ground. Two cultists approach the area while Caitiff floats to the ground and takes the mask. Valtrith failed the Darkness. Caitiff will not! Caitiff then proceeds to find what the Darkness truly needs to win: pulling a Dragon Amulet from the skeleton of a long-dead Dragonlord, it twists it into a Doom Amulet, then invades your dragon's dream to call it at Castle Valtrith. The two engage in a terrible fight, but Caitiff ultimately wins. It offers your dragon two choices: die now and watch as the hero follows or join the Darkness in exchange for the hero's life. Your dragon surrenders and Caitiff, using the Doom Amulet, corrupts it into a dark dracolich. When you realize what happened, despite being deeply angered, you don't just charge in Castle Valtrith to free your dragon with brute force (I say that's quite a successful INT roll!). Instead, you begin gathering old friends to help you defeat the Darkness. Cinquefoil, in the Rosewood, first agrees to help you. You then head to Oaklore and recruit Rolith and Alina. But that's only the beginning: your dragon spreads its darkness to the far reaches of Eastern Lore and from its fire, spawns hundreds, if not thousands, of darkness elementals onto Sho'Nuff Island. You arrive in the middle of a brewing fight between the Ninjas and the Pirates: as usual, every faction thinks the other is responsible for this. You try to convince Rhubarb, Thyton and Mazurek to help you before a huge darkness elemental spawns from a portal. You fight it, but before you can finish it, a mechanism from Kordana's mecha finishes the job, much to everybody's sudden surprise. Kordana appears and confirms that they are with you. In the Swordhaven tournament you participated in, some time ago (see entry 1.3.10- Swordhaven Saga), Falwynn gave you coordinates to join Artix. You go into Doomwood find him at his paladin order. He's very busy training recruits, fighting undead and reptilians, thinking up new puns, eating sushi, stocking up on Holy Wasabi and many other things, but he agrees to help you. However, since it's a dragon you're talking about, you're going to need Galanoth's help! Artix goes to find him while you seek help with the gnomes. Eirn the gnome has invented an augment to track Yix, who still hasn't been seen after the destruction of Popsprocket. You venture into the ruins of the city with Eirn and Airheart, but your dragon's passage wakes up the discarded cyklons and some darkness elementals! You fight through their ranks to get to a pile of rocks where Yix's dead corpse is buried. However, even in dead, the chief engineer of the gnomes found a device to help him: he's transplanted his own consciousness into a metal electric rod powered by a... potato. (that's the kind of plot twists you signed up for when you registered into DragonFable.) Now he's ready to help you save Lore once again! You return to Falconreach. Jaania has been notified of the situation by the head of the local Rose garrison, the energizer Lafter. Troops are coming to help you. The town has been established as a last stand, but no cultist is attacking right now... though it looks like they're preparing something big. Meanwhile, Valencia has analyzed the trajectory of your dragon: it's heading towards the Sandsea. You go there and convince the local Rose authorities to evacuate Duat. It's just after everyone is evacuated that you realize it would've been a very good idea to ask someone where Zhoom might be, because it'd be smart of you to recruit him for the coming fight. You enter the deserted inn to find one lone man who looks very strange, apparently not caring about anything else than his dinner. You ask him for Zhoom, but he refuses to give you this information because he gets nothing in exchange... and that's precisely the time your dragon arrives at Duat and drops dozens of angry elementals and monsters around! You defeat them and save one distressed girl who hasn't been able to evacuate in time. The strange man follows you, not helping at all. He explains: although he isn't afraid of the danger, he isn't able to hurt anyone. His name is Dove, anyways. He'll tell you where Zhoom is, and in exchange, he wants to join you in your quest to free Lore from the Doom Dragon. You accept, even though you find him weirder and weirder. He points towards the old Guardian Tower of the Sandsea, where you go and find Zhoom. He agrees to help you, and you go warn the Atealans of what's coming. It appears the Empress of Atrea is keeping the city shielded, so it's safe for now. You return to Falconreach and meet with everyone. Elysia is here too: Sunbreeze Grove is under attack and she only managed to make it safely here. Dove also arrives as he promised. He explains a bit of what he can do: he's a healer in a very unconventional way. Whenever he punches something, he heals it. Elysia seems to recognize him, but he just raises his finger to his mouth while smiling at her. You explore the town one last time before heading to your last stop before the big battle begins: Warlic's tower. Cysero informs you that Warlic is still there meditating. You go find him and, to your surprise, he is with Nythera herself, which we haven't seen around since she ventured into the Void to reunite the Void Dragons! Warlic refuses to help you - we all know what happened last time he helped protecting Falconreach against the Darkness... - but he sends Nythera with you. Back in Falconreach, you discover that Rose troops commanded by Amadeus, the shady man who gives Jaania reports, have arrived to help protect. Amadeus seems to recognize you personally. You have to calm down Rolith, who is increasingly angry around Roses. Just now, black snow begins to fall... your Dragon has arrived near Falconreach and this means war! You gather with Roses and Falconreach defenders. Everyone quickly starts to snap at each other while you can't focus. Eventually, you start yelling at everyone to stop arguing. This isn't going to do anything good. Someone has to take the initiative and- juuust at that moment Raven, the Energizer from Amityvale, arrives. Amityvale is under attack from Caitiff's troops! Courier ravens keep coming too, and multiple regions are asking for help! That's a problem, because you can't defend them all... some propose that we just stick to protecting Falconreach, because it's the area that matters the most. You disagree, and take the following decision: everyone defend Falconreach. You'll go out alone to defend the other regions! There are 13 million waves attacking over 13 days. On Friday the 13th, January 2017, horrible news arrive: Caitiff has launched an armada of lesser Doom weapons to possess the dead corpses of your people's fallen: Roses, Guardians, Knights, Villagers and so on. Now they're coming back to attack you! You are joined over the course of the war by Alz'ein, an old Atealan ally, who trains the Riftwalkers. Atrea is safe, but she was bored, so she thought it'd be best to join you in the fighting. Meanwhile, Caitiff summons another very nasty thing: mirages of the two Valtriths... Jaysun and Dyana - Serenity herself. She sends them at you. After quickly defeating Jaysun's mirage, you discover Serenity's, which attacks you by tormenting you about your failure. She believed in you; why didn't you save her? Heartbroken, you defeat her and watch as she vanishes. Caitiff wants to break your resolve? All it did was make you even more mad. Finally, all the waves are beaten (in 12 days instead of 13, because the DF warmongering community is that awesome). However, it's not the end of your problems yet: all of Caitiff's remaining forces retreat and stand still, but some of your closest friends start hearing voices. It appears Caitiff is trying some Kathool-y mind tricks... then what had to happen, happens. Your dragon has arrived. He's big, giant, enormous, far beyond the influence of a normal Dragon Amulet. You want to destroy the Doom Amulet and Nythera, with her draconic powers, realizes the thing is inside your dragon. She casts a spell that separates the amulet from the Dragon, but he tries to flee! Just at that moment, Kordana's mech slams into him and Yix's lightning rod numbs his wings. With Artix and Nythera, you start climbing your dragon until you get to the Doom Amulet. It fights back (of course it does), but you break it. However, it's not totally destroyed. Just at that moment, your dragon pushes Kordana away and flies away... with you three on its back! In the skies, you keep fighting the Doom Amulet and finally break it. It explodes, instantly turning your dragon into toddler form back... but it seems still doom-cursed! All four of you fall from the sky. Link: Castle Valtrith, Caitiff Also see: 1.1.17- The Final 13th, 1.1.4- Wrath of Xan, 1.1.14- Water Orb Saga, 3.1.17- Serenity Before the Storm (March 2015), 1.3.9- Gathering Shadows Saga, 1.3.10- Swordhaven Saga 1.3.12- The Thorn Saga A group of extremist Manahunters called "The Thorn" has found a place in the frozen northlands where an ancient civilization that thrived off of mana lived. The civilisation's downfall was caused by one of their constructs, the Manaphages, twisted machines that hunted down the source of mana and drained them completely. When there was no more mana to leech out, the Manaphages powered down, but the Thorn sacrificed enslaved mages to reactivate them! Warlic warned Galanoth that this could happen. Now, Galanoth has asked you to come and help him with The Thorns. You enter the facility where the Thorn reactivated the Manaphages and bring down one of the twisted machines... before it reactivates, soon joined by two more! You flee to another place in the facility where you find a nexus of pure mana. The Manaphages, chasing you, start leeching away the nexus and overclock. You destroy them and they explode. Galanoth is suspicious though... he thinks Jaania would certainly not approve of these methods. He'll investigate, but he believes all of this is done without her knowing. He'll try to investigate. Meanwhile, though, Commander Theano, leader of the Thorn, has found his way into another chamber where more and more and more Manaphages keep activating... Link: Also see: 2- Dragonfable Side Storyline[DSS] 2.1- Crossovers It would be boring if all the stories were filled into one game, wouldn't it? 2.1.1- AdventureQuest Crossovers 2.1.1A- The Crystal Cave The Crystal Cave, found in Warlic's zone, is a quest where you battle large groups of Vizalain Protectors, golems made of purple crystals. At the end, you destroy a Crystal Tree. You pick up a Crystal Shard from this Tree, and give it to Warlic in exchange for some Shard weapons. In AQ, you can visit the Dwarfhold Mountains to see the Crystal Cave. You must have a Crystal Seed to enter. If you speak to Valencia, you can find another cave where Gypsus, the last Vizalain, tells you that humans destroyed the Crystal Tree a long time ago. She tells you to visit the Dwarfhold Mountains and plant the seed there. You go back to the cavern. You plant the seed and a female Crystal Tree, Malachia, sprouts from the ground and thanks you. Links: DF Crystal Cave quest, AQ Crystal Cave quest Also see: None 2.1.1B- Lucky Day During the 2008 St. Patrick's Day (Lucky Day), a hat from the AQ St. Patty's Day event comes through a portal and lands on the head of a Sneevil in Surewood. He goes crazy for gold, and this gold fever quickly spread. At the end, Cysero accidentally sends the hat through another portal, making it land somewhere in MechQuest. Links: DF Gold Fever, AQ Blarney Surprise Also see: 3.6.1- Lucky Day 2008 2.1.1C- The Exodus The first titan quest was released the day the eggs hatched. Artix, Cysero and Zhoom appear through a "telephone booth". Cysero claims that they have time traveled, and they need the help of a Dragon Rider to travel forward in time and destroy an Exodus Titan. You travel forward in time to the town of Battleon to find your massive dragon as well as a Dragon Amulet already aboard. You are told that the other you have been knocked out. You climb aboard your dragon and destroy the titan. You have saved Battleon from the Exodus. As a side-effect of this change in the timelines, DragonFable's timeline veers away from AQ's timeline. From now on, though there are similarities in the timelines, if something happens in one game, it won't necessarily happen in the other. Link: Titans of Battleon Also see: None 2.1.1D- Fire War and Battleon The Fire War of DragonFable is a more completed version of the one in AQ. The DF fire war clearly explains how Drakonnan turns evil, as well as the attack of Akriloth on different towns. The one in AQ can be a repeated history, for it states that Arkriloth wants the fire orb which was taken away from him (by Drakonnan when Akriloth was defeated). Links: DF Fire War, AQ Dragon War Also see: 1.1.13- The Great Fire War Saga (Fire Orb Saga) 2.1.2- MechQuest Crossovers 2.1.2A- Kordana, Pirates, Ninjas In the quests Ruins of Kordana and The Hunt Begins, you find the ruins of a MechQuest mech. There, you meet a hologram named Kordana. She says that the security drones went renegade and destroyed the repair robots. She speaks of some 'reset' where reality was rewritten. She asks if Artix still kills undead. She says Artix would remember her; Warlic might, depending on how he merged and "Cysero? Did it land here too?" She says how clever he is for transforming into a mage, and asks you to say hi to him. She says her programming is degrading and she thinks she has been there for over a thousand years. The thing she is referring to is the Reset in MechQuest: the MechQuest Hero apparently had an accident with a cappuccino maker that led to the world of MechQuest being reprogrammed into the world of DragonFable. Links: Ruins of Kordana, The Hunt Begins! Also see: 1.1.8A- Wind Orb Saga-Osprey Cove, 1.1.8B- Wind Orb Saga-Shadow of the Wind Village 2.1.2B- Lucky Day In Lucky Day 2008, the hat from the Sneevils goes through a portal that Cysero accidentally creates. It causes the Saint Patrick event in MechQuest. Links: Gold Fever The Expert Also see: 3.6.1- Lucky Day 2008 2.1.2C- Kathool Achoo During your search for the Water Orb, the mighty Kathool Achoo claims that you have attacked him once in a yellow machine. You destroyed his adepts, forced him into the depths. The machine is probably the MechQuest Submarine that Val told the MechQuest Hero to use when searching the underwater ruins. This explains Kathool Achoo's sentence "You will become what you once destroyed". Links: Risen(DF), Underwater Ruins(MQ) Also see: 1.1.14- Water Orb Saga 2.1.2D- Castle Nostromo In the Gathering Shadows Saga, you find yourself in the ruins of Castle Nostromo, the ancestral castle of the Valtrith family. It is built on the top of MechQuest starship ruins. Ripley Valtrith, an ancestor of Jaysun and Dyana, defeated the Void Queen that lived there and imprisoned it in the starship ruins before it broke free again and was killed by Symone DuBellmount in the Skeleton Exo-Suit. In a room of the starship, Symone meets an Ashendal Head that tells her about the errors in the Reset progress, this starship not being properly assimilated into the DF universe. Links: Castle Nostromo Also see: 1.3.9- Gathering Shadows Saga 2.1.3- AdventureQuest Worlds Crossovers 2.1.3A- Nythera Saga Part Two Nythera reunites the Creatioux and Decadere Void Dragons using her newfound Dragonmage Void magic. After her saga is complete in DragonFable, it is continued in AdventureQuest Worlds... Links: Embrace Your Destiny, Nythera Also see: 2.5.4- Nythera Saga Part Two 2.1.3B- Drakath Drakath, after backstabbing Sepulchure, turns into Dragon Drakath by combining with the Ultimate Orb and Fluffy. After you defeat him, the Mysterious Stranger possesses him, turning into the Super Ultra Mega Darkness Dracolich. After you destroy the Dracolich, Drakath wakes up in a forest and sees a Chaos Eye descend on him. It turns him into the Champion of Chaos you fight against in AdventureQuest Worlds... Links: Drakath Also see: 1.1.17- The Final 13th 2.1.4- Multiple Games Crossovers 2.1.4A- Frostval 2014 Games: AdventureQuest, MechQuest, DragonFable, AdventureQuest Worlds, EpicDuel, OverSoul It's Frostval again and this year, you want everything to be perfect. That is, until the Time Travel Fairy appears... but it's the Time Travel Fairy from the alternate universe of AdventureQuest Worlds! Icemaster Yeti's face also turns to AdevntureQuest Worlds's! Now that is weird... you gather Cysero, Warlic, Icemaster Yeti and Lim for the "CouNCiL of SMARt PEEPL". They are all alternating between their DragonFable, AdventureQuest, MechQuest and AdventureQuest Worlds selves... it appears that something has caused the different timelines on Lore to merge! That is the moment when you hear a sound of shattered glass. AdventureQuest Worlds's Lady Celestia appears in the room. But she is cold, grey and shivering... because in the DragonFable timeline, she does not exist anymore. You go see the Time Travel Fairy and ask her for explanations. She tells you Artix came to see her and borrowed her wand. He opened a portal and got DragonFable's Artix to hop in AdventureQuest Worlds's timeline... and hopped into DragonFable's. Now, everything is merging. You find Artix in the woods. He tells you he's bringing everyone together, but does not realize the harm he is doing until he sees Lady Celestia's condition. And now... something really bad happens because all the Great Fire Dragons from the different timelines are merging... Akriloth is back! You adventure into the snowy forest. On your path, you find Nulgath from OverSoul, Nightwraith and Titan from EpicDuel, Hollow Stoneforge from AdventureQuest, Ashendal from MechQuest, Lady Celestia from AdventureQuest Worlds and a bounty hunter called T9 that looks like Tomix, but doesn't remember you... you also meet the Frostvale Moglins that, as a result of the merge, have grown adorably fluffy. As you adventure in the forest, defeating monsters, you also meet merged versions of Sepulchure, Zorbak and Xan that you defeat. As you are progressing, a flock of dragons appears in the sky and attacks you! It's Akriloth's sons! You defeat them and meet the great dragon Akriloth himself. He is still half buried in the ground and half death. He is confused, but that just makes him extremely, extremely angry. You defeat him, but that does not seem to do him any harm. The Time Travel Fairy takes her wand back from Artix and opens a portal within Akriloth that pulls back all the alternate versions of him. He is dead once again. Everything merges back to DragonFable, AdventureQuest Worlds's Artix and Celestia, along with the characters from the other games, leave and return to their own worlds. It's time to celebrate! All the Moglins have kept their adorable fluffiness and you spend a great Frostval. Links: Frostval 2014 Also see: 1.1.17- The Final 13th, 3.3.7- Frostval 2014 2.1.4B- Corundum Corruption Games: AdventureQuest, MechQuest, DragonFable In MechQuest, Dean Warlic summons the Hero to his office. A ShadowScythe corruption has spread to the Vizalain, a race of crystal-like recluse creatures. They need your help. You head into the Vizalain caverns and defeat every corrupted creature to cleanse the corruption... except for one hallway that looks already clear. You assure the Vizalain you have cleared everything and they thank you, then return to their existence. However... that hallway you omitted to look after contained an imprisoned corrupted Vizalain, Ricterlid. Oops. In DragonFable, Warlic summons you to his tower. It's the first time in Book 3 you see him, and he explains to you that he still feels weakened after being split into two identities, even if five years passed. He then reveals that a mysterious corruption has spread to the Vizalain in the Crystal Cave. It looks like an ancient evil broke free and corrupted everything. You head into the Vizalain cavern and clean everything, purify a corrupted Corundum Tree and face Ricterild, a corrupted Vizalain who is behind it all. You defeat him and purify him with a crystal Warlic gave to you. He died in the fight, but at least now he rests peacefully. But what would have happened if the corruption spread even further? In AdventureQuest, an army of corrupted Vizalain and creatures starts gathering in the mountains. The heroes declare war against them and defeat all of them. You face a corrupted Corundum Tree and defeat it. Ricterild appears and engages battle with you, and you defeat him. Warlic purifies all the Crystal Cave. It would seem that ENTROPY and the Mysterious Stranger were behind this... Links: Corundum Corruption, Ricterild Also see: 1.2.6- The Merge (Atrea part Two) 2.1.4C- Rise of the Shadow Council Games: AdventureQuest, MechQuest, DragonFable, AdventureQuest Worlds, EpicDuel Shadow Loremasters appear all around hometowns of different versions of Lore asking the adventurers to secure dark and dangerous relics for them: Carnax's tentacle in AdventureQuest, Valoth's blade in MechQuest, Sepulchure's helm in DragonFable, Vordred's skull in AdventureQuest Worlds and Caden's cursed DNA in EpicDuel. The Loremasters collect these relics aaaand... it's a trap! Because they use them to create another ultimate villain, Vaxen, in AdventureQuest Worlds. When they try to control him, he just laughs and explodes them. Only a mysterious figure remains, and it applauds Vaxen's power, then advises him to consume the AQW version of Lore, because the magic in it will increase his own power. Vaxen summons an army of clones, minions and shadow-corrupted Loremasters to attack Lore. The AQW heroes eventually defeat Vaxen's army and destroy his strongest clone. Weakened, Vaxen flees to outer space to regenerate from his wounds. Links: Ruin of Darkness Also see: 1.1.17- The Final 13th 2.2- Oaklore This is the first town you enter for now, and the only place to train before you are level 3. 2.2.1- Sir Valance Saga The forest of Oaklore is filled with sneevils. Sir Valance sends you to attack the Sneevil Box Fort. He also sends you to the Sneevil Dojo. When a valuable Ironwood Box is sent to Oaklore, the sneevils raid the keep, trying to get the box. You invade the Boxopolis and defeat King Splurt and return the box back to Oaklore. It turns out that the Sneevils did not touch the Box's content, but were only interested in the box itself. Link: Sir Valance Also see: None 2.2.2- Sir Vey Saga Sir Vey is a knight of the Pactogonal Table as well as a naturalist. He surveys the land, finding ways for King Alteon to use the land without over-using it and hurting the balance of nature. After successfully retrieving the Ironwood Box from the Sneevils, Sir Valance sends you to help Sir Vey. Something has upset the natural balance around Oaklore and you must repair it. The Forest Furies, who normally feed on fruit from a great Mollo tree in the center of the forest, came in his camp and stole a bag of seed he used to test the fertility of the soil. You retrieve the bag of seeds and discover that the Mollo tree is guarded by Vurr'men and the ground has been picked clean of the Mollo fruits! You head towards the Vurr'men Ruins and discover that they have entire barrels of Mollo fruit that they left to rot on purpose. Using his equipment, Sir Vey discovers that when rotten, the Mollo fruit produces a mind control serum! You head to the Vurr'men hideout in the tunnels beneath the Ruins and burn it all... every last barrel of rotten Mollo fruit! You have succeeded in bringing back the balance in nature. However, you do find a note from Sepulchure in the tunnels... quote:
"First shipment arrived. We are interested in Mollo Mind Serum. Will purchase rest of the fruit for your asking price. Will be in touch. Sepulchure." Link: Sir Vey Also see: 2.2.1- Sir Valance Saga 2.2.3- Sir Ano Saga Sir Ano de Bergrac is an aspiring Pactoganal Knight who wants to get noticed for heroic deeds. The only problem is... he's not very heroic. He gets you to help him out on his missions to protect the local area. After agreeing to help, in return for any gold or loot that you find, you first defeat a gargoyle that has been terrorizing local townspeople, then go on to rescue Jenny, the daughter of a kitchen worker, who was kidnapped by a mushroom Major-General while out gathering mushrooms. After getting noticed for this heroic acts, Ano feels that he could perhaps do with some magical assistance, so you set off along a crumbling old road to the ruined city where a Wizard lives. On the way, you fight your way through Aggressive Appletrees, Ravens and Boardrakes as well as defeating the wicked witch Azza Kadellya who tries to turn Sir Ano to the dark side. When you reach your destination, the wizard accidentally gives Sir Ano the speech for aspiring villains, rather than that for idealistic heroes, so you decide that he's not the right kind of advisor for Ano. You head back to the keep. Impressed by reports of Ano's deeds, Captain Rolith sends him on a mission to investigate bandit presence in nearby swamps. The bandits mistake Sir Ano for Wes Lee, an adventurer that helps bandits near Lymcrest. With this disguise, you and Ano manage to get to see the bandit chief, Dread Bandit Roberts. He asks you to help him kidnap one of King Alteon's daughters, and Sir Ano announces his true identity with a lot of "Princess Bride" references. You then defeat the bandit leader, as well as those that try to stop your escape, before returning to Oaklore and retrieving a trove of bandit loot. Once there, Captain Rolith reveals that Sir Reptitious was following the two of you throughout the mission, and he is very impressed with Ano's progress, but a little mystified as to why the Hero was accompanying him. Due to Sir Ano's heroic efforts, Rolith has got him a place at a dinner with King Alteon and his daughters. While there, you notice that the middle daughter, Victoria, is actually Robina the Hood! You and her younger sister, Tara, drop multiple hints about her alter-ego, until Alteon catches on. Despite this, Sir Ano manages to put a positive spin on this, as without Robina distributing gold to monsters, the heroes of Lore wouldn't see slaying monsters as profitable, and the number of active heroes would decrease. This in turn would cause trouble from monster attacks for the King's subjects, and mean there were fewer heroes spending gold in the shops and Inns of Alteon's Realm. The King is not fully convinced about Victoria's actions, but sees Sir Ano's potential as a silver-tongued wordsmith, and thinks he could find a use for him at court with his personal retinue of Knights, as a Public Relations consultant. In the meantime, Princess Brittany, the eldest, takes a shine to him, so everything works out for the best. Link: Sir Ano Also see: None 2.3- Falconreach Falconreach is DragonFable's main town. This is where a lot of the stuff happens. 2.3.1- The Cysero Rebellion On June 16 2006, forum members Lord Asparagus, Maestro911, Nikemorya and Rimblade start a rebellion on the forums. The staff put them ingame, and they smash Cysero's orb. Eventually, Cysero's Defenders overthrow the Rebellion, and restore Cysero to his position. Cysero himself was left in charge of the update in 2007 when Artix, Zhoom and many others of the staff members were away. The Guardian Tower of Falconreach was first turned upside down, and then turned into a fish. The interior was not changed. During the quest "The Weaponsmith's Apprentice", you return to Cysero's store to find Lord Asparagus, Maestro911, Nikemorya and Rimblade miniaturized in an orb. They are sure they stand in Cysero's real store and are now the official Mad Weaponsmiths of DragonFable. When you try to tell them the truth, they don't listen to you and attack you. You defeat them and get a fish on your back. (Don't ask.) Links: Guardian Tower: Fish (screenshot), Guardian Tower: Upside down (screenshot), The Weaponsmith's Apprentice, Cysero Also see: 1.1.17- Final 13th 2.3.2- Ice Dragon War In December 2006, an army of ice monsters attacks Falconreach. After the heroes defeat the army, you meet Dragonmaster Frostscythe, the master of this army. Zorbak teleports out of nowhere, and greets Dragonmaster Frostscythe like a friend, as the two obviously know each other. Dragonmaster Frostscythe is demanding 'the orb', but your character and Twilly deny knowledge of such a thing. Zorbak leaves and Dragonmaster Frostscythe summons his dragon, Glaisaurus, to his side. You kill Glaisaurus and destroy Frostscythe's Dragon Amulet. Amazed by you, he says that if he knew who you were before attacking, he would have brought a much larger army. He laughs at you not even knowing what you are defending. He then limps away, sneezing, coughing and sniffling. Wait, did the big bad frost guy just catch a cold? LOL. Links: Ice Dragon War, Dragonmaster Frostscythe Also see: 2.10.1- Vilmor Saga 2.3.3- Aria in Wanderland Aria has disappeared while searching for rare pets in the Elemental Foothills. Ash asks you to check for traces of her. As you are investigating, a white toggit runs past you, mumbling something about "being late". (yes, a talking tog. Just another day in DragonFable.) It tries to enter a tree trunk, but is stuck. You either push or punt it into the tree trunk, but a Dementon (annoying monkey-like creature), appears and shoves you into the trunk too. You land in a strange land. The vegetation and monsters seem different. While adventuring, you find a castle in which resides the Queen of Tarts. You discover she is the one holding Aria: she has mistaken her for the Bakery Witch, who tries to steal her secret tart recipe. The Queen attacks you, mistaking you for another spy, but you manage to escape. You enter a strange house and see a piece of candy. You eat it and grow bigger. After fighting some monsters, you come across a moglin named "Chesire Twilly" who gives you a drink that turns you smaller... far smaller than before. You defeat more monsters and find Chesire Twilly again. You are furious, but he casts a spell that turns you back to normal size. You still want to find someone in this strange land that could help you rescue Aria from the Queen of Tarts. Chesire Twilly suggests you to find the Kittypillar, as he is very knowledgeable. After smacking Kittypillar out of his philosophical meditations into answering your questions, he agrees to answer to one question. However, you notice he talks in rhymes and ask him "Did you just start talking in rhyme?". He says "yes" and it's over. No more questions for you. Chesire Twilly chooses this moment to inform you of the Mad Haberdasher, who will certainly be able to help you. The Mad Haberdasher turns out to be... Cysero. You go to his place and see a tea party with Cysero, a doormouse and the white toggit. Cysero suggests that you give the Queen a gift to bribe her into freeing Aria. You learn a recipe from him ; you're now ready to face the Queen! You find Kittypillar and Aria imprisoned and promise that you will free them as soon as possible. You defeat all of the Queen's guards. The Queen attacks you, and you defeat her. You ask her to free Aria as you present her your offering from Cysero: a Schnozzberry bush! The Queen faints after trying one. You save Aria and leave this crazy place. Links: Aria in Wonderland, Aria Also see: None 2.3.4- The Archknight Saga When you first arrived at Falconreach, you met young Ash Dragonblade, an aspiring knight. You told him he should be recognized by the King if he saves a princess... and you find out he actually thinks you're serious! Now all he wants to do is save a princess! Ash wanders in the forests, in the hopes to find a princess and save her. He meets a girl imprisoned by a Necromancer and his minions, and believes she is a princess. He immediately follows her. Though he manages to destroy the Necromancer's undead minions, the Necromancer himself accidentally traps the Princess in a block of ice. Ash defeats the Necromancer, then tries the Sleeping Beauty technique on the princess. Silly Ash... he only manages to get his lips frozen. (Welp! Wombody welp we! Wy wips are fwozen to the wincwess!) Warlic arrives in town. There are three necromancers causing havoc in the woods nearby: Klaatu, Verata and Nicto. You start by defeating the undead abomination Klaatu has created by "slightly fixing" one of its bones, making it fall apart, then you defeat Klaatu. You then adventure into the dark forest where necromancer Verata creates various monsters with Soul Orbs and, with your awesome kicking technique, defeat him. You then venture to Nicto's stronghold, just in time to stop him from casting a ritual that will turn him into a Liche. (like a Lich, but with an added "e." Fancy.) You then defeat him. The three necromancers are now defeated, Warlic is getting ready to cast his spell to unfreeze the Princess! However, Aria, angered that Ash does not even remark that she likes him, being too bent on saving princesses, drops Warlic's orb on the ground. When he casts his spell, his orb has rocks in it, and the princesses unfreezes... only to turn immediately to stone! Ash tries to give her true love's kiss, but it makes her break into pieces. (wow, that's really a terrible romance.) You, the Hero, are ready to give Ash some help. Together, you head to a basilisk cave to clear out the monsters. The basilisks have been fighting with faeries, many of which are of royal blood. Ash finds a faery and thinks it's a princess, before you inform him it's a prince. (facepalm) You collect some basilisk mucus to glow the Princess-statue. However, Ash, not quite talented in plastic arts, fails to glue her back and she falls apart... again. You then head to the Yaga Stone Circle, where you have heard of a princess gone missing. However... the Princess is one of the Yagas, and joined them willingly. Oops. Ash asks if the Yagas could help him with his Princess-statue, and they let him prepare a potion. When he pours it on the statue... the Princess only turns into a frog! And true love's kiss only manages to get Ash's lips full of slime. Ash then heads to the southern Jungle, where Yulgar has hired a tribe to help him gather Azhite Ore. The leader's daughter has gone missing, and Ash goes to save her. It... turns out that the tribe is composed of ogres. Ash saves the ogress princess and brings her back to her father... but the tribe carries her on the top of a volcano and throws her in the lava. (what.) Drats, princess not saved then. The princess has been captured by a weird monster called "Browser"! Ash heads to the monster's castle and defeats him, however... his princess is in another castle! He did manage to find a pretty flower, and when he finds the princess, he it to her. Being a frog, she immediately eats it, and turns back to human form!....... yay? Heh, nooooope. First, she doesn't have her voice, so she cannot talk. Second, because she's angry after Ash for trying to kiss her so many times, and she starts shooting fireballs at him! As he flees, he trips on a skeleton in a suit of armour. He grabs the armour and goes from Boy Wonder to Young Hero! You spoke with Artix and Warlic and think there might be a solution to the fiery problem Ash's Princess is having. There is a frozen princess in the Far North that is said to be held by ice wisps. Ash could use one of them to freeze the Princess's fiery abilities. Ash and her head North and find the Frozen Princess. However, when Ash tries to touch her, she shatters and breaks. (You earned the title: Princess Slayer!) But Ash's Princess seems to regain her voice. She starts talking... but snow and ice fall on both of them, making her lose her memory! Ash desperately tries to make her remember, so he brings her to where they first met, in the Necromancer's domain. They meet the Necromancer plotting to overthrow the world. He created enough lesser Doom Weapons to equip an army, and he defeats Ash. Only the Blade of Destiny can defeat him now... and this blade can only be wielded by a true Knight. Which Ash is not. It seems that all the princesses of Greenguard have been kidnapped! The knights don't have any idea where they went, but Ash goes back to where he started his adventures and finds dozens of princesses in deep slumber on the ground. Ash's Princess is amongst them. When Ash tries to wake the princesses up, they don't react, so... he has to carry them alllll the way back to Falconreach. (muscle-building 101: carry princesses in woods.) However, Death appears and takes Ash's Princess, saying her time has come. Ash tries to protest, but Death leaves with her anyway. (how rude.) This is the moment Zorbak comes in! The Ebil Moglin assures Ash that he will carry himself all the princesses back to their kingdoms. Meanwhile, Ash can go in Death's realm and save his friend. Ash wanders into Death's realm and, after fighting monsters, meets Death itself. Death offers him to play a game - if Ash wins, he takes the girl with him, but if Death wins, it takes Ash and the girl. Ash gets to choose the game, so he challenges Death to a game of...... Tic-Tac-Toe! (read that again.) And he wins. He walks away with his Princess. Ash goes back in the world of the living, and the Princess suddenly wakes up. Celeritas, Elemental Avatar of Light, appears and tells her they have been worried... in fact... this girl is really a Princess! The Princess of Light! She decides to help Ash in his battle against the Necromancer. They go in the Necromancer's domain and the Princess turns into the Blade of Destiny. Together, they defeat the Necromancer and banish him from the world of the living. Ash has completed his mission: he is now a Knight of the Plane of Light. It's time for his princess to return to her Plane of Light. She thanks him for everything and assures him that his adventures are only beginning, then she disappears. ... just as Ash remembers he still doesn't know her name. Drats. Links: ArchKnight Falconreach, Ash DragonBlade, Princess (aka Girl) Also see: None 2.3.5- The Clashening Lim wants you to enact his Had-ron Collider and needs some discard metal. You visit Dr. Voltabolt and get some metal from him. After getting the items, the pair of you try it out at the Falconreach fountain. Cysero appears and destructs it with hamsters. Lim is mad and plans to try the experiment again some other day. Lim then starts working on a machine that produces blackholes. He tells you to press it, then you two stay there, "admiring" the blackhole. Three hours later, Aria enters the place and tells you that energy and darkness elementals are coming to Lim's shop, most probably attracted to the blackhole. You fight off all the monsters before Cysero appears. It seems that Cysero messed with the machine so it will not turn off. Sometime later again, you find Lim in Cysero's garden. He is under an apple tree and he is going to shake it, proving that all things go down. However, Cysero appears again and the apples drop into his goo, turning them into apple minions. You *sigh* have to defeat the magic creatures. Lim wants to see Cysero's magic, and sends you to see a demonstration. Cysero is creating mayonnaise in cube form and needs your help. He sends you to gather ice so he can complete his spell. When he finishes it, he creates a portrait of himself from mayonnaise and hangs it in Warlic's room. Because of magic, the portrait talks 24/7 to say nonsense. (poor Warlic. Next time you look for a roommate in a magic tower, put something on Kijiji instead.) Lim asks you to help with his research on alternate dimensions. He places a cat in a box and talks about the cat entering the alternate dimension, without realizing that the cat has escaped. The cat, not very happy, starts running away with the box. You chase it and find Cysero, using his magic to merge the cat and a book together. He just created the... Nekonomicon! Lim has a theory about velocity. He takes out his robot rabbit and Cysero's mail-carrying turtle in a race, trying to prove that they can go fast or slow. Surprisingly, the tortoise reaches the finishing line first! It seems that Cysero has messed with Lim's experiment again, filling the rabbit with schnozzberry oil and a ticking clock. The rabbit meanwhile is somewhere in the desert... Lim finally calls for you for the final experiment, the STRING theory. He wants you to take his telescope and head to the top of the mountain and observe the stars. When you finally return, you see Cysero messing again, and he needs the help of you two... Cysero needs to build a time machine! He wants you to borrow the Timey-Blimey thingamahicky from Biff. You defeat Biff and come back with the necessary materials. When the time machine is completed, Cyseroes from other timelines appear. It seems that the time machine is exactly the one you used the fight the Exodus, the titan of Battleon. And now, which do you think is better, Science, Magic or Magiscience? (either way, you get cool items at the end.) Links: Lim, Cysero Also see: None 2.3.6- Auction House Falconreach's Auction House does not sell any auction yet. However, the owner, Gris, is willing to send you in quests. If you find rare items for him, he may reward you with special things! (only if you're willing to pay for them though. Because, y'know, that's how capitalism works.) 2.3.6A- Tower of Brightmist Gris has learned of a tower in Arborvale forest that once belonged to a Light mage named Friedrik. This mage was working on a Shining Elixir, something alchemical Gris says to be very powerful. You adventure in the tower and find out that the top of the tower is gone! It must have crumbled in the area below the cliff the tower is built on. On your way out, you discover three beings, the Light Sentinels, who tell you Friedrik is no more. They say you humans are all alike: power, control... and then they attack you. Defeating them, you manage to use a rope you found in the tower and access the crumbled remains of the tower's top. You find the three Light Sentinels again. They stand facing the old mage Friedrik himself, trapped in a light crystal. The Light Sentinels say he tried to control them. You fight them and defeat them again. Friedrik is freed. He tells you his story: he was seeking power and built the three Light Sentinels to help him build an army and become king. He worked on a Shining Elixir that would imbue anything with wild light magic, and used it on the three Sentinels. They began having a mind of their own and turned against him, imprisoning him. He understands his crimes and begs the Sentinels' pardon. The Sentinels understand that there is good in you, and allow you to have the Shining Elixir if you promise not to let it fall into the wrong hands. You go back to Gris and give it to him in the hope of getting nice rewards... and he ends up giving you a discount on a shop he owns. That's how business works, I guess... Links: Tower of Brightmist, Gris Also see: None 2.3.6B- Malich's Sorrow Gris has heard of a tower near Amityvale that has fallen in disrepair. According to the rumours, it would be the location of a special necromantic formula. The owner is said to have ventured in a cavern once, and never came back. You go to Glenham Keep and explore the area. You find a key that leads you into a dark dungeon. You can't see a thing. You light a torch... and find a sleeping giant undead dragon! Your scream of surprise wakes it up and you must defeat it. After you defeat the dracolich, the ghost of the Dragonlord Malich Salavich appears behind you. He tells you he once brought back Tarraan, his beloved dragon, from death. Tarraan could not handle his undeath and did atrocities. Malich had to call for help and managed to imprison him in a cave. He then built his fortress on the top of it to be close to his beloved dragon. He tried to free him from his undeath by battling him, but got killed in the attempt. Malich's ghost was condemned to haunt this place to pay for his treachery of bringing Tarraan back, and now they are both free. He disappears and leaves a floating green potion that you take back to Gris to negotiate a reward. Links: Malich's Sorrow, Gris Also see: None 2.3.7- Batoro and the Supervillains In Book 3, after being frozen for five years, you return to Falconreach. In your absence, supervillains have started commiting crimes at night. Mayor Waen, the new mayor, defeated Rayf at the previous elections. You find out Waen also has a secret identity: the masked vigilante, Batoro. He works at night to fight against the supervillains. Batoro wants you to help him find them and defeat them. You start by finding the Nix, a slippery thief with a gang of fishermen who hangs out by the river. It turns out that the Nix is a penguin with a tophat, and you accidentally insult his hat. The Nix gets mad, but you defeat him. You then head to Falconreach's bakery, where Mr.Glaisaurus is terrifying the friendly Yaga chief, Gretel. Glaisaurus is a mage with his face frozen in a permanent scream. You try to talk to him, but his face is frozen... so enough with the small talk, and you defeat him. The next villain on the list is Megakyle, a bandit with mega strength and mega intelligence. You stop him as he tries to steal the Waen-tech weapons from Falconreach's armory. The next villain is the Dread, a megalomaniac undead that fills the stage of the Falconreach theatre with his crazed laughter. You slay his troupe of undead fighters and defeat the Dread himself. You then head to the Mayor's mansion to stop the most dangerous thief, Killer Dragonman. He lost the elections against Waen and, since then, became a killer force of dark draconic danger. You find Dragonman and defeat him. It's not the end of your adventures with Batoro though, as the Aeris PvP Battlespire has been overrun with other supervillains! You head there and find San Robin, another masked vigilante who loves cheese, with Batoro. You head into the Arena and fight the Harlequin Hel-X-e, the Scare Ravens Oz and Corvus, the Violet Feline Salene Kyle, the super strong Razen Al Ghoul (sit down and take your time with this one. And don't get hit.), the plant-like Toxic Myra, and the mutated Chaosface Amon. You then get a nice Bacon weapon as a reward. Links: Batoro, San Robin Also see: None 2.3.8- The Wolf Rider's Quests Gingkage, the Wolf Rider, has set up camp South of Falconreach with her wolf Blaze. She asks for your help: the farms nearby have been pillaged and Blaze stands accused. She must remain with her wolf to keep him safe, and she asks that you go into the woods and find proofs of Blaze's innocence. You head into the forest and find white fur, broken antlers and a pile of carrots. You hear someone laughing in the woods, someone whispering "Oh no" and someone saying "What IS that?". You return to Gingkage, who worries about what you found: it appears that a Dola stalks through the woods. You find it and kill it. Gingkage thanks you for what you have done. However, there is no time for celebration: she received a letter asking help from Teral in Hunter's Paradise and she must go find her friends there... Links: Gingkage Also see: 2.8.2- Void Ship Saga 2.3.9- BioBeasts Escape! Aria found a new creature in the woods: a mechanical rat named MonkaKazi. The lil' guy needs help: he managed to escape from another dimension where an evil person called Alydriah experimented on captured creatures. They managed to overload a console and open a portal here but the guards have followed them. You must stop Alydriah and her goons or they will recapture creatures... and probably take samples from Lore, too! You beat up guards until you find Alydriah. Turns out that evil woman has captured moglins, too! She dares you to fight her... and, of course, you win. She flees with her guards. Links: BioBeasts Escape!, BioBeasts Official Website Also see: None 2.3.10- San Robin Saga San Robin, Falconreach's very own cheese-obsessed hero, has asked for your help. He needs you to retrieve an artifact from an ancient temple to have someone enhance his weapon. Why doesn't he do it himself? That's because of his dark secret... he's mana-impaired: he can't use magic! He doesn't want to talk about it though. You fight your way in the temple and find a big Vurrman holding a blade made of... yes, you guessed it: cheese. You defeat him and claim the chest he was guarding. San Robin is stupefied to learn about the cheese-carrying Vurrman. He knows who that rat is: years ago he joined a treasure hunting Vurrmen group who described themselves as "Cheese loving treasure hunters". They were very intelligent and explored ruins; he even designed the cheese blades they're wielding now. But then the Vurrmen got greedy and decided to attack inhabited temples, not just abandoned ones. To stop them, San Robin took their weapons and collapsed the entrance of their living quarters. Looks like they found a way to make new weapons... and they cleared the entrance! You head into the cave and beat some sense into the Vurrmen pillagers. You then arrive into their leader's living quarters where you meet the boss himself, the Big Cheese! He knows San Robin's been talking to you and asks you if you knew San Robin also ran off with all their treasure. He also guessed San Robin didn't really want to talk about his magic problem... but as there's no way to convince you, he tries fighting you. Of course, you win. (that always happens.) Before collapsing after the fight, the Big Cheese denies having "evil plans" when he pillaged temples, arguing the gods don't protect us, especially San Robin. You wonder what he meant by that and ask the man himself. He reveals the tragic story of his youth: orphaned at a very young age, he traveled with merchants who he considered his family, but they were attacked by bandits. A branch fell on his head and knocked him off during the fight, and that saved his life: all the other merchants died. Since then, he travels in search of the bandits, fighting crime wherever he finds it, to finally bring them to justice. You return to Falconreach in the dusk before nightfall. Links: San Robin Also see: None 2.4- Sunbreeze Grove 2.4.1- Dragon Training Lady Celestia sends you on a walk with your dragon to pick up a special package from a friend. The friend lives in a cave far to the east and the lady cannot make the trip herself. As you get to the cave, you discover that Lady Celestia's friend actually is the Red Dragon which you met at the beginning! He tries to eat you but your pet dragon stands up to him, telling the Red Dragon that you will be the one to either destroy or save the world (back to the prophecy again). You and your dragon team up and defeat the Red Dragon. Lady Celestia is pleased when you return, and does not seem angry that you defeat her "friend". What is in the special package, you may ask? Tea leaves. (Yes, you fought a titan dragon for a bunch of tea leaves. Just a regular day in DragonFable.) Lady Celestia tells you that you have to train your dragon to form a special bond between you and your companion. Lady Celestia thinks that, in the prophecy, you will be the one saving the world. She wants you to send your dragon into the woods to practice flying through the trees. She also wants you dragon to have combat practices in the woods. For the final practice, Celestia wants you to guide your dragon and see how well the dragon can handle the world on its own. You manage to collect 5 plants and return to the lady. Congrats! You have finished your dragon's training! Links: Lady Celestia, The Long Walk Also see: 1.1.2- Prologue and Dragon Egg Saga 2.4.2- The Catering Company A group of enterprising dragons have come to Falconreach to set up a catering company. They wish to set up in Falconreach in order to eat passing adventurers, as Falconreach is a hub for travellers. You defeat the Chef, the Dishwasher, the Event Planner, the Waiter and the Mastermind to foil their evil plan. Link: Recipe for a Disaster Also see: None 2.5- Elemental Foothills Home to numerous elemental tribes as well as to the Blue Mage Warlic and his apprentice, the Purple Dragonmage Nythera, this place is full of magic and magical beings. 2.5.1- Plot Spoiler Bags In some quests of the Elemental Foothills, you can find two Plot Spoiler Bags. Here are the two bags and their contents, with the blanks. You will find Spoiler Bag #1 in the Waterfall Secret Cave. 'R_bi__ m_g_t_e a _r_i_nc_e_s_!' Possible translation: Robina might be a princess! Picture of Spoiler Bag #1 You will find Spoiler Bag #2 in the Fire Cave / Fiery Heart of Mt. Shining Star. '_l_eo_ is _o___a's _a_he_!' Possible translation: Alteon is Robina's father! Picture of Spoiler Bag #2 Link: Warlic's Zone Also see: 2.1.1- AdventureQuest Crossovers 2.5.2- Save Lymcrest The river that flows in the mining town of Lymcrest has been changed into a river of lava! Warlic asks you to investigate. You discover that Xan, the insane pyromancer, is behing this. He got hold of a magical book called the Pyronomicon, that increases greatly his magical potency. You return to Warlic. You go to the river and collect some samples for Warlic. He believes that Xan has changed the nature of the river itself. Warlic can only reverse it with a spring of the purest elemental water in the mountains. You get the required samples and the river is turned back to water. You head into Xan's fortress to defeat him and steal the Pyronomicon. You try to sneak in the fortress, but Xan knows you're here. He sends minions after you, and you defeat them. Xan then asks you a favour... kill Warlic! You may find that ridiculous, but Warlic tells you this is the only thing to do. If Warlic lives, Xan will kill him, but if you live, Xan will maybe let you go. And he's too strong for you with the Pyronomicon. You defeat Warlic, but it's only an illusion you fought! The real Warlic appears behind Xan, pushes him off his throne and cuts the Pyronomicon's power from Xan. You defeat Xan and retrieve the Pyronomicon. However, Xan merges with the volcano and becomes a Lava Titan. You defeat him on your dragon. Xan is still on the loose out there, but you managed to retrieve the Pyronomicon and foil his evil plans concerning Lymcrest. Link: Xan Also see: 1.2.1- Swordhaven Past (Alexander Saga), 1.2.4- Atrea Part One, 1.2.5- Wrath of Wargoth, 1.2.6- The Merge (Atrea Part Two) 2.5.3- Nythera Saga Part One Nythera is Warlic's apprentice, and is half dragon; her father is a human, and her mother is a dragon that can take a human form. She is over 200 years old, but only about 17 in dragon years. She committed many misdemeanors with her dragon magic when she was younger, including accidentally creating the Sneevil race with experiments on human children. She plays in her father's alchemy lab and gets grounded for it: she is banned from using dragon magic for 1000 years. Warlic takes her as an apprentice. He wants her to learn human magic. He sends her to meet the leaders of each of the four local elemental tribes in the Foothills. Each elemental brags about its element's greatness, but Nythera insults and defeats each of them. By this, she turns them against humans, and doesn't learn anything. As Warlic refuses to return her dragon magic to her, over the next years she starts turning against him. When you, the Hero, meet her, she is trying to find ways to kill him. She sends you on missions to gather reagents from the local area, so Warlic doesn’t notice anything missing from his store, and then gets you to mix potions for her. When everything is gathered, Nythera tells you to leave. As you are hanging out with Cysero, something explodes in the tower he shares with Warlic. You find Nythera and Warlic battling to the death. Using the poison you mixed for her, Nythera strikes a fatal blow to Warlic. The blue archmage is dead! Having time-traveled five years in the future in your battle against the Exodus Titan and met Warlic there, you cannot understand his death. Nythera just turns into a perfect illusion of him and turns back. She then tells you she has sent a challenge to all the Elemental Lords. They will pay for humiliating her. You now need to defend Falconreach against the angry elementals who come for her. Nythera had underestimated their powers, and millions of elementals pour from the mountains. You struggle valiantly with the other heroes. Time is found, during a brief respite, to hold a funeral for Warlic. Xan shows up, mad that he wasn't the one to slay his archnemesis, and mutters about ways to bring him back. Unfortunately, after this, the defenders are slowly, but surely, pushed back, and all of their efforts proven fruitless, as the Elemental Avatars themselves approach. The waves of elementals keep increasing until Falconreach is overwhelmed and destroyed, with nothing but the Guardian Tower left standing. The Elemental Lords gather their forces for a strike upon Nythera. She takes on the Elemental Avatars, but without mastery of her newfound powers, is easily defeated. She realizes that she needs to bring Warlic back. And so she does. The Blue Mage lives again! He reveals that he planned to let Nythera kill him, and deal with the consequences, as it was the only way to make her learn responsibility. The Avatars are still very angry at Nythera and want to tear her apart, but Warlic stands in their way and defeats them. They retreat. You are amazed at Warlic's powers. He soloed the Elemental Avatars and defeated them! However, Warlic reveals the downsides of this: actively using these powers might lead to him becoming a tyrant, ruling Lore with an iron grip. He does not want that. To add to this, he says his mana does not function like mana usually does: each of his spells generates mana and if he overflows, terrible consequences might issue. He lets the heroes be heroes and does not interfere, unless in cases of extreme need. Links: Nythera, The Storm War Also see: 2.5.4- Nythera Saga Part Two, 1.1.17- The Final 13th, 1.2.1- Swordhaven Past (Alexander Saga) 2.5.4- Nythera Saga Part Two After the Storm War, Warlic teaches more about magic to Nythera. She already possesses human magic inherited from her father, and dragon magic from her mother. Warlic, however, wishes Nythera to learn more about Void magic. He sends her to the Void to study it. While she is exploring, a voice says "Come to us, dragon-child. Come!" As she was listening, Warlic teleports her back in the Elemental Foothills. She is angry, thinking that the voice might have helped her, but Warlic warns her: this was not a friendly presence. Nythera, angry that Warlic is just going to make her study more instead of restoring her magic back, heads to Sunbreeze Grove, trying to find Lady Celestia, who she thinks could help her with her magic. She finds her apprentice, Elysia. Elysia decides to help Nythera and brings her to Clarionwood, the home of the Creatioux Dragons. Elucidas, elder of the Creatioux, greets Nythera and gives her some explanations. They are a specie of good Void Dragons that do not live in the Void. The Void itself is actually not an element, for it lacks any element, causing it to be indeed, literally, a void. Elucidas, however, does not give Nythera her magic back. Furious, she walks away, but falls into a portal leading to the Void. She meets a Decadere Void Dragon, who wants her to be their slave. Elysia appears at the right moment and save Nythera from the Decadere. Nythera is back into Lore, and runs back to Warlic's tent where her mother and father are waiting for her with Warlic himself. They are glad to see her back, and decide it would be time to let her have her magic back. Warlic says the Creatioux will help her learn, that the path to her magic must be found through them. Elucidas decides that it is time to slowly lift the restriction from Nythera. Meanwhile, he tells her about the void dragons. The "bad" void dragons living in the void were twisted by the void itself, aligning them with its negative aspect, Entropy. The Creatioux give life, nurture and nourish. The Decadere want to use Nythera and twist her for their own corrupted ends for it was foretold that she will be the Saviour of the Void Dragon race, the one who will heal the rift between the Creatioux and Decadere. Nythera is happy she has a great destiny (though not very surprised). However, as she is deep in thought, a portal opens just below her and sends her to the Void! Fortunately, Elysia appears in time and saves Nythera. As the pair returns to Clarionwood, Elucidas thinks that Nythera's dragon nature must be aligned with her human nature more fully, thus sends her to the DragonLords. Nythera meets with Elysia's parents in Falconreach and have a talk. They have seen a baby Decadere dragon appear in a cavern nearby, and are fearing it may prove a threat. Nythera, using her powers, destroys it and absorbs its essence. As she returns to Elucidas, he realizes that Nythera now has Void magic. Elucidas decides that he will lift the restriction on her magic enough so that she will be able to learn from her ancestor. Elucidas sends Nythera into the underworld to meet Azhura, a void dragon and Nythera's ancestor. Nythera manages to trick Death and finds Azhura, who begins teaching her Void magic. Finally, Nythera returns to Clarionwood with her full power, and Elucidas thinks that she is ready. As a test of power, he sends his best warriors against her, before finally battling her himself. Nythera defeats all of them. Elucidas thinks that it is time for Nythera to convince the Decadere that they must return to the Creatioux, and that they must reunite for the good of the void Dragons. Nythera flies through Lore and enters the Void, ready to face the Decadere. She defeats the monsters sent by the Decadere Eldest, Decair, before fighting Decair himself. She defeats him and uses her powers to summon the Creatioux and reunite them with the Decadere. The Void Dragons are reborn! Links: Nythera, Embrace Your Destiny, Elucidas Also see: 2.5.3- Nythera Saga Part One, 2.1.3A- Nythera Saga Part Two (AdventureQuest Worlds Crossovers) 2.6- Doomwood South of Greenguard is a dark forest named Doomwood. Beware of undead, yagas, ghouls, zombies, necromancers, more undead, darkness spirits, ghosts, and the occasional lawyer. 2.6.1- Thursday's Secret Amityvale is a small town nestled deep in the Doomwood, where a full moon shines every day. The inhabitants are very scared of the necromancers that haunt the cursed forest. They have a truce with them: if they respect a very strict curfew, the necromancers will not kill them in their sleep. In this village, you meet a small girl named Thursday. She loves her town. However, she complains about having nightmares. She asks you to retrieve her pendant, which she left in her old mansion, now overrun by spirits. You go there and meet a darkness ghost called "Nightshade", who tells you that Sepulchure is just one of The Master's goons. You defeat Nightshade and retrieve Thursday's pendant. Thursday then tells you about a swamp that she likes to hang out at. This swamp is badly named the "Crystal Clear Lake". Thursday says she has a garden there. She tells you that a werewolf guards it and asks if you could clear a path to her garden. Adventuring in the Crystal Clear Lake, you find a shack inhabited by a man named Chaney. He says that Lon, the werewolf that guards the garden, is his brother. Since he was turned into a werewolf, Chaney has been trying to find a cure to turn him back into a human. Chaney also knows a recipe that allows you to upgrade your Doom Weapons. You also find a portrait in his shop with the description "There are two figures in this picture. A tall, regal looking man and a woman who looks remarkably like Thursday. Her parents, possibly, but the portrait looks at least fifty years old". You head to the flower garden and meet the werewolf Lon. He tells you he is there to guard Thursday, and protect her. He senses that you are not Thursday and attacks you. You defeat him. The way to the garden is now cleared. You receive a letter from the Five Yaga Sisters challenging you. They say that they are summoning a beast that will destroy Lore. They want you to come and try and destroy it. The beast, named Guffer, is not world-destroyingly powerful enough to withstand a few smacks of your weapon. Victory! Then Thursday tells you of her dreams. There is a man with a white face who she knows but has never met. He just stands there and smiles at her. When adventuring around Amityvale, you meet a path shrouded in fog. The Purple-robed Necromantress who repeatedly invaded Falconreach and works for the Shadowscythe stands near this path. However, this time, she does not wish to fight you. She will, in fact, help you find your way in the Fog to the vampiric tower that awaits at the end of the path. All you have to do is kill one of the werewolves that got lost in the Fog. You carry out this task and the Necromantress allows you to pass through the Fog. You find the vampiric tower, that looks a lot like the Guardian Towers. The inside of this building looks the same also, but is full of Guardian Ghouls. After defeating the Ghouls of the tower, you meet the Vampire Lord Frydae the XIII. He tells you that he is Thursday's great great great great great great great great grandfather. He watched Thursday since her birth, and has chosen her to be a vampire like him. Together, they will make vampires the rulers of the world. He also says that he turned Lon into a werewolf to distract Chaney, as Chaney was getting too close to finding out who Fridae XIII was. He made Lon Thursday's guardian. He also said that the tower was once the tower of the Guardians of Amityvale. When it came under attack, the invaders wanted whatever was in the basement. Frydae seized this opportunity to turn them all into his Ghouls. He also says that he thought the Necromantress was a servant, but she serves someone else. You fight and defeat Lord Frydae. He turns into a mouse and escapes. Links: Amityvale, Thursday, The Vampire Tower, Lord Frydae XIII Also see: 1.3.8- Blood & Roses Saga 2.6.2- Dracolich Babies Saga Zorbak tries to get the power of a DragonLord, and he manages to find a cave full of Dracolich eggs. He tricks you into defeating the Zombie Dravirs and Zombie Togs who guard it so he can get the eggs. Using his magic, Zorbak hatches all of the eggs at the same time! He wanted to have his own dracolich... now he has an army of dracolich babies! He tries to enchant them so they obey his will. This time, because these babies are so adorable and you don't want anything to happen to them, you resolve to stay around Zorbak. I can't say you are very happy when he starts calling you "Nana" though... He brings you and the dracoliches to his lair. But Zorbak's original undead army is angry at the dracolich babies. They feel leftover. To protect the babies, you destroy Zorbak's undead army. The Ebil Moglin is glad the dracoliches are safe, but not happy you destroyed his army. To redeem yourself, he wants you to find another army. You go to the Yaga Stone Circle, but the Yagas do not want to join Zorbak. He teleports away... after sending his dracoliches to attack them. You defeat the Yagas and return to Zorbak's lair. You then go visit the newly awoken Vampire Queen Safiria. Zorbak offers her an alliance, but she declines, saying she has her own plans to attend to. Zorbak decides to attack Amityvale only with the dracoliches. When the villagers see you with Zorbak, they do not understand what you are doing and, thinking you turned evil, attack you. After defeating them, you show them the dracolich babies to explain why you were with Zorbak. All the villagers fall in love with these adorable little undead. They all adopt one! All is ending well... except for poor Zorbak, who has no army left. He returns in his hideout to create a larger undead army... Links: Undead Dravir, Zorbak Also see: 2.6.4- Quests for the Boxcat 2.6.3- Sir Malifact's Tomb In a crypt in Doomwood resides the ghost of Sir Bram Malifact. He says he was a Paladin of truth, justice and peace. He and his friends were killed while battling evil forces. Sir Malifact asks you to find all of his holy equipment. You adventure in the crypt and find Malifact's equipment... however, it is all cursed by darkness! At last, you find Malifact's journal. While reading it, you discover that he and his friends found a strange chest during their adventures. They opened it and found a ring. Malifact put it on. From that moment on, he said the ring gave him strength and power. He did not need to eat, sleep or even breath anymore. His armour turned darker. He began dreaming of power. Healing magic started harming him. The last pages of Malifact's journal are written by the Paladin's friends, Trelix the Mage and Stabina the Rogue. The worst happened to Malifact: the ring turned him into a Deathknight. These dark knights have the powers of Paladins, cursed by Necromancy. Malifact did not even know he was a Deathknight before he turned against his friends. Trelix and Stabina defeated him a hundred times, but every time he was struck down, he reformed, rose up and attacked again! Stabina and Trelix hid his cursed equipment all over the crypt. In the journal, they write that they hope nobody gathers it... for if they do, Sir Malifact will become a Deathknight again! Ooooooooooops! You venture into the crypt and defeat Sir Malifact, in his Deathknight armour. He could be reforming somewhere else though... Links: DeathKnight Quest, Malifact's Ghost Also see: None 2.6.4- Quests for the Boxcat In a house full of cardboard boxes, in Book Three Amityvale, there is a cat in a box. He is the mighty Boxcat of DragonFable, Verlyrus! quote:
Meow? Meow! Hiss! Purrrrr. And with these words of wisdom, our saga with the Boxcat begins. Verlyrus informs you that little Timmy fell down the well. You're not sure you understand perfectly, but you go check the well just in case. You find a skeleton that is not Timmy. Verlyrus says he's sorry, and he wants you to go fetch 10 Vurrmen tails. You head into a cave and defeat the Vurrmen. It turns out that the Vurrmen boss was, in fact, Timmy. After you're done, you find a book lying on the ground. It's the extra-rare edition of The Cat to Hero Dictionary- Abridged Version! Well, that should come in handy! It appears that the Boxcat is not quite happy with the Vurrmen tails. You go get fish for him. You meet a fish in a lake that politely salutes you (yes, a talking fish. Just another day in DragonFable.), but swims away when you ask it to hop on shore so Verlyrus can eat him. You activate Angler Armor and flail around, causing the almighty Fish Lord to appear. He salutes you and makes dozens of fish fall from the sky in front of you, then goes back to his slumber for the millennia to come. Well, that was unexpected. Verlyrus better appreciate all this fish... It turns out that Verlyrus wants you to bring the bag of fish to a cave where he's going to have dinner with friends. You go into the cave and dump the bag of fish... when suddenly a swarm of hungry baby dracoliches appears and eats all of the food! You're happy the baby dracoliches are still alive (well, as alive as they can be) even with the Rose around, and since they seemed so hungry, well, it was only right they would have the fish! Verlyrus would be proud! (in theory. In practice, who can tell what's going on in the head of a cat?) Links: Verlyrus Also see: 2.6.2- Dracolich Babies Saga 2.7- Sho Nuff Island Pirates and Ninjas war against each other for the control of this small island east of the continent of Dragonia. 2.7.1- The First Pirate vs. Ninja War The pirates and ninja have been fighting again. They accused each other of invading their town. The pirates send the Treasure Golem to attack Shadow of the Wind Village. Just then, someone reports that someone that fits the description of Drakath was in the battle. Captain Rhubarb thinks that it is dishonorable for Shadow of the Wind Village to be destroyed for some other people's crime. Unfortunately, once the Golem is activated, it cannot be stopped, and Captain Rhubarb wants you to destroy it. And destroy the Golem you do. Links: The First Pirate vs. Ninja War Also see: 2.7.2- Mae Pi vs.Pi Mae and the Monkee War, 1.1.8- Wind Orb Saga, 1.1.17- The Final 13th 2.7.2- Mae Pi vs. Pi Mae and the Monkey War Pi Mae in Shadow of the Wind Village wants to play a trick on Mae Pi, the innkeeper of Osprey Cove, and thus ask you to help. The ninja monkees storm the pirate inn. The pirates then play a prank of their own, leaving a pie for Pi Mae to step on. Pi Mae, angry, plays a prank back, leaving bad bananas in the Inn. The pirate innkeeper plays the last prank; leaving a potion which summons a load of water monsters in the Ninja Inn, finally causing a ship to land on top of it. This is the last straw. The monkees, tired of being the butt of all the pranks, turn everyone into monkees, and the fight begins between Osprey Cove and The Shadow of the Wind Village. The pirate monkees prevail and fight their greatest enemy, the Pirate Innkeeper Mae Pi. Now, they are in control of the Pirate Inn! As Mae Pi and Pi Mae, the Pirate and Ninja Innkeepers, meet, they are about to fight until both men's parents arrive and separate them after grounding them. The curse is undone and you return to your human self. Link: Monkee War! (Pirates vs.Ninja) Also see: 2.7.1- The First Pirate vs. Ninja War 2.7.3- Booty Competition and Second Pirate vs. Ninja War Captain Rhubarb and Captain Mazurek's crews are enjoying good drinks at the Osprey Cove Inn. When a thrown mug lands on the back of Rhubarb's head, he issues Maz a challenge: in one week, who will be able to collect the greatest amount of loot? The challenge is accepted and, for one weeks, you fight for one or another of the Pirate crews. At the end, though, Rhubarb is the winner! Maz congratulates him and both crews get drinks. While everyone is drinking, Maz stands alone at the deck, holding a locket that belonged to Tomix. She says she tried her best. Months later, Cabin Boy Lupert finds a scroll that indicates a treasure spot in the booty collected during the Challenge. It appears to be a secret cave where ancient Ninja scrolls and Pirate plunder logs would be hidden. Rhubarb wants the Pirates to get to the cave, but as it's nearly night, he's first going to get some sleep... and while he sleeps, a Ninja sneaks in and reads the scroll. Thyton and the Ninjas are now aware of the cave's existence, too! The Ninjas and Pirates fight for the control of the cave. After four days of intense battling, the Ninjas are victorious. You head into the secret cave and confront two ancient monkey statues that guard the scrolls. As the Ninjas are victorious, you decide to give them their scrolls while the Pirate logs will be taken to Valencia for her to examine them during one month. They shall then be given back to the Pirates. Links: The Quest for More Booty!, Pirate vs. Ninja War!, Captain Rhubarb, Thyton, Captain Mazurek Also see: 2.8.2- Void Ship Saga, 2.7.1- The First Pirate vs. Ninja War, 3.9.1- Talk like a Pirate Day 2014 2.8- Ravenloss Below Falconreach is a town inhabited by spider-like Chaosweaver and all kinds of strange beasts. This is where the SoulWeaver, Tomix, awaits you to begin one of DragonFable's most popular adventures ever... 2.8.1- Equilibrium Gate Saga Note: For the beginning of your adventures with Tomix, see entry 3.3.4- Mogloween 2009. After this event, you meet the Soulweaver Tomix again in Ravenloss, the underground city of the half-spider people, the Chaosweavers. The corrupted elemental spirit, Greed, is trying to get the keys to the Equilibrium Gate and enter it. On the other side is something that would grant him incredible power... you need to find the elemental keys to the Gate before Greed does. You start your hunt for the keys in Dusk Alley. You find a Greedling, a servant of Greed. You learn from him that Greed wants the Judgement Wheel, in Pellow Village on the other side of the Equilibrium Gate, because it can bring him immortality. You find the Cloud Key in a garbage bag. You then head to the Weaving Emporium to find the second key, the Flax Key. You meet a girl called Riadne, an Arachnomancer who specializes in Chaosweavers. You learn that Chaosweaving is a branch of Soulweaving that split off long ago. They are skilled in mythical arts and power-hungry. Unlike Soulweavers, who weave with Elemental Spirits representing virtues, they weave with Corrupted Elemental Spirits representing vices. They only follow their own desires. The good is drained out of them, due to a mind-sickness that causes them to be half-human, half-spiders. You and Tomix are very interested in those facts. Tomix is doubly interested because he finds Riadne very pretty. You leave her to her investigation about Chaosweavers and go find the Flax Key. Meanwhile, Greed gains some interest in Riadne... The next key you have to find is the Ember Key, in the Market District of Ravenloss. Meanwhile, Greed plans of rushing ahead of you into the Gate when you get all the keys. As you are searching for the key, you meet Aspar, the Elemental Spirit of Kindness and Tomix's SoulAlly. Tomix says Aspar is his best friend. You learn some of Tomix's past: he studied at Edelia, the school of Soulweaving. Another boy who only wanted to harm him dared him to weave a coat using the Headmaster's Spiritlooms, where the seven Corrupted Elemental Spirits were trapped. Tomix could not handle the power and released them. This nearly killed him, and his face turned pale, his hair silver and his blue eyes went yellow. Now, Tomix is on the hunt to fix his mistake. Afterwards, you head to Silkwood Park to find the Shell Key. Meanwhile, Greed has gained control of the Chaosweavers and he wants them to destroy the two of you. As you find the key, you also meet Riadne, who is following the Chaosweavers. You then search for the Bolt Key in the Mystlyk Museum. In there, you meet Izaac, Tomix's friend in Edelia, and Riadne. The two of them just met and were chatting. Izaac explains always having been more interested in archeology than in Soulweaving. This is why he is at the museum. Tomix asks Izaac about the Bolt Key, but Izaac does not know where it is. You have to find it on your own! As you go away, leaving Riadne behind, she finds the key, hidden. Greed appears and kidnaps Riadne. Izaac could not do anything. You have to continue your quest. You will find the key, and Riadne, soon. (hopefully.) Where do people usually put prisoners? In a prison! It would just be logical for Riadne to be in the Dark Tower Penitentiary. You head there, but the door locks behind you! You do not find Riadne... however, you find the Icicle Key in a bowl of a very, very, very old green soup... and you find an escape route in the sewers underground of the underground city. (I hope you're not claustrophobic.) Riadne, meanwhile, is trying to escape from the Chaosweavers; and Greed wants Greedling to do something... You and Tomix adventure in the Sewers and find the Aurora Key near the exit! Tomix tries to get it, but the wall crumbles on him, trapping him under the rubble. You call for Aspar, who appears in a purple flash. Aspar blasts the rocks, freeing Tomix. You head back to the Gate. Tomix wishes to find Riadne. Strange chanting has begun near the Altar Hill, so you should investigate there. You find Riadne near the altar. She managed to free herself. She tells you you should defeat the Chaosweaver High Priest before he summons something bad. You shout after him and then squish him. However, the Chaosweaver Queen appears... and it's titan-sized! You summon your dragon and defeat it. Riadne then tells you about something she found: the Void Key, in the altar! You three return to the Gate and place the keys in the gate before the Chaosweaver attack. After the death of their queen, they are scattered and want to go through the gate. You defeat them, and Aspar appears. He tells Tomix he has to find the Bolt Key urgently. He wants to question Riadne, even if she is very weak due to her imprisonment by the Chaosweavers. Just at that moment, Greedling appears. He distracts you while Greed pushes the Bolt Key into the Gate and unlocks it. Greed enters the Gate, followed by Greedling. You were tricked! You must enter the Gate and go into the Pellow Village that awaits on the other side. Aspar will take care of Riadne while you and Tomix go after Greed. However, it seems Aspar has his own plans, and he thinks Riadne could be useful to him... In the Void, the other side of the Equilibrium Gate, lies Pellow Village. It is a strange place, very much alike to Ravenloss, but it gives you an eerie feeling... as if things that are not of this world are lurking amongst the stone buildings. It's like the Void is alive, and it's taking over Pellow Village... and it's watching you. As you enter this place, war starts to rage. Greed's minions and the Chaosweavers are both invading the place through the gate. You must defeat all of the enemy waves if you want to catch up with Greed! As the fight rages on, you meet Vaal, the hero of Ravenloss. He seems megalomaniac, but broken. He gives you information. The Judgement Wheel was created when Vaal directed the priests to create an artifact that could grant him power. He asked for it to grant wishes, but one of the priests secretly added a safety measure to it - it will not grant wishes, but judge them. And it only allows one wish per person. As Vaal made his wish, the Wheel judged it and unleashed a disease upon the Chaosweavers that turned them into the half-spider beings they are now. Pellow Village was ripped off by the Chaosweaver Queen and now floats in the Void, with Vaal trapped into it. You defeat the last enemy wave as Greed finally gets to the Judgement Wheel. You do not arrive in time to stop him, and he wishes to be an immortal human. His wish seems granted! Tomix tries to stop him... but his Spiritlooms break, and his hands are destroyed! You fight Greed and defeat him. The Judgement Wheel breaks. It seems that not only it did not grant Greed's wish for immortality, but actually made him weaker. Greed's spirit slowly rises from his fallen human body... then gets annihilated by a magical blast. It was Vaal, with a group of Chaosweavers. It seems that he is controlling them and now wants them to expand to the surface. His power still seems huge... he promises you two will meet again, in the aboveland, then leaves. You return in Ravenloss, outside the Equilibrium Gate. Tomix knows that he still has a mission to carry on. Only two Elemental Spirits, Lust and Envy, remain. As you are talking, Lust appears! She warns Tomix on how one in his life is not what he claims to be... then she disappears. You have your hero duties, and Tomix has his mission, and Riadne has her studying. It's now a farewell between you, but you will meet again someday... From that moment on, you can train as a Soulweaver. Tomix sends your soul in the Elemental Spirits Plane, where you meet your SoulAlly, Aegis. Another spirit, Pandora, has accidentally released a spirit-beast known as Uthuluc, and Aegis imprisons it again. When he learns that you are a Hero, he agrees to become your SoulAlly. You can now fully train as a Soulweaver. Links: Tomix, Aspar, Riadne, Vaal, Greed, Ravenloss Also see: 3.3.3- Mogloween 2009, 2.8.2- Void Ship Saga, 2.9.1- The First Weaver Saga 2.8.2- Void Ship Saga With the Judgement Wheel gone, Ravenloss has become a beautiful place, a safe heaven for magical creatures out of the reach of the Rose. The Chaosweavers turned back to their human selves, and all sorts of peaceful creatures inhabit the underground city. You meet Aegis again in Pellow Village. His power has increased from the bond he shares with you: the years you spent in this crystal of ice empowered his own elemental powers of ice. He is now ready to adventure again with you. You also meet Tomix again. He has news for you: during the years you were frozen, he managed to banish Lust. However, she revealed to him that Aspar is, in fact, Envy, the last corrupted Elemental Spirit. Tomix didn't believe this at first, but he felt the bond he shares with Aspar become corrupted. He knows Aspar is heading into the Ynnungaap, the Core of the Void. He doesn't know what Aspar wants to do with the Void Core, but he needs to go after him. For this, he needs a flying ship that can sail through the Void, and he needs you to help him build it. His new SoulAlly is Pandora, one of the first Elemental Spirits and founder of the Chaosweavers. He saved her from harassment by the other spirits and adopted her as SoulAlly. She is into a cube that hangs at his belt, because her presence in the world causes cataclysms and misfortune. She is, after all, the Elemental Spirit of Woe. The first thing you need to do is start building your Void Ship! For this, you will need supplies and people. You follow Tomix to Edelia, the school of Soulweaving, based on the continent Azaveyr, the other side of the Lorian Sea. Tomix thinks that Headmaster Zellaraneish can help you. Once you're there, he leaves you to visit his mother and sister. You go into the school and learn that Zellaraneish was killed by Envy: the new headmaster is Danyel... Tomix's older brother. Danyel agrees to lend you students to help build the ship... but in exchange, you must clean the sewers and do his laundry. (but hey! While doing his laundry you have a 1% chance to find a rare artifact that greatly boosts the Soulweaver class skills!) While you were talking with Danyel, Tomix visited his mother and sister. He then headed into a room where a soulless boy lay in his bed. Tomix told him Envy was the last. After the end, they could finally go camping. A tear ran down his cheek. After doing Danyel's chores, you return to him. Tomix is angry after him and leaves in a rage. Danyel makes you promise to take care of him. You promise. The Soulweavers are now making sails that have the power to guide the ship through the Void currents. You need defences for the ship though, against things that live in the Void. That sounds like a tech job, so you go see the gnomes who took refuge in Falconreach. You ask Tinker for help, and he says he can do the job. However, he will need supplies in the ruins of Popsprocket. The Mysterious Gnome gets envious because everybody always ask Tinker for help when he's just as good. A green spirit overcomes him. It looks like Mysterious G has been taken over by Envy... You adventure in the ruins of Popsprocket until you find Mysterious G in your path. He wants to stop you from scavenging the ruins of his home and fights you. You defeat him and the green spirit flies away. You and Tomix are thinking it's probably Envy's work. Mysterious G offers you his help, and you gladly take it. Your ship is now coming together. However, you need a Captain before it is ready to go. Somebody who could sail through the Void. Tomix has heard of Captain Mazurek, a woman who is said to be able to sail in any wind. You go to Osprey Cove and find Captain Mazurek. However, when you enter the Inn, smoke fills the room. Ninjas are attacking! You defeat the ninjas with Mazurek's help and she agrees to help you. Next, Tomix has received a letter from his friend in Atrea. The Atealans have something that could help protect the ship from the Void currents. Atrea is attacked by the Rose though. They are either trying to take or destroy it, Tomix is not sure, but they are surrounding it and shooting catapult boulders at it. You wait until the night to sneak in the Rose encampment. While waiting, Tomix shares a story with you: the legend of Tanislav. quote:
Once upon a time, there was a man named Tanislav. He lived in a small village called Mortem. He had a wife and a child. The child's name was Roirr. Sadly, Roirr was suffering from a terrible illness that was slowly killing him. Over the years Tanislav tried multiple methods to cure his son, but everything failed. One day, Tanislav heard word that a strange merchant, dressed in a cloak black as night, had come to village. The stranger, asked by Tanislav if he could cure his little boy, sold him an old parchment. The scroll described a forbidden ritual of liquifying one's life essence into a medicine. After years of fruitless attempts at saving Roirr's life, Tanislav was desperate enough to perform the ritual. He sacrificed his wife, however the medicine made from her life essence was not strong enough to cure the boy. And thus Tanislav, driven by his insane devotion to saving his son, moved him to a safe place, and drew a ritual circle surrounding the entire village, and watched from afar as every villager was liquified into the remedy. He then poured into his son's throat, and killed himself in remorse. The boy lived. He became the First Weaver. All those villagers became the first Elemental Spirits and Roirr learned how to, for a lack of better term, "use" them. He grew up, had four children, and they were the founders of the Four Weaving Families. Baltael, Pandora and Oyva. Soulweaving, chaosweaving and soulsmithing. There are many theories about the fourth child, but all of them leads to the same outcome, he or she was the founder of Murks. You are fascinated by the story, but Rose scouts spot you! You have to evade their catapult boulders and sneak into their camp. Tomix sits on a catapult and launches both of you on a boulder to Atrea. There, you meet Tomix's friend, Ra'Ta. He tells you he has uncovered a vein of Trithil below Atrea. If coated in Trithil, the ship would be protected from the Void currents. You adventure in the cave and find the vein of Trithil you need... however, a strange unidentified humanoid creature is guarding it! He attacks you and you defeat it. He then opens a rift to the Void and launches himself in it. The rift closes behind him. You get the Trithil you need, but on the way out, you meet Yashta, a muscular and bearded Atealan. He tells you about his prophecy: the Empress sent him to assist you and Tomix. He refers to you as "master". You don't want servants, but you accept him as a companion. Meanwhile... Aspar - Envy - is in the DeepVoid. He has strange companions, all humanified one way or another: a Moglin-like creature, Blue, a Theemis-like creature, Green, a somewhat Krakhim-like creature, Red, and a Wisp-like creature, Yellow. The humanoid stranger you fought below Atrea appears and kneels before Aspar, who calls him White. Aspar, angry at White's failure, melts him to nothing. His group is close to the Void Core, the Ynnungaap, and Aspar leads the way. They arrive to the Core. Aspar tells Yellow to slow you and Tomix down while the other ones help him with the Core. Back to Lore, you lack the last, and perhaps most important, crew member: the Navigator. You need someone who knows the Void to guide you through it. You go see Priestess Elysia, in Sunbreeze Grove. She is with Elucidas, the elder Void Dragon. They tell you no Void Dragon has ever returned from venturing in the Deep Void. They tell you, however, about a fellow in Hunter's Paradise who has seen better days, and is now ranting about his lost power and magic and how he walked the Void itself. You go to Hunter's Paradise, but something is wrong: the soulthreads of every monster in the area has been taken, and there's not a single person left! You battle through soulless monsters and find the person you're looking for... Vaal. After the Judgement Wheel was destroyed, Vaal's power was annihilated too. He was taken captive by the Rose and released because he was deemed the weakest Chaosweaver. You offer him to help you, and he initially laughs at you until you ask him if he is afraid. He yells about not being afraid of anything and agrees to help you, if only to laugh as the winds of the Void tears the flesh from your bones. We now go back into the Ynnungaap. Yellow managed to capture everyone in Hunter's Paradise. Aspar is now trying to extract souls out of the humans, but the souls break in his hands. He needs a moment to think, so he sends his minions Yellow, Green, Blue and Red away. It turns out that Aspar made them by combining monster soulthreads with extracted human souls. They have a mind of their own, and Red thinks their very existence is wrong. Yellow being the newest, he says everything Aspar does is sacred, while Blue says that while his actions are not sacred, they still must obey him. Green remembers the previous existence of the human used to create him: he had a daughter that he loved, and he wonders if he is now her father, or if she is orphan. Aspar calls his minions back. He wants the prisoners to be released so he can fight them. After beating them, he takes the most terrified human, a young blonde girl, and extracts her soul. This time, it works. He combines it with a Fury's soulthreads and creates his newest minion, Beige. Beige is then hidden on the Void Ship, so Aspar will know when you are departing: Riadne is his eyes, Beige is his ears. Aspar, however, has problems with manipulating the Void Core. Green comes up with a solution: they are standing in the Temple of Óter, a place where people could attune with a magical being called the "Codex", allowing them to manipulate the Void Core. Aspar goes find this Codex and it agrees to attune to him on behalf that he speaks the truth, so his intentions are just. Returning to Pellow Village, the ship is ready to sail into the Void! The Soulweavers made the sails, the Pirates form the crew, the Trithil coating is in place and Mysterious G, who revealed his true identity as the engineer Eirn (apparently he had to hide because he stole something from a rich family), created the Void Drive, that will allow the ship to move. Vaal explains how the Void is made. The border separating the Void and the DeepVoid is a one-way passage, so you will have to take a portal to return to Ravenloss once you save the day. With her earring, said to contain a shard of the Wind Orb, Mazurek summons a gust of wind that gets the ship moving. While the pirate crew is tending to the ship, you join Tomix in his cabin. You propose him to join you on your quest against the Rose after you are done with Envy. He refuses, and you think it's because he wants to stay with Riadne, but he says Riadne is with Izaac now. Void creatures are attacking the ship, and you must interrupt this conversation. You don't hear Tomix whispering "because I'm not coming back..." You defeat the Void creatures, just as the ship is arriving to the whirlpool of Void energies separating the Void from the DeepVoid. The trithil and the Void Drive should be able to protect the ship... but Beige comes in and deactivates it. The ship passes through the storm, but is severely damaged and some crew members are killed by the Void energies. The Void Ship is partially destroyed, people are injured, food supply is gone... things are not looking well. You are adrift... and somebody has dispelled the portals Izaac made to link the Void Ship and Ravenloss. Yashta finds Beige, unconscious, and brings her to you and Tomix. Tomix, furious, leaves you in charge, so you give everybody assignments to keep things moving. Aegis materializes before you. He explains you two are linked, so he can go anywhere you are through the Plane of Elemental Spirits - however, he can't create another portal to Ravenloss, nor can he carry living people through the Plane. You tell him to patrol and look for anything unusual. You go see Yashta, occupied with interrogating Beige. He tells you she said sabotaging the ship was her sole purpose in life. She served Aspar. She dissolved into a liquid some minutes ago. Just then, Aegis appears again and informs you of your position: you are heading towards a floating island. You see a forest, which means wood. Using this, Eirn will be able to repair some of the damage done. You head into the forest with Tomix and gather wood. However, when you try to go back the way you came, the forest has moved. The way is now blocked by trees. Strange worshippers surround you and try to take you as a sacrifice! You defeat them. Tomix realizes they bear the mark of Pandora. His cube vibrates and Pandora herself materializes. She reveals you are in her memories... After Pandora died, she sealed away her memories in the Void because she couldn't bear with them. On this island, there is a small hut where she lived. The worshippers are Chaosweavers that worship her because of what she did by releasing the seven corrupted spirits on the world, all those years ago. They think she did so to cleanse the world. You battle Worshippers and get to the house. Yellow is waiting for you there! You defeat him and he dissolves. You then enter the hut where you see a child's drawing... Pandora reveals she created Envy. A long time ago, she founded the Chaosweavers. They were moving from place to place, causing havoc. She met her future husband, the only one who would see good in her. However, she could not bear a child. Her husband went to a war and was killed. The rest of the Chaosweavers had moved on, she had no one left, so she split her soul and created Aspar. They moved back to Mortem, their home town near Edelia, but she discovered Aspar was jealous of other children because they were human and not him. He killed a few of them, so Pandora had to flee with him back to this cabin. Aspar grew up and kept ripping away Pandora's soul to create his own family of spirits, the six other Corrupted Elemental Spirits. Every monstrosity Aspar has done so far, Pandora believes to be her fault because she wanted a child. Meanwhile, Envy is still absorbing the Codex. He has created an artificial "human" body made from Tomix-like soulthreads. He has possessed it and believes he is now human. He senses that you have killed Yellow and are getting closer to the Ynnungaap. He wants Red, Blue and Green to gather an army of Void monsters in the Temple of Óter to delay you. The minions obey. Aspar tells them to stand guard in the only room that leads to the Core. Meanwhile, he creates a Seal of Ativa to block the door leading to the room his minions stand guard in. By this legendary and forbidden magic, he links the essence of two humans from Hunter's Paradise to the door. If you want to open it... you have to kill those two innocent humans. You fight long and hard in the Temple. Vaal summons his SoulAlly, Alraia, and ask her to give him his sword, Transcendence. With this weapon, he fights with Mazurek's pirates. Yashta, Riadne and Izaac reach a place where a young boy, unconscious, floats over the ground. Two words hover over his head: "Unlocking Mechanism". Yashta kills the child and the first of the two Seals is broken. Some time after that, Vaal and Mazurek's team reach the second seal. It's a purple-haired women. She's awake, but can't move. She asks Mazurek to help her, but Mazurek kills her. The mechanism is now unlocked, the door is open. However, Vaal flees from the battle and runs off into the Temple, despite Mazurek's warning. You reach the door and go through it. Green, Red and Blue block your path. Green says he's sorry, but he can't let you through. You fight them and defeat them. Red and Blue dissolve while Green kneels. He says he failed, but it's okay: he's free. He then shatters to pieces. Aegis scouts ahead, but Aspar catches him and freezes him in green ice. He is almost done synchronizing with the Void Core. Tomix, tired of waiting for Aegis, synchronizes with Pandora and charges. You follow him. Meanwhile, Vaal is lost in the corridors of the Temple. Some Void monsters stand in his way, but his power is so absolutely fabulous (if you don't believe me, go see by yourself. He KERPOWS everything by laughing at them.) he kills all of them without being hurt. He arrives at a place with otherworldly walls of red flesh-like substance. You have seen these strange red walls before, in Murk's shop in Book One Ravenloss, in the Sewers. A strange voice, the voice of Vaal's wife, calls his name and asks for help. Vaal rushes to her, but all he finds is Murk, who looks starved and unable of moving. Murk is asking for help. Vaal asks him what exactly he is. Murk says he is Roirr, the First Weaver, and he did not die. He only had three children, not four like the legends say. Roirr asks Vaal if he knows what a Murk is. When Vaal says no, Roirr says... he is about to find out! Roirr transforms into smoke, enters Vaal's body through his mouth and possesses him. Vaal's eyes turn red. We return to the Void Core. Aspar is synchronizing with the Ynnungaap when Tomix appears behind him. The first thing he asks... is if Aspar enjoyed the time they spent together. If their friendship was real to him. Aspar says he never was Tomix's friend. All he did was use him for his needs. He tells Tomix he can't banish him, because by doing so... Tomix will die, too! However, it doesn't go both ways: Aspar can kill him without dying himself! They engage in a long fight to death. Back in another section of the Temple, Roirr finishes absorbing the flesh-like substance his shop is made from. He talks to himself, saying he is happy to leave this place after so long, but he starts hearing Vaal's voice. Roirr, fascinated, realizes Vaal's soul has not yet been absorbed by him. He tries to focus, but Vaal is still there. Vexed, Roirr thinks he'll eventually devour him. He reveals being able to travel anywhere to Lore through the Plane of Elemental Spirits. However, his travelling is completely random, so he has no idea where he will land. Roirr senses the fighting between Aspar and Tomix going on and intensifying near the Core, and he decides it's time to leave before the whole place collapses. He disappears. Tomix and Aspar are still fighting. You finally catch up with Tomix, but as you are arriving, the whole structure shakes, and the core releases a slight pulse of force. Aspar jubilates: the Core has finally accepted him! He is so close to manipulating its power, and orders Void creatures to attack you, but you already killed all of them. (hah.) You notice Aegis, trapped in the green ice, and get seriously furious after Aspar. You fight him with Tomix's help and defeat him. His human shell is destroyed. As Tomix starts banishing him, Aspar reveals you the truth: if Tomix banishes Aspar, he'll die! Tomix died, thirteen years ago, when he used the Headmaster's spiritlooms and released the seven Corrupted Spirits. But Aspar brought him back from the dead. Yashta, Mazurek, Riadne and Izaac arrive just in time to hear the shocking revelations. Tomix, embarrassed, tries to explain, and Aspar seizes his chance to try to manipulate the Void Core. However, it does not work: he needs a physical body to do so! He then decides to use Riadne. She levitates while her eyes go green and brutally drops to the floor. While everyone is shocked, Aspar plunges towards Tomix and synchronizes with him. Using his body, he starts manipulating the Void Core. You have no choice... you must hurt Tomix to stop Aspar. You attack your friend from behind until he kneels, both hands gone. Aspar cries in pain. In Tomix's soul, Tomix is still resisting Aspar's synchronization, but he gets weaker and weaker. Aspar, yelling "Full synchronization!", punches him repeatedly. He yells again, accusing Tomix of taking his humanity away from him... he just wants to manipulate the Void Core so everyone can die and become a spirit like him... quote:
Aspar: ... so that everyone can be my frieeeend... Pandora appears. Aspar notices her. She tells him she is Tomix's SoulAlly, and he knows perfectly his actions killed her, even if he denies. Still, he is her son, and she loves him. She hugs him, but by doing so, she immobilizes him, temporarily deactivating his synchronization with Tomix. There's only one thing left to do. Tomix stands and says it's a goodbye. He has to sacrifice himself so Aspar is banished with him. If he doesn't do so, he'll die anyways and Aspar will be free. He says farewell to everyone, then falls into the Void Core. The Void vanishes in Ravenloss, and the ice that imprisoned Aegis shatters. Tomix's hair turns into a crimson red just before he completely disappears in flickering yellow light. Tomix is dead. You leave the DeepVoid on the Void Ship. Powered by the Ynnungaap, the ship will be able to pierce through the Void maelstrom. Aegis has gone through the Plane of Elemental Spirits, but Tomix is nowhere to be found. Usually, Soulweavers go there after they die, so Aegis does not understand his absence. You get back safely in Ravenloss. A funeral is held for Tomix, and you say a few words. You then leave him... Meanwhie, in Tomix's house, the soulless, red-haired boy awakens. His eyes are yellow, and he gasps. The end. Note: The ending is intentionally left open by staff member Tomix, who wrote this amazing questchain. Players who cannot handle Tomix, a well-loved character, being dead, can believe the red-haired boy is Tomix's reincarnation. Other players who think Tomix is definitely dead, and think that a possible reincarnation would remove the heroism from his ultimate sacrifice, can believe the red-haired boy is not Tomix's reincarnation. It is stated that this ending will always be left open so people can believe what they want. Links: Tomix, Pellow Village (Book 3), Aspar Also see: 3.3.4- Mogloween 2009, 2.8.1- Equilibrium Gate Saga, 2.9.1- The First Weaver Saga 2.8.3- Aegis's Deathday Today's a very special occasion for Aegis: it's his death's anniversary. An unknown spirit made him a special artificial body for one day, explaining that "flesh is his thing". As it's a very special day for him, he wants to spend it with you... and Yashta! You start by eating ice cream, then you go out for a walk. Aegis picks mushrooms, but it turns out the mushrooms didn't really like getting picked, so you defeat them. Yashta then tells Aegis about Somorah while you're sitting in the sunlight. You play memory games, then you suggest going for a swim. Aegis, very embarrassed, is not at all enthusiastic about this... because you momently forgot how he died: he drowned in the Northlands. After many excuses and awkward minutes, you lay down and watch the stars. It's time for dinner with Riadne and Izaac!... or it would be if Izaac wasn't locked into his room. Due to his Void Madness, he has good days... and today is not one of them. Riadne still shows you baby Tomix. Aegis eats so much he falls asleep: after all, he's had quite the eventful day. Meanwhile, young Piotr, Tomix's sibling who woke up after his sacrifice, stands with Secundus in an unknown alley. Piotr says "This was nice", to which Secundus replies: "That was the plan." Links: Aegis, Just Chillin' Also see: 2.8.1- Equilibrium Gate Saga, 2.8.2- Void Ship Saga, 2.9.1- The First Weaver Saga 2.9- Azaveyr Most of DragonFable's story takes place on the continent Dragonia. However, into the west, there's another, way bigger, continent: Azaveyr. 2.9.1- The First Weaver Saga After Roirr possessed Vaal in the Temple of Óter, in the Void, he left the Void through a portal leading him to a random location on Lore. Now, he appears in the country of Tkaanie, in Azaveyr, the other continent. He is in a forest full of silvered trees. There are two villagers, Izbor and Ludomir, discussing there, but they manage to hide before Roirr fully appears. Roirr recognizes this place from the trees. Vaal, only there in the form of a soul, never went there and wonders about Azaveyr, despite Roirr being very annoyed at him still existing. He explains that he's not in the Land of Dragons anymore. Izbor and Ludomir are only hearing Roirr, and think he is talking to himself. Unfortunately... one of them steps on a branch and Roirr hears them. He materializes facing them and asks them where he is. They say he is near the village of Ull. As he obviously intends not to let them go, Izbor tries to hold him off with a knife, but he is barely standing. Ludomir manages to run away, but Roirr possesses Izbor's body and uses it as an illusion masking Vaal's body, to avoid drawing too much attention. Before he goes to Ull, he proceeds to summon Alraia, Vaal's SoulAlly... but he dissolves and devours her! Vaal, shocked, starts yelling after him. Roirr, now with Izbor's appearance, watches as his weapon flickers between Izbor's knife and Vaal's sword, Transcendence. Alraia wasn't enough, he needs to devour more. Vaal wonders why Roirr is doing all this, but Roirr deviates the subject on how much Vaal's life was a failure. He makes Vaal increasingly angry as he tries to make him snap. Vaal only says Roirr is a demented psychopath. Roirr then goes away to search for Ull. Vaal's soul follows him. Roirr finds his way to Ull. Vaal asks him what he's going to do, and he says he's going to... feed. Flashback to Roirr's past. He is old and wears a traveler's cloak. He sits in a tavern and grabs a mug while whispering to himself about wasting his life trying to find a way, leaving, and not dying. He then asks for one room. While he opens the door, a child comes behind him and asks him for a piece of gold. Roirr declines, but the child stabs him in the back! Roirr falls to the floor while the child says his wife sends her regards. Roirr starts to panic, as he's going to die... but his skin turns black and he dissolves into dark energy that possesses the child. As he examines his new body, he says: "Thank you father." Now... he is immortal. We return to Ull. Roirr counts the houses to determine how many people live in there. Ludomir arrives and, only seeing Roirr's disguise as Izbor, is glad he's safe. Roirr is a bit confused and Vaal helps him to find good lies about what happened. It looks like Izbor and Ludomir have a relationship. Ludomir leaves and Roirr enters Izbor's house to sleep. Another flashback to Roirr's past: he is middle-aged and reads a scroll in an ancient library. It says a piece of the Mana Core has successfully been extracted from the Fissure and transported to the Capitol. Roirr thinks the Mana Core is the means of ascending. Baeltael knocks at the door and asks for him, but Roirr does not answer. In Ull, Roirr opens his eyes as Ludomir knocks on the door. He takes Roirr to a source of hot water. Roirr does not enter the water, as his Izbor disguise would wrinkle and fall apart. It appears that tomorrow is Izbor's birthday, so Roirr tricks Ludomir into drawing half of a circle with strange signs on the ground around the village. As Ludomir gets curious, Roirr gets mad and magically reshapes his brain to obey. Ludomir goes put a bottle with the same signs on it in the middle of the village. Vaal realizes what Roirr wants to do: he wants to perform Tanislav's Last Will, the ritual that liquefied a whole village into medicine! Roirr casts this spell and the entirety of Ull is slaughtered. However, this does not go unnoticed... Danyel, Tomix's older brother and Headmaster of Edelia, sees the phenomenon from a distance and gets informed by his SoulAlly - none other than Baltael himself - that this must be the work of Roirr. Danyel goes on the hunt... Flashback. Baltael, Pandora and Ovya have finished building Edelia, university of SoulWeaving. They go report this wonderful accomplishment to Roirr, who does not even pay them attention: he is too occupied listening to his SoulAlly, Secundus, whispering in his ear and obviously corrupting him. On Secundus's counsel, Roirr ends up dismissing his three children in a gesture of annoyance. We now return to Roirr walking in the country of Tkaanie after he slaughtered Ull. Vaal, having access to Roirr's knowledge since he is in his body, asks about Roirr not eating Secundus. Roirr only answers that Secundus has been with him since the very beginning, helping him in life. He then informs Vaal of where they are going: to the Grand Capitol of the Shapeless Empire... Some time later, Roirr finally arrives to the Capitol. He announces his intention to Vaal: he just wants the Mana Core Piece contained here to achieve immortality. As simple as that. Vaal philosophizes about immortality being something else than Roirr researches: Vaal himself, who is dead in body, will live eternally as a memory. Roirr, angry, decides to leave Vaal's body and possesses a Magester woman, dissolving Vaal in the process. Meanwhile, Baltael and Danyel are still tracking him and figured out his intention of taking the Mana Core Piece. Flashback. Secundus and Roirr are standing in the Plane of Elemental Spirits. Roirr wants to know something from Secundus that Secundus does not want to tell. The SoulAlly then tells him to keep following his instructions to achieve immortality and influences him into ignoring his children, leaving them to their mother's care. He insists that as he wished, Roirr conceived them only as his legacy. We return to Roirr in the present: in his new body, a female Magester, he enjoys having a direct way into the Citadel, discovers that she can use plasma magicks, and above all... he loves the silence. Vaal is no more. ... nah, just kidding. Vaal reappears, causing Roirr to wonder if he is somehow bound to him. Since it looks like they're stuck together, Vaal helps Roirr get to the Seym building. Flashback to adolescent Roirr discussing with Secundus, who insists on him getting a wife to have children that will be important in the future. A peasant shows up to exchange his daughter Marzanna for livestock, and Secundus recognizes in the girl the one Roirr needs to bear his children. Roirr accepts the trade. Back in the present, Baltael and Danyel keep following Roirr's spirit residue. They arrive to the Capitol and find no guards on the bridge. They head for the Seym too... Meanwhile, Roirr, still disguised as a Magester, arrives at the place where the Mana Core piece is. All of the Magesterium are around, so he engages in a fight with all of them at once and... wins. He loses an arm and gets numerous scratches in the process, but as he is about to transcend mortality by using the Mana Core piece, something interrupts him: the Shapeless itself is here! Flashback. Child Roirr stands in his deserted village after Tanislav cast his Last Will and suicided. He starts to cry, but then a voice calls him by his name. It's none other than Secundus himself, who tells him not to cry, to forget everything that just happened. He has a destiny... Back to the present, Roirr instructs Vaal on what the Shapeless is: it's the Magesterium creature, that theoretically rules but in fact obeys them. Since Roirr's body is the last living Magester, he is now the sole master of the Shapeless. Meanwhile, Baltael and Danyel run after him in the Capitol. Danyel plans on defeating Roirr by conventional means, but if it does not succeed, he will use a forbidden spell to put an end to this monster's evils. They reach the Mana Core chamber just as Roirr wonders about the best way to absorb the Mana Core piece. Roirr immobilizes Baltael and does not even recognize his own son upon hearing his name, then Baltael reminds him who he is. Roirr remembers, but quickly turns around and absorbs the Mana Core. He becomes a mana-like humanoid as the power flows through him. Danyel tries to fight him, but is quickly defeated. He orders Baltael to use that forbidden spell they discussed... he doesn't have anything left to live for. Reluctantly, Baltael nods his head and stabs Danyel's chest with his arms, removing the soul and shattering it. The energy from the Mana Core piece is expelled from Roirr's host body. Danyel's hair turns white and the pupils on his eyes disappear. The lack of energy destroys the host body, reducing Roirr to a black skeleton with a beating red soul. Danyel is dead. Roirr lets out a cry of suffering, much to Baltael's shock: how is he even alive? Vaal appears again: by staying with Roirr during the expulsion process, he might have saved him from death. As Baltael prepares to deliver the final blow to Roirr, Secundus appears out of nowhere and stabs him, dissolving him into sparkles. Secundus opens a portal below Roirr's skeleton and tells him to finish what he started. Secundus lands in an unknown village. He crawls away and covers himself in a cloak black as the night. He despairs: he thinks Secundus sent him here to die... all he did was for naught! Life isn't fair! It is then that a miserable man sitting nearby hears him and agrees with him: he can't properly run this settlement, his wife is cheating on him and his only son is dying yet there isn't anything he can do about it. Vaal suddenly understands what is going on and asks Roirr to write the formula to Tanislav's Last Will for the miserable man. This, he says, will cure the boy. Roirr is dying now. Vaal asks him something: since weavers become immortal elemental spirits when they die, why is he so intent on never dying? However... it appears Roirr can't. He has used too much forbidden magicks, devoured too much souls: he is too tainted for that. And since Vaal is bound to him, when Roirr dies, Vaal and him will cease to exist together! At that moment, their surroundings turn red. Roirr is shocked, then understands, too, what is going on. He tries to flee, but Vaal grabs him and prevents him from going away. The miserable man, none other than Tanislav himself, is performing the infamous ritual that Roirr just wrote for him to save his son... which happens to be Roirr, too! Skeleton-Roirr tries to escape becoming an elemental spirit, but Vaal prevails. Since the ritual automatically turns everybody in the village into an elemental spirit, Roirr and Vaal fuse into... Secundus. Secundus wakes up and finds child Roirr standing in his deserted village after Tanislav cast his Last Will and suicided. The boy starts to cry, and Secundus tells him not to cry... Note: The ending is, in fact, a time paradox. Secundus, created from the fusion of Roirr and Vaal, is now his own entity entirely. All of this, all of Roirr's life and the events that happen during the Weaving Sagas, ultimately lead to the moment where Secundus sends Roirr back in time to ensure his own creation. After he secured his survival, he's now free to do whatever he wants. What is that? Maybe we'll see in the future... If you're still confused by what exactly all of this complicated timey-whimey stuff means, check out Tomix's Post-Epilogue Design Notes. Links: Tkaanie, Roirr, Vaal, Weaving Saga Timeline by Tomix Also see: 2.8.1- Equilibrium Gate Saga, 2.8.2- Void Ship Saga, 2.8.3- Aegis's Deathday 2.10- Dragonsgrasp Dragonsgrasp is the flying city of the Dragonlord Order. Carried through the sky by dragons, in this place reside hundreds of fierce Dragonlords and their great dragons. 2.10.1- Vilmor Saga In Mrs. Hudson's Inn, you find Inspector Doyle deep in thought. The Elemental Dragon of Ice, Cryozen, is dying. Vilmor, the Dragonlord outlaw held in a highest security prison, has escaped! She shares a bond with Cryozen and will try to find him. You summon your dragon and try to chase Vilmor, but you fail. Captain Lestrad is angry at Inspector Doyle, whose job was to investigate Vilmor. Meanwhile, dark things are going on... Dragonmaster Frostscythe is asking an assassin named Circe to break the bond between Vilmor and Cryozen. After you recover, Inspector Doyle wants you to help Channiru, the warden, get the prison back under control. After saving Guard Reggie who was trapped, you return to Inspector Doyle. He tells you that he wants you to search for the ruins of Bask, where Cryozen was last seen. You meet a man call Rileh and ask him about Vilmor, but he knows nothing about him. As you continue your journey, you heard a female voice belonging to somebody apparently trapped in ruins. You dig beneath the rubble and find a woman named Circe. She says Vilmor destroyed her home, and laid all the traps in the ruins of Bask. You wonder why Vilmor attacked this town, but Circe tells you that Bask's Guardian Tower used to be the old hiding place of the Ice Orb. You go search in the crumbling Guardian Tower. Circe comes with you. You wonder who could have stolen the Orb from this. Circe says she does not know, but in a flashback, she sees herself handing the Ice Orb to Aisha and being covered in gold. As you are searching, you find a blue, broken Dragon Amulet. From the clues you found in the Tower, you believe Vilmor could have a partner. As you are deep in thought, Circe uses her magic and causes an avalanche without you noticing her. You are covered in snow and, when you wake up, you realize you are tied to a tree by... Vilmor! Vilmor warns you not to meddle in her quest. She has to find Cryozen and someone named Donovan. She explains herself: Donovan and her were good friends when they were children. Donovan helped Vilmor with training, but he could never become a Dragonlord himself because of his shadowy origins. He is half-elf. Vilmor eventually became a great Dragonlord, attuning herself to Cryozen, the Elemental Dragon of Ice, while Donovan could not. Their friendship did not overcome adversity. Donovan lured Vilmor into Bask, telling her the Ice Orb was in danger, and blasted Cryozen out of the sky. They crashed unto the Guardian Tower, and little remained of it. Now, Cryozen is dying, Vilmor tells you. But just then, you realize... Donovan must be Dragonmaster Frostscythe! Just as you are saying this, Circe appears. She got explosives from the scales of Cryozen and attacks you. Vilmor, mad that Circe got Cryozen's scales, attacks her, but Circe is too fast. You and Vilmor chase Circe up the hill, until you enter a cavern. The ceiling falls on your head! Frostscythe appears, not pleased with Circe. He asked her to break the bond between Vilmor and Cryozen, and now he will have to do it himself. He dismisses Circe and throws his head unto the floor. He indeed is the half-ice-elf Donovan. He has been torturing Cryozen to bend his will to his own, and has gained the Dragon's power. He knows Cryozen will die, but he has his heir's egg, about to hatch. He tells you the Dragonlord Order gave him nothing because he was half elf. Angry with you and Vilmor, he gets on Cryozen's back and attacks you. Cryozen, however, is so weak you win the fight. You team up with Vilmor and defeat him on foot. The battle causes an explosion and the cavern crumbles. You and Vilmor manage to escape with the dragon egg. Frostscythe got to the back of the cavern, and you're not sure if he, too, escaped. Cryozen closes his eyes and dies. Captain Lestrad, Inspector Doyle and Channiru appear. Lestrad wants to imprison Vilmor again before you explain the truth. Vilmor never was a villain. Cryozen Jr. hatches before your eyes, and immediately attunes with Vilmor. Links: Dragongrasp, Vilmor, Donovan (Frostscythe), Inspector Doyle Also see: 2.3.2- Ice Dragon War 2.11- Maguswood The great woods surrounding Falconreach carry many names: Maguswood, Surewood, Surewould... this forest is full of bandits and creatures. Includes all the areas located into Maguswood, such as That' a Way, Verteroche and Stoneheart Fall. 2.11.1- The Quad-Force The Quad-Force is the legendary object, that when assembled, will open a doorway to teleport a hero to defeat Gananana! Under Robina's guidance, you retrieve all four pieces of the Quad-Force and destroy the gigantic creature in its realm. Links: Robina the Hood, QuadForce, Defeat Gananana! Also see: None 2.11.2- Bacon Origins Valencia, the Rare Item Hunter, has a task for you. She recently discovered something very interesting... in fact, a whole new element: Bacon! She wants you to investigate on this. You go to Mount Beeflympus and meet the ChickenCow God, Zeuster. Before he reveals the secrets of element Bacon to you, he wants you to prove your worthiness by completing twelve tasks. First, you have to defeat the Somean Lion, who has been spreading lies about Zeuster. Then, you have to scare off vicious birds that are disturbing his rest. You then have to help Zeuster's head priest, Archimoodes, cleaning out the dormitory of the novice ChickenCows by collecting water elementals. Next up, Zeuster wants you to help Aria capture a very rare creature known as the "Golden Hindeer". He also wants you to defeat a hydra that has been threatening the cattle. You have to respond to a challenge against Zeuster that was issued by a minotaur who claims nobody can navigate in its labyrinth. Then you have to enter the underworld and help the spirit of the wife of Zeuster's friend get out. Zeuster would also like you to take care of a ferocious boar that's been on a rampage, scaring the chickalves. By that point, he thinks you might be worthy but keeps sending you on missions. He wants you to take Archimoodes's apprentices to visit their relatives. He also wants you to get the belt of the Queen of the Jungle, Leeta. Zeuster then asks you for something else in the Underworld: you need to return the three-headed guard dog of Death into Zeuster's domain. However, you bring back the guard dog's puppy, and not the guard dog itself! Zeuster is disappointed in you, but decides to give you one last chance. He wants you to bring back the ChickenCow eggs outside their nurseries. They have been chickhalf-napped before their hatching and you have to find out who is responsible. You enter the Garden of Good and Ebil through a gate guarded by a titan gorgon and find out that the one behind the missing eggs is......... Cysero! (haha, plot twist!) He planted them and they grew into Chicken-cow trees. You get back with some of the eggs (seeds?). Zeuster is impressed and decides to tell you the secret of the Bacon Element. The chickencows have been flourishing on Lore for many years. They were flourishing so much their food was beginning not to suffice to their large population. Archimoodes prepared a ritual to provide them with a cheap, easy, and abundant source of nutritious food. However, his apprentices messed with the runes and caused Bacon to drop from the sky. They got rid of it by selling them to Zhoom. Keelia of Aeris Battlespire bought a whole batch of it and created weapons. The Elemental Orb of Bacon is kept in a place that smells like...breakfast. Links: Zeuster, Bacon Origin Also see: 1.1.17- The Final 13th 2.11.3- True Mortal Saga In the north, near Dragesvard, monsters are gathering. An Ice giant, Nivalis, has plans to freeze Lore! You meet True Mortal, the Spirit Warden, at a strange magical gate at Stoneheart Fall. He believes the monsters are searching for a mysterious gate. You go there and find out that to the east, through the passage, is what looks like a fortress in the mountains. You fight through fairy-like creatures called Khy'Rians and enter the fortress. You find out that the Khy'Rians are hatched by Nivalis, who is indeed searching a gate. True Mortal's belief was correct. True Mortal tells you that if he is looking for the gates, you must get to them before he does. However, as you were talking, Nivalis sends Khy'Rians to assassinate True Mortal. They shoot an arrow, but you push True Mortal to the ground and the arrow buries itself in the floating orb that True Mortal uses as the key to his charges' prison. As the orb explodes, Isathaara, a demon from the Plane of Ice, and Hideyoshi Fusikawa, a fox-like fire spirit, are released and disappear. This is terrible: you must seek the gates and then track down Isathaara. If left to his own devices, this evil spirit will gladly destroy Lore and his own realm. You go searching for the forest gate. The forest itself helps guarding it, and after multiple twists and turns you finally find it. You meet Wolf and Bear, the guardians of the Gate. They want to see what you can do and challenge you to a fight. You defeat them. You pass through the Forest Gate to return to Stoneheart Fall and speak with True Mortal. True Mortal himself, while crafting his new spirit orb, remembered something that happened years ago. A necromancer, Vae'Kan, wandered to Stoneheart Fall and asked him questions about the denizens of the Ice Plane. They quickly became friends. He told True Mortal that he was researching a way to combine living and necrotic flesh into creatures of undead perfection, but True Mortal hasn't seen him in years now. He hopes Vae'Kan can help you in learning more about the Khy'Rians, and he sends you to his domain. Upon meeting Vae'Kan, you ask him about the Khy'Rians. It seems that Vae'Kan created the Khy'Rians as special golems when he was younger. Their wrappings are soaked in a special formula, the spirit collectors are attached and the spells are cast. The spell summons a spirit of the plane of Ice to inhabit the shell. Vae'Kan's magic gave these constructs both intelligence and the means of speaking. The intelligence and speech he included were, to his mind necessary, however, he did not count on one fact: they were magically compelled to serve, and still retained intelligence, so resentment bred true as well. Vae'Kan suspects they hated him for crafting them in the first place, thus he chose to give them to themselves, in the hope that they would grow beyond themselves. Instead they sold themselves into the service of Nivalis, who promptly took the secret of the Khy'Rian and created an entire army of them. Vae'Kan is searching a way to utterly destroy the Khy'Rians. But that is proving to be a much more difficult task, for as he is carrying out his research, he fears that he is losing his humanity. After telling you this, he tells you to leave. You then adventure to the next door, located in the Sandsea. You go through mazes and finally find the Guardian, an being named Ahmet Ptah. He is the last of his people, that once sought to tame Isathaara. They were all destroyed, except him, by the malevolence of the demon. He joined the Brotherband to help trap Isathaara. You pass through the gate and return to Stoneheart Fall. The next door awaits below the waves. You can breath due to your little accident with the water-breathing potions, but the water pressure is so strong it saps your endurance. The Guardian Kuli-ana is awaiting for you there. You find her, and she proposes you a test of endurance. You have to fight other adventurers from Lore and underwater monsters. You complete the challenge and pass through the Water Gate. You return to True Mortal. He has a new task for you: find all the information you can about Nivalis. He already knows much about Isathaara, but he has next to nothing regarding Nivalis. He has met someone in his travels, though, that could help. He summons an illusion of a hooded warmage (actually, it's Elryn!). The mage tells you and True Mortal about the Ice Giants: once there were great numbers of Ice Giants, but what happened to them is a mystery. There was once a great war against them. A great many races were allied against them. After that they seem to disappear from history. What few records survive indicate that they were extremely warlike. They were a proud tribal people. They were also raiders, often striking costal villages and taking what they needed. However, other records insist they're farmers and hunters. There were some records of an Ice Giant village, shortly before their exile, that existed in the region somewhat farther north of the Ruins of Bask. You should start your searches here to find someone who could give you more information than the warmage: a living Ice Giant... You adventure in the frozen forest, defeating monsters on your path, before coming across a hut with a small farm and a sleeping ice wolf in a tent. An extremely pale Ice Giant comes out to welcome you. His name is Laguzoki, the bones told him you were coming, and he has much to tell you. Once, the Ice Giants were farmers, hunters and raiders, but then the coastal cities united against them and drove them far north. The Ice Giants were reorganized and led by the "Bright One", Frostfyre. All giants could do rudimentary magic, but only the Frostfyre line could achieve greatness. Nivalis was Laguzoki's student, and a very promising student he was: intelligent, gifted for all magic, but especially Ice Magic, hungry for knowledge. There were hopes that Nivalis would be the one to lead the Ice Giants back home. However, that was not enough for Nivalis: he wanted to storm the world with ice and snow. Laguzoki argued that this would kill all other life form, and cause the Ice Giants to have nothing to sustain their bodies, ultimately leading to their own death, but Nivalis cast him out. Laguzoki sends you to the place where the other Ice Giants used to live. It seems that the village is deserted now... all information on what exactly happened to the Ice Giants can be found in the Pedia page for the quest "Cold Truth", in Laguzoki's journal. In the ruins, you find a lone Ice Giant who first attacks you, then stops and questions what brings you here. He is Sceolan, who has remained here a long time in the hope to find Laguzoki and tell him there are still Ice Giants who refuse Nivalis's guidance. You give him directions to where Laguzoki is, and he tells you about a strange gate: the last gate you need to travel in your quest to defeat Isathaara. Links: True Mortal, Stoneheart Fall Also see: 1.3.7- Espina Rosa Part Two and Sulen'Eska Part Three 2.12- Popsprocket This is the floating city of the science-loving gnomes. Beware of explosions! 2.12.1- Penpal Saga Zapp, the gnome who stands near the gate of Popsprocket, wants you to deliver a letter to his penpal. Her name is Snou, and she lives in the Jungle where the Azhite Ore is mined. You agree to help him, but you discover Snou's house has gigantic proportions. There are various monsters in Snou's house, and you defeat them. Snou herself, who is indeed a giant, appears and yells at you for destroying her "limited-edition penpals". She decides to make you her new penpal, but you manage to defeat her. You return to Zapp. He then asks you to visit Amityvale and find Thursday, his new penpal. Unfortunately, on your way there, you accidentally drop the letter. Zapp then sends you to deliver a package to Keelia, the battle mistress of Aeris Battlespire. He wants to know how Aeris Battlespire is kept afloat. Keelia tells you they use Azhite Ore supplied from a giant in the Jungle. (now that sounds strangely familiar.) Zapp then have another letter and asks you to deliver it to the Surewould Ranger, Robina the Hood. After taking out bandits, you ask Robina what her bandit fighting tactics are. In fact, it's just... to keep fighting. (and I assure you, that's quite an efficient technique.) You return to Popsrocket... but to your surprise, Zapp has disappeared! You find giant footprints leading to a steam tunnel and decide to follow it. You find Snou but shockingly realize that the so-called penpals are Snou's roommates. She wants Zapp to help her but you ruined her plans. The reason Snou "gnomenapped" Zapp is to get a "Zapp's Amazing AC System" to cool her house down instead of shipping blocks of ice from Dragesvard. All is ending well for everyone then! Link: Zapp Also see: None
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