An Interactive Novel

Qirean Graveyard

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The Terraces

Papis joins your party. (NPCs act similar to enemies. Consult the rules for more information: Rules and Systems)

 

You walk up the stairs onto the lower terrace. You look around to notice several of the headstones have been vandalized and the graves rummaged through.

 

“There has been recent defilement,” Papis stated as he walked forward and looked into the grave. He looked down to see the remnants of two bodies laying in the ground. “It appears that they took everything they were buried in and left their bodies to rot.”

 

Papis turns away from the grave and walks toward the stairs that lead to the next level. As he approaches the concrete stairs, two skeletons emerge from the ground.

 

“Foul Magic indeed,” shouts Papis as he turns to see the skeletons. He pulls out his sword and lunges in for the attack.

 

Commence Battle with Skeleton x 2

 

“Perhaps there is a dark magic at work,” continues Papis after you defeat the skeletons. “Come, we have to get up to that tomb.”

 

You move up to the middle tier to see the same carnage from the first one. The headstones are toppled over and the graves have been rummaged through. Papis appears uneasy as he walks toward the graves, expecting more skeletons to leap out toward him.

 

He peers over one of the open holes to find it empty. “Looks like the bandits took the bones this time,” he states with a coy grin, turning around to see three wolves behind the group poised to attack. “Bandersnatch!” he shouts. “At the ready!”

 

Commence Battle with Bandersnatch x 3.

 

The three bandersnatches flee upon being defeated. With their wounds great, they took off for the nearby woods where they will surely return again.

 

Papis turns and looked at the next terrace. “Come on, we haven’t a moment to lose. Something has stirred the evil in this area and we must find out the source.”

 

You continue up to the top tier. You turn to your right and notice the large tomb where you are headed. “There it is,” announces Papis as he points at the stone structure. Several cracks make up the facade of the old tomb with what appears to be a wooden door barricading entry into the crypt from the outside. 

 

You look past Papis as he walks up toward the wooden door as something catches your eye. Behind the tomb, you notice a shadowy figure standing tall and staring at you. He’s holding a small walking stick and staring at you through glowing yellow eyes. You feel a chill move down your spine as you walk toward the tomb, but as you hold your hand out to point to him, he disappears into the shadows.

 

You breathe slowly and try to stay calm as you ponder who and what that shadowy figure was. You look forward at the tomb, hoping to find an answer in there.

 

As you walk toward the tomb, you feel a cold chill come over your body. You look behind to see a blue aura coming from a small grave at the bottom of the hill. Your eyes lock onto what it is, curious as to what it could possibly be. You reach forward and grab Papis’s shoulder and point down to what you’re seeing it.

 

“That’s quite odd, but it’s probably just the magic that we’ve already run into. We’re already here at the tomb. Come on. There is no sense investigating that.”

 

You're left with a choice. Do you continue on to the tomb with Papis or to you go alone to see what the blue aura is?

 

Continue to the Tomb

 

Investigate the Grave with the Odd Blue Aura

The Grave with the Odd Blue Aura

Papis leaves the party.

 

Papis remains at the top of the hill where the tomb is while you head down to investigate. From afar, the blue light is entrancing but as you get closer, you find your gaze affixed to it. With each step, you find it more and more difficult to remove your eyes from the radiant blue light. You reach the grave to see a bright, blue stone emitting the light. As you you continue to stare, a faint voice whispers into your ear. "Welcome to the end."

 

Your eyes open up and you turn around quickly to find a tall, cloaked figure holding a scythe standing behind you. He raises his scythe high into the air and strikes at you.

 

Commence Battle with Death

 

Death hovers in front of you, defeated but not deceased. You feel a warm sensation overtake you as you stare at Death, his cloak moving gently in the wind. You do not fear him, as you have already bested him once. He hovers backwards and places his scythe on his back while keeping his cold gaze affixed on you. He holds his skeleton hands out in front of him and pulls the bright blue gem out of the grave with his mind. He holds in front of you and offers it to you as a prize as well as the large sickle he wielded against you.

 

Acquire: Guillotine Blade

 

Acquire one of the following: Shard of Mending, Shard of the Adept, Shard of Swiftness, Shard of the Depraved, Shard of the Flagellant, Shard of the Cursed

 

Death fades away into the shadows, leaving you standing in front of the grave. You look back up to the tomb to see Papis standing there in front of the tomb waiting on you.

 

Papis rejoins the party (NPCs act similar to enemies. Consult the rules for more information: Rules and Systems)

 

Continue to the Tomb

The Tomb

Papis leads the way into the stone tomb. White columns line the sides as he walks in, though the beautiful white marble has been chipped away for sometime. You follow Papis down a small flight of stairs and into a tomb, noticing several things that appear to be quite off. The walls were not the same marble from upstairs, but cave walls with several small, white etches all along them.

 

Papis steps forward and looks at the white etches on the wall before stepping back from them. “These are from old times,” he says while looking at you. “Though they appear to be somewhat fresh, these are from the time of the old Gods. Someone is still…”

 

As Papis is speaking, a loud cackle is heard from a small stone box at the far end of the cave. You look out to see a wight appear, along with four skeletons. As you peer at them, a wooden door is behind them and it appears if if they are guarding it.

 

Commence Battle with Wight, Skeleton x 4

 

The bones of the skeletons drop to the ground and the wight fades into the shadows. You look forward to see the wooden door the creatures were guarding open slowly.

 

“It appears as if the evil that we are chasing is coming from within this cave,” announces Papis as he walks past the bones of the skeletons and toward the wooden door. “Come on. I feel like we’re close to finding out what’s actually going on.”

 

You follow Papis through the wooden door and into a well lit cave. Torches are all along the wall in fairly frequent intervals providing a constant illumination. The walls are a sandy yellow with the same white etchings scribbled onto them. With every step, you feel a bit warmer as if you’re moving closer to a hearth.

 

“I wonder if we’ve stumbled upon some kind of cult,” announces Papis as led the way through the cave. "That woman mentioned that this hill was the sight to some evil happenings during the ancient times of Dun-I." 

 

You continue along the path until you reach a fork. To the left, you can see an area with several weapons lined against a wall and a stone slab in the center of the room. To the right, you cannot see much, only a few shadows moving around.

 

Which direction will you take?

 

To the Simple Armory

 

To the Room with the Moving Shadows

The Simple Armory

You take the left path and end up in, what appears to be, a very rudimentary armory. Along the walls, wooden spears are lined up in a row. You feel as if your weapons are better than anything against this wall, so you pay them no attention.

 

Papis looks at the walks, noticing how the etchings have continued toward the stone slab in the center of the room. He moves toward it slowly, trying to see if anything has been killed on it or sacrificed around it. He finds a few traces of dried blood, but nothing to suggest that anything has come from it recently.

 

He steps back and looks back at you, shrugging his shoulder and motioning for you to head back and take the other path. As he walks past you, the slab moves and is pushed off the stone that it was resting upon.

 

You turn back to see a large construct leap out of the stone. The creature possesses four arms and two legs, a long torso and a woman’s head. She smirks at you as two soldiers, wearing the bones of their fallen enemies run toward you and seal off the exit. The construct holds her arms out and summons four of the spears off of the wall. The spears whiz past your head and into her waiting hands.

 

Commence Battle with Crypt Warrior x 2, Risen Construct

 

The construct falls back into her sarcophagus with the slab still resting to the side while the crypt warriors are on the ground. You look back, noticing that the fallen crypt warriors are still moving, though only slightly. You pull out your weapon and walk toward them, preparing to deliver the final blow when the floor is pulled out from underneath you.

 

You descend through the trap door and land on a soft cushion in the center of a large stage. In front of it, fire provides a large barrier between you and the warriors who are looking on. In the center of the stage, a well dressed man, who you assume to the priest, is standing in front of you.

 

“There you are,” he says with a coy grin while looking at you. He’s wearing simple robes, unlike the warriors you have ran into. “I imagined you would make it to be at some point.”

 

Papis sat up from his position and looked over at the man. “Who are you, priest?”

 

“Priest? Is that what you think I am?” asks the man. “I imagined it’d be cultist or conjurer, perhaps even necromancer, but not priest. I’m flattered, Papis Horishek.”

 

Papis looks on flabbergasted. “So I take it my reputation precedes me?”

 

“Not quite,” continues the man. “I know all about you and those who are traveling with you. I can see through your eyes and into your souls. You aren’t as pure as the world makes it out to be or how you want the Confederation of Small Kingdoms to perceive you, but that’s not a cause for today. Perhaps later.”

 

Papis turns and looks back at you. “Be ready. Something isn’t right about this.”

 

“You’re absolutely right, Papis!” shouts the man in the center of the stage. “Nothing is right about any of this. The Great General of Loccaris, Lorian, is pillaging the countryside and you’re in here, trying to discover where the source of some awkward conjuring and dark arts are coming from. Instead of fortifying Dun-I and ensuring that the forces of Shorrek make it to Werz, you're trying to take the mantle of hero for yourself. Your inaction will lead to the downfall of this land and Lorian and his demons will pick the flesh clean from your bones."

 

“Then I guess I shouldn’t be waiting for you to make your point and telling me where this magic is coming from,” Papis said coldly as he pulled out his sword and walked toward the Priest. 

 

“I wouldn’t,” said the Priest as he held out his hand. Papis’s eyes developed a yellow hue about them as he dropped to his knees.

 

You look at Papis as he is subdued with relative ease. You reach for your weapons, panicked but ready to fight what is in front of you. The Priest holds his hand out and you fall to your knees. “Relax. The eyes have you now, but you’re quite strong,” said the priest in your head as you fall to your knees. “Perhaps you’ll be strong enough to see what really happened the day Dun-I changed forever. But first, you’ll need to change a few things.”

 

Discard your entire field and your entire hand. Shuffle them into the deck. Draw five new cards for your hand and place two cards into your field from the top of the deck.

 

You wake up on a very cold and rocky ground. The sky is on fire while large balls of molten flame descend from it, slamming into the area around you and forcing you onto your feet. You look forward to see absolute carnage. Bodies of winged soldiers are on the ground around you as their blood pools around them while other soldiers are charging up a large hill toward very tall tower.

 

“Welcome to the Sun,” announces the Priest as he stands before you.

 

Papis rises to his feet and looked at the Priest. “Where are we?”

 

“I just told you,” he replies coyly. “We are at the Sun, the fortress and Sanctum of the God of Illumination, Neralil.”

 

Papis looks at the priest with a confused glare. “How can we be…”

 

The priest chuckles as he motioned for them to look forward. “This is the famed War of the Gods that I’m sure many of you in Dun-I have forgotten about,” he states as he looks forward and grins. “This is the day where the world that we created changed into something far different.”

 

“We?” asks a confused Papis.

 

“You’ll find out soon enough, but for now, you will all be taking the place of several of the Seraphim fighters who were dispatched here to put a stop to Neralil and end the war. You will see how everything unfolded in front of you and will truly understand the history of this war-torn world."

 

Papis looks at you as the Priest disappears into the air before you. Confused, you look around at the scenery and try and take in the moment in the past you were currently occupying. You walk forward as three of Neralil’s Solbohn, her personal army, appear before you with their swords and shields drawn.

 

Commence battle with Solbohn Warrior x 3

 

The three Solbohn are dispatched quickly, dissipating into the same air that they appeared from. You pause for a moment, looking ahead of you as four more Solbohn soldiers appear.

 

Commence battle with Solbohn Knight x 2 and Solbohn Warrior x 2

 

You look up to see a much larger Solbohn appear ahead of you. As you prepare for the next battle, a bolt of lightning strikes the soldier and vaporizes him before your eyes. You look back to see a much younger Zilara, clad in white armor with the crest of Derrien on both soldiers, standing behind you with his hands out, having just summoned a monumental lightning bolt to drop Nerralil’s warrior.

 

“What are the lot of you waiting on!?” screams Zilara as he looks up to the skies. “Get to the tower and get her to the ground! We end this war tonight!”

 

You look back to Papis who nods, leading the way as you all travel up a large incline toward the tower.

 

You’re sprinting up the hill, seeing the Seraphim attacking the Solbohn. The carnage is impressive as you run at full pace toward the tower. As you make the turn toward the tower, you watch four Solbohn throw several Seraphim off of the cliff to their death. You stop and look on as they turn to see you. Without warning, they charge toward you and incite the battle.

 

Commence Battle with Solbohn Knight x 4

 

You kick the corpses of the Solbohn to the side as they fade away into the air in front of you. You continue your trek toward the top of the hill where the tower of Neralil awaits. As you make your climb, you find five Solbohn fighting off Seraphim with large weapons and ballista. The five warriors draw their weapons and turn their attention toward.

 

Commence Battle with Solbohn Warrior x 5

 

The five Solbohn disappear before your eyes, having been defeated by your might. Ahead of you likes your target: the Tower of Neralil. You run into the tower to find that the top of it has fallen off and it is open to the air. The Seraphim are trying to fight their way in, but Neralil has barricaded herself in quite well until you reach her.

 

“Why are you doing this?” asks Neralil as she looks at you. “Can’t you see that this war is pointless. Derrien has already won.”

 

She steps toward you and looks down upon you. Her power is immense and you know you cannot defeat her in a fair fight. As you ready your weapon, understanding that this may be the last time you grab it, you see her eyes glow white. Zilara, the young Seraphim, has snuck in and stabbed her in the back with an enchanted dagger.

 

“A dagger?” she says as she turns around to look at it. “I cannot be killed by a mortal weapon.” She reaches behind her and pulls it out as Zilara backs up slowly. She stares at it while her eyes glow whiter. “No…” she mutters as she falls to her knees. “How did Valcus lose this?”

 

You look forward as a panicked Zilara backs up toward the walls of Neralil’s tower. The Seraphim have charged in as the Solbohn have slowly fallen. As you stare at a God being killed, the landscape changes in front of you and washes away. You find yourself standing in an open field with a man that you’ve never seen standing before you.

 

“I turned on my ally that day so that I could end the conflict,” he says as he keeps his body facing away from you. “Neralil was my friend, but I knew that, in order to end this senseless conflict, one of the eleven would have to die and she was the most disposable. It was either Neralil or her sister, Saeria, and we agreed that Neralil was the most expendable.”

 

He turns around and stares at you with a yellow hue in his eyes. “My brother and I made a deal with each other, much as we always did. We agreed that we would keep the rest of the Gods at bay while this attack happened. Derrien agreed to send the Seraphim into an attack on Neralil while I agreed to get the God-slayer from Valcus and give it to him. She died and Dun-I changed.”

 

“Who are you?” asks a perplexed Papis as he steps forward.

 

The man laughs while looking at the younger Papis. “My name is Maloris, and I was the God of Chaos and Destruction.”

 

Papis’s eyes light up as he looks on at the God. “I thought you were dead?”

 

“Most people believe that to be true. Most people believe that Nathair, an agent of my son, Latros, killed me with that same dagger. In truth, that same trick that I did to you all on the stage is what I did to him. Though I was prepared to end his life. Vesya, the Goddess of Law, descended and made a deal with me. I would spare the life of Nathair and allow my son to ascend in my place, but remain alive. After the War of the Gods, Vesya split our realms away from Dun-I, giving us access to the souls of the living and allowing them to worship us, as well as creating portals to and from our realms into Dun-I. However, we as Gods could no longer enter Dun-I unless summoned by Vesya for a summit and we could only arrive at one location, Eden. If we were to break that rule, we would lose our powers and could be killed. Well, I broke that rule, though heavily against my will. My son, Latros, pushed me through the portal without me realizing it and I was made  mortal. However, Vesya, seeing the entire incident unfold, offered me a deal. I could remain in Dun-I and have my powers, though I had to remain underground and in secret. I could arrange for followers to bring me souls to feast on and live in my temple, which is what you all found underneath the Qirean Graveyard.”

 

“Vesya gave me the opportunity of life while residing in Dun-I, which was something I couldn’t pass up,” continues Maloris. “While my son, Latros, ruined everything in Loccaris, and then got himself locked in a box, I’ve been able to live the life I’ve always dreamt of. I’m finally at peace, but now, that is in jeopardy. Though Nathair has always roamed the plains of Dun-I, collecting the shards to release Latros from his prison, the forces of Loccaris are marching upon the the plains of Dun-I as we speak. Lorian is incredibly powerful and can summon an army or create one at will. Defeating him will be incredibly difficult though doable. He isn’t a God.”

 

Papis looks at Maloris and nodded. "Does Lorian have a weakness?"

 

Maloris smirks while nodding. "He's very prideful, but he's also very dangerous. Don't fight him one on one. He will never lose that fight and he is quite ruthless."

 

“What about Nathair?”

 

Maloris chuckles. “Oh yeah, him,” he says sarcastically. “Nathair is the right hand of Latros and will always be a thorn in anyone’s side. He is probably tougher to deal with than Lorian, if I’m being honest. Lorian hasn’t been to Dun-I since the War of the Gods. Nathair has always resided here. I imagine an immense power struggle between the two of them if they cross paths, which is sure to be soon if it hasn’t happened already. Nathair will ultimately win, but it’ll be tense between them, of that I can promise.”

 

“Can’t you stop Lorian? Didn’t he serve you?” asks Papis.

 

“He did, but if I show myself I am immediately stripped of my powers,” he explains. “Vesya is cruel and methodical. She thinks things through very well and realized that, if I were to emerge, the other Gods would riot. I have to remain hidden less I suffer a mortal’s fate.”

 

Maloris steps away from you and looks out at the setting sun as it fades over the mountains. “I don’t want you to perceive me as a kind and gentle person, mortals,” he says coldly before turning around to gaze upon them again. “I am allowing you to leave the graveyard and my temple alive because I feel that you are better off to me for another purpose. While I would love to feast on your souls for sustenance, I need your power to defeat the armies of Loccaris so that I can continue to live the life that I have gotten so accustomed to living.”

 

“Here, take these for your travels. You will need all the assistance you can get when doing battle with them,” announces Maloris as he snaps his fingers, making three chests appear at your feet.

 

Acquire Two of the Following (The items do not have to be identical): Brass Axe, Brass Greatsword, Brass Dagger, Brass Spear, Brass Sword, Wooden Scepter, Simple Staff, Wooden Bow

 

Acquire Four of the Following (The items do not have to be identical): Brass Shield, Thick Wooden Shield, Brass Helm, Reinforced Hat, Brass Crown

 

You close your eyes and open them, finding yourself standing in the center of Sunshire with Papis at your side. You look out at the river and off toward the graveyard at the end of the city. Papis places his hand on your shoulder before stepping away without saying a word.

 

All Players Gain 300 Shard Experience

 

Scenario Complete. Visit the Store

 

The journey continues in Chapter 8: The Uprising at the Port

The Room with the Moving Shadows

Papis leads the way into the dimly lit room. You walk in to find it completely empty, save for a single torch hanging from the ceiling. You look around, hoping to see what was causing the shadows. The room is vacant and is only a dark, square shaped room. You look around calmly, trying to see if there was anything unique in this room when three small spikes appear from the ground.

 

You leap out of the way quickly, only to find three more leap out from where you landed. You move around quickly, avoiding the large, wooden spikes when a large, wooden gate descend from the way in which you came. A large slab opens up in the wall, revealing several warriors carrying spears coming in to strike you down.

 

Commence Battle with Crypt Warrior x 3

 

The first five warriors have fallen, but five more appear from the entrance with their weapons drawn ready to do battle.

 

Commence Battle with Crypt Warrior x 5

 

The warriors have stopped coming in from the opening, leaving you an escape from that room.

 

The next room is very open and full of various cages and other shackling devices. You look through the room to find it void of any life with the exception of one female located in a cage in the center of the room.

 

“Ma’am, are you alright? How did you get here?” shouts Papis as runs up to the cage and placed his hands on the bars.

 

The lady shifts her head slowly and glances at Papis, confused and perplexed at how another human had made her way down there. “Who…”

 

“My name is Papis Horishek and I am the Prince to the Throne of Shorrek,” states a regal Papis. “Who are you?”

 

She breathes slowly as she continues to gaze at Papis. “The Eyes have me,” she says without much of a break and in a very calm manner. “The eyes, they have me.”

 

“What eyes?” asks Papis. “What Eyes have you?”

 

She continues to look at Papis as her eyes begin to glow yellow. “The Eyes,” she says again. You take a step back, hearing the footsteps of several coming through another door. You look over at the door to see two large, female constructs walking toward you. They have two legs, but four arms and a females face. You perceive that this is what will happen to the young lady in the cage if you do not help her.

 

The two constructs are carrying four spears in each arms and leap in to attack you. You roll out of the way and draw your weapon.

 

Commence Battle with Risen Construct x 2

 

The constructs fall to the ground and the woman is left staring at you. “The eyes,” she mutters as she reaches into her shoe to pull out a small gem. “Here, take this. Maybe it will serve you better than it served me.”

 

Acquire one of the following: Shard of Mending, Shard of the Adept, Shard of Swiftness, Shard of the Depraved, Shard of the Flagellant, Shard of the Cursed

 

The young lady’s eyes roll into the back of her head as she falls back into the cage. Her body goes stiff as she loses consciousness. With a soft sigh, you walk toward the door where the constructs emerged, only to fall through a trap door in the floor.

 

You descend through the trap door and land on a soft cushion in the center of a large stage. In front of it, fire provides a large barrier between you and the warriors who are looking on. In the center of the stage, a well dressed man, who you assume to the priest, is standing in front of you.

 

“There you are,” he says with a coy grin while looking at you. He’s wearing simple robes, unlike the warriors you have ran into. “I imagined you would make it to be at some point.”

 

Papis sat up from his position and looked over at the man. “Who are you, priest?”

 

“Priest? Is that what you think I am?” asks the man. “I imagined it’d be cultist or conjurer, perhaps even necromancer, but not priest. I’m flattered, Papis Horishek.”

 

Papis looks on flabbergasted. “So I take it my reputation precedes me?”

 

“Not quite,” continues the man. “I know all about you and those who are traveling with you. I can see through your eyes and into your souls. You aren’t as pure as the world makes it out to be or how you want the Confederation of Small Kingdoms to perceive you, but that’s not a cause for today. Perhaps later.”

 

Papis turns and looks back at you. “Be ready. Something isn’t right about this.”

 

“You’re absolutely right, Papis!” shouts the man in the center of the stage. “Nothing is right about any of this. The Great General of Loccaris, Lorian, is pillaging the countryside and you’re in here, trying to discover where the source of some awkward conjuring and dark arts are coming from. Instead of fortifying Dun-I and ensuring that the forces of Shorrek make it to Werz, you're trying to take the mantle of hero for yourself. Your inaction will lead to the downfall of this land and Lorian and his demons will pick the flesh clean from your bones."

 

“Then I guess I shouldn’t be waiting for you to make your point and telling me where this magic is coming from,” Papis said coldly as he pulled out his sword and walked toward the Priest. 

 

“I wouldn’t,” said the Priest as he held out his hand. Papis’s eyes developed a yellow hue about them as he dropped to his knees.

 

You look at Papis as he is subdued with relative ease. You reach for your weapons, panicked but ready to fight what is in front of you. The Priest holds his hand out and you fall to your knees. “Relax. The eyes have you now, but you’re quite strong,” said the priest in your head as you fall to your knees. “Perhaps you’ll be strong enough to see what really happened the day Dun-I changed forever. But first, you’ll need to change a few things.”

 

Discard your entire field and your entire hand. Shuffle them into the deck. Draw five new cards for your hand and place two cards into your field from the top of the deck.

 

You wake up on a very cold and rocky ground. The sky is on fire while large balls of molten flame descend from it, slamming into the area around you and forcing you onto your feet. You look forward to see absolute carnage. Bodies of winged soldiers are on the ground around you as their blood pools around them while other soldiers are charging up a large hill toward very tall tower.

 

“Welcome to the Sun,” announces the Priest as he stands before you.

 

Papis rises to his feet and looked at the Priest. “Where are we?”

 

“I just told you,” he replies coyly. “We are at the Sun, the fortress and Sanctum of the God of Illumination, Neralil.”

 

Papis looks at the priest with a confused glare. “How can we be…”

 

The priest chuckles as he motioned for them to look forward. “This is the famed War of the Gods that I’m sure many of you in Dun-I have forgotten about,” he states as he looks forward and grins. “This is the day where the world that we created changed into something far different.”

 

“We?” asks a confused Papis.

 

“You’ll find out soon enough, but for now, you will all be taking the place of several of the Seraphim fighters who were dispatched here to put a stop to Neralil and end the war. You will see how everything unfolded in front of you and will truly understand the history of this war-torn world."

 

Papis looks at you as the Priest disappears into the air before you. Confused, you look around at the scenery and try and take in the moment in the past you were currently occupying. You walk forward as three of Neralil’s Solbohn, her personal army, appear before you with their swords and shields drawn.

 

Commence battle with Solbohn Warrior x 3

 

The three Solbohn are dispatched quickly, dissipating into the same air that they appeared from. You pause for a moment, looking ahead of you as four more Solbohn soldiers appear.

 

Commence battle with Solbohn Knight x 2 and Solbohn Warrior x 2

 

You look up to see a much larger Solbohn appear ahead of you. As you prepare for the next battle, a bolt of lightning strikes the soldier and vaporizes him before your eyes. You look back to see a much younger Zilara, clad in white armor with the crest of Derrien on both soldiers, standing behind you with his hands out, having just summoned a monumental lightning bolt to drop Nerralil’s warrior.

 

“What are the lot of you waiting on!?” screams Zilara as he looks up to the skies. “Get to the tower and get her to the ground! We end this war tonight!”

 

You look back to Papis who nods, leading the way as you all travel up a large incline toward the tower.

 

You’re sprinting up the hill, seeing the Seraphim attacking the Solbohn. The carnage is impressive as you run at full pace toward the tower. As you make the turn toward the tower, you watch four Solbohn throw several Seraphim off of the cliff to their death. You stop and look on as they turn to see you. Without warning, they charge toward you and incite the battle.

 

Commence Battle with Solbohn Knight x 4

 

You kick the corpses of the Solbohn to the side as they fade away into the air in front of you. You continue your trek toward the top of the hill where the tower of Neralil awaits. As you make your climb, you find five Solbohn fighting off Seraphim with large weapons and ballista. The five warriors draw their weapons and turn their attention toward.

 

Commence Battle with Solbohn Warrior x 5

 

The five Solbohn disappear before your eyes, having been defeated by your might. Ahead of you likes your target: the Tower of Neralil. You run into the tower to find that the top of it has fallen off and it is open to the air. The Seraphim are trying to fight their way in, but Neralil has barricaded herself in quite well until you reach her.

 

“Why are you doing this?” asks Neralil as she looks at you. “Can’t you see that this war is pointless. Derrien has already won.”

 

She steps toward you and looks down upon you. Her power is immense and you know you cannot defeat her in a fair fight. As you ready your weapon, understanding that this may be the last time you grab it, you see her eyes glow white. Zilara, the young Seraphim, has snuck in and stabbed her in the back with an enchanted dagger.

 

“A dagger?” she says as she turns around to look at it. “I cannot be killed by a mortal weapon.” She reaches behind her and pulls it out as Zilara backs up slowly. She stares at it while her eyes glow whiter. “No…” she mutters as she falls to her knees. “How did Valcus lose this?”

 

You look forward as a panicked Zilara backs up toward the walls of Neralil’s tower. The Seraphim have charged in as the Solbohn have slowly fallen. As you stare at a God being killed, the landscape changes in front of you and washes away. You find yourself standing in an open field with a man that you’ve never seen standing before you.

 

“I turned on my ally that day so that I could end the conflict,” he says as he keeps his body facing away from you. “Neralil was my friend, but I knew that, in order to end this senseless conflict, one of the eleven would have to die and she was the most disposable. It was either Neralil or her sister, Saeria, and we agreed that Neralil was the most expendable.”

 

He turns around and stares at you with a yellow hue in his eyes. “My brother and I made a deal with each other, much as we always did. We agreed that we would keep the rest of the Gods at bay while this attack happened. Derrien agreed to send the Seraphim into an attack on Neralil while I agreed to get the God-slayer from Valcus and give it to him. She died and Dun-I changed.”

 

“Who are you?” asks a perplexed Papis as he steps forward.

 

The man laughs while looking at the younger Papis. “My name is Maloris, and I was the God of Chaos and Destruction.”

 

Papis’s eyes light up as he looks on at the God. “I thought you were dead?”

 

“Most people believe that to be true. Most people believe that Nathair, an agent of my son, Latros, killed me with that same dagger. In truth, that same trick that I did to you all on the stage is what I did to him. Though I was prepared to end his life. Vesya, the Goddess of Law, descended and made a deal with me. I would spare the life of Nathair and allow my son to ascend in my place, but remain alive. After the War of the Gods, Vesya split our realms away from Dun-I, giving us access to the souls of the living and allowing them to worship us, as well as creating portals to and from our realms into Dun-I. However, we as Gods could no longer enter Dun-I unless summoned by Vesya for a summit and we could only arrive at one location, Eden. If we were to break that rule, we would lose our powers and could be killed. Well, I broke that rule, though heavily against my will. My son, Latros, pushed me through the portal without me realizing it and I was made  mortal. However, Vesya, seeing the entire incident unfold, offered me a deal. I could remain in Dun-I and have my powers, though I had to remain underground and in secret. I could arrange for followers to bring me souls to feast on and live in my temple, which is what you all found underneath the Qirean Graveyard.”

 

“Vesya gave me the opportunity of life while residing in Dun-I, which was something I couldn’t pass up,” continues Maloris. “While my son, Latros, ruined everything in Loccaris, and then got himself locked in a box, I’ve been able to live the life I’ve always dreamt of. I’m finally at peace, but now, that is in jeopardy. Though Nathair has always roamed the plains of Dun-I, collecting the shards to release Latros from his prison, the forces of Loccaris are marching upon the the plains of Dun-I as we speak. Lorian is incredibly powerful and can summon an army or create one at will. Defeating him will be incredibly difficult though doable. He isn’t a God.”

 

Papis looks at Maloris and nodded. "Does Lorian have a weakness?"

 

Maloris smirks while nodding. "He's very prideful, but he's also very dangerous. Don't fight him one on one. He will never lose that fight and he is quite ruthless."

 

“What about Nathair?”

 

Maloris chuckles. “Oh yeah, him,” he says sarcastically. “Nathair is the right hand of Latros and will always be a thorn in anyone’s side. He is probably tougher to deal with than Lorian, if I’m being honest. Lorian hasn’t been to Dun-I since the War of the Gods. Nathair has always resided here. I imagine an immense power struggle between the two of them if they cross paths, which is sure to be soon if it hasn’t happened already. Nathair will ultimately win, but it’ll be tense between them, of that I can promise.”

 

“Can’t you stop Lorian? Didn’t he serve you?” asks Papis.

 

“He did, but if I show myself I am immediately stripped of my powers,” he explains. “Vesya is cruel and methodical. She thinks things through very well and realized that, if I were to emerge, the other Gods would riot. I have to remain hidden less I suffer a mortal’s fate.”

 

Maloris steps away from you and looks out at the setting sun as it fades over the mountains. “I don’t want you to perceive me as a kind and gentle person, mortals,” he says coldly before turning around to gaze upon them again. “I am allowing you to leave the graveyard and my temple alive because I feel that you are better off to me for another purpose. While I would love to feast on your souls for sustenance, I need your power to defeat the armies of Loccaris so that I can continue to live the life that I have gotten so accustomed to living.”

 

“Here, take these for your travels. You will need all the assistance you can get when doing battle with them,” announces Maloris as he snaps his fingers, making three chests appear at your feet.

 

Acquire Two of the Following (The items do not have to be identical): Brass Axe, Brass Greatsword, Brass Dagger, Brass Spear, Brass Sword, Wooden Scepter, Simple Staff, Wooden Bow

 

Acquire Four of the Following (The items do not have to be identical): Brass Shield, Thick Wooden Shield, Brass Helm, Reinforced Hat, Brass Crown

 

You close your eyes and open them, finding yourself standing in the center of Sunshire with Papis at your side. You look out at the river and off toward the graveyard at the end of the city. Papis places his hand on your shoulder before stepping away without saying a word.

 

All Players Gain 300 Shard Experience

 

Scenario Complete. Visit the Store

 

The journey continues in Chapter 8: The Uprising at the Port

 

Bandersnatch
Bandersnatch Minion
Hit Points Defense Physical Magic Speed
160 0 3 0 17
Dread Fang (14+) Deal physical damage to a single target for the total amount of the cards in the field plus physical bonus. Player must sacrifice a card from the field or have their magical bonus reduced to 0 for three turns.
Crypt Warrior
Crypt Warrior Minion
Hit Points Defense Physical Magic Speed
110 7 5 0 11
Impale (13+) Deal physical damage to a single target for the total amount of the cards plus physical bonus.
Death
Death Mega-Boss
Hit Points Defense Physical Magic Speed
800 8 2 2 17
Stare (11+) Deal magical damage to a single target for the total amount of the cards plus magical bonus.
Death Glare (14+) Deal magical damage to all targets for the total amount of the cards plus magical bonus. Target is Stunned for 3 turns.
Mortal Wound (17+) Deal damage to a single target that is equal to the total amount of his or her hit points.
Deathstroke (20+) Instantly reduce a targets hit points to zero. This damage cannot be avoided or covered.
Risen Construct
Risen Construct Mini-Boss
Hit Points Defense Physical Magic Speed
140 4 6 0 10
Sword Slam (11+) Deal damage to a single target for the total amount of the cards plus physical damage.
Sweeping Strike (14+) Deal damage to all targets for the total amount of the cards plus physical bonus plus 10.
Solbohn Knight
Solbohn Knight Minion
Hit Points Defense Physical Magic Speed
150 7 7 0 8
Shield Bash (12+) Deal damage to a single target for the total amount of the cards plus physical bonus. Target is Stunned for 1 turn.
Skeleton
Skeleton Minion
Hit Points Defense Physical Magic Speed
60 0 0 4 14
Blast (14+) Deal magical damage to all enemies for the total amount of the cards in the field plus magical bonus.
Solbohn Warrior
Solbohn Warrior Minion
Hit Points Defense Physical Magic Speed
95 0 8 0 9
Sun Strike (12+) Deal damage to a single target for the total amount of the cards plus physical bonus.
Wight
Wight Boss
Hit Points Defense Physical Magic Speed
440 0 0 20 12
Equip Wight takes two turns sequentially.
Morbid Assault (14+) Deal magical damage to a single target for the total amount of the cards plus magical bonus.
Egregious Demise (18+) Deal magical damage to all targets for the total amount of the cards plus magical bonus.

 

Papis
Papis Qirean Graveyard NPC
Hit Points Defense Physical Magic Speed
160 3 5 0 5
Taunt (12+) Select a target for Papis. Target attacks Papis for the next three turns.
Shield Bash (15+) Select a target for Papis. Deal physical damage to the target for the total amount of the cards plus physical bonus. Target's PHY is lowered by 4 for the remainder of the encounter.
Crusader Strike (19+) Select a target for Papis. Deal physical damage to the target for the total amount of the cards plus physical bonus plus 20. Target must attack Papis for the remainder of the encounter.
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