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1) Level 56, Ghostly Messenger
2) Level 56, Ghostly Messenger appears in Limb Entrance
3) Level 59, Nature Blessing heading towards Ghostly Messenger
4) Level 68, Ghostly Messenger at Dark Portal, Dark Tower
5) Level 74, Lydia transforms into Ghostly Messenger, Gates of Atlantis
6 and 7) Level 82, Adrian at Temple of Justice
8 and 9) Level 84, Adrian wearing Mask of Silence, Temple of Justice
After Jeronimo wins the battle against the Elemental of the Abyss (the possessed Automaton), the Limb Entrance opens and there stands the Ghostly Messenger. He claims to be the actual source of sorcery that filled the Mystery Chamber with power. However, the Messenger is now out of power and the Mystery Chamber will be useless until he gets the Nature Blessing to restore his powers. Then the Mystery Chamber will be as it was.
Anabel is glad the Elemental of the Abyss was given the boot but is worried about Jeronimo. His disappearance must certainly be connected to his battle with the Elemental. The Ghostly Messenger is not a detective and is a little taken aback by the request to find the Innkeeper. Too weak to help, the Messenger says restoring the Mystery Chamber will take a lot of energy. The Messenger makes a tempting offer to bring back Jeronimo in exchange for helping him restoe his magical power. Unless you have a better idea. Anabel is worried that restoring the Source can lead to unpredictable events, but she has no choice but to accept his offer. The Iron Knight agrees to help and seeks help from his father, Sir Oeland. Oeland says with all the artifacts Jeronimo was wearing, he must have been protected. Still a search of the entire castle for Jeronimo yields nothing, so Oeland agrees to help.
While there is renewed hope of your success, keeping the Ghostly Messenger waiting has led to unfortunate things before. There is an old friend who might be able to help. The Ghostly Messenger helped the Guardian (Keeper of the Castle) once and he can do so again. But he’s fading fast so time is of the essence. The Keeper of the Castle can’t imagine what old friend you’re talking about as no one immediately comes to mind that fits your description. There was one person the Keeper regretted having dealings with…Lionel Mercer. He was a great mage who went missing years ago. It was rare that anyone asked for Mercer’s help and the Keeper is one of the few who did. And look what happened to him. His advice to you is not to trust the Ghostly Messenger, whether he’s Lionel Mercer or not.
Uncle Vesnik heard the rumors that the Mystery Chamber is the only way to bring Jeronimo back. He worries that a powerful Ghostly Messenger could destroy the castle. The Messenger says the Nature Blessing will make him immortal and, once that happens, he can activate the Mystery Chamber. It’s a matter of life and death and if you want the Mystery Chamber back, you can’t let him die. To prove his good intentions, the Ghostly Messenger hands you a piece to the Nature Blessing. Uncle Vesnik knows the only choice is to work with the Messenger, but warns you to stay alert.
Once the Nature Blessing is complete, it goes to the Limb Entrance and a ball of light fills the Ghostly Messenger. The Source is restored and within a couple of hours, the Chamber of Wishes will be available. Even though the Chamber of Wishes is ready to grant you a wish, the Rune Scroll is needed to make that wish come true. Once filled with runes, Jeronimo can be returned. The Ghostly Messenger suggests the witch may be the one to ask about magic symbols. The only scrolls Arabella has seen already had the runes written on them, but she knows runes can be found in magical places. Once she figures out which runes the scroll needs, she can help you find them. Leaving you in the hands of the witch, the Ghostly Messenger disappears from the Limb Entrance.
The Great Book unlocks the entrance to the Dark Portal in the Dark Tower, but it requires magic to activate it. Stepping into the Dark Portal, you find the Ghostly Messenger waiting there. He’s surprised you found him so quickly, but assures you the chase isn’t over. He disappears into the Portal, leaving behind a gift in the Ghostly Chest. (Portal Activator) THIS BEGINS THE BLUE KEY QUESTS.
The Portal Activator opens the Portal and you follow the Ghostly Messenger to the Harbor. According to the Lighthouse Keeper, a person matching the Ghostly Messenger’s description sailed from the Harbor just before you arrived. As a matter of fact, the Lighthouse Keeper suspects the Ghostly Messenger broke the Lighthouse. You meet an old friend, Skull Pete, on the Captain’s Bridge who readily agrees to catch up to the Messenger’s ship. But the Lighthouse doesn’t work and Pete’s crew is much too small for a far voyage. The Lighthouse Heart fills the Lighthouse and the search for crew volunteers begins.
The crew is complete with volunteers Iron Knight, Henry the Archeologist and Valeria Steiner and, when the repaired Ocean Guide (also broken by the Ghostly Messenger) finds its place on the Captain’s Bridge, Skull Pete’s ship sets sail to hunt down the Ghostly Messenger. The ship lands at the Gates of Atlantis, where you are greeted by a young girl named Lydia. She claims to be an 8-year old orphan who made an unfortunate wish in the Mystery Chamber and ended up in this lonely land. She remembers another visitor who didn’t stay long, a hooded man with glowing eyes.
Arabella has a bit of news for you…there are tablets in Atlantis that will help find the Messenger. But the witch’s magic is depleted so she can’t help you find the tablets. You’ll have to search for them yourself.
After greeting you at the Gates of Atlantis, the Genie vows to do no harm. He admits Hansel and Gretel captured him but decided to escape since he’s innocent. After all, he’s a genie and he was just fulfilling a former lamp master’s wishes when he “borrowed” heirlooms belonging to the castle residents. But since they weren’t totally legal wishes, the Genie got caught. The Genie apologizes for the thefts, but he must obey his master’s wishes. It was the Storyteller Cat whose wish the Genie had to fulfill!
The Storyteller Cat says he’s to blame for asking the Genie to “borrow” all the residents’ heirlooms, but they were for his mistress who has a good reason for needing them. While Storyteller Cat is just here to create tales, he has been keeping a secret. He begins telling a story about the United World of Magic where all creatures lived in harmony. One inviolable rule in the land was that creatures of different races were forbidden to fall in love with each other. A dragon and princess violated that rule and were separated in the dark of night, without exchanging a final goodbye. The dragon was sent to Midnight Castle and the princess was exiled to foreign lands. Lady Adora appears on the Palace Balcony and confesses the items taken were for her. The personal relics of the castle residents combine vital forces when gathered together and enable Adora to appear young. To keep the lovers apart, Adora was cursed with aging and the Wise Dragon with the Oblivion Spell (he forgot all about Adora). But the power of the relics isn’t a cure and its effects are beginning to wane. Lady Adora’s true face emerges, showing her days are numbered.
When Arabella tries to help lift the curse with her dark magic soaked dream catcher, not only is Lady Adora not cured, but some residents have turned into children while others disappeared. The Storyteller Cat, protected from Arabella’s magic, says the Genie isn’t merely a magician but a powerful Elder on the Council of the United World of Magic! As a matter of fact, the Genie was one of those who broke up the Wise Dragon and Lady Adora. The Genie doesn’t like the Storyteller Cat poking his nose in other people’s business, but admits being an Elder of the United World of Magic. He is also unaffected by Arabella’s magic because he’s eternal and time means nothing to him. The Genie says the United World of Magic was created long ago to maintain order in the world. The Elders are behind every natural disaster and unexpected event, maintaining the balance. The Wise Dragon and Lady Adora were separated to save the world from utter chaos. A dragon and princess do not belong together and to make sure they didn’t meet again, the Genie placed a curse on the lady. While black magic obviously wasn’t the best idea, the Genie is moved by your valiant effort to show him that love and solidarity mean something in this world. So he decides you deserve a chance to save everyone. While the Rules forbid a dragon and princess from being together, there is a way! The Genie promises the kids will grow up again and the ones who disappeared will come back.
Lady Adora doesn’t blame the Genie for the curse; after all, she and the Wise Dragon broke the law. She feels responsible for all the transformed kids and will do everything she can to reverse the curse.
The Time Clock goes to the World’s Edge and lifts the curse. Lady Adora is safe, time has been reversed and everyone has been restored to their former selves. Now that Lady Adora is young again, she’s anxious to reunite with the Wise Dragon. While the Genie forbids that meeting, he gives Adora a powerful artifact to aid on the path to transformation. He explains the only way Adora and the Wise Dragon can be together is to use the Mirror of Fate which will transform the Wise Dragon into a human. Unfortunately, the Mirror of Fate is broken and you must begin the search for its missing parts.
You may think the Genie powerful and ruthless, but he did give Adora the means to turn the dragon into a human. And while the lovers aren’t able to find the mirror parts themselves, he can tell you where one part is. Unfortunately, despite his amazing powers, the Genie is unable to clean his lamp himself. He’s so sick of the mess and wonders if you’d make a wish so his lamp becomes clean and tidy. In exchange, the Genie rewards you with a mirror piece and a prophecy…a great loss will be waiting for you soon.
Level 82Gabrielle enters Throne Hall and sees a hooded creature holding the burning heart torn out of the Chamberlain’s body. Before she could do anything, the murderer disappeared. In an attempt to find out what happened and punish the murderer, Gabrielle wants everyone to share what they know in the Temple of Justice. First up is Arabella, then Jeronimo, but there’s someone with almost limitless power who can help in the investigation. The Genie, standing in the Temple of Justice, is amused at the attempt to accuse an Elder of the World of Magic of such a crime. Of course he didn’t tear out the Chamberlain’s heart, but reminds you that nothing in the world happens without the Elders knowing about it. Despite his misgivings, the Genie offers a clue as to who should be charged with this crime…the blame lies with a known criminal who recently escaped from magic prison. The Genie testifies that the world was under the reliable protection of the eternal and wise dragon, but everyone wanted to give him human happiness. So your goal was achieved and the dragon became human. BUT when that happened, the dragon became vulnerable and the Ghostly Messenger wouldn’t miss a chance to challenge Midnight Castle’s defender at his weakest. The Genie continues to say only Adora’s love prevents the Messenger from killing Drake (Wise Dragon) himself and that’s why he used the Chamberlain as a weapon. The poor Chamberlain faced the choice to
1) Level 74, Gretel
2) Level 74, Hansel
3) Level 79, Young Hansel and Gretel
HANSEL AND GRETEL
The Tablets of Wisdom go to the Gates of Atlantis where Lydia transforms into the Ghostly Messenger. The Messenger escapes into the new portal and you follow him into Fairytale Land, Fairytale Forest and receive the Storybook. There appears Gretel, all grown up. Because of an issue in her childhood, she’s glad you’re not a witch and dismisses the rumor that her brother was eaten by one. In fact, Hansel and Gretel work together as witch hunters. They respond to confirmed witch sightings, a couple of arrows, punishment for the witch and payment is rendered. But their current assignment came out of nowhere via unsigned instructions and payment in advance. Gretel says that while she and Hansel are tough on evil spirits, they’re softies when it comes to kittens and puppies. It’s definitely a nicer world where nobody gets eaten. Gretel wants to get back to hunting and asks you to say hello to her brother if you see him.
Hansel appears in the Enchanted Creek and introduces himself as the boy who survived the witch’s oven. He confirms working with Gretel on an important assignment but, although the pay was generous, doesn’t know who hired them. Being an experienced witch hunter, Hansel grows suspicious of Arabella and asks you to do some research. Arabella knows having witch hunters around isn’t good news for her. While hiding any evidence of her evil deeds, Arabella says she had nothing to do with the gingerbread house and that witch from long ago. Arabella is confident they wouldn’t dare execute her while you’re around and says just as there are good mages and evil ones, there are good and evil witches. She claims she never harmed innocent bystanders and urges you to tell Hansel she’s a good witch. Hansel is sure there is no such thing as a good witch and believes Arabella is hiding something. He intends to keep an eye on her.
Pressing Gretel for more information, she says the one we’re hunting must have displeased their anonymous client very badly. But it doesn’t matter because Hansel and Gretel have captured their prey and completed the assignment. Gretel is exhausted, admitting hunting this one took most of her magic but they finally got their hands on a bona fide sorcerer. At first, Gretel is very reluctant to reveal the name of the person they apprehended, but finally relends. Hansel and Gretel captured the Ghostly Messenger himself! He’s been handed over to the Supreme Magic Authorities thereby eliminating a serious threat to the world. Gretel reveals her and her brother love a good fairy tale and will pay generously for quality entertainment.
Hansel gets a whiff of witchcraft in the air and relates his terrifying childhood…the bread crumbs, the gingerbread house, the oven! The memories come flooding back when he was almost a snack for a witch! He has a couple of questions for Arabella and needs her to swear to do no evil. Arabella is quite taken with handsome Hansel and admits that while she made a few mistakes, she never broke the law. Perhaps knowing how Arabella’s heart is breaking from unrequited love will soften Hansel. Arabella will be on her best behavior if Hansel gives her a chance. Hansel suddenly changes his opinion, feeling their hearts beat as one. Can it be that Hansel has finally found his soulmate? Once again, he’s fallen head over heels in love but must know what other people are saying about Arabella. Visiting Lord Chamberlain first, Arabella’s father looks through Arabella’s baby pictures and is sorry he was a bad father. Family relations are a mystery to the Chamberlain, but he wants Hansel to know a girl like Arabella is hard to find and begs you to call him if Arabella is in danger. Hansel relates to Arabella’s dysfunctional childhood, but needs a bit more evidence. Anabel admits to the falling out she and Arabella had over the Knight and how witches can’t be trusted. After all, it was those very tricks that helped Arabella seduce the Iron Knight. But Arabella was in love and it’s not her fault she’s a witch. Anabel feels Hansel holds grudges and won’t admit all witches aren’t bad. She could forgive Arabella; after all, she rescued the castle by turning the Chamberl
Drake and Adora know the omens were real when Anabel and the Iron Knight are missing. There was barely time to celebrate the defeat of the Messenger before a new enemy presented himself. Jeronimo learned the new land, the Bone Palace, is a very tricky place. All the bards, chroniclers and couriers say that the Bone Palace is the home of the Bone King, who is looking for a prince and princess for his Ball of the Dead. It is said the Bone King is a spawn of darkness and the descendant of an apocalyptic horseman. A prophecy says that the prince and princess will dance at the Ball of the Dead and, when the dance finishes, a red moon will rise and the dead will gain unlimited power. Jeronimo thinks Anabel and the Knight were chosen by the King, but more is at stake than just your friends.
Lord Chamberlain is the only one who can bring Anabel back from the Bone King so Storyteller Cat drinks a Transference Potion and gives up one of his lives to bring the Chamberlain back. Baby Chamberlain appears in Throne Hall with his wife, Gabrielle. The Bone King appears at the Ruined Gallery in person and says his servants mentioned unwanted visitors some time ago. His lands are only for the dead and their steps aren’t as loud as yours. Since his legend spreads far and wide, the Bone King assumes you’ve heard of him. He doesn’t like unwanted guests but knows you’re looking for the girl and the Knight. The King doesn’t believe they could be among the ghosts and dead men, but opens his palace to you. You are useful as a herald of his glory, but beware; none of the residents may leave. He doesn’t tolerate interlopers taking what belongs to him. He assures you your friends aren’t here but, not being a soulless tyrant, the King allows you to search. He may even assist you but the Ball is near and preparations must continue.
The Genie is sad to tell you that Anabel and the Knight no longer belong to the land of the living. The Bone King has taken them. The Genie knows the Bone King personally; he’s the spawn of darkness and lies and the protector of the dead who wants to rule the world. The Bone King is one of the Elders of the United World of Magic who are everywhere and influence the events of people’s lives. The Elders must follow rules that are not always good or evil. The Bone King chose the dark side and, unlike the Messenger, is harder to neutralize. The Genie warns you against trusting any gifts from the Bone King. And while the Genie knows the King is responsible for the disappearance of Anabel and the Knight, he can’t do anything about him. He can, however, help you safely assemble the Soul Redeemer to free your friends from the Bone King’s Sphere of Souls. Hopefully, there’s still time. There is hope in his parting words, “The one you defeated will help you save the one who betrayed him.”
Completed Soul Redeemer goes to Hall of Souls where Knight From Underworld appears. The Knight has returned to the land of the living, free from the Bone King’s torture. Poor Anabel is still trapped in the world of the dead and the Knight will never forget the horrible things they saw. Obviously, the Knight isn’t the Chosen One the Bone King is looking for.
Drake and Adora discover a portal that bridges the land of the living and the underworld; Ghost Town. The Warrior of Light can be used to reach through the black magic and find Anabel. Skull Pete is glad the Knight escaped from the Bone King and thinks Anabel was too valuable to let go. While Pete wants to help, he has no intention of joining the Bone King’s skeleton army. Old Pete won’t forget that you chose to handle the more dangerous places. Pete insists everyone must stand together against the Bone King or whose innocent soul will he try to take next.
Adrian repented for all the bad things he’s done, the Mask of Silence was removed, and he wants to help search for Anabel. Her life is more valuable than his, and Adrian has a plan to save her. A piece to the Warrior of Light lies in the Bone King’s vault and he guards the entrance himself. The only chance is to lure the Bone King out and grab the artifact. While you distract the Bone King, Adrian will break into the vault. The Bone King isn’t happy to see you and doesn’t care you managed to find the Knight. He’s not amused by you and your obsession with finding
Appearing at Creepy Street, grim-looking Shadow says you have nothing to fear. He lost his name long ago and just goes by Shadow. Shadow explains that he was once ruler of the world of the dead, but the Bone King stole his throne. That left Shadow deprived of his name and, while left here to rot, burning for revenge. The Bone King’s cunning is limitless and we must work together to rescue Anabel and bring the Bone King’s demise closer. The Bone King’s plan will destroy the realm of the living and the world of the dead! The item needed for the Tiara is guarded by a very powerful spirit. Shadow plans to sneak past the spirit and grab the artifact fragment. The plan is successful and Shadow reminds you never to forget “the enemy of my enemy is my friend!”
Shadow was right about Anabel knowing how to defeat the villain, but saving Anabel was only the first step. Shadow’s desire for revenge is stronger than any obstacles in the way. It may not be easy trusting Shadow, you want to save the world while he wants revenge. But even though the motives are different, the goal is the same. Shadow has connections with spirits who can help, but patience is the key. Hard work eventually pays off and Shadow finds the weapon, the Darkness Destroyer, which will defeat the Bone King.
While the Bone King’s defeat and Anabel’s rescue came at a terrible price, Shadow doesn’t feel guilty. He admits responsibility for the Iron Knight’s disappearance, but the Knight didn’t do anything he didn’t want to do. Shadow offered him a deal and there isn’t anything wrong with him and the Knight helping each other. Their goals were the same; it’s just that some had other plans as well. The Knight didn’t tell anyone and faked his death because that was one of the conditions of the deal. Forcing him to pretend he was dead was cruel, but Shadow isn’t sentimental. He’s been playing a double-game and now everyone who loved the Knight will stand against him. He leaves for now but is sure we’ll see each other again. (Shadow disappears from Creepy Street)
Shadow, back at Creepy Street, is surprised the Knight was found so soon. But it’s too late to stop his plans. Fear amuses him and he hesitates to tell the full story. Finally Shadow begins talking about a Grand Joust, a duel between two skilled warriors. It’s to take place on the Northern Islands and there’s a legend that says a foreigner will finally bring victory to the Northern Islands. Shadow convinced the Viking Ruler that the Knight was that legendary foreigner who would protect the islanders’ honor. In an astonishing bit of trickery, Shadow lied to the Northerners…they can’t remove the Knight from the Joust and they’ll be humiliated when he’s defeated and killed. Shadow wants the Knight to be reminded this isn’t personal, just evil plots!
Shadow can see how much you hate him but if you want information, you’ll have to tolerate his presence. Shadow claims to be the messenger of the coming storm and you have no idea what evil awaits. He’s called ‘Shadow’ because he comes from the Dark Side, from a world that is the complete opposite of yours. While enjoying the tension he’s created, he continues his story. The Dark Side also has its rulers, its powerful wizards and sorcerers. They’ve been trying to find an entrance to your world for so long! And now Shadow is here as the first messenger of the coming changes. He was sent to learn how his magic works here and how it influences this world.
Shadow just laughs at your unfriendly look and says his liege will arrive soon. You probably won’t like him either since he has plans to make changes around here. Shadow says you might enjoy the reforms that take place, so why be angry about them now. Shadow is sorry about the frozen warriors, but he can’t help them. Or can he?
He wants you to meet his master, who invented this brilliant plan to infiltrate this world. He’s called The Lord of Darkness!
(The Lighthouse Keeper warns not to let Shadow’s lies confuse you.) Shadow feels your hostile looks grow tedious and he decides to leave soon. But do you realize all of this – the frozen warriors and long conversation – was just a trick to waste your time? Shadow bids you goodbye, having fulfilled his task and earned his Master’s goodwill.
Level 96(The Guardian Titan reveals the leader of the Dark Side is the Lord of Darkness and his sidekick, Shadow.) After finding out from the High Mage of Frost that Shadow is a henchman of the Lord of Darkness, this new encounter is unpleasant. Shadow says he’ll give up informati
(Valkyrie appears in Sacred Grove) Valkyrie introduces herself as the mightiest Northern warrior. You pass your first trial and, impressed by your dexterity and wits, Valkyrie agrees to give you a second trial. Valkyrie only speaks to those who are worthy and you must prove you’re not wasting her time. Exceeding her expectations, she agrees to hear you out. Valkyrie says the people of the Northern Islands put honesty and bravery above all else. It’s forbidden to bring foreigners to her land through lies and deceit. She hates those who break the laws of the North and agrees to help find the Knight. A Viking claims he saw a foreigner, but the warrior drank too much and confused the Knight with Ulve the Crooked Snout. While there is no new news about the Knight, the frost giants help with something you need.
Valkyrie found out one of her people is tied to the Knight’s disappearance, but she doesn’t know who. She sent her wolves to search and, while the scent disappears in the center of the island, Valkyrie isn’t certain the Knight is still there. The wolves lost the Knight’s trail, but there were other clues. Traces of chains and handcuffs indicate the Knight was kidnapped! She also found a handkerchief but you must determine its owner. Valkyrie is taken aback to learn the handkerchief belongs to the Queen of the Northern Islands! Valkyrie doesn’t know why the Queen is involved but justice demands retribution. The Queen’s motives aren’t clear; however, questioning one of her servants led to the Knight’s location. The Knight is near Frosty Fort but he still has the invisibility curse on him. Valkyrie hopes the Northern gods are with you on your journey.
Valkyrie apologizes in advance for the precaution, but demands proof of your identity. Valkyrie is so glad you’re on their side and says that brave valkyries prefer a fair battle to that devious shadow magic. One by one, the valkyries turn into shadows while their howling wolves frighten the neighbors. Valkyrie’s heart is filled with sorrow and she vows the one who did this must be punished.
Suddenly, as another sister becomes a shadow, the wolves stop howling. One of the ancient scrolls in the secret library of the valkyries contained information about a part of the artifact. To find it, Valkyrie gathers a squad of her bravest warriors, together with priestesses to protect them from the Lord of Darkness’s curse on their journey. Vulnerable while the priestesses are gone, Valkyrie knows it’s for the greater good.
The Valkyrie squad is on their way and the waiting begins. Sometimes no news is good news so until the Squad returns, there’s nothing to do but keep living our lives. Never before has waiting been so agonizing.
Finally, Valkyrie receives word the Squad is on the way back with the artifact part. With the wind at their backs, it isn’t long before Valkyrie senses the power of the priestesses back within the sacred borders. But it’s not all good news. While the artifact part is here, the valkyries have almost become full shadows.
Valkyrie hands you the Inhibiting Wraps and notes her people need you now more than ever.
RULER OF THE ISLANDS
The Ruler of the Northern Islands, appearing in Ice Hall, greets you to Viking country.
The monarch understands Shadow deceived her by claiming the Knight was the chosen one who would bring victory to the North, but Northerners hold their vows sacred and always keep their word. The Knight must fight for them in the Grand Joust. She vows to have revenge on the scoundrel in time, but what’s been done cannot be undone.
The ruler explains the Grand Joust is held once a century and the future of the whole world depends on its results. She hopes the Knight does well in the battle because his life, and that of the North, is at stake. The Ruler is responsible for introducing the opponent and going over the rules. The main rule is fight or die. The warrior chooses their weapon; the opponent is a different story. The Knight’s opponent is a resident of the Southern Lands and Southerners worship fire and uses its power in their spells. The Southerner is more than a match for the Knight and is not bound by any oaths.
The Ruler announces the Southern Representative has arrived and wonders if she can be convinced not to participate in the Joust.
While The Ruler knew the southerners wouldn’t retreat, there was a flicker of hope the Fire Conjurer could be persuaded not to battle the Knight. Fortunately, there is some good news. The Ruler of the Islands found the last part of the Figurine of Power, the Stone Shield. With it in place, the strength of a lion enters the Knight and he moves from Frosty Fort to the Jousting Field. But just as the Grand Joust began, the Knight and Fire Conjurer were frozen in space and time!
The Ruler of the Islands is outraged that someone dared interrupt the Grand Joust, an event with a thousand-year history. She personally pays a visit to the Jousting Field to see the frozen combatants herself. They are trapped as though they are living in a moment that never ends! The Ruler decides to summon the Mage Coven of the Northern Islands. But when their efforts to lift the curse fail, the Ruler instructs the Mage Coven to go to the ancient libraries and search for a solution to the puzzle. Deflated by the lack of progress, the Ruler knows someone who might help. Her strongest mage, the High Mage of Frost might offer a bit of advice.
The Ruler of the Islands is amazed the High Mage entrusted you with the Time Slipper, a very ancient and powerful artifact. But since the High Mage trusts you, the Ruler will too and offers that she knows where another artifact part is located. It’s at the summit of the highest mountain in the North. The Ruler of the Islands prepares her people for an expedition to the mountain.
The expedition crew has hit the road so the only thing left to do is be patient and wait for news from the crew. After a successful expedition another piece of the artifact, the World Foundation, was found.
The Ruler notes the unusual cold that has touched the Islands. Does someone intend to take over her realm? Her heart grows cold, as if covered by ice. The Ruler vows the Northern Islands are hers and the Lord of Darkness will not have them. A queen must protect her people. The royal dogs, growling at the sky, sense the impending darkness. The Queen’s astrologists calculated the eclipse’s approach, so all forces are focused on placing protective runes around the entire territory. They should repel shadowy creatures. The Ruler’s mages report the enemy wishes to speak, so she implores you to be her ambassador…to the Lord of Darkness!
After your visit with the Lord of Darkness, the Ruler feels his threats are empty and the people of the Northern Islands will never back down. She doesn’t recognize your staff, but the wise ones from the North tell her it’s the Sealing Staff and one of its parts is close by, buried amongst the debris of the ruined castle in the woods. The fire that destroyed the castle couldn’t be extinguished, even when the mages used magical water. The Ruler of the Islands believes only you can handle this task and appreciates your promptness. Never lose that – it’s a valuable trait.
Her warriors discovered the source of the magical fire were a couple of phoenixes the inhabitants couldn’t handle. The Ruler takes over the search for the artifact part.
A trail of fire prints led to the Phoenix Feathers. The Ruler urges you to take care of it because such things are hard to find. She believes any foe can be defeated by standing together.
The completed Sealing Staff closes the portal, denying the Lord of Darkness his army. But even though the Lord of Darkness and his army can’t pass through the portal, you can. The fight isn’t over yet, this may be the calm before the storm.
The Fire Conjurer appears in the Jousting Field and introduces herself as the greatest conjurer of the Southern Lands. She’s so powerful she can turn a full tree to cinders in a snap. The Grand Joust gives her entire life meaning and it’s a great honor to participate in it. She’s been preparing for this battle since she was a baby and her people expect great things from her. She will not fail her family and homeland. While the flame in the Fire Conjurer’s heart will melt even the coldest ice, she’s well-armed and ready for battle.
The Fire Conjurer knows the Northerners have loyal supporters and she’s sorry the Mistress of the Northern Islands was deceived. But she refuses to cancel the battle. To withdraw from the battle would break ancient tradition and dishonor her people. The fire’s light further convinces her the battle must take place and she will be victorious. It’s not personal and, despite being on opposite sides, she wants to help. She needs some time to think about what can be done.
The Fire Conjurer wonders if you’d like to take the Knight’s place in the Joust. It’s a great honor, and there’s nowhere else the Fire Conjurer would rather be. Just to make it a fair fight, the Fire Conjurer gives you a gift to help the Knight; the curvy sword known as the Flamberg. The Fire Conjurer promises to do whatever it takes to help the Vikings catch Shadow…after the Joust. To that end, she asks you to relay the message to the Mistress that despite her respect for the Northerners, they remain bitter rivals until the end of the Joust.
The Fire Conjurer and Knight are still frozen in mid-joust just as the Time Slipper takes aim. Time shifts and the Fire Conjurer is left alone in the Jousting Field while the Knight has returned to Frosty Fort. The Time Slipper succeeded in ending their battle, but the Knight’s memories are hazy. He sends you to the Fire Conjurer, hoping hers are clearer. But the Fire Conjurer’s memories are jumbled too. Her first thought is how furious the Mistress of the Northern Islands must be that the Grand Joust was interrupted in the heat of competition. The Fire Conjurer proceeds to warm up her magic, hoping to restore her memories.
Memories begin to seep back into the Fire Conjurer; the chilling wind and the mysterious figure. With fire magic, she peered into his dark essence and saw no kindness within. She also remembers the location of one of the parts for the Sealing Staff and sends her strongest mages, the mages of the Firstborn Fire, to split off a piece of a powerful ebony meteorite. At last, the mages contacted the Fire Conjurer through the Flame of the Sacred Fire declaring their mission a success. The Black Crystal is yours.
SHADOWY FIRE CONJURER
The Shadowy Fire Conjurer is burning with fury over her becoming a shadow of herself. It feels like a bad dream she can’t wake up from. The Fire Conjurer’s tried everything she knows to no avail; even other mages have no solutions. The Fire Conjurer doesn’t want to disappear and is compelled to help because if the Shadow Tamer works, it will lift this terrible curse.
More of the Fire Conjurer’s acquaintances are becoming shadows so she decides to charge the guardian stones that protect her community. You help locate items to charge the stones, but something is wrong. The charged stones glow a bright red, but their color should be green. It appears someone damaged one of the stones. One of its magical runes is gone, either eroded by time or sabotage. In order to restore the rune, the Fire Conjurer must recreate an ancient paint formula used by the fire people of the Southern Lands.
It wasn’t easy, but the paint is ready. Now the Fire Conjurer needs the scroll with the inscriptions. And where else would an ancient put a scroll with magical runes but in a library! With the paint and scroll with inscriptions together, the Fire Conjurer sets about restoring the guardian stones. She suggests you visit Valkyrie.
While visiting Valkyrie, the Fire Conjurer completed restoration of the guardian stones, bathing her community in emerald light. It won’t stop the shadow transformation; people are still turning into shadows but it managed to buy some time.
While searching the library, the Fire Conjurer came upon an unexpected gift...the Agony Tree Bark.