Through the Twisting Nether (1/2)Agaltheir Tordair, a well reputed wizard of yours, has opened a doorway into the ever-shifting realm of magic. The buzz of excitement around the Mage Tower is infectious and word is spreading across town about this development. Agaltheir
is keen to lead a party of his fellows into the magical realm. Its
existence has always been theory but the potential for learning is great
and Tordair impresses this upon you repeatedly. The
risk involved needs no explanation and the thought of losing but one of
your kinsmen is not a pleasant one. However, you surmise that it would
be more agreeable if your trusty scouts were to venture inside and
report thoroughly on all of their findings, a more favourable option to
be sure. Tordair
is none too happy about passing up the opportunity to experience this
realm first-hand but he reluctantly agrees on the condition that they be
advanced scouts--he wants this doing properly. Accepting this quest will require you to: Successfully scout Square [x|y] in [Region] using advanced scouts. Your scouts tell of a series of monoliths that the magic realm seems to orbit. Mammoth constructs of magic manifest in a dimension that defies all logic in its physics. Their
accounts send your wizards into a flurry of activity and debate and you
can be sure this is not the last you hear of Tordair's gateway. Alternate Completed QuestThe expedition was fraught with danger and your scouts had to tread carefully.
Beneath
their feet the path seemed to change at will, often leaving them
stranded for some hours on floating islands in the stream of magic until
reunited with the main body of land.
Sometimes the path disappeared altogether at the expense of some of your scouts' lives.
Fortunately your leader was cautious and many of his band avoided falling afoul of the capricious magic realm.
x Units did not return from this mission. Diplomatic Mission ReportThe expedition was fraught with danger and your scouts had to tread carefully. Beneath
their feet the path seemed to change at will, often leaving them
stranded for some hours on floating islands in the stream of magic until
reunited with the main body of land. Sometimes the path disappeared altogether at the expense of some of your scouts' lives. Fortunately your leader was cautious and many of his band avoided falling afoul of the capricious magic realm. x Units did not return from this mission. The
perils of the unknown were just too great, the magical realm absorbed
your scouts and all hope of understanding what lies beyond. Tordair
is understandably vexed and blames this failure on your decision to
send too few scouts--where he is sure that his wizards would have
succeeded.
x Units did not return from this mission. The wizards have decreed that they must build a permanent gateway with which to continue study of this magical realm. Their studies have been hampered by the conflicting stories from the scouts. You
suspect it is a convienient excuse by the over-eager wizards, but the
politics of the Mage's Council are far too complex to fathom. Tordair
requires that you send the materials neccessary so that they might only
open the gateway when embarking on their next expedition, and in return
he promises a wealth of accurate information with which to boost the
town's magic and research... Accepting this quest will require you to ship: 200 clay, 200 stone The wizards have finished construction of their portal device and have already completed several short expeditions. Although
they have remained tight-lipped over the findings, the promises of new
information were not exaggerated, and 20 books have been added to your
library!
We need to find a series of monoliths, i think it has to do with the rift. this might be solvable
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