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- _qQuote[0] male
- Note: %1 is a male wizard ("black wizard", "green wizard" or "white wizard")
- %2!d! and %3!d! are numbers
- STARTBLOCK
- I see you have not yet defeated the
- %1 in his Castle.
- He has %2!d! life in his stronghold
- and controls %3!d! mana domes.
-
-
-
- ENDBLOCK
-
-
- _qQuote[1]
- Note: %s and %s are both city names
- STARTBLOCK
- In long ago ages some cities
- began to hoard their magics.
-
- The wise men of these cities searched
- for a champion throughout the dark days.
-
- When your talent was discovered,
- they agreed to pool their remaining
- bits of power in an attempt to unseat
- Arzakon and his Evil Mages.
-
- Two of these cities with which
- you have links are
- %s and %s.
-
-
-
- ENDBLOCK
-
-
- _qQuote[2]
- Note: %1 is a world magic name, %2 is a city name
- STARTBLOCK
- Your quest will be aided by
- collecting the World Magics.
-
- A magic which may be useful to you
- is %1.
- It may be found in the city of %2.
-
-
-
- ENDBLOCK
-
-
- _qQuote[3]--this is a female version of _qQuote[0]
- Note: %1 is a female wizard ("blue wizard" or "red wizard")
- %2!d! and %3!d! are numbers
- STARTBLOCK
- I see you have not yet defeated the
- %1 in her Castle.
- She has %2!d! life in her stronghold
- and controls %3!d! mana domes.
-
-
-
- ENDBLOCK
-
-
- _nqQuote[0]
- STARTBLOCK
- Shandalar was not always as it is today.
- In ancient times, magic was free to all.
- There was no need to hoard mana or spells.
- We basked in riches, but did not know it.
-
-
-
- In talks with the Guardian and the lords,
- I learned of other places, called "planes".
- These faraway lands are poor in mana,
- and only wizards there use magic.
-
-
-
- Strong wizards move between the planes,
- and call themselves "planeswalkers".
- They are a vicious bunch, always warring.
- To them, Shandalar is like a ripe fruit.
-
-
-
- ENDBLOCK
-
-
- _nqQuote[1]
- STARTBLOCK
- Once, when I was younger and more powerful,
- I was an honored guest at his stronghold,
- and I sat at the Guardian's own table.
- Oh, the stories the immortal told that night!
-
-
-
- He was a boy in the time before the first war,
- when Kenan Sahrmal was Shandalar's protector.
- They never worried about planeswalkers then,
- even though the Great Barrier did not exist.
-
-
-
- The greatest wizards of his grandfather's time
- (the Guardian said) built creatures of pure mana.
- These still roamed the land in his childhood,
- and the great dragons are their descendants.
-
-
-
- ENDBLOCK
-
-
- _nqQuote[2]
- STARTBLOCK
- The first of the great wars against Lim- D√l
- was a nightmare for everyone in Shandalar.
- The ancient wizards claimed to actually hear
- the agony of our world's misused mana.
-
-
-
- The great dragons' grief would rend any heart,
- and the Guardian was once a man, after all.
- After the war he vowed to prevent further pain
- and the dragons stood behind him.
-
-
-
- Thus were established the five magic guilds,
- each of which polices one color of mana.
- The lord of each guild is expert with that color,
- though often weak in every other.
-
-
-
- ENDBLOCK
-
-
- _nqQuote[3]
- STARTBLOCK
- I am far older than I seem, young mage.
- I myself saw the spirit of Lim-D√l imprisoned.
- The artifact in which it is trapped is hidden well,
- and I would be a fool to even describe it to you.
-
-
-
- However, I can tell you one thing certain,
- that the artifact powers the Great Barrier.
- Without it, Shandalar would be open to attack,
- and to the ruthless predation of planeswalkers.
-
-
-
- This so-called Spell of Dominion
- that the guild lords seek the power to cast
- can only mean the destruction of the artifact
- and the freeing of the necromancer's spirit.
-
-
-
- ENDBLOCK
-
-
- _nqQuote[4]
- STARTBLOCK
- It might seem obvious to one such as you,
- but I tell you now that the only wise course
- is to duel and defeat the lord of every guild,
- then banish the monster Arzakon itself.
-
-
-
- Who knows what spells the monster can cast?
- It has surely traveled widely in search of power.
- If you defeat all five of the great wizards,
- Arzakon will not hesitate to attack you.
-
-
-
- Now that the guild lords have broken their vows,
- there are no limits on how they use the mana.
- They have summoned vicious lesser wizards
- and creatures stranded here during the two wars.
-
-
-
- Those traitors to Shandalar now wander the land
- hungry for battle, magic, and treasure.
- But the guild lords have more to gain than gold.
- Some of the creatures have specific missions.
-
-
-
- When a creature attacks one of our cities,
- its goal is to siphon off all the magical energy.
- With enough of this stolen magic,
- a wizard can cast the Spell of Dominion.
-
-
-
- ENDBLOCK
-
-
- _nqQuote[5]
- STARTBLOCK
- The most ancient magic in Shandalar
- was hidden away after the second war.
- If you would find and use these spells,
- You must search the oldest dungeons.
-
-
-
- ENDBLOCK
-
-
- _nqQuote[6]
- STARTBLOCK
- Shandalar's dragons were never our friends,
- but neither were they malicious.
- Now, some serve the lords unwillingly.
- The others disappeared long ago.
-
-
-
- Perhaps the Guardian knows their fate.
- Regardless, they will not help you.
- There are still two you can summon,
- the Faerie and the Prismatic.
-
-
-
- Both are wild and unpredictable,
- more so than dragons from other planes.
- Still, in your present predicament
- you should value any ally.
-
-
-
- ENDBLOCK
-
-
- _nqQuote[7]
- STARTBLOCK
- Your best chance to defeat a creature
- sent out by one of the vile guild lords
- is while it is wandering the land
- or during its attack on a city.
-
-
-
- Once a creature has established a home
- whether dungeon, castle, or mana dome,
- it has the luxury of certain advantages
- that make defeating it much more difficult.
-
-
-
- ENDBLOCK
-
-
- _nqQuote[8]
- STARTBLOCK
- None but the guild lords has seen Arzakon,
- so nothing said of the monster can be trusted.
- It is rumored, however, that it has one fear:
- an ancient rival, the wizard Yawden.
-
-
-
- Unfortunately, it has been centuries
- since the two planeswalkers met and fought.
- Perhaps we're fortunate this rival's not here.
- It's likely he's as evil as Arzakon.
-
-
-
- ENDBLOCK
-
-
- _nqQuote[9]
- STARTBLOCK
- The deepest dungeons are guarded well
- by powerful spells and mighty creatures.
- The ancient, hidden magics of Shandalar
- will not be taken by an unprepared novice.
-
-
-
- A wanderer who is wise and cautious
- interrogates creatures defeated in duels.
- The more details you know before entering,
- the better your chances in any dungeon.
-
-
-
- ENDBLOCK
-
-
- _nqQuote[10]
- STARTBLOCK
- As you defeat their roaming minions,
- each guild lord is weakened, slightly.
- There is a lower limit to their power,
- but you should still not take them lightly.
-
-
-
- ENDBLOCK
-
-
- _nqQuote[11]
- STARTBLOCK
- Mana stones are shaped from precious gems.
- In them we store Shandalar's pure mana.
- You then, in turn, can use the stones
- to power the helpful World Magics.
-
-
-
- Both stones and Magics can be hard to find,
- but if you help our cities and villages,
- the wise men there will find ways
- to return any favor you do.
-
-
-
- ENDBLOCK
-