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Герои 3 - карта Narn Ascention

29/05/2015Файл к игре: Heroes of Might and Magic 3: The Restoration of Erathia

Narn Ascention
Трейнер к игреHeroes of Might and Magic 3: The Restoration of Erathia
Ещё называютГерои меча и магии 3: Возрождение Эрафии
Вышла на платформахPC
РазработчикNew World Computing
ЖанрStrategy
Дата выхода1999-03-01
The astrologer tells you this year closes the millenium (first 1000 years) of Narn recorded history.

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Narn Ascention

Слухи

  • Narn name ownership
    Fighting between Narns with the same name is inevitable.
  • G'NothPaqua
    A law was introduced in an ancient city called G'NothPaqua. It said that all Narn would live under a common law. This angered the gods, so the city was destroyed instantly.
  • Shadow slaves
    Don't be captured by a dark servant! Those that look the most like us (head, arms and legs) can take control of a soul.
  • (mist)
    The fog that rolls in from the sea obscures all navigation. Run from anything that dwells in it.
  • artifacts (combo)
    There once were great artifacts in G'NothPaqua . The cataclasym broke them into smaller ones. If the lost peices are all found, they can be reassembled.
  • (Necropolis defenders)
    Beware the citadels of the misted islands. The ghosts themselves will issue forth in great numbers to defend them.
  • artifacts (many)
    The many lost treasure of G'NothPaqua are scattered throught the area. Quite a few are magical.
  • G'Quan switch sides?
    Beware G'Quan, lest you fall in battle fighting darkness. They may resurrect you as their slave!

События

  • < Map Intro >
    The astrologer tells you this year closes the millenium (first 1000 years) of Narn recorded history. Few would wonder about this today, though. The written language is nearly forgotten. Fifty years ago there was a chance for peace. A powerful warlord, Noptha, was prepared to unite all under a common set of laws. But Noptha and his tribe perished in the Great Calamity. Chaos came and Narns returned to barbarism. They became nomadic and desperate, with peace a forgotten dream. Though Narn has fallen far, there are some bright signs. Witches' spell power has gained in potency with each generation since. No one understands why. The witches to benefit the most are the Spirit Walkers (or mind walker). One of these, G'Quan, is destined for great things. First, however, a question of identity must be settled... {Narn Ascention} v 1.0 by David Page (Gageteer)
  • The Dream
    You awaken in a strange place, with a voice (not your own) speaking inside your head: G'Quan, there is a way for you to resist the darkness that grips your people. - Go to the {stables} and the {water springs}. - Select a companion ({hero}) who will aid you. - Avoid fighting with the other G'Quans.. - ..then leave quickly through the portals. The voice becomes silent, though you still feel its presence. You are mystified by the eerie voice. Who or what could it be? You also realize that if another named G'Quan exists, you must battle him to the death. Amazingly, you see two other Narns nearby. Like you, they are garbed in the clothing of a spirit walker. For now you will follow the voice. This can only be a dream, after all, and you will learn its meaning.
  • (Shadow legacy)
    These are dark times for the universe. The universe being the world of Narn. Tribal warfare is an important rite of adulthood. It has always shown who the strongest were. But should it continue when fiends from beyond walk upon Narn? These beings are other. They have narn intelligence, but not morals. Some narn offered peace, while most went immediately to war. There was no success in any event; today the survivors are in hiding. What could we have done to deserve such hardship? One day narns fight each other to the death, the next day the surviviors are hunted by The Strange ones.
  • resource scarcity
    Scouts detect no nearby gem, crystal, mercury or sulfur mines. Where could these be?
  • Why no 7th level creatures?
    The chaos has had many bad effects. One of these is that your mightiest ({7th level}) creatures are unavailable. Most tribes (including your own) have lost the faith and stability necessary to attract them.
  • Your tribe has started work on an important dwelling ({5th level}). It should be completed before the end of next week.
  • - allied tribe -
    It is no surprise to you. Even in this forgotten place, there are already other Narn to compete with for the haven. A lesser tribe has already sent its representatives. Lacking a promising witch or beastmaster, they have lost most hope. They will not fight. They offer to serve you in return for being allowed to remain temporarily. You muse privately that all is temporary. When the dark ones appear, work ceases and villages are abandoned. You tell the tribe they may indeed remain, in return for some service. You will speak with them later about this. You hold back a secret from all. You do not think you could order the executions of these narn, though such may be accepted.
  • - allied tribe -
    You want to scout and secure the surrounding area. Unfortunately, this leaves you few troops to garrison the town in case of attack You think of your new minor allies, the Shagat Tribe. You request a meeting at the sunning rock. There you tell them to monitor the harbor, attacking any vessel that attempts to sail in from the mists. You then offer something that you don't have to: Should you aquire more land than you need, you will invite them to settle for as long as they wish. The emmisaries leave, confused at your generosity. Only you know the truth. After hiding from the Shadows for so long, you are sickened at the thought of tribal war. You cannot reveal this to anyone. Of course, you cannnot share such feelings with anyone. Such would make you look weak and unfit to lead.
  • G'Kon's gnolls
    You are meeting with your advisors, including G'Kon, the beastmaster you rescued a few weeks ago. You express concern over the shortage of fighting tribespeople you can lead against the significant hostiles in the area. G'Kon steps forward: I know what you mean about shortage of tribesmen. Others around the table nod seriously, as it certainly is not funny what happened to his tribe. I think I can help you out. I have see
  • Wystan's wyvern nests
    You are beginning to delegate the scout duties for the week. Naturally, Wystan is an obvious choice. He interupts to suggest you give him a couple of nice wyverns to fly about on. Everyone stares at him. Didn't you know there's a nest to the east and another to the west of your town? he retorts.
  • - Shadow Lair discovered (early on) -
    A scout came back, with terrible news. A mystic portal has been found. These began to appear when the shadows arrived. Those who entered them rarely returned... the few who did were either mad or disfigured horribly. Usually both. A council meeting is held at the warm rock (That's one good thing, your tribe is able to follow tradition.). The mystics remind the council that the portal likely leads to a shadow lair. Perhaps a area in which slaves or shadow warriors are trained. Or dark rites of sourcery practiced. Council members begin to debate how rapidly to evacuate. As you are listening, a quiet rage you didn't know you had slowly rises, as the sun might rise on a summer day. It begins to boil inside of you.. not at the elders, not the villiagers, but at the thought of scurrying away in fear yet again. Your body slowly compresses, your arms and back coil for a cobra strike. Some pause, sensing the movement. You don't care, you release it. Your lunge shatters the large stone with a mighty blow. Recovering, you shout Look at our strength! We have been running and hiding all our lives. There has been enough running! The council looks at you quietly. Perhaps some will desert or conspire against you. Still, you know you have the respect of most. Murmurs begin to arrise as to what might happen, but no-one meets your gaze as your gaze sweeps the gathering. You are tired of diplomacy, and stride away make plans.
  • Discovery of G'NothPaqua (city)
    The villiage scholar rushes to meet with you as you are preparing for the afternoon rest. G'Quan! I think I know why we did not have to fight to settle here! I discovered a battered obelisk near the edge of the lake. On it there is a reference to the lost city of G'NothPaqua. All the stories say that the city was destroyed... and here there is a vast lake that the old maps had no reference to. It takes you a few moments to realize what she is saying. It is so amazing that you become lost in thought. Your eyes focus a few minutes later to see her intensely studying you for signs of understanding. Not only was the city destroyed, so too was the land that it stood on. It has been 'scooped out'. The remaining hole is filled with water and a few islands. Everyone calls this 'The Sea of Mists'. You acknowledge. She is a clever one; you must be sure to keep her out of combat. Now you know that this is the ancient city of G'NothPaqua.
  • lich visit #1
    You are resting and trying to recover some magic for tomorrow. The comforting eth smolders by your campfire, but you can't get to sleep yet. As you are getting drowsy, you see a very old narn in tattered clothes walking across the troops as they sleep around the fire. Amazingly, they do not notice him. The stranger's gaze fixes upon you. You are the future? it says out loud, pointing at you. Then it fades away, along with your conciousness. You sleep fitfully that night.
  • lich visit #2
    The figure of the ancient narn appears again as you are falling asleep. Your magic is insufficient! it says this time. You think it is about to say something else, but it fades away again, glaring at you.
  • lich visit #3
    How dense can you be? The eerie voice disturbs you. Again there is the apparition, standing on the other side of the campfire, which no one else can hear or see. A long, bony finger wrapped in rags points toward the ground at its feet. The very earth itself cries out at the offense! Seek the lowest places.. there you will find your most angry allies! The apparition fades away again, but this time you think it is satisfied.. if such is possible.
  • (Narns and Shadows)
    Despite the fact that you must destroy the other tribes and the other G'Quans, you do not enjoy it. The real enemy are those dark beings.
  • G'Quan assassination attempt
    You are sleeping in bed one night, when suddenly you awake. Your whole body tenses.. there is coldness in the room that should not be there. Using your mind walker training, you relax and allow your inner eye to feels what is around you. What unnatural thing is causing this chill? It is similar to the lake mists, but somehow feels more.. personal. You begin to lock onto a section of wall next to the doorway. Ordinary vision tells you there is nothing remarkable, but your mind says there is something else.
  • (destroy scout)
    Last week your patrol and eliminated a Narn scout. You wish that it had been a dark minion, though.
  • (Narns hate Shadows)
    The fury of the Narn toward these Shadows is immense. All codes of restraint in warfare have vanished. Whatever a victorious Narn can think to do to a prisoner will likely happen. The Shadows have brought this upon themselves. However superior they may be in mind and power, they are still creatures in this universe. Narn have moral codes to live by, and we shown more reverence for the lowliest creature we would eat than they have shown for us.
  • (Fate of a captured Shadow minion)
    Many blows fall upon the prisoner, some sharp, others blunt. It makes many sounds that are unknown in translation, but its agony seems certain. Eventually the sounds grow weaker, then vanish altogether. The beating lasts continues, however.
  • ---> End of events <---
    No events will be used after this date
  • G'NothPaqua legacy
    In the dawn of their arrival, we had a great and magificent city. The city of the strongest warlord, Noptha, who had new ideas of laws for everyone. Changes were in the air. It was a few moons after the great summit, where Noptha forgave his neighbor of past attacks against him. There was a strange feeling. Perhaps there would be less fighting, less chaos, or even a unity of a sorts? Was a brotherhood throughout Narn possible? Then the sky fell on the city G'NothPaqua. A bright light was seen in the sky from far away. It grew larger, and a glowing thing struck G'NothPaqua. The earth shook, and the sky was black for many days. Then came the dark ones. The tribes are now fleeing. Narn are back to fighting other Narn, but it is no longer for honor. Now it is for hiding places. You are young and have only stories to tell of when Narns had more dignity.

Герои

..., Torosaur Array

Объекты

  • Обсидиановая горгулья
    • 10, 80 подземелье
    • Сообщение: These animated statues don't seem to realize that their masters are long gone.
  • Случайный монстр 3
    • 7, 77 подземелье
    • Сообщение: These creatures actually thought they could make you pay for the privilige of sailing.
  • Событие
    • 16, 68 подземелье
    • Сообщение: Some of your scholars warned against invasion. You are glad you built this observation tower.
  • Событие
    • 14, 83 подземелье
    • Сообщение: Rumors have it that the islands are shrouded in a heavy, cold mist that obscures navigation. The islands are even said to move! As you move into the impenetrable fog, you begin to see that at least some of these rumors are true.
  • Событие
    • 10, 82 подземелье
    • Сообщение: Your ship slows as you attempt to navigate a dangerous fjord. The mist is so thick that you can barely see the water. You think you hear the clattering of tools against your wooden vessel. Then an alarm sounds as a crewman sees a desperate band of Narn climbing out of the mists!
  • Хижина предсказателя
    • 46, 0 подземелье
    • Сообщение: I have witnessed te great destruction of G'NothPaqua. My family surely perished there, but there were some momentos that I think might have survived. Please find them for me; I can give you much gold should you return with them.
  • Случайный монстр 3
    • 101, 14 подземелье
    • Сообщение: These creatures actually thought they could make you pay for the privilige of sailing.
  • Событие
    • 41, 69 подземелье
    • Сообщение: You have resolved to attack this bastion of darkness, despite the fears of your advisor and troops. As you approach, a throng of creatures from your worst nightmares appear out of nowhere. They are even worse than you imagined. You wonder if anyone in your army will live past this day.
  • Событие
    • 42, 69 подземелье
    • Сообщение: Drak stealth warriors reveal themselves and join your service. FREE
  • Некрополь
    • 43, 68 подземелье
    • Название: dark citadel
  • Случайный город
    • 15, 15 подземелье
    • Название: fort built
    • Сообщение: After several months, the denizens have built basic fortifications.
    • Название: tavern built
    • Сообщение: The completion of the fortress walls has made the people feel more secure. Soon after it was done, a tavern is built.
  • Событие
    • 20, 30 подземелье
    • Сообщение: This grand tavern somehow survived the great catastrophe. Once it is cleaned up a bit, it will make a fine place for friends to meet once again.
  • Случайный город
    • 29, 101 подземелье
    • Название: fort built
    • Сообщение: After several months, the denizens have built basic fortifications.
    • Название: tavern built
    • Сообщение: The completion of the fortress walls has made the people feel more secure. Soon after it was done, a tavern is built.
  • Событие
    • 15, 91 подземелье
    • Сообщение: Remnants of the many universities of G'NothPaqua still exist in various states. Fortunately, some of their scholars have returned, knowing them as their only home. Your tribe allows them to live, knowing they are tribeless themselves and therefore no threat.
  • Телескоп
    • 86, 96 подземелье
    • Сообщение: You wondered where you left the spyglass! Your tribe will need it.
  • Событие
    • 56, 80 подземелье
    • Сообщение: This looks like the scout ship you tried to send out last month. It must not have gotten very far.
  • Случайный город
    • 105, 49 подземелье
    • Название: fort built
    • Сообщение: After several months, the denizens have built basic fortifications.
    • Название: tavern built
    • Сообщение: The completion of the fortress walls has made the people feel more secure. Soon after it was done, a tavern is built.
  • Хижина предсказателя
    • 79, 19 подземелье
    • Сообщение: A very old shaman from your tribe approaches you from the town
  • Воздушный элементал
    • 17, 68 подземелье
    • Сообщение: Ah, these must be the object of your quest!
  • Хижина предсказателя
    • 89, 90 подземелье
    • Сообщение: A very old shaman from your tribe approaches you from the town
  • Воздушный элементал
    • 86, 84 подземелье
    • Сообщение: These air creatures are strange, but you think you can learn from fighting them.
  • Событие
    • 28, 28 подземелье
    • Сообщение: You are thankful for this ancient city watch tower. It will help you see your enemies.
  • Хижина предсказателя
    • 24, 59 подземелье
    • Сообщение: My arcane mastery has enabled me to alter the minds of a few terrible servants of darkness. I can train a pair to serve you in return for some gold.
  • Событие
    • 27, 54 подземелье
    • Сообщение: You and your tribe approach the archway in fear. The stone seems to absorb light, and none dare touch it. Yet you now consider passing through it to the blackness on the other side.
  • Событие
    • 104, 82 подземелье
    • Сообщение: You and your tribe approach the archway in fear. The stone seems to absorb light, and none dare touch it. Yet you now consider passing through it to the blackness on the other side.
  • Золото
    • 105, 82 подземелье
    • Сообщение: Ahead you see a strange architecture. You cannot fathom how it was made. You have heard of such things before... they were often discovered shortly before the massacre of a villiage. There must be dark ones in the area!
  • Волшебный свиток
    • 20, 63 подземелье
    • Сообщение: Wheh! Thought I was in trouble.
  • Золото
    • 93, 93 подземелье
    • Сообщение: A scholar is prepared to teach {scouting}.
  • Водный элементал
    • 100, 82 подземелье
    • Сообщение: The water spirits at first are wary of you, but then seem to understand you do not wish to hurt them. They offer to tell you a few things about water magic, should you release them later on (Return to the seer).
  • Событие
    • 62, 77 подземелье
    • Сообщение: Your ship slows as you attempt to navigate a dangerous fjord. The mist is so thick that you can barely see the water. You think you hear the clattering of tools against your wooden vessel. Then an alarm sounds as a crewman sees a small army of Narn climbing out of the mists!
  • Хижина предсказателя
    • 73, 98 подземелье
    • Сообщение: Your villiage elder approaches you with a proposal. G'Quan, you are steeped in the mystic ways. You are not the true warrior as many narns are. However, it occurs to me that you may need to learn some of the warrior's ways in order for our villiage to survive. He continues It is a difficult task, but I think I can teach you to make the wild places your home, and thus give you {pathfinding}. First, though, you must locate a powerful {axe} and bring it to me.
  • Хижина предсказателя
    • 77, 86 подземелье
    • Сообщение: My arcane mastery has enabled me to alter the minds of a few terrible dark servants. I can train a pair to serve you in return for some gold.
  • Случайный монстр 5
    • 62, 92 подземелье
    • Сообщение: A group a predators are gathered here. Some are interested in a cleft in the rock, inside of which you think you see a narn, defiantly brandishing a large flail at those who slowly approach. It looks quite defiant. You are here now so the creatures turn to attack your party.
  • Черт
    • 77, 97 подземелье
    • Сообщение: You encounter a wretched little creature. Save me! it cries out. Looking at it in puzzlement, your thoughts are interupted by your advisor. It is hard to believe that this puny thing could be one of the dark horrors that plague our land. It should be safe to trust it. He begs that you let him live; the custom is kill outsiders. Being hopeful, you tell him he live if he adopts yours as your own. He eagerly accepts, as he is the last survivor of his old tribe. Your advisor warns against this, but you brush him aside.
  • Случайный город
    • 4, 69 подземелье
    • Название: (someday you can upgrade town)
    • Сообщение: Your tribe is frightened of leaving the main villiage, but each week a few find the courage to do so. Still, it will be some time before merchants trade at the marketplace. Even the tavern may not be built for a while.
    • Название: ...
    • Сообщение: At last, a substantial group of tribespeople have become established in the new town. In about a week there should be a tavern for them to celebrate in.
    • Название: tavern
    • Сообщение: Songs and cheerful talk brighten the cold nights at the new town.. the tavern is built!
    • Название: blacksmith
    • Сообщение: The blacksmith says he was ready all along.
    • Название: marketplace
    • Сообщение: The merchants took their time, but even refugees must enjoy certain luxuries.
    • Название: (grand party)
    • Сообщение: With all this newfound economic growth, you hold a grand celebration in the new township. Plenty of warm food and drink. Your court jester does his best entertaining act. They forgive him, and everyone goes to sleep happy that night. It was worth the expense, to see a happy new villiage for the tribe.
    • Название: A.I. bonus (6th dwelling)
    • Сообщение: This should make a computer player more menacing!
    • Название: A.I. bonus
    • Сообщение: Creatures to stock that dwelling!
  • Случайный монстр 3
    • 32, 44 подземелье
    • Сообщение: This appears to be an very sturdy Narn structure, nearly burried. Oddly, the earth seems to have been dropped on it, or perhaps even thrown from one side. The great structure is no longer inhabited by its original inhabitants. Some vermin live inside, while others wishing to control this area have laid siege to it. Such a desperate world we live in....
  • Случайный город
    • 8, 33 подземелье
    • Название: 5th level dwelling
    • Сообщение: Your people have built the dwelling.
    • Название: Level-7 building can never be built
    • Сообщение: Your advisors remind you that there the most powerful beasts on Narn are very difficult to tame, and none can be raised in captivity. You will have to adventure abroad if you want one; find its lair and battle the guardians. ({No level-7 structures may be built.})
    • Название: Basic creature generators built (levels 1,2)
    • Сообщение: With the help of everyone, the warriors have their dwellings built.
    • Название: tavern
    • Сообщение: The tribe struggles to errect basic town structures. Funds are low, but everyone helps. The fate of all depends on this.
  • Событие
    • 3, 55 подземелье
    • Сообщение: True to their word, your allies have gathered information on your opponents. They have some information to share with you.
  • Хижина предсказателя
    • 87, 93 подземелье
    • Сообщение: Certain aiery creatures have been seen near the observatory. It is located north of here. Battle them. Should you survive, your experience will aid you in learning {air}.
  • Событие
    • 12, 51 подземелье
    • Сообщение: You climb to this mountaintop to draw upon its power. Practicing an unsavory spell, you gather the darkness that came with the destruction of G'NothPaqua. It still remains on the lake which covers the city's foundation. As you begin the ritual, energy flows through you. The darkness begins to move and gather about you. More and more comes, chilling the mountaintop on which you stand. Then it radiates outward. Channeling this makes you uncomfortable, but you know it will make your territory safer. Invaders will be lost in the blackness, should they enter your territory.
  • Событие
    • 35, 70 подземелье
    • Сообщение: As you sail along, the mist chills you and your army. Your leadership is sufficient to hold morale in check, but the coldness penetrates your soul.
  • Водный элементал
    • 17, 51 подземелье
    • Сообщение: The water spirits at first are wary of you, but then seem to understand you do not wish to hurt them. They offer to tell you a few things about water magic, should you release them later on (Return to the seer).
  • Подзорная труба
    • 21, 34 подземелье
    • Сообщение: You wondered where you left the spyglass! It is vital for exploration and escape.
  • Хижина предсказателя
    • 18, 42 подземелье
    • Сообщение: A very old shaman from your tribe approaches you from the town
  • Тюрьма
    • 3, 48 подземелье
    • Название: a villager
    • Биография: Defeating the beasts at Dread Rock Pass increased your respect among the tribe. If there are no brave heroes left to lead, or no remaining scouts, there can always be found {a villager} who will do this. The narns in your tribe will now risk all for your leadership.
  • Красный дракон
    • 5, 49 подземелье
    • Сообщение: The dread creatures look at you with obvious contempt. You suspect they know that you rely upon spells in combat; spells which will give you little protection against them. They swiftly rush to attack, once you are too close to avoid them.
  • Событие
    • 4, 48 подземелье
    • Сообщение: Defeating the dread creatures has elevated you in the tribe's eyes. Something has changed. You now know that there will always be a villiager to lead your troops, even if all {hereos} have perished. As you step forward to enter the small structure ahead (an old prison), a villiager steps forward. Place me at the head of your scout patrols. If I die, there is sure to be another to take my place!.
  • Событие
    • 30, 19 подземелье
    • Сообщение: The N'Chelab river.. now overflowing with boiling blood... Narn's blood.
  • Событие
    • 30, 14 подземелье
    • Сообщение: Again you locate a source of the soul-relaxing eth plant, and light a fire. It has become a ritual for you, if you are fortunate to find it in a new area. Your advisor comments that the tribe now refers to it as G'Quan Eth. You do not feel worthy of such a compliment, but you do not protest. The original name died with your mother, and likely will the the new one also, when you are in a place where no darkness falls.
  • Событие
    • 23, 53 подземелье
    • Сообщение: You climb up on high ground, and discover a rare *eth* . You thought you might never see this particular eth again; you remember your mother taking you to gather it, high in the mountains the tribe dwelled near during your early youth. The day your mother died, all knowledge of the plant's name went with her. You order your patrol to stop and rest. You remove part of the eth to light a fire with, minimizing injury to the plant (You do it exactly as you remember her doing.). The warm, soothing smoke helps you to relax for a brief time, and you feel refreshed.
  • Золото
    • 26, 55 подземелье
    • Сообщение: Ahead you see a strange architecture. You cannot fathom how it was made. You have heard of such things before... they were often discovered shortly before the massacre of a villiage. There must be dark ones in the area!
  • Событие
    • 67, 20 подземелье
    • Сообщение: You climb up on high ground, and discover a rare *eth* . You thought you might never see this particular eth again; you remember your mother taking you to gather it, high in the mountains the tribe dwelled near during your early youth. When your mother died by attack of a beast, all knowledge of the plant's name went with her. You order your patrol to stop and rest. You remove part of the eth to light a fire with, minimizing injury to the plant (You do it exactly as you remember her doing.). The warm, soothing smoke helps you to relax for a brief time, and you feel refreshed.
  • Гнолл
    • 13, 33 подземелье
    • Сообщение: You encounter the lone Narn, begging for its life. You don't know what caused him to be alone... was his tribe massacred? Was he exiled for heresy? Would a tribe risk sending him as a spy, knowing how suspicious all others are? You have seen death all your life, and hesitate in your decision. You tell your advisors he will be accepted into the tribe... but the villagers should be wary of him. Doing this has compromised your leadership.
  • Золото
    • 12, 32 подземелье
    • Сообщение: Nearby you see a lone narn groveling on the ground, begging you to spare him. This could be the survivor of a masacred tribe, a criminal, or possibly a spy.
  • Событие
    • 32, 43 подземелье
    • Сообщение: You locate a well-constructed building. Stone structures such as these were made only in large cities, prior to th egreat catastrophy. You wonder what city may have existed in this chaoic wasteland. Obviously, the grand city that once stood here has been destroyed.. perhaps long before the great catastrophy. Now the structure is inhabited by sniveling little creatures that are known for being able to scrounge up mercury. As the resource is vital to your town's needs, you will need to take it from them at some point.
  • Хижина предсказателя
    • 20, 39 подземелье
    • Сообщение: Your villiage elder approaches you with a proposal. G'Quan, you are steeped in the mystic ways. You are not the true warrior as many narns are. However, it occurs to me that you may need to learn some of the warrior's ways in order for our villiage to survive. He continues It is a difficult task, but I think I can teach you to make the wild places your home (give you {pathfinding}). First, though, you must locate a powerful {axe} and bring it to me.
  • Золото
    • 61, 10 подземелье
    • Сообщение: Nearby you see a lone narn groveling on the ground, begging you to spare him. He could be the survivor of a masacred tribe, a criminal, or possibly a spy.
  • Гоблин
    • 60, 10 подземелье
    • Сообщение: You encounter a lone Narn. He begs that you let him live; the custom is kill outsiders. You offer him a position in your tribe. Your advisor thinks this is risky, but you overrule him.The wanderer eagerly accepts.
  • Хижина предсказателя
    • 67, 14 подземелье
    • Сообщение: My arcane mastery has enabled me to alter the minds of a few terrible shadow servants. I can train a pair to serve you in return for some gold.
  • Хижина предсказателя
    • 32, 47 подземелье
    • Сообщение: Certain aiery creatures are guarding an observation tower south. Battle them. Should you survive, your experience will aid you in learning {air}.
  • Хижина предсказателя
    • 62, 31 подземелье
    • Сообщение: Certain aiery creatures guard a spell shrine. It is located west of here along the frozen coast. Battle them. Should you survive, your experience will aid you in learning {air}.
  • Воздушный элементал
    • 49, 36 подземелье
    • Сообщение: These air creatures are strange, but you think you can learn from fighting them.
  • Событие
    • 53, 9 подземелье
    • Сообщение: A spell which you had oddly forgotten while in the dream realm comes back to you.
  • Тюрьма
    • 46, 11 подземелье
    • Название: Savage
    • Биография: Savage (real name G'Kon) was a great warrior in service to the powerful N'Toth tribe. Powerful until they attempted an assault on an enclave of dark ones. Nearly all perished. The few survivors, including G'Kon, returned to escort the tribe to a safety. Unfortunately, a hostile tribe learned of this and attacked immediately. Savage's tribe was massacred. He knows of no others who escaped. He now wanders alone, in hopes of joining a new tribe. He hopes some day to have vengence. Even for a narn, G'Kon's courage in the face of defeat is exceptional - but you wonder if he is still sane.
  • Событие
    • 47, 11 подземелье
    • Сообщение: You've rescued a lone narn warrior. Being a beastmaster definitely has advantages
  • Событие
    • 52, 9 подземелье
    • Сообщение: You stumble upon a group of grey-cloaked figures. Their skin is grey, too, and they seem quite surprised to see you. They look at you in a most contemptious and threatening manner. They were beginning to encircle a narn warrior and two beasts accompanying him. Now several spring off in your direction. It looks bad for you and the warrior. Suddenly, a great flash of light appears. It is so bright that you cannot make out a form.. but it clearly is a creature of some sort. The grey beings are alarmed, franticaly pulling small devices in from their cloaks and pointing toward their new assailant. You cannot comprehend what these devices are capable of, but the light being is a hard target. The combat is swift; many of the grey figures fall, but the light is also struck several times. It streaks away, too fast for the figures to chase. The remaining grey figures turn their attention to you and the warrior. Some chase the warrior, who started to slip away in the confusion. You realize you must now defend yourself!
  • Вампир
    • 47, 12 подземелье
    • Сообщение: Four of the grey figures went after the narn beastmaster. He stands braced against the wall, a beast companion at each side. The three are not about to surrender, and the beastmaster glares defiantly in the eyes of the nearest adversary.
  • Событие
    • 72, 9 подземелье
    • Сообщение: You climb to this mountaintop to draw upon its power. Practicing an unsavory spell, you gather the darkness that came with the destruction of G'NothPaqua. It still remains on the lake which covers the city's foundation. As you begin the ritual, energy flows through you. The darkness begins to move and gather about you. More and more comes, chilling the mountaintop on which you stand. Then it radiates outward. Channeling this makes you uncomfortable, but you know it will make your territory safer. Your rivals will be lost in the blackness, should they dare to invade.
  • Событие
    • 13, 52 подземелье
    • Сообщение: A most regretable act of sacrifice acompanies the summoning of the Mist of Coldness.
  • Событие
    • 75, 10 подземелье
    • Сообщение: A most regretable act of sacrifice acompanies the summoning of the Mist of Coldness.
  • Хижина предсказателя
    • 53, 18 подземелье
    • Сообщение: Your villiage elder approaches you with a proposal. G'Quan, you are steeped in the mystic ways. You are not the true warrior as many narns are. However, it occurs to me that you may need to learn some of the warrior's ways in order for our villiage to survive. He continues It is a difficult task, but I think I can teach you to make the wild places your home (give you {pathfinding}). First, though, you must locate a powerful {axe} and bring it to me.
  • Событие
    • 75, 22 подземелье
    • Сообщение: True to their word, your allies have gathered information on other G'Quan tribes. They also know a bit about dark ones in the area.
  • Хижина предсказателя
    • 51, 17 подземелье
    • Сообщение: You have the opportunity to specialize a hero in searching for lost gold ({estates}).
  • Хижина предсказателя
    • 58, 15 подземелье
    • Сообщение: You have the opportunity to specialize a hero in {scouting}.
  • Хижина предсказателя
    • 7, 37 подземелье
    • Сообщение: You have the opportunity to specialize a hero in {scouting}.
  • Водный элементал
    • 70, 28 подземелье
    • Сообщение: The water spirits at first are wary of you, but then seem to understand you do not wish to hurt them. They offer to tell you a few things about water magic, should you release them later on (Return to the seer).
  • Событие
    • 54, 27 подземелье
    • Сообщение: You locate a well-constructed building. Stone structures such as these were made only in large cities, prior to th egreat catastrophy. You wonder what city may have existed in this chaoic wasteland. Obviously, the grand city that once stood here has been destroyed.. perhaps long before the great catastrophy. The structure has been taken by sniveling little creatures known for being able to scrounge up mercury. As the resource is vital to your town's needs, you will need to take it from them at some point.
  • Событие
    • 19, 78 подземелье
    • Сообщение: The road leads strait to the water's edge, and seems to continue on underneath it. And at this point you see the remains of a massive fortified structure.. one that was built by an ancient narn civilization. Time has not been kind to it, and yet parts remain sound and strong. It seems to symbolize the living pride of your people; capable of greatness and unbowed in the face of decay. Your warriors draw inspiration training at this site.
  • Событие
    • 45, 34 подземелье
    • Сообщение: The road leads strait to the water's edge, and seems to continue on underneath it. And at this point you see the remains of a massive fortified structure.. one that was built long ago by narns. Time has not been kind to it, and yet parts of it remain sound and strong. It seems to symbolize the living pride of your people, that remains even under neglect and assault. Your fighters draw inspiration training at this site.
  • Событие
    • 36, 77 подземелье
    • Сообщение: You see one of the strange castles which have sprung up on the islands. The islands themselves look suspicious... the rock formations do not look like anything you've seen before on narn. And the vegetation is like nothing you've seen before... it seems comfortable to blossom amidst the chilling snowfall. As you get closer to this dark citadel, the mist seems to be a bit thicker.. just slightly. You suspect that somehow the mist is caused (at least in part) by these black stone castles.
  • Тюрьма
    • 104, 22 подземелье
    • Название: a villager
    • Биография: While many leaders fall in the ongoing struggle to survive, all narn possess courage. If there are no strong heroes left to lead your tribe, there can always be found a villager who will do so.
  • Красный дракон
    • 104, 23 подземелье
    • Сообщение: The dread creatures look at you with obvious contempt. You suspect they know that you rely upon spells in combat; spells which will give you little protection against them. They swiftly rush to attack, once you are too close to avoid them.
  • Золото
    • 5, 70 подземелье
    • Сообщение: You are pleased to find a site for a second township. Unfortunately, it will be some time before enough people are there to set up a tavern.
  • Событие
    • 81, 71 подземелье
    • Сообщение: You and your tribe approach the archway in fear. The stone seems to absorb light, and none dare touch it. Yet you now consider passing through it to the blackness on the other side.
  • Золото
    • 80, 72 подземелье
    • Сообщение: Ahead you see a strange architecture. You cannot fathom how it was made. You have heard of such things before... they were often discovered shortly before the massacre of a villiage. There must be dark ones in the area!
  • Событие
    • 103, 23 подземелье
    • Сообщение: Defeating the dread creatures has elevated you in the tribe's eyes. Something has changed. You now know that there will always be a villiager to lead your troops, even if all {hereos} have perished. As you step forward to enter the small structure ahead (an old prison), a villiager steps forward. Place me at the head of your scout patrols. If I die, there is sure to be another to take my place!.
  • Тюрьма
    • 84, 76 подземелье
    • Название: a villager
    • Биография: G'Quan has proven himself a brave and capable leader. Because of this, there will always be at least one {villager} willing to risk his life in dangerous service.
  • Событие
    • 13, 34 подземелье
    • Сообщение: You see something you have not seen in a very long time. A strange hero has shown up in the tavern. He is from outside the tribe, but you think you can trust him. His name is Lord Haart.
  • Событие
    • 85, 76 подземелье
    • Сообщение: Defeating the dread creatures has elevated you in the tribe's eyes. You now know that there will always be a villager to lead your troops, even if all {hereos} have perished. As you step forward to enter the small structure ahead (an old prison), a villager steps forward. I will led the next scout patrol. Then another
  • Красный дракон
    • 87, 77 подземелье
    • Сообщение: The dread creatures look at you with obvious contempt. You suspect they know that you rely upon spells in combat; spells which will give you little protection against them. They swiftly rush to attack, once you are too close to avoid them.
  • Телескоп
    • 69, 6 подземелье
    • Сообщение: You wondered where you left the spyglass! Your tribe will need it.
  • Хижина предсказателя
    • 96, 28 подземелье
    • Сообщение: By the time they reach 6th level, all mind walkers will have learned {blind}.
  • Хижина предсказателя
    • 36, 28 подземелье
    • Сообщение: A very old shaman from your tribe approaches you from the town
  • Хижина предсказателя
    • 8, 103 подземелье
    • Сообщение: Here you encounter a very old hermit. I was a little girl living here when the tradgedy of G'NothPaqua took place. I managed to escape the inquisition, and was adopted by an enlightened witch who also escaped. Since then I have used the magics she taught me to try to keep narn refugees alive. Now I am approaching death, and I want to impart my magic to one who also respects life. I sense that you are such a person. The spell transfer will require a talisman, however. You must bring it to me. Then you may have my magic.
  • Событие
    • 26, 26 подземелье
    • Сообщение: Remnants of the many universities of G'NothPaqua still exist in various states. Fortunately, some of their scholars have returned, knowing them as their only home. Your tribe considers them to be no threat, and their help is welcome.
  • Хижина предсказателя
    • 98, 58 подземелье
    • Сообщение: Here you encounter a very old hermit. So there are new people who wish to live in the city, eh? It has been run down, hehe, so there is plenty of space available. You must be careful of the current tennants... they come from a different place and do not want to learn the local sustoms. The feeble old man commences to a violent but painful combination of laughing and coughing. You sense mirth and bitterness struggling for supremecy. Most of what he says sounds like a riddle, but you suspect there is something important also. Contrary to the interests of the current residents, I have not vacated my dwelling yet. They also don't like the old customs I practice, such as mending scratches on small children. . Soon I will be moving on, to a place I've never been before - or don't remember if I have. I wish to train someone as the new healer - and that someone could be you! . Now I am approaching death, and I want to impart my magic to one who also respects life. I sense that you are such a person. I am collecting ank relics. They allow me to focus my power. Bring me another, such as the one you see here, and I will teach you the life-saving spell.
  • Событие
    • 34, 52 подземелье
    • Сообщение: This seems to be a desolate area for there to be an active university, and indead there are only a few instructors at this one. Being tribeless, the teachers are not considered threatening. The oldest one goes off on a rant, blathering about this being the site of the legendary city of G'NothPaqua. You briefly stare at him in amazement... for if true, that is where the great fall of Narn began. However, his collegues are discretely making gestures that he is insane. You let him finish his tirade, then continue on with your business. After all, legends say that the city was completely removed from the earth.. surely there would be no university left.
  • Событие
    • 34, 54 подземелье
    • Сообщение: Another mysterious structure. Lord Haart tells you it is a genie dwelling (He cites stories told him by his grandfather, who claimed to be part of a high government before the great disaster.) These creatures assisted the lawgivers of grand cities. The creatures are magical and live a very long time, but will not talk. They do not like to leave their homes, either, which suggests there was a great city near here at one time.
  • Хижина предсказателя
    • 8, 81 подземелье
    • Сообщение: A very old shaman from your tribe approaches you from the town. Remember me? I told you how you could aquire water magic. I think the water spirits want to help you further. They have told me they do not like the bringers darkness, and have decided to fight. Will you will aid them? If you can bring them some things that they need, they will allow you to summon a battle group of their warriors in times of need.
  • Хижина предсказателя
    • 0, 91 подземелье
    • Сообщение: By the time they reach 6th level, all mind walkers will have learned {blind}.
  • Событие
    • 9, 78 подземелье
    • Сообщение: The mermaid greets you, and you know you must be near home.
  • Некрополь
    • 33, 81 подземелье
    • Название: dark citadel
  • Некрополь
    • 77, 47 подземелье
    • Название: dark citadel
  • Некрополь
    • 62, 59 подземелье
    • Название: dark citadel
  • Событие
    • 68, 87 подземелье
    • Сообщение: A spell which you had oddly forgotten while in the dream realm comes back to you.
  • Тюрьма
    • 62, 89 подземелье
    • Название: G'Hild
    • Биография: G'Hild survived the destruction of his tribe by being far away when the forces of darkness encircled his villiage. He had been out scouting on a wyvern when it happened.
  • Вампир
    • 64, 88 подземелье
    • Сообщение: Four of the grey figures went after the narn beastmaster. He stands braced against the wall, a beast companion at each side. The three are not about to surrender, and the beastmaster glares defiantly in the eyes of the nearest adversary.
  • Событие
    • 63, 89 подземелье
    • Сообщение: You've rescued a lone narn warrior. Being a beastmaster definitely has advantages
  • Событие
    • 67, 88 подземелье
    • Сообщение: You stumble upon a group of grey-cloaked figures. Their skin is grey, too, and they seem quite surprised to see you. They look at you in a most contemptious and threatening manner. They were beginning to encircle a narn warrior and two beasts accompanying him. Now several spring off in your direction. It looks bad for you and the warrior. Suddenly, a great flash of light appears. It is so bright that you cannot make out a form.. but it clearly is a creature of some sort. The grey beings are alarmed, franticaly pulling small devices in from their cloaks and pointing toward their new assailant. You cannot comprehend what these devices are capable of, but the light being is a hard target. The combat is swift; many of the grey figures fall, but the light is also struck several times. It streaks away, too fast for the figures to chase. The remaining grey figures turn their attention to you and the warrior. Some chase the warrior, who started to slip away in the confusion. You realize you must now defend yourself!
  • Некрополь
    • 47, 85 подземелье
    • Название: dark citadel
  • Случайный город
    • 54, 12 подземелье
    • Название: 5th level dwelling
    • Сообщение: Your people have built the dwelling.
    • Название: Level-7 building can never be built
    • Сообщение: Your advisors remind you that there the most powerful beasts on Narn are very difficult to tame, and none can be raised in captivity. You will have to adventure abroad if you want one; find its lair and battle the guardians. ({No level-7 structures may be built.})
    • Название: Basic creature generators built (levels 1,2)
    • Сообщение: With the help of everyone, the warriors have their dwellings built.
    • Название: tavern
    • Сообщение: The tribe struggles to errect basic town structures. Funds are low, but everyone helps. The fate of all depends on this.
  • Случайный город
    • 70, 90 подземелье
    • Название: 5th level dwelling
    • Сообщение: Your people have built the dwelling.
    • Название: Level-7 building can never be built
    • Сообщение: Your advisors remind you that there the most powerful beasts on Narn are very difficult to tame, and none can be raised in captivity. You will have to adventure abroad if you want one; find its lair and battle the guardians. ({No level-7 structures may be built.})
    • Название: Basic creature generators built (levels 1,2)
    • Сообщение: With the help of everyone, the warriors have their dwellings built.
    • Название: tavern
    • Сообщение: The tribe struggles to errect basic town structures. Funds are low, but everyone helps. The fate of all depends on this.
  • Случайный город
    • 92, 15 подземелье
    • Название: (someday you can upgrade town)
    • Сообщение: Your tribe is frightened of leaving the main villiage, but each week a few find the courage to do so. Still, it will be some time before merchants trade at the marketplace. Even the tavern may not be built for a while.
    • Название: ...
    • Сообщение: At last, a substantial group of tribespeople have become established in the new town. In about a week there should be a tavern for them to celebrate in.
    • Название: tavern
    • Сообщение: Songs and cheerful talk brighten the cold nights at the new town.. the tavern is built!
    • Название: blacksmith
    • Сообщение: The blacksmith says he was ready all along.
    • Название: marketplace
    • Сообщение: The merchants took their time, but even refugees must enjoy certain luxuries.
    • Название: (grand party)
    • Сообщение: With all this newfound economic growth, you hold a grand celebration in the new township. Plenty of warm food and drink. Your court jester does his best entertaining act. They forgive him, and everyone goes to sleep happy that night. It was worth the expense, to see a happy new villiage for the tribe.
    • Название: A.I. bonus (6th dwelling)
    • Сообщение: This should make a computer player more menacing!
    • Название: A.I. bonus
    • Сообщение: Creatures to stock that dwelling!
  • Случайный город
    • 99, 99 подземелье
    • Название: (someday you can upgrade town)
    • Сообщение: Your tribe is frightened of leaving the main villiage, but each week a few find the courage to do so. Still, it will be some time before merchants trade at the marketplace. Even the tavern may not be built for a while.
    • Название: ...
    • Сообщение: At last, a substantial group of tribespeople have become established in the new town. In about a week there should be a tavern for them to celebrate in.
    • Название: tavern
    • Сообщение: Songs and cheerful talk brighten the cold nights at the new town.. the tavern is built!
    • Название: blacksmith
    • Сообщение: The blacksmith says he was ready all along.
    • Название: marketplace
    • Сообщение: The merchants took their time, but even refugees must enjoy certain luxuries.
    • Название: (grand party)
    • Сообщение: With all this newfound economic growth, you hold a grand celebration in the new township. Plenty of warm food and drink. Your court jester does his best entertaining act. They forgive him, and everyone goes to sleep happy that night. It was worth the expense, to see a happy new villiage for the tribe.
    • Название: A.I. bonus (6th dwelling)
    • Сообщение: This should make a computer player more menacing!
    • Название: A.I. bonus
    • Сообщение: Creatures to stock that dwelling!
  • Событие
    • 68, 49 подземелье
    • Сообщение: Amazingly, you find some creatures surviving in the midst of this terrible lake. They remind you of some legendary dragons of narn. You have gained in the ability to walk amongst minds, and you sense that these are indeed creatures of Narn. You reach out to them. They sympathise with your struggle.. somewhat. They say they will not attack you. But they will not willingly serve you either. Even *they* are afraid of the invaders. You cannot help but laugh at them. You and your small villiage are less afraid than they are!
  • Событие
    • 78, 50 подземелье
    • Сообщение: Drak stealth warriors reveal themselves and join your service. FREE
  • Событие
    • 75, 48 подземелье
    • Сообщение: Drak stealth warriors reveal themselves and join your service. FREE
  • Событие
    • 37, 81 подземелье
    • Сообщение: Drak stealth warriors reveal themselves and join your service. FREE
  • Событие
    • 74, 47 подземелье
    • Сообщение: You have resolved to attack this bastion of darkness, despite the fears of your advisor and troops. As you approach, a throng of creatures from your worst nightmares appear out of nowhere. They are even worse than you imagined. You wonder if anyone in your army will live past this day.
  • Событие
    • 79, 50 подземелье
    • Сообщение: You have resolved to attack this bastion of darkness, despite the fears of your advisor and troops. As you approach, a throng of creatures from your worst nightmares appear out of nowhere. They are even worse than you imagined. You wonder if anyone in your army will live past this day.
  • Событие
    • 35, 82 подземелье
    • Сообщение: You have resolved to attack this bastion of darkness, despite the fears of your advisor and troops. As you approach, a throng of creatures from your worst nightmares appear out of nowhere. They are even worse than you imagined. You wonder if anyone in your army will live past this day.
  • Привидение
    • 48, 59 подземелье
    • Сообщение: Floating ones offer to join the drak!
  • Привидение
    • 41, 60 подземелье
    • Сообщение: These seem resolute upon stopping you...
  • Событие
    • 45, 60 подземелье
    • Сообщение: Your ship has to slow its speed greatly to maneuver in the tight channel. As you slowly come around a bend, you see a multitude of floating ones flying at you from the surrounding cliffs. There is no way to escape them...
  • Некрополь
    • 49, 49 подземелье
    • Название: dark citadel
  • Привидение
    • 47, 51 подземелье
    • Сообщение: Floating ones offer to join the drak!
  • Событие
    • 37, 78 подземелье
    • Сообщение: As you approach the dark citadel, you feel uneasy terrible sense of dread. There's a presense nearby. Your troops, the beasts, even the cooks recognize it. Your assistant Shaman grabs you by the arm. There are many of the terrible creatures we fear.. and they are all around us. I saw them for a brief instant; I don't think they are aware that I saw them. We are headed into a terrible trap! The giant winged ones are there, as well as floating warriors, dark mages, and others I have even less understanding of. If we leave now, they might not attack us!
  • Событие
    • 46, 66 подземелье
    • Сообщение: As you approach the dark citadel, you feel uneasy terrible sense of dread. There's a presense nearby. Your troops, the beasts, even the cooks recognize it. Your assistant Shaman grabs you by the arm. There are many of the terrible creatures we fear.. and they are all around us. I saw them for a brief instant; I don't think they are aware that I saw them. We are headed into a terrible trap! The giant winged ones are there, as well as floating warriors, dark mages, and others I have even less understanding of. If we leave now, they might not attack us!
  • Событие
    • 45, 83 подземелье
    • Сообщение: As you approach the dark citadel, you feel uneasy terrible sense of dread. There's a presense nearby. Your troops, the beasts, even the cooks recognize it. Your assistant Shaman grabs you by the arm. There are many of the terrible creatures we fear.. and they are all around us. I saw them for a brief instant; I don't think they are aware that I saw them. We are headed into a terrible trap! The giant winged ones are there, as well as floating warriors, dark mages, and others I have even less understanding of. If we leave now, they might not attack us!
  • Событие
    • 60, 60 подземелье
    • Сообщение: As you approach the dark citadel, you feel uneasy terrible sense of dread. There's a presense nearby. Your troops, the beasts, even the cooks recognize it. Your assistant Shaman grabs you by the arm. There are many of the terrible creatures we fear.. and they are all around us. I saw them for a brief instant; I don't think they are aware that I saw them. We are headed into a terrible trap! The giant winged ones are there, as well as floating warriors, dark mages, and others I have even less understanding of. If we leave now, they might not attack us!
  • Событие
    • 80, 49 подземелье
    • Сообщение: As you approach the dark citadel, you feel uneasy terrible sense of dread. There's a presense nearby. Your troops, the beasts, even the cooks recognize it. Your assistant Shaman grabs you by the arm. There are many of the terrible creatures we fear.. and they are all around us. I saw them for a brief instant; I don't think they are aware that I saw them. We are headed into a terrible trap! The giant winged ones are there, as well as floating warriors, dark mages, and others I have even less understanding of. If we leave now, they might not attack us!
  • Событие
    • 76, 42 подземелье
    • Сообщение: As you approach the dark citadel, you feel uneasy terrible sense of dread. There's a presense nearby. Your troops, the beasts, even the cooks recognize it. Your assistant Shaman grabs you by the arm. There are many of the terrible creatures we fear.. and they are all around us. I saw them for a brief instant; I don't think they are aware that I saw them. We are headed into a terrible trap! The giant winged ones are there, as well as floating warriors, dark mages, and others I have even less understanding of. If we leave now, they might not attack us!
  • Событие
    • 51, 50 подземелье
    • Сообщение: As you approach the dark citadel, you feel uneasy terrible sense of dread. There's a presense nearby. Your troops, the beasts, even the cooks recognize it. Your assistant Shaman grabs you by the arm. There are many of the terrible creatures we fear.. and they are all around us. I saw them for a brief instant; I don't think they are aware that I saw them. We are headed into a terrible trap! The giant winged ones are there, as well as floating warriors, dark mages, and others I have even less understanding of. If we leave now, they might not attack us!
  • Событие
    • 50, 50 подземелье
    • Сообщение: You have resolved to attack this bastion of darkness, despite the fears of your advisor and troops. As you approach, a throng of creatures from your worst nightmares appear out of nowhere. They are even worse than you imagined. You wonder if anyone in your army will live past this day.
  • Событие
    • 61, 60 подземелье
    • Сообщение: You have resolved to attack this bastion of darkness, despite the fears of your advisor and troops. As you approach, a throng of creatures from your worst nightmares appear out of nowhere. They are even worse than you imagined. You wonder if anyone in your army will live past this day.
  • Событие
    • 45, 86 подземелье
    • Сообщение: You have resolved to attack this bastion of darkness, despite the fears of your advisor and troops. As you approach, a throng of creatures from your worst nightmares appear out of nowhere. They are even worse than you imagined. You wonder if anyone in your army will live past this day.
  • Событие
    • 46, 86 подземелье
    • Сообщение: Drak stealth warriors reveal themselves and join your service. FREE
  • Событие
    • 62, 60 подземелье
    • Сообщение: Drak stealth warriors reveal themselves and join your service. FREE
  • Событие
    • 51, 44 подземелье
    • Сообщение: This is a wondrous find! The great hope of your people is embodied in these creatures. Even with the problems caused by The Unseen, they remain some of the toughest on Narn. They must have arrived here to find some refuge (obviously the floating ones do not scare them). You are confident that once you have demonstrated your authority, they will again join with your tribe. Their help will certainly be needed.
  • Событие
    • 50, 78 подземелье
    • Сообщение: This is a wondrous find! The great hope of your people is embodied in these creatures. Even with the problems caused by The Unseen, they remain some of the toughest on Narn. They must have arrived here to find some refuge (obviously the floating ones do not scare them). You are confident that once you have demonstrated your authority, they will again join with your tribe. Their help will certainly be needed.
  • Событие
    • 48, 77 подземелье
    • Сообщение: This is a wondrous find! The great hope of your people is embodied in these creatures. Even with the problems caused by The Unseen, they remain some of the toughest on Narn. They must have arrived here to find some refuge (obviously the floating ones do not scare them). You are confident that once you have demonstrated your authority, they will again join with your tribe. Their help will certainly be needed.
  • Рыцарь Смерти
    • 47, 77 подземелье
    • Название: drak
    • Биография: Drak is not this hero's name, but rather its race. It comes from far away, and no narn will ever know its actual name. This one speciallizes in leading The Floating Ones [wights]. Unlike drak themselves, these creatures have some magical resistance.
  • Событие
    • 67, 67 подземелье
    • Сообщение: This is a wondrous find! The great hope of your people is embodied in these creatures. Even with the problems caused by The Unseen, they remain some of the toughest on Narn. They must have arrived here to find some refuge (obviously the floating ones do not scare them). You are confident that once you have demonstrated your authority, they will again join with your tribe. Their help will certainly be needed.
  • Хижина предсказателя
    • 72, 93 подземелье
    • Сообщение: You have the opportunity to specialize a hero in searching for lost gold ({estates}).
  • Золото
    • 73, 92 подземелье
    • Сообщение: A scholar is prepared to teach {scouting}.
  • Золото
    • 75, 92 подземелье
    • Сообщение: A scholar is prepared to teach {scouting}.
  • Событие
    • 91, 82 подземелье
    • Сообщение: True to their word, your allies have gathered information on your opponents. They have some information to share with you.
  • Хижина предсказателя
    • 104, 39 подземелье
    • Сообщение: A very old shaman from your tribe approaches you from the town
  • Хижина предсказателя
    • 101, 70 подземелье
    • Сообщение: By the time they reach 6th level, all mind walkers will have learned {blind}.
  • Событие
    • 30, 75 подземелье
    • Сообщение: The cold, penetrating chill of the mists drains you.
  • Событие
    • 40, 84 подземелье
    • Сообщение: The cold, penetrating chill of the mists drains you.
  • Событие
    • 62, 68 подземелье
    • Сообщение: The cold, penetrating chill of the mists drains you.
  • Событие
    • 51, 68 подземелье
    • Сообщение: The cold, penetrating chill of the mists drains you.
  • Событие
    • 55, 86 подземелье
    • Сообщение: The cold, penetrating chill of the mists drains you.
  • Событие
    • 83, 47 подземелье
    • Сообщение: The cold, penetrating chill of the mists drains you.
  • Событие
    • 62, 41 подземелье
    • Сообщение: The cold, penetrating chill of the mists drains you.
  • Событие
    • 40, 49 подземелье
    • Сообщение: The cold, penetrating chill of the mists drains you.
  • Событие
    • 57, 57 подземелье
    • Сообщение: The cold, penetrating chill of the mists drains you.
  • Событие
    • 54, 73 подземелье
    • Сообщение: The cold, penetrating chill of the mists drains you.
  • Событие
    • 53, 77 подземелье
    • Сообщение: The cold, penetrating chill of the mists drains you.
  • Событие
    • 43, 73 подземелье
    • Сообщение: The cold, penetrating chill of the mists drains you.
  • Событие
    • 46, 76 подземелье
    • Сообщение: The cold, penetrating chill of the mists drains you.
  • Тюрьма
    • 10, 100 суша
    • Название: N'Dran
  • Страж задания
    • 1, 101 суша
    • Сообщение: Here is G'Zar, master of armoring troops.
  • Страж задания
    • 4, 101 суша
    • Сообщение: Here is G'Bac. He has a talent for movement over difficult terrain, and communicates with flying snakes.
  • Страж задания
    • 10, 101 суша
    • Сообщение: Here is N'Dran. A mystic supreme, her knowlege is unequalled on Narn.
  • Ведьма
    • 8, 107 суша
    • Название: G'Quan
    • Биография: G'Quan is of an order of elite Narn known as mind walkers. They are of the same class as witches, wicken, and shaman. The Walkers set themselves apart as having a strong affinity for mind-influencing magic. Having been born after the Shadows' invasion of Narn, G'Quan has never known peace. No tribe is yet known to have made peace with the horrors, and none can stand up to a villiage attack. Those tribes that still survive have become nomadic, and fight among each other for the few safe areas that are thought to be beyond the notice of the dark ones. Survival dictates that there can be no mercy.
  • Ведьма
    • 2, 107 суша
    • Название: G'Quan
    • Биография: G'Quan is of an order of elite Narn known as mind walkers. A sub-category of witch, they set themselves apart by having a strong affinity for mind-influencing magic. Having been born after the invasion of Narn, G'Quan has never known peace. In fact, no tribe has made peace with another, and none can defend should the dark ones attack their villiage. Surviving tribes have become nomadic, fighting each other for the few areas thought to be safe from notice. Mercy for one's enemies is rarely practiced.
  • Ведьма
    • 5, 107 суша
    • Название: G'Quan
    • Биография: G'Quan is of an order of elite Narn known as mind walkers. They are of the same class as witches, wicken, and shaman. The Walkers set themselves apart as having a strong affinity for mind-influencing magic. Having been born after the Shadows' invasion of Narn, G'Quan has never known peace. No tribe is yet known to have made peace with the horrors, and none can stand up to a villiage attack. Those tribes that still survive have become nomadic, and fight among each other for the few safe areas that are thought to be beyond the notice of the dark ones. Survival dictates that there can be no mercy.
  • Указатель
    • 6, 102 суша
    • Сообщение: Available allies (chose one)
  • Тюрьма
    • 7, 100 суша
    • Название: N'Voy
  • Страж задания
    • 7, 101 суша
    • Сообщение: Here is N'Voy. There's none more skilled in sea navigation.
  • Страж задания
    • 13, 101 суша
    • Сообщение: Here is G'Kulf. There's none more skilled in the operation of war machinery.
  • Указатель
    • 9, 102 суша
    • Сообщение: 1. Tazar 2. Korbac 3. Voy (pool) 4. Andra 5. Gerwulf (tree)
  • Событие
    • 5, 105 суша
    • Сообщение: The voice continues. Select a companion for what lies ahead. Ahead you see images. Visually they are believeable, but your inner eye tells you they are not real. Still, there is an urgency to this place, and you decide to continue humoring the voice. Remember to visit the springs and the stables to aid your travel. You do not dare waste time at this place.
  • Событие
    • 8, 105 суша
    • Сообщение: The voice continues. Select a companion for what lies ahead. Ahead you see images. Visually they are believeable, but your inner eye tells you they are not real. Still, there is an urgency to this place, and you decide to continue humoring the voice. Remember to visit the springs and the stables to aid your travel. You do not dare waste time at this place.
  • Случайный ценный артефакт
    • 38, 17 суша
    • Сообщение: You sense eyes looking at you. Several small black things cling to the shadows near this item. Do you wish to take it anyway?
  • Некрополь
    • 27, 21 суша
    • Название: Shadow lair
  • Тюрьма
    • 1, 100 суша
    • Название: G'Zar
    • Биография: During a two week border war with a neigboring tribe, a group led by G'tzar was cornered in a rock warren. Outnumberd five to one, they were about to fall. Suddenly their attackers were assailed by dark ones, and G'tzar managed to slip out unnoticed with the remainder of his party.
  • Тюрьма
    • 13, 100 суша
    • Название: G'Kulf
  • Событие
    • 27, 24 суша
    • Сообщение: The floating dark ones know you cannot reach them.
  • Голова Легионера
    • 94, 101 суша
    • Сообщение: This looks like the fallen head of G'Noll's statue. Legends talk of his success in uniting Narn centuries ago. Now, however, a dread chilling sensation radiates from it. You feel malevolent eyes watching you. Do you dare approach the statue? (Y/N)
  • Событие
    • 105, 103 суша
    • Сообщение: The place you are in is nearly empty, but not quite. You know there are some dark ones nearby, though their presense is not as strong as you would think. Suddenly the image of a narn appears down the road in front of you. It waves in a friendly, though mysterious manner. Then it gestures towards the east.
  • Событие
    • 94, 93 суша
    • Сообщение: Coming down the long, dangerous passage, you begin to see increasing signs of ancient civilization. Not an alien one, though... the stonework looks similar to what G'NothPaqua would have had before the calamaty.
  • Башня
    • 99, 98 суша
    • Название: Temple ruins
  • Ящик Пандоры
    • 57, 9 суша
    • Сообщение: The box is large - it could store a variety of objects. Around it stand a cluster of imposing figures - the faceless ones in red cloaks. These horrors are immune to all spells, and move swiftly. 25 of them guard the large box.
  • Событие
    • 11, 0 суша
    • Сообщение: You emerge from the portal. Are you above ground or not? As with the islands, a heavy mist surrounds you. Yet here it seems even more oppressive. This place is so bad, in fact, that entering it drains you somewhat.
  • Событие
    • 7, 10 суша
    • Сообщение: As you go deeper, the dark cold continues to drain you.
  • Ящик Пандоры
    • 18, 1 суша
    • Сообщение: The box is large - it could store a variety of objects. Around it stand a cluster of imposing figures - the faceless ones in red cloaks. These horrors are immune to all spells, and move swiftly. 25 of them guard the large box.
  • Событие
    • 22, 18 суша
    • Сообщение: You emerge from the portal. Are you above ground or not? As with the islands, a heavy mist surrounds you. Here it is more oppressive; you feel immediately weakened.
  • Указатель
    • 27, 100 суша
    • Сообщение: Drak barracks area
  • Событие
    • 2, 105 суша
    • Сообщение: The voice continues. Select a companion for what lies ahead, and remember to visit the springs and stables. Use the enchanted cards {(Cards of Prophecy)} in your pocket to release your hero. You do not dare waste time at this place.
  • Событие
    • 14, 104 суша
    • Сообщение: You see before you a mystic portal. It frightens you, as you have heard stories of the Shadows using them to return to their lairs. You sense that this one is not the same. The voice says, You have chosen your hero. Now take the portal to return to your villiage. Seeing little choice but to obey the voice, you steady yourself for entering it.
  • Событие
    • 14, 12 суша
    • Сообщение: As you approach the waterway you notice a complete lack of any sign of ship-boarding. With no vessels around, the floating ones must be confident they cannot be followed over water. Won't they be surprised when you draw the energy in your vast reserves to overcome the chilling effect they have laid. You know the spell that will transport a boat to this remote area; it simply depends on mastery of water and the power of your witches' soul!
  • Событие
    • 93, 101 суша
    • Сообщение: Any general to made it this far certainly has learned something!
  • Некрополь
    • 1, 1 суша
    • Название: Shadow lair
  • Некрополь
    • 35, 1 суша
    • Название: Shadow lair
  • Событие
    • 12, 105 суша
    • Сообщение: You see before you a mystic portal. It frightens you, as you have heard stories of the Shadows using them to return to their lairs. You sense that this one is not the same. The voice says, You have chosen your hero. Now take the portal to return to your villiage. Seeing little choice but to obey the voice, you steady yourself for entering it.
  • Событие
    • 10, 106 суша
    • Сообщение: You see before you a mystic portal. It frightens you, as you have heard stories of the Shadows using them to return to their lairs. You sense that this one is not the same. The voice says, You have chosen your hero. Now take the portal to return to your villiage. Seeing little choice but to obey the voice, you steady yourself for entering it.
  • Событие
    • 1, 27 суша
    • Сообщение: You emerge from the portal. Are you above ground or not? As with the islands, a heavy mist surrounds you. Here it is more oppressive; you feel immediately weakened.
  • Ящик Пандоры
    • 5, 14 суша
    • Сообщение: After defeating the robed overseers, you manage to take a few as prisoners.
  • Лорд вампиров
    • 4, 14 суша
    • Сообщение: These creatures don't seem to want to fight you, but apparantly they are cornered. They do not intend to surrender.
  • Тюрьма
    • 0, 5 суша
    • Название: G'L'Kin
    • Биография: G'L'Kin commited a crime (of which he will not speak) and so was exiled. He fled here, only to be captured and imprisoned by dark ones.
  • Событие
    • 22, 22 суша
    • Сообщение: How strange.. a narn dwelling exists here. Could the dark enemy be housing some of our best fighters that they captured? Many of the prisoners in this dwelling have gone mad. Those who will not seem eager to join forces with you; they are eager to escape this place.
  • Привидение
    • 22, 23 суша
    • Сообщение: You did not expect to find a narn dwelling here. The floating ones show no signs of backing off as you approach to investigate . In fact, you'd almost think they were outraged.
  • Цитадель
    • 31, 30 суша
    • Название: lonely gate
  • Событие
    • 13, 38 суша
    • Сообщение: You made it past the dread battlements. Perhaps the battle there was lucky. In any case, you can only imagine that worse opponents lie ahead. The cold grows stronger and more draining.
  • Указатель
    • 96, 94 суша
    • Сообщение: Your knowledge of mystical lore tells you this is the fabled magic sanctuary of G'Nothpaqua. It looks long since neglected. Nothing living remains.
  • Событие
    • 19, 88 суша
    • Сообщение: -- Mapmaker note -- This allows drak to intercept narns as they try to escape Dark Lair.
  • Некрополь
    • 11, 61 суша
    • Название: Shadow lair
  • Некрополь
    • 40, 89 суша
    • Название: (hide dream)
  • Некрополь
    • 25, 40 суша
    • Название: Shadow lair
  • Некрополь
    • 68, 49 суша
    • Название: Shadow lair
  • Некрополь
    • 62, 76 суша
    • Название: (hide dream)
    • Название: Extra vampire lords and wraiths arrive
    • Сообщение: Drak footsoldiers and floating ones arive to aid the suppression of local resistance.
    • Название: Vampire lord and wraith dwellings built
    • Сообщение: Yes! Drak infantry and shadow warriors now begin to arrive.
  • Некрополь
    • 46, 32 суша
    • Название: Shadow lair
  • Событие
    • 44, 60 суша
    • Сообщение: Destroy any computer player who tries to grab the artifact!
  • Хижина предсказателя
    • 96, 82 суша
    • Сообщение: You read the glyphs inside the chamber. They describe the joining of several potent artifacts into a greater one. The greater one has the power to undo all creatures' defense against magic. You are amazed by this. Could this even effect the giant creations of the dark ones? Possession of such a powerful weapon might well negate their invulnerability. Several of the components you have already picked up, and have with you at all times. But two you have not seen before...
  • Хижина предсказателя
    • 43, 62 суша
    • Сообщение: A very old woman living in the valley addresses you. We have been long resisting attacks by the floating ones, and it has been taking its toll on us. We grow steadily weaker, and few young ones are born to continue the fight. We gladly turn over the artifacts to you in hopes that they can be used against the forces of darkness and chaos. We were told that you were the ONE. However, we are in great need of special resources. In return for them, we can grant you some spells that might be helpful. I can teach you {resurrection}.
  • Хижина предсказателя
    • 46, 59 суша
    • Сообщение: A very old woman living in the valley addresses you. We have been long resisting attacks by the floating ones, and it has been taking its toll on us. We grow steadily weaker, and few young ones are born to continue the fight. We gladly turn over the artifacts to you in hopes that they can be used against the forces of darkness and chaos. We were told that you were the ONE. However, we are in great need of special resources. In return for them, we can grant you some spells that might be helpful. I can teach you {resurrection}.
  • Событие
    • 43, 55 суша
    • Сообщение: You enter the valley. The guards by the gate do not question you, but instead silently wave you on. Defenses seem light, considering the amount of dark forces you encountered gathered outside. You move on to explore this mysterious area.
  • Событие
    • 35, 61 суша
    • Сообщение: You enter the valley. The guards by the gate do not question you, but instead silently wave you on. Defenses seem light, considering the amount of dark forces you encountered gathered outside. You move on to explore this mysterious area.
  • Событие
    • 18, 49 суша
    • Сообщение: You seem to have located a refuge in this terrible wasteland. The inhabitants have somehow resisted (or been overlooked by) the surrounding hordes of floating ones. They will gladly aid you, or anyone else who visits and offers hope.
  • Событие
    • 44, 38 суша
    • Сообщение: Help me! Help me! A terrified fugitive calls out from the his raft.
  • Событие
    • 32, 36 суша
    • Сообщение: The vision of the man in tattered robes re-appears. (You remember him in your dreams.) Yes! You have made it this far. Don't stop, the hidden city awaits!
  • Хижина предсказателя
    • 23, 85 суша
    • Сообщение: You encounter a strange structure. A bank of glowing gems sit embedded in the wall, set at regular intervalls. You have never seen their like, and don't know that they are valuable. There is also a box which slides out of the wall. Very strange. After several hours of experimenting with the buttons, one of your enterprising villagers come running out, inviting you to see something inside. On the wall is now lighted up an image. You recognize what it represents. Perhaps it is what the dwelling requires in return for a supposed reward.
  • Событие
    • 10, 37 суша
    • Сообщение: You approach the battlements that were set to defend the pass. Once this was a large fortress, but its garrison has long since left. It still can be built up with some defenses, however, and may offer usefull shelter.
  • Событие
    • 17, 41 суша
    • Сообщение: Another one of those transport gates! This one seems to be blocking a pathway. Perhaps it simply will let you go to the other side, so you may continue on your way.
  • Событие
    • 36, 44 суша
    • Сообщение: Help me! Help me! A terrified fugitive calls out from the his raft.
  • Событие
    • 41, 29 суша
    • Сообщение: Drat! This area is indeed a maze. The movement archways send you in unpredictable directions, while the dread mists obscure where you came from. Clearly it is designed to confuse and demoralize outsiders. The floating ones can simply fly right over the archways, thereby getting to wherever they wish. Whatever is at the end of the maze must be important.
  • Привидение
    • 71, 37 суша
    • Сообщение: The floating ones recognize your ability to fly to mean you that will lead them.
  • Событие
    • 57, 30 суша
    • Сообщение: Ambush! A mixed group of the dread ones have decided to attack you.
  • Событие
    • 58, 31 суша
    • Сообщение: Ambush! A mixed group of the dread ones have decided to attack you.
  • Привидение
    • 74, 38 суша
    • Сообщение: More servants of darkness join.
  • Событие
    • 18, 50 суша
    • Сообщение: Help me! Help me! A terrified fugitive calls out from the his raft.
  • Хижина предсказателя
    • 34, 62 суша
    • Сообщение: An old narn with his beard down to his knees greets you near the gateway. He tells of the terrible great dragons which the dark ones create. Almost no spells will affect them, he says. But I have one that will. My sorcery disrupts their hard shell, exposing the soft insides. And I will teach it to you, for but a small contribution to the cause of remembering Narn civilization.
  • Событие
    • 101, 88 суша
    • Сообщение: Greetings, G'Quan an eerie voice rasps out to you. You see the elderly narn from your dreams several weeks ago. And so the predictions have come true. Mind-walkers shall ascend on Narn and rise against the Shadows - so shall end Narn's first recorded millenium. You stare at the decrepid figure in amazement. It shows alll the signs of death, yet it is there before you, speeking. Your troops fear it also, but swayed by your leadership manage to remain. Where do you fit in, you ask? That remains to be seen. For now, help yourself to the weaponry employed by valiant warriors of the past. Never was their equipment more needed in the defense of Narn.
  • Цитадель
    • 105, 78 суша
    • Название: fort
  • Событие
    • 7, 56 суша
    • Сообщение: The dry valleys seem to go in circles in the darkness. Though frustrating, you are being hardened as a warrior in the process.
  • Указатель
    • 38, 60 суша
    • Сообщение: {Red} ones brought you here. {Yellow} takes you away.
  • Колдун
    • 49, 51 суша
    • Сообщение: You meet a narn of excentric appearance. You don't know if he is part of a tribe, but you don't care. Neither do your tribesmen. In seeing the desolation and terror caused by the enemy, anyone familiar to you is welcome.
  • Лазурный дракон
    • 64, 55 суша
    • Сообщение: The dread creatures join in service of shadows.
  • Привидение
    • 75, 48 суша
    • Сообщение: The floating ones recognize your ability to fly to mean you that will lead them.
  • Привидение
    • 52, 28 суша
    • Сообщение: The floating ones recognize your ability to fly to mean you that will lead them.
  • Сказочный дракон
    • 59, 68 суша
    • Сообщение: Poised to avenge the deaths of others, these great magical beasts of Narn are set to ambush any who might assist the forces of darkness. You cannot communicate your intent otherwise.
  • Страж задания
    • 24, 65 суша
    • Сообщение: To face a lord of darkness is very dangerous. For your own safety, you may not pass until you are level 20.
  • Привидение
    • 10, 10 суша
    • Сообщение: You did not expect to find a narn dwelling here. The floating ones show no signs of backing off as you approach to investigate . In fact, you'd almost think they were outraged.
  • Событие
    • 10, 9 суша
    • Сообщение: How strange.. a narn dwelling exists here. Could the dark enemy be housing some of our best fighters that they captured? Many of the prisoners in this dwelling have gone mad. Others hope to be recruited as they are eager to escape this place.
  • Событие
    • 15, 27 суша
    • Сообщение: You enter the narrow canyon and become nervous. There's a faint noise somewhere in your mind that makes it difficult to concentrate. You fear this could prevent you from casting all but the most basic spells.
  • Событие
    • 20, 30 суша
    • Сообщение: The passage is ominously long, with no escape routes. It could be a dangerous crossroads, or an intentional ambush. You do not wish to waste time here.
  • Событие
    • 19, 30 суша
    • Сообщение: The passage is ominously long, with no escape routes. It could be a dangerous crossroads, or an intentional ambush. You do not wish to waste time here.
  • Событие
    • 18, 30 суша
    • Сообщение: The passage is ominously long, with no escape routes. It could be a dangerous crossroads, or an intentional ambush. You do not wish to waste time here.
  • Привидение
    • 24, 34 суша
    • Сообщение: The floating ones recognize your ability to fly to mean you that will lead them.
  • Колония
    • 80, 55 суша
    • Название: Horror Warrior
    • Название: Magic Elementals (25 per week)
    • Сообщение: Horror Warriors arrive to quell the local uprising.
  • Цитадель
    • 11, 36 суша
    • Название: lonely gate
  • Событие
    • 49, 43 суша
    • Сообщение: You can scarcely believe what you see. Somewhere, on a high rock, there is the familiar eth. You burn some of it, and feel better prepared to face the enemy.
  • Событие
    • 1, 43 суша
    • Сообщение: You are greatful to have a way out of this mad labrynth!
  • Событие
    • 30, 51 суша
    • Сообщение: You feel you are getting closer to whatever the enemy is guarding. More and more of them loom into sight, but fewer of these take notice of you. Many don't seem to notice you, as they seem intent on assaulting a massive gate off in the distance. You resolve not to waste time here. Your inner strength is waning in the cold mists The same goes for the narn accompanying you.
  • Привидение
    • 81, 51 суша
    • Сообщение: The floating ones recognize your ability to fly to mean you that will lead them.
  • Некрополь
    • 86, 86 суша
    • Название: ancient fort
    • Название: Darkness generator built by the drak.
    • Сообщение: If the drak [purple] takes this town, it will generate darkness. Otherwise, it will never generate darkness.
  • Хижина предсказателя
    • 106, 103 суша
    • Сообщение: I am Lan, the last surviving mystic who served Noptha. Though I have joined the dead, I remain here to preserve his memory for the Narn who will someday rebuild this city. Dark sorcery destroyed G'Nothpaqua. Many warriors died without the honor of battle. Their spirits do not rest easily, and hunger for face their destroyers. I can teach you to summon these warriors. But first you must prove that you are capable of conquering some dark ones on your own. Bring me 10 of their floating warriors, and three of those who call themselves Drak.
  • Событие
    • 42, 59 суша
    • Сообщение: Destroy any computer player who tries to grab the artifact!
  • Событие
    • 42, 60 суша
    • Сообщение: Destroy any computer player who tries to grab the artifact!
  • Событие
    • 43, 60 суша
    • Сообщение: Destroy any computer player who tries to grab the artifact!
  • Событие
    • 44, 59 суша
    • Сообщение: Destroy any computer player who tries to grab the artifact!
  • Событие
    • 37, 62 суша
    • Сообщение: Destroy any computer player who tries to grab the artifact!
  • Событие
    • 39, 62 суша
    • Сообщение: Destroy any computer player who tries to grab the artifact!
  • Событие
    • 39, 61 суша
    • Сообщение: Destroy any computer player who tries to grab the artifact!
  • Событие
    • 16, 23 суша
    • Сообщение: As you go deeper, the dark cold continues to drain you.
  • Событие
    • 61, 37 суша
    • Сообщение: As you go deeper, the dark cold continues to drain you.
  • Событие
    • 11, 53 суша
    • Сообщение: As you go deeper, the dark cold continues to drain you.
  • Событие
    • 7, 34 суша
    • Сообщение: The chill darkness continues to drain you.
  • Событие
    • 27, 44 суша
    • Сообщение: The chill darkness continues to drain you.
  • Событие
    • 37, 43 суша
    • Сообщение: The chill darkness continues to drain you.
  • Событие
    • 24, 55 суша
    • Сообщение: The chill darkness continues to drain you.
  • Рыцарь Смерти
    • 107, 2 суша
    • Название: Drak lord
    • Биография: Nerzuul, drak military commander. Very skillful in retreat, he can get them all to activate their stealth cloaks and return swiftly to the nearest garrison (town).
  • Событие
    • 106, 2 суша
    • Сообщение: Preparation has strengthened your concentration for the next battle (spell points).
  • Некрополь
    • 1, 36 суша
    • Название: Shadow lair
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