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The Legacy of Llylgamyn - 1983

    A generation has passed in the kindgom of Llylgamyn since an intrepid band of
adventurers regained the ancient armor of the Knight of Diamonds and restored the
Staff of Gnilda. Peace and prosperity have prevailed. Under the protection of the
Staff, Llylgamyn has become a place of light and beauty, where war and its tools are unknown. Recently, however, the tranquility of Llylgamyn has been disturbed, not by angry men and bloody war, but rather by unbalanced nature. For years, unsettling accounts of freak earthquakes, sudden changes in climate, and thundering storms have reached the ears of Llylgamyn’s people. Most have ignored them.
    When the formerly gentle seas around the prosperous island colony of Arbithea rose and swamped the island, no one could ignore the signs any longer. The tidal wave destroyed the cities and left only barren peaks above the water. Soon after, Llylgamyn herself was shaken by an earthquake so mighty that even the Temple of Gnilda was damaged. Nearby volcanoes were woken from their ancient slumbers. Self-appointed prophets cried of divine wrath, and demanded immediate repentance. Mystics consulted the Tarot. Astrologers warned of great comets in the heavens that will crash into the planet, bringing utter destruction. Priests of the old religions talk of the death of the Great World Serpent and the end of existence.
    Wiser heads call for a new generation of adventurers of all kinds and creeds to seek the cause of the troubles. Like their ancestors before them, the adventurers’ quest is to save Llylgamyn from perils that face the city. The greatest Sages and Wizards of the kindgom have agreed - only one relic has the scrying power to reveal the source of the danger. A mystical orb long ago taken by the great dragon L’kbreth is the only solution. L’kbreth, one of the five children of the World Serpent, is dedicated to the preservation of the balance of the world. She deemed that the great orb might upset the balance if left in the hands of men. Legend says the dragon took the orb to her mountain lair, and there invoked the powers of good and evil to protect the orb from thieves.
    The leaders of Llylgamyn now appeal to you, the descendants of the heroes and
heroines of the Knight of Diamonds, the children of the survivors of the Proving
Grounds of the Mad Overlord. Take up their memories and their skills, and seek out the dragon L’kbreth. Win from her the mystical Orb of Earithin.

 

The Rite of Passage
    The adventurers who will go on the quest for the orb will be chosen from this year’s graduating apprentices. Each apprentice, at the age of 20, undergoes the ancient Rite of Passage. After proper preparation and rituals, the apprentice will pray to the spirits of their ancestors for guidance and assistance. These spirits are the essence of these heroes. Such heroes defeated Werdna for his Amulet, or returned Gnilda’s Staff to Llylgamyn. During this arcane ritual, the apprentices, if deemed worthy, will receive the blessing of their ancestors. These new level one characters will actually inherit some of the powers and abilities of their ancestors as their rightful heritage. Some of
the characters’ attributes will be enhanced, and they will become more adept at their chosen craft.
    The new adventurers will proudly wear the name of their forebears into battle.  Family caste and honors are also inherited during the ritual. Through heroic battles and quests, an ancestor may have earned entrance into a high caste, such as Ninja or Lord. Truly great heroes of old received chevrons and knighthoods. The descendants of these heroes are entitled to bear such august titles. Such a heritage is a heavy burden, as one must strive to uphold the family honor!

 

The Quest
    Upon completion of the Rite of Passage, the new adventurers are gathered before the Elders of Llylgamyn. The burden of the quest for the sacred orb is laid upon their shoulders. The adventure party is told that the newly awakened volcano that threatens the city is actually the legendary sanctuary of the great dragon L’kbreth, who guards the orb from unworthy seekers.
    High inside the mountain is the hidden resting place of the orb. The party must climb the twisted passageways inside the mountain, where L’kbreth has used both good and evil magic to safeguard the orb. Legions of monsters and nefarious troops bar the seeker’s path. Diabolical traps and confounding riddles test the ingenuity of each member of the party. Only the strength of an ancestor’s bequest will enable a character to survive even the lowest level of L’kbreth’s lair.
    As tradition dictates, new adventurers begin without weapons or armor. The Elders give each adventurer a purse of up to 500 gold pieces upon graduation. Wise outfitting at Boltac’s Trading Post is the first test of survival.
    Before the eager adventurers leave on their quest, the priests from the Temple of Cant perform one last divination. The priests use domesticated Creeping Coins to cast hexagrams in the sands:
Murmur...Chant...Prayer...Success!
    “A warning: The power of L’kbreth is the power of the planet itself ”
Somewhat shaken, the adventurers listen to the High Elder, “Whenever danger
confronts mankind, Llylgamyn ever stands in the fore, ready to lead from darkness
into light. Now you must go forth into the unknown to save your people. Such is the Legacy of Llylgamyn. Good luck, and may Kadorto smile upon you.”


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