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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.”