ShadowFlare - the Game The Necronomicon: the best weird tales of HP Lovecraft The Magicians Companion - Whitcomb The Necronomicon - Simon Verson The Necronomicon - Dr John Dee Version The Greater and Lesser Keys of Solomon the King by MacGregor Mathers Encyclopedia of the Gods by Michael Jordon Changeling: The Dreaming - - the Storytelling Game of Modern Fantasy Satans Servant by BW Battin Various similar style RPG games such as Diablo, Diablo 2, Titan Quest, Sacred and Loki
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While Ritual magic has been practiced by mankind and elvenkind ever since the beginning of their
understanding of the Unseen Other Realms, very little has been truly learned or understood of these Other
Realms and Dimensions and the beings that reside within their many different levels, who remain unseen,
and unfelt by those who reside in the mundanity of the normal mortal realms.
The fact is, most practioners, regardless of how adept they believe themsevles to be, are delving deeply
into Mysteries of which they have little or no true understanding and conception of the forces with which they
are dealing with and attempting to summon forth. And for those who do realize and finally understand what
it is that they have done, it is far too late for them to warn others as for them, it is far too late.
Yet, many still attempt to call forth those most ancient and primal entities from the deepest and most
ancient of the Otherworldly Realms, foolishly drawn towards it by their greed for power, influence and
riches. The dark elves of course, due to the darkness and severity of their upbringing are more frequently
drawn into risking summonings of this sort in order to gain power over their fellows, often merely in an
attempt to survive amongst their own kind.
More and more however, are becoming wary of these ancient and forbidden magics, purely because the
survival rate of the practitioners was almost nil. Survival, after all, is an important aspect of all intelligent
beings and even the animals that reside within the world. Many find it hard to approach these forbidden
magics and summonings when their collegues are destroyed by the very beings they sought to control . . . Or
worse, they themselves become controlled by these beings, finishing up as little more than animated puppets
controlled by the evils they summoned.
However, there are also many types of conjuration and summonings available to the most powerful
magicians, that are, if procedures are followed correctly and exactly, can be quite safe in their use. This
form of conjuration and/or summoning reaches further into the primal and deep elemental forces that reside
within the World itself. In effect, these forces are in fact intrinsic to the mortal realm upon which we reside.
This form of conjuration and summoning enables battle mages to call forth powerful elementals, or to
evoke and invoke the elemental forces that are used in battle such as fire, lightings, darkness, the powers of
metal and more to serve and protect and defend the inhabitants of the world against the evils which due to
the nature of intelligent beings, will always continue to arise.



There are of course many different types of beings that exist, or have been imprisoned in the deepest and darkest depths of the Otherworldly Realms and Outer Dimensions. Most of these should NEVER be called forth, for their very conjuration could have disasterous consequences for not only the summoner, but for the very fabrics and existance of the World itself. The Great Gates to these Outer Dimensions were sealed for very good reason, for these beings, or Ancient and Primal Gods know naught but evil and chaos, and their only will is to destroy all of that which represents order and life.
There is of course, no way to discover whether or not an entity summoned forth from the deepest and furtherst reaches of the Other Realms is actually safe to conjure until it has already been called forth . . . .
----Translated from a fragment of the Necronomicon----
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Heed ye this warning oh one who wouldst attempteth to implement the theorum and rituals contained within this most cursed of Timeless and Ancient Magical Tomes.
He who seeketh the power from these beings of purest evil called forth by these damnable rituals doth so at not only the risk of his own body, but at the risk of his very own eternal soul.
Tampering with those which resideth within the deepest and darkest and most ancient of the Outer World Prisons and Dimensions risketh not only the greatest peril to the self and thine eternal soul, but risketh also the entirety of the existance of the world and all upon it who live, and destroy the very forces that govern the forces of nature and even the Gods themselves.
And some things once done, or summoned forth, cannot be undone or reversed, and beyond any means whatsoever to correct. . .
And for this would, it could well mean the very Armageddon that so many fear to come..... For the Lords of Chaos would leave nothing behind.
---Extracted from a fragment of the Panoktic Manuscripts---
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With the death of the Devil, Dignosis and the tremendous number of the demons that
followed him, much of the evil power that the demons held over the dark elves was broken
forever.
Some dark elves, whom in the past, had illicit dealings with both humans and elves in the
past became more inclined to assist the humans, elves and dwarves in rebuilding the shattered
world.
However, not all dark elves were of this pursuasion, and the loss of the links with the evil
power of the demons literally drove them insane as did the loss of the power associated with
these links. Unfortunately for the rest of the world, the ones that suffered the affliction of
madness were amongst the most powerful and elite of their magic using classes.
The strongest wizard of them all, Kardae'Arryn after spending several years recovering
what powers he could by the thefts of magical artifacts carefully stolen from many parts of
the world began his moves, step by bloody step to take over the society of the dark elves.
Sometimes poisoning, sometimes traps of magical nature, poisons and in some cases, outright
murder, finally established himself as the absolute ruler of the dark elven society. Behind
Kardae'Arryn stood a Cabal of Zealot follows nearly as powerful as he was himself and
utterly devoted to their leader.
Many feared Kardae'Arryn's rise to power trod in a path of blood and screams of agony,
and feared even more, and rightly so, his obsession with obtaining yet more and more power.
For most, this became even more obvious when he began researching deeper and deeper into
the forbidden lores of the deepest and darkest of the Outer Realms and Dimensions. Not only
was this enough, but he also began delving into the forbidden arts of Necromancy and began
raising shades of the slain of all races to serve as an army, at first, he said for protection...
But many feared otherwise, and instead forsaw a new Doom coming to the world and fled,
seeking refuge where they could find it.
For most, this refuge was not easy to find, and very hard to earn, for most distrusted their
race, or outright hated them, but finally, leaving gifts of food for starving farmers who's lands
had been razed by demons and goblins or worse, assisting in rebuilding small villages, towns,
farms and more, their reputations began to grow and finally, over time, they received a level of
acceptance, though they were never fully trusted.
This material is the
current SOLE
property of the Author:
"Cathaera Stephens"
being put together for
the possible use of the
company "EnumaSoft".
Unauthorized use of this
material will be
prosecuted to the fullest
possible extent.
Basics of Episode 1
You, as a mercenary and known for your skills in battle and your honorable conduct
are called to a remote area of farming communities that surround a middling to largish
village to assist with the pillaging of hordes of goblins that are passing through the area -
these goblins are not doing as most goblins would do however and killing everything in
sight. Instead they are merely depleting the land of its food by scouring the farms, stealing
livestock such as cattle and other meat animals and continuing to run.
At first entry, there is the head captain of the town guards. He is of course, the first
person you speak to. As in the first Shadowflare, he gives you a small weapon selection
(bow, sword, dagger), and a shield and a small amount of gold. He then tells you to go and
talk to the spirit healer as she is in desperate need of assistance.
The healer at first is unable to heal you, as her medicine book is stolen by a goblin
who is rumored to be hiding out at one of the nearby farms. If you can obtain this book for
her, she will then heal yourself and your companion for free. She then tells you to report
to the head of the elven ranger division in town, as he most likely has a task or two for
you.
The elven rangers, thanks to the newly formed co-operation between the elven race
and the humans that was developed in the first ShadowFlare have observed that the
goblins appear to be fleeing in desperation and are merely pillaging what they need for
supplies before they continue moving. What are they fleeing the elven rangers and scouts
wonder. . .
So you are asked by the ranger leader to investigate where these goblins are coming
from, and in your investigations, you discover a number of goblin holes in one of the map
areas (since they like living underground it seems) to be empty, all belongings and foods
taken, everything they could carry to flee from something that obviously terrified them. On
your way out of these seemingly empty goblin holes, you find yourself attacked by hordes
of skeletons and maddened gnolls.
So, you return to your town to report this discovery to the head ranger, that the
goblins are deserting their homes and seeming to run in terror from something as yet
unknown. They've just taken all of their belongings and run for their lives, or so it seems.
You also report the number of undeads you encountered seemingly triggered by your exit
from these holes, as well as the attacks of the maddened gnolls who are normally fairly
peaceful creatures unless their homes are directly invaded. So these things being
unnatural, so to speak are also reported.
The head ranger then asks you to wait a while so he can seek further information
from a number of sources.
During this time, you of course complete a few quests for other townspeople, who
perhaps want belongings returned to them, or goblins or other monsters chased away
from their farms so they can return and rebuild their homes and a few other things. Once
these several tasks have been completed, you can then return to the head ranger, who by
this time should have news for you.
When you return to him, he reports that one of the oldest goblin underground
cities/dungeons is not too far away, and perhaps you should go there to investigate. Of
course, on your travels, you run into many fleeing and angry goblins, various other
monsters, you know, the usual fun stuff that requires lots of killing and levelling for your
character, and hopefully a few nice item finds.
Eventually, you reach this old goblin dungeon, and you enter. The first thing you
notice of course, is the stench of rotting death. It is so bad that it makes you gag and feel
seriously ill. You note bodies lying everywhere, some mangled terribly and in various
stages of putrification. Some even partially eaten.
Through your travels in this dungeon however, as you go deeper and deeper into the
levels, you run into things risen from the dead. At first, the slow moving zombies, who of
course come from the newly dead bodies, only partially decomposed, and then later,
skeletel remains, warriors, archers and mages, all of which are appropriately difficult to
deal with.
Finally, after much difficult battling, you reach the deepest heart of the dungeon
where the sacred altar of the goblins is located. Their holiest of holies has been
desecrated, their primal shamanic relics stolen, and finally you face the biggest nasty of
this dungeon. The head shaman himself, raised from the dead and twice as powerful as he
was whilst living.
Of course, you must fight and defeat him. In his defeat, his spirit is freed from the
compulsion that controlled him and he tells you something horrifying. A cabal of evil dark
elves passed through with a strong army of the undead, and those that did not
immediately flee were slain and mutilated where they stood. However, in punishment for
standing against these forces, the Shaman High Priest was raised from the dead as an evil
Lich under the control of one of the cabal of evil necromancers. Upon destroying his
corporeal form, his spirit was freed. So his freed spirit gives you this information.
You then report back to your town to the head ranger, and inform him of what the
freed spirit of the Head Goblin Shaman reported to you. Not being sure what to do with
this information, the head ranger then sends a message to the wizards who reside in the
tower of testing. This report will take time to get back, so once more, you return to doing
miscellaneous quests for various townspeople.
Once these quests are completed, then you can report once more to the head ranger,
who then informs you that you must travel by warp gate to the town whence the tower of
testing is, for the wizards there wish for you to directly report to them everything you have
seen and observed, for they too had heard disturbing reports that coincide with your own
from the dark elves who had joined forces with the rest of the free world.
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TO BE CONTINUED....