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The Apocolypse Stone

2nd Edition D&D Adventure

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100% found this document useful (1 vote)
386 views98 pages

The Apocolypse Stone

2nd Edition D&D Adventure

Uploaded by

darth_blaine
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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D Advanced ungseéons& Dragons Credits Design: Jason Carl and Chris Pramas Editing: Jennifer Clarke Wilkes Cover Art: Todd Lockwood Interior Art: Dennis Cramer Cartography: Dennis Kauth and Rob Lazzaretti ‘Typesetting: Nancy Walker Creative Director: Ed Stark Art Direction: Dawn Murin Graphic Design: Tanya Matson Based on the original DUNGEONS & DRAGONS? rules created by E. Gary Gygax and Dave Arneson. ‘Additional sources for this work include: ‘The Dunceon Master? Guide and Player’s Handbook by David “Zeb” Cook, Faiths & Avatars by Julia Martin with Eric Boyd, and the Monsrrous MANuat™ Tome by authors too numerous to catalog here. US, CANADA EUROPEAN HEADQUARTERS ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. PB. 2031 PO. Box 707 2600 Berchem Renton WA 98057-0707 Belgium +1-800-324-6496 +$32-70-23-32-77 Visit our website at www.wizards.com ISBN 0-7869-1614-1 620-TH614 of pabageremaamt as Dasa eee fe Canc Wengen aya arco ibd tes ek es ye Mats fe Dibra ete bk te i sien ine ees rnc vena wager aes ea ern nt This process werk of fetan_ Ay sins to actual people garni, poe evens purely cance ‘anchored Greets Contents Introduction How to Use This Product . Why Blow Up the World? | 11217 What If You Don’t Want to End the World?, 1! Preparing for the End......-....-. ‘The Castie and the Stone... Background Information... The Black Sheep ........0.1 A Villainous Plot... = Chapter 1: The Beginning of the End DM Background... Party Like Its the E9nd of the Worl. Baiting the Hook2. Setting the Hook. Hook, Line and Sinker... ‘The “Truth” Revealed Chapter 2: The False Test DM Background... The Test Begins....2..... Reaching the island Bon Environment and Terrain... 2.201020 20002.2120 Traveling to the Castle... The Dragons . The Wreckage 7 Swaths of Destruction | The Smoking Ruins Random Encounters. Gaining the Castle Castle Pescheour......0..2.. Grounds and Outbuildings |» Keep Ground Level Keep Lower Level. . Keep Second Level... Keep Third Level Keep Fourth Level Keep Fifth Level... The Wounded Land The Proof....+.. +++ Rebellious Characters. Chapter 3: Interlude DM Background A Lonely World Specific Effects | ‘The End Times | ANew Enemy... Bon Setup: The Fight Faeries inn DIN az The Horror: Keeping It in the Family... 50 ‘The Revelation: Bloody Vengeance. i Chapter 4: The Wasteland DM Background... Blood on the Snow. ‘The First Test: Foresight » ‘The Horned Beast... ‘The Survivor Sree : a The Second Test: Honor .. Everyone Has a Price Druidic Advice ‘The Third Test: Mercy The Shrine. Aig ‘The Fount Test jusice, Finding the Clues The Village Witeh 02.1! The Fifth Test: Generosity. Fighting the Behir. The Casile Achieved «2.22... Journey's End ....0000.000.0121 on ‘The Wounded King . en Questions and Answers...2. 0.1 “2B One Last Fight we Chapter 5: The Keep at the End of the World DM Background.........2.- : The Bleak Shore eee LG) ‘The Black Keep. ....... Ground Level A Mighty Fortress. Upper Level ... ‘The End le Night Option 1: Out with a Bang. Option 2: As Good As It Gets - Option 3: Brave New World Now What? Chapter 6: Apocalyptic Advice Going Out with Style!.. . Killing Player Characters... Making It Yours . : After the Enders.) The Great Escape Starting Over... Divine Retribution 220.012.0121 The Post-Apocalyptic Campaign ....- Knights of Corbinet ......... Rebuilding the World Renegades 4 Converting the Campai Appendix Player Character Death Knights. Death Adept (Priest). Death Knight (Warrior) Death Stalker (Rogue) .. Death Warlock (Wizard). The Stone of Corbinet. Origin ..... : Primary Powers «0.01. Secondary Powers Tertiary Powers. Limitations ‘The Armor of Lies Introduction Every civilization has its own myth about the end of the world. The phrase itself conjures images of earthquakes, rains of fire, floods, plagues, crumbling civilizations, and a host of other terrifying catastro- phes. These are powerful, evocative images of final- ity and are not to be introduced lightly into an AD&D® campaign. But if you intend to bring your campaign to a memorable close, you can't beat the impact of the world’s destruction. Many reasons might motivate a Dungeon Master (DM) to bring about the end of a game world, and with it his or her campaign. This book helps you do just that! The story of your campaign’s final days can be one of the most difficult and challenging, tasks you ever undertake as DM—but it can be among the most rewarding as well How te Use This Product Warning: This adventure will end your campaign and destroy your world! ‘The Apocalypse Stone is an adventure for four to six characters of level 15 and above, for a total of 60 to 90 experience levels. The player characters (PCs) undertake what they initially believe to be a divine quest, which they later discover is a terrible lie. Worse, their unwitting participation leads to a dire sequence of events that culminate in the destruction of their world, The PCs eventually learn that they had a hand in setting these events in motion and are partially (albeit unintentionally) responsible. They also realize that they can do little, if anything, to prevent the coming apocalypse. Read this adventure carefully before running it: ‘The plot is complex, and requires you to pull the wool over the eyes of both the player characters and the players themselves. Yes, that's right: The players must believe this is just a typical adventure for Garloth’s setup to work. A reclusive wizard wants a group of adventurers to get back a family heirloom, and he's willing to pay handsomely for services XS ES rendered. This is a classic opening that shouldn't arouse undue suspicion. ‘The most important piece of advice is: Lie to your players. Really! Hide it inside another module, pull out the pages and put them in a binder, whatever it takes to keep your group from suspecting this adventure is different from the rest. Without the shock value, its impact is considerably less. Second, make recovering the Stone of Corbinet seem like the end of the adventure. Try to ensure that the game session ends after the PCs give Garloth the Stone and collect their payment. This will make it seem like they have once again emerged triumphant from a deadly situation. They should have no idea that their actions may spell the end of the world. ‘Though intended as an adventure to end your current campaign with the proverbial bang, this product is also a guide to running a compelling story with an apocalyptic theme and contains general information on adapting these concepts effectively to your own campaign style. It can also establish a dramatic transition from your current ‘campaign setting to an entirely new one, if you so choose. Chapter 6: Apocalyptic Advice offers some suggestions to the DM looking for a challenge. Why Blow Up the World? By this point you might be thinking, “Hey! Wait just a minute! I’ve put a lot of time, effort, and energy into creating and developing and running my campaign— ‘why on earth would I want to bring it to a screeching, smoking halt?” That's an excellent question with several equally excellent answers, each of which leads to a possible conclusion (see Chapter 5: The Keep at the End of the World). If you're uncertain about the wisdom of destroying your campaign world, read on. The End Times It happens: You've been running the same campaign for years, and your DM intuition tells you that the time is right to bring closure to all the stories you have told. It's time to retire the current campaign and possibly prepare the stage for a new one. This is especially true if events in your campaign have altered the course of its world’s history or destiny; cataclysmic natural disasters, divine intervention, and the ultimate battle between good and evil can all herald the end times. Every story has a natural endpoint, and long-term, campaigns are no exception. But when you have poured heart and soul into yours, it’s unsatisfying to simply tell your players, “Sorry, that's it.” Both they and you deserve a conclusion that has meaning, involves the player characters, ties up all those loose ends, and creates great, lasting memories of equally great roleplaying. Concluding your campaign with a shattering apocalypse achieves all these goals, and lets you have a lot of fun in the bargain. Out with the Old, In with the New Perhaps your campaign has reached the point where it no longer has the same excitement and challenge as when it was new, and you're looking for something different. Nonetheless, you may be reluctant to destroy all that you have labored long to create—quite understandable. An apocalyptic adventure doesn’t necessarily mean the literal end of your campaign. Instead, the campaign world, or just a portion of it, under- goes dramatic changes that effec- tively create a new campaign setting. The conclu- sion of The Apocalypse Stone changes your campaign world significantly and permanently, but also leaves it relatively intact as the setting for a whole new range of possibilities. New stories can be set on the same world as the old campaign, but the changes wrought by these apocalyptic events give the new campaign an entirely different atmosphere, tone, and style. Correcting Mistakes Sometimes what begins with the best of intentions doesn’t quite tum out right in the end. Campaigns that endure for years, unless managed very carefully, often see the player characters ascending to tremen- dous heights of power. When this happens, there's not much you can throw at the PCs to seriously chal- lenge them any longer, and both the players and their characters become jaded with even cosmic-level threats. It’s a struggle to come up with bigger and more dangerous story elements for every game session, and once the characters have truly climbed the highest mountains, what else can they look forward to? Ending the world “cleans house” on a campaign that's gone over the top. ‘Taking a Break Sometimes even a well-loved cam- paign, one that has provided ‘many hours of fun and excite- ment, reaches a point where you just want to take a break from it. Maybe you need time to think up new stories, or perhaps your regular game group is in transition and you don’t want to continue the campaign until it stabilizes. Or maybe you just don’t like the direction it's taking and want to figure out how to put it back on track The Apocalypse Stone offers a __ solution: Destroy Gf- the campaign V7 world witha oe dramatic flour- ish, but allow the player characters to survive. This puts your campaign on hold until you're prepared to continue it and at the same time offers an array of entirely different story possibilities. Once you've decided where you want to go with the campaign, you can take it out of “retirement” and carry on. What If Yen Don't Want te End the Werld? Perhaps, on reflection, you have decided that you don’t want to end things once and for all. Maybe a) Ke you're happy with your campaign just the way itis, and you would prefer to continue telling its stories for a while longer. Or perhaps you find the idea of lying to your players unfair and would prefer to give the PCs an even chance to rescue themselves and their home. You can opt to run The Apocalypse Stone as an open-ended adventure that gives the heroes the opportunity to come out on top, averting disaster at the last moment should they think of a reasonable means of doing so. You can even elimi- nate any possibility of the PCs stumbling by intro- ducing a fail-safe element, such as a fatal flaw in the villain’s scheme or the ultimate monkey- wrench—divine intervention. Preparing for the End This adventure is designed for use with any cam- paign, which means that you must adapt some por- tions of it to suit your own game's milieu, history, and style. FILE Who's in Charge? ‘What deities are responsible for creating the Stone of Corbinet and Castle Pescheour? (See Chapter 1: The Beginning of the End.) Most published AD&D campaign settings have a pantheon of gods who are more or less involved in the affairs of mortals; whether you are using one of these or running a homegrown campaign, you'll need to decide which ones participated in the compact that both created the Stone and agreed on its guardians. You'll also have to establish the identity of the god whom the Pescheour family worships and who set up the heroic tests the PCs will encounter. This adventure is written on the assumption that this is the God of Justice, but pantheons and campaigns vary. Ifno deity in your pantheon corresponds to this role, choose another that works equally well and adjust the infor- ‘mation presented in the text as necessary. Where's the Castle? ‘The adventure leads the party to a remote island on which is located Castle Pescheour. The information presented in Chapter 2: The False Test places the island in the tropics and suggests appropriate loca- tions in various published AD&D campaign settings. But if you're running this adventure in a world of your own creation, you'll have to set up this locale. See Chapter 2 for some more suggestions about cus- tomizing this island to your campaign. The Castle and the Stone Long ago, before the very beginning of things, the gods assembled in their place of meeting. They agreed to build a world and set in its navel the Stone of Corbinet [kor-bee-NET], the center of its existence and the source of its life. To protect this precious seed, they raised around and above ita fabulous castle, built of gleaming marble and darkest obsidian. But the gods could not agree on who should guard the castle—each desired his or her own champion to have the honor, and none would permit the chosen agent of another to take up the task. Finally the God of Justice addressed the assembled deities and proposed a test to determine the best guardian for the castle and the Stone. “Let each of us choose a champion to seek the castle,” said Justice. “The one who first finds it will become its ruler and will sire a family of guardians to defend the Stone ever after.” The gods saw the wisdom of this plan and agreed. They selected champions who embodied those virtues their respective divine patrons thought most important and sent them forth. These questers traveled the length and breadth of the world, seeking the elusive stronghold. But though the castle was part of the world, as the axis mundi, the umbilicus of the cosmos, it possessed a unique feature that made it difficult indeed to locate: It moved about the world, seemingly at random, appearing one day in one location, only to disappear the next. The champions searched far and wide but could not find their goal. The quest seemed impossible. (One day the champions met to discuss their progress, each admitting failure and declaring the goal to be unreachable. It was at this time that a man, who rode a horse without a saddle and who bore no symbol, device, or weapon, appeared among their number. The champions asked the newcomer which god he served, and he replied: “1 am called Pescheour. Each of you embodies those qualities your gods deem best. I am what is best in mortals.” So saying, Pescheour [pesh-UR] turned his horse away without another word and rode straight to the castle. Its gate opened before him, and he passed inside without difficulty and beheld its secret, the Stone of Corbinet. The God of Justice crowned him ruler of the castle that very day, and King Pescheour made a pact with the gods: Neither he nor his descendants would ever remove the Stone from the castle or reveal the secret of its power to any other living creature or being, lest a terrible curse befall their line forever. The newly crowned King Pescheour gathered to his seat others of purity and honor, and after swearing them to the same pact with the gods, made them his household. With such folk at his command, he was well satisfied that the Stone would be safe. He took a wife from among their number, and together they began a dynasty of guardians who remain the defenders of the castle and its secret to this very day. King Pescheour ruled in peace and wisdom for more than three centuries and then stepped down from the throne, crowning his eldest son in his, place. Still vigorous despite his unusually advanced age, Pescheour departed the castle on horseback and rode away from its gates, never to return. Some of his line speculate that he ascended to the realm of the gods, to sit among their number and serve them; others believe that he simply wan- dered the world and died in some foreign land. His true fate remains unknown, even to his family, and if the gods know they have not said. Since that time, King Pescheour’s descendants have ruled the castle and honored their pact with the gods. Once or twice in each generation, a lone hero locates the castle and its mysteries; any such worthies are admitted into the household and swom. to the pact, swelling the number of the Stone's defenders. None who gained the castle are permit- ted ever to set down their burden, and thus its exis- tence remains the most closely guarded secret. What's the Story? Between the time the PCs “liberate” the Stone of Cor- binet and the time they realize their error and attempt to fix it, you'll need to run some interlude adven- tures, Chapter 3: Interlude establishes a framing story—the revenge of an aggrieved archdevil—but also requires the PCs to see how the coming apoca- lypse is affecting their world. The nature and details of these “filler” adventures are up to you. Likewise, the final outcome has to suit your goals and tastes. Are you committed to destroying the world, and if so, which conclusion best meets your needs and your players’ expectations? See Chapter 5: The Keep at the End of the World for some suggestions. Background Information Each chapter in this adventure starts with a summary of its important events and some back- ground information to help you run it most effec- tively. The whole premise of this apocalyptic story, though, rests on a creation myth that might not work with your campaign. This myth is described below; read the story carefully and decide if you need to revise any of its elements. The seeds of the world’s destruction were sown at the moment of its birth, when the gods created an object that embodied the physical intersection of the Prime, Ethereal, and Astral Planes: the Stone of Corbi- net. The Stone is a divine artifact that maintains the world’s connection to the planes, and thereby to the gods themselves. The Black Sheep So it continued for millennia. The gods and the descendants of Pescheour kept their pact, and the Stone and castle remained safe. There were threats to the family’s charge: irresponsible kin who did not take their duties seriously; assaults from fiends who meant the world harm; and a few weak kings who allowed rumors to leak out, obliging successors to deal with the mess. ‘The current king, Alain [ah-LAYN], was crowned ten years ago. He was the younger son of the previous king, Etain, and was chosen to ascend the throne instead of his elder brother, Garloth. Though he did not voice his concerns publicly, the old king, perceived in his eldest child a selfishness that did not befit the future guardian of the Stone of Corbinet. He also took a dim view of Garloth’s fascination with the dark arts: While knowledge is an admirable goal, and indeed can benefit the Stone’s defender, Garloth’s interests lay in less savory and less ethical directions. ‘The old king made his decision known to the assem- bled family and court... and his sons. Prince Garloth received the news that he would not inherit the throne with remarkable aplomb: He neither objected nor cursed but accepted the pronouncement calmly, to the surprise of the Pescheour family and retainers. Etain congratu- lated both his sons—Eric on becoming the new crown prince, and Garloth for displaying such wisdom and self-restraint. Underneath his calm exterior, however, Garloth seethed with rage and jealousy, and his heart was afire with thoughts of vengeance. How could his father betray him so? He was the eldest, the right belonged to him, and he would have it—whether his father was willing or not. If his family would not grant him his due, he swore, he would take it for himself. Turning to his magical studies for solace, he began with fearful purpose to dedicate his every waking hour to mastering the most ancient and blackest of arcane rites. The Pescheour line was touched by the gods, and Garloth found himself capable of magic beyond mortal ken. He converted his chambers into a sanctum and library, then went into the world, gathering more lore to help him recover what he had wrongly lost. King Alain naturally disapproved of his brother's behavior and warned him to cease his researches into the black arts. Prince Garloth paid him no heed but continued to seek the forbidden mysteries. Finally Alain, fearing that his brother had become unhealthily obsessed, ordered him to leave off his researches lest they endanger the castle and the family. This commandment, heaped atop the other perceived indignities, enraged Garloth to the point of speechlessness. Gathering his belongings, the prince departed Castle Pescheour for good. Wielding his newfound arcane might for the first time, Prince Garloth raised for himself a stronghold in mockery of his family’s castle. With his god- touched blood, combined with his mastery of long- forgotten spells, he imbued his keep with abilities similar to those of Castle Pescheour. But despite this accomplishment, Garloth knew it would be hollow if his fortress lacked the one object that made his family and its home so extraordinary: the Stone of Corbinet. A Villsinens Plet ‘The Pescheour family’s pact with the gods prevent Prince Garloth from removing the Stone of Corbinet himself. However, he was able to find a loophole in the wording of his oath: Absolutely nothing pre- vents him from manipulating other individuals into retrieving the Stone for him. He has schemed to deceive a group of powerful heroes into assailing Castle Pescheour, seizing the Stone, and delivering it into his waiting hands. He chose the PCs pre- cisely because they are among the most powerful and skilled individuals in their chosen fields—and if they are also famous adventurers, accustomed to great risks and legendary deeds, so much the better, Magic and Madness To prepare the way for his chosen instruments, Garloth committed treachery against his own family, a betrayal that ranks among the foulest of all time. Approximately two weeks before the events of this story begin, he returned to the family home from his stronghold. Presenting himself to his brother, he asked forgiveness and apologized for the rift he had caused in their family. King Alain, moved by his apparent contrition and humility, granted Garloth pardon That very night, and for six nights thereafter, Prince Garioth returned his family’s hospitality by weaving a diabolical spell to trouble Alain’s dreams, Through his dark arts, he bestowed on his brother nightmares of such vividness and horror that soon Alain could not sleep at all for fear of these unnatural terrors; in short order the strain, lack of sleep, and the power of the spell itself forced the king’s mind over the edge. He succumbed to a howling and paranoid insanity from which he could not be freed. At that moment Garloth unleashed the second surprise he had prepared for his family. The traitor- ous prince's coup de grace was another terrible spell that transformed every inhabitant of the castle into an evil monster, robbing them of not only their true forms but their identities as well. When Garloth departed the castle, he left behind a gibbering madman and a menagerie of loathsome creatures. Deceit and Disaster Garloth’s plan is to guide his dupes subtly but inex- orably along the path that will lead them to the Stone and the final act of his revenge. First, he engineers a series of deceptions, all designed to impart tantaliz- ing bits of information to the PCs. He wants them to know about the castle and, to a limited degree, the Stone of Corbinet but controls the information so that it conveys a distorted version of the truth. He persuades the PCs that they are undertaking a divine trial so secret and ancient that the gods them- selves no longer reveal it to their followers. He draws them in with three planned encounters, each of which seems to uncover a little more of the legend. When he judges the PCs convinced of the lore's authenticity, Prince Garloth “reveals” himself as a divine avatar. He bids them journey to Castle Pescheour and retrieve the Stone of Corbinet as proof of their virtue, giving them a signet ring that leads them unerringly to the castle. Prince Garloth’s revenge is complete once the PCs retrieve the Stone and turn it over to him. He bestows treasure on the party and promises “divine rewards,” but has no intention of fulfilling the latter; it’s simply a diversion so that he can make good his departure. but after their mission is complete, the PCs experience puzzling and distressing experiences. In discovering what has befallen their world, they begin to realize their unwitting role in its fate. They are visited by a genuine avatar of Justice, who sub- jects them to a real divine trial. If they are successful, they eventually return to Castle Pescheour and have an opportunity to rescue their world. When the PCs are once again in Prince Garloth’s presence, they are armed with the knowledge of his lies and the nature of his betrayal. As the world comes apart at its very seams, they must try to redeem their earlier mistakes by wresting the Stone of Corbinet from their enemy's grasp and returning it to its proper place. Chapter Le The Beginning of the End DM Background Garloth’s first order of business is to convince his chosen dupes (our heroes) of the legitimacy and importance of undertaking a mission to Castle Pescheour. He believes the best way is to persuade them that in so doing they are actually undertaking the long-hidden test. Garloth leads the PCs to conclude that they, too, may pass this divine trial and reap equally divine rewards, He needs his heroic pawns to know about Castle Pescheour and, to a limited degree, the Stone of Corbinet, but he has to conceal the truth, He has designed a series of deceptions to impart certain enticing details to the PCs and has recruited various individuals for that yurpose, First, Garloth duped a well-known minstrel to bait the hook with an irresistible tale of fabulous treasure and great adventure. The PCs encounter this entertainer at a festival that begins the story. Next, they meet up with what appears to be a wizened sage, actually an actor hired by Garloth, who has a piece of hitherto unknown lore about a divine trial and an ancient treasure. Then they run afoul of an old rival, tricked or impersonated by Garloth. Through careful manipulation of existing antagonism, the evil prince makes his false story seem much more believable. Finally, when he judges them convinced by the tale, Garloth reveals himself to his chosen instru- ‘ments— after a fashion. He appears in the form of a spectral knight, congratulates the PCs on learning of the divine test, and offers them the means to undertake the trial. Party Like 1's the End of the Werld! Despite its ominous background, The Apocalypse Stone begins on a relatively upbeat note, with a festive occasion in the lives of the player charac- ters, such as a party, feast, ball, or carnival. You know your campaign best, so devise an opening scene of celebration that you can weave convine- ingly into the fabric of the story. Take care to keep the characters (and their players!) unaware they are being made unwitting tools of a master plan. They should not foresee the momentous deci- sions—and their consequences—that will soon be thrust upon them ‘The merrier the scene, the better it will contrast with the grim developments that unfold as the adventure progresses. The event might be thrown in honor of the PCs (perhaps to celebrate their latest successful adventure), or it might be a suitable occa- sion, such as the wedding of the local noble, to ensure their attendance. Best of all would be to tie it, into previous events in your campaign. The only stipulation is that the PCs must be present and able to hear the minstrel’s story about the Stone of Corbi- net, described below. If a festival or similar celebra- tion is not appropriate for your campaign, set up alternative and plausible circumstances for the char- acters to encounter Garloth’s agent. This could be as simple as a variation on the traditional “You're all sitting in the tavern.” Baiting the Hook While the event is completely legitimate, Prince Garloth tums it to his advantage to give the PCs their first hint about the Stone. Garloth’s unwitting accomplice in this first deception, a famed minstrel, appears during the event and recites a story that should pique the PCs’ curiosity and interest, It will ‘be much more convincing if some features of this, tale tie into your world’s existing cosmology and are linked to legends that the PCs have likely heard during their long careers. ‘The minstrel, like the adventurers, has been duped by Garloth in a recent meeting, The prince masqueraded as a fellow bard and mentor, who claimed to have heard this bizarre and enticing tale of hidden lore from the gods themselves. No bard can resist a new bit of lore, and Garloth took care to fill his vessel with this song not long before he or she entered the festival town. Ses ets SS When you judge that the time is right for the PCs to hear this story, read aloud or paraphrase the following: At the height of the festivities, a minstrel clad in bright motley steps before the crowd. Gently strumming a lute, the entertainer calls loudly for attention. “Lords and ladies, I beg thee attend my tale! For it begins with a question dear to all our hearts: Where do heroes come from? Some answer that they are chosen by fate, others that they are born like all of us but tested in the fires of adversity. But whatever their origin, how shall we know them when they walk among us? by design of the gods themselves. Many boast of great deeds; many claim to be worthy of honor and praise; yet among these, sadly, are those who are but deceivers, not true heroes at all. Hear now a tale, which though brief gives answer to these questions. It is a story seemingly new, but in fact long forgotten— perhaps by design of the gods themselves. “Long ago, when all the lands we know were but the merest inklings in the thoughts of the very air, the gods assembled in their place of meeting. Here they asked the very questions I have posed to you: How ate heroes to be made, and how shall we know those worthy of such dis- tinction? A long time they debated, and argued, and discussed—all the gods great and small took part, for the subject was of much interest to each and every one. After a time had passed that we cannot, with our mortal minds, truly compre- hend, they agreed on how to separate heroic wheat from mundane chaff. “The gods devised a trial that only the bravest, truest, and most worthy heroes could hope to pass. Together they raised a fabulous castle of marble and obsidian, bestowing upon it the curious power to move through the world. The castle appeared here one “eh Ae x TOS Wis