You came here from Cilant Lis Dungeon
Cilant Lis Dungeon
NPC: Older Robed Man
The mysterious figures seem to have activated a strange machine. Something must have gone awry, for there was a sudden, blinding burst of energy. The robed strangers have been killed... and I have had strange visions I cannot explain. Hopefully I can find answers in Gilded Vale.
Four figures stand silhouetted before an otherworldly apparatus, an ancient structure of chiseled adra and metallic veins, inscrutable and ominous and looming like a silent observer.
Standing motionless in their midst is what appears to be a human body, colorless as stone - or ash. The other figures gaze upon it in what might be contemplation. From your vantage point you are well obscured from their view.
The face of one of the figures is distantly visible, framed by long tendrils of oily gray hair tinged dark at the ends and a thick beard that seems to obscure all trace of emotion. His faded robes are embroidered with a runic language unlike anything you have ever seen, and his head is crowned with a strange black headdress with two protrusions jutting out, one on either side like the wings of some profane and malevolent creature.
He addresses the petrified body. "...Oathbinder bear witness and see this man has kept his word, true to his last breath, full to his blood's last drop. Guide his soul, Queen That Was, and regard it among your Favored. Let his life by the Key be his confession. Let his death by the Key be his absolution. May he walk the world ever free of the crushing weight of the Book."
The man passes his gaze over the others standing around him. "Your brother has done his part, and you have seen the power of his contribution. I will accept no further hesitation from the rest of you." He looks each in the eye in turn.
"In the sight of the Queen That Was, will you fulfill the oath? Will you take your place beside your brother in the endless esteem of Her memory that is without flaw? Step forth and be assured of the great worth of your life's course."
The man walks to the apparatus. He extends his hands toward its eroded stone with the certainty of a great musician reaching out to a favorite instrument. He seems to say something, but his words are lost on the wind. Then the man strides out and is gone.
Suddenly, the great mechanism flares up with a pulsating thrum that reverberates through your body and rattles your teeth when you don't hold them clenched. It washes over you all at once, then seems to pull at you like receding waves tugging against the sand beneath.
The remaining figures fixate on the device, as though waiting for it to acknowledge their presence.
For an instant, the apparatus goes quiet and the air is still. Then, all at once, it erupts with a concussive surge. Light floods your vision, and you are knocked to the ground. Your head snaps back as you land, and pain wells into the back of your skull, washing your last thoughts away into the black unconscious void.
You open your eyes to a different place, another time. You stand in a circular room, grand and domed, its walls lined with adra and trimmed with copper. The style is ancient, but the chamber is unweathered.
At the far end a great pillar of adra pierces the floor from below like a ragged spike, its shimmering texture giving the illusion of boundless depth.
Encircling the pillar is an apparatus much like the one you have just seen, but immense and multifaceted and intertwined, the work perhaps of a prodigious but fevered mind.
Your thoughts are yours and not yours, and they seem to exist before you think them and they are all questions. Pressing questions, troubling questions. Questions that must be answered or... or...
At the base of the pillar now, you see a man with a thick gray beard in ceremonial robe, his oily hair tucked beneath a black cowl and a strange ornamental headdress. You know this man. You are walking towards him now at a pace that is hurried while trying not to appear so.
You have something you want to ask him, one question above all, and the question spins madly in your mind...
You awaken to find your malaise has broken, only to be replaced with something far more concerning. Faint whispers are audible at the edge of your hearing, like a ringing in your ears that does not subside.
Movement flits through your periphery, but when you turn to look, you can see no sign of whatever it was. You find your gaze regularly darting this way and that, an involuntary paranoid tic. If this is a sickness, it may be dangerous to go without treatment for long.
Heodan and Calisca lie bloody on the uneven cobbles, their bodies twisted unnaturally in death.
You are alone and far from help. Gilded Vale may be your best hope of receiving treatment before things get worse.
The figures at the machine stand frozen in place, flesh and blood replaced by cinders and ash. The man who led them is nowhere to be seen.
QUEST: Visions and Whispers Visions and Whispers
After surviving an explosion outside of the ruins of Cilant Lis, I experienced a vision. Since then, I have been hearing sounds with no source, and seeing things that aren't there.
This is end of Prologue, now its time for real play. Go to Valewood.
Location - An in-game location; POI (Point of Interest). The sequence of numbers shows suggested order of visiting the locations.
Starting Quest Location - This is the location where you find the quest giver. It can be an item, a person or a place.
Entrance / Exit - Exit from this location/map or Entrance to another location/map, house, dungeon, area, cave, etc.
Secret - You have to be in "Scouting Mode" to discover secrets. It can be a hidden switch, a chest with treasure, a secret door or just a hidden item.
Container - Chest, box, crate or other container that can be plundered for useful items.
Crafting Ingredient - Crafting Ingredients used for making potions and scrolls or for weapon and armor enhancements.
Worth Checking Out - Items and places that are out of the ordinary or just worth checking out. These are also items you must use.
Traps - You have to be in "Scouting Mode" to discover a Trap. Traps can be disarmed if your character has the appropriate skill.
Common NPC - Some of them have their own stories that you can learn by using the "Reach out for the soul" option.
NPC Quest Givers - Important NPCs; they give us Story Quests, Quests and Tasks.
Merchants NPC - Traders & Merchants; they buy/sell items.
Enemies - Hostile NPCs; Animals and Monsters. They attacks on sight.
Bosses - The most difficult Enemies; Bosses or enemies that are hard to kill at this point of the game (i.e. when you first encounter them).