From 4a3b37198a4fd3e4c321bc78168c6c5d9942f320 Mon Sep 17 00:00:00 2001 From: Simon Osborne Date: Fri, 31 Aug 2007 14:45:26 +0000 Subject: [PATCH] Grey Star Books 1 and 2: More (ne) and (er) issues fixed git-svn-id: https://projectaon.org/data/en/xml@476 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 01gstw.xml | 1 + 02tfc.xml | 121 +++++++++++++++++++++++++++++++---------------------- 2 files changed, 71 insertions(+), 51 deletions(-) diff --git a/01gstw.xml b/01gstw.xml index 149b844..dde86a3 100755 --- a/01gstw.xml +++ b/01gstw.xml @@ -128,6 +128,7 @@ Ryan Cross Mike Feldman Ingo Klcker + LeRoy McSwain Simon Osborne The Forbidden City.

-

The Wytch-king will try to track you down. His slaves will dog your every stepthe cruel warriors of Shadaki, the phantom spirit of the Deathgaunt and the dark horror of the demon Kleas. Only your Magical Powers and the might of your Wizards Staff can protect you in a terrifying adventure of madness, magic and menace!

+

The Wytch-king will try to track you down. His slaves will dog your every stepthe cruel warriors of Shadaki, the phantom spirit of the Deathgaunt and the dark horror of the demon Kleas. Only your Magical Powers and the might of your Wizards Staff can protect you in a terrifying adventure of madness, magic, and menace!

The World of Lone Wolf is an exciting adventure series in which you are the hero, you make the decisions, and you fight the combats using the unique systems included in the book.

@@ -101,6 +101,7 @@
Jonathan Blake Jeff Dougan + Simon Osborne Thomas Wolmer
Replacement Illustrations
@@ -145,14 +146,14 @@ -

Ancient days they were when first the Shianti set foot upon the land that men call Magnamund. Long had they journeyed through the void, homeless wanderers in search of a pace to call their own. And so it was that when the Shianti first looked upon the face of the land, their hearts were raised in wonder. They saw a world of nameless mountains, untamed forests and lands both wild and free. Here they chose to cease their wanderings and to devote themselves to the study and appreciation of this new-found land.

+

Ancient days they were when first the Shianti set foot upon the land that men call Magnamund. Long had they journeyed through the void, homeless wanderers in search of a pace to call their own. And so it was that when the Shianti first looked upon the face of the land, their hearts were raised in wonder. They saw a world of nameless mountains, untamed forests, and lands both wild and free. Here they chose to cease their wanderings and to devote themselves to the study and appreciation of this newfound land.

To the delight of the Shianti, the race of man first emerged at this time and they watched his early struggle towards civilization with eager concern. Like gods, the Shianti seemed to the minds of primitive men. Tall and proud, shining with a radiance that spoke of magic and arcane mystery, the Shianti moved among them and with their powers of wizardry, aided man in his development.

-

As the centuries passed, man fell to worship of the magical Shianti and the power of these wizards grew even stronger. With hungry hearts they sought to unlock the mysteries of knowledge, sending their minds into other planes of existence and strange worlds beyond the sphere of the material plane. Their foresight was now unmatched and the power of their thought was mighty indeed. It was at this time that they created the Moonstone. Woven of the very fabric of the astral plane of Daziarn, this translucent gem was the greatest achievement of Shianti wisdom. It was the binding force of all Shianti magic, containing the combined might of all their wizardry, the sum of all their knowledge. The Golden Age of the Shianti had come and the Moonstone was the instrument of their dominion throughout all Magnamund. Man stood as little more than a shadow, blinded by the shining white light of Shianti glory. But, in creating the Moonstone, the unwritten laws of nature had been transgressed. For the Moonstone, like the Shianti themselves, was something outside of mans own world; it defied the natural order laid down by the creators of the Earth and disrupted the balance that the gods had designed.

+

As the centuries passed, man fell to worship of the magical Shianti and the power of these wizards grew even stronger. With hungry hearts they sought to unlock the mysteries of knowledge, sending their minds into other planes of existence and strange worlds beyond the sphere of the material plane. Their foresight was now unmatched and the power of their thought was mighty indeed. It was at this time that they created the Moonstone. Woven of the very fabric of the astral plane of Daziarn, this translucent gem was the greatest achievement of Shianti wisdom. It was the binding force of all Shianti magic, containing the combined might of all their wizardry, the sum of all their knowledge. The Golden Age of the Shianti had come and the Moonstone was the instrument of their dominion throughout all Magnamund. Man stood as little more than a shadow, blinded by the shining white light of Shianti glory. But, in creating the Moonstone, the unwritten laws of nature had been transgressed. For the Moonstone, like the Shianti themselves, was something outside of mans own world; it defied the natural order laid down by the creators of Magnamund and disrupted the balance that the gods had designed.

The Goddess Ishir, High Priestess of the Moon and mother of all men, showed herself to the Shianti and spoke to them of the destiny of man: The children of this world must claim their inheritance. Their time has come and they must learn to stand alone. They are lost in their worship of you and the day draws ever nearer when they will covet the power of the Moonstone.

And the Shianti said: Forgive us, Great Goddess, for we intended no harm. We love mankind even as you do. We have sought to do good and protect your children from harm.

But Ishir replied, Of this there can be no doubt, but this world is not your realm. Man must be free to pursue his destiny alone, and you must leave, for you trespass on his domain.

The Shianti were filled with sorrow. They feared a return to the void and to their lonely wandering, and pleaded with Ishir that she might allow them to remain. Ishir was filled with pity for them. She spoke again, saying, If you are to remain, you must obey my command. You must take a vow never to interfere with mankinds fate. As a token of good faith you must lay aside the Moonstone, and return it to the plane where it belongs.

-

Solemnly, the Shianti agreed. The vow was sworn before Ishir, and the Moonstone was returned to the Daziarn. The Shianti then moved south to the Isle of Lorn. They encircled their new home with a web of enchantments, magical mists and mage winds to prevent man from ever finding their place of refuge in the Sea of Dreams. Knowledge of the Shianti faded with time, save in southern Magnamund where it became enshrined in legend, and the worship of them endured. Priests of the Shianti religion preserved their teachings and patiently awaited the day when the ancient ones would return, bringing with them lasting peace and the blessing of a new golden age.

+

Solemnly, the Shianti agreed. The vow was sworn before Ishir, and the Moonstone was returned to the Daziarn. The Shianti then moved south to the Isle of Lorn. They encircled their new home with a web of enchantments, magical mists, and mage winds to prevent man from ever finding their place of refuge in the Sea of Dreams. Knowledge of the Shianti faded with time, save in southern Magnamund where it became enshrined in legend, and the worship of them endured. Priests of the Shianti religion preserved their teachings and patiently awaited the day when the ancient ones would return, bringing with them lasting peace and the blessing of a new golden age.

Two thousand years strode by and man advanced as Ishir had foretold. He built great cities and cultivated the land; his kingdoms rose and fell; he made war and loved and laughed and became master of his fate. But a new power was emerging in the province of Shadaki. There Shasarak the evil Wytch-king ruled. The black necromancer commanded an army of brutal soldiers and had a devoted following of men who upheld his religion of demonic worship and sacrificial rites. Devotees of the Shianti and other religious cults were persecuted in a merciless purge. Ruthlessly, the Wytch-king destroyed all his opponents and began a terrible war with the peoples of the neighbouring provinces. From the ruins of war Shasarak shaped the Shadakine Empire, subjugating whole nations to his evil rule. As the provinces fell to his might, the Shianti looked on helplessly, bound by their vow to the Goddess Ishir never to interfere in the affairs of man.

On the night of the crowning of Shasarak as Overlord of the Shadakine Empire, a great storm broke upon the Sea of Dreams, a storm that raged with unnatural intensity. Lashed by wind and rain, illuminated by wild lightning, the waters heaved and danced in fury to the thundering music of the storm, unchecked by even the enchantments of the Shianti. When finally the tempest died, the Shianti looked out in amazement on the shattered hull of a ship drifting towards their shore. Never before had this occurred, for the enchantments and mage winds had kept them secure from the curiosity of man by forcing him to sail close to his own land.

The Shianti went quickly to the ruined ship where they found only one survivora baby. They perceived the sudden arrival of this human child as a sign of great portent, and they conceived a plan by which they might lawfully aid mankind. They named the orphan child Grey Star, because a star is the symbol of hope in the Shianti faith, and because of the silver streak in the childs jet-black hair. In the shadow of the wrath of the Goddess Ishir, they raised the child as one of their own and taught him their secrets. Diligently they set about their instruction, for their aim was to provide a saviour for mankind. Armed with the might of Shianti wizardry and wisdom, their hope was to create an adversary equal in power to the evil Wytch-king of Shadaki, for they realized that only with the death of Shasarak would man once more be free to determine his destiny.

@@ -210,7 +211,7 @@

Before you set off on your adventure, you must discover how well your Shianti masters have prepared you for your quest by determining your fighting prowessCOMBAT SKILLyour state of mindWILLPOWERand your physical staminaENDURANCE. To do this take a pencil and, with eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (e.g., if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

The second number that you pick from the Random Number Table represents your WILLPOWER. Add 20 to this number and write the total in the WILLPOWER section of your Action Chart (e.g., if your pencil fell on the number 6 in the Random Number Table you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your Wizards Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero, you may not use any of your spells or your Wizards Staff. Lost WILLPOWER points can be regained during the course of the adventure, and it is possible for your WILLPOWER points to rise above the total with which you start your adventure.

-

The third number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart (e.g., if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points). If you are wounded in combat, you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure but can never rise above the number with which you start your adventure.

+

The third number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart (e.g., if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points). If you are wounded in combat, you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure but can never rise above the number with which you start your adventure.

@@ -218,7 +219,7 @@ - +

If your WILLPOWER falls to zero or below, you will not be able to use the magical properties of your Wizards Staff until your score is again above zero. You can still use your Wizards Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.

@@ -537,7 +538,7 @@
  • Repeat the sequence from Stage 3.

  • -

    This process of combat continues until the ENDURANCE points of either the enemy or Grey Star are reduced to zero, at which point the one with the zero score is declared dead. If Grey Star is dead, the adventure is over. If the enemy is dead, Grey Star proceeds but with his ENDURANCE and WILLPOWER points reduced.

    +

    This process of combat continues until the ENDURANCE points of either the enemy or Grey Star are reduced to zero or below, at which point that combatant is declared dead. If Grey Star is dead, the adventure is over. If the enemy is dead, Grey Star proceeds but with his ENDURANCE and WILLPOWER points possibly reduced.

    A summary of Combat Rules appears in the back of this book.

    @@ -565,8 +566,8 @@

    You are about to embark on a quest of great peril, for your journey will take you to an unknown land that is dominated by evil. Refer to the map and make notes as you progress through the story: they are sure to be of great help to you in future adventures.

    -

    You will discover items that could be of help to you on your quest. Some Special Items may aid you in future Grey Star adventures, others may be red herrings of no real use at all, so be selective in what you decide to keep.

    -

    Be cautious in your use of WILLPOWER points, as your WILLPOWER is the energy source for your Magical Powers and your Wizards Staff. A score of zero WILLPOWER points will leave you weak and vulnerable to attack, unable to offer effective resistance.

    +

    You will discover items that could be of help to you on your quest. Some Special Items may aid you in future Grey Star adventures, others may be red herrings of no real use at all; so be selective in what you decide to keep.

    +

    Be cautious in your use of WILLPOWER points, as your WILLPOWER is the energy source for your Magical Powers and your Wizards Staff. A WILLPOWER score of zero or below will leave you weak and vulnerable to attack, unable to offer effective resistance.

    Follow the path of wisdom, Wizard Grey Star. The way of fools is the road to destruction.

    Good luck.

    @@ -589,7 +590,7 @@ Look eye to eye

    -

    Of course! The eyes of the Shianti race have pupils like mirrored glass. Anyone looking into the eyes of a Shianti would see themselves reflected there.

    +

    Of course! The eyes of the Shianti race have pupils like mirrored glass. Anyone looking into the eyes of a Shianti would see himself reflected there.

    Shianti man see Kundi man @@ -624,10 +625,10 @@

    After heated discussion, all are agreed that the black mountains of Uriks vision must be the infamous Mountains of Morn, and the dead lands beyond, Desolation Valley, a wasted plain that lies on the other side of the mountainsthe site of an ancient calamity. As Urik saw a full moon shining above the Shadow Gate, the Kundi are sure that it will appear somewhere in Desolation Valley at that time.

    Already it is the time of the new moon, says King Okosa.

    Two weeks, you breathe.

    -

    Two weeks, Grey Star, says the king, and two hundred miles of Shadakine country, difficult mountains and unknown wilderness, lie ahead. You have little time.

    +

    Two weeks, Grey Star, says the king, and two hundred miles of Shadakine country, difficult mountains, and unknown wilderness, lie ahead. You have little time.

    What do you think, Urik? you say.

    Uriks ugly old face breaks into a knowing smile. Little time much to do! he says, jovially. Urik have plancover many miles in just one day, leave Azanam far behind.

    -

    But how, you ask. When?

    +

    But how? you ask. When?

    Great wizard must learn much patience, he replies. You will see. Be ready to leave tomorrow at first light. Urik will say no more and quickly leaves. You turn to the Kundi king. He merely shrugs his shoulders.

    Ways of the wise are strange, he says, and who dare question the path of wisdom? he finishes, cryptically. Like many Kundi sayings, it is one that begs no answer. It seems you have no choice other than to wait until tomorrows dawn to find out the Shamans plan.

    Turn to 126. @@ -698,7 +699,7 @@ 7 -

    Still within the vision, you point towards the Element of Air. It floats towards you and you feel it entering the domain of the Earth. The use of this Magical Power has cost you 2 WILLPOWER points.

    +

    Still within the vision, you point towards the Element of Air. It floats towards you and you feel it entering the domain of Earth. The use of this Magical Power has cost you 2 WILLPOWER points.

    When you open your eyes, you see that the Shadakine have already reached the edge of the lake. Their leader shouts commands and they move into position, loading their weapons and preparing to fire. There is no sign of the Air Elementals.

    The Shadakine leader gives a shout and the Shadakine warriors release a volley of crossbow bolts in your direction. Instinctively, you and Urik dive to the ground. You are dismayed; it seems that the Elementals have failed you. Then suddenly, a burst of astonished cries comes from the Shadakine as a colossal gust of wind tears past you. Looking up, you watch as the volley of quarrels is swept up and away by a whirlwind of dust and debris. The Elemental stands, man-high before you, the faint outline of a pair of eyes shining up from within the depths of its form. It is a Whirlghast, and the bolts of the Shadakine are unable to pass through it.

    Urik, you call, can we do anything about the Eijalfish? Another volley of bolts flies towards you, but they are spun in all directions by the Whirlghast. Urik produces a small boomerang from his tunic. Its edge is lined with a row of razor-sharp teeth. I try, he says.

    @@ -754,7 +755,7 @@ 12 -

    Since the swamp region is an infertile place unlikely to yield food, Urik hands you enough Lianor for three Meals. Each tuber counts as one Meal and you store them in your Backpack. As you descend the hill, the air becomes increasingly humid, impairing your breathing. You step on to the mud flat and begin to make your way across. You have travelled no more that a mile when, suddenly, Urik sinks into a bog. With great effort, you manage to pull him free. Another mile or so and it is you who stumbles into a bog. Fortunately, Urik acts quickly and pulls you to safety. Solemnly Urik informs you that the bogs are likely to become more frequent from now on. If you should both become trapped at the same time, there will be no escape.

    +

    Since the swamp region is an infertile place unlikely to yield food, Urik hands you enough Lianor for three Meals. Each tuber counts as one Meal and you store them in your Backpack. As you descend the hill, the air becomes increasingly humid, impairing your breathing. You step on to the mud flat and begin to make your way across. You have travelled no more than a mile when, suddenly, Urik sinks into a bog. With great effort, you manage to pull him free. Another mile or so and it is you who stumbles into a bog. Fortunately, Urik acts quickly and pulls you to safety. Solemnly Urik informs you that the bogs are likely to become more frequent from now on. If you should both become trapped at the same time, there will be no escape.

    If you have the Magical Power of Prophecy and wish to use it to lessen the danger, turn to 67. If you do not have this Magical Power or do not wish to use it, turn to 89.
    @@ -1096,7 +1097,7 @@ 42 -

    You almost succeed. But, as the Shadakine step back, looking ready to break and run, and Sados brave army of freedom fighters charge forward, the Shadakine Wytch tightens her grip over the minds of her countrymen and they hold their ground. Shifting emotions of fear, anger and frenzy contort their snarling features. The use of this spell has cost you 2 WILLPOWER points.

    +

    You almost succeed. But, as the Shadakine step back, looking ready to break and run, and Sados brave army of freedom fighters charge forward, the Shadakine Wytch tightens her grip over the minds of her countrymen and they hold their ground. Shifting emotions of fear, anger, and frenzy contort their snarling features. The use of this spell has cost you 2 WILLPOWER points.

    As the line of freedom fighters collides with that of the Shadakine warriors you give a smile. The Freedom Guild are superb soldiers, and despite the power of the Shadakine Wytch, the strength of their charge punches a great hole in the Shadakine defence.

    Turn to 48.
    @@ -1222,7 +1223,7 @@ -

    You look at the faces of your brave companions; Uriks wrinkled face, so often creased with laughter, now set in a frown; the hard countenance of brave Samu, the sundered king; and the angular, hawkish features of Hugi, whose eyes gleam greedily. You notice how pale they look, almost sickly, and a vague disquiet stirs in the back of your mind.

    +

    You look at the faces of your brave companions: Uriks wrinkled face, so often creased with laughter, now set in a frown; the hard countenance of brave Samu, the sundered king; and the angular, hawkish features of Hugi, whose eyes gleam greedily. You notice how pale they look, almost sickly, and a vague disquiet stirs in the back of your mind.

    You approach the bridge and Hugi looks at it, his eyes full of doubt. Is it safe? you ask.

    Its stood here for centuries, Hugi answers.

    The swift-flowing water looks black and uninviting.

    @@ -1339,11 +1340,15 @@
    61 + +

    Turn directly to Section 149 if the Magdi is still alive after 5 rounds. Do not finish the combat.

    +
    +

    Before you can fire your Staff again, the Magdi lunges at you. You attempt to parry the beasts charge with your Staff but its weight and the momentum of its attack hurl you to the ground. You thank the gods that there is only one of them to contend with as you grapple with the enraged animal. The Magdis jaws snap dangerously close to your throat but you twist your body away and leap to your feet.

    You cannot evade combat, and must fight the creature to the death. Due to the Magdis resistance to magic, you must subtract 2 from your COMBAT SKILL for the duration of the combat.

    Magdi2030 - If the combat lasts for more than 5 rounds, turn to 149. + If the combat lasts for more than 5 rounds, turn to 149. If you win the combat in 5 rounds or less, turn to 271.
    @@ -1392,7 +1397,7 @@ 66 -

    Within the darkness of a dream, you hear a voice whispering; it is calling your name, over and over again. Glowing with a sickly light, the figure of a man stands like a sinister vision. His face obscured by shadow. His grey robe is tattered and torn; his long bony claw-like fingers are covered by charred, black flesh. He points a crooked finger at you. You will fail. Your power does not suffice. This fools errand is to no end.

    +

    Within the darkness of a dream, you hear a voice whispering; it is calling your name, over and over again. Glowing with a sickly light, the figure of a man stands like a sinister vision, his face obscured by shadow. His grey robe is tattered and torn; his long, bony, claw-like fingers are covered by charred, black flesh. He points a crooked finger at you. You will fail. Your power does not suffice. This fools errand is to no end.

    NO! you shout into the emptiness.

    Turn aside, Grey Star. Turn aside. You dare not stand against me. The grim figure casts aside his hood and the shadow passes to a blood-red light, revealing a hideous face. Half of the face is missing and, in its place, a metal plate gives shape to the ruined visage of wasted flesh and scarred tissue. One eye is shrunken and sightless, while the other burns with the intensity of the sun. A gaze of unbearable malice focuses on your heart. Desist, Wizardor I will rend the very soul from your body.

    I will not! you scream into the darkness. A look of rage contorts his twisted features and the single eye burns into you. You are looking upon the face of Shasarak, Wytch-king of Shadaki, who has come to taunt and torment you as you sleep.

    @@ -1920,7 +1925,7 @@ 111 -

    The land beyond the Mountains of Morn, the region that is called Desolation Valley, was once the heart of a great kingdom, a nation called Taklakot. One day, a mighty wizard came amongst them, and he bore a great gift, so they thought. It was a magical stone which harnessed the fire of the sun. The people of Taklakot grew in knowledge but it was a power gained without wisdom and a great calamity befell them. Somehow, the fire of the Sun stone was released and in a single day an entire race was wiped from the face of the Earth. The barren land you see around you is the result of that fateful day; its curse still lingers.

    +

    The land beyond the Mountains of Morn, the region that is called Desolation Valley, was once the heart of a great kingdom, a nation called Taklakot. One day, a mighty wizard came amongst them, and he bore a great giftso they thought. It was a magical stone which harnessed the fire of the sun. The people of Taklakot grew in knowledge but it was a power gained without wisdom and a great calamity befell them. Somehow, the fire of the Sun stone was released and in a single day an entire race was wiped from the face of the world. The barren land you see around you is the result of that fateful day; its curse still lingers.

    But what of the Forbidden City? Why does it still stand? asks Samu.

    The mountains that surround the valley held the blast. The Forbidden City, or Gyanima as it was called, stands beyond those mountains. It was built to guard the pass through the mountains and is the only remnant of a dead civilization. A greedy light gleams in Hugis eyes. The value of its treasures is immeasurable, he breathes.

    Your Shianti training and lifestyle have taught you to place no value on material wealth and you soon lose interest in Hugis tales of hidden gold. Once more, you ponder the incredible bleakness of the place. You gaze across the Belzar River, and to the hills beyond, and an involuntary shiver runs down your spine. Drifting down from the hills, you see an eerie, chilling sight. A ghostly, pallid form floats across the river, its hands outstretched towards you; it whispers with a voice like grating stone.

    @@ -1952,7 +1957,7 @@ 113 -

    The Kleas does not advance, it is reluctant to leave the defence of the Shadow Gate. Tanith looks out to you with hope in her eyes. You lift your Wizards Staff and aim it at the demon shadow, which radiates a strange black light.

    +

    The Kleas does not advance; it is reluctant to leave the defence of the Shadow Gate. Tanith looks out to you with hope in her eyes. You lift your Wizards Staff and aim it at the demon shadow, which radiates a strange black light.

    Taniths expression changes to one of horror. Grey Star! you hear her cry, her voice muffled by the proximity of the other world. Stay your hand! The wild fire of your Staff tears towards the Kleas and, as the bolt of energy hits the creature, it is Tanith who recoils in pain. Somehow, the Kleas is making Tanith the victim of its pain. The Kleas emits a chilling laugh full of scorn.

    If you have the Magical Power of Sorcery and with to use it to attack the Kleas, turn to 122. If you have the Magical Power of Sorcery and possess the Mind Gem, and wish to use them both against the Kleas, turn to 143. @@ -2113,7 +2118,7 @@ 126 -

    It is still dark when you are woken by Urik the following morning. Come, Wizardno time for sleep now, time for haste. Still groggy with sleep, you rise, take up your Backpack and Staff and make ready to leave.

    +

    It is still dark when you are woken by Urik the following morning. Come, Wizardno time for sleep now; time for haste. Still groggy with sleep, you rise, take up your Backpack and Staff, and make ready to leave.

    What about food? you ask.

    Food? Urik sniffs, derisively. Food grows on the land water falls from sky down from mountain river only foolish man wish to carry the earth and the sky upon his back in little bag. Come now.

    Urik disappears through the door of your room and you have no choice but to follow. You follow Urik in the half light as he clambers along the wooden walkways of the Kundi colony. The air is warm and damp with dew and the clouds hang low above the trees of the Azanam. Already, Urik has nearly disappeared from sight in the thick mist and you struggle to match his pace as he steps nimbly from one platform to another. Soon the Kundi village is far behind and you are travelling along the thick branches of the giant Azawood trees.

    @@ -2288,10 +2293,10 @@

    A crossbow bolt slices through the air. You gasp with pain as it penetrates your shoulder (lose 3 ENDURANCE points). Urik looks up in alarm. Grey Star! he shouts. You all right? You grit your teeth against the pain and nod. A dark stain of blood spreads across your robe. The Ooslo bird is losing height rapidly and, before the Shadakine are able to release another bolt, you are flying low enough to jump to the ground. At Uriks instruction you untie the vine, wincing with the pain of your wound, and fall to the ground without further injury.

    You tumble through a vast swathe of marsh grass that grows chest-high, and stretches in all directions. Urik gets to his feet and comes to inspect your wound. Bravely, you make to withdraw the shaft that protrudes from your shoulder but Urik stays your hand. No, not yet. Much bleeding if you pull the spike. We need herbs stop bleeding stop infection, yes? You nod in agreement. Come follow old Kundi. Find good herbs very near. He moves away, his eyes searching the ground, and you follow. Soon you reach a shallow waterway that cuts through the tall marsh grass like a trail. There, Urik finds what he is looking for and sits you down beside the little stream. Urik cannot find anything to stop pain but make sure wound heal. I must hurt you nowI am sorry.

    -

    With a hand both swift and sure, he pulls the bolt from your shoulder: you hiss with pain. He tears away the material of your sleeve and presses his steady hand to the wound. Then, cupping his hand, he takes some water from the stream and cleans the wound. Next, to your surprise, he grabs a handful of mud from the bottom of the stream and smears it over the injury. The cool mud eases the fire in your shoulder and, as it dries, quickly staunches the bleeding. He cleans the torn shreds of your sleeve and knots them like a bandage around your shoulder. Is good? he asks.

    +

    With a hand both swift and sure, he pulls the bolt from your shoulder; you hiss with pain. He tears away the material of your sleeve and presses his steady hand to the wound. Then, cupping his hand, he takes some water from the stream and cleans the wound. Next, to your surprise, he grabs a handful of mud from the bottom of the stream and smears it over the injury. The cool mud eases the fire in your shoulder and, as it dries, quickly staunches the bleeding. He cleans the torn shreds of your sleeve and knots them like a bandage around your shoulder. Is good? he asks.

    I thank you, Urik, you reply. He pats your hand, affectionately.

    No need for thanks, he says. Wise old Kundi know healing ways. Pain stop soon.

    -

    Suddenly, a terrible sound reaches your ears; a moaning howl like that of an animal in pain. Uriks face darkens and he helps you to your feet. Crouching, so that you remain hidden, you both peep across the top of the marsh grass in the direction of the sound. In a small clearing, some two hundred yards away, you see a frightened peasanta Shadakine slave. He is struggling to control two snarling hounds who tug at the lengths of thick chain fixed to their harnesses. They are huge and fierce: each has two heads with a single horn growing at the centre of each, and outsized fangs show through their slavering jowls. Master! Master! the slave calls to a tall Shadakine, undoubtedly the officer in charge. The Magdithey smell something. The tall Shadakine officer screws up his eyes; a wicked smile plays across his face.

    +

    Suddenly, a terrible sound reaches your ears: a moaning howl like that of an animal in pain. Uriks face darkens and he helps you to your feet. Crouching, so that you remain hidden, you both peep across the top of the marsh grass in the direction of the sound. In a small clearing, some two hundred yards away, you see a frightened peasanta Shadakine slave. He is struggling to control two snarling hounds who tug at the lengths of thick chain fixed to their harnesses. They are huge and fierce: each has two heads with a single horn growing at the centre of each, and outsized fangs show through their slavering jowls. Master! Master! the slave calls to a tall Shadakine, undoubtedly the officer in charge. The Magdithey smell something. The tall Shadakine officer screws up his eyes; a wicked smile plays across his face.

    If you wish to attempt to evade by following the waterway, turn to 25. If you wish to attempt a long range attack with your Wizards Staff, turn to 105.
    @@ -2401,7 +2406,7 @@

    Despite the great damage you are inflicting on the Magdi, the enraged beast refuses to die. Try as he might, Urik is of no usehis old limbs and physical weakness make him incapable of hand to hand combat. He can only watch with fear and apprehension. His concern is so great that he fails to notice the band of Shadakine warriors stealing up on you through the dense undergrowth. As a result, you are quickly overpowered by the gloating Shadakine and, at a word from their tall sour-faced captain, the Magdi obediently ceases its attack.

    Not much of a catch, sneers the captain, but good sport, eh? Your Staff and Backpack are taken from you and your wrists and ankles are tightly bound with leather thongs. And this is a pretty toy, he says, weighing your Staff in his hands. But tell me, who are you, boy? Speak! You remain silent. Lost your tongue, have you? Well that can be arranged, permanently! He gives you a stinging blow across the face, smiling grimly. Urik struggles angrily against the restraining hands that hold him. Be still monkey-man, he scowls, or youll be tasting some of the same. He returns his hateful gaze to you. What are you then, boy? What do you know of the Freedom Guild? You are their spy perhaps? You serve the rebel army, do you not?

    Still, you remain silent. You have no knowledge of the Freedom Guild he has mentioned but the thought that there exists a form of organized resistance to the evil of the Shadakine Empire is a comfort. With a look of disgust, the captain turns away. The Warward, Kiro, will find out all he needs to know on our return to Karnali, he says threateningly, and Mother Niyas truthsay is hard to refuse.

    -

    You are unable to repress a shudder as you are reminded of the truthsay of Mother Magri and her awful Kazim Stone when first you came to the traders city of Suhn. The Wytches of Shadaki are among the most powerful of Shasaraks servants, upholders of his corrupt law in all the major cities of the Empire.

    +

    You are unable to repress a shudder as you are reminded of the truthsay of Mother Magri and her awful Kazim Stone when first you came to the traders city of Suhn. The Wytches of Shadaki are among the most powerful of Shasaraks servants, upholders of his corrupt law in all the major cities of the Empire.

    Move, you scum! the captain shouts at his men. We must reach Karnali as soon as possible. He glances sideways at you, one eyebrow raised. Theres more to this strange pair than meets the eye, he says under his breath.

    You and Urik are carried by slave bearers, slung to long wooden poles like hunting trophies. Your ankles and wrists are constantly bound and you are offered the barest of scraps of food and a minimum of water. By the second day of travelling, you have lost 3 ENDURANCE points and you begin to wonder if you will survive the journey as you linger in a weak, semi-conscious haze that makes the casting of any spell impossible.

    Turn to 200. @@ -2486,9 +2491,9 @@ 157 -

    You call over to Samu. Guard this entrance, you say, tying the Rope around you and indicating the hole you intend to descend into. He gives a grim nod. Hugi! you say, feed the Rope down gently.

    +

    You call over to Samu. Guard this entrance, you say, tying the Rope around you and indicating the hole you intend to descend into. He gives a grim nod. Hugi! you say. Feed the Rope down gently.

    With these words, you leap to the edge of the hole and begin to lower yourself down slowly. You land safely at the bottom and wait for Urik to clamber down. A lifetime of tree-life has made him more than capable of climbing safely to the ground beside you.

    -

    You are standing in the middle of a honeycomb made of stone. The light of the full moon streams through the holes in the surface of the plain and the maze is bright with translucent light. Urik sniffs the air, Follow me, he says. With tension mounting in your heart, you prepare to meet your enemy.

    +

    You are standing in the middle of a honeycomb made of stone. The light of the full moon streams through the holes in the surface of the plain and the maze is bright with translucent light. Urik sniffs the air. Follow me, he says. With tension mounting in your heart, you prepare to meet your enemy.

    Turn to 272.
    @@ -2663,7 +2668,7 @@ 173 -

    That evening, Samu and Urik return with an abundance of game, wild berries and Lianor. After the meat has been cooked and the food shared out, you find that you have far more food than you can carry. You may carry as much food as you wish but remember that one Meal counts as one item in your Backpack.

    +

    That evening, Samu and Urik return with an abundance of game, wild berries, and Lianor. After the meat has been cooked and the food shared out, you find that you have far more food than you can carry. You may carry as much food as you wish but remember that one Meal counts as one item in your Backpack.

    The following morning you pass into the region known as the dead lands.

    Turn to 195.
    @@ -2891,8 +2896,8 @@ 194 -

    The following morning, Urik scouts the ground. You both decide to head for the city of Karnali which stands on the northernmost edge of the Gurlu Marsh, on the far side of the Suhni River. Urik explains that you are about to enter the heart of the swamp and the danger is sure to increase. He takes you to the top of a low hill and you survey the land ahead. You have the choice of two routes. To the north-west, the land comprises a mixture of low, twisted bushes and shrubs, further on, a jungle of gnarled, lichenous trees. The more direct route lies to the north but the land there is more perilous. Tall marsh grass abruptly gives way to a broad expanse of quagmire and bog, interspersed with squat, black trees and stagnant pools. Urik tells you that the ground is highly treacherous, containing concealed quicksand and soft mud.

    - If you wish to take the slower route to the north-west, turn to 2. +

    The following morning, Urik scouts the ground. You both decide to head for the city of Karnali which stands on the northernmost edge of the Gurlu Marsh, on the far side of the Suhni River. Urik explains that you are about to enter the heart of the swamp and the danger is sure to increase. He takes you to the top of a low hill and you survey the land ahead. You have the choice of two routes. To the northwest, the land comprises a mixture of low, twisted bushes and shrubs, further on, a jungle of gnarled, lichenous trees. The more direct route lies to the north but the land there is more perilous. Tall marsh grass abruptly gives way to a broad expanse of quagmire and bog, interspersed with squat, black trees and stagnant pools. Urik tells you that the ground is highly treacherous, containing concealed quicksand and soft mud.

    + If you wish to take the slower route to the northwest, turn to 2. If you wish to take the more direct route to the north, turn to 12.
    @@ -2990,7 +2995,7 @@ 203 -

    At the cost of 2 WILLPOWER points, you cast about yourself the illusion that you are an old beggar and hurriedly cross the street. The escort look on in amazement and, totally confused, flee the wrath of the advancing Shadakine. Urik, however, with his long tail and eccentric feathered dress, attracts the attention of the Shadakine, one of whom charges straight at him with his sword held high.

    +

    At the cost of 2 WILLPOWER points, you cast about yourself the illusion that you are an old beggar and hurriedly cross the street. The escort looks on in amazement and, totally confused, flee the wrath of the advancing Shadakine. Urik, however, with his long tail and eccentric feathered dress, attracts the attention of the Shadakine, one of whom charges straight at him with his sword held high.

    If you wish to fire a long-range attack from your Staff at the Shadakine warrior threatening Urik, turn to 159. If you wish to charge the Shadakine and fight with him in close combat, turn to 99.
    @@ -3049,7 +3054,7 @@ 208 -

    Casting your mind back, you recall seeing a proliferation of Mustow pods growing in the Gurlu Marshes. These strange, fungal growths are renowned for their pungent odour when broken open. At your command, a large number of these are brought to you by some of Sados followers. You order that the Mustow pods be hurled over the walls of the fortress in large numbers, and soon many Shadakine can be seen pouring out of their barracks, eyes streaming, as the Mustow pods explode within the fortress, emitting great clouds of foul-smelling gas. The gates are thrown open and a horde of Shadakine spill into the street where Sados army, disguised as civilians, lie in wait.

    +

    Casting your mind back, you recall seeing a proliferation of Mustow pods growing in the Gurlu Marshes. These strange, fungal growths are renowned for their pungent odour when broken open. At your command, a large number of these are brought to you by some of Sados followers. You order that the Mustow pods be hurled over the walls of the fortress in large numbers, and soon many Shadakine can be seen pouring out of their barracks, eyes streaming, as the Mustow pods explode within the fortress, emitting great clouds of foul-smelling gas. The gates are thrown open and a horde of Shadakine spill into the street where Sados army, disguised as civilians, lies in wait.

    Turn to 207.
    @@ -3075,7 +3080,7 @@

    As the fire rages all around, you fall into the trance state necessary to transport your mind to the Elemental plane. A silent scream of fear howls amidst images of fire and such is the urgency of your need, you expend 3 WILLPOWER points. The smoke and heat are beginning to choke you and still no answer comes from the Elemental plane. Urik suddenly slumps to your feet, barely conscious.

    -

    Your mind is then offered a strange vision, further evidence of the growth of your powers and the strength of your mastery over the Lesser Magicks. Four humanoid figures appear, representatives of the four Elements of Earth, Wind, Fire, and Water, their bodies formed of the Element they represent. Each bows in turn, aims outstretched in a humble gesture. You must choose the Element you wish to help you.

    +

    Your mind is then offered a strange vision, further evidence of the growth of your powers and the strength of your mastery over the Lesser Magicks. Four humanoid figures appear, representatives of the four Elements of Earth, Wind, Fire, and Water, their bodies formed of the Element they represent. Each bows in turn, arms outstretched in a humble gesture. You must choose the Element you wish to help you.

    If you require the aid of the Element of Air, turn to 90. If you choose the Element of Water, turn to 228. If you choose the Element of Fire, turn to 261. @@ -3091,7 +3096,7 @@

    I must, you say, solemnly. I must reach Desolation Valley beyond the Mountains of Morn before the turning of the next full moon.

    Samu raises his eyebrows in surprise. You are going into the dead lands? he asks. None has ever returned from there: you will perish for sure.

    I have to try, or die in the attempt. Theres too much at stake. You briefly describe the nature of your quest and its ultimate goal: to throw down the Wytch-king and all his works.

    -

    Samu is silent for a while, deep in thought. Once, he was a proud king, the ruler of a nomadic people called the Masbat, a warrior nation that dwelt upon the rolling savannah of the Great Lissan Plain. Of his brave people, only he remains, the sole survivor of the depredations of the Wytch-king of Shadaki; riven of his family, his nation and of hope by the cruelty of an inhuman tyrant. With smouldering eyes that hint at his bitter loss, he looks down on you. I will come with you, I think, he says. You will have need of my strength to partner your bravery.

    +

    Samu is silent for a while, deep in thought. Once, he was a proud king, the ruler of a nomadic people called the Masbat, a warrior nation that dwelt upon the rolling savannah of the Great Lissan Plain. Of his brave people, only he remains, the sole survivor of the depredations of the Wytch-king of Shadaki, riven of his family, his nation, and of hope by the cruelty of an inhuman tyrant. With smouldering eyes that hint at his bitter loss, he looks down on you. I will come with you, I think, he says. You will have need of my strength to partner your bravery.

    You thread your way among the dark, deserted streets of Karnali and leave by the west gate. With a man such as this by your side, how can you fail?

    Turn to 50.
    @@ -3118,7 +3123,7 @@ 213 -

    A minute passes and the door slides shut as silently as it opened. Gradually, you sense that the room is becoming colder. A chill wind rises from nowhere, sending a shiver down your spine. It is not ordinary cold air causing you to tremble, it is the familiar presence of a Deathgaunt. It materializes in the centre of the cavern, close to where you stand. Welcome, it hisses menacingly, as it stretches out its wispy fingers to claw at your soul. You fight to hang on to life, but it is a fight that you cannot win. Here, in the chamber of Shasarak the Wytch-king, the Deathgaunt draws on a power that you cannot resist, and you are borne swiftly from the realm of the living.

    +

    A minute passes and the door slides shut as silently as it opened. Gradually, you sense that the room is becoming colder. A chill wind rises from nowhere, sending a shiver down your spine. It is not ordinary cold air causing you to trembleit is the familiar presence of a Deathgaunt. It materializes in the centre of the cavern, close to where you stand. Welcome, it hisses menacingly, as it stretches out its wispy fingers to claw at your soul. You fight to hang on to life, but it is a fight that you cannot win. Here, in the chamber of Shasarak the Wytch-king, the Deathgaunt draws on a power that you cannot resist, and you are borne swiftly from the realm of the living.

    Paul Bonner @@ -4455,19 +4460,27 @@ Errata List -

    (Title Page) Replaced THE FORBIDDEN CITY with The Forbidden City. Replaced Kleasa with Kleas. Replaced magical powers with Magical Powers. Replaced THE WORLD OF LONE WOLF with The World of Lone Wolf.

    +

    (Title Page) Replaced THE FORBIDDEN CITY with The Forbidden City. Replaced Kleasa with Kleas. Replaced magical powers with Magical Powers. Replaced THE WORLD OF LONE WOLF with The World of Lone Wolf. Replaced magic and with magic, and.

    +

    (Of the Coming of Grey Star) Replaced wizadry with wizardry. This was fixed in later editions of the book.

    -

    (The Story So Far) Added , at the end of the first line of the riddle. Replaced section 1 with Section 1.

    -

    (The Game Rules) Removed at the front of this book. If you run out of space, you can copy out the chart or have it photocopied and on the last page of this book. Replaced adventure and with adventure, and and all occurrences of eg with e.g.. Replaced GREY STAR THE WIZARD with Grey Star the Wizard. Replaced all occurrences of magical power with Magical Power.

    +

    (The Story So Far) Added , at the end of the first line of the riddle. Replaced section 1 with Section 1. Replaced the Earth with Magnamund. Replaced new found with newfound. Replaced mists and with mists, and. Replaced forests and with forests, and.

    + +

    (The Game Rules) Removed at the front of this book. If you run out of space, you can copy out the chart or have it photocopied and on the last page of this book. Replaced adventure and with adventure, and and all occurrences of eg with e.g.. Replaced GREY STAR THE WIZARD with Grey Star the Wizard. Replaced all occurrences of magical power with Magical Power. Replaced fall to zero with fall to zero or below.

    +

    (Magical Powers) Replaced all occurrences of ie with i.e., all occurrences of eg with e.g. and quarterstaff yet with quarterstaff, yet. Replaced alchemy with Alchemy. Replaced all occurrences of prophecy with Prophecy. Replaced all occurrences of lesser magicks with Lesser Magicks. Replaced all occurrences of five powers with five Powers. Replaced all occurrences of power with Power, except in the description of the Wizards Staff.

    +

    (Equipment) Replaced sulphur with Sulphur, saltpetre with Saltpetre, vial with Vial within the Herb Pouch contents list, notes but with notes, but, Shakadine with Shadakine and Shianti and with Shianti, and.

    -

    (Rules for Combat) Removed on the inside back cover of the book. Replaced on the page after the Random Number Table with in the back of this book.

    -

    (Sage Advice) Removed at the front of this book.

    -

    (1) Replaced Stand back! with Stand back!. Replaced rain-water with rainwater. Replaced ahead, You with ahead. You.

    + +

    (Rules for Combat) Removed on the inside back cover of the book. Replaced on the page after the Random Number Table with in the back of this book. Replaced the one with the zero score with that combatant. Replaced reduced to zero with reduced to zero or below. Replaced points reduced with points possibly reduced.

    + +

    (Sage Advice) Removed at the front of this book. Replaced score of zero WILLPOWER points with WILLPOWER score of zero or below. Replaced all, so with all; so.

    + +

    (1) Replaced Stand back! with Stand back!. Replaced rain-water with rainwater. Replaced ahead, You with ahead. You. Replaced see themselves with see himself. Replaced mountains and with mountains, and. Replaced But how, with But how?.

    (4) Replaced quagmire, it with quagmire; it in the caption of the illustration.

    (6) Replaced special Item with Special Item.

    -

    (7) Replaced elementals with Elementals. Replaced elemental with Elemental.

    +

    (7) Replaced elementals with Elementals. Replaced elemental with Elemental. Replaced of the Earth with of Earth.

    (11) Replaced battle cry with battle-cry.

    +

    (12) Replaced more that with more than.

    (14) Replaced presence. hovering with presence, hovering.

    (20) Replaced less than 4 rounds with 4 rounds or less.

    (23) Replaced says. but with says, but.

    @@ -4475,16 +4488,18 @@

    (34) Replaced lake and immediately, the with lake, and immediately the.

    (37) Added with an opening that overlooks a large gorge and added an extra paragraph break before the last sentence of the first paragraph, in order to make text make sense.

    (39) Replaced consumate with consummate. Replaced appearance, Suddenly with appearance. Suddenly.

    -

    (42) Replaced hole on with hole in.

    +

    (42) Replaced hole on with hole in. Replaced aner and with anger, and.

    (43) Replaced this power with this Power.

    (45) Replaced all occurrences of vial with Vial.

    (48) Replaced Guild it with Guild, it.

    (49) Replaced fortress but with fortress, but. Switched the section numbers given for the two choices, to avoid unreasonable consequences of high ENDURANCE and WILLPOWER scores.

    +

    (52) Replaced companions; with companions:.

    (55) Replaced 8 WILLPOWER with 8 ENDURANCE. Since there is a question of whether you have survived this section or not, and WILLPOWER loss cannot kill you, ENDURANCE was likely what was intended. Replaced points but with points, but. Replaced warriors the with warriors, the.

    (58) Replaced tremble.Great with tremble. Great.

    (59) Added and wish to use it to the last choice, as there is no reason why it should be mandatory to use an Azawood leaf.

    (60) Replaced purpose? with purpose!.

    (62) Replaced cry Samu! with cry: Samu!.

    +

    (66) Replaced vision. His with vision, his. Replaced long bony claw-like with long, bony, claw-like.

    (67) Replaced continue you with continue, you.

    (72) Replaced Wizards staff with Wizards Staff. Replaced Black Mountains of Morn with black Mountains of Morn.

    (76) Replaced of table with of the table.

    @@ -4498,33 +4513,35 @@

    (102) Replaced Sadly you with Sadly, you.

    (103) Added If you possess insufficient WILLPOWER points to use any of these powers, turn to 242..

    (108) Replaced king.Either with king. Either.

    -

    (113) Replaced If you wish to attack the Kleas with the Magical Power of Sorcery with If you have the Magical Power of Sorcery and with to use it to attack the Kleas in the first choice. Added and wish to use them both against the Kleas, in the second choice. Replaced If you have the Black Rod of Shasarak and wish to use it with If you wish to use the Black Rod of Shasarak.

    +

    (111) Replaced gift, so with giftso. Replaced the Earth with the world.

    +

    (113) Replaced If you wish to attack the Kleas with the Magical Power of Sorcery with If you have the Magical Power of Sorcery and with to use it to attack the Kleas in the first choice. Added and wish to use them both against the Kleas, in the second choice. Replaced If you have the Black Rod of Shasarak and wish to use it with If you wish to use the Black Rod of Shasarak. Replaced advance, it with advance; it.

    (116) Replaced combat turn with combat, turn.

    (121) Replaced half light with half-light.

    (122) Replaced If you have the Black Rod of Shasarak and wish to use it with If you wish to use the Black Rod of Shasarak.

    (124) Replaced forward, you with forward. You.

    (125) Replaced Urik Very with Urik. Very.

    -

    (126) Replaced this power with this Power.

    +

    (126) Replaced this power with this Power. Replaced now, time with now; time. Replaced Staff and with Staff, and.

    (129) Replaced sleep but with sleep, but.

    (131) Replaced this power with this Power.

    (132) Replaced however it with however, it.

    (133) Replaced farewill with farewell. Replaced BIG with Big. Replaced the deadlands with the dead lands. Replaced all and with all, and. Replaced A Short Sword with Short Sword. Replaced A Backpack with Backpack. Replaced 2 potions of Laumspur with 2 Potions of Laumspur . Replaced swallowing 1 potion with swallowing one potion. Replaced A coil of Rope with Coil of Rope. Replaced all occurrences of Items with items.

    (135) Replaced exhausted you with exhausted, you.

    -

    (140) Replaced asks with asks.. Replaced out-sized with outsized.

    +

    (140) Replaced asks with asks.. Replaced out-sized with outsized. Replaced shoulder: with shoulder;. Replaced ears; with ears:.

    (141) Switched the section numbers given for the two choices, to avoid unreasonable consequences of high ENDURANCE and WILLPOWER scores.

    (143) Replaced If you have the Black Rod of Shasarak and wish to use it with If you wish to use the Black Rod of Shasarak.

    (145) Replaced spell whispering with spell, whisperingin the caption for the illustration.

    (146) Replaced 712 with 612.

    -

    (149) Replaced Kiro will with Kiro, will. Replaced eyebow with eyebrow.

    +

    (149) Replaced Kiro will with Kiro, will. Replaced eyebow with eyebrow. Replaced traders city with traders city.

    (151) Replaced and as with and, as.

    (153) Made the choice leading to Section 27 its own paragraph to better fit our format for the choices.

    +

    (157) Replaced the air, with the air.. Replaced say, feed with say. Feed.

    (158) Replaced women and with women, and.

    (163) Replaced swordman with swordsman.

    (165) Replaced this power with this Power.

    (168) Replaced magical Power with Magical Power.

    (170) Deleted that lies within the chest. Replaced If you wish to take the Black Rod and use it to open the magic-locked door with If you wish to use the Black Rod to open the magic-locked door.

    (171) Replaced your Current with your current.

    -

    (173) Replaced backpack with Backpack. Replaced one Item with one item.

    +

    (173) Replaced backpack with Backpack. Replaced one Item with one item. Replaced berries and with berries, and.

    (174) Replaced Magical power with Magical Power.

    (180) Added possess the Magical Power of Sorcery, and in the second choice.

    (184) Changed the choice which led to Section 300 to lead to Section 302 instead. This section was unreachable in the original and fits well in the context of the story here.

    @@ -4532,16 +4549,18 @@

    (186) Replaced closely, After with closely. After.

    (189) Replaced right? he with right? he.

    (192) Replaced Shield of sorcery with Shield of Sorcery.

    -

    (194) Replaced guagmire with quagmire.

    +

    (194) Replaced guagmire with quagmire. Replaced both occurrences of north-west with northwest.

    (196) Replaced giant. turn with giant, turn.

    (198) Replaced magical Item with magical item.

    (201) Replaced power of Prophecy with Power of Prophecy.

    +

    (203) Replaced escort look with escort looks.

    (204) Replaced women and with women, and.

    (207) Replaced counter-attack with counterattack.

    +

    (208) Replaced lie in with lies in.

    (210) Replaced Fire and with Fire, and.

    -

    (211) Replaced Masbal with Masbat. Replaced Lisson with Lissan.

    +

    (211) Replaced Masbal with Masbat. Replaced Lisson with Lissan. Replaced Shadaki; riven with Shadaki, riven. Replaced nation and with nation, and.

    (212) Replaced all occurrences of luneday with Luneday.

    -

    (213) Replaced menacingly as with menacingly, as.

    +

    (213) Replaced menacingly as with menacingly, as. Replaced tremble, it with trembleit.

    (214) Replaced mountains of Morn with Mountains of Morn.

    (215) Changed the choice to use Psychomancy to lead to Section 170 rather than Section 224. Added If you have the Magical Power of Prophecy and wish to use it, turn to 224.. Replaced If you do not possess this skill with If you do not possess either of these skills, or do not wish to use them.

    (216) Replaced six with eight. Replaced 257 with 257.. Replaced all occurrences of Items with items.

    -- 2.34.1