A Friendly Visit



Prologue[edit | hide | hide all]
Dargem: All worthy men must work tirelessly to iron out their flaws; only one does resolve itself. Youth, that is. Such a pity that the missteps taken under its influence do not go away as it does. When I departed from this land, I swore I would never set foot on the rocks of Nighon again; all I left behind was burned bridges. Yet here I am, back at the shores of my home country. Had young Dargem Llywellyn not been the daredevil he was, perhaps now that business has brought me here, I would have even felt a touch of... nostalgia.
Scenario[edit | hide]
Timed events[edit | hide]
Day | Title | Message |
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Day 1 | Day 1.1 | Dargem's diary. Entry 234:
Stella: "Mister Dargem?" she inquired.
Stella: "I am Stella. And I am looking for..." she paused. "Um. I'm looking for someone who would take on a very important mission."
Stella: "That is irrelevant," she smiled again. "I chose you not because of what you charge, but rather because of... the specifics of the task at hand."
Stella: "You will have to go to Nighon," Stella said with a sigh.
Stella: "The fact that you know those parts better than anyone else who could be up for the job," my potential employer argued. "Besides, you're a mage. And an appreciator of rare ancient items..."
Stella: "Naturally. I apologize if this discomforts you... but I couldn't possibly go looking for a mercenary blindly. I needed a special man."
Stella: "Of course," Stella became serious. "If you complete the mission in Nighon, you will have the opportunity to participate in an expedition to locate one of the few truly legendary artifacts in existence.
Stella: "I am not authorized to disclose it yet. Your first objective will be in Nighon." |
Day 1 | Day 1.2 | Dargem's diary. Entry 235:
The outline of things to do, I must say, gave me pause, but I managed to keep my thoughts to myself. I was to deliver a thing called Dragon Shield to the Nighonian town of Maramec. Stella gave me a hefty purse of gold to equip my expedition and procure everything I needed. I haven't the slightest idea of who wants this shield there or for what purposes, but the dungeon lords are less than likely to welcome me back with open arms. We ("We!" I'd long gotten out of the habit of saying "we" when talking about Nighonians!) have never had a lot of warm feelings for surface dwellers. Same story as with pirates and landlubbers. Well, much time has passed; I am no longer a tunnel rat, but rather a bilge one. My former friends and colleagues detest me; what else is new? I will now have to once again step inside the cold innards of Nighon. Feelings are feelings; work is work. |
Day 2 | Day 2 | Dargem's diary. Entry 236:
The rough outline of an action plan is ready. Now we must prepare so that everything goes according to it. |
Day 3 | Day 3 | Dargem's diary. Entry 237:
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Day 5 | Day 5 | Dargem's diary. Entry 238:
My love of rarities keeps bringing troubles on my head. My career as a warlock ended after I stole the legendary Helmet of Anduran from none other than Tor Anwyn. What could I do? I just couldn't avoid doing it! I wanted to touch the Helmet, study it... know that I, and not anyone else, have this relic in my collection. In the end, it was Tor's own fault: he wouldn't sell it to me, whatever was the price I offered... Darn it, I'm just burning with impatience! |
Day 11 | Day 11 | Dargem's diary. Entry 240:
Maramec is in the northeast. Per Stella's instructions, I have to hand over the Shield to someone in this town. This person will seek me out and pick up the artifact. Then, I can sail away, to never, ever come back! That's when I'll find out what kind of expedition I'm being offered. |
Day 18 | Day 18 | Dargem's diary. Entry 241:
The Empire of the Endless Ocean, I think that's what they call us. Sounds grand, doesn't it? The pirates themselves are a very diverse people. Many were born and raised on board, and they don't know any other life. One can say that a pirate in these parts is a hereditary profession. It's not easy for an outsider to become one of them, unless he can make an instant, strong impression on others. The most powerful, smart, and brave among the pirates become captains and navigators. The rest are their troops. At the same time, notably, there is a unique atmosphere of solidarity and brotherhood among them... at least when at sea. There is unwavering discipline and subordination on pirate ships. Even the Erathian Guards could envy them. Everything changes as soon as the pirates come ashore, though! They instantly turn into slovenly loafers. They like to drink and smoke; most would never tell claret from port, yet still, they pride themselves in splurging on fine wines and tobacco imported from the colonies. They love gambling, fighting, and women. In other words, they enjoy everything that is forbidden on board. And yet, at the first call of their captain, they instantly pull themselves together, becoming a formidable force. I've always been surprised by these metamorphoses. Each pirate is proficient in several types of weapons, usually rapiers, cutlasses and pistols. The pistol is an achievement of the Bracadan alchemists. This fairly easy-to-manufacture weapon has not yet become widespread among the other kingdoms of Antagarich. Jadame is another thing altogether... but I digress. In fact, the pistol is a miniature likeness of a ship's cannon. A skilled shooter can take down a knight, armored from the heels to the top of his head, with a single shot. I believe that the feudal lords of Erathia and Enroth are simply afraid of these weapons spreading among the commoners, and the Bracadans simply do not need them—they have their magic. The Regnans, however, do not suffer from any silly phobias; this wonderful invention sees the widest use there. |
Day 20 | Day 20 | Dargem's diary. Entry 242:
Escaped serfs, former prisoners of war who decided to stay among their captors, and the aborigines of many small islands belonging to Regna — they all become sailors. These are the trusty workhorses, suitable for a variety of purposes. They do most of the menial work on ships, fight shoulder to shoulder with the pirates, and do hard labor on land. Those sailors who manage to save up some money and decide to step away from maritime affairs settle on the islands. They work as blacksmiths, innkeepers, and shipwrights... It is very hard for a run-of-the-mill sailor to become a full-fledged pirate, but those who have distinguished themselves in combat are highly respected. They're called cutthroats—they make up the backbone of boarding parties. |
Day 24 | Day 24 | Dargem's diary. Entry 244:
Some pirates strive to find out how different nymphs are from human women. Hmm! This has never piqued my own interest. Come to think of it, a nymph, allegedly made up of water, should be much cleaner than your regular Regnan wench... Bah! Gods only know where such thoughts can take one! I shall only note here that one can often hear stories about the "uncle of the brother-in-law" of someone, who had allegedly married a nymph." |
Day 32 | Day 32 | Dargem's diary. Entry 247:
Their bodies lack feathers, and there is something markedly reptilian in their appearance. The Ayssids feed on fish; to catch it, they dive into the sea from great heights. Apparently, they are great underwater swimmers and are able to hold their breath for a very long time. A hungry or enraged ayssid can attack any other creature, not excluding humans—these creatures do not know fear. It is said that the Ayssids also occur in the Planes of Water and Air, but alas, I have not been there myself yet and I cannot confirm this. The pirates of Regna have been raising and training ayssids for generations. These creatures make good protectors and hunters, comparable to the griffins of Erathia. One can buy an egg at any market in Regna and raise oneself a loyal friend—if one knows anything about training animals, of course. A combination of a coming-of-age ayssid and an inept, insufficiently firm owner is a recipe for pecking to death waiting to happen. |
Day 56 | Day 56 | Dargem's diary. Entry 248:
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Rumors[edit | hide]
Title | Message |
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Captain Skull | They say that on the remote island of Cursed Bone, a treasure trove of ancient pirates is hidden, guarded by a curse conjured by Captain Skull. Only one who is not scared of a dangerous adventure will gain wealth and fame, but first, he will have to defeat the Skull himself. |
Dragons | If you don't hurry, the warlocks will definitely bring the dragons! |
Dragon's Blood | I don't believe these tall tales! There's no way a person can just turn into a dragon. |
Hangover | Avoid being too liberal with hair of the dog that bit you! |
Heroes 4 | They say there's a filthy hole somewhere on the coast of Nighon called the Rusty Mug Tavern. Pirates are often seen there. |
Homecoming | Taugarn is said to be the most powerful dragon in all of Nighon. |
Mutare | It's dirty lies that Mutare's cause is backed with Erathian money! Mutare is a true leader and our future queen! |
Nighon surface | The surface of Nighon is mostly deserts, but warlocks have built towns there as well. |
Prisons | They say several pirate captains are being held in prisons off the coast of Nighon. |
Objects[edit | hide]
Events[edit | hide]
Location | Message |
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6, 8, 0 | Entry from Dargem's diary:
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61, 48, 0 | Entry from Dargem's diary:
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9, 64, 1 | Entry from Dargem's diary:
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68, 5, 1 | Entry from Dargem's diary:
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19, 53, 1 | Note: ONLY applies to AI ![]() Bonus dragons (for max difficulty) ![]() |
Towns[edit | hide]
Location | Player | Type | Name |
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8, 41, 0 | ![]() |
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Corsairo |
56, 67, 1 | ![]() |
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Darklyn |
68, 4, 1 | ![]() |
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Maramec |
53, 8, 0 | ![]() |
Zolwyn | |
54, 62, 0 | ![]() |
Port Victoria | |
40, 2, 1 | ![]() |
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Heroes[edit | hide]
Location | Player | Hero |
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10, 43, 0 | ![]() |
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39, 6, 1 | ![]() ![]() |
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41, 56, 1 | ![]() ![]() |
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52, 26, 1 | ![]() |
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56, 67, 1 | ![]() |
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56, 68, 1 | ![]() |
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61, 49, 1 | ![]() |
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67, 6, 1 | ![]() |
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68, 4, 1 | ![]() |
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Monsters[edit | hide]
Location | Type | Result |
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5, 47, 0 | ![]() |
Entry from Dargem's diary:
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24, 22, 0 | ![]() |
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Seer's Huts[edit | hide]
Location | Quest | Reward | Messages |
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![]() 26, 22, 0 |
Defeat:![]() at (23, 18, 0) |
15 ![]() |
Proposal:
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![]() 27, 69, 0 (repeatable) |
Return with: 5000 ![]() 20 ![]() 20 ![]() |
10 ![]() |
Proposal: On the seashore, near the remains of a sea bird's nest broken up by the waves, you are met by a mysterious lizardman. With sad eyes, he turns to you:
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![]() 33, 1, 0 |
Be:![]() ![]() |
(none) | Proposal: It looks like Miriam lives in this cabin, but no one's home right now. Perhaps you should seek out the home's owner? Progress: Unfortunately, the door can only be opened by the home's owner. Completion:
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Be:![]() ![]() |
+2 ![]() |
Proposal:
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![]() 54, 37, 0 |
Defeat:![]() at (50, 35, 0) |
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Proposal: The Black Knights chased this fisherman away from his favorite spot where the sea bass always bit well. The old man claims he was once an admiral, and fishing is just a way for him to pass his old days in peace. He asks you to chase the knights off; as a token of gratitude, he will tell you some secrets of handling a ship. Progress: The fisherman says that the knights have settled town next to three palm trees, by the coast. Completion: Great! The knights are exiled! Would you like to take a lesson in navigation from the retired admiral? |
![]() 65, 23, 0 |
Return with:![]() |
+2 ![]() |
Proposal:
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![]() 71, 0, 0 |
Return with:![]() |
5 ![]() |
Proposal:
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Quest Guards[edit | hide]
Location | Quest | Reward | Messages |
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![]() 39, 9, 0 41, 58, 0 69, 66, 0 |
Be:![]() |
(remove) | Proposal: The guards here will only let those who fly the tan flag pass. Progress: The guards here will only let those who fly the tan flag pass. Completion: The guards note your tan flag and offer to let you pass. Do you accept? |
![]() 52, 25, 1 |
Return after: Month 1, Week 3, Day 7 |
(remove) | Proposal: Closed till month 1, week 3, day 7. Progress: Closed till month 1, week 3, day 7. Completion: You are free to go through now. Do you wish to pass? |
![]() 60, 48, 1 |
Return after: Month 1, Week 2, Day 7 |
(remove) | Proposal: Closed till month 1, week 2, day 7. Progress: Closed till month 1, week 2, day 7. Completion: You are free to go through now. Do you wish to pass? |
![]() 65, 12, 1 |
Return after: Month 1, Week 2, Day 5 |
(remove) | Proposal: Closed till month 1, week 2, day 5. Progress: Closed till month 1, week 2, day 5. Completion: You are free to go through now. Do you wish to pass? |
![]() 66, 59, 1 |
Return after: Month 2, Week 1, Day 1 |
(remove) | Proposal: Closed till month 2, week 1, day 1. Progress: Closed till month 2, week 1, day 1. Completion: You are free to go through now. Do you wish to pass? |
Quest Gates[edit | hide]
Location | Quest | Reward | Messages |
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![]() 26, 15, 1 29, 50, 1 44, 61, 1 |
Be:![]() |
(pass) | Proposal: The guards here say they will only let those who fly the orange flag pass. Progress: The guards here will only let those who fly the orange flag pass. Completion: The guards note your orange flag and offer to let you pass. Do you accept? |
Pandora's Boxes[edit | hide]
Location | Type | Result |
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8, 5, 1 | ![]() |
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51, 26, 1 | ![]() |
Note: ONLY applies to AI ![]() Powerful spells for the two highest difficulty levels ![]() ![]() ![]() ![]() |
53, 26, 1 | ![]() |
Note: ONLY applies to AI ![]() Spells for Normal and Hard levels ![]() ![]() ![]() |