Kingcomrad gets butthurt at these accusations.
following the road, we find this village.
I'm looking for an old astrologer. He's supposed to live around here somewhere.
Oh, you must have been sent to make sure that those people only do what they are supposed to!
What do you mean 'those people'?
A strange detachment recently passed through our town. Actually, I would rather call them a gang. There were no noble warriors among them, and they acted like regular outlaws. I didn't want to talk to them, but their chief showed me the pennant of death proving that they are on an official mission from the Necromancer Guild.
So what did they demand?
They, too, wanted to find the astrologer, and I had to tell them how to find him. Take the road up north, and then go right at the crossing. I'm starting to worry about them now. I hope they don't hurt the astrologer or Dina, his granddaughter. Maybe you can warn them?
We shall protect the innocent astrologers!
But first, of course, we go explore the surrounding areas. Not much to be found except some wild animals...
Level 2 ghosts...
Some art deco...
And a bandit camp. They are probably the bandits the headman spoke of.
We'll play along for now.
To the south, we find some shady fellow at a bridge.
You are as presumptuous as you are poor and Irish!
The outlaw sucks schlongs and dies in a few seconds.
On his corpse we find this banner. Perhaps it'll prove useful later.
A bit to the east of the bridge, Igles gets a few fireballs to the face. Filthy negrodancers, they have to be friggin' everywhere.
But we now have countermeasures for their silly fireballs.
Igles is launched as a human torpedo and quickly chops the two wizards. Also, the necroes are using a spell that creates darkness around the party. This mainly reduces your sight range to a minimum, which is pretty annoying if all heroes are struck by it. However, Kingcomrad managed to stay on its edges and was not affected, so we can still see the enemy.
The necromancers were trying to raep some woman.
All I can do for you is avenge his death. Those who commanded the assassins got what they deserved. But what did they want from you?
The necromancers wanted to find out what I know about my grandpa's observation of the falling of the Three Stars. It seemed very important to them!
It is important for me as well. Everything points at some dark mystery connected with the Fallen Stars, and it has to be solved. Trust me.
The people who attacked our house took everything of value away. Grandpa's papers were among some other things. The bandits didn't think of telling the Necromancers about the papers, and I kept silent as well. If you could only regain the papers!
We'll have to return to the bandits we've met before. But first, some more sightseeing.
This is a level 2 troll.
Bitch is pretty tough, and can hit Igles with the force of a derailed tramcar, so, as always when facing too powerful enemies...
Igles keeps running in circles, while Kingcomrad shoops. This is even easier than with the ogres because trolls are slow as fuck.
And soon, the troll is done for.
North we find some level 2 bone snakes. I don't think we've met them before.
And what is this? Another necromancer. But he seems non-hostile.
Not as non-hostile as you might think...
Unfortunately, Kingcomrad was a little too close and swallowed a few fireballs. Nothing a quick timewarp couldn't fix.
In the northern reaches of the map we come to the borders of the dreaded desert. We'll be doing quite a few quests in the desert, and believe me, it's
NOT a merry place.
We also come upon this level 2 ogre. More running in circles for Igles *shrug*
BUT THE BITCH IS NOT ALONE. There's absolutely no way we can face such tremendously overwhelming odds and have to run away.
So we return to the bandits:
As you can see, Rage of Mages 2 is a True RPG (TM), which means you can use Outlaw Diplomacy.
The papers we got from them.
Aaaaand we return to the astrologer girl.
My grandpa and I had no relatives, so you can't take me anywhere. I have no place to go. I... I don't know what to do! What if the necromancers come back?
Then you may join me. My new friend and I have decided to discover where the three stars have fallen, and find them. Our quest is complicated and dangerous...
That's ok! I'll go with you. It's better than staying among ruins, next to a new grave...
I'm glad, partly because I can't read the papers I got from the bandits. The astrologer was cautious and used secret symbols. Can you read any of this? Take a look!
Just a moment... the locations where the Stars have fallen are marked here. One in the plains, another one in the Ancient Woods, third one in the Hemer Desert.
And thus, we are joined by our third, and last, party member. Dina is a mage, so she'll take Kingcomrad's duty of being the party's healbot, so that KC can focus on offence.
In the city, we get new flavour dialogue:
The shop has new warez, which means we can finally buy Kingcomrad something that packs a punch. Say hello to the fireball spell
Dina also gets some basic equipment.
And she doesn't look silly at all. No sir.
Since we advanced in the storyline, our mercenaries got some better gear.
We already have that star. It was a gift from the villagers, and that's why we started this quest. Read more, what else does it say?
Have some patience. The second star must be somewhere in the Ancient Woods, while the third one has fallen in the south, where the orcs and goblins dwell.
So where should we go first?
It's hard to tell. The druids populate the Ancient Woods, they don't welcome strangers from the plains into their lands...
Your words and intonation leave no doubt. The one who enters the forest will have his liver removed and his bowels released. Did I phrase that precisely enough?
I have no idea. There just isn't much known about them. For example, my uncle says that the king's warriors will find nothing but death in the land of the druids. However, he also mentioned that some people managed to earn their trust, but nobody knows how they did it.
And my grandpa considered them noble and just. He said that they expect anybody's beliefs as long as that person does the same for others.
Well, enough about the druids. What do you know about the location to the south?
Nothing good there either. When the world was broken into the Allods, a horde of orcs and goblins tried to stay on Yases, and tried to conquer the Allod. Their raids fought against our army, however the king's warriors couldn't completely destroy them, so a fragile balance was reached that lasted to this day.
The choice is difficult. I suggest leaving town and then considering our options again.
Apparently, the warrior mercenary also has something to say.
Hi, Igles! I see it's still easier to find you in a tavern than in your own home!
At least here, no one reminds me of the necessity to become the 'perfect officer'. My folks just can't understand that noble families aren't all that important on the Allod anymore.
Unfortunately, you're right. The necromancers are gaining more and more power, even in the army. They aren't giving orders yet, but they can make the officers do what they want.
Some of them have already tried to give orders in my land, so I had to remind them just who was the master. Of course, you don't need to announce this in the marketplace. I don't want to believe that the necromancers I fought were actually following the Guild's orders. It must have been the initiative of some rebel Necromancers. Even so, their impudence is intolerable! I'm afraid that one lesson won't be enough for them.
You're not the only one annoyed by the dominance of the Necromancer Guild. Even the army officers are ready to rise against them. I heard that a whole regiment has rebelled already! The commander kicked out the mages, and then took his troops to the mountains. A huge force is gathering to punish the rebels. I hope I'm not making a mistake by trusting you and your friends?
You did right by telling us. I can't make any promises, but I have a strong suspicion that the rebels won't be the ones who get punished. By the way, why didn't you rush to their rescue?
Like all soldiers, I have sworn an allegiance to the king. We must obey his orders as long as he's alive. It is not that easy to break one's oath, you know!
Sucker.
There's also this sleazy guy.
Good day, good man. The innkeeper said that you have a good offer for us.
It might be for you, it might be for someone else, if we don't make a deal. I can't really be picky, though. Look, I gotta get my butt to a place beyond the Druid woods. I know the way to go. I did it with some guys before, but they're not here now. I can't make it alone, so the deal is you take me through, I pay cash, no questions asked.
Listen, Sir Igles, this man talks very strangely. We may be better off if we don't go with him anywhere.
Oh please, Dina. I told you not to call me 'sir'. As for this man, some people do talk differently, but he's asking for help after all...
We should also keep in mind the financial side of this affair. Our funds are quite limited right now... I suggest that we help this man and collect the reward.
Checking the shop again, we find this mithrill armour that we buy for Igles.
It sure makes him look superfat.
So, the choice is:
Main Quest I: tree-hugging hippies.
Escorting the sleazy guy for hueg $$$$
Protecting knights from the Negrodancers.
Main Quest II: Operation Desert Storm.
Which is the best and why? DISCUSS