THE REST OF WAR IN THE SWORD LANDS

As previously mentioned (see Foreword), the current spoilersheet provides only the necessary information for the completion of the main story-arc (and related sub-plots) of WiSL. However, there are numerous other opportunities for adventure and exploration in the scenario, as well as lost treasures that await to be found by foolhardy adventurers such as you!

1- Adventurers Inc.

While most of the jobs offered by Adv. Inc. in Tanirith are related to the main story of WiSL, there are a couple of them that are not related and represent opportunities for pure adventuring:

2- Tanirith's Sewers and Undersewers

Aside from numerous lairs of sewer dwellers and other monsters, as well as hidden/lost treasures, here is what some of the other neat things you could find in there:

3- Coral Towers

The key to Coral Towers is essentially the same as described in the SL Guide. While everything is fine and well in Coral Towers this time around (see TiSL), the great sea serpent Sseshinibons has risen of late and has begun attacking ships sailing in the Southern Ocean. Queen Aquillae Ramoor will give you the mission of slaying the great sea serpent, along with the task of finding her wayward daughter who has run away from the castle: when you hook up with princess Jorale Ramoor in Wailsrond (see Chapter 11), she will speak to you of this as well (note: if Wailsrond has fallen, you will not be able to find Jorale there). The great sea serpent's lair lies within a cave on a small island far north and east of Coral Towers (you'll need to rent or own a boat to get there). Once you have dealt with Sseshinibons, simply bring back Jorale to her Queen mother for extra rewards (unless, that is, you chose to switch to Storm's side).

4- Snow Rockies

Aside from the frost giants and the crystal palace, lots of lairs belonging to beastmen, monsters and even to an ice dragon or four can be found.

5- Volcanic Rockies

Aside from the fire giants and the tellurian ruins, lots of lairs belonging to monsters such as pyrohydras and even to a red dragon or four can be found.

6- Desert of Astaroth

Aside from the Astur/Murdor tribes and the macremian ruins, numerous lairs of other beastmen tribes and various desert-dwelling monsters can be found. Use the oasises to refuel in water and food, but be careful of poisonous fruits <wink>.

7- Tlaran Caves

The key to the Tlaran Caves is more or less the same as already described in the SL Guide. Lots of lairs of monsters (mushmen, spiders, etc.) and humanoids (orcs, goblins, etc.) are to be found. Also, the lost temple of Erond is still there (see SL Guide): you can get useful clues related to the Overlords each time you go see the Oracle (the clues vary in function of what you have accomplished when you go see the Oracle; and yes, you may call this "inline" help <wink>). This time around, you may find the earth gnome city of Svirfnilbdome in the Tlaran Caves area, although the means to reach the city may be found in the Underearth.

The key of Svirfnilbdome is as follows:

x5y87 Gates

x4y82 Brivznafin's Little Shop of Curious Wonders

x6y82 Sfirnillim's General Store

x6y78 Temple of Woralduur

x4y69 Castle gates

8- Underearth

Monster/humanoid lairs and such are too numerous to list here; also, if you are brave enough, try exploring Greyshimmers (not much in there, but the thrill is to actually get there and enter) or the Unholy Cave and Tlarantale's temple in Naaz'Tzaraneen. Likewise, try to enter the noble houses in the shadow elf undercity, if you are craving for action (hint: you'll need the appropriate crests to pass through the gates of each noble house). Alternately, allow yourself to be taken as slave and then try to escape from the slave pens! Finally, if you find a way to Svirfnilbdome (see above), then you can use the earth gnome undercity as a base to rest between your forays in the underearth (or simply make use of the Lightless Gloom in Undermeet).

The key of Greyshimmers is as follows:

x72y14; x81y20 Gates

x76y17 General Store

x76y4 Gates to the temple of Orcas

x84y4 Castle gates

9- Umaldyr

Aside from the macremian ruins and some bandit lairs here and there, here's some of the neat stuff you can do while in Umaldyr:

10- Theft and Brawls

While in central markets, you may have the opportunity to try to steal from vendors if you cross over their stands; but if you get caught while doing so, chances are you'll end up in jail (and you may also lose some of the NPCs in the process for good, whereas you'll have to find the others to hook with them once more after your sentence is done). Conversely, you can always choose to fight or not when provoked in taverns; but again, chances are you'll end up in jail afterwards. Regardless of how or why you are sent to the slammer, you have little choice but to wait out your sentence once you land in jail.

11- Training

Remember that you can train at Adv. Inc. in Tanirith, if you have the money to pay. Training skills that can be acquired include "survival" (+1 resistance vs fire and frost), "mental discipline" (+1 vs mental attacks) and/or "expert fighting" (+1 attack/defense). These can be useful in a crunch.


These pages and their contents (except otherwise noted) are © Pierre H. Vachon (Psion) and may not be reproduced in any way or for any purpose without the express permission of the author.
The Sword Lands and Anarym are © Pierre H. Vachon.

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