CHAPTER 23: A SLAVE TO BE, OR NOT TO BE ?
In this beginning chapter, you find yourselves as slaves in the imperial Lankharhan mines, somewhere in the northwestern Khanark Rockies. The problem is, you have no recollection of any other life than that of being born a slave and working in the mines. Thus, the main goal is to reclaim at least some part of who (or what) you really are, all the while struggling as mongrel slaves.
[Note #1: if you have played TiSL and WiSL, you have roughly 30% chance of beginning instead with Chapter 25. This chance is the same if you have played only WiSL, and drops to 0% if you have played neither TiSL or WiSL, or played TiSL only.]
[Note #2: you will notice that all of your equipment will be stripped from you when you begin the adventure. Do not worry, for you will get it back later on - see Chapter 26.]
[Note #3: you will also begin the adventure with your spell casting PC's bereft of any spell casting ability (i.e. spell casting abilities turned off). Again, these will return in due time - see Chapter 24.]
[Note #4: as in TiSL and WiSL, you need to carry food and water in WoML - otherwise, you will suffer the effects of hunger and/or thirst.]
Feature #1: whether you begin with this chapter or chapter 25, there are chances each time that you are asleep (camp) that you will have strange dreams. These dreams will show you fighting alongside people you have never known and against incredible foes that you have never seen -or so you think-. These dreams are sendings from the Gods who are trying to make you remember that you are in fact adventurers, not slaves.
Feature #2: there are two ways to gain your freedom from the mines - the easy way or the hard way (but the latter is so much more fun!) - see Chapter 24.
----------------------------------------------------------------------------------------------------------
-
When you start the scenario, you are already in the mines (at
x6y7) that you have known all your lives, as mongrel slaves not
gifted with psionic powers. Once the introduction is done, equip
yourselves with what you have been given and then move straight
to your left.
- Further down the mine shaft (x3y7), you will hook up with Nasslass
and Nerylka, two NPCs of the
scenario and good friends (as well as slave compatriots) you have
known as far as you can remember.
- Whenever you are in the mines, you can actually mine away to
your heart's content. To do so, you need: a)
a miner's pick (which you are given at the start), and b)
to stand near or at the end of a mine shaft (i.e. areas marked as
"mine" on the map bellow). Then, simply click on the
encounter button and use your pick: a few hours of hard labor
will be rewarded with the excavation of either rough ore, rough
gems and/or rough gems stones. Warning: never try to leave the
mines (through the normal entrance) without first dumping your
mined load into the carts (see key below) - otherwise, you will
be severely punished by your Masters!
[Note #5: a regular shift in the mines starts no later than 8:59 AM and ends not before 5:00 PM. Always remember that when you leave the mines to return to your quarters!]
Key
to the mines:
x15y26 - gates (guarded by overseers/psi-warriors). Never try to
leave with mined ore (see above) or before 5 PM!
x14y28; x16y27 - guard houses (useful if you start a rebellion -
see Chapter 24).
x15y29 - normal exit to surface (and slave quarters - see key
below).
x19y31; x7y25; x2y4; x12y31; x31y25; x32y15 - secret doors
leading to safe passages (for sleep of just goofing off, out of
sight from patrolling overseers).
x24y35; x37y20 - actual safe caves for sleeping or goofing off.
Collection area - many carts are there to dump your load. Simply
click on the encounter button and choose the appropriate action.
x28y4 - another secret door leading eventually to the surface
(see Chapter 24).
-
while wandering throughout the mines, you'll encounter patrols of
overseers as well as slaves being punished for whathever reason
(testimonials to the ruthless domination the imperials have over
non-psionic "mongrels" like your ilk). You may also
overhear interesting conversations from fellow slaves, especially
one concerning an old, crazy half-orc named Zorg (see Chapter
24).
- when you feel you have done enough work (and its a little past
5 PM), then leave the mines to return to your quarters (see key
below).
Key
to slave quarters:
x72y2; x74y2; x77y2; x79y2 - entrances to the mines proper.
x80y4 - gates to the storage warehouses (see map below).
x74y5; x77y5 - gates to the mines (guarded).
x80y9 - gates to the slave quarters proper (guarded). Warning:
after returning from the mines to rest in your hut (see below),
be sure to not cross the gates after 8:59AM; otherwise, you will
be late for the beginning of your (morning) shift and be severely
punished! When you return from the mines (after 5 PM), you are
handed out your daily allotment of food each time when you cross
the gates.
x82y8 - your very own hut to sleep and eat in (true!).
x86y12 - hut of Zorg the half-orc (see Chapter 24).
x74y10 - gates to imperial barracks and residences.
x72y14 - main gates of the "Imperial Mining Center of the
Northwestern Khanark Rockies".
-
once you have returned to your humble hut and rested well, you
can then return the morning after for yet another shift in the
imperial mines - either for actual mining or for more snooping
about.
Onward to Chapter 24!
Realmz and Divinity are © and ® products of Fantasoft LLC and Tim Phillips.