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 place 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 man’s 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 mankind’s 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.
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 survivor—a 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 child’s 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.
You are Grey Star, trained in the ancient lore of a Shianti Wizard. For sixteen years you have dwelt in safety on the Isle of Lorn, the hidden realm of the magical Shianti race, until Acarya, High Wizard of the Shianti, decides to send you upon a dangerous quest: to save your own people, the race of man, from the tyrannical Wytch-king of Shadaki, Shasarak. Held by their ancient vow to the goddess Ishir, the Shianti are unable to leave their island either to come to the direct aid of man or to retrieve the Moonstone, which possesses the combined forces of all Shianti powers and lies hidden on another plane. As a human, no vow prohibits you from leaving the island and you have been sent to recover the Moonstone and commanded to use its power to defeat the Wytch-king. The Moonstone is hidden on the Daziarn Plane, which can be entered only by finding one of its portals.
Your quest begins with the search for the Shadow Gate, a doorway to the Daziarn that never remains in one place for longer than a day and is invisible to the human eye. To help you find the Shadow Gate you first seek the Lost Tribe of Lara, a race of magical but primitive creatures called the Kundi, who possess the gift of astral vision, enabling them to see the gateways to other worlds and dimensions.
On first arriving at the Port of Suhn, the major trading port of the Shadakine Empire, you are befriended by Shan Li, a merchant who serves as your guide through these strange and foreign lands. A short while after, you are captured and imprisoned in the House of Correction, the prison of Suhn and citadel of Mother Magri, a Wytch in the service of Shasarak. Tanith, a young girl learning the ways of wytchcraft comes to your rescue. She helps you escape from the dungeons of Mother Magri and later sacrifices herself, calling the shadow demon, the Kleasá, against her to save you from its attack.
After many more adventures you come, at last, to the Azanam, the treetop home of the Kundi. They give you Urik the Wise, an old Kundi Shaman, to guide you to the Shadow Gate. The two of you cross the dangerous lands of the Shadakine Empire, pursuing Urik’s vision which leads you, finally, to the Forbidden City of Gyanima in the Mountains of Morn. Beyond is Desolation Valley and there you find the Shadow Gate. However, it is guarded by one of Shasarak’s many slaves, a demon Kleasá; in fact the very Kleasá that captured Tanith, who stands in the Gateway, eternal prisoner of Shasarak unless you can free her. Finally you discover a way of releasing the Kleasá and opening the Gate.
Bidding farewell to Urik, you prepare to enter the Gate.
To keep a record of your adventure, use the Action Chart.
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 prowess—COMBAT SKILL—your state of mind—WILLPOWER—and your physical stamina—ENDURANCE. To do this take a pencil and, with eyes closed, point with the blunt end of it onto 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 if this is your first Grey Star adventure, 25 if you have completed book one successfully, 30 if you have also completed Book Two. 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 and this is your first adventure, you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your Wizard’s Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero or below, you may not use any of your spells or your Wizard’s 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 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.
If this is your first Grey Star adventure, your education in the ways of wizardry is incomplete: you have mastered only five of the seven Magical Powers that the Shianti call the Lesser Magicks. The choice of which five Powers these are is up to you. If you have completed either books one or two or both of the Grey Star adventures, you may choose six of the seven Magical Powers. All of the Lesser Magicks may be of use to you at some point on your quest, so choose them with care. Your survival may depend on the correct use of a Magical Power at the right time.
The seven Magical Powers available to you are listed below. When you have chosen your five or six Powers, enter them in the Magical Powers section of your Action Chart.
This Power allows a wizard to transform his thoughts or desires into magical energy. By concentration of the will it is possible to create magical shields of force to bar doors or move objects. Sorcery drains more WILLPOWER points than any other Magical Power, and is most effective when your WILLPOWER points are high.
If you choose this Power, write ‘Sorcery’ on your Action Chart.
The Power of Enchantment enables a wizard to charm or beguile other creatures, and create illusions in the minds of others. He will be able to extract information from others, place thoughts and compulsions into another’s mind, or cause them to believe that imaginary events are actually taking place. Some magical or highly intelligent beings may be immune to the powers of Enchantment.
If you choose this Power, write ‘Enchantment’ on your Action Chart.
The Power of elemental magic allows a wizard some control over the natural elements of Air, Fire, Earth, and Water. By entering a trance and chanting incantations, you may summon aid from the spirits of the Elemental Plane. Elementals have very little understanding of man, and for this reason a wizard can never be sure of the nature of the aid the Elementals may send.
If you choose this Power, write ‘Elementalism’ on your Action Chart.
A wizard who possesses the Power of Alchemy is able, through the mixing of various substances, to create magical potions. Given the correct ingredients, a potion may restore lost energy (i.e. ENDURANCE points, WILLPOWER), or temporarily improve various abilities (e.g. COMBAT SKILL). The use of Alchemy may also allow a wizard to alter the nature of substances (e.g. change lead into gold), but the necessary ingredients and the correct equipment (e.g. a pestle and mortar) must be at hand. The use of the Power of Alchemy drains no WILLPOWER.
If you choose this Power write ‘Alchemy’ on your Action Chart.
The Power of Prophecy allows a wizard to foretell the future through meditation. A meditative state will allow a wizard to make the correct decision when facing conflicting choices or difficult actions; to discover the whereabouts of a person he has once met, or an object he has once seen. It may also allow him to determine the true nature of a stranger or a strange object. Magical beings or objects are sometimes hidden from the Power of Prophecy.
If you choose this Power, write ‘Prophecy’ on your Action Chart.
This Power bestows upon a wizard the ability to deduce facts about events by touching objects connected to them. Through deep concentration, a wizard may lay his hands upon any inanimate object and visualize scenes that have affected it. Visions brought about through the use of Psychomancy are often cryptic, taking the form of a riddle or puzzle. Some magic items are resistant to the use of Psychomancy and may, sometimes, impart misleading information.
If you choose this Power, write ‘Psychomancy’ on your Action Chart.
Mastery of this Power permits contact with the spirit realm. A wizard wishing to speak with the dead, or to call up a form from the spirit world, must draw a magic pentacle and enter a trance, when the use of the correct spell-chant will reach out to the Spiritual Plane. Standing within the protection of a magic pentacle, a wizard may consider himself to be relatively safe from harm. If he wishes to speak with a corpse, especially one whose former life was good and righteous, then a wizard can expect help and advice. However, contact with those whose former lives were evil or selfish can be a perilous, and often fatal, experience. Evil spirits are reluctant to return to the realm of the dead and may try to trick a wizard into freeing them into the world of the living. All spirits, good and evil, will require some service of the wizard in return for their aid. Any failure to perform this task, however difficult may result in the wizard losing his life.
If you choose this Power, write ‘Evocation’ on your Action Chart.
Your Staff is your most valuable possession. It looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is your main combat weapon, for you are untrained in the use of any other form of armed combat. It contains a potent force that is unleashed at will by the power of your mind, and causes a beam of destructive power to hurtle from its tip. Every time you unleash this power you must deduct 1 WILLPOWER point.
In the event that your enemy survives such an attack or should you fall victim to a surprise attack, you will be forced to engage in close combat and must attempt to strike your enemy with the Staff. If your attack is successful, a bolt of energy will be released from the Staff that is capable of inflicting great physical harm. If you wish to increase the amount of damage that you inflict in this way, you must use more WILLPOWER points and multiply the number of ENDURANCE points lost by the enemy, accordingly. For example, if you chose to expend 3 WILLPOWER points on your attack, all enemy ENDURANCE point losses would be multiplied by three.
If you enter combat without your Staff, deduct 6 points from your COMBAT SKILL. If you have no weapon at all, you must deduct 8 points from your COMBAT SKILL.
You wear the grey robe and hooded cloak of a Shianti Wizard. Your only weapon is your Wizard’s Staff (note this on your Action Chart under Weapons). You wear a Backpack containing 4 Meals (note under Meals on your Action Chart), and you have been given a map of the Shadakine Empire (note under Special Items on your Action Chart), which you place inside your robe.
If you have chosen Alchemy as one of your Magical Powers, then you will have a leather pouch for herbs and potions hanging from your belt. The Herb Pouch contains the following:
Mark these 4 items in your Action Chart.
Your Herb Pouch will carry a maximum of eight items.
Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.
Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given capital letters in the text. Unless you are told it is a Special Item, carry it in your Backpack.
There will be occasions during your adventure when you have to fight an enemy. The enemy’s COMBAT SKILL and ENDURANCE points are given in the text. Grey Star’s aim during the combat is to kill the enemy by reducing his ENDURANCE points to zero while at the same time losing as few ENDURANCE points as possible himself.
At the start of a combat, enter Grey Star’s ENDURANCE and WILLPOWER points and the enemy’s ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.
The sequence for combat is as follows:
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.
During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Grey Star may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.
You are about to begin a quest of utmost importance and terrible danger. Beware, for you enter a world quite different from the one you leave behind. Here, even the natural laws are strange and you will need all your wits and cunning to survive in this alien world.
You will find items that might be of assistance. Some Special Items will help you on your quest, others may be of no use at all. You must decide what to keep.
Be cautious in your use of WILLPOWER points, as your WILLPOWER is the energy source for your Magical Powers and your Wizard’s 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!