The Memory of Haakon
By Sean Robert Shaw
The Story So Far
Centuries of peace have passed on Magnamund--centuries of peace watched and warded carefully by the ever vigilant Kai Lords of Sommerlund--centuries of their dominance over the continent since the Darklords were destroyed--centuries in which the Dark God Naar could reflect on the defeat and destruction of almost all his servants--centuries in which he brooded on a way to strike back--centuries spent in contemplation of a new evil, a more massive evil, a more powerful evil than anything he has yet conceived--a new weapon to bring the final downfall of the forces of Good. You are that weapon.
Gradually over the years the Darklands, ancient home of the Darklords, have slowly been restored from dead wasteland to vibrant life. All the ancient strongholds of the Darklords have been overgrown except for one: Helgedad. Here, despite the best efforts of the Herbwardens to heal the land, the barren wastes have stayed the same.
Helgedad--the heart of evil-- in this city the Nadziranim and Lesser Darklords grouped together as an alliance of power and avoided the infighting and power struggles found elsewhere in the Darklands. Using their combined powers they have been able to retain their hold on this great city and the surrounding lands ever since the fall of the Darklords.
Using this council of Nadziranim, Naar has fashioned a way to resurrect the glory of the Darklords. Using many forced Drakkarim volunteers, the Nadziranim slowly changed the way their bodies worked, their minds thought, and how their souls reacted. They made improvements making the Drakkar race faster, stronger, smarter, and more evil. Thus were born the Skills of the Drakkar. Still, even with all these improvements, they still had failed to achieve their ultimate goal. Then they made you.
As all NeoDrakkarim are, you were improved by the Nadziranim as a babe. But unlike the rest, with you the Nadziranim succeeded. Inside your soul a streak of pure darkness resides. A part of the soul of Naar makes up your creation. You are directly connected to the mind of Naar, and by this are able to achieve things no man or being has been able to accomplish before. Now, for the first time, a man is able to become immortal. Through your discoveries you will blaze the path for other Drakkarim to follow, enabling the goal of Naar of not just one, not just twenty, but an army of Darklords readied and prepared to conquer the whole of Magnamund.
Even more sinister was the fact that these new Darklords would have most of the strengths and none of the weaknesses of the old Darklords. There would be no vying for power, but total and complete order based on rank. They could easily exist outside the Darklands, coming from a race that could breathe both the atmosphere of the Darklands and that of the rest of Magnamund. Indeed, if Naar's plan was brought to fruition, it was doubtful that even the Kai could stop him.
It is little surprise that the Kai uncovered this plot. Aware of the grave danger, they have launched a crusade with one objective: to destroy you. Swiftly they came, led by their leader the Supreme Kai Master, Rune Fire, and surrounded the fell city of Helgedad. Rune Fire, wielding the great weapon, the Sommerswerd, presses hard on the defenses of the city.
After waking one night as the guards barely defeat a Kai assassin right outside the doors of your chambers, you realize your danger, as do your Nadziranim mentors. They realize they must get you out of the city and also must find some way to break the siege. After hours of deliberation they arrive at their answer.
In all of Magnamund there is only one weapon with enough power to break the siege and turn back the Kai. It lies in the heartland of the Kai, near their very monastery fortress. Kept in a heavily guarded armoury, an evil weapon is kept from polluting their holy abode. It is Helshezag, sword of Darklord Kraagenskull. Discovered by the Kai two centuries ago on an expedition to the plane of Darkness, they brought it back for study, and to prevent evil from utilizing such a diabolical weapon. In it are great powers that only you, with your connection with Naar, are able to unleash.
But for one as inexperienced as you to be able to enter into the heartland of the Kai, you will need a power to protect you. This can be found in a Doomstone. Unlike most mortal men who would succumb to such an evil artefact, your link with Naar makes you immune. This stone was lost years ago in a great battle between Darklord Haakon and the Founder of the New Order of Kai, Lone Wolf. Located deep in the tombs of the Majhan, it has awaited centuries for you to retrieve it.
First, before these quests may even take place you had to find a way to escape the city. To accomplish this, you and an elite guard of Drakkarim Shock troopers embarked Kraan to fly above the encircling armies. To your surprise, the Kai were expecting such an attempt and were waiting. Ambushing you in a trap, you were forced to land in the Middle of the vast army.
Utilizing your skills and abilities you managed to evade capture and escape the clutches of their charismatic leader Rune Fire. Finding your way to the grown over ruins of Aarnak you were reunited with your guide only to find a new adventure awaited.
The Ruins of Aarnak were inhabited by a creature known simply as the Ghoulag, a monster created by the Nadziranim long ago. The Ghoulag was known to sell information and aid to anyone with enough to pay the price. For you, the price of passage to Vassagonia, and knowledge of the location of your goal lay in a test the Ghoulag had devised. This test would allow the Ghoulag to find out more about you and the special skills and abilities you possessed. Basically, it was trading information for information.
You passed his test, but only with a little difficulty, as in order to test your abilities thoroughly the Ghoulag had developed a deathtrap meant to destroy all but the most cunning and powerful. Released from the bonds of this nefarious test, you finally board the Ship 'The Bleeding Merchant' and ready yourself for a long and dangerous voyage to the Land of Vassagonia.
The basic rules are the same as found in Lone Wolf.
Combat Skill is 10 added to any number from a Random Number Table.
Endurance is 20 added to any number from a Random Number Table.
Combat follows as in the books.
You also start off with five of the Drakkar Disciplines. There are Disciplines beyond these, but these are yet to be discovered by your consciousness. The Superior Disciplines will be shown to you once you have mastered those presented below. For each adventure that you successfully complete, you will be able to choose yet another discipline.
Choose your five Skills carefully, for only a correct choice of Skills will enable you to accomplish your mission and fulfill your destiny in the skein of Naar.
If you have completed any previous adventures you already have your Combat Skill, Endurance, and Disciplines. You may have also acquired weapons, Special Items, money, and other equipment that you held at the end of your last adventure, which may also be entered on your action chart. You have learned much in your travels and acquired one more Drakkar Discipline of your choosing.
Lone Wolf © TM Joe Dever 1984-2000.