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Old 03-21-2001, 08:36 PM   #2
Sazerac
Ironworks Moderator
 

Join Date: January 7, 2001
Location: Monroe, LA
Age: 60
Posts: 7,387
To continue: (from the Manual from Wizardry VII: Crusaders of the Dark Savant):

"With the disappearance of the Cosmic Forge, a pen with the power to alter destiny, the Cosmic Lords had temporarily lost their ability to completely control the fate and destiny of the Universe. In an unexpected occurrence far out in space, a Miner’s ship, lost due to a navigational malfunction after being attacked by space pirates, stumbled upon a small world which was uncharted on any map of the known galaxy. As it so happens, the Cosmic Lords were aware of the presence of this small planet and had safeguarded its existence by using the Forge to prevent any discovery by outside worlds. Once the Forge was stolen by the Bane King and Xorphitus the Wizard (the story of Bane of the Cosmic Forge) the planet’s obscure position in space could no longer be protected from discovery.

When the Miner’s vessel returned to its own home world, news of the discovery began to spread. It was rumored to be the Planet of Phoonzang, "Lost Guardia" by legend, and the secret resting place of the famed "Astral Dominae," Phoonzang’s only known record of his final and greatest discovery.

The legend of the Astral Dominae dates back to a prior millennium. It tells of a great artist and scientific genius, Phoonzang, and his discovery of some deep secret, rumored to regard the power of the universe and of life itself. Phoonzang decided this secret was too powerful for anyone else to know, for if it could create a universe, it could also destroy one. So, he was faced with a choice: either destroy his discovery, his life’s work, or hide it in such a way that it would not fall into unscrupulous hands. He opted for the latter, knowing that a day might come when the secret could be safely revealed and the universe could ascend towards a new destiny.

The legend continues that he created a stellar globe, called the Astral Dominae, and encrypted his secret therein. Using the power of his secret, he created a new world, Guardia, designed to safeguard his work. He himself had become a god, for his was the power of life itself, and as he created the planet, he also created creatures to live there and to protect his secret. Entombing the Astral Dominae somewhere on this world, he made a map, consisting of many parts and then spread the parts throughout the lands of his world. Convinced that his secret was secure, Phoonzang disappeared forever.

With the discovery of the lost planet, Lost Guardia, news traveled fast that the legendary tomb of the Phoonzang’s last work, the Astral Dominae, was a reality. But while there are many who might covet the great secret, only a few have the power and resources to undertake its recovery.

One of these is an enigmatic traveler of the stars, known only as the "Dark Savant." Navigating all frontiers of space in his legendary black ship, not much is known of the Dark Savant except that he is considered by most worlds to be one of the most powerful entities alive, pledging alliance to no one but himself.

At the forefront of all known Galactic worlds, two rival species dominate the space trade. First, the militaristic Umpani - a lawful race of stout pachyderms who, while considered to have the greatest assemblage of military war power in the Galaxy, are known to be fair and reliable traders. Second, there is the feared and unscrupulous T’Rang - a repulsive spider-like race who will do anything if the buyer is willing to pay the price. While the T’Rang can never be fully trusted, they still manage to control the greatest trading network in the galaxy, surpassing even that of the Umpani. The T’Rang will stop at nothing to procure what they seek, and have always fulfilled their contracts, no matter how dirty the deed.

Naturally then, the Umpani and the T’Rang are strict competitors and strongly detest each other. It is suspected by some, however, that certain alliances exist between the two that prevent any third parties from entering the space trade picture, thereby strengthening the suspected cartel which, in turn, keeps the prices of their wares profitably on the high side.

There is a rumor that the T’Rang are actually in the service of the Dark Savant, who has held a long standing contract with them to find Phoonzang’s missing world. Naturally then, if the T’Rang are involved, the Umpani won’t be far behind. For it needn’t be said the affair would bode them no good fortune should the T’Rang obtain the Astral Dominae … no good at all.

There is one other, Vi Domina, a young girl with a reputation of being a rather fierce and deadly warrior, and who is also rumored to be a far distant descendant of Phoonzang, himself. Her lineage was traced by the T’Rang to repay a favor to the Dark Savant, and she was taken into his custody shortly thereafter. It is unknown whether her connection to the Dark Savant is willing or coerced, but it appears the Dark Savant believes she may hold some yet unsuspected key to unlocking the secret of the Astral Dominae.

The lands are also populated with a variety of native sons, and although they appear to be simple and primitive, there are indications that a great technical civilization may have evolved on Lost Guardia in the ages since the planet was created by Phoonzang. It is not known what role, if any, they may play in uncovering the Astral Dominae, or what secrets they may hold for those who venture in from outside worlds. And, with the startling appearance of the travelers from the stars, some have begun to suspect that their own legends may be unfolding, and the prophesied end of their world is at hand.

These are the players then, that inhabit the world of Lost Guardia, and play a role in the quest for the Astral Dominae. Thus it is that our party of brave adventurers shall set foot on Lost Guardia, and themselves seek out the truth of the Astral Dominae."

To start Wizardry VII, if you imported characters from Bane (Wiz 6), you would start from 1 of 3 positions:

Endings 1 and 3 (from the post above) where you get the Cosmic Forge end with a strange being known as Alethiedes coming in and grabbing the Pen from you. In the beginning of Wizardry 7, he tells you that he is an emissary of the Cosmic Lords, sent to retrieve the Bane Pen and restore it to the Cosmic Circle. He tells you what has transpired (the above story) and then takes you to Lost Guardia. Your party starts just north of the Orchid field, east of Dionysceus (the Dane tower).

Ending 2: (where you kill Bela): Your spaceship is intercepted by none other than the Dark Savant himself. He places you in the charge of the T'Rangs, whom he has sided with, and deposits you just to the east of Nyctalinth, the T'Rang stronghold far to the northwest of Lost Guardia.

Ending 4: (where you side with Bela): Bela takes your group to Lost Guardia, where he drops you off just south of Ukpyr, the Umpani stronghold (Bela is friends with the Umpani). He then takes off again, never to be seen in the game (too bad, it'd have been fun with a dragon sidekick!)

A fourth starting point is just south of the Orchid field, for new parties who were not imported from Bane.

Your quest: to find and retrieve the Astral Dominae, either for Alethiedes or for the Dark Savant, whomever you have teamed up with.

Throughout the travels in Lost Guardia, you meet all the races of beings present on the world; the Dane, the Munk, the T'Rang, the Umpani (which are extremely like the "Giff" in the Forgotten Realms D&D universe, IMO), the Gorn (a race of FRIENDLY orcs!), the Rattkin (which were carried over to Wizards and Warriors), and the Helazoid, descendents of the ancient race of the Higardi.

Using your wits and the clues Phoonzang left behind, little by little you gather the necessary tools to find the Astral Dominae. You are aided by a strange warrior-girl by the name of Vi Domina, who gives you a homing device so she can find you and so you can call her. When you find the artifact at last, calling her will also, unfortunately, call in the Dark Savant who has gone insane over obtaining the orb and starts fighting your party. After defeating him, Vi Domina asks the fateful question: "Did you find a ship?"

This is the key to the endgames. Answering "Yes" will end the game in the City of Sky. Answering "No" (lying, in effect, since you had to find the ship to get the keys to get the Astral Dominae) will end the game in New City.

The four endgame sequences for Wiz 7 (and what Wiz 8 will be based on) are as follows:

1) Say "Yes" to Vi Domina, go to City of Sky, meet the resurrected Dark Savant, who challenges your party for the "GLOBE" or the "GIRL". Choosing the "GLOBE" will send your party into indefinite suspended animation in darkness. (Death? Who knows until Wiz 8 comes out?)

2) Say "Yes" to Vi Domina, go to City of Sky, meet the resurrected Dark Savant, who challenges your party for the "GLOBE" or the "GIRL". Choosing the "GIRL" will save Vi Domina's life, but the Savant escapes with the globe. The game ends with your party and Vi Domina chasing him deep into space.

3 & 4) Say "No" to Vi Domina, go to New City, meet the resurrected Dark Savant, blah blah...if you choose "GIRL" this time, after the Savant departs, the door bursts open and Umpani and T'Rang forces burst in, fighting one another. The 3rd and 4th endgames depend on whether you decide to side with the T'RANG or the UMPANI. Ending 3 sides you with the T'RANG, defeat the UMPANI, and go with them on their spaceship chasing after the Dark Savant. Ending 4 sides you with the UMPANI, defeating the T'RANG, and go with them on the Umpani ship chasing after the Dark Savant.

No doubt Wiz 8 will also have a 5th starting posiiton for those who didn't go through Wiz 6 and 7.

Allegedly Wiz 8 takes place on Domina, the birthplace of Phoonzang and the Astral Dominae, the legendary home of the Higardi, and is located on the edge of the Cosmic Circle. That is where the new saga begins.

-Sazerac

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