warriors, who eventually withdrew defeated, much to Shasarak's displeasure. Word spread of this victory and the strength of the Army of the Freedom Guild grew. Strategically, Karnali was too isolated to make a great impact against the Shadakine Empire, but, due to the surrounding Gurlu Marshes, it remained self sufficient. Soon, many were travelling to Karnali to escape the tyranny of Shasarak's rule. Pockets of resistance broke out in the townships of Wenat, Zhanis, Sena, and the city of Forlu, and the Freedom Guild soon dominated the hills and the plains of the south. They raided Shadakine supply trains and succeeded in depriving the empire of much of its wealth, cutting off all land routes to the Port of Suhn, the wealthiest and most important trade centre of the empire. An army is now formed in Karnali and, in three days, it will march against the Shadakine Empire, hoping to take Port Suhn in the first of many conquests. But, unknown to Sado and the Army of the Freedom Guild, a vast Shadakine force has been mustered in the Sadi desert. Soon, it will march against them. The Army of the Freedom Guild number ten thousand to the Shadakine's thirty thousand. The Freedom Guild cannot hope to succeed against such overwhelming odds. You must save them. Take them to the Forest of Fernmost. It is most important that you go there. There is little time and much to do Grey Star … ’
The voice grows faint and you realize that the Shianti will be unable to maintain contact for much longer. ‘And now, Grey Star, the contact breaks and we must return you to the world to begin the last of your great labours. Are there any last words of advice we can offer you?’
Your mind races as you think of all that you might need to know.
If you wish to know where the Shianti intend sending you and where in the Shadakine Empire your quest will begin, turn to 348 .
If you wish to hear the Shianti's own advice, turn to 6 .
If you wish to see Shasarak himself and perhaps discover something of his plans, turn to 340 .
War of the Wizards
by Joe Dever and Ian Page
2
Alas, you have been too much weakened by earlier struggles. His strength has mastered yours as the last of your own life-force is drained from your body. You have lost the duel and doomed all humanity to endure the reign of Shasarak's evil cruelty.
You have failed; your adventure is over.
War of the Wizards
by Joe Dever and Ian Page
5
You triumph and, with a last surge of energy, throw Shasarak tumbling to the end of the hall. Unfortunately the force of the attack shatters your Staff. On hands and knees, Shasarak crawls towards the wall of fire, muttering in choked breaths, ‘You shall not have me. You shall not have me.’
Suddenly he reaches out with his hands. ‘Agarash, our bargain!’ he screams. Agarash laughs once more. A plume of flame snakes out from the wall and wreathes itself around the Wytch-king.
If you wish to allow Shasarak to step through the flaming wall, turn to 350 .
If you possess 3 WILLPOWER points, and wish to fill the Moonstone with your power and hurl its power against the wall, turn to 316 .
War of the Wizards
by Joe Dever and Ian Page
6
‘We will advise you as best we can,’ he replies. ‘Although it is your own wisdom that has brought you, this far, you should not be afraid to trust your own judgement. In the matter of the inevitable challenge of Shasarak, we advise you not to stand against him immediately. He embarks now on a war that will be costly to his strength and demanding of his powers. Wait for him to weaken himself with some great deed of sorcery before journeying into his dark halls for the final duel. First ensure the safety of the Army of the Freedom Guild. Without your help, they will perish. Be on the constant lookout for allies, for the Wytch-king has many enemies, and look to the Forest of Fernmost — a mighty power dwells there and it will do well in your service.’
His voice grows faint.
Turn to 326 .
War of the
Heidi Hunter, Bad Boy Team