The Magician (Contact)
Overview
The Magician | |
---|---|
Sage of forbidden knowledge | |
Zone | Night Ward |
Coordinates | (1935, 105, 1373) |
Level Range | 30-35 |
Introduced By | Sir Bedwyr |
Introduces | None |
The Magician is a Praetorian contact in the Bedlam neighborhood of Night Ward at coordinates (1935, 105, 1373). His level range is 30-35. The Magician can be found 348 yards NE of the Bedlam neighborhood marker, standing on a rocky outcropping in the water.
Contents
Introductions
Contact Introduced By
Contact Introduces
- None
Information
Sage of forbidden knowledge
The Magician is a mysterious man. Nobody knows how long he has lived, or why he lives in the Netherworld, but what they do know is that he is a keeper of ancient and forbidden knowledge.
Prior to Introduction
Missing Prior to Introduction Dialogue
Initial Contact
The heavens send lightning to me and it speaks of a great battle to come. Character, there is great evil beneath the earth and in the sky, are you prepared to face it alone?
Greeting
- Your name is in the thunder.
- You return... Good.
- The winds told me you were coming.
Too Busy
Missing Too Busy Dialogue
No More Missions
Missing No More Missions Dialogue
Too High Level
+++ Missing Information +++
Store
Story Arc
The Gate that Cannot Open (30-35)
Merit Rewards: This activity awards ? Reward Merits. |
Souvenir
Part One: Brother Against Brother
Briefing
The prison requires the Seven Keys...
I was once the bearer of the Seven Keys, but I have them no longer. Long ago I hid them, quite cleverly I had thought, but now they have been discovered. You see, the keys are not crude physical objects, but rather, concepts, thoughts, ideas: Dream, Justice, Death, Life, Silence, Love, and my Name...
All have been claimed by the Talons of Vengeance and the Black Queen save one. She moves now, with her Black Knights, to claim the final key from the mind of the Mad Man who paints Night Ward while he dreams in Bedlam. She moves to claim the key of Dream, and if she succeeds, she will take the only thing that is keeping the Mad Man sane... and the Night Ward in check.
- Then we must stop her.
Stop her? Yes... yes, I see now, written in the sky's reflection on the water, the Black Knights are divided and so victory can be had.
Sir Bedwyr gathers too few to oppose his brothers and the Black Queen, but with your help, victory might be had.
The assault on Bedlam has begun, and your destiny needs you there, as does a princess named Penelope who fears for her friend, the Mad Man's brother. She will be ever so glad to see you.
Unnecessary Solicitation
The mind of a girl tells me the Sorcerer Queen and her Black Knights are very close now. I like the mind of this one, she is quite... creative...
Briefing
The wind carries the song of battle, Character. Hear its din and fury and delight in the choir of victory. Are you ready to fight?
- "I'm ready." (Enter Mission)
Mission Objective(s)
You arrive mere moments after the battle has begun
- Stop the Black Queen
- Confront the Black Queen
- Defeat Malaise!
You stopped Malaise's nightmares from going rampant, but the Black Queen successfully fled with the last of the Seven Keys!
Enemies
Notable NPCs
- Scarlet (Ally)
- Sir Agnan (Ally)
- Sir Lucane (Ally)
- Sir Bedwyr (Ally)
- Sir Emric (Ally)
- Malaise (Boss)
Debriefing
Sorrow and despair. Soon the world will be awash in it, but worry not, for there is always hope, no matter how dim, or battered, or beaten, hope always clings on.
The Black Queen must still open the Eternal Prison, and though its walls are guarded by Black Knights under her command, I believe there is still hope...
The daemons fear you, Character. You have impressed both them and me with your power. If you should ever need to contact me, just look into this seeing stone and you will find me looking back.