I really am going to have to give WotT a go, aren't I...?
Return to KharéWell, I wasn’t going to type the rest of this up (both for my sanity, and fear of spoiling too much) but my tidy mind is finding hard to move on to new adventures until I do! So, for the sake of my own closure, here’s the rest of my Kharé playthrough…
Upper Kharé 1So I’m back to more-or-less the point at which I crossed the Jabaji river from Lower into Upper Kharé.
This time I avoid a dunking, so my rations are intact, as well as the paintings of the nobles that I got from the armless artist.
This time I also give the Red-eyes slum a wide berth, only to run straight into… a Red-Eyes. This chap seems alright, though – he just wants to play swindlestones (although, like Flanker the assassin, the stake he wants me to play with is my life). He seems to be a sort of Fagin-like character, running a gang of orphans around the city streets, and he’s a goldmine of clues and gossip.

Ever-mercurial Fate then takes me back to the imposing Red-eyes prison where I died. There’s only one reason I can think of for my stars to have led me back here – an Elvin fellow who briefly shared my cell with me. Marshalling my array of spells, I’ve soon chased off the guards (albeit temporarily) and opened the cell. Whoever he is, the Elvin’s smart enough not to waste time questioning who I am or what’s happening, and we take flight together through the twisting alleyways outside the prison. The guards are soon after us, and in the confusion I lose the Elvin. Hopefully he wasn’t recaptured. More importantly, neither was I, and I’m not about to hang around here any longer.

I then come to another mansion – not quite the equal of Theeta’s, back in Lower Kharé, but clearly not abandoned. The master of the house is at home, and – it’s Lord Lorag, the scholar, who holds one of the spell-lines for the North Gate! I have a job to do convincing him I’m not the latest in a long line of assassins sent by Sansas, but he does eventually seem to believe me. When I mention that I’m a Sorcerer, he seems to come alive at last. The distrust and suspicion fall away, and we’re soon deep in discussion of spells and star-charts. He’s happy to give me his spell-line in return for all my help with his research – and wonders if he might intrude upon my time a bit further, and beg help with some other spells…? Feeling that our relationship has become, if not friendship, then at least one of mutual respect, I’m happy to indulge him – and it isn’t every day that I get to talk about the intricacies of the craft with a fellow sorceror. Perhaps I’m just naïve, because Lorag obviously views our relationship somewhat differently…
Look, there’s no way to say this that will save my ego. He turns me into a dog. A pet dog. And that, somewhat improbably, is how attempt #2 ends!
Upper Kharé 2This time I’m still bipedal when I leave Lorag’s mansion – and I now have two of the four spell-lines! If I can’t find First Noble Sansas, the only man who knows all four, then I now need to track down Theeta and Shinva – but last that anyone knew, Seventh Noble Theeta was now a blind beggar, so it’s anyone’s guess where he is! I arrived in the city too late to save Fifth Noble Shinva, who’s already been killed by one of his peers, but by all accounts the dead don’t rest easy in Kharé…
A gaggle of Orclings come to pester with menaces, but a cheeky illusion of treasure spell sorts them out. As they fight one another for imaginary coins, I find a blacksmith working at his forge. I make the mistake of asking him about swords – a mistake because, once I’ve picked up the stunning blade he gives me, I know I don’t ever want to wield another blade in my life. When he tells me the price it’s all I can do not to fall over – thank Slangg I didn’t give the Orclings any of my money! Swindlestones has been pretty good to me, though, and I
can (just about) afford it, so I decide to treat myself – but I’d best get throwing those knucklebones again as soon as possible, because my purse is now empty!

As if in answer to my prayers – although, with Slangg for a deity, that seems unlikely – the next town square is dominated by a vast bronze statue. In a bowl at its feet offerings of coin have been left. Do I dare…? Has Kharé demeaned me that much, that I’m willing to risk the ire of this unnamed god, and use holy gifts to replenish my fortune? Well, yes, obviously. I can’t say I’m
too surprised when the statue clanks into life and climbs down off its pedestal – I’m very much the bad guy in this scenario. What
does surprise me a little, given that I’m gearing up for the fight of my life, is that my shiny new longsword takes the bastard out in a single, sweeping cut! Best buy EVA!
And the shopping spree continues when I find an open-air market nearby. With my ill-gotten loot I buy a few curios, and – most significantly – a bow and quiver of silver arrows. The rumour mill is convinced that silver is the only material that can harm the undead, and with increasing inevitability I can see the Necroplois of Kharé in my future, and the restless shade of Shinva… I’ve still got no idea where Theeta might be found, though, but when I find a vast gambling hall, it seems as likely a place as any. Honest. That’s why I went in. Looking for Theeta. Look,
I don’t have a problem, right? I can stop playing swindlestones any time I like – it’s just that I don’t want to. Not right now. [
Swindlestones doesn’t make for much of a write-up - suffice to say that I stay here, playing game after game, until I’ve eventually made back the gold I spent on the longsword.]

Leaving Fireview Square and the gambling hall, I head east. The buildings rapidly deteriorate as I walk, until soon there is not even any glass in the window frames. Further still, and there are hardly any buildings still standing. This is an area of Kharé known as the Fallen Quarter, laid low by an earthquake some years ago and never rebuilt. There isn’t an awful lot here. And so it doesn’t actually take me too long to find… [
drumroll please…] Theeta, Seventh Noble! The poor sod’s in a bad way. He either can’t remember who he was, or doesn’t
want to, but I’ve got his painting, so there’s no mistake. Finally he admits to his identity – just in time for a pair of HARPIES to descend from the sky. Not only is Theeta blinded, homeless and humbled, but he’s been tormented by these beasts for months now, with the harpies snatching away any food that comes his way. [
Hmm… Someone’s been watching Jason and the Argonauts!] Well, they aren’t much of a match for my new sword. In his gratitude, Theeta admits to everything – and is more than happy to tell me his spell-line. Except… except that he can’t remember it all! I tell you, it’s all one step forward and two steps backward in this city. He does let me have a cunningly-wrought serpent ring for my troubles, so it was by no means a waste of time.

On my way out of the Fallen Quarter, I neglect to watch my feet as I should, and the ground crumbles away beneath me! For the second time in Kharé, I’m in the sewers. I trudge for an age, with no real idea of where I’m going, when the echoing tramp of many feet begins to fill the tunnels. It seems prudent to make myself scarce, but – there’s nowhere to go! I’m overtaken, and quickly surrounded, by a literal army of goblins. Their leader seems to find my presence here more amusing than anything. I suppose he can afford to, with this many swords at his back. He sends one goblin after another towards me in single combat. The first two I cut down with my sword. Then I start flinging spells around, hoping to impress them enough to leave me alone. I explode a few with POP, and make another fight a goblin of my own creation, but they just keep on coming… Finally – mercifully – the leader gets bored, and signals the army to march on. I follow for a while, eavesdropping, and learn that they’re planning a takeover of the city above – but not who their real leader is…

I emerge from the sewer to find myself in the Necropolis. It’s immediately clear I’m not welcome – the air is brooding and cold, with a taste like burnt ozone. This is not a place where the living are welcome. I begin to search the tombs and markers. Shinva’s mausoleum isn’t too hard to find, but I don’t immediately head into it – there might be clues or items yet to find among the other headstones. Alas! I spend too long dawdling, and attract the attentions of a DEATH WRAITH – undead guardian of the necropolis. I know that silver weapons harm the undead, and I have two. I quickly suspect that, in the silver chain, I’ve made the wrong choice! I’m able to harm it, but the damage it deals to me is incredible! It’s a pretty short fight, and I’m soon added to the non-living quotient of the graveyard’s population…
Upper Kharé 3 Never one to need a lesson told to me twice, this time I hurry straight inside Shinva’s mausoleum. Naturally, the door slams shut on me as soon as I enter, and won’t budge, so there seems nothing to do but venture further in, and deeper down. Down in the basement, the lid of Shinva’s sarcophagus begins to slide open. I’ve been expecting to have to fight the undead noble since I first heard he was dead, to be frank – but no! What emerges from the tomb is another bloody Death Wraith. This time I box clever (more so than last time, anyway) and whip out my bow and silver arrows, delivering the true
coup de grace with a cast of SUN, filling the tomb with blinding sun’s rays. With a hiss, the Death Wraith departs.
Shinva’s shade now makes its presence felt, and he’s a benign old soul, happy to give me his spell-line and then depart in peace to his eternal rest. Not only that, but he tells me a riddle about ‘a Sleepless Ram’ that means nothing to me now, but he’s sure will be of help to me out in the Baklands. And that… seems to be it. With (virtually) all the spell-lines for the North Gate, there doesn’t seem any reason to linger in the cityport of traps. Leaving the Necropolis behind me, I hurry north to the waiting gates, a little delirious to think I might actually soon be free of these walls.
There isn’t much in this heavily-wooded part of the city. A vast, isolated temple looms above the treeline to my right, and something compels me to investigate – I
am still missing half a spell line, if nothing else! Climbing up the vast stone steps, I’m soon away from the stink and noise of the city. It’s serenely peaceful up here, and I watch sunset spread across above the Baklands like the contents of a spilled inkpot. Resuming my climb, I’m soon in a shrine-like temple at the top. It’s a shrine to Courga, god of Grace – and thanks to my exploration of Theeta’s mansion, I’m pretty sure I know how to perform his ritual… Ritual performed, Courga manifests in his statue. Not only is he able to give me the missing spell-line, but he offers to replace Slangg as my deity, if I will pursue a path of truth and kindness. Despite a few wobbles here and there, I’ve been trying to do this very thing since I left Analand, so I accept his offer. Slangg departs with a hiss of disinterested malice, and the warm benevolence of Courga fills me.

And so, I’m soon at the infamous North Gate. I speak the spell-lines, and hear locks and tumblers click and groan as ancient mechanisms rumble into life. As the gates begin to open, there’s a sound from a nearby well, and suddenly dozens – maybe hundreds – of goblins are streaming up out of it. Someone has chosen this very moment to make their powerplay. The thing is, though… with the North Gate now open behind me, this no longer has to be my problem, necessarily. It isn’t as though I
want an army of rampaging goblins let loose on the unsuspecting city below, but what can I do? A vision of the scholar Lorag suddenly appears to me, and asks if I wish to save Kharé. Trying to forget that, in another life, Lorag turned me into a dog, I tell him that, on balance, I do. Okay, it’s a cesspit, but I met just as many good folk as bad. The people of Kharé are just like any others, trying to get by. Lorag cryptically just asks why
don’t save it, then? After all – ‘The power of the North Gate is now fully yours to command.’ So I close my eyes and I… Well, I’m not quite sure what happens, frankly, but when I open them again there’s nothing left but a thousand pairs of smoking goblin-shoes. Did
I do that…?

So there you have it. Having turned me into a housebreaker, thief, gambler and cheat, Kharé’s parting gift was one of mass-murder. But Courga doesn’t abandon me, so it’s obviously okay when it only happens to goblins. The North Gate stands open, and the Baklands await.