Sorcery! – The Seven SerpentsAnd we’re back, with the latest part of my Sorcery playthrough! As always, spoilers follow.
Shamutanti HillsKharé part IKharé part II The Playthrough – Lower IshtaraThe Baklands. A once-prosperous land of mystics and sorcerors laid waste by magic a hundred years ago. I’ll be the first Analander ever to set foot here – whether I’ll also be the first to cross it remains to be seen. But cross it I must to have any chance of recovering the Crown of Kings from the Archmage of Mampang Fortress.
After the cramped confines of Kharé, the blighted wastes of the Baklands seem impossibly vast and empty. A legion of eyes seem to crawl across me as I march through the unending waste, without cover of any sort – like all the world’s spiders erupting beneath my clothes from ten thousand hidden eggs. How can my mission
possibly remain a secret, if I have to cross leagues of this kind of country? I never thought I’d pine for the fetid and urine-soaked alleyways of the Cityport of Traps, but… Kharé almost feels like home. At least it had
people. What does this hellscape have…?

Nighthawks, that’s what. Five of the bastards, dive-bombing me from the skies, raking with their talons. I’ve got nowhere to hide, nowhere to run for, no help to call on. This could get sticky… I’m saved by the unexpected intervention of an invisible(!) Goldcrest Eagle, emissary from the King of Analand. Once the nighthawks have been seen off, the eagle delivers a message; my mission is discovered by the Seven Serpents, most trusted servants of the Archmage, hurrying through the Baklands even now to snitch on me; and I should seek out Shadrack the hermit for help.
To cut to the chase, I eventually find Shadrack at his home in Fishtail Rock after tramping the bleak Baklands for a bit; and he seems to exist in a little pocket out of time. Once he appears the barren ground is full of rich, verdant grass; there are trees and bushes waving in the breeze, and even the rock formations are bigger and less eroded than they were just moments ago. He fills me in on the Serpents; they were created from the heads of a hydra fought and killed by the Archmage long ago; but, hating to see such awesome power depart from the world, he breathed life back into the seven skulls, giving each an elemental affinity – from this derives their incredible power, but also a unique weakness. If I can find out what these are, I might just have a chance to defeat them…

This time-displaced area of the Baklands is teeming with the mystics that used to live here before the blight. Besides Shadrack, I meet a young mystic called Elthera, and we play my first game of swindlestones since the gaming halls of Vlada, back in Kharé.
Aaaaaaaaaahhhhhh… The quiet roll and click of the dice, the heady anticipation of the reveal, the endorphin rush of a successful bluff… It feels like coming home. (Look, I’m ready to admit that I may have a problem, but – cold turkey isn’t for me. So maybe I can use my journey across the Baklands to ease gradually back on how much I play, instead). Up in the hills is a sorceress called Bria who teaches me about counterspells, and a spell called SSS, that will allow me to wring secrets from the Seven Serpents against their will.

Heading north, I return to a single, strange tower. I passed by when looking for Shadrack, but there was no obvious way up the sheer stone walls. Now, however, ivy climbs all over it, and it’s a simple matter to hoist my way up. At the summit is a massive brass – well, it
looks like a telescope – but whatever part of the landscape I train it on seems to be sent back in time by the gentle blue light. [
How this mechanic worked in the original book, I can’t begin to guess, but sweeping the tower across the map and watching things change is great fun.] Desert becomes grassland, dustbowl becomes forest… and some tumbled ruins standing above an uncrossable gully become a stone bridge across a roaring river. So with the path now opened before me, I climb back down from the tower, and cross into…
Upper IshtaraMy first encounter here is a caravan train of Black Elves, circled defensively for the coming night. They’re guardedly hospitable, once I confirm I have gold to spend, and let me wander around their camp. I sit down at the campfire to cook some raw fish that I found, before it starts to go bad, and get talking to a woman of indeterminate age. I do my best to answer her many questions while telling her as little as possible of my real intentions. I play some swindlestones with another elf (Aaaaaahhhhh…), letting him win the last game of three when I sense the mood getting a little ugly. With this many swords at his back, I can’t afford for him to think I was hustling him. He mentions their merchant, Ooloh, so my next stop is his caravan. Ooloh is more than happy to greet me – trade can’t be too good out here. His caravan is a veritable Aladdin’s cave of treasures, but I’m doing quite well in terms of rations and arms, so it’s mainly magical items that I’m interested in. I pay 16 gold for a Crystal Orb, (so that I can cast FAR, and see into the future), and the same again for a Brass Pendant. This little beauty allows me to cast NAP, a sleeping spell, and this is precisely what I do… on Ooloh.

Whether karmic justice or Courga’s displeasure, everything now goes spectacularly wrong. Knowing I don’t have long I snatch a few things off the shelves – a Hewing Axe and a bag of vittles, as it turns out. One of Ooloh’s guards sticks his head into the caravan at exactly the wrong moment, just as I’m stuffing the vittles in my backpack. ‘Did you pay for that?’ he barks, which is, after all, a fair enough question. I try to brazen it out. ‘Of course.’ Surprisingly, he seems convinced, but that’s when he realises Ooloh is snoring contentedly. Something is clearly not right here, and he starts to come into the caravan as I mention Ooloh complaining of plague symptoms just before he fell asleep. The guard pales, and backs out again. I’ve pushed my luck far enough here, so I make my exit. I seem to have gotten away with it when three figures accost me on the edge of the campsite – it’s the woman I was talking to by the fire, with two other elves at her back. I knew I didn’t like the strange look in her eyes when she was asking me exactly how much gold I had…

One of her companions comes at me, fists swinging, and there’s no time to draw my sword – I have to meet him the same way. By the time he’s been knocked on his back, the woman’s coming at me with blade in hand. I take care of her, too – although I’m a pint or two of blood lighter for it! Thank Courga, the last of the Three Stooges decides better of it, and runs. A hasty search of the bodies bags me 10 gold pieces and a new cloth skullcap – but it’s now too late to get away! Dozens of black elves surround me, and drag me back to the caravans. I don’t know if it’s for tricking Ooloh or killing their own, but at the command of their chieftan they begin to ready a mighty human-sized wooden cross, fitted with leather straps – this
cannot be good. A desperate cast of ZIP teleports me sideways through space, behind one of the caravans, and while the elves panic, I flee out into the desert. Phew!
Trudging east toward the mountains, I share a hunk of black bread with a dwarf by the unlikely name of Mist, an emigree from Dwarftown in Kharé. He seems to think there’s something ominous and unfriendly up in the hills behind him. A serpent…? Then I cross paths with an enchantress called Dintainta, apparently known as ‘The Sham’. Hang on just a minute…! The name rings a bell – it’s one I was told to seek out by the ghost of Shinva, Fifth Noble of Kharé, in his riddle about a Sleepless Ram (which meant exactly nothing to me at the time). Dintainta explains that the Ram is one of the Archmage’s servants, and tells me how best to defeat it. I’m not ungrateful, but Mampang Fortress is still some way off – I’m much more interested in her tips to defeat the Moon and Fire Serpents… Onwards, up into the Baddu-Bak Ridge, and I meet some absolute joker who gets his larks pretending to be a Death Wraith and carving up innocent travellers. He says he learnt the illusion spell from a dying sorceress who headed on into the Forest of Snatta, the other side of the Ridge. I force him to give me a brass chakram and a vial of yellow powder before sending him on his way with a boot heel up his arse. (This supposedly barren land isn’t half full of people…!)

Suddenly the stars are snuffed out. A hissing sound begins to echo all around the rocks, and a second, massive moon rises in the sky. Then it uncoils itself, and the Moon Serpent is revealed! Wide wings seem to stretch from horizon to horizon, its eyes two shimmering yellow orbs full of malice. I use my new SSS spell to wring some secrets from it; it reluctantly confirms that the Water Serpent is waiting for me at Lake Ilkala, and suggests I find Fenestra the Sorceress – before adding that it hopes she dies before I do. No more talk; I can feel the serpent spell about to fail, so I launch a fireball. Scales and feathers fall everywhere, and the monster writhes and shrieks. Then I close with my sword, and send it to the Great Vivarium in the sky.
One down, six to go.The VerdictMore great stuff. I was wondering how on earth a whole adventure was going to be wrung out of a desolate and empty wilderness; it all ‘clicks’ together with the Past Light tower. Such a great mechanic – I love how time is used in this game.
The Seven Serpents are a great idea for an enemy – can’t wait to cross swords with them!