Destiny of the Spheres
by Brett Bixler
The Plot
An invisible, roving gate that opens to another dimension used to travel freely across the lands of the Empire. The gate was activated by music itself. You could be singing or even be just thinking about a song, and when the gate passed over you, you were transported to another place. Many musicians disappeared from the Empire through this gate.
After Empire mages discovered the gate, they spent 50 years tracking, stabilizing, and eventually controlling it. When the first bold adventurers stepped through the now-stable portal, they were astounded.
The land consisted of a large number of islands floating in the ether! Some islands had formed chains - they were more or less bound together by tough, thick vines, making travel between some isles possible. Descendents of the people who had traveled there over the years had formed loose communities and even had built some small cities. The most amazing discovery of all, however, was the Music of the Spheres.
These seven intelligent orbs existed in a large clearing on the island where the portal opened into the "Realm of the Spheres," as this place became known. Over time, many mages and musicians alike traveled to the Realm to see the Spheres.
Recently, the Spheres and the Realm came under attack by mysterious beings known as the D'kar. The original inhabitants of the Realm, they were thought destroyed long ago as a result of their own foul experiments.
Soon after the D'kar vanished the Spheres had entered the Realm, and turned it into the wondrous place it now is. The D'kar were not destroyed, but merely banished, and are now attempting to return and subjugate the Realm.
They nearly succeeded in their first attempt - a magical abduction of the Spheres. The Spheres fought back and were instead scattered throughout the Realm, helpless but alive.
Thanks to you, the Spheres were recovered and the D'kar plot was revealed. The Spheres barred D'kar access to the Realm, but realized the malevolent D'kar would never stop until they reclaimed the Realm.
Thus, an alliance between the Realm and the Empire was forged. The Empire, wishing to defend its own borders, agreed to supply troops in defense of the Realm. The Spheres, having an unmatched knowledge of the Realm, provided the guidance needed for a successful campaign.
At the request of the Spheres, you returned to the Realm shortly after your first adventure ended there and proceeded to perform a series of quests for the Empire and the Spheres. Your main accomplishment was the recovery of the Instruments of Tonality, instruments the Spheres hoped to use as weapons against the D'kar. The instruments were activated, with devastating results. A huge portal to the D'kar's realm was opened, and the D'kar came pouring through it. At the same time you were pushed through the portal to the D'kar's realm by the Master, a formerly-crazed mage that knew a great deal about the D'kar. As you helped heal the Master, curing him of his madness, this action seemed strange to you. But you believe the Master must have a reason for doing so.
Now you are trapped in the realm of the D'kar, a dark, strange place. Surviving will be difficult. Destroying the D'kar, improbable. Finding a way home? Impossible. Thus begins the "Destiny of the Spheres," the third and final installment in the "Spheres" trilogy.
The Adventure
This non-linear adventure contains three major quests, numerous minor adventures, and dozens of special encounters. You'll visit over 30 dungeons and towns before all is said and done, as well as:
Download the Destiny of the Spheres v. 1.0.5 (352K).
Read a help file for the Destiny of the Spheres.
Questions? Contact Brett Bixler.