You enter the arena and face a pack of vicious lions. You handily defeat them, to the wild cheers of the crowd. Impressed by your skill, the aged trainer of gladiators agrees to train you in a skill of your choice.
The Arena guards turn you away.
Barrières & Traveller's TentBarrier:
A magical *color* barrier stands tall before you, blocking your way. Runes on the arch read, "Speak the key and you may pass."and then:
As you speak the magic word, the glowing barrier dissolves into nothingness.or
You speak, and nothing happens.
You enter the tent and see an old woman gazing into a magic gem. She looks up and says, "In my travels, I have learned much in the way of arcane magic. A great oracle taught me his skill. I have the answer you seek. The green keyword is 'Meteor'."
As you approach the stables, the head groom appears, leading a fine looking war horse. "This steed will help speed you in your travels. Alas, his endurance will wane with a lot of heavy riding, and you must return for a fresh mount in a week. We also have many fine war horses which could benefit mounted soldiers, but you have none we can help."
In a dazzling display of daring, you break into the local jail and free the hero imprisoned there, who, in return, pledges loyalty to your cause.
Hut of the Magi & Eye of the magiHut of the Magi:
You enter a rickety hut and talk to the magician who lives there. He tells you of places near and far which may aid you in your journeys.
This eye seems to be intently studying its surroundings.
You hear a voice from high above in the tower, "Go away! I can't help you!"
The magical, soothing beauty of the Mermaids reaches you and your crew. Just for a moment you forget your worries and bask in the beauty of the moment. The mermaids charms bless you with increased luck for your next combat.
The mermaids silently entice you to return later and be blessed again.
An eerie wailing song emanates from the sirens perched upon crew fall under its spell, and dive into the water where they drown. You are now wiser for the visit, and gain 500 experience.
You have your crew stop up their ears with wax before the sirens' eerie song has any chance of luring them to a watery grave.
Summoning AltarsWater Summoning Altar:
Crystalline structures cast shadows over a small reflective pool of water. You peer into the pool, and a face that is not your own peers back. It asks: "Would you like to call upon the powers of water?"
White stone pillars support a roof that rises up to the sky. As you enter the structure, the dead air of the outside gives way to a whirling gust that almost pushes you back out. The air current materializes into a barely visible form. The creature asks, in what can only be described as a loud whisper: "Why have you come? Are you here to call upon the forces of the air ?"
Beneath a structure that serves to hold in heat, Fire Elementals move about in a fiery pool of molten lava. A group of them approach you and offer their services. Would you like to recruit Fire Elementals?
As you approach the bubbling pit of mud, creatures begin to climb out and position themselves around it. In unison they say: "Mother Earth would like to offer you a few of her troops. Do you want to recruit Eearth Elementals?"
Neutral creature's places
You've found some *Creatures* living in the *Place*. They are willing to join your army for a price. Do you want to recruit *Creatures*?