The Story of Cron
"Sirrahs, hold there! Oh, pardon me m'lady! I thought ... your garb ..."
Forgive an old peasant his manners. I am Durak. 'Twill soon be dark and 'tis not safe for man nor beast alike to be about after the light 'o day hath passed. My village lies but a few paces south of here, if we hurry, we can all warm ourselves by the hearth at the inn 'ere darkness sets in.
"Dark times indeed have fallen upon fair Cron. Ah, but 'twas not always so. What's that? Ye've not heard the tales? Well, we've a ways to go and 'twill help to pass the time.
" 'Tis told that there was once four Lords. One who commanded the waters, another air, yet another the sun and fire, and one the very earth itself. They often fought amongst themselves for control over Cron, until finally, one Lord emerged triumphant. It was Gralkor The Cruel, Lord Emperor of the earth. But his conquest of the other Lords had not slaked the thirst for power and he demanded their complete submission.
Not long after that, man-like beings appeared in Cron - Humans, Dwarves, Elves and the like. They carried with them the knowledge of Spell Weaving - magic, aye - which they used to defend against the Elemental Lords. Eventually, they formed an Orb containing great power, which when nested amidst four talons - one for each element - became a mighty weapon that could subdue or slay the Lords. Kahlon, a conjurer, stole the Orb and battled with the Elemental Lords in what was once the Savannah of Plenty, but hence has been known as the Quagmire of Doom. With the aid of the Orb's power, he imprisoned 3 of the Lords, sealing them at each corner of the earth. One talon each was placed before each cell to ensure none escaped.
Only Gralkor remained, and he was wounded. But he too, had learned the arts of weaving spells and summoned forth a beast of such girth and height, it near hid the sun! Using the creature, Gralkor fought. The beast breathed fire which consumed all in its path. Kahlon, foolishly, came forth to do battle, but was unable to call upon the waters in time. The ashes which remained and the Orb were swept away, when the waters finally fell. Gralkor and his creature were both drowned.
Upon his death, Kahlon's daughter took the throne, but she was not a strong leader. Now, our fields lay burning, my people starving and in fear for their very lives. If only the Orb could be recovered ...
Ah, well, we've reached the village inn. Let us enter."
Cleric's House
If your party has sustained any damage, and your Clerics are low in Spell Points, the House Clerics can heal your wounds for a fair price.
The House Clerics are always open to donations and will sometimes reward you with magical powers in return.
Training Grounds
When a character has collected a certain number of Experience Points, travel to the Training Grounds to build his/her level.
If your character is not quite ready to gain the next level, you will find out exactly how many EP you need before you can return. Magic users can also gain spell levels here.
The Castles
Breathtakingly beautiful and intricate, the Castles of Cron are wonders to behold.
Beneath each one lies a series of tunnels and dungeons which zig-zag their way in underground mazes. Explore every inch, for the solution to your quest may lie within its walls.
The Caverns
Below the city streets, in almost every region, lie the forbidding entrances of underground Caverns.
Treasures untold await the mortal brave enough to challenge its depths. For the darkest secrets can only be found within the murkiest chambers.
The Dungeons
Dungeons were built centuries ago below the castles of Cron. Their entryways have long since been hidden by time.
Many strongholds were also classified as dungeons because of their complexity. It would be unwise to venture in, unless your party is of higher levels.
Among other hideous creatures are angry skeleton-like beings that still seek revenge on their captors.