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Swords & Sorcery: Quest and Conquest in the Age of Magic
EN

Swords & Sorcery: Quest and Conquest in the Age of Magic

1978 · SPI (Simulations Publications, Inc.)

2–7 игроков
180 мин
12+
Средняя (3.2/5)
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Категории3
ПриключенияФэнтезиВаргейм
Категории
ПриключенияФэнтезиВаргейм
Механики7
Очки действийГексагональная сеткаТаблица результатов бояРолевая играСимуляцияУникальные способности игроковЗона контроля
Механики
Очки действийГексагональная сеткаТаблица результатов бояРолевая играСимуляцияУникальные способности игроковЗона контроля
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Об игре

[SPI Advertisement c1978]

SWORDS AND SORCERY

Quest and Conquest in the Age of Magic

- Separate Army and Quest Game, plus Role-Playing Version

- Full Background “History” and Characters

- Professionally Illustrated by Tim Kirk

The Valley of the Great Sword is a much warred over area on a small planet in a trinary system many lightyears and eons removed from Terra. Superficially, there is no great difference between this highly prized region and any other coveted area that nations have fought over since time immemorial. But the Valley, and indeed the whole planet, guards a secret so valuable that few off-planet visitors that have visited that remote corner of the galaxy have all been mercilessly killed. For the Valley is an area of great magicks, where technology has all but disappeared.

Long ago in the Age of the Great Upheaval (which not even the oldest of the denizens of the Valley can recall), the Council of Wizards abolished all weapons that were more advance than those used in Earth's Middle Ages. This was because (most scholars have it) mages could be killed by long range weapons before they could employ their defensive spells, and greatly feared the advent of mass-produced technology. But the population of that world trusted mages no more than you and I, and there followed a series of great wars which succeeded in devastating all areas of the planet with the exception of the Valley (called Ararlve by the ancients).

A great meeting was held at the Altar of the Elder Gods, and its purpose was to determine whether the Human race should be allowed to survive. The Dragons, The Swamp-Creatures and the Spiders all vociferously argued for the extermination of all mortals, as they greatly feared the return of wizards who would be able to challenge their power. But the Elves and Dwarrows who are kin to Man showed mercy, and the meeting finally resolved that mortals would forever be excluded from the Valley. Grisha, then the greatest among Dragons, prophesied that the Elves and Dwarrows would meet their doom at the hands of Men. This so enraged Gwaimallion Elflord that he joined Grisha in mortal combat and slew him on the spot. As Grisha died he pronounced his deathcurse upon Elves and Dwarrows, “My prophecy shall come true within three Ages!”

It was a shaken group of creatures who adjourned the great meeting. But none would for get Grisha's curse, and many sought to destroy Men in any way possible. Even some of the Elves and Dwarrows, fearful of the prophecy, sought to kill Men wherever they might be found. But the human race is a hardy one, and is not so easy to eliminate. For an entire Age, Men throughout the planet barely survived, running from their many oppressors. But when the Second Age dawned, the other races began to accept Men, and rudimentary civilizations developed.

Since the beginning of recorded time, all races have shown equal adeptness at handling manna, the energy from which all magic ema

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Информация

Год1978
ИздательSPI (Simulations Publications, Inc.)
ДизайнерGreg Costikyan
Игроки2–7 чел.
Время180 мин
Возраст12+
Ранг в каталоге#8298