@Device(PostScript)
@Make(Report)
@Style(Spacing 1.5, Leftmargin 0.75 inch, Rightmargin 0.75 inch,
       SingleSided, Font = TimesRoman, Size 10)

@comment(Set these values appropriately for each character profile)

@string(name="Giludren")
@string(realname="Giludren")
@string(playername="Player Name")
@string(id="098342")

@include (/mit/abstract/Characters/Sheets/cover.mss)



@MajorHeading(@value(realname))

There are few indignities more total than being deprived of one's own
identity.  Particularly when that identity is that of Kalerege, Great
Wizard.  But it appears to be necessary for now.

When you were first learning the Art, your master would often explain
that life was a contest, a game played according to rules agreed upon
by the common man, from which they did not deviate.  To succeed in
their game is easy, he would add, but @i(true) success comes in being
able to write the rules yourself.  

You were but a young apprentice, but even then you knew his teachings
to be true.  He made a fatal flaw, however, in considering you a piece
and not a player.  In moving you closer to his innermost rank, he
increased your value until at last you removed him from the board and
took control of his remaining pieces.  His mistake began, actually, in
playing the Gate.

The idea was as old as time, and the rituals he found were nearly so
old, and encrypted in strange riddles.  When the Castle in the Sky was
first raised from the ground, it was done so by the power of the
Creation Gate, the portal to Tualoha's realm.  The Wizard Kiel crafted
that Gate, five centuries ago, and nearly destroyed the World in the
process.  Instead, he simply destroyed his own mind, but successfully
sealed the Gate.  Still, however, it remained in existence, and the
power of the White Goddess continued to leak through its seams.  It
was for that reason that white magic achieved dominance in the World.

Your master, however, sought to tap the power on the other side of
that Gate.  He deciphered the runes and the rituals, found and
assembled the parts of the key, and attempted to open it again -- this
time with the caution that Kiel had lacked.  His failure was in
neglecting to account for the sheer quantity of power the Goddess
Tualoha incarnated... he had to reseal the Gate, and in so doing
weakened his defenses.  The Gate, and the Castle, became yours.  The
Apprentice, reaching the innermost rank, became the Master.  That was
your opening gambit.

Shortly thereafter, you played the Gate yourself, and successfully.
You had learned to keep your senses open for the use of powerful
magics, in order to maintain an awareness of the important pieces on
the board, and your senses were suddenly overwhelmed by a most unusual
force.  It was divine, to be sure, nothing else could provide that
power: but neither dark, nor light, nor green, and yet all of them.
Odd.  Extremely odd.

You do not, and never have, enjoyed mysteries, save those of your own
devising.  And so you investigated, finally discovering the source of
that unusual radiation, a massive, smooth and shapeless clear stone,
the property of a monk who called himself the Dark Master.  As you
approached it, you could @i(taste) its power radiating; and you felt
that power used against you.  You were surprised by a blast of raw
devaic power surging from the crystal, unalligned power, and seriously
injured by it.

In retrospect, it seems likely that the self-styled master could have
killed you then, had he been accustomed to that power; clearly, he was
a novice to it.  Still, the battle was long and bloody, but at the end
your opponent was caught in a ball of fire and destroyed.  You left
with your prize.

You discovered that this was the fabled M'kraan Crystal, the artifact
of the Three Gods.  The lore said that it could be used only by those
unaligned to the gods, and that so used it could shackle the gods
themselves to the whim of man.  This you did, discovering the spell of
Godbinding through communion with the crystal.

The spell required a number of components, including the living soul
of a deva of fifth rank or higher.  You might have acted to summon a
demon or angel from the other worlds, and to compel it to service,
save that a much simpler solution came to hand when the Rose Warrior
known as Benjamin, having been accused of treason and feeling bitter
towards his peers and his colleagues, approached you seeking
sanctuary.  His was indeed a living soul, and it was his soul you
used.

Upon binding the Goddess, you were unsurprised to note that you could
draw from the power that came through the Gate to power the Castle,
without being overwhelmed by that power.  Having bound the Goddess,
after all, you no longer had to fear her travel through the Gate, or
her attempt to reorder the World.  Of course, there was still danger
-- it would be folly to open the Gate, for then the Goddess's servants
would enter the World and wreak havoc here.  But so long as the Gate
remains sealed, you may draw power through it safely; and that power
established you firmly among the most powerful of wizards.  

There were other, more surprising side effects as well.  One was the
fact that Benjamin remained alive and functional, by virtue of his
physical proximity to his soul, which was so intimately bound to the
magics of the Castle.  So long as he remained upon your Castle, he
remained alive and healthy -- and soulless.  Emotionless.  Unable to
hate you for your actions, or rage against your commands... it amused
you, then, to keep him on the Castle as your servant, sparing his
life.  Besides which, you had more important worries -- most
crucially, the prompt disappearance of the Crystal.  You have
theorized that upon binding a Goddess you could no longer be
considered unalligned, and thus could no longer use the crystal; had
you considered the problem earlier, you might have found a solution,
but it was of no true consequence.  You had traded the Crystal for the
Gate, it was a strong trade.  And in the same moment, you had weakened
the Priests of Tualoha, who could no longer speak to their Goddess.
While you had, and have, no personal fight with her servants, their
weakening serves to increase your relative position in the game.

Your next gambit was equally successful.  The Wizard Arriz, even then
a powerful piece with a threat of becoming a possible player, you used
to great advantage towards the end of the Realm-Clan border wars.
Along with the Knights and Bishops history calls the Horsemen, you and
he went on a quest that gained you the Orb of Eternity, a counterpart
to the Orb of Nairaphi that powers the Wizard's Conclave.  Having
achieved that piece, you retired to your Castle, having no more need
to work within the frames of men, save those who, like you, had
achieved the status of Great Wizard.  You swore Oaths of Binding to
the other Great Wizards of the World, which they reciprocated,
pledging to leave their pieces untouched...a defensive play which
opened the board to your true opponent, and began the game you've
played ever since.

The Limbo Gambit has taken decades to bring to completion, at least by
the reckoning of mortals.  You discovered early on that time in Limbo
does not travel as it does in the world, that indeed it cannot be said
to travel at all...there, as in most of the other realms, it does not
exist.  Thus those decades, for you, have not passed in any
significant fashion, save to advance your game.  

In the years you have studied the Art, you have often chafed at the
rigid restrictions it places upon you.  It is said that the Great
Wizards of old had the power to train deva to follow their will, to
craft spells, rather than simply research and learn them.  It is this
power you seek, and you have developed a means for obtaining it.

The rules of sorcery are straightforward, but have variants few ever
consider.  The Ritual of Greater Binding is a variant on the binding
known to common sorcerors, one you learned from the Crystal in binding
the Goddess.  It serves to bring more tenuous, ill-defined entities
under your control.  It was from this ritual that you devised the
Spell of Planar Command, which would impart upon you the power to
control the deva you summon from a plane, to mold them to your will as
the Great Wizards of old did, thus crafting your own spells, to suit
your own needs.

The mechanics of the spell were straightforward, requiring little more
than the Orb which you already possessed and the spirit of a Chthonic
deva.  It was the power behind it that required planning, for the
spell could not be powered by the energies of Tualoha, as all else on
the Castle was.  It required Chthonic, or at worst unalligned, magics.

And so you assembled your pieces.  First there was the Disk of Kali, a
crystal pentacle that held the bound spirit of a devil, a succubus of
old.  The Disk had last been used in the Sceptre Uprising, by the
ill-fated Order of that name, and you lost a number of your demonic
pawns in seeking it.  Although diabolic treachery was a force to be
reckoned with, the devil bound was no threat, particularly not with
its binding spell run through the Orb of Eternity that serves as the
touchstone, the maintainer, to all the Castle's spells.

The next piece you sought was the Orb of the Magi, but that gambit
proved uneccesary when you met Drake Bluemist, a Clansman who had
stumbled across the Soul'sWard Crystal.  This was a gem enchanted so
as to key to other sources of power, if properly activated, and to
penetrate the veils between the realms with its stored energies.  It
was ideal for your purposes.

In exchange for the Soul'sWard, you took on Drake's daughter Holly as
your apprentice.  It was rather amusing, watching her attempts to
fathom the energies of the Castle with her minor skills.  Equally
amusing were her attempts to seduce your manservant, Benjamin --
useless, really, when applied to a man without a soul.  But your
amusement ceased when she uncovered the nature of the Castle's power,
and your connection with the Gate; your secrets are, and shall always
be, your own.  You sent her away then, having taught her enough to
fulfill your promise to Drake.  She served no purpose.

To properly use the Soul'sWard, you needed to play another pawn into
the proper position.  When the mage named Nahor sought an audience
with you, he became that pawn.  In exchange for opening the Castle to
a peace conference and an apprentice-testing session, he served as the
initiator of a ritual to key the gem to the Orb of Nairaphi, through
the link Nahor shared with it.  Your pawn remained, and remains,
ignorant of the place he plays in your game plan; at the same time,
however, you have not in any way interfered with the Orb, Arriz's
property.  Your Oath remains intact.

Indeed, playing Nahor uncovered an entirely new gambit, for it allowed
you to use the Totem of Man to help power your spell.  When activated,
the Totem draws a degree of power proportional to the number of people
nearby; for this reason you opened your Castle to the public for this
week.  As further incentive, you offered a major grant to the College
of the Seventh Day's Work for the one who provided you the most major
conribution to the sciences -- you've learned that it often pays to
throw a few red herrings into the game.

All that remained was to wait until the night before the Stellar
Equinox, and the spell would be cast.  Your pieces were ready: Kali,
the Soul'sWard, Nahor, the Orb of Eternity, the Totem of Man.  Your
opponent, the Demon Lord Kryssonyx, had yet to divine their pattern.
You had but to bide your time.

It was then that the unexpected happened -- your opponent cheated.
Now the game becomes a challenge, to reconstruct the pieces of what
had been an unbeatable position, before your opponent advances too
far.  Your first task is to establish what, precisely, went wrong.

Perhaps it was a mistake inviting so many people.  Nearly 200
tourists, politicians, mages, and sundry folk arrived at your Castle,
milled about, and interacted -- rather chaoticly, to say the least.
Holly arrived, apprenticed to Arriz (there was an irony inherent in
that), and succeeded in her Trials.  A fellow apprentice, Arrani
Moses, not only became a mage but won your award with his discovery of
a cure for Ptaavhood.  That, at least, was sane.  Then the insanity
began.  Two Peers of the Realm were slain, Jonah and Enoch.  Neither
of their heirs were made Peers; instead Ishmael, a mage of the Shield,
became a Peer of the Realm.  Undead zombies were found wandering the
Castle and eventually dispatched.  A third attempted murder was
prevented by Peer Seth, who was also cured of his encroaching
senility.  It was revealed that the Order of the Sceptre was behind
much of this activity, perhaps attempting to overthrow the Peers
again; at the same time the Circle of Bloodletters were cleared of
suspicion in the case of a massacre that occured shortly before you
opened your doors.  Meanwhile, one of the Clan heads approached you
with some nonsense about owning your Castle (you believe it was the
Greystone, though you aren't quite certain), some lunacy went on
between his niece and some maid servant, though the details escape
you.  It was not at all surprising that in the midst of all this chaos
no agreement regarding a peace treaty could be arrived at, and the
summit disolved.

The great disaster occured at the end of those half-score days,
however, the day before the Stellar Equinox.  Deciding that the time
was ripe, and the proper conjunction at hand, you cast the takeover
ritual.  All should have gone properly, but in the last moment, you
felt reality twist, then tear....

@i(... and you are in an energy realm, as an energy being.
The sensation is uncomfortable, but nothing as bad as knowing where
you are... Limbo, the selfsame realm you have attempted to overtake.
You know that if you did not return to your own world, you would be
too weak to do so, and die.  But how have you done it?  No, how will
you do it?  Outside Gaea's World, time had no meaning, and the flow of
events will be simply an illusion -- yet you will not learn the
language to handle such a universe, and your tenses are confused...)

@i(You have noticed another, tiny energy-dot where your Amulet of
Souls'Ward will hang... cautiously, you touch it, and knew it to be
the same.  Why had it come with you?  You decided not to question your
good fortune, and instead try to have returned to your castle.)

@i(Hard to do.  Your magic stemmed mostly from Tualohic sources, and
all you there is are the black shades, slips and shadows of Chthonic
beings.  What else, in Limbo?  All you've encountered have known you
to be an offworlder; you are green, of the Gaeic realm, and thus no
threat.  Those who are from the Sustainer's realm evidently know
better than to try to do any damage to Limbo, or its inhabitants.)

@i[Which, of course, is exactly what you'd decided you will need to
do!  @b[(Chthon himself take the confusion of time, you haven't the
language to describe the flow of events in a timeless realm, and your
tenses became -- become -- confused...)]  All you need is a strong
source of Tualohic magic, and you can have activated your Souls'Ward
Crystal to transport you home.  The Tualohic source will be drained,
but you sincerely doubt that any of the Limbaic inhabitants would mind
that overmuch!]

@i(He will be there; you've mastered your Limbaic form to the extent
that you can tell the gender, age and other traits the moment a being
enters within range of your perception, and the entity that will be
there was a he.  He blazes white, the color of Tualoha -- he was what
you have been seeking!  -- and is comfortable in the form he now
wears; he's accustomed to Limbo, you guess...  You have moved nearer
to him, and note the sword at his side.  Yes, it's certainly a sword,
and it, too is alive.  It noticed you before he will; or is it just a
trick of your imagination?  At any rate, you've now found your source
of Tualohic power; all you need to do is find a place in this realm
which borders closely on your own, and you will easily be able to
transfer home.)

@i(The Palladin, as he names himself, is one of the legendary figures
of the Holy Wars.  There's no reason to doubt him; he's showed
incredible skill with his sword, and enormous faith in his Goddess.
He will take you to be the sign she has sent, the instrument of his
release from his Chthonic prison.  That you are, but not quite as he
thinks; your spell will unfortunately kill him, but he's already
thought to be dead, so what's the difference, really?  His conviction
makes your job much easier.  You've explained to him the ritual that
will be cast, and the result: a gateway back to your world.  You
will neglect to mention the final outcome, of course.)

@i(The Palladin has been eager to go along with your plan, and knows
the area in which the veil between worlds is the thinnest... in the
castle of the High Lord of the Realm, the demon-lord Kryssonyx.  This
hasn't thrilled you overmuch; you have dealt with the demon-lord, and
he's far too powerful for your tastes; second, in fact, only to Chthon
himself.  But if that's where you must go, then go there you have!)

You wince as you recall your naivete.  Did you really think the High
Lord of the Demons would just let you waltz into his castle and open a
portal to a realm of Stasis, even just for a moment?  The pain it
would cause him would make your life less than worthless....

@i[The Castle was never far away, and you were already there, having
been in the inner sanctuary of the building, close (Dervish
assured you) to the thinnest point of the veil between worlds. ]

@i[You reach the center of the castle and Hell eminating from a portal
off to your left.  On your other left (space, too, is confused outside
of Gaea's realm) is the High Lord's library --- and your salvation.
Sone thing will brush across your nerves like a bat's wing, but you
have already ignored it.  You will chant the activation geis of your
gem, readying it for the power it has absorbed.  The Palladin motions
for you to have run into the room; he has chased you, and in the
confusion, will have passed the figures seated within.  You nod...)

@i(You sense a weakening in the veil between worlds on the far side of
the room; you dash for it, the Palladin hot on your heels as he runs
before you, screaming some sort of battle chant.  After the
inhabitants of the room have acted, before they can do anything, you
are both next to the weakening.  Quickly, you activate the SoulsWard
and hit the Tualohic's sword; both it and have now long since ceased
glowing immediately, and the crystal is over-fully charged.  You cast
the Veil-Piercing, just as the Palladin, realizing your treachery,
swings at you.  His sword connects with the High Lord's minion... and
the High Lord himself has attacked you!  You must have already
escaped!)  

@i(With the image of the Orb etched in your mind, you had pierced the
final veil ---) and everything went black.  You recall very little of
the event, save that there was a sudden ripping in your mind, a
feeling as if the borders of your existence had been eradicated.  The
next thing you recall clearly is awakening early this afternoon; not
in your comfortable bedchambers but belowgrounds, in the dungeons you
had prepared for unwelcome visitors.  This clued you in that something
was seriously wrong.

Of course, you could not be held in your own dungeons, and you quickly
departed, healing your bruised, scarred, weakened and battered body as
well as you could.  You still don't know where the damage came from,
but you have more crucial concerns.  As you discovered from a quick
sampling of magic upon your Castle, sometime during your absence,
somehow, through what perverted activity you have yet to determine,
@i(Tualoha woke up)!!!

The legends say that there shall come a time, when the Goddess
awakens, that shall be known as the MadTime, when the line between
Creation and Chaos shall be erased.  You have often thought about what
would occur if the binding spell were to be broken, and the thought
has made you cringe.  Now, it seems, you'll be given your chance to
find out, unless you can restore it.  How, without the M'kraan
crystal? 

Clearly, what you needed first was knowledge.  You ran to your library
and invoked the Spell of Lorekeeping you had laid upon it long before.

You should have known better.  "What is your wish, Seeker of
Knowledge?"  The voice seemed to be coming from nowhere.  "The
Loremaster is kind, and will forgive your earlier trespass."

That gave you pause.  "I seek the Book of the Vishanti." you replied.
It was that tome which had provided your mentor with the magics to
forge the Creation Gate, perhaps it would serve you as well.  When the
"Loremaster" claimed he had no such book, you lost your temper and
entered the library yourself.  To no avail, however; the tome was
indeed missing.  

Returning to the surface, you took a moment to collect your thoughts.
Reaching out to your Orb, you summoned it to you...to no avail.  It
was then that you began to worry.  

Panic did not set in until you saw the stars.  Before you were trapped
in Limbo, it had been the night before the Stellar Equinox.  Now,
looking at the constellations visible in the twilight, you find
yourself a week before that conjunction.  Somehow, you have slipped
back in time, arriving before you ever departed...and somewhere on
this Castle there is Kalerege, as secure as you ever were in your --
his -- identity.  Truly a madtime has begun!

You realized that your scars, and your self-affected healing, were
likely enough to disguise your identity, particularly with your growth
of beard and a number of small disguising touches.  And so you became
Giludren, an archeologist with a remarkable degree of knowledge about
the artifacts and structures within the Castle.  These, at least, you
still remember.

And yet this is not the world you remember, indeed there are many
differences, and you can determine no rhyme nor reason to them.

@begin(itemize)

The binding spell has been shattered.  As a result, magic is working
unpredictably and uncontrollably; many spells on the Castle tied
through the Gate and the Orb have failed or altered.  Curiously and
inexplicably, the truly important spells have been unaffected: the
protection dome, the levitation fields, the life-support magics.

The Disk of Kali is missing from where you left it.  

The beasts of your menagerie escaped, although most of them were
captured and returned to their cages.  This you remember occured
before, but what is inexplicable is that now, when you inspected the
menagerie, you discovered that there were @i(more) beasts returned
than had originally been kept, including beasts you never had in there
in the first place, despite the fact that many beasts had been killed
or were still free.  The Tower Green has been locked, and only you can
enter it...but what precisely that means, you are no longer sure.

Teleports have ceased working.  Those on the Castle have been stuck
here, those on the surface unable to arrive.  The displacer within the
Great Sail no longer functions, locking you away from your items, your
books of lore, your tokens of power.  Only what you have with you may
you call yours.

Both your Orb, and your Soul'sWard crystal, have been weakened.  They
do not respond to you as readily, or as powerfully, as they should.
In the latter case, it is perhaps the soul of that Palladin that is
responsible, but nevertheless...

The Creation Gate itself is no longer where it was originally
conjured, in the Hall of Martyrs.  Where it has gone, you know not.  

The Castle is inhabited by hordes of enpici, rare and arcane
creatures.  Why, and what their purpose is, you have no way of
knowing.  But that they are significant, you cannot doubt.

Your manservant, Benjamin, is no longer keyed to your summons, and you
have not heard from him since you awoke.

The accepted Lord of this Castle, the man who has stolen your name,
your face, your title and much of your power, is known as the Wizard
Kalerege.  Without your true face, and in this world that clearly is
not quite your own, how are you to prove yourself?  Who would believe?
And indeed, would it be wise to do so?  At the moment, at least, the
element of surprise is yours, and knowledge @i(is) power.

@end(itemize)

A number of questions face you.  Is the World big enough for both of
you?  If Kalerege has the same designs for ultimate control you have
nursed for decades, clearly not.  How best to secure your claim?  How
best to achieve dominance?  It would not do to simply dispatch
yourself -- not only are you likely to be as powerful as yourself, you
have no way of knowing what reprecussions might come of such elaborate
suicide.  If you are, in fact, the same entity...

One thing you do know is that @i(you) hardly believe you are where you
are.  Without the evidence you have seen, you wouldn't.  And thus, you
don't -- or the other you doesn't.  Subtlety must be your watchword
while you solve the problems of your newly-twisted lifeline.

@i(You are Kalerege, the Great Wizard, yet you must hide your true
self, and have adopted the name "Giludren".  Your abilities are vast:
you are a full Mage, and control the Orb of Kalere'ge.  Your mind is
sharp: you are Aware (none may suprise you), you can Resist Suggesion
and Read many Languages.  You are well versed in Historical Knowledge
(Level #3) having lived a great deal of it, and you can, of course,
Speak Historical Jargon.  You are also quite Diplomatic, a skill that
will keep you out of trouble, and perhaps keep your castle intact, if
not what is left of your skin (luckily, you Heal Rapidly, or you'd not
even have that!)  The only weapon you can use with any proficiency is
a Dagger (+1); hopefully, you will be able to avoid combat until you
can regain control of your home. You have only a few things with you;
some shabby, scored clothing, the still-slightly-charged-but-useless
SoulsWard Amulet, a Ring of Power, the spare Key to the Castle Sanctum
(it's your house, of course you know where it is!) & a new robe you
managed to filch.  And pens and paper; you'll need them for your cover
until you decide how you'll regain control...)

@i(Good luck.  You are quite likely to need it.)

@section(Spells)

@include(/mit/abstract/Lore/Magic/Spells/alter_animal.major.mss)
@include(/mit/abstract/Lore/Magic/Spells/animal_tongues.major.mss)
@include(/mit/abstract/Lore/Magic/Spells/aura_read.major.mss)
@include(/mit/abstract/Lore/Magic/Spells/blinding.major.mss)
@include(/mit/abstract/Lore/Magic/Spells/color_change.minor.mss)
@include(/mit/abstract/Lore/Magic/Spells/comprehend_language.major.mss)
@include(/mit/abstract/Lore/Magic/Spells/dancing_lights.minor.mss)
@include(/mit/abstract/Lore/Magic/Spells/detect_curse.minor.mss)
@include(/mit/abstract/Lore/Magic/Spells/detect_curse.major.mss)
@include(/mit/abstract/Lore/Magic/Spells/detect_life.major.mss)
@include(/mit/abstract/Lore/Magic/Spells/detect_magic.major.mss)
@include(/mit/abstract/Lore/Magic/Spells/disruption.major.mss)
@include(/mit/abstract/Lore/Magic/Spells/enhance_aura.major.mss)
@include(/mit/abstract/Lore/Magic/Spells/forcewall.major.mss)
@include(/mit/abstract/Lore/Magic/Spells/healing.major.mss)
@include(/mit/abstract/Lore/Magic/Spells/magic_protection.major.mss)
@include(/mit/abstract/Lore/Magic/Spells/lifekeeping.minor.mss)
@include(/mit/abstract/Lore/Magic/Spells/truth_tell.minor.mss)

@include(/mit/abstract/Guides/lore.creation.mss)
@include(/mit/abstract/Guides/lore.m'kraan.mss)
@include(/mit/abstract/Guides/lore.magic.mss)
@include(/mit/abstract/Guides/lore.sorcery.mss)
@include(/mit/abstract/Guides/guide.realm.mss)

@section(Organizations)

@include(/mit/abstract/Organizations/conclave.wizards.mss)
@include(/mit/abstract/Organizations/horsemen.mss)
