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Public Incantation Issue 1

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Published in 
Public Incantation
 · 20 Aug 2020

                  How to contact Data Warriors 



You can send a letter to Fortune.
Address:

Timo Heikkil„
Vierem„nk. 25 as.5
05900 Hyvink„„
Finland


Or you can leave message to Wilderness BBS:

Number: 358-(9)14-454 953
Open: 18.00 - 22.30 (Finnish time)
Speed: 2400 - 14400 bps
SysOp: Source Of Error / Hard Spoiled
Ð MEMBERS OF DATA WARRIORS



Alias: Real name: Job in group:
Fortune Timo Heikkil„ Coder & GFX-artist
Mr.¨ Anssi Imppola GFX-artist
Sir Haggis Kimmo Sukanen Coder
Waveform Toivo Sepp„l„ Musician



We are looking for another GOOD musician! So if you are GOOD
musician and you want to join us then just contact us.
Ð Data Warriors sends greeting to following groups:
(in alphabetically order)



Dust
Hard Spoiled
Sonic PC
Virtual Vision



Personal greetings:


Fortune:

Otto Chrons / Virtual Vision
Tyrone / Dust
Source of Error / Hard Spoiled
3MOLO / Hard Spoiled
Jaz / Sonic PC


Sir Haggis:

Source of Error / Hard Spoiled
VOTERS LIST:



Name / Alias: Group: Country:

Fortune Data Warriors Finland
Mr.¨ Data Warriors Finland
Sir Haggis Data Warriors Finland
B-Man Dust Germany
Stone Dust Germany
Tyrone Dust Germany
ViooN Dust Germany
Bug Hard Spoiled Finland
Source Of Error Hard Spoiled Finland
Sneaker Finland


CREDITS OF THIS MAGAZINE:

Coding: Fortune
Desing: Fortune
Sir Haggis
Graphics: Fortune
Music: Waveform


Top ten groups


Group: Points:
1. Future Crew 82
2. Surprise! Production 69
3. Triton 60
4. Imphobia-Cascada 47
5. Silents 43
6. Dust 37
7. Reneissance 33
8. Sonic 29
9. Tran Production 26
10. Xography 25




Top ten demos

Demo: Group: Points:
1. Second Reality Future Crew 96
2. Good, Bad & Ugly Surprise! Production 71
3. Crystal Dreams II Triton 52
4. Untitled Dust 37
5. Optic Nerve Silents 33
6. Hex Appeal Cascada 32
7. Unreal Future Crew 27
8. Hell Tran Production 26
9. Panic Future Crew 25
10. Elements Xography 17




Top ten coders

Coder: Group: Points:
1. Psi Future Crew 91
2. Tran Tran production 55
3. Erik Pojar Surprise! Production 53
4. Trug Future Crew 38
5. Martin Groftehauge Silents 34
6. Stone Dust 29
7. Vogue Triton 28
8. Mr.H Triton 27
9. Uli Xography 18
10. Wildfire Future Crew 15




Top ten GFX-artists

Artist: Group: Points:
1. Marvel Future Crew 61
2. Pixel Future Crew 48
3. PL Imphobia-Cascada 43
4. Sigfrid Impact Studios 42
5. Maestro Surprise! Production 28
6. Delsion Imphobia-Cascada 24
7. Ranx Sonic 20
8. Tyrone Dust 15
9. Skaven Future Crew 14
Joe Surprise! Production 14




Top ten musicians

Musician: Group: Points:
1. Purple Motion Future Crew 86
2. Skaven Future Crew 81
3. Lizardking Triton 51
4. Zodiak Imphobia-Cascada 42
5. C.C.Catch Reneissance 34
6. Cybelius Sonic 33
7. B-Man Dust 25
8. Mellow-D Sonic 23
9. Jesper Kyd Silents 9
10. Coi Iguana 8




Top ten role playing games
(Not computer role playing games)


RPG: Points:

1. Cyber Punk 49
2. Dungeons & Dragons 37
3. Rune Quest 32
4. Advanced Dungeons & Dragons 22
5. Twilight 2000 17
Astra 17
7. Shadow Run 16
MERP 16
9. AD2300 9
10. ------ --



Top ten computer games

Game: Points:

1. Doom 75
2. Epic Pinball 34
3. Day of the Tentacle 29
4. Pinball Fantasies 28
5. X-Wing 19
6. Privateer 18
Ultima Underworld 18
8. Ultima Underworld II 16
NHL-hockey 16
10. Sam & Max 15



HELP!



Interface:

In main-menu press left mouse button to select item. Some items
have sub-menus. In sub-menus press left mouse button to select
item and right mouse button to return to main-menu. When you
are reading article, editorial, charts, etc. you can scroll text
down by pressing right mouse button and up by pressing left
mouse button. You can return to sub-menu / main-menu by pressing
both mouse buttons same time.


Command line:

L = low sampling rate
N = no sound
S = sound setup
any other character = command line options

If autodetection of sound-card fails command line option S.
Whit Gravis Ultra Sound you must have 'SET ULTRASND=' but other
sound cards are detected from hardware. If you for some strange
reason don't like music you can use command line option N.
If you are using slow machine use command line option L.
You don't have to use L option whit Gravis Ultra Sound. I don't
know how this mag runs in 386sx-16 but if some part is slow tell
it to me and I'll optimize that part.

If you can't hear any sound you can try to reboot your machine
because there might be some shit in memory which causes
problems whit soundcard detection.


Memory:

This program requides about 390 000 bytes convertional memory
whit music and about 310 000 bytes whitout music. So if you just
don't have enough memory (I think you have) the sound doesn't
hear.
Ð Introduction about Data Warriors

Written by: Fortune



HiSTORY


Data Warriors was founded at late of 1993. The founders were I
and Sir Haggis. Little bit later Mr.¨ joined us. Just few days
before releasing of this mag Waveform joined us as musician and
now we are 4 members (You can read our member information from
another place in this mag). We haven't yet released anything
except this Diskmag. There is nothing more to tell about our
history so I'll tell you about our future plans.


FUTURE


Now this mag is ready and we can start to code a Demo to
Assembly'94 and maybe Intro too, but I don't tell you more about
the demo. You will see it in Assembly or little bit later when
it's released. Before Assembly (assembly is 5. of August - 7. of
August) we are going to release second issue of Public
Incantation. But if you won't write articles and send votes we
can't release it.


DiST-SiTE


We are looking for distribution sites all over the world, so if
you want your BBS to be dist-site of DW fill up the dist-site
form in file 'PUBLIC1.NFO' and send it to us. Your BBS will NOT
automatically be dist-site of DW but we will contact you. We
don't too have WHQ so if you want to join us as SysOp then
contact us.



So that's all. CU at Assemble'94!
Ð Introduction About Hard Spoiled

Written by: Source of Error



HS was founded in late of 1993. We haven't made anything good
yet. Only few Not-So-Good utils. Right now we are coding two
games, and we are allways coding some utilities. We make Games,
Utils, Music and Graphics. We don't code demos or intros.

In HS there are four members. Three of us code programs, and
we have one musician. I (SOE) code with Turbo Pascal but
I'm going to change to C language. Because I hate Pascal limits.
In pascal I can't use REALLY big amount of variables. Maybe
I am wrong, but so what! I gonna change to C.
Other coders of HS use some little bit easier languages. Like
Qbasic (RuleZ!!) and Visual Basic.

If you want to contact us just call our WHQ or Support-site.
Or send a Internet mail to:

veheino@freenet.hut.fi

The WHQs magic number is:

358-(9)14-454 953
2400-14400 Bps
It's called Wilderness BBS
It's open from 18:00 to 22:30 (Finnish time zone)

The Support-sites magic number is:

358-(9)14-436 648
2400 Bps
It's called TL's BBs
It's open from 22:00 to 06:30 (Finnish time zone)


That's that. Sounds good??
(I Don't Think So Jimm)
Ð Fortune / Data Warriors
interviews
Otto Chrons / Virtual Visions



Who are the members of Virtual Visions and what are their jobs
in the group?

Following members are "active":

Jussi Lahdenniemi Coding
Marko Suovula Coding
Tero Reunanen Graphics
Lasse Makkonen Music,Graphics

more or less inactive members:

Otto Chrons Music system
Petteri Kangaslampi Coding

What has Virtual Visions or any of its members released so far?

We made our first demo for Assembly'93 "Fruits of Indolence"
which worked just barely and we never released it. For the
Party'93 we had big plans, but the result was a not-so-wonderful
voxel landscape demo.

What's Virtual Vision going to release next?

We're working for a demo for Assembly'94 but as I'm not very
active member I don't know much about it.

Would you tell shortly to readers what are DMP and DSMI?

DSMI is a music system (Digital Sound & Music Interface) for PC
computers and uses digital (sampled) instruments. DMP started as
a beta testing program for DSMI but has since grown into a fully
working module player and is very popular.

How is DSMI better than other shareware/freeware/PD
moduleplayers?

It supports more sound devices and unlike other "moduleplayers"
it also lets you use multiple sound effect channels in addition
to the music. DSMI is also being developed all the time and
future versions will have complete FM and MIDI support.

If somebody wants to buy DSMI, what should he do?

Basically he/she should get a copy of a recent DMP, read the
README file, fill in the ORDER.DSM form and mail me a printed
copy of it and signed license agreement.

Would you like to send some greetings?

To all DMP users all over the world, I'd like to thank you for
the cards you have sent and for the numerous bug reports :)
Ð How to load and show SCI-picture!?!

Written by: Fortune / Data Warriors



This article is written for beginner programmers who don't know
how to load pictures.

SCI is very simple picture format, but it takes much disk-space
because it's not packed. But if you don't know how to load and
show pictures I hope this will help you.

In SCI picture there is first 10 bytes long header. Then is
color data (768 bytes) and then picture data (64000 bytes). Here
is example program that loads and shows SCI file in VGA 320*200
256 color mode. Everything bethween /* and */ are comments.


#include <conio.h>
#include <stdio.h>

void setcolor(int color,int r,int g,int b){
outportb(0x3C8,color);
outportb(0x3C9,r);
outportb(0x3C9,g);
outportb(0x3C9,b);
}

/* Routine to set colors. It works like this:
setcolor(color,red,green,blue);*/


void main(){
int err=0;
unsigned int a,b;
char h,j;
char *x;
FILE *pic;

asm{
mov ah,0
mov al,0x13
int 0x10}

/* This goes to 320*200 256 colors mode. */

pic = fopen("PICTURE.SCI","rb");
if (pic==NULL){err=1;goto error1;}

/* This opens the file. PICTURE.SCI is filename of picture that
will be opened*/


for(a=0;a<10;a++){
if(fread(x, 1, 1, pic)==NULL){err=1;goto error1;}}

/* This jumps over the pictures header. */

for(a=0;a<256;a++){
if (fread(x, 3, 1, pic)==NULL){err=1;goto error1;}
setcolor(a,x[0],x[1],x[2]);
}

/* This reads and sets colors. */

for(a=0;a<64000;a++){
if (fread(x, 1, 1, pic)==NULL){err=1;goto error1;}
h=x[0];
asm{
mov ax,0xa000
mov es,ax
mov di,a
mov al,h
mov byte ptr[es:di],al
}}

/* This reads the file and shows the picture in screen. */

getch();
error1:
fclose(pic);

asm{
mov ah,0
mov al,0x3
int 0x10}

/* This returns to text mode. */

if (err==1) printf("error!");
}

So thats it. I have made this with Borland C++ 3.1 but I think
it works fine with other C compilers too. (compiler must have
inline assembler!)
Ð MUSIC- & GRAPHICS-COMPETITIONS IN WILDERNESS BBS

Written by: Fortune / DW



First here is little information about Wilderness BBS:

Number: +358 (9)14 454 953
Software: Maximus
Open: 18.00 - 22.30 (Finnish time)
Data Warriors support-site
Hard Spoiled WHQ


Both competitions are organised by Hard Spoiled. The prices are
fame, glory and better rights to Wilderness BBS.


Rules of Music-compo:

Music format can be one of followings:
MOD
STM
S3M
MTM
669
FAR
NST
AMF

Music must be your own made.

Upload your competion musics to Music Compo -file area.

Remeber to write to module or to text-file who you are and how
can you be contacted.

So thats all about music compo.



Rules of Graphics-compo:
Graphics resolution allowed:
All CGA-resolutions
All EGA-resolutions
VGA 320*200 256 color
VGA 640*480 16 color

Picture-format must be GIF.

Picture must be your own drawn. You can't use Ray Traceing.
Fractals are allowed to use.

Upload your pictures to Graphics compo -file area.

So thats all about graphics compo.



Don't forget to attend other or both compos!
Ð################################################################
# #
# #
# #
# You can send here advertisement (64*10 characters) #
# #
# #
# #
# #
################################################################





################################################################
# #
# ATTENTION ALL GOOD MUSICIANS! #
# #
# Data Warriors is looking for another GOOD musician. #
# If you are interested read contacting information from #
# another place of this Magazine and contact us!!!!!!!!! #
# #
# #
################################################################





################################################################
# #
# ATTENTION ALL SYSOPS! #
# #
# Data Warriors is looking for dist-sites all over the #
# world. If you are interested fill dist-site form in #
# file 'Public1.nfo'. #
# #
# #
################################################################
Ð A TRAP

Written by: Sir Haggis / Data Warriors



I, Abraxas the mage and my two good friends: Zorg, brave
dwarf-warrior and Miguel the warrior were going to Threshold.
But suddenly it started to rain very hardly. Zork detected a
cave in the mountain near the road we were walking. We decided
to go there. But when we were in the cave the gate closed. We
were surprised because we haden't noticed the whole gate but it
were fallen from the ceiling. We tried to open the gate but it
were wasting of time.

There were about 8 meters long archway in front of us. The
archway was about 2 meters high. The walls were nature-made. We
started to move forward. First went Zork axe in his hand and
behind him came Miguel and at last but not the least came I :).
The archway spread to the hall. In middle of hall were a
stone-statue. The walls of hall were made from marble. There
were three doors like this:

_G_
| |
| |
| |
| |
-- --
| |
D S D
| |
---D---

G = Gate
D = Door
S = Statue
|,_,- = Wall

There were latches in every door. We decided to go right hand
sided door. Miguel opened it carefully. I and Zork stayed
further away. Door opened creaking. Behind the door were a
room. Here is map of room:

________
| B B B |
| |
--- |
D |
--- |
| C C C C|
|TTTTTTTT|
--------

B = Bed
T = Table
C = Chair

On the table on the silver tray were baked squirrels. We
searched the room but we didn't found anything interesting. We
returned to the hall and walked to left hand sided door. Zork
opened the door. The arrow flow over his head. In the wall were
a hole. It was about 10 centimeters wide. Otherwise the room
was empty. Here is map of this room:

/------\
/ \
H D
\ /
\______/

D = Door
H = Hole

We searched the room but again we didn't found anything. We
returned to the hall and went to the last door. Zork opened the
door. I saw about 8 meters long archway ahead us but I couldn't
see longer because it were so dark. We walked straight ahead
the archway and then it branched like this:

| |
| | |
___| |___| |
D |
--- ---| |
| | |
| |
| |
| |
---D---
(We came from here)

I looked with mirror to the both ways. We turned right. Archway
branched again and we decided to turn right (if you look map we
went down). There were door in end of the archway. But the
archway also turned left. I looked behind the corner and I saw
the goblin dagger in it's hand. I tried to struck it with my
dagger but I didn't manage to harm it. Then goblin tried to hit
me but I managed to jump to backward and it didn't hit me. Zork
tried to split goblin whit his axe but goblin evaded. Miguel
tried to hit goblin too but also he didn't hit. I tried to hit
again but again I didn't hit. Goblin tried to hit Miguel but he
fended off. Then Zork hit again and goblins head flow to the
wall. The blood splashed everywhere.

I didn't found anything from goblin except it's dagger. Behind
goblin there were door. Zork opened the door and yelled:"Here
is money, the room is full of money!"
We ran to the room and it
was like this:

-------
|MM |____D
|MMM H D g |
|MMMMM |---| |
------- | |___
| ___
| |
| |

H = Here we are!
g = Dead goblin
M = Money

All coins were copper. Because coppercoins doesn't have very
much value, so I tried to found some gold coins from the
coppercoin mountain. But just when I was started to search,
there came a snake from the door. It was 3 meters long and it
was white and gray. I threw a dagger to the snake. It hits and
harmed it very seriously. Then tried Miguel to hit the snake
but he didn't hit. After that snake tried to spit Miguel but
it didn't hit. I threw a dagger again but this time I didn't
hit. Miguel tried again make a final hit but he did't manage in
it. Then snake tried to bite Miguel but it didn't hit. Zork
also didn't hit the snake. I threw some copper coins agains the
snake but I didn't hit. Again Miguel tried to make a final hit.
He did it. His sword went throught of snake's head.

Suddenly Miguel yelled:"I can't see... I can't see!". There came
another snake from the archway, it had spitted Miguel and it was
also big and white and gray. I helped Miguel to get further away
off snake. Zork continued fight with the snake. He tried to hit
the snake but he hit miss. Then the snake bited zork. Zork
roared and continued the fight. Zork struck the snake with his
axe. He hitted and the snake was dead. I took the snakes head
and put it in to my bag. I got all my daggers from the floor.
We went to the next door and Zork opened it. It was like this:
___
|B |____
/ NNN PP|
-------| PP|
|MM |____ H |
|MMM D g | |
|MMMMM |---| | CC |
------- | |____|
| ____
| |
| |

C = Chest
D = Door
H = Here we are!
g = Dead goblin
M = Money
N = Big spiders net
P = Pit full of spikes

I saw bag behind spider's net but didn't saw a spider so I
decided to make a hole in the net. At last I managed to make a
hole in the net. I went to get that bag as fast as I could. I
got the bag and went back to my friends. We opened the bag.
There was 50 gold coins and a lamp. We share gold but I took the
lamp. There were allso a chest in the room but it looked too
dangerous to open it so we didn't open it. Then we went straight
up the archway.

_____
___ |
| |
|P|
___| |
___ |
|H|

H = Here we came
P = Pit

Because Zork went first only he fell into a pit. He almoust got
out of the pit but suddenly something grabed at his feet. We (I
and Miguel) went to help Zork. We tried to pull zork out of the
pit but just when we had allmoust pulled he out a creature in
the pit pulled he back. We pulled again and managed to got Zork
out of the pit. Heïs feets were blody but he wasn't harmed very
badly.

We jumped over the pit and continued our trip. We went straight
ahead archway until we got to the corner. I looked again with
my mirror behind the corner but there wasn't anybody. We went to
the next corner and I used my mirror. I saw a place where
archway joined like this:

_WW_____
| __ |
| | | |
|H| |P|
|__| |__| |
D1 |
|-- ---| |
| | | |___
| | | g
| | D----
| |
--D--

D = Door
H = Here we are
P = Pit where Zork fell
W = Hollow wall

We searched the archway and notised that the wall were hollow.
We didn't find anything else interesting so we went to open the
door (D1 in the map). Behind that door were a little room. There
were allso a old man sleeping in the bed. Under his bed were a
little box. It looked a trap so I didn't open it.

We closed door and went to the hollow wall and decided to make
a big hole in the wall. Zork started to hit the wall with his
axe. He had hit 4 times before the hole were big enough so we
went trought of it. There was an archway. It was like this:

______________
| ___WH____ |
| | | __ | |
| | | |
| | |P|
| | | |

D = Door
H = Here we are
P = Pit where Zork fell
W = Hollow wall

Just when we got through of the hole old man woke up. We started
to run. We turned right and ran until we got to the corner. We
Turned left and continued runing. We saw a stars ahead of us.
They went down. We ran the stairs down and arrived to a room. We
saw a very very big cat lieing on the rug. We also heard man
yelling in the archway: "If you hurt alexander Iïll kill you."
The room was like this:

______________
| ___WH____ |
| | | __ | |
| | | |S| __|U|
| | |P|-- |C |
| | | | |R___|

C = Cat lieing on the rug
D = Door
H = Here we are
P = Pit where Zork fell (Pit were on the cats rug)
S = Down stairs
W = Hollow wall

Then we saw man coming to the room where we were. He had wear
a qown. He ran to the cat and picked it up.

Man asked: "Who are you?"

I answerd: "We are adventurers"

"Why are you here?"

"We came here because it started to rain and we didn't want to
get wet."


"Why didn't you leave when the rain stoped?"

"The door closed."

"But there are no door. You are a thief."

"No I'm not a thief and I'm sure that the door closed. Let's go
there so I'll show you the door."


"Okay, let's go"
We went back to that door where we had came in.

"Uppss... Door is closed as you said. Why didn't you open it"

"We tried but we couldn't open it."

"What a kid, can't even open the door!!"
Man knocked the door and it opened.

Man said: "Now get out of here!!"

We were just going out when I notised that, Zork were missing.
I asked if I can go to find him, but man didn't let me, so we
started to walk down the hill back to the road and man went back
to sleep.

After man had went back to sleep we went back to the cave. We
ran to the cat's room, but Zork wasn't there so we decided to go
back to the hollow wall and continue to left.

We turned first left and after that we turned right and then
again left. There were a very long archway. On the floor were a
dead goblin. I searched it but I couldn't find any thing so we
continued walking ahead the archway. After a long walk we
arrived to little room. There were a ladders. Here's the map:

_________
| ___WH__
__| | | __
| __| | |
|g|__ | |
| |B |__| |__
| | D1
| |__|---- --
| | | |
| | | |
_____| | | |
/ ______| | |
/ / \ -----D--
| / \|
| | D S
| \ /|____ _
\ \______/L/ | |
\_______H/ | |

B = Bed
D = Door
g = Dead goblin
H = Here we are
L = Ladders
O = Hole
S = Statue
W = Hollow wall

We went down the ladders. We arrived to a room. There were an
altar. We also saw Zork on the altar. He was like dead but he
breathed. There were irons on his feet and hands.In each of them
were a lock so I couldn't open they. I decided to search the
room but I didn't find anything. The room looked like this:

_______
/ L \
/ H \
D D
\ AAAAA /
\__SSS__/



A = altar
D = Door
H = Here we are!!
L = Ladders
S = Statue

I opened left door. There were a small room. There were also a
button. I decided to press it.

When I pressed the button whole room crashed down.

( And of cource we died :-) )







* * *

T H E

E N D
Ð TALE OF ENJAL

Written by: Mika Leino



I THE NIGHTFALL


Enjal was disappointed. The huntingparty hadn't had any kills on
this trip. He started to get worried, because they had followed
the tracks of a deerherd only too far. It was about nightfall,
and the only even somehow bearable place to spend the night was
an old ruin of a cottage along the trail.

Someone started talking behind Enjal:"Enjal, there is no way we
can reach the village by night."

Enjal turned to look who had talked. It had been Satap, the
oldest member of the party.

"You are right about that, and I can't think of any other place
to spend the night than that ruined shack by the path"
, answered
Enjal and went "inside" the shack. Satap and the other members
of the party followed him.

The ruin wasn't good for anything else but for somesort of
shelter from the wind. The roof had a long time ago collapsed,
and the walls had tumbled down leaving only about five feet
tall square in the middle of nowhere. Enjal found himself
wondering who had owned this cottage when it still had been in a
good condition.

Enjal looked around the party and said to a young warrior:
"Berhir, you'll take the first watch with Godfrey".

The young men stopped making their beds for a while, but only to
nod to Enjal. When Berhir's "bed" was ready, he sat on small
tussock of grass and started looking across the field to the
woods. When Godfrey had finished his bedmaking, he sat down too,
and started looking to the other direction.

After finishing the making of his own "bed", Enjal looked around
and saw, that nobody had made a campfire. "Well, I can just as
well make it myself"
, thought Enjal, and went in the woods to
get some firewood. When he went "outside", a 21-year-old
partymember named Manglion guessed what he was doing and went
with him. When the fire was ready, everybody ate something.


II THE ATTACK


"Everybody wake up! We're under attack!"
Enjal got up as fast as he could. At first he didn't know what
had caused Godfrey's warning. He realized the reason quite
quickly, when an arrow flew in front of his face. Enjal rapidly
jumped in cover. "They have surrouded us!" shout Berhir. Enjal
started to think the alternatives.

"Everybody! We have to play dead, if we want to survive! If they
come closer, then we can surprise them!"
Enjal shouted.

They started to execute the plan. Man by man they yelled and
fell down as if they were hit by an arrow. After the last man
had fallen, the shooting first slowed down and then it stopped.
Everyone was waiting and fearing, that they would come to check
if they really were dead. After about ten minutes they could
hear heavy breathing and everybody's grip on their swords and
axes tightened.

"Oh no, have I come too late?" asked a tired voice of an old
woman from the ruined walls.

Enjal jumped on her, put his dagger on the old woman's throat
and started to make questions.

"Who are you and why were we attacked?"
Now others stood up too. Satap looked at Enjal with some
reproach in his eyes.

"Praised be the gods! You are not dead. Don't you recognise me,
I am the one who hired you"
, the old woman said.
"Nobody has hired us", Berhir said from his watchingpost.
"Oh yes, now I see my error. I am terribly sorry."
Enjal stood up from the woman, but kept on asking:"What are you
talking about?"


The woman started her explanation: "About six days walk to north
is a castle of a warlord. The warlord keeps control in the area
with an ironfist. When my son criticized the man, his tool was
nearby and overherd the conversation. The next day came the
warlord's men and arrested my son. Now he is in the dungeons of
the castle, and I don't know how long will the warlord keep him
alive. I hired a group of mercenaries, but someone has had to
sold us. Could you help me with my problem?"


Enjal looked at her sorrow face and said:"I'll see what I can
do. But not until morning."



III THE TRIP


In the morning Enjal asked the men, if they would help the
woman. Everybody had said yes. Now they were on their way to the
castle. the trip had started well, for when they went through
their own village they had picked up something to eat by the
way. Luckily almost everyone of them was single, and those who
were married, didn't had any objections from their wives.

* * *

About seven days later they came close to the castle. The castle
was in a quite safe place. It was on top of a hill, and the
southwall of the castle was facing the sea. From north and west
the castle was protected by mountains, leaving a pass in the
east of the castle as the only entrance to the valley. The
castle was surrounded by a quite thick forest, which was a very
good thing when thinking defending the castle. But Enjal and his
men were not defending the castle.

Enjal and his men started to slowly approach the castle. When
they had come to about half way through the forest, when they
came across a patrol. The patrol, which consisted of men and
some horrible hybrids of human and some awful monster, stopped
Enjal, Berhir and Satap, who were walking maybe a bit too close
to each other. Luckily the patrol hadn't notice the others, who
they found out to exist in a very short time. Before the
patrolleader had time to ask anything, an arrow flew behind some
tree ending one of the patrolmembers miserable life. The other
three and the leader were like struck by a lightinig. While the
patrol was amazing their comrades dead body, Enjal's men
charged. During the fight Enjal got a wound in his arm, and four
men had got killed. the only ones alive were Enjal, Godfrey and
Berhir, but the whole patrol had been killed.


IV THE CASTLE


When the remnants of the group got to the entrance of the castle
they saw only one guard in front of the big pair of doors.
Berhir took the guard on the aim of his arrow, and then shot
him. After the guard was taken out of the play, the group went
in. First they started to look stairs either downstairs or
upstairs. They found stairs which went to bot directions, and so
the group decided to go first upstairs to kill the warlord.
everyone of them were scared that someone might see them, so
they had to proceed with the greatest cautioness possible.
Luckily, the warlord's room was the first room they saw. For
this purpose Enjal had taken his daggers with him. He took a
careful peek in the room to notice, that the war-lord indeed was
in there, but so was his bodyguard. Enjal opened the door a bit,
so he could trow the daggers. First he killed the body-guard and
then he killed the warlord. None of them wanted to go through
the late warlord's belongings, so they started heading for
downstairs. They wandered in the dungeons a time which seemed to
have hours before they found the right place. When the prisoners
saw them, they were extremely happy. But when Enjal was bringing
the men up and to their homes as the first man of the line, he
happened to step on a trap in the stairs, which none of them had
noticed before. When he stepped on the trap, two steps below and
two steps above the trap collapsed. And so Enjal fell down to a
hole so deep that no-one heard him to collide with the floor.


* * *


With these words the storyteller ended his tale of Enjal.
EDiTORiAL

Written by: Fortune / Data Warriors



So now the first issue of Public Incantation is in your 'hands'.
Firts I'd like to thank everyone who sent us votes and those who
wrote articles. If you want to introduce your group or tell
something about your group or write anything about scene send
your article to me (Fortune). Here is my address:


Timo Heikkil„
Vierem„nk.26 as.5
05900 Hyvink„„
Finland


Your article will be released unmodified. You can also write
about Role Playing Games. You can write adventure or some good
game idea or what ever you want. You can put 64 characters per
line. Please write articles because without them we can't
release another issue of Public Incantation. We'll release the
next issue when we get enough articles and votes.
SO REMEMBER TO VOTE!!!

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