Magic: The Gathering (MicroProse)
Campaign

Main Game Page: Magic: The Gathering (MicroProse)


None but the guild lords has seen Arzakon, so nothing said of the monster can be trusted. It is rumored, however, that it has one feat: an ancient rival, the wizard Yawden. Unfortunately, it has been centuries since the two planeswalkers met and fought. Perhaps we’re fortunate this rival’s not here. It’s likely he’s as evil as Arzakon.

Shandalar’s dragons were never our friends, but neither were they malicious. Now, some serve the lords unwillingly. The others disappeared long ago. Perhaps the Guardian knows their fate. Regardless, they will not help you. There are still two you can summon, the Faerie and the Prismatic. Both are wild and unpredictable, more so than dragons from other planes. Still, in your present predicament you should value any ally.

Now that the guild lords have broken their vows, there are no limits on how they use the mana. They have summoned vicious lesser wizards and creatures stranded here during the two wars. Those traitors to Shandalar now wander the land hungry for battle, magic, and treasure. But the guild lords have more to gain than gold. Some of the creatures have specific missions. When a creature attacks one of our cities, its goal is to siphon off all the magical energy. With enough of this stolen magic, a wizard can cast the Spell of Dominion.

Shandalar was not always as it is today. In ancient times, magic was free to all. There was no need to hoard mana or spells. We basked in riches, but did not know it. In talks with the Guardian and the lords, I learned of other places, called “planes”. These faraway lands are poor in mana, and only wizards there use magic. Strong wizards move between the planes and call themselves “planeswalkers”. They are a vicious bunch, always warring. To them, Shandalar is like a ripe fruit.

The first of the great wars against Lim-Dûl was a nightmare for everyone in Shandalar. The ancient wizards claimed to actually hear the agony of our world’s misused mana. The great dragons’ grief would rend any heart, and the Guardian was once a man, after all. After the war he vowed to prevent further pain and the dragons stood behind him. Thus were established the five magic guilds, each of which polices one color of mana. The lord of each guild is expert with that color, though often weak in every other.

In long ago ages some cities began to hoard their magics.

The wise men of these cities searched for a champion throughout the dark days.

When your talent was discovered they agreed to pool their remaining bits of power in an attempt to unseat Arzakon and his Evil Mages.

It might seem obvious to one such as you, but I tell you now that the only wise course is to duel and defeat the lord of every guild, then banish the monster Arzakon itself. Who knows what spells the monster can cast? It has surely traveled widely in search of power. If you defeat all five of the great wizards, Arzakon will not hesitate to attack you.

Mana stones are shaped from precious gems. In them, we store Shandalar’s pure mana. You then, in turn, can use the stones. Both stones and Magic can be hard to find, but if you help our cities and villages, the wise men there will find ways.

The wise man says: “The people applaud your brave struggle to free Shandalar from the tyranny of the Five Wizards. To assist you, I shall tell you a tale of long long ago.”

The deepest dungeons are guarded well by powerful spells and mighty creatures. The ancient, hidden magics of Shandalar will not be taken by an unprepared novice.

The Paths of Chronus, Azar’s Crypt, Cave of the Ice Worm, Tower of Whim, Altar of the Cyclops, Mound of the Warrior Kings, Soulchant Monastery, Dungeons of Graaz Keep, Arjonot’s Tomb

Wildwood Steading (Green Castle), Ruins of Su-Chan, Soulchant Monastery, Tower of Whim, The Paths of Chronus, Azar’s Crypt, Dungeons of Graaz Keep

Mysthold (Blue Castle), Ruins of Su-Chan, Soulchant Monastery, Wildwood Steading (Green Castle), Azar’s Crypt

You have defeated all five wizards! Shandalar is free! Prepare to face the final challenge. Your battles so far will banish the evil Planeswalker Arzakon for 556 years. Each life it loses in the Final Battle will banish it for 10 additional years. Good Luck!

You have protected the plane of Shandalar for the next 1706 years. The people rejoice! Life is good!


Screenshot Sources: