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The Last RiderEdit

  • Mr Mordaut: How may I be of service?
    • [One of a Kind]:
      • Mr Mordaut: You know, Player, you may be just the person I am looking for.
      • Player: I am?
        • Mr Mordaut: Indeed. I have something that may interest you. As you are aware, I have a deep interest in the history of dragonkind and have made it my mission to seek out as much information on our past as possible. During my recent investigations, I uncovered what may be the final journal of Hannibus, the Dragon Rider. I believe this journal entry could well be the secret to his current whereabouts. Could I interest you in helping me to investigate?
          • Not Right Now:
          • Accept Quest:
            • Mr Mordaut: Fantastic! I knew I could count on you!
            • Mr Mordaut hands you the last journal of Hannibus the Dragon Rider.
            • Mr Mordaut: Take a quick read of that and talk to me when you've finished. I have more information that will prove fascinating, I'm sure.
      • Player: Of course I am!
    • About your office...:
    • What's your role at the museum?:
    • [More...]:
After reading the journal
  • Mr Mordaut: I believe that Enakhra was successful in her plan and was able to curse Hannibus, turning him into a statue.
    • Player: Why do you think that?
      • Mr Mordaut: Well, I have been researching Enakhra's exploits and there are references to such a statue as tribute for Zamorak, but she was never able to deliver it. I had thought that the end of it, but then I hit on my biggest discovery yet! During some completely unrelated research on the Dragonkin, I found documents that speak of Robert the Strong finding a strange, lifelike statue of an unknown species. I believe that this is none other than the statue of Hannibus! According to my research, Robert took it to his library for study. Isn't it fascinating?
        • Player: Yes, fascinating!
          • Mr Mordaut: I'm glad you agree. The only problem now is where do we go from here? Where can we find this library? Who would know anything?
            • Player: The Museum?
              • Mr Mordaut: No, I've looked through what we have here. There's nothing of use.
            • Player: Bob the Cat?
              • Mr Mordaut: A cat? Why would a cat know anything?
                • Player: That cat is the reincarnation of Robert the Strong!
                  • Mr Mordaut: Really? Fascinating! Well yes, that certainly seems like a good place to start! I will entrust that task to you, Player, as my presence generally startles the locals.
                • Player: Trust me on this!
            • Player: The Wizards' Tower?
              • Mr Mordaut: Ah no, I tried them. They were initially suspicious of my scales, but seemed quite amendable after I had a pleasant conversation with them. Sadly, they had nothing of value.
        • Player: Not really.
    • Player: So?

The libraryEdit

  • [Ritual of the Mahjarrat]:
  • [One of a Kind]:
    • Player: Bob! I need to find the library of Robert the Strong!
    • Bob: The library of who the what?
    • Player: Robert the Strong! You're his reincarnation. Remember?
    • Bob: I know I'm his reincarnation, but I don't actually remember anything about his life. In this life I'm just a cat with a human to look after.
      • Player: Surely you remember fighting the Dragonkin.
        • Bob: Dragonstring? That sounds like a fun thing to play with. I think I'd have remembered that.
      • Player: A human to look after?
        • Bob: I think you've met Unferth, my pet human. He lives in a house at the north end of Burthorpe. I love that house. The first time I saw it I felt like it was home. Naturally, I adopted the human who lived there and moved in. Even though I wander around the world, that house will always feel like home.
          • Player: Maybe I'll check out this house...
            • Bob: Be my guest! Unferth is very good at keeping it clean these days - I've finally got him trained!
  • Something else.:
Talking to Unferth
  • Player: I want to search your house for a hidden library.
    • Unferth: A hidden library? I... I don't know what you're talking about! I've never even read any ogre romance novels! I certainly don't have a secret collection of them!
      • Player: Eww!
        • Unferth: Well... like I said, I don't have any, so you're wasting your time.
      • Player: So... can I see these ogre romance novels?
        • Unferth: What, so that you can mock me? No! Anyway, I don't have any. It's all a malicious rumour.
      • Player: I'm not interested in your novels.
        • Unferth: Well, if there's another library in my house, I'd like to know about it! I like to keep everything neat, and a misplaced library sounds like it's decidedly... um... un-neat.
          • Player: I'm looking for the lost library of Robert the Strong.
            • Unferth: Really? Do you think that legendary hero was into ogre romance novels? Well, I suppose you can search if you like. Be careful not to make too much mess, though! I always keep my house very clean, and the dust makes me ill.
          • Player: Is there any place that Bob the Cat seemed drawn to?
            • Unferth: Well, he never went upstairs much. He was always running around on the floor down here. I hope that helps with whatever it is you're doing.
          • Player: That's all for now.
  • Player: Hi Unferth. How's Bob?
After searching the bookcase
  • Unferth: Stop it! You're getting dirt all over my books!
After searching the table
  • Unferth: What did my table ever do to you?
After searching the fireplace
  • Unferth: What are you doing? You're getting soot everywhere!
Having searched the entire ground floor
  • Unferth: Oh, I bet you'll be wanting to rip up the carpet next! You vandal!
After discovering the trapdoor
  • Unferth: I had no idea there was a trapdoor under my carpet!

HannibusEdit

  • Player: Um nahi listic durooo-rah!
  • Hannibus: By the Ancestors, I'm free! I can smell the air... the blessed, dusty air! I was aware of the world around me, in a sense, but it was long - so, so long... I feared I would go mad. I know I was trapped, for how long I cannot say. Last I recall, it was the end of something called the Second Age... but now I am free. I have you to thank for this?
    • Player: Yes.
      • Hannibus: Then you have my gratitude, stranger. I don't suppose you know when I am, do you?
        • Player: This is the Sixth Age.
          • Hannibus: That must be centuries. Has it been so long? ...
            • Player: Are you alright?
              • Hannibus: I am sorry. It is so much to take in. Everyone I know... gone. The world must have changed so much. What place have I here, so far from my time? But I must know what has become of the Ilujanka - my people. Forgive my melancholy, it's just... difficult to comprehend.
                • Player: What now?
                • Hannibus: Now? Now I need to decide my future.
                • Player: You could go home.
                • Hannibus: Yes... I could! There is nothing for me here. I could leave! I could... But how? With Zaros gone there's no way back to my world... is there?
                • Player: Could one of the gods aid you?
                • Hannibus: No, I cannot trust my fate to those pretenders. Gods are petty, cruel and have little concern for those who serve them. No, there must be an alternative.
                • Player: Could you use the fairy rings?
                • Hannibus: Alas, the fairy ring network was something that I tried back before I was imprisoned, but it did not connect to my homeworld.
                • Player: Is there a teleport spell?
                • Hannibus: Ah, I'm afraid my people are not masters of sorcery, and I fear that any spell powerful enough to send me home might have... consequences. No, there must be another way.
                • Player: We could look around this library!
                • Hannibus: Yes... it does seem quite impressive. Maybe there is something we can use here. I have vague memories of a powerful figure here... someone with a strong Olun'det. It's only an impression, but what can it hurt to look?
                • Player: Olun'det?
                • Hannibus: Ah sorry, yes, the Olun'det is a measure of the impression we leave on the Olun'dai. Sort of like a measure of destiny, or one's spirit. You yourself have a particularly powerful Olun'det so I cannot help but think our journey on the Olun'dai is intertwined at this time. My people are deeply spiritual and it is ingrained in our culture and language. Forgive me if I forget, from time to time, that not everyone shares that history. Let's try some of these books. There must be something that can help me get home.
                • Player: Let's have a look!
                • Player: Goodbye.
                  • Player: You could ride dragons again!
                  • Hannibus: To what end?
                  • Player: Actually... (Returns to previous options.)
                  • Player: You could be a force to fear!
                  • Hannibus: Why would I want that? Power is transient and meaningless to the Olun'dai. It is the pursuit of fools and madmen, and I hope that I am neither. No I would need another cause to ride behind.
                  • Player: You can fly dragons! What's not to like?
                  • Hannibus: Haha! I cannot deny that. But there must be purpose behind riding. It would dishonour the rider and the mount otherwise.
                  • Player: For fame and glory!
                  • Hannibus: Fame is a fleeting notion and glory is just an excuse for excess of pride. Neither interests me, I'm afraid.
                • Player: Goodbye.
                • Player: Goodbye.
            • Player: Who are you?
            • Hannibus: My birth name was Hannibus Eterra. I was born from a clutch of seven and destined to be a ghur rider. It may sound strange to you, but being born from such a large clutch is a great omen for our people. On my world I was a farmer, riding the ghurs in order to plough our fields. It was a simple life and I was happy, for the most part. But our people were producing fewer and fewer young in each clutch - our race was dwindling. Then the Empty Lord - Zaros - came to our world, and our lives were changed. He offered us something we could not refuse: the salvation of our people, just as long as some of us would go with him and join his empire. On your world, we found that our ability to charm ghurs also worked on mighty creatures called dragons. This pleased Zaros. So I became a dragon rider: a warrior of the skies who served in Zaros's army. All for a promise that was never fulfilled. I am not proud of what I became. I was arrogant; I tried to cheat the Olun'dai and I have paid the price, dearly.
            • Player: The Olun'dai?
            • Hannibus: It is a difficult concept to explain, so forgive me if I seem unclear. We Ilujanka believe that everything is connected, part of a singular whole. The earth, the trees, the grass and the animals that graze upon it. The whole is like an elaborate painting that's impossible to fully perceive because you're a part of it - too close to see everything. But you know that the result is beautiful, and worth all of the effort that went into it. And like a painting, each individual stroke seems almost meaningless without the brushstrokes that came before, or after. The difficult part of the Olun'dai is knowing what your place is and accepting it. Something we all struggle with - I most of all. Does that make sense?
            • Player: Yes.
            • Hannibus: Haha! Then you are clearly wiser than me, Player.
              • Player: No.
              • Player: [Say nothing]
            • Player: Who are the Ilujanka?
            • Hannibus: We were the caretakers of our world and worked in harmony with the animals around us. We had our place, they had theirs, and by working together as one we lived a prosperous and happy life, each contributing to the Olun'dai. We had a natural affinity with the animals of our world: we served as their higher reasoning and they served as our limbs. Between us we ploughed fields, built homes and lived well. But then our numbers began to fall. Clutches fell in number from dozens, to fewer and fewer, until soon there were almost no births at all. We were dying, Player, and we had no idea why... That's why we agreed to go with the Empty Lord, because he promised us a solution. The Ancestors warned us not to go, not to defy the Olun'dai... but how could we not? I'm sorry, Player. I can't talk about this any more.
            • Player: Goodbye.
          • Player: Hello?
        • Player: When? Do you mean 'where'?
          • Hannibus: Forgive me, but I meant 'when' am I?
          • (Continues above.)
    • Player: No.
      • Hannibus: Do you, perhaps, know who did free me?
        • Player: Zaros released you!
          • Hannibus: Zaros... So he's returned? It doesn't matter. I've washed my hands of his politics. I don't suppose you know when I am, do you?
            • (Continues above.)
        • Player: No one.
          • Hannibus: Someone must have done it. I wonder why they haven't shown themselves. I don't suppose you know when I am, do you?
            • (Continues above.)
        • Player: Actually, I did.
          • Hannibus: Then you have my gratitude, stranger. I don't suppose you know when I am, do you?
            • (Continues above.)
  • Hannibus: The Dragonkin? If they could travel between worlds, that would be worth investigating. I wonder what statues he refers to. Hmm, I'm sure there's more here of use.
After picking up the Dragonkin Primer
  • Hannibus: Hm... Dragons are uniquely gifted creatures. This looks like something worth investigating, Player. I'll keep track of any words that we've uncovered and can translate for you if you need me to. Hmm, I'm sure there's more here of use.
When all clues have been found
  • Hannibus: That seems to be everything of use. We should investigate those clues.
Talking to Hannibus again
  • Player: About our quest...
    • Hannibus: Dragons possess wonderful powers. There might be one among them that can be my ticket home. We'll have to decipher that writing, though. Sadly, that's not my area of expertise.
  • Player: Who are you?
    • (Same as above.)
  • Player: Who are the Ilujanka?
    • (Same as above.)
  • Player: What's it like to ride dragons?
    • Hannibus: Oh, Player, I cannot do it justice. My people have a gift: the ability to share our experiences with another creature and - in turn - to share in theirs. When dragon and rider are together we are as one - a great, powerful beast chasing across the heavens! I once rode a black dragon with three heads - a powerful and noble creature - and we shared many an adventure!
      • Player: I have met that dragon!
        • Hannibus: So he's alive? He was always a noble beast. I miss his company.
      • Player: I have killed that dragon!
      • Player: [Say nothing]
  • Player: Goodbye.

The inscriptionsEdit

The green dragonEdit

  • Hannibus: Ah, green dragons. I've dealt with these before. Give me a moment.
Hannibus communicates with the dragon
  • Hannibus: Be calm great beast, no harm will come to you. I see... He does not know of dragons with strange powers, but he does speak of visits from the Creators. He says that as they experimented on the dragons, they would record their findings by scribing the rocks with arcane runes as a record for the other Creators in future cruelties. They should be at the back of the cave... south east of our friend here I think.
Upon discovering the runes
  • Hannibus: Look, Player. That rock seems to have writing on it!
    • Player: That writing wasn't there before!
      • Hannibus: Was it not? I wonder why it would glow now.
    • Player: Let's investigate!
After inspecting the runes
  • Hannibus: We should try and translate this as quickly as possible, Player. Maybe it leads to something we can use.

The steel dragonEdit

  • Hannibus: These dragons... their flesh is merged with metal. Why would anyone do such a thing? Shh... Be calm. I mean you no harm.
  • Steel Dragon: RAAAAAAAAARGH!
  • Hannibus: This one... is stronger than before. It will take time for me to calm him. Player... I need you to protect me... while I do this.
After killing the first iron dragon
  • Hannibus: I don't know if I can do this. It's wrong to kill them.
    • Player: You have no choice!
      • Hannibus: You're right. I must maintain control. Another dragon! Keep it back, Player!
    • Player: Just focus!
      • (Same as above.)
After killing the second dragon
  • Hannibus: I won't be able to do this. I failed everyone once, I'll fail again.
    • Player: Don't give up now - you're not that weak!
      • Hannibus: You're right, Player. I cannot give up now! There's another dragon coming. I'm nearly done here - keep it back!
    • Player: Don't give up now, or you'll never go home!
      • (Same as above.)
After killing the third dragon
  • Hannibus: Done. He was difficult to overcome, but thanks to your help I've managed to calm him. Please - give me a moment. That was... horrible. I saw a tall, pale-skinned creature, pouring molten metal into eggs. So few of the young survived, even after they infused the eggs with their strange sorcery. All the while, their tormentor would scribe notes onto a wall near a secret dungeon entrance. I imagine we should look there next.
Upon discovering the runes
  • Hannibus: Look, Player - more Dragonkin writing! Hopefully this will lead us to what we're after.
After inspecting the runes
  • Hannibus: That looks a little more complicated than before, we should try and decipher it and see where it leads.

The Queen Black DragonEdit

  • Hannibus: I think it would be better for both of us if this dragon were not to wake. I will commune with her in her dreams. Almighty one, dream to me of your children. Show me where they can be found. ...
  • Queen Black Dragon: Hahhhh... I dream of an Ilujanka, trying to dominate me. Even in dream, it shall not be. See how I turn your power against you. Ahhh... a good dream.
    • Player: Hannibus? Why are you talking like that?
      • Queen Black Dragon: Foolish dream-thing! No Ilujanka can master me. You speak to the first and most powerful of all dragons.
    • Player: Let him go!
      • Queen Black Dragon: You think I wish to inhabit this dreary dream-body forever? Mine is far more glorious! When I tire of the novelty I will release it, and dream once more of sliding through caverns and soaring through skies. For now... I wish to speak to you through this Ilujanka mouth.
    • Player: Your majesty - I have some questions...
      • Queen Black Dragon: This dream amuses me. Ask your questions, dream-thing.
      • Queen Black Dragon: (If you have defeated the Queen Black Dragon.) Ahh, but wait. The dream thing is familiar. I remember the pain it brought to me. But this is just a dream, so I will indulge the cruel dream's questions. Ask.
        • Player: I seek a means to travel between worlds.
          • Queen Black Dragon: What strange thoughts come to me in dreams. To travel between worlds? A thought I had never considered before. A distracting thought... Here is some logic for you, dream-thing. I am the most powerful of all beings. I cannot travel between worlds. Therefore, to travel between worlds is impossible.
        • Player: Tell me about the Dragonkin.
          • Queen Black Dragon: Speak not of them to me, dream-thing! Dream-thing? No - I name you nightmare-thing! You bring me dreams that I do not wish to dream! You do come to mock me! You come to stab and jab with words and swords. They took my children from me! My power could not prevent them! They took my children from me, and experimented on them! My poor white-scaled children! Their suffering was the worst. They were taken to the dungeon on Dragontooth Island and given twisted powers that drove them mad. No! Begone, nightmare-thing! I will dream of destroying you! My peaceful dreams will be restored! RAAAAAAARGH!
          • Hannibus: ... Down... down... I have subdued her. I can't risk communicating with her again, though. She might wake up at any moment. But I've got what we came here for. We're looking for a hidden dungeon on Dragontooth Island. I saw it in her mind. Let's get out of here before she wakes up. Do you remember how to get to Dragontooth Island?
            • Player: Yes.
              • Hannibus: Then we have no time to waste.
            • Player: No.
              • Hannibus: Not to worry, I saw that in her mind as well. There is a captain on the docks of a ghost-ridden port in Morytania. He will take us there.

The celestial dragonEdit

  • Hannibus: This is going to be tricky, Player. I can already sense their madness - they are not going to be easy to influence. I am going to need to see their rage unleashed and focused on a single target, so I can find a way past their madness. I am not used to those dragons, Player. As much as it pains me, I will need to see them in combat. I am sorry, but I must ask you to battle them. It's not about death, but about how they fight. Try and keep them alive as long as possible and I will be able to learn from them.
After having kept the dragons engaged in combat
  • Hannibus: Be still great beast, I mean you no harm.
  • Celestial dragon: My mind, clear. Pain. Constant. Burning. Is it tomorrow or today?
  • Hannibus: Oh, Player, I see it now - how the eggs were infused with the strangeness of another place... the Abyss I think? Something took them and twisted them outside of time. I can keep him grounded for now, focused on the present, but it's difficult. It's driven them mad, whatever the process is. Each of them seems unable to cope except on an instinctual level. How could anyone do such a thing? Yet still there is nothing about travelling between worlds, though I can catch glimpses of another that can.
  • Hannibus: (If you haven't talked to the Sleeper.) This is a dead end, Player. Perhaps we should explore other avenues. Perhaps we should look into those statues that Robert mentioned.
  • Hannibus: I see a brilliant white dragon disappearing through holes in the sky. I have memories, fragmented though they are, of pain... destruction. She has hidden and escaped under his protection... my... my old mount. Player we must go visit my old friend, I believe you know him as the King Black Dragon. He has the answers we seek.

The statuesEdit

  • Player: Um nahi listic durooo-rah!
  • Mysterious Statue: Who speaks to me? Are you TokHaar, or Dragonkin?
    • Player: I'm Dragonkin.
      • Mysterious Statue: Drakkerkin Kren Volat Roake Falkar.
        • Player: I'll rotate you now.
        • Player: Actually, I'm not Dragonkin. (Returns to previous options.)
        • Player: I'll come back later.
    • Player: I'm TokHaar.
      • Mysterious Statue: Praise the Creators for sending you! There is much to be repaired. The circle is in disarray. I felt my siblings being hauled away to be stones in the young races' castles. Now only four remain of the outer ring, and we no longer face the Sleeper. Knights of an upstart younger god repurposed us to point towards their holy grail. You must rotate me to face the sleeper. I will direct you.
        • Player: I'll rotate you now.
        • Player: Actually, I'm not TokHaar. (Returns to previous options.)
        • Player: I'll come back later.
    • Player: None of those - I'm human!
      • Mysterious Statue: A human? Ah yes, one of the upstart races, with your so-called 'gods'. Your kind tore down my siblings to use as stones for your castles. Those you did not tear down, you turned around, so that we no longer face the Sleeper. Will you undo your race's crime?
        • Player: I'll rotate you now.
        • Player: Actually, I'm not human. (Returns to previous options.)
        • Player: I'll come back later.
After rotating the statue
  • Mysterious Statue: Thank you, creature. The correct order of things is restored.
    • Player: Tell me more about yourself.
      • Mysterious Statue: My siblings and I were built by the TokHaar, on the orders of the Creators of the Universe - those you insult by calling 'Elder Gods', as if any younger beings were gods. Once there were many more of us - a circle, all facing inwards to the blessed and cursed one, the Sleeper. It was the Sleeper who looked upon the faces of the Creators. They entrusted it with the secrets of the universe, even as that universe was created. The Sleeper's task is to relay the Creators' messages and warnings to those that came after. The circle's task is to direct others to those warnings, or keep them away, as we judge wise. We have judged you wise. But remember: it is a great honour to speak to one who has seen the Creators. Be sure you approach the Sleeper with an appropriately humble attitude. Thank you, creature. I am now facing the Sleeper once more.
    • Player: Goodbye.
Speaking to the statue again
  • Mysterious Statue: Follow my gaze, mortal! There you will find another of my kind, with a dire warning from the Creators themselves!
    • Player: What are you? (Same as "Tell me more about yourself".)
    • Player: Goodbye.
Speaking to another statue
  • Mysterious Statue: Who speaks to me? Are you TokHaar, or Dragonkin?
    • Player: Just tell me how to rotate you.
    • Player: I'm Dragonkin.
      • (Same as above.)
    • Player: I'm TokHaar.
      • (Same as above.)
    • Player: None of those - I'm Human!
      • (Same as above.)

The SleeperEdit

  • Submerged statue: Beware the Dragonkin, mortal! Do not use the tools of the Creators, or you will summon the Dragonkin's wrath! Beware! Beware! Ahh... it is good to be able to deliver my warning once more. I feel the gaze of my siblings. Some of them are gone forever, and the circle will always be broken... but enough remain. For many ages I have had only one visitor, and I am glad to speak to someone else. What would you know?
    • Player: What are you?
      • Submerged statue: The Creators ordered the TokHaar to make us. Our purpose is to relay the Creators' messages and warnings. The other statues fear me, for I have spoken to the Creators themselves. My task was to warn mortals not to use the Stone of Jas, and to tell of the terror that would come if it were used. Beware the Dragonkin! Beware! Beware! But when the younger so-called 'gods' came, one of them ignored my warning. He hid me beneath the waves so others would not hear it, and turned my siblings of the circle away from me. He sought the stone for himself!
    • Player: I'm not afraid of the Dragonkin!
      • Submerged statue: Then you are foolish, mortal! The Dragonkin conquer all! Their cunning and power is directed to the destruction of all False Users of the stone! Beware! Beware!
    • Player: Who was your other visitor?
      • Submerged statue: It seemed to be a Dragonkin, but it did not exhibit the bestial fury characteristic of that race, so I am not certain of its nature. It asked me obscure questions about the curse that affects the Dragonkin. Since it seemed peaceful, I gave it what knowledge I could, and sent it on its way.
    • Player: Do you know of a way to travel between worlds?
      • Submerged statue: It is the power of the Dragonkin to fly between the worlds. Beware the Dragonkin! Beware! The Stone of Jas calls them, and they can pass the planar barriers to seek each False User. No other mortal beings should have this power to fly between planes. And yet... there is one other creature with the power you describe. It flew high above me and then vanished through a hole in the sky.
      • Hannibus: (If all the dragons haven't been visited.) This looks like a dead end. If there are other clues back at the library, we should follow those.
      • Submerged Statue: The great dark beast of the three heads knows where it can be found.
      • Hannibus: A great dark beast with three heads? That can only mean my old mount!
    • Player: Goodbye.
      • Submerged statue: Beware the Dragonkin, mortal! Beware! Beware!

The King Black DragonEdit

  • Hannibus: Hello again, old friend. It has been too long.
  • King Black Dragon: Indeed, rider. We have missed your company. Have you brought us a snack?
  • Hannibus: No, Shakorexis. This is a friend. Player here has been helping me.
  • If the player has not fought and killed the King Black Dragon before
  • King Black Dragon: Shame. We are hungry and the human does look delicious. No matter. Greetings, friend of Hannibus. (Continues below)
  • If the player has fought and killed the King Black Dragon before
  • King Black Dragon: Yes... we've met before.
    • Player: Sorry about killing you.
      • King Black Dragon: Hrmph. It's fine - we're used to it.
    • Player: In my defence, you made a great trophy.
    • Player: Boo!
      • King Black Dragon: If you think yourself a frightening morsel, you are sadly mistaken.
      • Hannibus: Please! There is no need for such hostility.
      • King Black Dragon: Hrmmmph.
      • (Continues below.)
  • King Black Dragon: We are pleased to see you, Hannibus, but we suspect there is more to your visit than simple nostalgia.
    • Hannibus: Yes - you know me well, old friend. Much as I wish I could rekindle our old bond, I need to ask you something. We have heard reference to stories of a dragon who could sail between worlds and we were led here. Do you know of such a dragon?
    • King Black Dragon: Yes, we know of her. She is Therragorn - last of the white dragons. She is also our friend. Come - walk with us, rider. We will take you to her.
In the Wilderness
  • King Black Dragon: She came to us, seeking sanctuary as her people were slaughtered. We know of a place, built by the Creators, that we could hide from view. I will unlock it now. Arakken Kos Roake Pthen Deskar. There. Be gentle with her. She has been in hiding for so long now.
  • Hannibus: Thank you, old friend. We should go, Player.

TherragornEdit

  • Therragorn: How did you find me? Get back! BACK!
  • Hannibus: We mean you no harm. We come as friends, to humbly ask for your help.
  • Therragorn: Hah! I've not survived this long by falling for such obvious tricks!
    • Player: Listen to Hannibus.
      • Therragorn: Hannibus? But you cannot be. You were thought dead.
      • Hannibus: Not dead, merely lost.
      • Therragorn: The king spoke highly of you, even as he helped me to escape to this cavern. I trust his judgement, so I'll listen to your plea.
      • Hannibus: We have sought you out, because we have heard of your unique ability to travel between worlds. We know you have little reason to trust us, but we mean you no harm. All we want... all I need... is to go home to my world, a gift only you can grant.
      • Therragorn: Loneliness, I know well. *Sigh* I should know better I'm sure, but I believe you. Very well, I will listen.
        • Player: Can you help Hannibus get home?
          • Therragorn: I do not know your world, Dragon Rider, so I'm not sure I could find it.
          • Hannibus: I do not believe that to be a problem. My people are able to share our experiences, thoughts and feelings with certain creatures, dragons specifically. If you allow me, I can share my memories with you and you will know my home.
          • Therragorn: And this home of yours, what is it like?
          • Hannibus: Now? I do not know. There is a chance that my people have all died out and we would return to a world without them. But once it was a peaceful place with little need for violence or conflict. I dare to hope that it is still as such.
          • Therragorn: And would there be a place for an elderly dragon there?
          • Hannibus: Of that I am certain.
          • Therragorn: Then, Dragon Rider, I will... Wait, what is that?
          • Dragon-Hunter Archer: I knew you'd lead us to the White Dragon if we followed you! Now step aside while we claim its hide!
          • Hannibus: You monsters! Therragorn is the last of her kind! Player!
          • Dragon-Hunter Archer: Excellent! That will make its hide even more valuable!
        • Player: About you.
          • Player: Who are you?
            • Therragorn: I am Therragorn, last of the white dragons. Once a mate, mother and friend to other white dragons, now the last of my kind.
          • Player: How long have you been down here?
            • Therragorn: It is difficult to gauge the time without the sun to guide me. I have slept for many years, so I cannot be sure. 'Too long' is perhaps the only sane answer. I have been down here for longer than any creature should.
          • Player: Ask about something else. (Returns to previous options.)
          • Player: Goodbye.
        • Player: About the white dragons.
          • Player: You can travel between worlds?
            • Therragorn: Yes, that is our gift. We can move between worlds as easily as we can sail through the skies. We need to know where we're going, of course, or we risk ending up in nothingness. I cannot explain how it works. It comes as naturally to me as walking, or flight.
          • Player: How did the others die out?
            • Therragorn: Human greed. Our skin, given its magical nature, was highly sought after as armour. And so we were hunted down, slaughtered and skinned. We were isolationists by nature: territorial, suspicious of one another, and we valued our privacy. By the time we knew what was happening, it was far too late. I should have left, but I had nowhere to go. Nightmarish as it is, this world is my home and my only friends are here. I went to the king, begging for sanctuary, and he led me here to a secret place that only he knew of. I have been here ever since, the last of my kind.
          • Player: You seem less violent than other dragons.
            • Therragorn: Oh, we can be violent if we need to be, but we were never consumed with the bestial rage that the other dragons possessed. I think that is why the creators abandoned us. They were unhappy with our lack of ferocity.
              • Player: The Creators?
                • Therragorn: I remember a being, pale of scale like ourselves, but different in shape. We were born from its blood and the eggs of the queen herself. But we were not the children they wanted, and the Creator cast us aside. It is not wise to meet your Gods. They will always disappoint you.
              • Player: Ask about something else.
          • Player: Ask about something else. (Returns to previous options.)
          • Player: Goodbye.
        • Player: Goodbye.
    • Player: You can trust me!
    • Player: Goodbye.
After defeating the dragon-hunters
  • Therragorn: You revealed my position! You defeated those hunters but more will arrive soon... Graaaargh! Nowhere is safe for me now. Your world is my only hope, Dragon Rider. Quickly! On my back! I will carry you both away from this place.
Dragon-riding
  • Hannibus: You are a rare human, Player. Most of your kind would have fallen off by now. Certainly the ones I tried to train would have.
  • Therragorn: LOOK OUT! FIREBALL INCOMING!

DaemonheimEdit

KerapacEdit

  • Kerapac: Ah, good. You're awake.
    • Player: Who are you?
      • Kerapac: Forgive me for interrupting, but let's skip this bit, shall we? Yes, I rescued you. Yes, I am a Dragonkin. Yes, you have encountered my kind before, and it usually ended in violence. No, I do not intend to kill you or demolish your cities. Yes, we are deep within the place you call 'Daemonheim', and yes, you can leave at any point. You are not my prisoner. Have I missed anything?
        • Player: Thanks for rescuing me.
          • Kerapac: I am not wholly altruistic, Player. Yes, I know who you are, and all about your special status as 'World Guardian'. I rescued you because of the particular benefits you can bring to my research.
        • Player: Ask about companions.
          • Player: How's Hannibus?
            • Kerapac: Your friend did not fare as well as you did. He's alive, but will not survive without aid. Which I can provide, in exchange for your assistance in another matter.
              • Player: What's the favour?
                • Kerapac: There is no time to indulge your curiosity. It is better to show you than explain. But if you want your friend to live, you have little choice but to assist me.
                  • Player: Okay, I'll help.
                    • Kerapac: Then we have an agreement. Follow me. I shall explain the situation.
                  • Player: What's the favour?
                  • Player: Can't you help Hannibus first?
                  • Player: [Ask about something else]
              • Player: Can't you help Hannibus first?
                • Kerapac: No. We will make an exchange. You will perform a task for me and I will heal your companion. There is no negotiation.
              • Player: [Ask about something else]
          • Player: How's Therragorn?
            • Kerapac: So, you met one of my failed creations, then? I saw no sign of her. Likely she perished, weak as she was.
              • Player: I've seen stronger dragons.
              • Player: How can you act like that?
                • Kerapac: Should I not? Her species was a failed experiment. Ultimately worthless.
              • Player: [Ask about something else]
          • Player: Ask about something else. (Returns to previous options.)
        • Player: Ask about something else.
          • Player: Who are you?
            • Kerapac: I am Kerapac. I am a Dragonkin. That should be all you need to know.
          • Player: Where are we?
            • Kerapac: We are in my laboratory in what you call Daemonheim. Despite this recent infestation, it is still a Dragonkin stronghold. I have locked this lab outside of the standard rotations, so we should be free of interruptions.
          • Player: Tell me about the Dragonkin.
            • Kerapac: I am not here to indulge your curiosity. You know who we are and what we are capable of, so let's skip the small talk.
          • Player: Ask about something else. (Returns to previous options.)
          • Player: Goodbye.
        • Player: Goodbye.
    • Player: What are you?
    • Player: Aaaaargh! A Dragonkin!

The curseEdit

  • Kerapac: I believe you have met Strisath before.
  • Strisath: Sokun-Kerapac! Release me now!
  • Kerapac: Language, Strisath. We have a guest. Try to watch your manners.
  • Strisath: False User! Kill!
  • Kerapac: You see what the curse does to us, Player? Strisath was once one of our most celebrated philosophers. Time was he could peer at the vagaries of the universe and pluck meaning from chaos, but now... Now he is one of the Necrosyrtes, spitting death threats at anyone who so much as thinks about that accursed Stone of Jas. You are aware that the Dragonkin are bound to the stone, I'm sure. The pain that the stone inflicts on us drives many of my kind mad, reducing them to the sorry state you see before you. I want to know if your special traits can help to weaken this effect.
    • Player: How does this work?
      • Kerapac: The curse that my kind suffers is like a chain that connects us to the Stone of Jas and also the Vosk... Sorry. The 'False Users'. This will allow someone to travel into a magical construct that represents the curse. Which is where you come in. As World Guardian, you have a degree of resistance to the power of the gods, and - by extension - a resistance to the enchantments of the Elder Gods. I believe you will be able to weaken the curse's hold on poor Strisath here, long enough for me to talk with him. I will open the portals and begin drawing in wisps. I believe you are familiar with these. These wisps are the congealed remnants of the Stone of Jas's energy, sloppily wielded by your so-called gods. Harvest them and channel them into Strisath. It will make him receptive to what comes next. About 25 should be sufficient. Drakkerkin Roake Pthen Tesska Askanth Kuln.
    • Player: Just tell me what to do.
Before having channeled the memories
  • Kerapac: The time for idle chatter is over. Gather the memories, Player, and we can proceed.
After channeling the memories
  • Kerapac: When you are ready, I will activate the circle and send you into the construct. Inside, I do not know what you will face, but it will represent the curse in some way. Overcome it and I will pull you out of the construct.
    • Player: I am ready!
      • Kerapac: Then I shall send you into the construct. Drakkerkin Roake Pthen Kalgat Askanth Kuln.
    • Player: I need to prepare.

The EchoEdit

  • Echo of Jas: Accidental thing of earth... You trespass into regions you cannot understand. Your destruction will be swift.
After defeating the Echo of Jas
  • Echo of Jas: Accidental thing of earth... Your efforts here are futile. My defeat is not all-changing. The Creators' blessing may be weakened... But it cannot be undone.
Back in Daemonheim
  • Hannibus: Player, you're back! You had me worried for a moment.
  • Player: What was that?
  • Kerapac: A living incarnation of the Dragonkin's curse, for lack of a better term. Some sort of failsafe left by Jas herself to prevent us from doing what we have just done. You are a fascinating subject World Guardian. Thanks to your efforts, Strisath is now much calmer. It will be a while before I can let him leave Daemonheim, but it's a definite improvement.
    • Player: Is Strisath free of the curse now?
      • Kerapac: The change is temporary, but not insignificant. It is a step towards a solution, but not enough on its own.
    • Player: Hannibus is okay now?
      • Hannibus: Yes, Player, Kerapac has helped me back to a full recovery.
      • Kerapac: I am true to my word.
    • Player: What was that in there?
      • Kerapac: Complicated. I have neither the time nor the inclination to explain it at this point. Think of it as an inner demon made manifest. That should suffice for now.
    • Player: What now?
      • Kerapac: You can leave. However, I would have words with your companion.
      • Hannibus: It's fine. We can talk in front of Player.
      • Kerapac: Very well. Your people are afflicted. I may be able to help.
      • Hannibus: I... what? How? What can be done?
      • Kerapac: If you submit yourself to my study, then I believe there is a slim chance - within a few decades - that I may be able to provide a cure.
      • Hannibus: Decades?
      • Kerapac: I will store you in stasis, so the passing of time will mean nothing to you. Your species and mine share similar physiologies. I believe that by investigating your affliction I may be able to help my own people.
      • Hannibus: But... this research will cure my people?
      • Kerapac: Might. There are no guarantees, and I will not promise you a solution. However, I suspect I am the only hope you have.
      • Hannibus: I will need to think about it. I need some fresh air. Player, will you walk with me?
        • Player: Yes.
        • Player: I want to look around first.
    • Player: Goodbye.

The choiceEdit

  • Sharrigan: Hello, great grandfather.
  • Hannibus: But... you are Ilujanka! I had thought I was...
  • Sharrigan: The last of our kind? No, great grandfather. The white lady of the skies came to our world and found me. When she spoke of you, I knew we had to come. It is time you were with us - your people - in our final days.
  • Hannibus: So the decline... it is over?
  • Sharrigan: No. The decline persists and our population dwindles. There have been no births in a decade now. The Olun'dai has called us to the next world and we are ready.
  • Hannibus: But there is hope! A cure... Kerapac has promised a cure! If I submit to stasis and allow Kerapac to study me, there is a chance of salvation for our people.
  • Therragorn: Hah! Don't put your faith in his words, Dragon Rider. He does not care for anyone but himself.
  • Kerapac: Hrm... you live, Therragorn. Perhaps I underestimated your resilience. Regardless of your slander, my offer is sincere.
  • Sharrigan: We are grateful for the sacrifice that you made all those years ago, but it's time to stop fighting. The Ilujanka have embraced our destiny, we are ready for the next life, great grandfather. We are leaving a memorial of us for those who come after. A great tree is being grown from our villages. Upon its bark we are carving our history, our stories and our names. It would honour us greatly if you would carve your stories upon it and join us in the celebrations. It will serve as a guide for whatever creature from Iaia is chosen to replace us.
  • Hannibus: I... I would have a word with my friend Player here. Forgive me.
  • Sharrigan: Of course, great grandfather.
  • Kerapac: If you must.
  • Hannibus: My friend, I find myself conflicted. I have yearned to see my people again, but Kerapac presents a possible cure. That, however, is only the slimmest of hopes. What should I do?
    • Player: [Decide Hannibus's fate]
      • Player: [Side with Kerapac]
        • Player: Kerapac is the only hope for the Ilujanka. You should go with him.
        • Hannibus: You are right, Player. I have to do everything I can to save my people.
        • Sharrigan: No, great grandfather! Please - the Olun'dai!
        • Kerapac: You have made the right decision. Superstitions are meaningless. Only results matter. Come, Hannibus. I will prepare the stasis chamber.
        • Hannibus: Farewell, Sharrigan. I am glad to have met you. When you return to Iaia, please tell them to wait - to hold on and fight for their survival. There is hope for our people. Do not let them surrender to fate just yet.
        • Sharrigan: Goodbye, great grandfather. I will mark your name on the tree for the future. It was good to have met you.
        • Hannibus: Thank you Therragorn, and thank you Player. You have given my people a fighting chance and I will always be grateful.
      • Player: [Side with Sharrigan]
        • Player: You should go home and be with your people.
        • Hannibus: You are right, Player. I've been running all my life from our fate. There is no shame in accepting the Olun'dai and now I can rest among my own kind.
        • Sharrigan: I am glad great grandfather! We have so many stories to share!
        • Kerapac: Pathetic! You abandon the future of your species for quaint superstitions and short lived social ties. I leave you to your demise, then.
        • Hannibus: Therragorn, will you come and stay with us?
        • Sharrigan: Yes! Come share the skies with us!
        • Therragorn: I... I would like that, thank you.
        • Hannibus: Thank you, Player. I cannot describe what you have done for me and I will always be grateful for your kindness.
      • Player: [Go back to previous options]
    • Player: Talk to Sharrigan.
      • Player: Why should Hannibus go with you?
        • Sharrigan: Because that is the way things should be. Great grandfather has fought hard and has been through much. He has sacrificed a great deal for our people. He is a legend among our people, one of the few who left to another world. We had thought him little more than a story, but now we learn he has been alive for centuries. He of all people has earned a rest... and he deserves to enjoy that rest with his own kind. He is also old - more than he appears or lets on. I see pain in each movement he makes, and I see the burden that rests upon him. Let him come back to his people. We have accepted our fate and are at peace with it - let him be at peace as well. He has earned it.
      • Player: Who are you?
        • Sharrigan: I am Sharrigan, Pastkeeper for the Ilujanka. I am also Hannibus's great, great, great, erm... great granddaughter. When Therragorn came to our village, she sought out those that knew of Hannibus and I stepped forward. I was so happy to hear that he was alive, and that he might spend his last days among us.
      • Player: What has happened to the Ilujanka?
        • Sharrigan: We enter the twilight of our kind. Births are rare and deaths are common. Where once we were thousands, now only a few of us remain. Even if a cure could be found, I fear it is too late for our people. But we are not sad. We know that death is but a transition from one life to another. Where once we were the mind of Iaia - our homeworld - now we become its soul. We have prepared for our departure, creating homes for the ghur and the other creatures of our world. In time, it will be their turn to become the mind, and eventually they will join us as the soul. Do you see, Player? It is a time to celebrate, not to mourn.
      • Player: [Talk to someone else]
    • Player: Talk to Kerapac.
      • Player: Why should Hannibus go with you?
        • Kerapac: That is a stupid question. He should go with me as that is the only chance his people have to survive. Frankly, I am not sure why we are having this discussion. Yes, it is only a chance, and yes, it means more time in stasis. But still, it is the only hope for his people.
        • Sharrigan: And is it guaranteed to succeed?
        • Kerapac: There are no guarantees. It could take centuries to find a cure, or there could be no cure. But seeking the cure should be all that matters.
        • Sharrigan: And what of his spirit - his soul? He was a statue for centuries. You would do the same to him again? You would keep him from his people and never allow him to follow his Olun'dai.
        • Kerapac: Meaningless superstitions and sentiment. The ends justify the means.
      • Player: Tell me about the Dragonkin.
        • Kerapac: No.
      • Player: [Talk to someone else]
    • Player: Talk to Therragorn.
      • Player: What do you think Hannibus should do?
        • Therragorn: I am torn. I do not trust Kerapac - his only concern is the curse and he will do anything to break it. But then, I wonder what I would endure if it meant I could see other white dragons again. I would be tempted by Kerapac's offer. But then I know that his offer is just a fleeting chance - no promises and with a high cost. If I were as tired as Hannibus - even as he tries to hide it - I would want to rest among my people. There is no shame in accepting your fate, Player, and perhaps it is time for the Dragon Rider to do just that.
      • Player: What happened to you?
        • Therragorn: After the fire blast hit, I was knocked from the sky. When I came to, I saw Kerapac carry the two of you into Daemonheim. All Kerapac cares about is breaking that curse and I knew he would bring you and Hannibus in somehow. I wanted to remind Hannibus of what he was trying to achieve. After our flight, I still had the lingering remnants of Hannibus's memories and it was enough for me to travel to his world. There I met Sharrigan, and we returned here to show him that he can still go home.
      • Player: [Talk to someone else]
    • Player: Goodbye.

Post-quest dialogueEdit

The SleeperEdit

  • Submerged statue: You have touched the Catalyst mortal, you have doomed yourself and will invite the Dragonkin's wrath. Beware the Dragonkin, mortal! Beware! Beware!
  • Player: The Catalyst?
  • Submerged statue: What you mistakenly call the Stone of Jas. It is a tool of the Creators and is not meant for mortal hands. In time you will learn the error of your ways. But I have grown fond of you in our conversation, mortal. I shall give you my wisdom so that you may have a fighting chance in what will come. Beware the Dragonkin, mortal! Beware! Beware!

Bob the CatEdit

  • Bob: I do hope Unferth is still keeping the house tidy. If he's let it get messy again, I'll be quite annoyed.

Mr MordautEdit

  • Mr Mordaut: To think, the fabled Dragon Riders are still around. Fascinating. What will become of them though? Only time will tell I fear, only time will tell.
    • Player: [About Hannibus]
      • Mr Mordaut: A shame I didn't get to meet him, he sounds like such a noble fellow. I wonder if his unique talents would have been able to bring dragonkind out of the battlefield and into civilisation. Still, perhaps there is hope that we might see him again in the future.
    • Player: [About the Dragonkin language]
      • Mr Mordaut: That primer should prove invaluable! You should hold onto that, who knows when we might learn more of their unique tongue.
    • Player: [About Kerapac]
      • Mr Mordaut: You actually spoke with the original creator of the Dragons? He is not my maker, but I have heard of him and to know that he is fighting against the curse of Jas is inspiring.
    • Player: [About Therragorn]
      • Mr Mordaut: I am glad that one of the white dragons survived, although I would liked to have met her. I hope she will be happy on Iaia and maybe I will get the chance to speak to her one day.
    • Player: [Ask about something else] (returns to previous options)

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