Part IIa: SinglePlayer
If you know how to play Quake, you are already familiar with how to play Soul Of Evil. Never the less, there are a few additions that you need to know about:
Firstly, cut-scenes. In some areas of Soul Of Evil, upon pressing a switch or activating a sequence, a cut-scene will show you what you have done or will be used to further the storyline. After the cut-scene is over you will be returned to where you were when you activated the cut-scene. Cut-scenes do not appear in cooperative, arena, or deathmatch modes.
Secondly, readable items. In some areas of Soul Of Evil, you will notice books lying on the ground. Touching the pages will give you hints about where to find keys or weapons. You may read items multiple times and these books do appear in cooperative, though not in Arena or Deathmatch.
Thirdly, there is a new item: The Dragonlord's Horn. This item is only available in multiplayer games, and will summon a Dragon to fight for you. There is another new artifact, The Empathy Shields, which splits the pain done to you between yourself and your enemies
Fourthly, several areas in Soul Of Evil feature ladders. Simply walk up to a ladder to 'climb' it.
Finally, there are of course new monsters...
}-{
Episode One: The Autumn Citadel
Wolves
 
Dangerous creatures prowl the woods of the realm; wolves, which were formerly only a threat on remote slopes, now wander in small groups in the nearer forests. There is talk of larger, reddish wolves altered by sorcerory to be more viscious than before, and to kill for sport. The villagers call them 'Fiends.' Luckily, these specimens are so dangerous that they are
usually found alone. In some cases the wolves or their more brutal mutant cousins have been tamed, trained or otherwise put to use by the Bane's soldiers.
|
Drakes

Aerial beasts whose origin is unknown, Drakes have inhabited the forests as long as anyone can remember. Although not overly dangerous, they are generally quite crabby, and liable to make nuisances of themselves if someone threatens their food supply or ventures into their territory. Simple-minded, some of them have been brought into the Bane's fold for scouting purposes. Some apparently know teleportation, but it is more likely that they are being teleported by wizards into the desired area.
|
Goblins
 
Forest creatures generally hostile to humans. The coming of the Bane and the disorder he brought allowed them much more freedom. Where before they hid in isolated woods and robbed or killed only those foolish enough to stray so far from the human establishments, the Goblins now walk among the ruins of the cities they once feared. Goblins prefer ranged combat and are equipped with bow-type weapons they either construct or steal. A lone Goblin is hardly a threat to a sturdy player, but the Goblins often rove and attack in packs, which is what makes them dangerous. The new religion brought by the Bane's servants can sometimes group or organize them on a scale not previously possible. There are two varieties of Goblin; the lesser and the larger, the lesser being more common.
|
Forest Thugs

Fast, axe-bearing highwaymen who made their living robbing caravans before the Bane's coming. Always tough and daring, unlike their less sophisticated and dangerous fellow forest-inhabitants, the thugs have actually suffered from the Bane's coming. The routes they used to haunt are now overgrown and unused, and they are forced to steal from other highwaymen, Goblins, or even attack the Bane's soldiers in order to survive. This has, however, made them more desperate and thus more dangerous than before.
|
Ogres

Probably the most dangerous of the forest's inhabitants, the Ogres are a sturdy race of thick sinew and thicker skulls. Their primitive culture values strength above all else, and their adapability, if not intelligence, has led to their survival. They are the oldest of the forest creatures, and while displacement by newcomers has affected them adversely, they are not to be underestimated. Old Ogre tales tell of their coming from another world or place, from which they brought with them their ability to fight tooth and nail, and some say, the peculiar weapons they do this with. Ogres are equipped with chainsaws and handgrenades, and some are so lethal they have been drafted into the Bane's personal army to guard his Castle or attack his enemies.
|
Disciples of the Bane

Dark sorcerors whom the Bane brought with him when he arose. The Bane's disciples are easily recognizable - thin, gaunt figures in dark robes. They serve as his acolytes throughout the land, as interpreters between him and the locals, and as bringers of the new religious order which now dominates. They are central to his dark rites and to the summoning of more
soldiers to further his conquest, and bring him information about the latest occurences in the land. They are capable of fighting themselves, by casting one of three spells: acid, fire, or red lighting.
|
The Bane's Army
    
Wielding axe, sword, fire or magic, the Bane's steel war machine subjugates the land and destroys its cities. The ranks of his army are many, with several types of warrior, each filling a different niche in his military hierarchy. There are pawns of two varieties, the maniacal axe-soldiers, the hell-knights who know magic, and the hell-lords who command fire, magic and sword with equal power. Generally much more organized than any other type of enemy you will encounter, the Bane's troops will prove toughest when fighting on their home ground.
|
Dragons

Whether these creatures fight for the Bane, were summoned by him, or have simply grown bolder with the loss of order is unknown. Some of these dragons definately appear to be under the control of the Bane's disciples and armies, but one thing is for certain: they will never be friendly towards you*. Dragons come in many varieties, each of which has its own attack. Dragons are fierce and intelligent, and are truly formidable foes.
*Except in multiplayer :)
|
}-{
Episode Two: Subterranean Realms
|
Goblins
The underground cousins of the Goblins you've previously encountered, these Goblins are on the whole less free, if more orderly, than their forest-inhabiting kin. They live in subterranean cities alongside the Ogres, and have a higher state of civilization than the hunter-gatherer-robber version their lost cousins enjoy. They have been known to work with or against other groups, including the Ogres, in attacking other races in the underground, but the coming of the Shalrath Cult brought a permenance to the current boundaries. They are frightened of the dark emmisaries, and though publicly practising their dark religion, secretly hold to their traditional gods in hope that they will one day be able to develop free of the Shalrath's poisonous influence.
|
Ogres
The subterranean seems to be a place the Ogres know well; perhaps part of their race first crawled out of the caves thousands of years ago, creating the above-ground variety whilst the underground one remained. The Ogres here make their living by mining from their underground cities. They are definately a crude race, but their basic understanding of architecture, war, and ritual has been 'enhanced' by the neighboring underground Shalrath Cult, who often send arachnid Overlords to supervise the work and demand a tribute of them.
|
Scrags

Pale, reptilian races whose knowledge of the arcane has led them to work closely with the dark Shalrath Cult. They are one of the oldest surviving races underground, and their elders recall the days before the Cult came. Their speech is empty and seems more like a whisper to those of other races, but their intelligence is apparent to those who can converse with them. They are, however, relatively frail, and are a diminishing race indeed.
|
The Shalrath Cult

A demonic Cult which arrived from another dimension and quickly subjugated the surrounding populace. Their members include Magicians, Shalrath (Vores), and of course, military muscle in the tradition of the Bane's army. There are several varieties of each, and it is undoubtedly true that the Cult, which is rumoured to contain nearly three hundred members (including contingents, such as Ogre mercenaries and Scrags), will form your most difficult opposition in your quest.
|
Living Shadows

Black, shadowy creatures from beyond. These abominations can only be summoned through pentagram shaped portals. Some lunge, some fly, some command lighting or the power of fire. All exist solely for the purpose of destruction, and are brought here by the Shalrath Cult, who apparently exhert some control over them, for their dark purposes.
|
}-{
|
Part IIb: The Story so far...
 |
Good King,
I fear for the safety of this land. You will recall the case of Eben, your fine Knight, seven years past. Though we knew him to be quite mad upon returning from that cavern, I still posess his scrawled scribblings, and while most curious, there does seem to be some amount of truth to them.
In the man's scrolls it is written that "Within ten years, an autumn will come in which fire will rise and engulf the whole of this Kingdom; Dragons will be seen in the sky, the King will fall, and Chaos himself will reign."
The signs, he said, were to be several: First, the King would fall ill. Second, his Knights would Quarrel. Third, the weakened King would be overthrown by a foreigner, and Dragon-beasts would fly freely in the burning Autumn air.
Though the only sign as yet is your illness, this is consistant with what the unfortunate Knight prophecied in his madness before his death. We have been dismissing this as nonsense for too long, and it is time to give it some credence. If we do not, there may be dire consequences.
Jarlin, Wizard of the Kingdom
|
|
}-{
Long before current times, a monumental battle took place here.
This was an Elder Realm, and as such, belonged to forces older than men. When men came here, a battle between these forces and mankind took place, in which the older races were banished from the Realm. These races retreated underground, or to the furthest reaches of unknown wilderness.
But they were not the only obstacle for the conquerors here; there was an ancient maleovence, a nameless evil, that all but destroyed the first conquerors to arrive, and most of the second army as well. The spirit was finally defeated by the Wizard Murien, a figure of immense power - perhaps the strongest sorceror that mankind has ever known. And though his figure has burned its way into history, his nemesis has been nearly forgotten...
But an ancient prophecy foretold of this spirit's reappearance and of its dark revenge against humanity. The prophecy also foretold that during these darkest times, a hero would arrive, a courageous warrior, a strange traveller...
}-{
 |
Traveller,
What was once a glorious land now lies in chaos. It started months ago when the Old King was overthrown by a man known only as the Bane. This new ruler has abolished the laws of our kingdom and now our people live under the sword.
Lawless bands of highwaymen roam the forests, and creatures formerly kept in check by the King's strict guard have now began creeping towards the outskirts of our cities. Few of us have any faith that order will return, and the majority of those still here have joined the ranks of strongmen's armies so as merely to survive. These people are forced to fight for conspiring nobles merely for their daily bread. With the balance of power constantly shifting, the only constant power is the Bane-King. There are many who seek the his favour, and with the bloody skirmishes, ambushes, and sackings of villages, I am truly afraid that all will soon be lost.
Dragons have been seen flying near the Citadel, and I have heard that there are beings present who possess raw elemental power. If this is the case I warn you turn back now. If the Bane is more than human, there is nothing any of us can do but get beyond the reaches of his vile 'freedom.'
-Axel, Warden of the Elder Woods
|
|
}-{
It is a warm summer evening and the citizens of the village go about their usual business. The king's knights patrol the outskirts of the forest, protecting the people from highwaymen and robbers, and any other beings which pose a threat. In the distance, past the Village's Gate and the Rock Barbican, the turrets of the Citadel can be seen. Once a mighty fortress of the Wizard Murien, the Citadel has not been used in wartime for centuries, though its guard remains vigilant as ever. The king had known the wizard Jarlin, a distant descendant of Murien, for as long as he could remember. Jarlin had once served the king's father, and continued to do so for the newer ruler. The king had his knights check on the wizard regularly, and the king himself often visited his old friend.
Meanwhile, one of the King's knights wanders deep into the Elder woods, investigating a strange smell of smoke that hangs in the air. The Knight cautiously moves onwards through the autumn trees, trying to keep silent on the mat of fallen leaves. Through a gap in the trees, he sees a flickering light in the centre of an old circle of stones. The Knight is well aware of the story of what these stones were formerly used for, and proceeds with ever more care, meaning only to see the cause of the light and then to swiftly leave the woods. Moving cautiously closer he sees what looks like the silhouette of a strange, twisted figure in front of the flames. Seeing that it is in fact a man, the Knight raises up his courage and shouts "Halt! Who goes there?!" The figure remains silent and motionless. A shrill wind blows through the woods, making the surrounding trees creak and rustle. The smoke of the burning tree is spread by a gust of wind, obscuring the Knight's view of the strange figure. The knight begins to cough as the eerie smoke penetrates his armour. He doubles over, unsheathes his sword, and swings blindly into the mist. Suddenly the fog is gone and the Knight is standing alone in the clearing...
The Knight looks all about the stone circle, seeing strange signs drawn into the ground as well as recent footprints. But it appears that there is no one else near. The Knight, relieved, sheaths his sword and turns to go...
Standing directly in front of him is a colossal nightmare, a hideously pale beast covered in blood and grime. Its teeth are enormous and it appears to lack eyes. The claws on its arms are larger than the Knight's torso. Bloody hooves serve as the creature's feet, and beside the living nightmare stands the twisted man, whome the Knight now sees to be a sorceror. Before the Knight can take one step, he is struck by lightning, and as he lies on the ground, life slipping away, he hears a deep, slurred voice speak: "The Vengeance of the Elders..."
}-{
 |
Sir,
No one has been able to discern how the Evil One was able to reach the King alone in his back courtyard; there is only one door in and it is guarded at all times. Speculation involves magic, including a magical gate of some sort.
Other speculation about what exactly has happened is running wild. There are rumours of the old magic circle at Devil's Pass being put back into use, and the return of the long-banished Shalrath Cult. It is also said that there are terrible ceremonies underway at the old Vault beneath the village. It seems everything has happened at once, leaving us little evidence as to the source of the problem, though most believe it to be the new Ruler himself. It is possible, however, that he is a pawn for the cult or that he is truly one of them. However, if half of what is said about him is true, he cannot be a man.
Theories abound among the guards faithful to the Old King; we never show it, it is all we can do to evacuate townspeople every fortnight, through means of an alternate route through the forest. It is relatively safe, however, if this were ever discovered our fate would be sealed. Once the majority of the poplation has gotten out we intend to leave also. This place is damned.
-Richard, Watchman of the Citadel
|
|
}-{
In the Wizard's Tower, Jarlin is reading through the posessed Knight's prophecies. He decides that the matter is more urgent than he originally deemed it. Gathering himself together, he readies himself for a journey through the late evening from his Tower to the citadel. As he grabs his cloak and a few other possessions, there is a loud knock at the door.
Warily, the wizard walks towards the door, then slowly opens it. Two tall knights stand before him. "Greetings", the wizard says to the large figures.
"Greetings to you, wise one, the King has sent us to check that you are well." One the knights replies.
"Thank you, I was just leaving to meet with the king." the wizard says in his weary voice. The wizard locks his tower and the three of them set off through the dark woods towards the distant glow of the Village.
}-{
 |
These men near with me are under the power of a great evil. The irony - these two taking me to warn the king of themselves, and what they represent.
These bewitched men will no doubt kill me before I ever reach the King to be certain that he has recieved my letter, or even that he is still alive. I cannot save this place; I am too old and weak, and I know of no man here who could do such a deed alone. There are Mages of mastery and Warriors of Virtue; and Archers of great skill. Were I to survive the night, I could draw them together to form and fight this evil.
But I cannot. I must summon a hero so great that no matter how many of the others are taken, have switched sides, or outright fail, he will still prevail. I know of a time when men are transported through warps in the dimension of space; similarly, I could cause one of their machines to warp the dimension of time. One particular hero, the greatest in the history of their time, comes to mind. He will defeat the Queen-mother Shub-Niggurath; whose name to even speak is a curse. This man is such an invincible monument of heroism that certainly after defeating her he could destroy this Evil Ruler and all of his minions within a short time.
I will pull him back here immediately after he has defeated Shub-Niggurath: when he is at his strongest. I will send him to the abandoned hamlet in the east, and from there the pathway West, and to the Citadel, should become clear.
-Jarlin, Wizard of the Kingdom
|
|
}-{
Slipgate-Transfer after slipgate transfer. Finally, the last one; you know: the Hell-Mother Shub-Niggurath herself, the cause of the entire dread Realm you've just obliterated, is dead. The Runes have told you everything about her, about her realm, and about what you must do. Now that your work is complete, you look forward to a new world through this next slipgate. If it may be home, you don't know - but at least it won't be this...
}-{
|
|