chakram5-714-25632
Joined Jun 2013
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chakram5-714-25632's rating
Lands of Lore is an excellent game with a GREAT storyline and hours of fun. Richard LeGrey is the noble King of the Gladstone and ruler of the White Army. The King and his council fret of the rumors they hear about Scotia, an evil hag and ruler of the Dark Army, and her uncovering of the Nether Mask- a magical ring of extreme power that allows its wearer to shape-shift. But, this is no rumor, for the Mask was found deep within the mines, causing many vile creatures to be released into the lands. Now Scotia can assume the shape of any person, or creature... After Richard learns of the Dark Army's findings, he seeks a champion to retrieve a magical necklace from an old friend in hopes to destroy the hag and stop her evil plots of taking over the Gladstone Kingdom. But after failing to find this Ruby of Truth, the champion returns to Gladstone only to find the Scotia has already begun her vile plot--poisoning the King! Protected by a spell from his council, the King is in need of an Elixir that can only be retrieved by his champion, whom is set out to explore the lore and mystery of the surrounding lands in hopes to save their beloved King and stop Scotia from victoriously gaining control of the Kingdom. You're that champion. And by the way... Scotia hates you. You are able to choose from one of four pre-developed characters to serve as the King's champion, each having their own strengths and weaknesses in three categories: Magic, Protection, and Might. Along the way, you pick up companions to fight along side you (some are optional).
You are Copper LeGrey. You've spent your 16 years among the common people, but you are not common. You are the secret son of Eric LeGrey, brother of King Richard. Eric had a brief encounter with a Dracoid serving wench, and the result was you, a personable young man who, behind your back, is called "half-breed" and who is tolerated only because of the royal blood flowing in your veins. Your royal lineage means little else though, until tragedy strikes, and you become next in line to the throne of Gladstone. Ravenous, supernatural beasts attack in the night, killing Eric and his sons, your half-brothers. You wake to find your family dead, yourself gravely injured, and your soul stolen. A spell cast by a powerful friend keeps you alive, but it won't last long. As that spell grows ever weaker, you must race to solve the mystery of the strange, savage beasts that are pillaging your homeland. Your new position as heir to the throne complicates matters, and you'll often find more deadly opponents at home in Gladstone than in the strange nether worlds beyond. As Copper, you are an unlikely hero, given the daunting twin tasks of saving your soul and saving your kingdom.
Your adventure starts in Gladstone, which played an important role in Lore I and II, but was never fully realized. In Lore III, Gladstone comes alive with citizens, guilds, stores, thieves, and the occasional monster. Upper Gladstone, with the royal castle at its center, is home to the upper class. Mind your manners here, for the guards have a sharp eye for any sign of mischief. In Lower Gladstone, you won't have to worry about the guards, but you will have to worry about thieves. The neighborhood is a bit rougher down there. As you explore and gather information about the tragedy that has befallen you, your family and your kingdom, you'll learn that the trouble is connected to five dimensional portals that have opened out of seemingly thin air. These portals lead to strange and wondrous lands that you couldn't possibly imagine.
Finally, after you have struggled to close all five portals, and your journey almost done, you fight the final battle against the culprit that caused the portals to open, and in doing so, caused you a world of misery. But your enemy is powerful, rich in ancient magic, and as devious as is evil. Are you ready for this final test? As Copper travels about soulless, he has little time to deviate from his quest: to find the missing shard pieces, fix the shining path, and in the meantime, save Gladstone from destruction from all the creatures that have been pouring out from the portal worlds!
Your adventure starts in Gladstone, which played an important role in Lore I and II, but was never fully realized. In Lore III, Gladstone comes alive with citizens, guilds, stores, thieves, and the occasional monster. Upper Gladstone, with the royal castle at its center, is home to the upper class. Mind your manners here, for the guards have a sharp eye for any sign of mischief. In Lower Gladstone, you won't have to worry about the guards, but you will have to worry about thieves. The neighborhood is a bit rougher down there. As you explore and gather information about the tragedy that has befallen you, your family and your kingdom, you'll learn that the trouble is connected to five dimensional portals that have opened out of seemingly thin air. These portals lead to strange and wondrous lands that you couldn't possibly imagine.
Finally, after you have struggled to close all five portals, and your journey almost done, you fight the final battle against the culprit that caused the portals to open, and in doing so, caused you a world of misery. But your enemy is powerful, rich in ancient magic, and as devious as is evil. Are you ready for this final test? As Copper travels about soulless, he has little time to deviate from his quest: to find the missing shard pieces, fix the shining path, and in the meantime, save Gladstone from destruction from all the creatures that have been pouring out from the portal worlds!