SQ

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Sword Quest is an action role-playing game series developed by Atomic Lion Studios and published by Anakanapana Software. It was released for Microsoft Windows, Xbox, and Playstation. The main story of each installment takes place in Golbé.

Plot[edit | edit source]

Setting[edit | edit source]

Settlements[edit | edit source]

  • Zrofdomel
  • Borfleld
  • Catchniv
  • Azdorvil
  • Blaslub
  • Damnaldov
  • Schmuckled
  • Slugdug
  • Aberdab
  • Schmazniv
  • Uschmud
  • Triblodel
  • Morvista
  • Quaznuv
  • Velmedel
  • Smoffed

Points of Interest[edit | edit source]

  • Spiral Tower
  • Fort Exern
  • Mount Astrachaeus

Factions[edit | edit source]

  • Cedorene - The clergy of the Temple of Light, men and women who have dedicated their lives to the preservation of the worship of Yllios. Priests are known as clerics.
  • Wizards of Zrofdomel - The last surviving wizards' order in the realm. Despite its small size and the restrictive rules governing how new apprentices are accepted, it continues to maintain and preserve the arcane rites.
  • Xiarlasiel - A secretive cult that worships Olarus, the Lord of Chaos.

Religion[edit | edit source]

  • Yllios - Commonly referred to as the Lord of Radiance, the Divine Source, or the Infinite Light, he is the deity responsible for the creation of the world and the myriad other realms of the Great Beyond. He represents light, truth, law, life, mercy, and peace. He dwells in a heavenly realm known as the Celestial Gardens from which he observes all things and subtly directs the affairs of the realms in accordance with his divine will. He is served by a council of nine angelic beings known as the Intercessors.
  • Olarus - The sinister, eldritch deity who opposes Yllios, representing darkness, corruption, chaos, and death. He is also known as the Lord of Chaos and the Harbinger of Chaos. Many believe that he is not actually a god but a corrupted former Intercessor banished from the Celestial Gardens for disobeying his master. The Cedorene teach that he is allowed a measure of freedom to pursue his agenda because it serves the greater plan of Yllios.

Magic[edit | edit source]

Overview[edit | edit source]

Magic is one of the more mysterious aspects of the world of Golbé, and also one of the most difficult to harness. Aside from the common religion of the realm, it has long been recognized as one of the shaping forces of history. Those who can properly wield magic are able to do remarkable things, and these powers can be used for good or ill. Accordingly, the rules and traditions which govern its use are specific and strictly enforced. All who have the ability to use magic are called arcanists, but only those who have successfully completed their arcane education earn the title of wizard.

Selection[edit | edit source]

An arcanist is born, not made. Despite efforts to better understand how this works, no definitive explanation has ever been put forward. A child born to mundane parents is just as likely to have the gift as a child born to two wizard parents is to be mundane. It is commonly accepted that each child born with the gift is chosen by Yllios for reasons that will never be known or fully understood, and that any effort to otherwise explain this phenomenon will invariably fail.

Training[edit | edit source]

The arcane talents of a child with the gift will first be revealed typically at some point when they are four or five years old. This will manifest as objects around the child suddenly levitating, catching on fire, or be flung across the room by an unseen force. This event will be detected by the wizards who will come to offer the child the chance to receive a proper arcane education, which also includes lessons in reading, writing, arithmetic, alchemy, and history. This education will last ten years and is provided by senior members of the order who will guide them through the complex aspects of wizardry and relevant subjects. Once this is completed satisfactorily, the apprentice becomes a wizard and can take on various assignments which allow them to make use of their powers and skills both on their own and in cooperation with their peers.

Types[edit | edit source]

  • Clairvoyance - Spells which enable a wizard to create physical barriers out of thin air, emit telekinetic shockwaves, manipulate objects with the power of their mind, and conduct limited divinations.
  • Elementalism - Spells which enable a wizard to manipulate the elements of earth, air, fire, and water.
  • Summoning - Spells which enable a wizard to call supernatural creatures to their service. A sub-discipline called demonology involves the calling o
  • Thaumaturgy -
  • Vivification -

Gameplay[edit | edit source]

Character creation[edit | edit source]

Classes[edit | edit source]

  • Agent
  • Archer
  • Druid
  • Knight
  • Warrior
  • Wizard

Attributes and skills[edit | edit source]

  • Attributes
    • Agility
    • Charisma
    • Endurance
    • Intelligence
    • Luck
    • Speed
    • Strength
  • Skills
    • Acrobatics
    • Alchemy
    • Armourer
    • Athletics
    • Axes
    • Block
    • Bows
    • Clairvoyance
    • Daggers
    • Elementalism
    • Heavy Armour
    • Light Armour
    • Lockpicking
    • Maces
    • Mercantile
    • Medium Armour
    • Sneak
    • Spears
    • Speechcraft
    • Staves
    • Summoning
    • Swords
    • Thaumaturgy
    • Vivification

Free-form design[edit | edit source]

Expansions and compilations[edit | edit source]