The First Dungeon Master, 948 GUE cloaked at Shadowlands (A) in form of old man (A) beyond Guardians of Zork (A) overlooking parapet (A)
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FIRST DUNGEON MASTER
It was on a
fateful day in the year 883 GUE, one last treasure-seeker, a peasant
from an unheard-of village in an obscure province set forth from his
home for Flatheadia on the twelfth of Mumberbur to stop the Curse. This
is the one who would be the first to don the title of “Dungeon Master.”
He knew that he had an important advantage: an ancestor of his, a
servant in Lord Dimwit Flathead’s court, had witnessed Megaboz casting
the Curse, and had obtained a small scrap of wizardly parchment that
had fallen from the mage’s pocket. This parchment scrap, containing a
spell from the secret notebook of the great magician, had been passed
down from generation to generation, and was now in his possession.
Thanks to this family heirloom, he knew what none of the other would-be
Cursebusters knew; he alone knew what had to be done to stop the Curse!
By the time of the peasant’s arrival at Flatheadia, most of the
treasure-seekers had given up and returned to their homelands. In fact,
he discovered that most of the population, including all figures of
authority, had fled to distant provinces. And when he awoke on the hard
floor of the castle on Curse Day (the fourteenth of Mumberbur), he
found that even the looters and the most persistent adventurers had
departed.
After he
disappeared in the ball of fire at the time of Dimwit’s death,
Megaboz was assumed dead. It is now known that he took the guise of a
Royal Jester, Barbazzo Fernap in the court of Wurb Flathead, and
magically assumed other identities, including the famous painter
Frobesius Fublius and the Flatheadia inspector, to ensure the success
of his Curse to overthrow the Empire. Oddly enough, Megaboz chose to
assist this last cursebuster in the guise of the jester. This servant
of Wurb Flathead used the parchment, now a family heirloom, to attempt
to halt the Curse. To do so, he had to assemble two items from each of
the Twelve Flatheads into a cauldron which still remained in the castle
of Flatheadia:
FLATHEAD
|
ITEM1
|
ITEM2
|
Dimwit
Flathead
|
gaudy
crown (Flatheadia outer bailey)
|
scepter
(Flatheadia throne room)
|
John
D. Flathead
|
diploma
(underground stream)
|
stock
certificate (Flatheadia vault)
|
Stonewall
Flathead
|
saddle
(underground stable)
|
lance
(Flatheadia library)
|
Sebastian
Flathead
|
violin
(pit at Philharmonic Hall)
|
metronome
(Flatheadia torture chamber)
|
J.
Pierpont Flathead
|
zm100,000
bill (Flatheadia game room)
|
silk tie (aerie at Antharia Caves)
|
Thomas Alva Flathead
|
screwdriver (Flatheadia laboratory)
|
brass
lantern (Flatheadia lower levels)
|
Leonardo
Flathead
|
landscape
(Flathead Fjord)
|
easel
(Flathead Fjord)
|
Lucrezia
Flathead
|
flask
(Flatheadia dungeon cell)
|
fan
(Fenshire Castle hothouse)
|
Ralph
Waldo Flathead
|
manuscript
(Flatheadia pyramid room)
|
quill
pen (Granola Mines)
|
John
Paul Flathead
|
seaman’s
cap (Flatheadia oubliette)
|
spyglass
(from Otto at Frigid River Delta)
|
Frank
Lloyd Flathead
|
scale
model (Mirror Lake chalet)
|
t-square
(FrobozzCo Building)
|
Babe
Flathead
|
club
(Flathead Stadium)
|
dumbbell
(Flatheadia gym)
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Unfortunately,
on this same dark
day, uncountable hordes of the horrible and ferocious race of grues
which had
escaped the blade of Entharion were accidently released from the
incredibly
quantity of bottomless pits beneath Flatheadia Castle. Innocently
seeking to
cross the pits in order to acquire Thomas Alva Flathead’s brass lantern
on the
far side of the cavern, this peasant tossed into them a Frobozz Magic
Anti-Pit
Bomb. As the pits filled, a legion of dark and sinister grues welled up
and
lurked into the shadows. Unhindered by the darkness, they quickly
spread to
every area of the Great Underground Empire and beyond. Deathly afraid
of light of any kind, the grues began occupying the
abandoned underground empire, preying mercilessly upon any adventurer
foolish
enough to explore their realms without a source of light at hand. (More
packs of grues would be forced out of the remaining bottomless pits
sometime in
the intervening years between 883 and 948 GUE, when Implementor Bruce
Daniels
worked for weeks to fill in most of the remaining bottomless pits in
Zork.)
Megaboz, whose motives are extremely unclear always appeared to the
servant when he least expected. The quixotic jester tested him with
riddles and games, spinning rhymes for his amusement, springing some
deadly tricks, and giving helpful nudges in the right direction. The
peasant successfully found the items necessary to stop the Curse, but
throughout, Megaboz laughed at some tremendous joke. For his Curse was
apparently much more complicated than had been presumed. After the
twenty-four relics were tossed in the churning cauldron, and the sacred
word uttered, the huge outer gates of Flatheadia burst open and the
entire structure began to shake and tremble. The peasant made every
effort to escape the castle in haste.
The following is an excerpt from the peasant's own journal:
I
dove through the doors as the castle began its final tremors! Landing
on soft
grass, I rolled to a stop, and turned to see the castle’s final
moments. But,
oddly, though it was collapsing, it didn’t seem to be getting
destroyed.
Instead, it was merely shrinking, shriveling... I rubbed my eyes in
disbelief,
as the once mighty castle transformed itself into ever tinier
structures. At long
last there was stillness, and the dust began to clear…
I
was standing in an open field west of a white house, with a boarded
front door.
There was a small mailbox there.
While
staring dumbfounded at the white house, the jester appeared, laughing
as though
at some supreme trick. Then, a low moaning wind began to blow, and
slowly, ever
so slowly, his appearance shifted, until all that was seen was a wizard
of
incredible age and obvious power. His hoary visage stirred an ancient
ancestral
memory. He spoke in a new voice, tired but commanding of instant
respect. “I am
Megaboz,” he stated, and my skin tingled at the presence of a legend.
“Yes,
I still live. I have waited a long time for this day; to meet the one
who would
guard after I am gone. The Great Underground Empire is no more; but
Quendor
remains. The white house will stand as a warning and reminder of the
excesses
of the Flatheads. Some day, a new Empire may rise; you – and your
successors –
shall watch over the land, and ensure that future Empire be benevolent.
Henceforth, you shall be known as ‘Dungeon Master’. As promised by
Decree, half
the wealth of the kingdom is yours!”
My
mind was suddenly filled with images of a vast underground Treasury,
piled with
unfathomable wealth. But the image was tempered by the ironic knowledge
that I
would never have use for such wealth. As the image faded, I heard
tinkling
bells and the voice of the jester, who was Megaboz:
“Well,
I'm outta here! Over to you, Dungeon Master!”
I
found myself alone, left to ponder the years ahead, long years of
keeping watch
over Quendor and searching, ever searching, for my successor…
Thus,
after centuries of rule over the farthest reaches of the world,
countless years of decadence and over-taxation, the Curse of Megaboz
fell upon the land and the Great Underground Empire collapsed, reducing
Flatheadia into a small white house. And for no known reason, Megaboz
awarded this nameless adventurer with the title of Dungeon Master,
inheritor of the Eastland Underground Empire, and showered him with
magical abilities and wealth beyond measure. This servant assumed total
control of the caverns of the Great Underground Empire and became known
as the first Dungeon Master. He would fiercely guard every entrance to
the old underground realms, insisting that no one would enter until the
time was right. To this day it is not entirely clear why Megaboz chose
to aid someone who was attempting to halt his Curse, nor is it known
why this individual was rewarded by Megaboz for his actions. In any
case, Megaboz was responsible for the downfall of a kingdom that had
survived for over 800 years, since the age of Entharion the Wise.
The deeds of the elusive Dungeon Master were quickly overlooked (if
they
had ever been looked at even once), and his fame scarcely known—for
all eyes
were focused upon the proud General Syovar. The powerful and mysterious
Dungeon Master also founded his inner
sanctum in the third level of the Dungeon of Zork, the deepest and most
mystical abyss
of the
Great Underground Empire. As the years passed and the
underground caverns became the stuff of legend, the existence of the
Dungeon Master was forgotten.
When Syovar finally
attempted to lay claim to the abandoned underground
caverns, he found that the Dungeon master had beaten him to it. Nearly
every tunnel
and cavern in the Great Underground Empire had come under his control,
from the massive Flood Control Dam #3 to the farthest flung underground
highway. Blessed with good fortune and aided by the Implementors who
created and
control our world, the Dungeon Master had come to own the vast fortunes
that once belonged to the kings of the old empire. It was rumored that
he even possessed a controlling share in the immense FrobozzCo
International, the infinite conglomerate that had once held a monopoly
over every magical scroll, spell, staff, or magical device of any kind
that was produced within the borders of the realms of Quendor. But
through all the wars and conquests and dreams to unify Quendor
above ground, the tunnels and caves of the Eastlands would remain
relatively stable under the watchful eye of the Dungeon Master. He only
allowed the
fantastic assortment of mystical creatures within to roam freely. It
was not until 947 when Syovar was allowed to enter. What was puzzling
to many was why he permitted the murderous Lucien Kaine to freely roam
the caverns from 947~8. As for what the Dungeon Master sought, and what
motivated him to seek
it, these secrets have been lost in time. Despite the massive power and
wealth as his disposal, he almost never chose to interfere with the
affairs of the world above ground, instead biding his time for the
moment he had been appointed to wait for.
Although dead, the Twelve Flatheads foresaw that some cretin might
tamper with their remains. Therefore, they took steps to punish
trespassers with a curse. It is not exactly sure how all of the corpses
reached the same destination nor were preserved, but the “Keeper of the
Dungeon” (who was presumably the First Dungeon Master whose reign did
not begin until 883 GUE) placed each of the bodies in the Tomb of the
Twelve Flatheads with each of their severed skulls upon a pole outside
the same crypt. It is assumed that the remains are still there to this
day. During the reign of the Dungeon Masters, those who dared to defile
the corpses quickly found their disrepect costing them their life, as
the
powerful guardian of the Dungeon of Zork placed their head upon a
similiar sharp
pole.
In 948, the Dungeon Master, who now had the appearance of an old, yet
oddly youth man with long silver hair, had grown tired of his duties
and began to search for someone to succeed him. He dressed simply in a
hood and cloak, wearing an amulet
and ring, carrying an old book under one arm, and quietly leaning on a
wooden
staff. A single key, as if to a prison cell, hangs from his belt.
All
previous attempts to penetrate the underground had met with failure.
All survivors of more than one expedition reported that their party had
been killed by a mysterious thief (Lucien Kaine) who had mastered the
inner workings of a complex and diabolic maze in the heart of the
underground. But one adventurer, a brave unknown male adventurer, was
soon to gain entrance into the underground through the mythical White
House and would begin to explore the realm. For the Dungeon Master
intentionally allowed the adventurer into his realm to test his
worthiness to take over the title. This man, who would go on to acquire
the title of Second Dungeon
Master, sought the Great Underground Empire due to its reputation for
containing vast quantities of treasure. Naturally, he wished to acquire
some of it. The rumors led him to a White House over the ruins of the
former capital city of Flatheadia, where a strange, though alluring,
letter was discovered within the mailbox.
The first of the Dungeon Master's tests involved the vanquishing of the
thief and many monsters, and the gathering of the Treasures of Zork
from the first level of the Dungeon. When all but one of these
Treasures had been placed
simultaneously within the trophy case in the living room of the White
House the First Dungeon Master appeared in the form of a sinister
wraithlike figure, cloaked and hooded, seeming to float in the air. In
a low, almost inaudible voice he said,
“I welcome you to the ranks of the chosen of Zork. You have persisted
through many trials and tests, and have overcome them all, dispelling
the darkness of ignorance and danger. One such as yourself is fit to
join even the Implementors!” He then rose his oaken staff, and
chuckling, drifted away like a wisp of smoke, his laugher fading in the
distance. As the wraith faded, an almost inaudible voice whispered in
his ear, “Look to your treasures for the final secret.” For the Dungeon
Master had left him an ancient map revealing the location of the hidden
Stone Barrow, the entrance to the next challenge.
After conquered the Wizard of Frobozz with courage and
cunning to become the master of his domain on the second level, this
adventurer descended deeper into the underground realm. On the dark
staircase, a magical force propelled the adventurer forward. He tumbled
down and all about him were strange images, the chain ending with that
of the Dungeon Master. He turned toward the adventurer
slowly, his long, silver hair dancing about him in a fresh breeze. "You
have reached the final test, my friend! You are proved clever and
powerful, but
this is not yet enough! Seek me when you feel yourself worthy!" The
dream
dissolved around him as the Dungeon Master's last words echoed through
the void....
Here, on the third level, the First
Dungeon Master followed and guided the adventurer on his quest,
personally testing him with several skills of strength, cunning,
cleverness, bravery, and
compassion as he invented challenges the likes of which he had never
known. The very present of the Dungeon Master defied explanation and
was a great danger to the adventurer. If he proved himself worthy by
unraveling the confounding puzzles, if he could turn the tide and learn
the Dungeon Master's secret intentions, his reward would be
inestimable. But if he failed, he would be most utterly destroyed. In
the process the adventurer acquired seven pieces of the Dungeon
Master’s costume: the hood and cloak, the amulet and ring, the key, the
wooden staff, and the lore book.
Of the seven tests, only two involved the direct participation of the
Dungeon Master. For the first of these, he donned the stocky appearance
of a man of medium height, with several days'
growth of stubble on his face. He set a chest upon a ledge north of the
Shadowland. When the adventurer found himself trapped on the ledge with
it, the Dungeon Master appeared at the edge of the cliff above, asking
for the adventurer to tie the end of a rope to the chest so that it
might be pulled up; then he would come back to help the stranded man.
Daring to trust the disheveled man, the adventurer tied the rope to the
chest which was quickly lifted to the top. Then he waited for the man
to return to pull him up as well. The man removed all of the valuables
from the chest, but in exchange handed the adventurer a plain wooden
staff.
A second direct involvement of the Dungeon Master occurred when the
adventurer ventured into the Shadowland. The Dungeon Master took upon
himself the countenance of the adventurer and donning himself in a
cloak and hood and wielding a sword, went forth to duel. At his
arrival, the adventurer found his elvish sword returned into his hands.
The adventurer battled until the Dungeon Master was badly hurt and
defenseless. He slowly removed the hood from his terribly wounded
opponent and recoiled in horror at the sight of his own face, weary and
wounded. A faint smile came to the lips of the Dungeon Master before
the face reverted back to its original wizened form. The hood and cloak
remained on the ground for the adventurer to add to his cache.
After all seven pieces of the Dungeon Master attire had been collected,
the adventurer met the guardian of the dungeon once again. This time
the Dungeon Master was guised with the weak and frail appearance of an
old and wizened man with a long, stringy beard) who huddled, asleep, in
a corner with loud snoring. His bright eyes were much younger and
stronger than his frail body, appearing to see right through the body.
The adventurer gave a piece of waybread to the starving man. Slowly, he
ate the bread and said, "Perhaps what you seek is through there!" He
pointed at the
carved wall to the north, where there was the bare outline of a
secret door. When the adventurer turned back to the old man, he was
gone.
This was the entrance to the passagesway that led to the secret
Treasury of Zork. When the adventurer reached the door to the inner
sanctum iself, he knocked. The Dungeon Master unlatched the small
wooden panel and peered through the bars of the great door before
opening it. He revealed that he was the Master of the Dungeon who had
been watching him closely during his journey through the Great
Underground Empire. While he had shown kindness to the old man, and
compassion toward the hooded one, displayed patience in the Royal
Puzzle and trust at the cliff, desmonstrated strength, ingenuity and
valor, according to some manuscripts, he still needed to ascertain
whether this man met the stringent requirements laid down by the Great
Implementors. Upon his successful answering of these riddles, the
Dungeon Master was obliged to acknowledge his skill and daring and
admitted him into the inner sanctum. However, within, some final test
awaited. The adventurer was invited to request the aid of the Dungeon
Master, to command him as he willed in order to complete his quest.
This final quest involved entering a certain cell and commanding the
Dungeon Master to return it to its proper location by manipulating
dials which could only be operated without the small chamber. When the
cell was put in its proper position, the Dungeon Master's key was able
to open the door and gain entry into the secret Treasury of Zork. The
adventurer gleefully
examined his new-found riches.
The Dungeon Master materialized beside
him and said, “Now that you have solved all the mysteries of the
Dungeon, it is time for you to assume your rightly-earned place in the
scheme of things. Long have I waited for one capable of releasing me
from my burden!” He taps the adventurer lightly on the head with his
staff, mumbling a few well-chosen spells, and the adventurer felt
himself changing, growing older and more stooped. For a moment there
were two identical mages staring at one another among the treasure,
then the First Dungeon Master dissolved into a mist and disappeared
with a sardonic grin on his face. For a moment the Second Dungeon
Master was relieved, safe in the knowledge that he had at last
completed his quest in ZORK. He began to feel the vast powers and lore
at his command and thirsted for an opportunity to use them. Thus began
the reign of the second Dungeon Master, which presumably
lasted until the end of the First Age of Magic in 966.
Some storytellers whisper that this moment was the fruition of the
entire course of history. The ancient folk myths, some perhaps as old
as Zork itself, had foretold of a treasure-hunting adventurer who would
become a master of the magical arts, and rule throughout the deepest
reaches of the underground. These prophecies, and even the very name of
Zork, had been revered by all for untold generations. Many people
believed that the completion of these prophecies and the dawning of the
Age of Zork would usher in a new era of peace, prosperity, and
happiness for the people of the Great Underground Empire.
TRIVIA:
The 882 GUE edition of the Encyclopedia Frobozzica oddly had no entry
on this anonymous peasant, despite that at least at third of the people
in his village had heard of him.
His mother's birthday was the third of Estuary (she was presumably
still alive during 883).
On the twenty-ninth of Oracle, 883, he was scheduled to have dinner
with the Bozbo's.
On the fifteenth of Augur, 883, he was scheduled for a dentist appoint
at 1:50.
In regards to the Dungeon Master's powers against his adversities,
several reports circulate that tell of him raising his staff, tracing a
complicated pattern in the air, and when it was completed, his opponent
instantly crumbled into dust.