PALANTIRS
OF ZORK
The Three Palantirs of Zork are three crystal spheres of legendary
power, each shining with an inner light of its own: the first one fiery
red, the second glowing blue like a perfect summer sky, and the third
one a shimmering white. Gazing
into one sphere allowed one to see the surroundings of the next
palantir in sequential order. Because of their nature, it was not
directly a two-way communication system, nor three-way. It is known
that the order can be changed, though how this is done is unknow. At
one time the one peering into the white sphere would see the
surroundings of the blue; and peering into the blue, the red; and into
the red, the white. This sequence later changed to red, to blue, to
white, to black, to red (either by the influence of the black crystal
sphere or sometime before). These spheres, when combined, also had the
power to summon the Warriors of Zork.
Sometime
between 783~883 GUE, these spheres were hidden behind a
secret wall in the Flood Control Dam #3's maintenance room. According
to Ellron, the map to find the three Palantirs was stolen around the
beginning of the ninth century. After the fall of the Empire, knowledge
of their purpose was found written on the mysterious trophy case in the
White House: "Only
when the Three Palantirs of Zork are returned to this case can the evil
be driven from the land and the Great Underground Empire rise once
more." The crisis of Krill's invasion made it essential for
Syovar
to recover these spheres.
Bivotar
and Juranda came across the missing map in the Dungeon of Zork beneath
the White House, which helped them uncover the spheres at the Flood
Control Dam #3. When Syovar placed the palantirs into the trophy case,
spoke the inscription, and then recited a spell, an arc of
light
leapt between the three spheres
and grew to encompass the entire room. The Warriors of Zork were
summoned. After the Warriors had defeated the armies of Krill, they
disappeared along with the Palantirs, which left behind only piles of
black ash. Syovar believed that they had too much power for
one
mortal to control and were best left for the gods.
Despite
the king's
ignorant claim that they had served their purpose and existed no more,
the three palantirs were transported to chambers elsewhere beneath the
White House where in 948 GUE the Second Dungeon Master later came upon
them. One account tells us, that the red crystal sphere was found in a
secret ledge within the coal slide, the white sphere in a cage in a
machine room at the top of a well, and the blue one near the Bank of
Zork. A second account tells us that the Second Dungeon Master was able
to find the red one in the cage in the machine room, the blue one near
a dragon's lair, and the clear one in held in possession of the Wizard
of Frobozz in the aquarium of his pet sea serpent.
While the
mystery has not yet been fully solved, when the Wizard of Frobozz
captured a demon in a black crystal sphere, this sphere, although not a
palantir, was somehow linked with the three. Expired adventurers near
the crystals sometimes found their soul trapped within
one of the palantirs or the black crystal prison sphere, with magical
walkways between them. It was the powerful demon who had the ability to
return the trapped souls of these adventurers to the world of life, if
he thought he might find use of them in gaining his freedom.
When
the Second Dungeon Master placed the three palantirs on their
respective stands (ruby, diamond, sapphire) in the Wizard of
Frobozz's workroom, a low humming noise began. The three spheres began
to vibrate faster and faster as the noise became higher and higher.
Three puffs of smoke, one red, one blue, one whire, rose up from empty
stands. The spheres were gone, but in the center of the triangle formed
by the stands was now a black stand of obsidian in which rested the
black sphere which held the demon imprisoned. It is uncertain what
became of the spheres afterward.