ZORK: NEMESIS - G.U.E. HISTORY 
by Nino Ruffini (for Zork Nemesis official strategy guide)

29 December 1995 to 3 January 1996 Revised 22 January 1996 Published Version
[Editor's Note: The following fragment was not included in Nino Ruffini's A History of the Zork World, despite the fact that it had been inserted into the author's original manuscript. Claims that this chapter is in fact Ruffini's own work are undoubtedly false, no doubt put forward by late 18th century editors of the great historian who had passed away some one hundred years before.]

In the year 881 After Entharion, His Royal Highness Wurb Flathead rose to the throne of the Great Underground Empire, the same throne that his father, uncle, and grandfather had occupied before him. One hundred years before, the notorious Lord Dimwit Flathead, a relative of Wurb's through a common ancestor, had ruled over the same empire, then the largest and most spectacular power the world has ever known.


Every province, country, and city in the known world owed allegiance to Dimwit Flathead and the powerful dynasty to which he belonged. Dimwit's own massive palace connected directly to the sprawling underground caverns and tunnels after which the empire had been named. The eccentric king prefered the underground caverns in the Eastlands, but his domain also included the island-continent of Antharia and the ancient and civilized lands on the western continent.







Of course, Dimwit was forced to pay a price for all his power and extravagane. His final selfish acts resulted in a powerful magical curse being placed on his family and his empire.

 Since that momeny things had been quite amiss in the Great Underground Empire. The three kings that dominated the 800s were, between them, a coward, a lunatic, and a stand-up comedian. One crisis followed another, rebellions breaking out in nearly every corner of the world. The palace royalty still insisted that Wurb Flathead ruled over the same glorious empire that his ancestors had carved with their bare hands, and yet no one outside the capital city in the Eastlands recognized imperial authority. The powerful Curse of Megaboz that had killed Dimwit some ninety-two years before was threatening to destroy Wurb's empire entirely, before he could even celebrate his eighteenth birthday.

Poor Wurb, alone and without friends at the hour of his father's death, knew of all these things, but there was little he could do to prevent the inevitable. Barbarians, trolls, and orcs poured over the mountains unchecked into the civilized provinces. Thousands of Zork natives abandoned the once-thriving underground caverns near the capital, driven away at least in part by the rude and mischievous pranks of the dangerously senile Wizard of Frobozz, still living in the bowels of the empire over a century after he had accidently turned Dimwit's castle into a warm and drooling pile of chocolate.

For the first time in history, the floodgates of the great Flood Control Dam #3 had been left unmanned. The king himself was totally controlled by the military advisors and generals that his father had left to protect him. Lord Syovar, who had been a powerful military leader even in the time of Dimwit, was, with the help of the Implementors in paradise, the only force keeping young Wurb safe from the invaders.

Wurb himself was lost in the deepest fog of errors and confusion. He had become aware of rumors that the one person who could stop the Curse of Megaboz, and thus save the empire, was aservant somewhere in his own palace. Throughout the course of his second year on the throne, Wurb was frantic. In near desperation, he single-handedly interviewed some 12,569 royal grooms, servants, and slaves in hopes of finding an answer. Most of them laughed at him contemptuously. As the fates would have it, Wurb gave up his mighty take too soon, never meeting the one servant that could have saved him.

The long wheel of time had run its course, and Wurb knew that the game was over. With the royal guard growing mutinous and the barbarian invaders moving closer to the capital, he began to hurry. Scarcely pausing to pack his bags, he snuck quietly out of the castle, bringing only his pet elephant along with him. The palace was sacked the next morning, the royal soldiers and the orcs joining together to loot the imperial treasury.








Neither the king nor his elephant were ever found.


After centuries of rule over the farthest reaches of the world, the Great Underground Empire had collapsed. In the far distant realms of the Westlands, the great sorcerer Belboz could not help but gloat. "I told you so" was his only recorded response.

In the year 881 After Entharion, His Royal Highness Wurb Flathead rose to the throne of the Great Underground Empire, the same throne that his father, uncle, and grandfather had occupied before him. One hundred years before, the notorious Lord Dimwit Flathead, a relative of Wurb's through a common ancestor, had ruled over the same empire, then the largest and most spectacular power the world has ever known.


Every province, country, and city in the known world owed allegiance to Dimwit Flathead and the powerful dynasty to which he belonged. Dimwit's own massive palace connected directly to the sprawling underground caverns and tunnels after which the empire had been named. Thousands upon thousands of golden zorkmids were minted and spent by the royal treasury in an effort to finance Dimwit's remarkable and excessive ceremonies and construction projects. Unlike his predecessors, the eccentric king prefered the underground caverns in the Eastlands, but his domain also included the island-continent of Antharia and the ancient and civilized lands on the western continent.



Of course, Dimwit was forced to pay a price for all his power and extravagance. His final selfish acts resulted in a powerful magical curse being placed on his family and his empire.

Since that moment things had been quite amiss in the Great Underground Empire. The three kings that dominated the 800s were, between them, a coward, a lunatic, and a stand-up comedian. One crisis followed another, rebellions breaking out in nearly every corner of the world. The palace royalty still insisted that Wurb Flathead ruled over the same glorious empire that his ancestors had carved with their bare hands, and yet no one outside the capital city in the Eastlands recognized imperial authority. The powerful Curse of Megaboz that had killed Dimwit some ninety-two years before was threatening to destroy Wurb's empire entirely, before he could even celebrate his eighteenth birthday.

Poor Wurb, alone and without friends at the hour of his father's death, knew of all these things, but there was little he could do to prevent the inevitable. Barbarians, trolls, and orcs poured over the mountains unchecked into the civilized provinces. Thousands of Zork natives abandoned the once-thriving underground caverns near the capital, driven away at least in part by the rude and mischievous pranks of the dangerously senile Wizard of Frobozz, still living in the bowels of the empire over a century after he had accidently turned Dimwit's castle into a warm and drooling pile of chocolate.

For the first time in history, the floodgates of the great Flood Control Dam #3 had been left unmanned. The king himself was totally controlled by the military advisors and generals that his father had left to protect him. Lord Syovar, who had been a powerful military leader even in the time of Dimwit, was, with the help of the Implementors in paradise, the only force keeping young Wurb safe from the invaders.

Wurb himself was lost in the deepest fog of errors and confusion. He had become aware of rumors that the one person who could stop the Curse of Megaboz, and thus save the empire, was a servant somewhere in his own palace. Throughout the course of his second year on the throne, Wurb was frantic. In near desperation, he single-handedly interviewed some 12,569 royal grooms, servants, and slaves in hopes of finding an answer. Most of them laughed at him contemptuously. As the fates would have it, Wurb gave up his mighty task too soon, never meeting the one servant that could have saved him.

The long wheel of time had run its course, and Wurb knew that the game was over. With the royal guard growing mutinous and the barbarian invaders moving closer to the capital, he began to hurry. Scarcely pausing to pack his bags, he snuck quietly out of the castle, bringing only his pet elephant along with him. The palace was sacked the next morning, the royal soldiers and the orcs joining together to loot the imperial treasury.


Athough this was the end of the rule of the royal family of Quendor, dozens of pranksters, usurpers, and charlatans have over the centuries claimed a direct descendancy from the Flathead family, the most recent being the noted socialite and alcoholic, Boos Miller, of West Shanbar. Whatever the truth behind these claims might be, neither the king nor his pet elephant were ever found.


After centuries of rule over the farthest reaches of the world, the Great Underground Empire had collapsed. In the far distant realms of the Westlands, the great sorcerer Belboz could not help but gloat. "I told you so" was his only recorded response.
The Fall of the Flatheads
In the year 881 AE (After Entharion), His Royal Highness Wurb Flathead rose to the throne of the Great Underground Empire. It was the same throne that his father, uncle, and grandfather had occupied before him. One hundred years prior, the notorious Lord Dimwit Flathead the Excessive, a relative of Wurb's through a common ancestor, had ruled over the same empire, then the largest and most spectacular power the world had even known.

Every province, country, and city in the known world owned allegiance to Dimwit Flathead and the powerful dynasty to which he belonged. Dimwit's own massive palace at Flatheadia, which housed 90 percent of the population, was connected directly to the sprawling underground caverns and tunnels after which the empire had been named. Thousands upon thousands of golden zorkmids, the coin of the realm, were minted and spent by the royal treasury in an effort to finance Dimwit's remarkable and excessive ceremonies and construction projects. Unlike his predecessors, the eccentric king preferred the underground caverns in the Eastlands, but his domain also included the island-continent of Antharia and the ancient and civilized lands on the western continent.

In the end, Dimwit was forced to pay a price for all his power and extravagance. His family was destroyed by the wizard Megaboz, and a dark curse was placed on the Empire.

Since that moment, things became quite amiss the Great Underground Empire. The three kings that dominated the 800s were, between them, a coward, a lunatic, and a stand-up comedian. One crisis followed another, rebellions breaking out in nearly every corner of the world. The palace royalty still insisted that Wurb Flathead ruled over the same glorious Empire that his ancestors had carved with their bare hands, and yet no one outside the capital city in the Eastlands recognized imperial authority. The powerful Curse of Megaboz that had killed Dimwit some ninety-two years before was threatening to destroy Wurb's empire entirely, before he could even celebrate his eighteenth birthday.

Poor Wurb, alone and without friends at the hour of his father’s death, knew of all these things, but there was little he could do to prevent the inevitable. Barbarians, trolls, and orcs poured over the Gray Mountains unchecked into the civilized provinces. Thousands of Zork natives abandoned the once-thriving underground caverns near the capital, driven away, at least in part, by the rude and mischievous pranks of the dangerously senile Wizard of Frobozz, still living in the bowels of the empire over a century after he had accidentally turned Dimwit's castle into a warm pile of chocolate.

For the first time in history, the floodgates of the great Flood Control Dam #3 had been left unmanned. The king himself was totally controlled by the military advisors and generals that his father had left to protect him. Lord Syovar, who had been a powerful military leader even in the time of Dimwit was the only force keeping young Wurb safe from the invaders.


Wurb himself was lost in deepest fog of errors and confusion. He had become aware of rumors that the one person who could stop the Curse of Megaboz, and thus save the empire, was a servant somewhere in his own palace. Throughout the course of his second year on the throne, Wurb was frantic. In near desperation, he single-handedly interviewed some 12,569 royal grooms, servants, and slaves in hopes of finding an answer. Most of them laughed at him contemptuously. As the fates would have it, Wurb gave up his mighty task too soon, never meeting the one servant that could have saved him.

The long wheel of time had run its course; Wurb knew that the game was over. With the royal guard growing mutinous and the barbarian invaders moving closer to the capital, he began to hurry. Scarcely pausing to pack his bags, he snuck quietly out of the castle, bringing only his pet elephant along with him. The palace was sacked the next morning, the royal soldiers and the orcs joining together to loot the imperial treasury.


Although this was the end of the rule of the royal family of Quendor, dozens of pranksters, usurpers, and charlatans have over the centuries claimed to be direct descendants of the Flathead family, the most celebrated being the infamous socialite, philosopher, and toastmaster, Boos Miller of West Shanbar. Whatever the truth behind these later claims might be, neither the king nor his pet elephant were ever found.

After centuries of rule over the farthest reaches of the world, the Great Underground Empire has collapsed. In the far distant realms of the Westlands, the great sorcerer Belboz could not help but gloat. His only recorded response was "I told you so!"

As the ruler of the powerful magical guilds that dominated the western continent, he was one of the most powerful people in the post- imperial world. Opposed to him were the powerful military rulers that still dominated the soldiers and peasants in the Eastlands. The noble and proud Syovar himself refused to admit that the Great Underground Empire had vanished. In his own arrogance, he claimed to be the rightful successor to the powers of the king, first issuing orders in Wurb's own name, then at last taking for himself the title of King of Zork.



Lord Syovar had at his disposal a vast array of magical powers, and commanded the bulk of the armies that had survived the barbarian invasion. He had as his goal nothing less than the reconquest and subjugation of the entirety of the old empire. Almost every force of nature and man stood in opposition to the great Syovar, but the old general refused to back down. 

As the ruler of the powerful magical guilds that dominated the western continent, he was one of the most powerful people in the post- imperial world. Opposed to him were the powerful military rulers that still dominated the soldiers and peasants in the Eastlands. The noble and proud Syovar himself refused to admit that the Great Underground Empire had vanished. In his own arrogance, he claimed to be the rightful successor to the powers of the king, first issuing orders in Wurb's own name, then at last taking for himself the title of King of Zork.



Lord Syovar had at his disposal a vast array of magical powers, and commanded the bulk of the armies that had survived the barbarian invasion. He had as his goal nothing less than the reconquest and subjugation of the entirety of the old empire. Almost every force of nature and man stood in opposition to the great Syovar, but the old general refused to back down.
The Ascension of Syovar
As the ruler of the powerful magical guilds that dominated the western continent, Belboz was one of the most powerful people in the post-imperial world. Opposed to him were the powerful military rulers that still dominated the soldiers and peasants in the Eastlands. The noble and proud Syovar himself refused to admit that the Great Underground Empire has vanished. In his own arrogance, he claimed to be the rightful successor to the powers of the king, first issuing orders in Wurb's own name, then at last taking himself the title of King of Zork; Zork being the ancient name for the empire, a name so old that its very origin and meaning has been lost beneath the ages.

He had at his disposal a vast array of magical powers, and commanded the bulk of the armies that had survived the barbarian invasion. His goal nothing less than reconquest and subjugation of the entirety of the old empire. Almost every force of nature and man stood in opposition to the great Syovar, but the old general refused to back down.

When he laid claim to the abandoned underground caverns, he found that a force even stronger than his had beaten him to it. The mysterious castle servant who had held the secret to the Curse of Megaboz had taken control of the underground realms, and was now known throughout the land as the Dungeon Master. Nearly every tunnel and cavern in the Great Underground Empire had come under his control, from the massive Flood Control Dam 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.

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 at 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.

In the meantime,








the lands above ground were torn by violence and discord. The great island-continent of Antharia had been separated from all contact with the outside world. Only the darkest rumors survive from that time of the island's history. The forests and mountains of the Eastlands were plunged into a never-ending war between the barbarian invaders and the surviving remnants of the imperial army. Even these remnants could not come to peace with each other, Lord Ellron and General Kaine's mortal hatred for each other parading through the pages of history in several epic campaigns throughout the Desert River Province. Only when the great Syovar made a pact of peace and friendship with Ellron did peace spread throughout most of the Eastlands, allowing Syovar to march against the western continent in his attempt to reunify the old empire. 

When he laid claim to the abandoned underground caverns, he found that a force even stronger than his had beaten him to it. The mysterious castle servant who had held the secret to the Curse of Megaboz had taken control of the underground realms, and was now known throughout the land as the Dungeon Master. Nearly every tunnel and cavern in the Great Underground Empire had come under his control, from the massive Flood Control Dam 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.

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 at 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.

Meanwhile, during the dark days of 883, the horrible and ferocious race of grues that had been trapped deep underground for untold centuries were once again released upon the world. Deathly afraid of light of any kind, they took residence throughout the darkness of the abandoned underground caverns, and preyed mercilessly upon any adventurer foolish enough to explore their realms without a sufficient source of light.

At the same time, the lands above ground were torn by violence and discord. The great island-continent of Antharia had been separated from all contact with the outside world. Only the darkest rumors survive from that time of the island's history. The forests and mountains of the Eastlands were plunged into a never-ending war between the barbarian invaders and the surviving remnants of the imperial army. Even these remnants could not come to peace with each other, Lord Ellron and General Kaine's mortal hatred for each other parading through the pages of history in several epic campaigns throughout the Desert River Province. Only when the great Syovar made a pact of peace and friendship with Ellron did peace spread throughout most of the Eastlands, allowing Syovar to march against the western continent in his attempt to reunify the old empire.
The Dungeon Master
When Syovar finally attempted to lay claim to the abandoned underground caverns, he found that a force even stronger than his had beaten him to it. The mysterious castle servant who had held the secret to the Curse of Megaboz had taken control of the underground realms, and was now known throughout the land as the Dungeon Master. Nearly every tunnel and cavern in the Great Underground Empire had come under his control, from the massive Flood Control Dan 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 Frobozz Co. 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.

As for what the Dungeon Mast 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.

Meanwhile, during the dark days of 883, the horrible and ferocious race of grues that had been trapped deep underground for untold centuries were once again released upon the world. Deathly afraid of light of any kind, the grues began lurking throughout the darkness of the abandoned underground empire preying mercilessly upon any adventurer foolish enough to explore their realms without a source of light at hand.

The lands above ground were torn by violence and discord. The great island-continent of Antharia had been separated from all contact with the outside world. Only the darkest rumors survive from that time of the island's history. The forests and mountains of the Eastlands were plunged into never-ending war between the barbarian invaders and the surviving remnants of the imperial army. Even those remnants could not come to peace with each other; Lord Ellron and General Thaddeus Kaine's mortal hatred for ecah other parading through the pages of history in several epic campaigns throughout the Desert River Province. Only when the great Syovar made a pact of peace and friendship with Ellron did peace spread throughout most of the Eastlands, allowing him to march against the western continent in his attempt to reunify the old empire.

Since the disappearance of Wurb Flathead and his unfortunate elephant, the provinces of the Westlands had thrived in peace, prosperity, and solitude. Belboz and his Circle of Enchanters were the most powerful figures in that part of the realm, often ruling the vast and ancient cities like Borphee in all but name alone.

Despite the health and happiness that the magic guilds granted to the people of Borphee, Frobozz, and Miznia, all was not well within the inner sanctum of magic itself. When the Flathead kinds had still ruled over the empire, their tyrannical eye kept sharp watch over the Guilds of Magic, preventing them from doing anything that would bring the slightest signs of trouble to the realm. With the empire destroyed, the guilds were free at last to pursue their own goals.

Almost at once, the leaders of the magical community began a fierce campaign of persecution against the alchemists, a small and secretive group of rebels that refused to obey the orders of the magic guilds. For centuries, the alchemists had pursued a mysterious and forbidden path, hoping, in the words of the great Ozmar, that "a great union will be formed between Magic and Science, and the final mysteries will be solved." Amont these mysteries that they sought with such urgency and passion were the elusive Philosopher's Stone and the Elixir of Life, the great keys to the gates of immortality.

For Belboz and his kind, the goals of the alchemists were evil in and of themselves. Even more importantly, the methods that alchemists employed were often reputed to be horribly gruesome in nature, revolving around attempts at human sacrifice. The magical guilds and the Circle of Enchanters that governed them used every means of power at their disposal to persecute and destroy the alchemists. Many of the most powerful members of the secret groups were forced to flee into exile, taking up residence in the more remote and depopulated provinces in the Eastlands. It was in this manner that the great Guilds eliminated all who opposed them, and thus ensured that when Syovar's armis invaded the Westlands, no one in the local population defected to the enemy.

But with the exodus of the alchemists from the Westlands, the evil of the art was by no means eliminated from the realm of Zork. The secret order of alchemical practitioners found a safe haven in the Desert River Province, still under the control of Kaine's rebel armies. Taking residence in an ancient temple that still survived from the days of Duncanthrax, the first of the Flathead kings almost three hundred years in the past, the secret order once again began their experiments, free from the stifling restrictions of the guild of enchanters. Years passed uneventfully, the order living silently, perhaps waiting for some unknown moment to arrive.

Then, inexplicably, in the year 945 of the Great Underground Empire, the alchemists are never heard from again. It is as if one of their dangerous experiments banished them at once into the Great Void. The great General Kaine vanished without word or warning, his absence causing the gradual decay of his province and his armies, which would be nearly crushed in their entirety three years later.

Almost at once, affairs in the Eastlands began to grow extremely sour. Magical storms and fires plagued the Grey Mountains Province. Chronic hallucinations becam frequent among natives along the borders of the Desert River Province. Travelers to that region began to disappear with alarming regularity. Syovar, wary of the bizarre hauntings taking place on the fringes of his domain, and gradually realizing the difficulty of controlling those lands, declared the Desert River and the Grey Mountains Provinces to be forbidden to any of his citizens under pain of death.

Meanwhile, never having given up his desire to rule the abandoned underground caverns as well, Syovar once again turned his gaze towards the buried ruins of the empire.

Since the disappearance of Wurb Flathead and his unfortunate elephant, the provinces of the Westlands had thrived in peace, prosperity, and solitude. Belboz and his Circle of Enchanters were the most powerful figures in that part of the realm, often ruling the vast and ancient cities like Borphee in all but name alone.

Despite the health and happiness that the magic guilds granted to the people of Borphee, Frobozz, and Miznia, all was not well within the inner sanctum of magic itself. When the Flathead kings had still ruled over the empire, their tyrannical eye kept sharp watch over the Guilds of Magic, preventing them from doing anything that would bring the slightest signs of trouble to the realm. With the empire destroyed, the guilds were free at last to pursue their own goals.

Almost at once, the leaders of the magical community began a fierce campaign of persecution against the alchemists, a small and secretive group of rebels that refused to obey the orders of the magic guilds. For centuries, the alchemists had pursued a mysterious and forbidden path, hoping, in the words of the great Ozmar, that "a great union will be formed between Magic and Science, and the final mysteries will be solved." Among these mysteries that they sought with such urgency and passion were the elusive Philosopher's Stone and the Elixir of Life, the great keys to the gates of immortality.

For Belboz and his kind, the goals of the alchemists were evil in and of themselves. Even more importantly, the methods that alchemists employed were often reputed to be horribly gruesome in nature, revolving around attempts at human sacrifice. The magical guilds and the Circle of Enchanters that governed them used every means of power at their disposal to persecute and destroy the alchemists. Many of the most powerful members of the secret groups were forced to flee into exile, taking up residence in the more remote and depopulated provinces in the Eastlands. It was in this manner that the great Guilds eliminated all who opposed them, and thus ensured that when Syovar's armies invaded the Westlands, no one in the local population defected to the enemy.

But with the exodus of the alchemists from the Westlands, the evil of the art was by no means eliminated from the realm of Zork. The secret order of alchemical practitioners found a safe haven in the Desert River Province, still under the control of Kaine's rebel armies. Taking residence in an ancient temple that still survived from the days of Duncanthrax, the first of the Flathead kings almost three hundred years in the past, the secret order once again began their experiments, free from the stifling restrictions of the guild of enchanters. Years passed uneventfully, the order living silently, perhaps waiting for some unknown moment to arrive.

Then, inexplicably, in the year 945 of the Great Underground Empire, the alchemists are never heard from again. It is as if one of their dangerous experiments banished them at once into the Great Void. The great General Kaine vanished without word or warning, his absence causing the gradual decay of his province and his armies, which would be nearly crushed in their entirety three years later.

Almost at once, affairs in the Eastlands began to grow extremely sour. Magical storms and fires plagued the Grey Mountains Province. Chronic hallucinations became frequent among natives along the borders of the Desert River Province. Travelers to that region began to disappear with alarming regularity. Syovar, wary of the bizarre hauntings taking place on the fringes of his domain, and gradually realizing the difficulty of controlling those lands, declared the Desert River and the Grey Mountains Provinces to be forbidden to any of his citizens under pain of death.

Meanwhile, never having given up his desire to rule the abandoned underground caverns as well, Syovar once again turned his gaze towards the buried ruins of the empire.
The Alchemical Wars
Since the disappearance of Wurb Flathead and his unfortunate elephant the provinces of the Westlands had thrived in peace, prosperity, and solitude. Belboz and his Circle of Enchanters were the most powerful figures in that part of the realm, often ruling the vast and ancient cities in all but name alone.

Despite the health and happiness that the magic guilds granted to the people of Borphee, Frobozz, and Miznia, all was not well within the inner sanctum of magic itself. When the Flathead kings had still ruled over the empire, their tyrannical eye kept sharp watch over the Guilds of Magic, preventing them from doing anything that would bring the slightest signs of trouble to the realm. With the empire destroyed, the guilds were free at last to pursue their own goals.

Almost at once, the leaders of the magical community began a fierce campaign of persecution against the alchemists, a small and secretive group of rebels that refused to obey the orders of the magic guilds. For centuries, the alchemists had pursued a mysterious and forbidden path, hoping, in the words of the great Ozmar, that “a great union will be formed between Magic and Science, and the final mysterious will be solved.” Among these mysteries that they sought with such urgency and passion were the elusive Philosopher's Stone and the Elixir of Life, the great keys to the gates of immortality.

For Belboz and his kind, the goals of the alchemists were evil in and of themselves.


The magical guilds and the Circle of Enchanters that governed them used every means of power at their disposal to persecute and destroy the alchemists. Many of the most powerful members of the secret groups were forced to flee into exile, taking up residence in the more remote and depopulated provinces in the Eastlands. It was in this manner that the great Guilds eliminated all who opposed them, and thus ensured that when Syovar’s armies invaded the Westlands, no one in the local population defected to the enemy.

But with the exodus of the alchemists from the Westlands, art was by no means eliminated from the realm of Zork. The secret order of alchemical practitioners found a safe haven in the Desert River Province, still under the control of Kaine's armies. Taking residence in an ancient temple that still survived from the days of Duncanthrax, the first of the Flathead kings almost 300 years in the past, the secret order once again began their experiments, free from the stifling restrictions of the guild of enchanters. Years passed uneventfully, the order living silently, perhaps waiting for some unknown moment to arrive.


Then, inexplicably, in the year 945 of the Great Underground Empire, the alchemists were never heard from again--as if one of their dangerous experiments banished them at once into the Great Void. The great General Kaine vanished without a word or warning; his absence caused the gradual decay of his province and his armies, which would be nearly crushed in their entirety three years later.

Almost at once, affairs in the Eastlands soured. Magical storms and fires plagued the Gray Mountains Province. Chronic hallucinations haunted natives along the borders of the Desert River Province. Travelers began to disappear. Syovar, wary of the bizarre hauntings taking place on the fringes of his domain, declared the Desert River and the Gray Mountains Provinces to be forbidden to any of his citizens under pain of death.




Meanwhile, never having given up his desire to rule the abandoned underground caverns, Syovar once again turned his gaze toward the buried ruins of the empire.

It is here that we once again meet the Dungeon Master face to face. The original master of the underground had that very year, in 948, grown tired of his duties and began to search for someone to succeed him.




                                                                  When an adventurer brave and clever enough to face the challenges set against him was at last able to venture into the heart of the underground to assume the mantle of the Dungeon Master, the former ruler of the underground vanished into the mists.














However, all was not well in the heart of this second Dungeon master. Troubled by a murder he had committed in self-defence, he devoted the entirety of his strength and resources to undoing his deed. Using his most powerful magical spells to summon an outsider to his assistance, the adventurer that was chosen found himself wandering deeper and deeper into a tangled web of confusion and altered reality, at the center of which lurked the truth behind the Forbidden Lands and the inexplicable disappearance of the alchemists. 

It is here that we once again meet the Dungeon Master face to face. The original master of the underground had that very year, in 948, grown tired of his duties and began to search for someone to succeed him. All previous attempts to penetrate the underground had met with failure. Survivors of more than one expedition all reported that their party had been killed by a mysterious thief who had mastered the inner workings of a complex and diabolic maze in the heart of the underground. When an adventurer brave and clever enough to defeat this thief and face the challenges set against him was at last able to venture into the heart of the underground to assume the mantle of the Dungeon Master, the former ruler of the underground vanished into the mists.

Some story tellers whisper that this moment was the fruition of the entire course of history. For centuries, the classic folk myths known as Zork had told 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, have 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.

However, all was not well in the heart of this second Dungeon Master, the Conqueror of Zork. Troubled by a murder he had committed in self-defence, he devoted the entirety of his strength and resources to undoing his deed. Using his most powerful magical spells to summon an outsider to his assistance, the adventurer that was chosen found himself wandering deeper and deeper into a tangled web of confusion and altered reality, at the center of which lurked the truth behind the Forbidden Lands and the inexplicable disappearance of the alchemists.
The Conqueror of Zork
It is here that we once again meet the Dungeon Master face to face. The original master of the underground had that very year, in 948, grown tired of his duties and began to search for someone to succeed him. 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 who had mastered the inner workings of a complex and diabolic maze in the heart of the underground. When an adventurer, brave and clever enough to defeat and kill this thief and face the challenges set against him, was at last able to venture into the heart of the underground to assume the mantle of the Dungeon Master, the former ruler of the underground vanished into stars.

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.

However, all was not well in the heart of this second Dungeon Master, the Conqueror of Zork. Troubled by the murder he had committed in self-defense, he devoted the entirety of his strength and resources to undoing his deed. Using his most powerful magical spells to summon an outsider to his assistance, the adventurer who was chosen found himself wandering deeper and deeper into a tangled web of confusion and altered reality, at the center of which lurked the truth behind the Forbidden Lands and the inexplicable disappearance of the alchemists.
A Word About Alchemy
Somewhere between mysticism and science, the Great Work of alchemy is the purification of both physical and spiritual matter into the powerful “Philosopher's Stone,” also called the “Elixir of Life.” The Philosopher's Stone is the purest, most powerful force in the cosmos—with the power to grant eternal life, and even to raise the dead. The Philosopher's Stone is also capable of turning lesser metals into gold, and it is this lower, materialistic aspect of the mystical science that has made the practice controversial throughout history.

Within this philosophy, the four elements—earth, air, fire and water—are the four elements that are thought to compose, at least symbolically, all matter in the world, and the world itself. The fifth element, known as the Quint Essentia or Quintessence, is the catalyst that will transform the four lower elements into the Philosopher's Stone. Alchemists have long argued over the nature of this mysterious fifth element--whether it is physical, like blood or bile, or spiritual, like love or hate, or chemical, like oxygen or ether. To this day, no one knows.

And this is where the tale of the Nemesis begins.
[Editor's note: the one fragmented text that still exists stops here, without explaining the rest of the tale. We still do not know what happened in the Eastlands at the end of 948. No other excerpt of this history survives.] [Editor's note: this particular fragmented text stops here, without explaining the rest of the tale. We still do not know what happened in the Eastlands at the end of 948. No other excerpt of this history survives.]