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HeXen II: The Continuation by Richard "Raptor" Powell
(Screenshot and original artwork by
Richard Powell.)

A few years ago, many of us were introduced to the Legacy of the Serpent Riders. Some of you will remember the game that introduced us to this trio of demons, a well known shareware game called Heretic. The story went something like this:


Three demons, all wearing cloaks and riding upon great serpents, subjugated the seven nations of this mighty world. They spread their poisonous lies throughout the land, and soon the entire populous was loyal to their will. Only a race of Sidhe Elves continued uncorrupted. They began to speak out against the Serpent Riders, and were soon tagged as Heretics to the Order. D'Sparil, the one Serpent Rider that was left behind to govern the populous of this planet, massed the seven great armies of the seven great nations and marched them against the Elders of the Sidhe.

In one swift moment, the Sidhe Elders cast a magical spell that vanquished the seven armies of D'Sparil. Enraged at their insolence, the young Rider counterattacked with a spell of his own. The Sidhe Elders were engulfed in a magical flame that scorched the flesh from their bodies. They all died on that day.

D'Sparil regrouped what was left of the foul beings he had massed, and assaulted the remaining Sidhe. Broken and demoralized, the elves fled across the land, scattering into the most remote regions of the planet.

Only one Sidhe remained. This lone warrior took up arms against the awful hordes of D'Sparil and assaulted him inside the City of the Damned. It is here that the youngest of the Serpent Riders met his fate and was defeated.

Of course, D'Sparil's defeat came only after you finished the game.

A few years later, Heretic's sequel, Hexen, was released. Personally, I enjoyed this game much more than Heretic (what can I say, Elves had never appealed to me). It introduced three different characters on a quest to destroy Korax, the second of the three Serpent Riders. Perhaps you remember something similar to this:

The world of Cronos was a planet of strict order. Ruled by three institutions, it bred a disciplined people ready for nearly anything. The instituitions of Legion, Church, and Arcanum structured society in a way that lead to rigid order . . . and immense fragility.

Korax, second of the three Serpent Riders, easily took control of Cronos through trickery and guile. His promises of immortality to the leaders of the institutions did not go unnoticed, and they gladly succumbed to the Serpent Rider's will. It was then that Korax transformed the armies of Cronos into malicious beings that reflected his own demented vision.

Only three warriors decided to take up arms against this menace: Baratus, a Fighter of the Legion, Parius, Cleric of the Church, and Daedolon, Mage of the Arcanum.These three brave souls stormed into Korax's domain and vanquished the horrid fiend, capturing the Chaos Sphere.

Soon after, however, the three were transported to the Realm of the Dead, where they had to do battle with the Deathkings of the Dark Citadel, evil lords who ruled over the remains of Korax's dread armies. It is shortly after this encounter that the chronicles of these souls fade away, leaving many wondering about their fate.

Korax's defeat did not mark the end of the Serpent Riders, oh no. Eidolon, the last and most powerful of the three, reacquired the Chaos Sphere and quickly began to terrorize more worlds. This time the planet was a relatively peaceful planet known as Thyrion. We all know this story well:

On the day before Eidolon arrived, a rain of fire fell upon the world of Thyrion, weakening and demoralizing the populous. Soon after, the dreaded stone Golems began their vile march throughout the lands, crushing anything and anyone in their path. By midday, the four known continents of this world were under the rule of Eidolon and his powerful forces.

In the midst of this chaos, four determined souls arose against the tyranny. A Paladin, seeking revenge for his fallen comrades, a Crusader, searching to cleanse the planet for his God, a Necromancer, enraged at Eidolon's insolence at taking his power, and an Assassin, seeking the most rewarding target she could find, all fought bravely throughout the dread lands of Thyrion to destroy the horrendous demon that was Eidolon.

These four eventually made it, completing a circle around the four known continents and arriving back amongst the fortified castles of Blackmarsh, where they invaded and conquered the unholy cathedral that was the seat of the vile monster.

Eidolon had fallen, and with him, the Chaos Sphere. The universe was safe. The Serpent Riders were defeated, and the Chaos Sphere destroyed. With Eidolon gone, they had nothing left to fear. Or did they . . .


Yes, Eidolon was defeated, and the Chaos Orb was destroyed. However, all would not seem to be over. In fact, in light of the endgame screen from Hexen 2, one can assume that it was nowhere near over. There is another being, one that seems to be very upset at the destruction of Eidolon, and one who seems to be about to make life miserable for poor old Themedes, Sage of Mur.

Who is this being? What does he have to do with the Serpent Rider's? Well, I have a speculative theory that I've expanded into a possible continuation to the Hexen storyline.

History of the Serpent Riders

The land across the Crystal Barrier is not one of demons or evil, it is actually a very beautiful place filled with powerful magic and huge beasts. This land was ruled by six beings known as the Elder Riders (because they rode upon gigantic mounts that led them to battle). Each Elder had his own Honor Guard, a small unit of elite soldiers that always rode alongside their master. These Honor Guards were simply known as the Serpent Riders, primarily because they chose the vicious, but still noble, serpents as their mounts, whereas the Elder's rides ranged from huge dragons to magnificent steeds.

Serpent Dragon

Vanguard of Order
There were simply two Elders who held majority of the power within the hierarchy. One was the Vanguard of Order, whose job it was to see to the safety and advancement of the people. The other was known as the Agent of Chaos. Despite the sound of the title, this Elder's job was to keep the peace, using the ever powerful Chaos Orb to vanquish any enemies that arose against the Elders' rule.

However, the temptation that lies within the Chaos Orb is not something to be taken lightly, which is what the most recent Agent of Chaos did. He was soon corrupted by the nearly eternal power granted by the artifact, and he soon corrupted his Honor Guard, three Serpent Riders known as D'Sparil, Korax, and Eidolon. These four being soon stormed the massive palace that held the Elders' thrones, seeking to wrench power from the Vanguard of Order. Ultimately, they failed.

The four were brought to trial for their crimes, and, in the end, it was decided that they should spend the rest of eternity banished to a pocket realm created specifically for imprisonment. This was carried out, and the doorway to this realm was sealed and guarded by a deadly DarkBeast, an eternal creature conjured by the Vanguard of Order.

After a few thousand years of imprisonment, the four Riders (Serpent and Elder) began to go mad. To add to their instability, the Chaos Sphere, which was drained of all power, was banished with them. The four beings nearly turned on one another, until an unexpected event changed everything. An ancient archmage, who fashioned a massive Aether Ship to travel the stars, accidently fractured the part of the Crystal Barrier that bordered the Rider's prison. The three Serpent Riders quicky escaped, but the Elder stayed behind.

As the mage began the cosmic incantation that would seal the fracture, the Elder made his move. Upon the closure, he stepped into our universe and drained what was left of the mage's life for himself. The ancient archmage died quietly out there, the stars the only witnesses to the horrible outcome of the mage's grand mistake and noble sacrifice.

We all know what transpired over the next few thousand years. The Chaos Sphere had regained its power tenfold in our realm (it has something to do with the inherent Chaos flowing through our still young reality). The Elder, wishing to make this universe his own, recalled his children. He then entrusted the care of the Chaos Sphere into the hands of Eidolon, the most experienced of the three. He then gave them all a mission: to subvert this petty universe and prepare them for the glorious reign that would soon follow. The Serpent Riders gladly agreed, and thus began their terrible trek across our universe.

Now, however, the Serpent Riders are dead. The Chaos Sphere, vital instrument to the Elder's plans, is destroyed. With his children gone and his treasure broken, he is none too pleased, and his first stop is the land of Thyrion, resting place of Eidolon.

Game Notes:

This is the basis for my continuation of the Hexen series. I have plotted out enough of the story to allow for an add-on and a sequel. The possibilities are plotted below. First, however, I suggest you read The Mage's Journey, as it contains the immediate events that follow Eidolon's defeat.
 
The Add-On (suggested title- HeXen II: Agent of Chaos)

Character classes: (5 total with a new weapon each)
  1. Paladin
  2. Crusader
  3. Assassin
  4. Necromancer
  5. Sidhe Hunter
Paladin

(see Chronicle of Deeds, p.33 for details)

Weapon 5: Inferno Maul. Very much like the Crusader's Warhammer in purpose, the Maul's sheer size makes it much more brutal. Designed to be carried two-handed, the Maul can smite even the mightiest of foes.

Once enchanted with the Tome of Power, the Inferno Maul makes the ground quake, all the while causing a stream of hellfire to rise up out of the ground to consume its enemies.

(Notes: The Inferno Maul will be a weapon that can be used with or without mana. Without it, it does a fair amount of damage, but no magical effects--even when Tomed. With mana--both blue and green, the Maul will brutally crush anything under the heavy iron head while burning those enemies near to the impact. When Tomed, the Maul causes the ground to shake, which will offbalance people in deathmatch, shatter any nearby breakable objects, and scorch any enemy within a larger radius than when not Tomed.)

Crusader

(see Chronicle of Deeds, p.29 for details)

Weapon 5: Wraithverge. This holy relic was found by the ancient archmage as he summoned the Sidhe Elf to his tower. Curiously, its original bearer had disappeared, which left the weapon floating across the spatial void that is Aether. Upon use, the Wraithverge summons forth the souls of the dead, who charge into anything of evil that they detect.

When under the spell of the Tome of Power, however, the Wraithverge is much more potent. It summons a mere fragment of some divine being who does battle for the summoner. This entity, despite being only a fragment, has unimaginable strength and cunning, and can easily take on any foes nearby.

(Notes: The Wraithverge, when not Tomed, acts just as it did in the original Hexen, summoning ghosts from the nether-realm to attack any enemies around the bearer of the weapon. When under the power of the magical book, however, the 'verge summons a large, transparent Golem-like thing that fights for you for a short period of time. This creature acts very much like the summoned Imp, but it is considerably more powerful.)

Assassin

(see Chronicle of Deeds, p.37 for details)

Weapon 5: Dragon Blade. The Assassin's new weapon is one that she picked up from a local Ninja contact living on Edo. It is a magical straight blade (as opposed to a katana, which is curved) endowed with the powers of an ancient dragon. Unpowered, this weapon acts very much like the Paladin's Vorpal sword, albeit with more cutting power. It can even be wielded without any mana and still retain much of its original force.

When this Dragon Blade has been used with the Tome of Power, it calls forth the essence of the mighty dragon entrapped within, who steps out of its dimensional prison and ravages any living thing nearby. This is a very dangerous weapon to use, as the dragon does not choose favorites. It will even turn upon its master unless it is contained.

(Notes: The standard Dragon Blade acts very much like the Vorpal Sword. It can be swung with and without any mana, usually with little to no power reduction between the two states. When Tomed, the Blade cuts open a hole into the dimension that entraps the mystical dragon. This beast then appears, attacking anyone and everyone around it. It will even turn on its master if it no longer has any other targets. Once summoned, the Dragon stays around until the sword-bearer entraps it once again inside the blade or runs out of mana. The dragon itself drains mana at the rate of 3 blue and green per second. To entrap the dragon, the sword-bearer simply 'charges' the blade very much like she would with the Staff of Set.)

Necromancer

(see Chronicle of Deeds, p.41 for details)

Weapon 5: Hellfire. Whereas the Paladin is unfamiliar with the use of hellfire and requires one of his weapons to be enchanted to wield it, the Necromancer has a direct link to its source. Calling upon the influence of demonic creatures, he can issue forth a blast of pure hellfire that will set afire any living thing struck by it.

Once powered by the mystical Tome, the spell of Hellfire seeks out its opponents like a living entity, and can even sear its way through multiple targets with little loss of power.

(Notes: The Hellfire spell is very much like the magic Missile spell. The difference is that Hellfire has a faster rate of fire--making it similar to a flame thrower of sorts, and it catches its targets on fire, which accomplishes two things. One, the flames light up a dark area, much like a torch. Second, the thing that is on fire will constantly be damaged until the fire dies out in the ten seconds that it is active, or the target dies. The remains will smolder for a bit much like a creature destroted by the Lightbringer. The powered Tome simply acts like the non-powered version, except that it can seek more accurately that the Magic Missiles, and it will also pass through a target if its energy is nt fully spent.)

Sidhe Hunter (originally proposed by Casey McGirt, a.k.a. Kestrel)

(see Casey McGirt's feature article on character balance for more info)

Weapon 5: Nature's Wrath. The final weapon of the Sidhe Hunter is the veritable Nature's Wrath spell. Inherently borne into most elven races, this is a power that is rarely used because it is difficult to harness. The Elf flings a bolt of greenish energy at her opponents, and once it hits, it turns the target into a wooden statue.

When influenced by the Tome of Power, Nature's Wrath summons a group of vines that reach out from the ground to pull their prey back toward their eternal mother.

(Notes: Nature's Wrath acts very much like the Crusader's Ice Mace. However, there is a greater chance of 'freezing' so-to-speak using this spell. In other words, the energy bolts do more damage, thus they have a better chance of turning the target into a statue. The statues will stay around for about two to three times as long as the iced bodies do, but will eventually 'return to earth' by means of vines. Also, when powered up, the spell will call forth about four to five vines from directly beneath the target that will ensnare the creature. If the creature dies from the damage, the vines will pull the body beneath the ground. This will be done much like the Assassin's powered Staff. Also note, that the vines can be damaged, therefore the enemy does have a chance the break free.)

Level Hubs: (possible 3 more)
  1. Edo
  2. Outer Thysis
  3. Blackmarsh
Edo

Edo is the forgotten continent of Thyrion. Many years before the coming of Eidolon, there were many great wars fought between the coalition of the four and the continent of Edo. The four other continents vowed to sever all contact with the brutal civilization, and they destroyed all records of the fifth land mass on the planet. The inhabitants of the continent were very militaristic, and they adhered to a strict code of living very similar to that of Bushido. They also had a strict system of loyalties that stemmed from this code. Each civilian served a lord, and, in turn, each lord served the one and only Shogun. This was all done without any question of authority. It is believed that Edo has not changed over the years since the last war.

The only inhabitants who serve a different master are those of the Ninja, elite assassins who live by their own code of honor. They serve whomever their loyalties choose, and only answer to themselves. Many of the Ninja have contacts outside of the mainland of Edo. How this is achieved is a complete mystery, as the last war destroyed every known portal into and out of the continent.

Edo was also the continent that Eidolon never successfully subverted. His stone Golems fell to the mighty enchanted blades of the Shogun's samurai, and they were driven back. Eidolon never forgot about that continent, however, and he knew it would fall someday. Indeed, it did.

The last Agent of Chaos easily murdered the Shogun in his sleep. Taking his place of power, the Elder then subverted the entire continent, playing upon their loyalties to the now slain Shogun. No one ever suspected that something was wrong.

The characters will have to traverse this continent in order to face the Elder. It will not, however, be an easy task, for every step of the way they will face the loyal samurai who are all willing to serve their Shogun to the death.

Outer Thysis

The land outside of Thysis is one of vast wastelands and endless sand dunes. There are a few sparse villages and towns, but mostly it is a place of total desolation. Only the hidden Oasis has any form of life within the area.

It is to here that the warriors will have to travel in order to pursue the Elder once he flees from Edo. The Hidden Oasis is an enchanted place, once inhabitant by the steppe dwellers of Kazul-Mokh. It is unknown how such a lush and peaceful land can exists amongst the harsh and unforgiving climes of Outer Thysis, nevertheless, it is there. However, only devoted travellers will ever find the grand place, as its location has been forgotten many times. Only the Elder and his new minions know for sure where it is.

Blackmarsh

Once again into the dark castles of Blackmarsh must the adventurers step. The Elder's final stand will take place in the Fortress of the Dark King, very near to the cathedral where Eidolon met his fate. It is here, however, where the heroes must vanquish the true remains of the Serpent Riders' armies. Dark Bishops, Heresiarches, Weredragons, Maulotaurs, and a host of other vile fiends all lurk within the abandoned Fortress of the Dark King. They all wait to battle with the warriors that many of them have come to respect--and hate.

Enemies:

This section basically describes a few ideas for possible enemies to be included in the add-on. Some are original while others are simply enemies from the previous games. It is somewhat lacking, and could stand for some major improvement.

Cockatrice: Half rooster and half snake, the cockatrice is the king of all serpents. It is the favorite pet of the Elder Rider, who uses one as his mount. They have a stare that can turn anyone into stone and a breath that can scorch the very earth. These creatures are not to be taken lightly. Luckily, they only roam the wastelands of Outer Thysis. In fact, they are the sole cause of the wastelands, which used to be lush with vegetation and water, but their poisonous breath has charred the very land that they live on.

Samurai: These human soldiers fight with a swordsmanship seldom seen among any man or woman. They serve their Shogun completely, despite the fact that they have no knowledge of his death. The Elder has done a great job in keeping them ignorant, effectively inheriting a massive army with little use of his true powers.

The samurai, of course, only live on the continent of Edo.

Dark Bishop: These are the unfortunate souls who once ran the grand cathedral that Eidolon took for himself. The Elder has called them all to him, and they now serve as his basic soldier within the Dark King's castle.

Heresiarch: Demons from the Elders own demented mind, these creatures have powers unknown by any mere human. They have grown exponentially as powerful since they served under Korax, and are now the primary generals under the Elder's command.

Final Notes:

There are a few things left open. I purposely did not name the dark Elder or any of the other Elder Riders because I figured someone else could come up with better names. Also, many details were left out of the hub ideas, and this is because I know there are other people who have better ideas about how the hubs should look or be constructed. The ones mentioned above are simply ones I became fond of.

I have pretty much described most of what I had plotted for the add-on. I'd cover the possible plot for the actual game sequel (which deals with the mage's quest into the Elders' realm), but that will have to be some other time. I have taken up too much space already. Anyway, I hope you have enjoyed reading over my massive speculation, and if you have any ideas, comments, questions, etc, simply Email me: Raptor.

P.S. Before you Email and ask "Why did you spend so much time to plot this all out?" I must first say this. I enjoy this type of stuff. I have an original fantasy epic story all plotted out in my head. Not much of it is actually written, but that is because I'm still trying to find the right medium for which to create it.

My point is simple. Writing out a continuation for a great storyline like the one introduced in Heretic is simply a labor of love, even if this is all speculation. It is what I enjoy doing, and I'd be happy to do it again if given the chance! So, before you shake your head at my apparent over-abundance of time, remember that this is something I truly enjoy, much like a person's infatuation with a car. Now that's something I don't understand! :)

See you on the message boards!



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