The second game in the Dark Savant Trilogy.
Before the party could decide how to handle the Cosmic Forge, it was plucked out of sight by an unseen being. The party was forced to escape in a metal beast and soon found themselves among the stars. The starting point will vary based on how you ended the previous game or if you are starting a fresh new party.
In the deep regions of space, a tiny planet named Guardia had been concealed in order to safeguard a great secret. A great artist and scientific genius named Phoonzang discovered the Astral Dominae and its power to create the universe and to destroy it. Phoonzang hid his discovery on Guardia and then obscured Guardia itself using the power of the Cosmic Forge but with the Cosmic Forge missing, Guardia is revealed.
In orbit along with your metal beast is another, a black ship, rumored to convey the Dark Savant. The Dark Savant is a galactic conqueror who seeks the Cosmic Forge and Astral Dominae to rule the universe as a Cosmic Lord. There are rumors that the Dark Savant may have allies on the surface.
On the surface you will find that other factions race to find the Astral Dominae as well. The militaristic Umpani – a lawful race of stout pachyderms who, while considered to have the greatest assemblage of military war power in the galaxy, are known to be fair and reliable traders. The feared and unscrupulous T’Rang – a repulsive spider-like race who will do anything for the right price. The technological Helazoid – descendants of Higardi who ride on rocket sleds fabled to be a race of females. Also the Munk, the Dane, the Gorn, and the Rattkin will surely try to stake a claim to the powerful artifact.
These are the factions that inhabit the world of Guardia and play a role in the quest for the Astral Dominae. It is time that your party of brave adventurers shall set foot on Guardia and enter into Crusaders of the Dark Savant.
Wizardry 7: Crusaders of the Dark Savant
Learn More: Party Planning
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