"3 Mar 653, Four passengers to Zembra. A runtish
hairy old man named Zuroolly seems very interested in everything happening
on the ship. One of the hands spied him talking to something in
his pouch, so they tried to get a closer look. The little man noticed
them and walked back down to his hammock. Tall golden-haired woman
with white skin and two swords, both as high as my shoulder. She
looks very tired, almost haunted. Her name is Silda, and she looks
as strong or stronger as any man on the ship. Since last night I
haven't seen much of pale white companion they call Vorén. He
wraps himself in a cloak so tightly you would think he fears catching
the chill of death, even though the sun burns hot through the steamy air.
He did not emerge from the hold all day. The last of the passengers
is Ferveo, with his snakeskin vest and fancy cloth belt. Unlike
the others, he does not carry much and has no weapons that have been noticed.
It is possible he's just a manservant for the runt Zuroolly, for
he follows the old man like a dog.
"Half the day is gone and there is not much to enter.
The wind has been good, but is dying, and we will soon have to rely
completely on the oars. We have made good distance since early this
morning, and weather permitting, should arrive in Zembra late tomorrow."
From the
Log of Iriven of Sduroh Banad
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The Way to Zembra
1 Maran 653 - 4 Maran 653
Returning to the inn, the group encounters a
tentacled sentinel standing outside the building. The next day, at
another inn, the same sentinel kills a man in the street. No one else
seems to see the armored creature. Passage on a boat heading upriver
is bought. Gliding monsters attack the eastbound ship, killing two
soldiers. In Zembra, rooms are bought for the group while Vorén
finds help and advice in dark places.
Returning to the inn on the south shore a figure was noticed
standing near the door to the building. The armored man stood still
and silent, watching the stragglers move through the benighted street
from behind a faceless helmet. Three tentacles swayed slowly from
beneath the eyeless helm. A long curved sword was held between gauntleted
hands, its point on the smooth wet cobbles. Not everyone saw the
swordsman at first, for he blended into the walls, the street, and the
night around him. His mirrored armor and weapon didn't reflect so
much as absorb his surroundings. Uninterested in dealing with the
stranger, Vorén circled the inn,
and climbed in through a second-story window to retrieve those things
the party had left before seeking Izzaradragulth.
Securing their possessions, the nimble rogue dropped to the street
and continued to another inn.
After Zuroolly had haggled
with Essar for rooms at the Shudaj Markìrar, Vorén left
his companions to seek audience with Mizzerim of Skardalthir.
Vorén spoke at length with his sponsor. In time, Mizzerim
produced a book of sigils and found the one needed to find their brethren
in the easterly city of Zembra.
They slept fitfully, the resounding voice of the Dágul
still fresh in their minds. Those that dreamed found the words more
vivid, and more difficult to awake from. The barbarian Silda
tossed and turned in her sleep, for her dreams were filled with the gnashing
of thousands of teeth and the shrill clawing of dark creatures, the demons
of Daggon. Somewhere behind those
monsters a person was screamed horribly, trying desperately to reach Silda,
but being dragged back again and again into the Dagari
swarm. Silda awoke after a time, sweating and unrested. Something
was very wrong.
Zuroolly left in the morning to retrieve the snakeskin belt
and vest he'd commissioned days before. Returning to the Shudaj Markìrar
he found the armored sentinel standing outside the inn, waiting impassively,
inverted sword still grasp in gauntleted hands. Carefully, he made
his way passed the strange guardian and into the inn. Inside, he gave
Ferveo the vest, fashioned from the giant
snake that Ferveo had killed on the slopes of the Old
City. Outside a man yelled in surprise and fear. Ferveo
and Zuroolly raced toward the door to see the spectral guardian, two handed
sword above his head bearing down upon a man in the street. The man
was sitting and scooting backward across the mud and cobbles as quickly
as he could manage, staring fearfully at the air before him. On the
surrounding street, a crowd gathered to watch the panicking man, wondering
what madness gripped him; another of Daggon's children. Then the crowd
gasped as the man's chest opened from an invisible swing. Ferveo and
Zuroolly watched in awe as the large curved sword cut down and through the
man's chest, leaving him dead in the street, a dagger skittering across
the round wet stones. It was now obvious that they alone could see
the armored creature, who stood for a moment over the body then turned to
resume his vigil by the inn door. As more pushed toward the door of
the inn, Zuroolly moved backward and fashioned an unseen servant which darted
into the street to claim the fallen dagger. As the dagger lifted into
the air a boy grabbed the knife and began pulling. The crowd gasped
again, as they watched the young boy being dragged toward the inn by the
small blade. Somewhere a woman cried out "Esha, let it go!"
but the boy would have none of it, being dragged to the inn's threshold.
Finally, Zuroolly's servant released its hold on the dagger, sending
the young boy falling back into the street. Young Esha stood and raced
through the crowds with his new treasure.
As evening came, Vorén found his way back to the
inn and spied the sentinel outside the door. Warily, the Neveren
approached the figure and tried to talk to him. At first the armored
figure did not respond, but finally the tentacles shook and a garbled
voice came forth, "Içòro gol adorçok yorl valkòrith
naa". It was no language he'd ever heard. He tried to
communicate further but the figure only repeated his strange words. Inside
the inn, Vorén found the others waiting for him. They exchanged
what they knew of the tentacled sentry outside and decided that instead
of it being a guard for some rich boarder, for some reason it was here
to protect them. Before leaving, Vorén crossed town to speak
with Arun and updateed him what he'd learned of the missing Nuth.
That night found them at the docks above the Old City,
where men and Nuth loaded and unloaded ships throughout nightsdeep. At
the piers they asked someone how they might find passage to Zembra and
were directed to a nearby tavern and told to speak with Captain Iriven.
They found the white-tattooed captain drinking a foul concoction
that steamed and bubbled. Before the man would speak with Zuroolly
he was instructed to drink one of the gut-busting drinks. Zuroolly
started with a sip, but finally downed the awful dram. His stomach
pounded in his gut, and for the evening's remainder he felt sure he would
taste it again. Vorén ordered one as well, and downed it.
Iriven told the group that he didn't much need guards to reach Zembra,
but that he could take a few paying passengers at least that far. They
further learned that he would be continuing from Zembra to Alèlim
a few days after reaching Zembra. He would be returning from Alèlim
though, since the river was unnavigable beyond that city.
Early the next morning, as dawn peered through the shutters
of the tap room, a sailor came in and woke the captain. The ship
was loaded and it was time to leave. Vorén pulled his gloves
on and drew his heavy cloak tight around him as they headed out into the
street. At the docks they found some men checking knots and lines.
The group was led below deck to the storage area where four hammocks
were being strung at the room's end. This would be their accomodations
for the next couple days. Soon, the sailors pushed the ship out
from the docks with long-oars and paddled the boat out into the Run
Suluth. Once they were free from the shores and traffic, the
sail was raised and the sea wind pushed them upriver. The day passed
uneventfully. Those that stood on the deck watched the jungles passing
in the distance to either side. On the southern shore rose giant
trees, whose roots tumbled down into the river. A road, cut from
the cliffs on that shore was covered by the cascading roots. The
forests were alive with calling animals, monkies, birds, and the roar
of an ocassional predator.
As night drew nearer strange sounds issued from the dark
jungles depths. At one point a terrible howling echoed from the darkness,
silencing all other sounds.
Late that night, those on deck saw some wavering round
shapes leave the tree tops and begin gliding down toward the ship. Silda
held her sword in her hands, waiting for the things to come near. The
sailors yelled "kambèrad!" as the rubbery tendriled creatures
glided down toward the ship. Two of the creatures wrapped themselves
around sailors, then using their radial tendrils to constrict the breath
and crush the bones of their trapped prey. Others flapped and spun
in the air, trying to wrap their disc-shaped bodies around another victim.
Soon the monsters were dead and with them two sailors, their heads,
arms and legs broken. Iriven emerged from below deck cursing. He
ordered the sailors' bodies be tossed overboard, which they were, and
then asked Silda and Ferveo to help man the oars. The dazed Silda,
who had not rested in days, stood dumbly staring at the sword Izzaradragulth
had given her. Zuroolly asked her what was wrong. She explained
that during the fight the sword had grown very hot to the touch, except
for the handle. Zuroolly tested this and pulled back a burnt finger.
When morning came, Silda was relieved from duty so that she
could sleep below. Those that stopped by to see how she was doing
found her tossing and turning in her hammock, muttering in her native language.
A language no-one knew. When she awoke much later, she couldn't
describe what she had been dreaming, but from the look in her eyes all knew
that something was very wrong. Iriven spoke with Zuroolly for a moment
on the condition of the barbarian woman. He told him that Daggon did
not favor the northern woman, and that the deeper she moved into the Dreamlands,
the worse her condition would become. She needed to find a priest
of Sudul so that her suffering could be
eased. Perhaps a Dreamer could discover the reason that Daggon preys
on her so mercilessly.
Late that evening, they could see the lantern lightsof
Zembra's port far ahead. Fishing and house boats were moored along
the riverside, and anchored in the river deeps, so approaching the city
required manuevering with oars through the dark. As they neared,
the city rose before them. It was not as large as Jadth but the
buildings crowded closer. The houses were built from timber and
plaster and the roofs were tiles or woven leafs. Most of the streets
were covered with thatch on wooden frames. Scattered throughout
the city, rising above the low roofs were five white towers of similar
construction, seemingly unstained by the unwashed city at their feet.
As the ship pulled into port, some men threw a mooring rope and
pulled them against the pier. The captain explained that if they
wanted to continue to Alèlim he could use some strong arms and
swords but if they did not he would seek replacements for the sailors
he'd lost. They bid him farewell and entered Zembra.
Soon they found (or were found by) an armored sentinel,
identical to the one they'd left behind in Jadth. The armored creature's
tentacles shivered and it beckoned for them to follow. The guardian
led them to a nicely appointed inn and slapped some tala on the counter
to pay for their rooms. Girdin the innkeeper looked up with surprise,
having only seen the gold appear. They were promptly escorted to
rooms.
That night, Vorén left the inn to search through
the covered streets. In the early morning hours he finally found
the symbol he was seeking on a cornerstone. He turned and entered
an alley. He found a door with the same sigil carved into the base
of the door's jamb. He knocked, explaining that he was a student
of Mizzerim. Let inside, the door closed behind and he was questioned
extensively. When their curiosities were sated, he was allowed to
ask questions of his own. Without going into detail he explained
that he was searching for a 12 year old girl that had disappeared. Their
responses indicated he had to explain no further. He learned that
Rallea had been staying with family in Zembra at the royal manor to the
north of the city. Several days ago she'd disappeared. Someone
searching for the young heiress would be best suited to begin at Kurum
Adjàdaar. Before leaving the Cult, the priestess Dalmira
placed the blessing of Semàtir upon his new follower. Vorén
left the dark place and headed across town to find the royal manor.
18 May 2001
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Navigation
Episode 14
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People
Rallea Adjàdaar (Ari..)
Essar (Com5)
Dalmira (Clr../Rog..)
Girdin (Exp3)
Capt. Iriven (Exp3/War2)
Arun Karçur (Rog5)
Mizzerim (Rog..)
Morgomir (Pal17)
Torjad (Rog../Sor..)
Viridtis (Rog..)
Introducing
The Covered Road: East of Jadth the Run Suluth cuts
gradually down through the Dreamlands bedrock, before levelling out in
the delta of Jarjat. Along the south shore of the river here a road
has been carved from the regolith, beginning a few miles upriver of the
great bridge that is being constructed. Most of the road is covered
with the cascading roots from the giant trees that line the Run Suluth
shores. The roots provide some shelter from the rain, but also harbor
hundreds of vermin and jungle creatures bold enough to prey on caravans
moving between Jadth and Zembra.
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