"The Great and Majestic High Lady of Jadth commands
you be returned to the Dream of Sudul, to be there remade by the great
shaper in the image of good people, and that your wicked and dishonorable
soul be consumed by Daggon's thousands, so that you may no longer soil
the land of the great Suluth, and bring evil to its people. Here
then we commit your body and your spirit to the world beyond the Sleeping
veil, your wickedness is ended...
"it is done. Sudul forgive us ending this Dream divinely
crafted. We remain insects in your great design but strive faithfully
in your eternal name to become worthy servants. We pray you take this
spirit and reshape it into a form that may serve you better, and teach
us your great will."
Malediction of Treason
Spoken 9 Mar 653, Kurum Adjàdaar
The malediction once included mention of the
Fisherman's shore, asking that Draun not pull the condemned's body from
the river of the dead. This passage was removed around 356 DR when
it was decided that those to be "re-made" were accepted directly
into Dream and never fell into the claws of Kyrchul.
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Gardens of Adjàdaar
6 Maran 653 - 9 Maran 653
Vorén sneaks into the grounds of Kurum
Adjàdaar and is captured. Zuroolly and Ferveo meet Nassir
in northern Zembra while looking for the Neveren. Sorties into the
demesne find resistance from Varsti. Vorén escapes his cell
and waits for an opportunity to escape the mansion. An entourage
from Jadth arrives in Zembra to investigate Rallea's disappearance and
deliver judgement to the estate chamberlain. During the execution,
Vorén escapes into the pale dawn.
Vorén climbed beneath
and along the underside of the arched bridge, ducking into the river reeds
on the far shore. A stone's throw away he heard guards discussing
trouble coming to Kurum Adjàdaar from Jadth. Once he distanced
himself from the guards, he slipped from the bank to the woods, picking
his way through the trees and gardens until he reached the central building.
There, on the edge of the trees he looked for a moment at the pristine
walls and large glass windows. In the softly lit interior he could
see paintings, lavish furniture and tapestries, all lined with silver
and gold. Before he could look closer he saw the graceful canine
form of a Varst moving quietly toward him. Its expressionless eyes
regarded him briefly before it bared dual-rows of razor teeth and pounced.
Drawing his blade he struck at the creature, digging his point into
its slick flesh. Pulling away his sword to stab again, blood poured
from the monster but it did not scream or shudder as he hacked. Twice
the creature bit savagely into his ivory flesh, and until the final blow
neither combatant felt assured of victory. When all was finished,
Vorén looked down at the twitching body and stabbed his blade into
its neck. Once the thing was still, he limped back into the trees
anxious to find binding for his injuries and put distance between himself
and this place. On his way back toward the creek he came back to
three buildings he presumed to be servants' quarters. Presuming
more Varsti might be about he approached the smallest building and knocked
on the door, after a time a voice answered and an older man in rich night-clothes
answered. The man look quizically at the injured Neveren. Drawing
information from an earlier conversation, Vorén said that he was
from Jadth. Kerozam's expression changed and he stepped back from
the door, making arcane motions. Vorén found himself surrounded
by webs choking the entryway, but managed to tumble away from the worst
of them in the instant they began to form. Both men pulled their
weapons and attacked. But soon Vorén saw the world around
him reel and darken. Looking down he saw Kerozam's knife planted
firmly into his side.
Ferveo and Zuroolly left the inn to search for their pale
comrade, Vorén. Silda had returned to her bed overtaken by
fatigue and fever. She was in no condition to move, nevertheless
search, for her longtime companion. With some helpful directions
from townspeople, they soon found the North Pier Road where two arched
bridges spanned a wide dark creek. On the creek's far side a trio
of guards stood alert, watching the comings and goings of all along the
road. Nearer the eastern bridge they found a tall brown-skinned
man with a polearm sitting on the banks of the creek, staring off at the
gardens and tree-lined paths on the other side of the water. The
man introduced himself as Nassir, a wanderer.
After some talk it was decided that he could help them recover Vorén
if indeed the Neveren had ever made it onto the royal grounds. For
the remains of the day, they found an inn window and watched the road
for signs of people that might cross the bridges. Come evening a
fishmonger's cart was pulled forward, but the guards called for a servant
who came forward, purchased some fish and left. They decided that
they'd have to find a more direct path. After retrieving the delerious
Silda, the four traveled further along the waterside road, testing the
waters for "life". All that was thrown into the churning
black waters disappeared into a froth of activity. They would not
be swimming across. Eventually they came to a swell in the creek
where fishing boats with odd metal traps were pulled onto the shore for
the night. Climbing into a boat they quietly rowed themselves across
with their banded oars. On the far side they pulled the boat up
into the undergrowth and started out through the demesne.
In time they came to a curved road lined with beautiful
old trees. On the far side of the road were elaborate gardens and
statues, and more trees. Heading west along the road they saw a
silhouetted canine shape standing in the road before them. After
regarding them a moment the dog ran forward, its teeth gleaming in the
moons' half-light. Atop the levee across the road another Varst
appeared with a bowman. The canines ripped and teared at them as
the bowman fired arrows into the fray. Silda let out an echoing
scream as she tore herself from her delerium. Striking at the dog-creature
her greatsword erupted into ruby flame, casting an eerie red glow over
the battle. Soon Nassir and Silda charged the bowman but once they
reached him Silda's hand and sword fell limply to her side and she stood
again, dazed and useless. Nassir, hacked at the ranger with his
scimitar and soon Ferveo was beside him, a blur of fists and feet. They
won the fight, but none without great injury, so they decided to leave
and come back later.
Beneath the mansion, Vorén sat rubbing his joints
which were terribly stiff and ached when he moved about the small cellar
room. Outside a locked door, he could hear a guard talking to himself.
Vorén made some noises to alert the man, but did not respond
when the guard called to him. Finally, the guard opened the door
and looked in to find what looked like the prisoner sleeping on a crate
at the rear of the cellar room. He entered and kicked the bundle
of straw asking if the prisoner was finally awake. When he discovered
the ruse he yelled that the prisoner had escaped and rushed back into
the hall. Meanwhile, Vorén slipped from his dark corner and
found someplace else to hide in basement. Soon the hall was filled
with activity as guards opened and closed many doors looking for the escaped
prisoner. Though far from free, Vorén had not only escaped
from the room, but from framing for Rallea's disappearance. In the
days to come, he would hide-out in the mansion basement waiting for his
chance to leave.
The next day was spent at the inn tending wounds. Nassir
did his best to help, but his attentions did little good. The next
evening, Zuroolly and Ferveo asked Nassir outside the inn to see if he
noticed the wounded spectral guardian standing outside the door. Nassir
claimed to see nothing out of the ordinary.
That night Ferveo and Zuroolly returned to the estate grounds
alone, Nassir remaining too hurt to travel. Crossing the creek again
in the fishing boat they returned to the circling road and continued further
along its length. At the levee's end where the road is no longer
recessed, they climbed to a high place and saw a stone gazebo where the
small lake ended and fine gardens spread in all directions. Crossing
the gardens they caught a glimpse of the interior mansion with its domed
roofs and wide glass windows. Having come close enough, still without
any sign of their comrade, the two left. As they retreated
through the forest, searching for that area where they'd pulled the boat
to shore Ferveo became aware of another Varst tracking them through the
darkness. It was decided to keep moving for neither were ready for
another fight. Once they found the boat and pushed off with their
banded oars they saw the Varst standing on the shore watching them leave.
When they reached the far shore, it was gone.
In the morning the inn was buzzing with news that a great
ship had arrived at the Run Suluth docks. Zuroolly gathered his
things and walked to the great pier where a great river ship had docked
with flags of the royal family snapping on the masts. A grand carriage,
drawn by four horses charged down the North Pier Road. Its driver
and footmen were all finely attired and a soldier at each door wore polished
armor and long rich purple cloaks. When the carriage arrived at
the docks a contingent of similarly appointed soldiers marched off the
boat, falling into formation near the carriage. Finally, an entourage
disembarked and climbed into the carriage before it circled and returned
in the direction it had come from, back toward Kurum Adjàdaar.
Something important was happening at the estate, but Zuroolly had
no idea what it might be, so he returned to the inn and explained what
he had seen to the others.
When night again arrived, they found a southern crossing
to row across and once again entered the royal demesne. Approaching
the estate house from the south was much different as the grounds on this
side were less tended. They moved slowly through the underbrush,
keep eyes and ears open for the wicked Varsti that roamed the grounds.
They found and passed some servant buildings and followed a well-worn
trail toward the center of the estate where the great house rose at the
center of radiating gardens. From the confines of the trees, Zuroolly
pulled out his toad familiar and set it hopping out beneath the moonlight,
to get a closer look and to hear what was going on. Through the
wide mansion windows they could see a meeting in the southern room. Many
were gathered including a man in rich robes. An older man was seated
in a chair between many standing, and was asked questions. The toad
reported back that the windows were too tall for him to see in, and that
the talk inside was muffled by the stone and glass. He did manage
to hear that someone was being judged for something that had gone wrong.
Zuroolly urged the familiar to look around for something more, and
except for a small venture up and into the open kitchen door (where he
met a rat), the toad found nothing but grew very, very tired and hungry.
Unable to learn more, the three left.
The morning's light did not filter into the cellar hall,
but there was movement in the mansion and Vorén knew something
was happening. The evening before the old man from the small servant's
house had been brought to a lower room and guards had been posted for
the night. Now, a group was coming down the stairs and stopping
before the cell door of the chamberlain. The guards entered the
cell and carried the man out and up the stairs, the stationed guards followed.
After hearing the footsteps move toward the west end of the house,
the Neveren moved from his hiding place and silently moved up the stairs
into the mansion. The opulent chambers he found above were empty.
The constant guard that had stymied his escape from the basement
was absent. Servants called out to him as he slipped through the
kitchen but he did not stop, and was soon crossing swiftly through the
gardens under the dawn's pale light. Once he reached the trees he
saw a gathering in the western gardens; the chamberlain brought to the
feet of a statue where an executioner stood waiting. More concerned
with the brightening of day, Vorén raced into the shadows of the
trees, leaving behind him the gardens and the servants' quarters. He
ran and ran, though his limbs grew stiff and and his body ached. Racing
through the underbrush he became acutely aware that he was running slower
and that his breath was growing more shallow and strained. Somewhere
out here, there must be shelter, someplace to hide from the cursed sun.
Finally, he burst into a clearing, and was nearly blinded by the
daylight. He found some storage buildings near where the creek fed
into the Run Suluth. Pushing passed those that stood there, the
Neveren found an open door and slipped into the comfort of the shadows
within. Vorén did not know what would befall him if he did not
find shelter, but his fear of daylight had kept him alive this long, there
was no sense in exploring it further. Pushing back into a recess
between some barrels, he folded himself up as tightly as he could manage
with his stiff joints, and waited for the day to pass.
20 Jul 2001
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Navigation
Episode 16
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People
Kerozam (Exp3/Sor5)
Introducing
Garoma:Many
of the fishermen along the Run Suluth use much different tackle than found
in other parts of Teréth End. One of the most common tackles
are the garoma, which are iron traps that consist of two hemispherical
shells, one inside the other. The garoma are regularly lowered into
the water in a 3/4 position (meaning 3/4 closed) with bait bound to a
central axle. When the bait is tugged, a spring is activated causing
the hemispheres to snap shut as into complete sphere. The traps
are particularly useful in capturing the more aggressive underwater denizens
of the Dreamlands basin.
Peasant's Burial: The
poor and homeless of Jadth are often deposited at death in the rivers
of the Run Suluth. The main reason for this practice is it is the
least costly means of disposal. Wildlife within the river does not
permit corpses (or living bodies) to survive long in the dark waters.
Another reason for river internment is that the Dreamland river
is considered the domain of the Dagari,
much like the flowering forests belong to the Jargath. Those who
have died destitute and alone have not found the peace of Sudul, and must
therefore be remade following complete absorption into the Dream.
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