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"Too often days swiftly pass / Weeping in the evening grass / There just is not enough time / Forthings you dreamt you'd do / The hours still drift by.

"Too many years, too high a cost / Too many lessons earned but lost / And still you complain all the time / Cursing the days before you / Lamentng the days gone by.

"And finally laying in your bed / Staring skyward, nearly dead / It all floods back one last time, / The chances that you left behind / But alas there's little left to do / ... but cry."

Dirimoran song

The Wizardmaker
4 Tolth 652 - 7 Tolth 652

Resting the night, a forest giant introduces himself and gives some history of the surrounding region.   The group skirts the Dnur Fen and revisit the Standing Stones.  Returning to Oth a fisherman is hired to pilot them to Tower Isle.  Jak finds the Armor of Carrus Nezrafan.  Androth arrives and performs an ill-fated ritual.

Jak discovers a forest giant during his night watch. The large creature stands still, finally approaching camp after Mishara offers venison. The giant tells Mishara and Kaithah of an old war in the vicinity where many Elve died fighting the Uren of the area. He went on to say that those battlefields remain, but are watched by Elve guardians. After some conversation the forest giant continued on his way.

The group traveled west and south to a swamp, and tried to skirt its edge. The night's camp was uneasy following discovery of snake-like chickens in a nearby hollow that Dammon guessed might be cockatrices. Another day's journey brought the group to a hilltop of large stones that Adae claims was where he met Alcerra, the priestess of Death.

On the next day the group emerged into the Northfields and reached Joachim's home and farm by midday. Dammon instructed his friends that he needed to find Tower Isle, so after a brief rest the group marched along the coast to Kry Shurulm, where they were told to leave at the gate. After another brief rest in the battlefields north of the keep, Dammon insisted that they continue to the isle, and so hired Klarg the Fisherman to boat them to the isle's base, and wait for their return. This he did despite the night-time waves and rocky shores. The group entered Tower Isle under cover of darkness, gaining access through a high window reached by Kaithah, though the stones were worn and wet with sea spray. Inside the tower, Jak came across some ancient armor, and the group found a turret at the tower's top where a strange metal object sat pointing out to sea. Here, Mishara found a ring-pin and Dammon sat and waited, knowing his quest was nearly ended. Androth soon arrived, accompanied by his standard airy entourage and after some confusion, proceeded to perform an intricate and bloddy ceremony over the body of Dammon, culminating in the insertion of an item into the man's skull. When finished, Androth stepped into the embrace of the winds waiting for him at the high tower window and was carried away. Dammon did not awaken. The group climbed back down the tower to the anxious fisherman's boat, and were taken to shore. From there, they continued across land, slowly, and very fatigued to an inn along the city wall that Mishara recognized.

2 Nov 1996


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People

Androth (Wiz10)
Joachim Fallow (Com3)
Klarg (Com2)

Introducing

The Old Wall:  A day's journey north of the City of Oth stands the crumbling ruin of an ancient stone curtain wall.  The wide barried is interrupted every half-mile or so by the remains of squat towers.  Almost 700 years ago the wall was constructed to establish ground between the Dekàlan troops and the Elve of the Elder Wood.  The wall was destroyed in the End War and those that could not retreat to the City, were summarily slaughtered.  When the armies reached the City of Oth, they found the capital unguarded except for a skeleton crew of soldiers manning the City Wall.

Ref. PHB (Player's Handbook), © Wizards of the Coast