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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

From Avarlin to Kry Moradem
23 Vulune 652 - 1 Druur 652

Leaving Eldarkar the group finds the Telabra Run bridge but are thwarted by the Elve warrior posted at its center.  Dammon and Tressta turn back toward Eldarkar. Avarlin is reached and Mishara learns of a teacher far into the North. Regrouping in Eldarkar, Dammon leads the party south to Kry Moradem where an ancient trap is found to be in working order.

Feet tired from the hard dirt and rock road, the group walked up the switchbacking road.  To their right (and then left) the mighty cascades charged through stone channels sending a cool spray into the autumn air.  At the top of the rise the foot of the Evalshats could be seen through the trees, the rolling slopes changing color.  The road wound upriver, gently turning in and out of the Silverwood, and then down again to the river's side.  Here, as Mishara had described earlier, a long stone bridge spanned the width of the Run Telabra, it's length interrupted by nearly a dozen small stone structures.  Crossing the raging cascades an Elve voice called to the group from the shadows ahead.  Mishara answered this "greeting" and spoke with the Nekrule guardian at length.  The guard admitted all across until Dammon made his way across.  At this time the guard yelled at Dammon, attracting the attention of Mishara and Jak who returned to see what was transpiring.  The Elve guard claimed that Dammon was "evil" and would not be admitted into the Elder Wood.  Dammon turned back toward Eldarkar, and was soon joined by Tressta, so that he needn't travel alone.

The remainder of the group continued wearily eastward down the wagon road toward Avarlin.  Toward nightfall they came upon a stone pillar beside the road, but no one could read its Elve words, so the group continued into the approaching dark.  With night nearly upon them, howls went up in the dense forest.  Expecting grue attacks, they braced for combat and were not left waiting long.  Leaping into the road some distance ahead landed a large ungainly creature, that howled mournfully into the dark.  Mishara unleashed a hail of arrows as Alcerra and Jak set their weapons.  From the leafy forest's edge another charged outward at the priestess raking her with long powerful claws.  Soon the other leapt toward the party causing Mishara to abandon his bow and pull a small sword.  The battle was short with grue legs and arms being severed from the creatures.  Jak, offering unnatural wisdom, offered that the group should drag the bodies into the river, which they did.  The weary group then continued their night-clad trek to Avarlin.  The small city appeared around a bend along the riverside in the early morning hours, long before dawn.  Few road lanterns glowed from the town streets, and some shone from the decks of the masted ships moored in the river harbor.  Outside the city a pale glow emanated from the high grasses where someone pleaded for help, pinned by radiant javelins in the weeds.  The group walked by, heeding Mishara's warnings to not interfere with the ways of the Elve in this place.  Finding a large building near the docks named invitingly enough, "The Travelers' Inn", the group settled in for the small remainder of the night and morning.

The next day, the exhausted group stayed mostly at the Travelers Inn venturing infrequently into the trading city.  Mishara visited the Theswur Scaradaril and spoke with two Nekrul Nelveral who had recently arrived in Avarlin, having been summoned to some unknown duty.  Mishara spoke to them of his quest to find a master archer, but neither was able to help him, explaining each in their own way that the Nekrul prefer to look into the eyes of their victims.  Mishara also visited a weapons shop where he attempted to sell a Saranthi broadsword, but declined to leave it on consignment.  He was told that no armorer exists in Avarlin.  Meeting with Jak at the Circle, the two took time to talk with the congregated merchants, finally settling on a mug as some token souvenir for Dadra.  Mishara later went looking for a bookshop per Jak's request, ending up at the Theswur Naral Avarlin where a Grumun was exiting the smallish door.  The creature greeted Mishara and after some small conversation invited it back to the Travelers' Inn to speak with Jak.  The large figure lumbered along behind the Elve to the inn, causing some disturbance in the Human quarter.  Inside, the Grumun spoke with Jak at length about his "ring of spells" and the azurite ring he'd had since his almost forgotten journey into the Lower Streets.  At one point the Grumun cast a spell into the ring for Jak that he explained would cause a plant to magically grow, offering further that he felt it was a spell that not even a Human could cause damage with.  The Grumun offered knowledge of a vine that might prevent erosion in Jak's home of Candan in exchange for the ring.  The Grumun explained further that Jak would need to journey to the headwaters of the Run Telabra and ask the Grumun there for the vine.  Jak agreed to this and handed the large creature the translucent blue ring.  Thanks and farewells were exchanged and the Grumun left.  Mishara visited the Theswur again and met another warrior there who claimed that he had met a master archer in a Nekrule city far to the north, beyond the reach of the Elder Wood.  He named this archer, Illydphryl Nyllyraz.

The next morning, after picking up mugs from the potter's, the three wandered from Avarlin back along the Run Telabra, making sure to end the day's travel this time at the wayside marked by the stone pillar.  A few hundred feet from the river road, they came to a communal hill shelter where three painted wagons and their teams were parked for the night.  Inside, they met with merchants from Mistvale, a town much further up the Run Telabra, who were making one of their last journeys to Avarlin before the snows.  Also staying at the shelter was a crippled woman named Talorya who had her foot gnawed away by danatre in the sewer lines of Avarlin.

The next morning Alcerra, Jak, and Mishara walked alongside the Run Telabra toward the Elve bridge, and then then back the way they'd come from Eldarkar.  In the small Silverwood town they found Dammon and Tressta.  Dammon explained that Iahn Argentale had made him a map so that they could return to Oth, without losing their remaining horses in the Telabra Plain. The following morning they departed south along the small woodland road, winding between the Fractured Hills and the Northwood.  Other then the avoiding of a migrating team of giant insects, the day's travel was uneventful.  The evening's camp alongside the road peered up upon a ruined keep through the treeline, one of many that dot the hilly landscape.  Referring to Iahn's directions, Dammon identified the ruin as Kry Moradem, a building of Dwürden construction.  That night Mishara noticed a lantern's light glowing from a ruined tower of the keep.

In the morning, Dammon, Jak, Mishara, and Tressta decided to look around the ruins, and perhaps investigate the light Mishara said he'd seen.  In the opened gateway of the outerwall, Jak was repulsed by the foul odor that hung in the entrance.  The floor to the place was covered in offal.  The ceiling, Dammon noted, was covered with large bat-like creatures, inverted and still with their grey membraneous wings folded about them.  Another entrance was sought and found through a crumbled wall.  The courtyard of the keep was found to be littered with a vast tangle of bones.  Jak and Mishara carefully picked their way across the courtyard to the main door of the central building.  On the door was burnt a strange glyph.  Calling for Dammon, the reluctant mage walked across the eerie courtyard and identified the glyph as Phlogostra.  Dammon said the door was dangerous and quickly fled the courtyard.  Jak and Mishara tied a rope to the door and stood back to open it.  With a mighty pull the courtyard was inundated with gouts of flame from holes in the courtyard walls.  Their howls of pain and surprise summoned even Alcerra from their camp down the hillside.  Mishara checked the interior briefly before returning to the crumbled wall and seeking help from the priestess.  Alcerra climbed down the fallen stones to the bone littered courtyard and with her trident in hand commanded a skeleton to rise.  With simple commands she ordered the thing to enter the building and open an interior door.  The thing did so with mindless obediance.  A deeper room they found to be an old chapel to Attrakar the Artificer, now crumbled and scrawled with burnt glyphs like the one on the outer door.  Mishara took a moment to climb a flight of stairs and found a study covered in the same smelly offal as the outer wall.  He made out the shapes of a desk and chair and the barest outline of winged shapes hanging from the ceiling before exiting the dark chamber.  Uncertain of what had befallen this ancient structure, the group re-assembled and left it behind.  Or at least, that's what they believed.

8 Aug 1998

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Navigation

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People

Amyrathylya (Ftr12)
Iahn Argentale (Rgr6)
Attus (Ftr5)
Charis (Com2)
Tamlor Diazanand (Rog2)
Gurad (Ftr2)
Hoklorn (Com2)
Borad Norswel (Com3)
Illydphryl Nyllyraz (Ftr14)
Dadra Rumm (Com1)
Talorya (Rog1)
Trellim (Ftr2)
Tuklun (Com2)
Murn Yellor (Drd6/Wiz5)

Introducing

Guilds of Avarlin: The guildhouses of Avarlin are the: Halat Alperant (painters), Halat Nevvaril (weavers), Halat Bareal (leatherworkers), Eswer Salarmae (sailors), Eswer Estirim (scouts), Eswer Scaradaril (soldiers), Halat Aroboran (growers), Halat Thezaran (smokers), Eswer Naral Avarlin (casters), Halat Ikardal (fishermen) and the Theswer Dalom (thieves).

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