"To Thr. Jesam Zewel,
"... When you reach Kelamir you will find a tower
of iron like a needle with three spheres of glass at its base. Each
sphere is a cell hosting living fires. Each must agitated in its
own manner for only in their most volatile states will the tower provide
the required essence for the High Lady's ship. Arrange the ship
in the square at the tower's base and affix the hoses and cables before
releasing the essence. Once the ship takes shape, all voyagers must
be in place and all cargo secured beneath the gondola. The captain
will know when to drop the tower's anchor and will guide you across the
mountains to the great north city. Seek there the monarch of that
land and deliver our Lady's message to him. All haste be with you,
for an Ortori attack is imminent. Amra bless and deliver you safely.
"Surrezin, Chamberlain to the High Lady
Elesea of Taldàna"
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The Haunted Halls of Krysurgörnn
12 Orid 653 - Orid 653
Having lead the miners of Kelamir to the escarpment,
the group continues alone to secure the ruins of Krysurgörnn and uncover
the fate of the Ezmiran soldiers stationed there this past winter.
Depending on one's vantage, the Old Taládan Road begins
or ends at a massive stone edifice that was once a formidable fortress.
War and time have reduced the high stone walls and towers to rubble,
so that only the foundation of the great Dwürden citadel now stands.
In times long past, travelers along the ancient road would stop
at the castle which is the only access to and from the great escarpment
that runs along northeastern Ezmir. The ruins of Krysurgörnn reminds
the people of this land that once, long ago, the land belonged to another,
more ancient people. A people that through their works, refuse to
be forgotten.
From the high mountain road, Tressta looked down upon the
ruins and the fertile green spring lands beyond. It had been many
years since she last looked across the verdant lands on the south side of
the Tor'n Evalshat, and she thought back to the many times she had wondered
(if not believed) that she would never see them again.
The group descended in the early evening toward the ruins
of Krysurgörnn. They explored some side trails that wound down
along recessed stairways to towers at the ruins' corners but the spiral
steps were cold and dark so it was decided to approach the keep more directly.
Nearer the ancient fortress they could hear the rushing and cascading
waters, channelled around the old stones like a rushing moat. Passing
through the ruined town above the keep they came across a stone bridge
and soon were standing on the old walls.
Exploring the western half of the keep, the group discovered
some Ortori tents erected atop the keep, some corpses piled like wood
beyond them, and a crudely rendered arcane circle scratched into the worn
stones. On the southern edge of the high keep wall, Dammon spotted
a lone traveler tending a campfire far below.
3 Aug 2001
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Navigation
Episode 52
<< Back -- Fwd
>>
People
Elidir (Ftr4)
Flender (Ftr3)
Cr. Ezikus Valzard
(Exp4)
Valus (Com1/Ftr2)
Introducing
Kelamir: A
sleepy town at the foot of the Tor'n Evalshat most notable for the giant
iron spike jutting into the sky from its center. Due to Kelamir's
proximity to Krysurgörnn, it is locally referred to as the "gateway
to the Tor'n Evalshat".
Eromir: The northeastern-most
port city of Ezmir, located several days journey south of Kelamir, the
gateway to the Tor'n Evalshat. The city was originally built by
Dwürden many years ago. It is an important port, because it
is the only place along the region's chalk cliffs that approaches sea
level.
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