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"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"

Guests of Kzar Boron
12 Flald 653

...

...

23 Mar 2002

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Episode 56
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People

Kaylyar Boron III (Ari8/Ftr3)
Alkand Kolkor (Com4)
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.   It is an important port, because it is the only place along the region's chalk cliffs that approaches sea level.

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