Durnath -


Prologue - The halls of Mogaruith - Chapter 2 - The Fire Egg - The Dwarven Lords - The Phoenix - The Harpies - Hall of Legends - The Ancient Library - Farpoint Spring - The Guardian - Shrine of Durnath - Gozer - The Prison Cells - Scharch - Mogdath - Daz - Khazim - The Ferryman - Hall of Illusions - The Lost Halls of Acharon - Entering Arundel




Resumé:

Wren was only a child when she was forced to leave her home and parents.
A raiser of spirits had arosen and his goal was clear. He would conquer the world and use it as he pleased.
This would be devastating to all life and Wren had to find a way back to the firstborn peoples of the elves, the dwarves, the halflings and the giants.
Only they would know what could be done to save the world from destruction.

In order to reach Arundel, the lands of the first borns, Wren found the long forgotten gate leading into the mountain of Durnath, where the dwarves once had built a mighty kingdom.
As Wren (after many adventures in Dead Forest) finally reached the gate, dwarven warriors were fighting an undead presence which tried to stop her.
However, under Wren's command the dwarves fought with bitter determination crushing a horde of skeletons, zombies and wights, led by three liches.





Prologue - Durnath, the old dwarven kingdom

Upon defeating the last lich, everything gets quiet for a brief moment.
Then a dwarf approaches Wren and her friends.
"We are greatful for your assistance. Without your help I doubt we would have been able to defeat those creatures".
"I am Daurin, King of Durnath... what is left of it..."
"We are in a desperate situation. Many of my people have been killed and captured by the dreadful forces you just witnessed".
"This is our last resort, I fear. I don't know how much longer we can hold out before everything is lost".
"There is a way...", an old dwarf with long greyish beard comes up to the king.
"This is Kor-Dur, my late father's advisor", Daurin says, introducing the old dwarf with a proud smile.

"Daurin, I remembered an old legend I heard when I was young...". The old dwarf hesitates for a moment...
"Let's see if I can recall it... hmmm... yes... this might be our only chance to stop the invaders...
Somewhere in the mountain, before our ancestors built Durnath... very long ago... an ancient Mage built a secret throne-room".
"Why he chose this place I don't know, but maybe it is linked to the undead somehow.
The legend talks of powerful guardians and hoards of treasure and artifacts too, but I wouldn't put too much belief in those stories...". Kor-Dur hesitates again but continues...
"But maybe, somehow, we can gain help from these guardians and destroy the undead forces that now invade us and have already devastated the Halls of Durnath.
The legend also tells of a female elf and her friends coming to restore the throne room when dark times befall upon us..."
Astonishment and hope fills the dwarves' eyes as more dwarven fighters gather closer to listen to Kor-Dur.

"Set out guards! Report back to me immediately if you see any undead", Daurin commands to his officers. "We are returning to the village".
A few battle experienced dwarves are assigned as guards and Wren, her party and the Dwarves start walking further into the dark, scarsely lit corridors of Durnath.
"Come, we need to talk in private", Daurin explains and leads the way for an hour, deeper and deeper into the mountain, finally reaching a small village made up by worried dwarves who not long ago had to abandon their homes because of the sudden undead invasion.


Now the story continues, but first - let's turn our attention to a different place...

[read 'The halls of Mogaruith']




The halls of Mogaruith

The Observer overlooked a gigantic fortress made out of black stone. Around it, a huge black city rested in an area of lifeless volcanic plain. From far and nearby mines, loads of black cargo arrived and was used as fuel for the countless workshops producing weapons and arms. So much black, sulphurous smoke did they release, that the whole area was dark and no normal daylight could be seen. So terrible was the air, that no living creatures could stand it more than a few years.
The whole area was a display of gloom and horror to every living creature.
Here resided no living creatures apart from the multitude of miserable and dying slaves who had to work as labour in this darkest of dark places.

Being an Observer, it had no emotions and was therefore Objective and had no cares about 'good' or 'bad' or anything else for that matter. It could not make any decisions and did not act. It existed everywhere and nowhere at all times. Its purpose was simple - to be the eyes of its master, Fate (or Destiny as it also is called).
Fate would then decide the general lines of progress...

In the huge, chilly throne-room of Mogaruith, a messenger arrives to convey news to Dakoth.
The messenger is clad in a black robe and has bony hands which he extends in a deep bow in front of Dakoth who is sitting on his throne.
"Ssireh, reports of an elf opening the gate to Durnath have been confirmed by our advanced scouts inside the halls of the mountain. We know who she is and where she came from", the messenger wheezes.
Then he briefly reports about Wren's home village.
"Destroy that village but spare one villager to be brought to me!"
Hissing furiously, Dakoth thinks "They will pay for their aid in letting the elf getting away...".
"Wait, on second thoughts, bring the whole village here - we need more labourers in the mines", Dakoth redirects the messenger and laughs hollowly.
"Now begone, I have assault plans to finish!"
---
[end of 'The halls of Mogaruith' - continue by reading Chapter 2]




Chapter 2

During the long walk down the narrow tunnels of Durnath's hastedly and lately built tunnels you (Wren) start to worry about your friends (- that is the human friends; Eldur and Giljath are elves like you and you are certain they will be alright even down here).
Ivil, and Filundrus are unusually quiet and seem very uneasy. Ariel and Kara are more calm and observe the surroundings carefully, almost as if looking for new species of plants and herbs.
Arathor is (as always) in your vicinity, being protective and alert to any physical dangers that might threaten you.
You sense that he is very attached to you but that is not an immediate problem.
Tuvinel doesn't seem well at all and she is almost in tears. You realize that you have to talk to her and find out what is happening to her. Eldur and Giljath have also noticed her state and give you their silent support. Could it be the absence of the skies above that is affecting her?

You ask Daurin to halt the march a while and let you rest.
He looks a bit surprised and a little annoyed but accedes to your request.

You take Tuvinel aside and ask her in your friendly manner, with your melodic elvish accent;
"I see great pain in your eyes, please tell me what is making you feel this way."
Tuvinel tries to hold herself together and to be 'strong' but her emotions are too overcoming and she bursts into tears.
"I-it f-feels as if my mind and soul are being ripped apart and drained", she sobs and shivers violently.
"I don't know why this is happening to me and I can't stand it any longer". Tuvinel cries with pain and you see that her emotional condition is very unbalanced and distressed.
"When did all this start", you ask mildly and hold her closely.
"I, I don't know", she squeaks and cries to your shoulder.
"Is it because we are in these tunnels", you say gently.
"No, I've experienced it before, but now it is becoming unbearable", Tuvinel sobs.
"Maybe it is connected with the magic you are using", you say and look into her anguished eyes.
Before Tuvinel can collect herself to answer, Giljath comes up to you, saying;
"I think you are right, Wren. It is likely the using of magic that is causing this state of chaos in her mind. I have observed these things and it seems as if you get a huge emotional boost of 'power' and 'confidence' when you are successful in 'taming' the energies involved in the magic-using. However, there is of course a dangerous reaction as well. To simplify it as much as possible you could say that it is kind of like a huge wave. As it comes in to the shores and you are on top of it and are swept forward along its direction it is great. But afterwards you can easily get caught in the surge towards the open sea again and if this happens, you're lost. I guess this is why many magic users go mad and so. They simply can't handle the enormous emotional stress that magic has on the user".
"What can we do to help Tuvinel", you ask, as you are comforting her.
"First, she may not use any magic at all but as she is in a very distressed state already, we need to put her mind at ease. I know of some methods to make her sleep but I it won't cure her, only delay her rapidly worsening condition. Maybe there are herbs... I am not sure".
Eldur comes up to you accompanied by Ariel and Kara.
You continue comforting poor Tuvinel as Giljath explains the situation to Ariel and Kara, and asks if there might be any herbs or so that might help releave the pain until you can reach Arundel, where Tuvinel probably has the best chances of getting balanced again.
Unfortunately they haven't come across the appropriate ingredients for such a medicine in Deep Swamps, but there might be some fungi in this subterranian environment that could have the same properties as the medicine they are referring to.
At any rate, they will be searching for fungi and ask around among the dwarves when you reach the dwarven settlement.
Giljath asks you to go and ask Daurin to prepare a stretcher for Tuvinel. He will put Tuvinel to sleep.
Giljath then sits down on the ground with Tuvinel and places his fingers around her temples. He talks to her slowly and comforting...

Daurin is not amused by the situation.
"By Moradin's hammer, what is happening! How are ye supposed to be of any help if ye aren't even well. Can't you leave the humans and continue? They shouldn't be here anyway!"
"Don't get carried away by some emotional outbursts. That would be pointless", you reply.
"Aye, you're an elf if I ever saw one. Always rambling about harmony and emotions. Very well, but you will do nobody a favour if ye can't help out down here and that's the Truth, simply put!", Daurin snarls.
"The truth is always in the eyes of the beholder, my friend. We can't turn our backs on the needing, that would be to show disrespect to Life. For now, I would be most grateful if we could help each other and not argue."
"I am not argu... Ah, what's the point discussing with an elf - you don't listen anyway!", Daurin mutters.
You give him a warm friendly smile.
"I knew it! You elves always respond with a smile like that in the end! 'Tis so aggrevating!" Daurin finishes.
You notice that he has a bit of a problem holding back a smile himself, but he covers it with a stern look in his face to instill authority over his dwarven subjects (?).
Well, anyway - he arranges a stretcher to be brought to the now sleeping Tuvinel and you continue the march to the dwarven settlement.

Yet an hour later, you finally reach the small dwarven refuge. It mainly consists of small cottages in a tremendously large cavern. The cottages surround a large tent building with dwarven standards in front of it, set up on mithril pikes.
Daurin leaves the rest of the group and signs to you to follow him into the tent.
Meanwhile Kor-Dur makes arrangements for the rest of the party.
The interior of the tent is spartan, with the exception of a very decorated throne of some black material.
Daurin makes his way to the throne and sits down. You sit down on a cushion facing the throne.
"Now, then. As you have witnessed, terrible undead invaders have taken us completely by surprise, aided by High Undead Lords wielding powerful magicks and raising the undead as they fall for the mighty blows of our axes.
We have been forced to retreat and regroup here at the very edges of Durnath".
You sit in silence, urging him to continue.
"It started merely a winter ago. Some of our miners returned home one day, reporting strange sounds in a newly built tunnel
(- Offmap - this map only covers a part of Durnath). They were not taken seriously and the next day they didn't return from work. That very night our shaman, Kor-Dur had a strange dream where the Mountain Spirit told him that cursed spirits were amassing and preparing an assault and that actions had to be taken immediately or the kingdom would be destroyed.
"I was a fool for not listening to him. We've lived here for so long and not since the days of our first king, Kalin, have there been a war, except for scirmishes with various scavengers and other dwellers in this mountain. I was certain that he referred to such beings and I felt sure they could not pose a threat to our well equipped forces.
Durnath has developed much since the days of Kalin and there are more tribes of dwarven kin living in other parts of the mountain. We don't usually communicate very much, but just as a precaution to honour the wisdom of Kor-Dur, I dispatched a group of messengers to the other tribes to hear if something seemed wrong. They have yet to return...", Daurin says sadly.
"Shortly thereafter more miners went missing and the runners looking for them also didn't return.
"Then the assault came and we scrambled to arms but were no match for the High Undead Lords and their abilities".
"So, what can you do for us? You showed us how to defeat the undead despite their overwhelming strength. I think this seriously crippled them as they were launching a decisive attack just as we were sealing the final tunnel leading to the Halls - at least the final known tunnel".
"I will try to find the means to defeat the undead. But I would be grateful for any assistance", you answer.
"Well, I wish you luck - you'll need it. As for assistance I can only offer you two of our veteran fighters. They are familiar with Durnath and very capable. At the moment they are on guard duty, so go to them and see what you can do. I will not expect any miracles, though. I only believe in you out of respect to Kor-Dur who seems to put a lot of faith in you. Now prepare for the mission and may Durnath be with you!"

You spend the next day preparing for the journey. Ariel & Kara wanders off to search for possible ingredients that may help Tuvinel. Eldur and Giljath tell you that they will be looking after Tuvinel on the journey (- that means they can't participate in combat situations on the map) and you agree that that is the best solution.
As 'night' falls Ariel and Kara are nowhere to be seen and asking around among the dwarves yields nothing.
Kor-Dur suggests that you should rest while he sends some fast dwarven runners to search for Ariel and Kara. You thank him appreciativly and go to sleep (- elves don't sleep like normal humans, though. They meditate for about three hours and sleep naturally for about two hours. This seems to envigorate them the most).
As morning comes the runners have returned with bad news. Ariel and Kara have disappeared. You are now forced to leave without them and can only hope that they are alright and that you will find them or they will find you.
(- If you are wondering what happened to Ketolous; he returned back on the way to Elusia. That was his wish and you didn't wish to ask of him that he should stay)

[End of Chapter 2 - Begin the map...]




The Fire Egg

As the secret slide door opens, you step through (amazed), and trot along (carefully) through a long, ancient tunnel covered with dust on reddish soil. Along the walls, lines of ornated torch sockets give the impression of an ancient passageway leading maybe from catacombs up to a temple or a shrine. A strange impression is the light emanating from pores in the 'torch sockets' (- you have a feeling that the torch sockets aren't 'torch sockets'). How could these sockets illuminate the corridor... without torches attached...(and) after such a long period of time (- judging from the dust layers of the floor) of being abandoned?

The corridor slopes upwards and finally you come to a big double door of solid mithril.
As you get within a metre of the double doors, they silently open inwards, revealing a huge oval hall filled with pools of fiery liquids.
The fiery light would be incredibly intense were it not dimmed and partly absorbed by the semi reflecting walls and the ceiling, both which are obviously made of unknown materials.
The walls and the ceiling are highly decorated with pictures of all kinds of beings - some slightly familiar and the rest entirely unfamiliar - in a world that looks extremely beautiful but at the same time violent and destructive. You can see that some creatures are depicted as destroyers and the hieroglyphs (on the obsidian floor) seems to explain and warn of what those destructive creatures had done to that world.

In the center of the oval shaped hall rests a book upon a pedestal and a metre beside it stands a wand like structure of black metal (the top formed like a claw), grasping a faintly firish glowing Egg.
The wand is firmly buried in the obsidian floor.
A faint mental sensation for help seems to emanate...from the egg!

You urge the others to stay put but let Arathor join you in investigating the strangely decorated book (written on leaves of some kind of metallic but perfectly smooth and easy to handle materials), as he is concerned of your well being.
To your big surprise you see that two of the pages in the book are written in elvish.

The first page says (you mumble it as you read):
"I am Yesterday, Today, and Tomorrow, and I have the power to be born a second time.
I am the divine hidden Soul who created the Gods and gives Sepulchral meals to the denizens of the deep, the place of the Dead, and Heaven... (here the text is again unknown, but it continues a bit further down)
Hail, lord of the shrine that stands in the center of the earth. He is I, and I am he!"
Beneath is written "- From Book of the Dead".

The other page is filled with hieroglyphs but contains one passage, reading:
"The burning lashes of Hél whips our heels as we try to flee its horrible embrace...(unfamiliar hieroglyphs)...
...There can be no escape from the relentless beasts of destruction..."

As you are reading, an upsetting motion in the lava pools starts to grow and you quickly retreat to the rest of the party as a terrible creature materializes between the wand and the pedestal!

"Aműn Ghátah - Khorim Li!", the creature thunders and continues with a twisted sound;
"Mortals and Elves! This is no place for you! Surrender your lives without a fight and I will grant you a quick death!"
"Begone, or by Eledain, I will send you back to the flames that spawned you", Arathor says with a firm, loud voice.
"Mwuuhahaha, so the human in steel has foolish 'courage'. I can't be killed(!), but you can..."
"We had no intention to disturb anyone when entering here. We are looking for two of our friends. However, we sensed a cry of help from that 'egg' over there. Might you be able to explain this, strange one?", you say in your (always) friendly manner.
"Ah, courteous elf woman... You bring my thoughts back to the days when I was...
No! Nooo! Don't try to trick me with your innocent appearance and soft voice! I can never be freed from this eternal damnation. You and your likes made me give up my soul to my master...all I ever wanted was that Sevirel should love me...He promised me her in exchange for my soul...why...why did I agree", the creature moans with a tearing disrupted voice.
You can picture his pain in a most clear way and it is very profound - he must have caused Sevirel's death; an elf could never be with a human, not like husband and wife, anyway.
For a moment the demon almost loses his hatred and hostility but maybe his master noticed it for the next moment he is cold (or should I say flaming hot) with rage and his voice reflects this when he utters these last words before attacking:
"The Egg will be served to Zhűl! You will die for your intrusion!"
Arathor draws his sword, anticipating the next move of the creature and charges forward with a mighty crusader battle cry;
"For Eledain!"

[Resolve the clash with the demonic guardian, then continue this entry]

The poor(?) demon has been vanquished but not released from his eternal pain, you fear. You know that the demon would have killed you if you hadn't vanquished him first but that does not make it easier on you. You used lethal force - are you any better than he is? This tragic dilemma will be in your elvish mind all the time until you get to Arundel where the elves will help you.
You are awakened from your troubled mind by the Egg which emanates a strong wish to be taken away from here and placed somewhere else (- preferably where it can hatch!).

[By visiting the light blue Tent, you will bring along the Egg]

[End of The Fire Egg]




The Dwarven Lords

You stand at the gates of a dark, cold and ancient dwarven cemetery.
"This is the long forgotten cemetery of the Dwarven Lords", Rindur shudders.
"If you did something really stupid when you were a child, you would hear that you would be taken by the spirits of the Dwarven Lords if you did not go to the Shaman and talk to him. The Dwarven Lords were a group of nobles who were very greedy and wanted power above all. They murdered Queen Gwinna (- that would be the 5th regent of the Durnathi dwarf tribe, if I am not mistaken), and put themselves in power. They ended up fighting amongst themselves, tearing up the entire queendom. A curse lies over all four of them. I never thought I would actually stand in front the gates of their cursed tombs. No dwarves have visited this place since they were buried here, around a thousand winters ago! It is rumoured that they had accumulated great treasures, which were sent in the graves with them. Nobody wanted to have anything to do with them, not even their Axes! I fear this place as much as I fear the Undead, please let us return", Kaldor finishes.

[Continue this entry if you wish to continue anyway]

You open the ancient gates which give way with a screeching, metallic sound. The surrounding is utterly dark and chilly.
Arathor lights a couple of new torches and hands them to Ivil and Filundrus.
(Arathor to Ivil): "You go with me in front..."
(Arathor to Filundrus): "and you go with Wren in the back."
(Arathor to Giljath): "Maybe you three should wait here, we'll be back soon". Giljath agrees.

The slithering road ahead is covered with pebbles which resemble small skulls. Each of these pebbles was a victim of the cruel rule of the Four, according to the dwarves (- symbolically, naturally).

[Continue this entry when prompted by the map]

After a while you get a glimpse of the contours of a dark mausoleum.
A rattling sound of bone is heard from within the closed gates of the mausoleum (- I wouldn't dare to venture inside that mausoleum, if I were Wren, and I'm not, but if I were, somehow) and you all stop.
As you wait in front of the mausoleum, indecisive about what to do next, a muffled ringing sound emanates from within the mausoleum and the double doors leading in to the mausoleum slowly open!
Three pale spirits slowly levitate out of the mausoleum (you have no idea as to why - and should they not be four?) but they stop dead(!) in their tracks as they obviously sense your presence.
"Reveeenge!", the front spirit suddenly wheezes and they launch forward with incredible speed in order to drain you of all the life contained within your bodies...

[Resolve the combat situation]

The spirits have been banished, at least for the moment. At the gate door of the mausoleum a large and exceptionally strong round shield is attached on the door and Ivil releases it without triggering any concealed traps and gives it to Arathor.
"Well done, Ivil! This Enchanted Shield may help us in coming troubles", Arathor exclaims enthusiastically.
Ivil looks proud but is a bit dissapointed that Tuvinel wasn't here to see the 'good work' of his.

Kaldor: "Let us leave now! We will all be cursed into evil spirits if we stay! I'm turning back right now!"
Rindur: "And so am I!"

[End of The Dwarven Lords]




The Phoenix

As you approach the abrupt end of the tunnel, the Fire Egg starts to generate mental sensations of excitement. You get the notion that it wants you to look for a suitable hatching place! Everybody senses this and start looking for anything that will satisfy the Egg! Not very surprisingly(!), Ivil and Filundrus uncover some strange inscriptions, not visible, but touchable. They call for you to have a feel at the symbols.
It feels rather like
Press the last letter of Egg to reveal the Candelabra.
The symbols are very rare. You recall your mother, Elana, teaching you ancient elvish written language. You were only about five springs of age and a very inquisitive little elf girl. The knowledge that you learned then will help you now.
The party watches as you find and press one of the symbols in the wall. A quiet rumble follows and a section of the floor is opened as a strange golden Candelabra with a fire bowl instead of candles slowly rises through the dark space beneath the floor. A moment later it has risen through the floor, standing on a podium which is now the new floor.
You immediately sense that the egg wishes to be placed in the bowl and so you bring it forth and place it there, gently.
What happens next is truly a remarkable and exclusive sight.
The Egg and the bowl seem to merge into a bright light and with a lightwave the egg and the bowl have been replaced by a fiery bird of exquisite beauty.
"I thank you for my birth, dear friends", it sings. "I know of your hardships, and even though I am neutral in these matters, I will help you once now and once in the future. For now you need guidance. Follow the tunnel behind this wall and you will reach the shrine of Durnath or the guardian of Zaedra".
With a breath of intense fire, the Phoenix melts the natural wall and a secret tunnel behind it is revealed.
"Now I will leave you, travel wisely", it sings and disappears.

[End of The Phoenix]




The Harpies

The roughly carved tunnel seems to open up in a cavern, further ahead.
This red soiled tunnel was not built by dwarves (- the argument between Rindur and Kaldor further back was over who could have constructed this tunnel; they let you know this when you asked them after they had cleared an opening in the wall. Actually the technique being used seems based on primitive tools but deep understanding about tunnel stability and the two dwarves couldn't agree on who carved this tunnel).

As you near the spring it becomes evident that other creatures inhabit this cavern.
You reach the spring and the fresh water envigorates you and relaxes you. Kaldor and Rindur decide that they will scout the immediate surrounding (- you get the notion that they wish to get away for a while, strictly hush hush, of course) and return with news.
Meanwhile you tend to Tuvinel and meditate while the others are occupied with equipment maintenance.
Some time later, the dwarves return, reporting of a huge rift in the eastern part of the cavern and of winged creatures who according to them are "probably intelligent, very hostile and aggressive, and should be left alone".
You prepare to leave...

[1) You wish to visit the winged creatures - maybe they have information about Ariel and Kara - procced to 1 when the harpies address you]
[2) You decide that if they are hostile, Ariel and Kara would have avoided them, and so will you -
proceed to 2]

1) Despite the warning of the dwarves (- this may by the way be the reason why the dwarves seek to be by themselves; you don't seem to listen to them very much, do you?), you decide to try to communicate with them.
You head off eastwards, towards the rift. The croaking and flapping sounds intensify and suddenly a strange ferocious looking creature accompanied by 7 sisters swoop down from beyond the rift.
"Craaw, craaw - at last dinner, sisters, dinner and treasure!"
They attack before you get the chance to ask them anything!
[The Ring - 'Lefaleth' - is a long lost elvish parting gift to the dwarves]
2) You listen to the dwarves and follow their advice. Soon you are out of hearing range of the spring and the harpies.

[End of The Harpies]




Hall of Legends

You reach a splendid door made entirely of mithril. Kaldor and Rindur stare at the fine art of craftmanship that has been put into this door. Signs in Old Dwarvish say:
"Enter the Hall of Legends"
You touch the door and it slides into the mountain, revealing a magnificent hall filled with scrolls of ancient times.
The scrolls are historic and tell stories about days with conflict and peace. They are so old that they even tell the stories of the Wars of the Elves. Those forlorn times were before the Elves learned from their mistakes (when they were in disharmony).
Some scrolls are prophetical and a few even mention Durnath.
You wonder who have written all these scrolls over the times.
[Read Legend 1 and Legend 2 when prompted by the map]

Legend of Mogdath (i.e Legend 1)
...And in the far eastern land of Karn, during the regency of Zaedra, a member of the Order of the Golden Sickle arose. His name was Mogdath and when he came to be known, he bore the title of Black Knight Lord whithin the order. He was an awesome fighter and wielder of Dweomer. All over Karn people whispered his name in fear, for he was a very evil man.
He had great plans of becoming the ruler of Karn but he also had many enemies...
However, his plans were in vain, for he was betrayed by his own subjects (bribed by his rivals) and he was almost killed in an ambush in the stronghold that he called his own.
He was left for dead, and thrown into the woods for the scavengers to feast on, but there a dark figure (raiser of spirits) unknown to us gave the spirit of Mogdath the power to stay in the world even after death.
So rose the new and terrible Mogdath the Black Knight in the guise of Death. He retrieved the stronghold and his armour and slew all traitors.
Nobody has dared to enter this stronghold ever since even though it has fallen apart into ruins.
The rumour had it that one of the assassins was of dwarven kin and he especially cursed the dwarves as he retrieved the stronghold...
There will come a day when the dwarves of Durnath shall pay for the actions of that dwarf on that day. May Durnath have mercy on them if this will ever happen...

Legend of Durnath (i.e Legend 2)
...But all will not be forfeit. Durnath, offspring of Karkor, protector of the Dwarves and Spirit of the solid Mountains holds many secrets and will seek the help of the Elves, should the dwarves ever be threatened to their very existence.
A pact he made with the powerful Zaedra, Arch Sorceress of Karn. She promised to help the dwarves from Mogdath's curse and in turn Durnath revealed great mineral riches which helped building the lands of Karn.
Zaedra did not destroy Mogdath, though - could and would she have tricked Durnath...

You find nothing more concerning 'Durnath', since many scrolls are written in unfamiliar tongues.
As you are about to leave, you have a sensation that Durnath and Zaedra are watching you...

[End of Halls of Legends]




The Ancient Library

You arrive at a tunnel furnished in smooth black marble. The right hand wall holds a line of torches (unlit) and you see an opportunity to restock your supply of torches. These torches are of exceptional quality for they are easy to light and generate a smooth flame despite having been left here for... well you don't know for how long. Oddly enough there is no dust on the floor either.

Intrigued by this place you follow the hallway deeper until it ends up at the gates of a brimstone(?) building. Well maybe not brimstone, but it smells strange and it is yellow...
At any rate, you knock on the sturdy doors and to your surprise you hear footsteps closing from the other side.
The door opens and an old, slim, rather peculiar looking man opens the door. It is Windhand, the mage from Dead Forest!
But now he seems much older than when you encountered him before.
You are so amazed that you can't open your mouth to speak. Windhand smiles;
"Hello there, young Wren! So you met with my old friend Ulat-A'ar. Well, aren't you surprised?", he laughs.
You recover from your surprise and say:
"I will not hurt you mr Mage, but why wouldn't you give me the Horn of Shell if you knew I needed it?"

Windhand: "I doubt that you could hurt me, even if you wanted to, however you pose a question that you should be able to answer yourself. You are an elf with a brilliant intellect, are you not (laugh)?"
Wren: "You say things about me that I don't understand. I may be able to guess what your intentions were and are right now, but is there a point in doing so? As far as my experiences of you go, you have been nothing but cruel to me. That I don't understand either.
Windhand: "Cruel is such a subjective word, don't you think?"
Wren: "All emotions are subjective, mr Mage. In my understanding everything involving emotions is subjective and everything without emotions is objective. However without emotions a living being wouldn't be a living being, at least it wouldn't be able to make decisions or act."
Windhand: "A wonderful game of words! We could continue this discussion for a long time...however, I think you have pressing matters, so I will be brief with you.
Wren: "That would be most kind, mr Mage."
Windhand: "Yes, well you see, I have been asked to test your abilities and as much as I dislike it, I must confess that you have passed the tests. So, now you are entitled to receive a little aid! I will teach you something from this library, for a small compensation, hrrm, of course."
Wren: "I appreciate your 'generosity', but I must ask you if you had anything to do with the disappearance of my friends, the clerics Ariel and Kara?"
Windhand: "Well, why...you are a nosy little thing aren't you? I had nothing to do with it, at least not intentionally. I was looking at a few intriguing pieces of fungi when I heard them tramping about and opened a 'door' back here - maybe they saw the 'door' and entered before it dissolved. That would be most unfortunate..."
Wren: "What could have happened to them, you have to tell us!"
Windhand (smiles): "Well, I don't have to but I guess I'll indulge you on this one. If they were stupid enough to enter through a dissolving 'door', then they could end up pretty much anywhere within these caverns. However, as my expertise in casting 'doors' is so great, they could not end up in solid rock, so they would probably have survived it! Now, if you'll excuse me I can't stand around and chat all day, so show me what you wish to learn and I'll teach it to you. Then You're on your own, 'cause I've really had it with all these caverns. I can't see why you dwarves (ironically at Kaldor & Rindur) live your whole lives down here, it's terrible!"

You decide that there is no point in furthering the discussion with this seemingly arrogant mage so you tell him what you would need to learn and he actually teaches you that!
Then he bows and vanishes in a puff of smoke, leaving you all alone with plenty of books and tomes (- it would take a human lifetime to finish reading all these books).

[End of The Ancient Library]




Farpoint Spring

A marvelous, hidden cavern opens up in front of you. The sparkling sounds of fresh water echo through the cavern and the lights of your new torches is reflected by a huge underground lake.
By the lake, a white shrine (built around a small natural spring) is situated. The spring water is exceptionally fresh and releaving!
Kaldor: "This shrine was built long ago, by elves. They called the spring 'Farpoint', I don't know why."

Near the temple you see another building.
As you get closer, the building turns out to be an abandoned trading post where the Durnathi dwarves used to trade with other dwarven tribes.
Kaldor: "This trading post may seem to be abandoned to outsiders, but it is not. As you can see it is filled with goods and gold."
Rindur: "We usually trade by leaving minerals to the tribe which has few of them and take gold or any other minerals in return. It is a system built on trust and it works fine among dwarves. I doubt it would work among humans."
Kaldor: "We restock our minerals once every year. At that time dwarves from different tribes can meet and maybe even talk."
(- Dwarves aren't very talkative when meeting dwarves of other tribes under such circumstances - maybe it is a precaution to avoid conflicts)

Here you can exchange minerals for something else (- Ivil suggests gold coins).

[End of Farpoint Spring]




The Guardian

Having stepped through the strangely shimmering door, you feel an eerie shill wander through your spines and for a moment you think that you are lost in the fabric of nothingness. To your relief, you emerge the next moment in an unknown environment.
It is warmer and dryer here. Your eyes adjust quickly to the switch from the complete darkness (- Never(!) enter a 'door' with torches lit) in the void to the brighter (although gloomy like) caverns around you.
The floor is smooth and black with glassy red patterns in it. It looks very nice, but is warm to the touch and smells strange.
The walls seem to have been cut out from the mountain but they are kind of dark semi transparent, and 'deep' inside them you see trees caught in their moment of death since they are all black and lifeless. At various sections the walls 'contain' volcanic mountain sides and together with the trees it gives a strange impression of a long gone era destroyed by a conflux of some kind.
At a few places some fungi have sprung up from the floor - it is strange how they seem to pop up even from the most sinister and barren of places.

Making your way forward, everybody in the party is silent. Tuvinel sleeps and is carried by Eldur and Giljath. After a while you see another 'door'. It is transparent with reddish flickers wandering around the void.
It seems to be an exit from this place but you have no intent on using it - yet.
Instead you move northwards through a tunnel, seeing strange pentagrams with treasures inside them. Ivil and Filundrus are tired but nevertheless they wish to explore these sites. You tell them to be still - maybe later will you explore the pentagrams. For now it seems better to investigate what might be waiting at the end of the tunnel.

Then, finally it ends - the landscape in the walls has changed and now it resembles a land of dry valleys, yet strangely rich with life of flowers and cacti. A cloaked woman of great beauty, surrounded by friends of the animal kingdoms, seems to smile through the walls ahead of you and so you move forward...

[Continue this passage when the Guardian Greets you (- that is a map prompt)]

You suddenly stand face to face with the woman, only the wall of the end of the tunnel is between you.
She looks young with dark hair and pale skin. Her eyes are brown and she wears a tiara of silver. Her voice rings melodically:

"I am Kalindra, a former High Priestess in a land called Karn. I have been waiting here for a long time, although I did not wake up until you approached, travellers."

Suddenly you notice that she has multiple arms and a slithering body. Ivil and Filundrus look afraid and Kalindra says:
"Don't be afraid mortals. I have been waiting for you in order to help you in a time like this. It was Zaedra's wish that I be your protector against Mogdath the Black Knight of Death."

With a slight motion of one of her arms she lowers a seemingly invisible barrier and steps out of the wall!
"Come, we need to find Mogdath and end his fury in this plane."

As Kalindra joins with you she gives you a strange rune and tells you that it will help you to defend against dangers.
[End of The Guardian]




Shrine of Durnath

Having stepped through the strangely shimmering door, you feel an eerie shill wander through your spines and for a moment you think that you are lost in the fabric of nothingness. To your relief, you emerge the next moment in an unknown environment.
It is warmer and dryer here. Your eyes adjust quickly to the switch from the complete darkness (- Never(!) enter a 'door' with torches lit) in the void to the brighter (although gloomy like) caverns around you.
The floor is smooth and black with glassy red patterns in it. It looks very nice, but is warm to the touch and smells strange.
The walls seem to have been cut out from the mountain but they are kind of dark semi transparent, and 'deep' inside them you see trees caught in their moment of death since they are all black and lifeless. At various sections the walls 'contain' volcanic mountain sides and together with the trees it gives a strange impression of a long gone era destroyed by a conflux of some kind.
At a few places some fungi have sprung up from the floor - it is strange how they seem to pop up even from the most sinister and barren of places.

Making your way forward, everybody in the party is silent. Tuvinel sleeps and is carried by Eldur and Giljath. After a while you see another 'door'. It is transparent with reddish flickers wandering around the void.
It seems to be an exit from this place but you have no intent on using it - yet.
Instead you move northwards through a tunnel, seeing strange pentagrams with treasures inside them. Ivil and Filundrus are tired but nevertheless they wish to explore these sites. You tell them to be still - maybe later will you explore the pentagrams. For now it seems better to investigate what might be waiting at the end of the tunnel.

The tunnel ends in a large stone door, with inscriptions in the languages of the first born:
"Shrine of Durnath".

An imprint of a delicate hand is the only other decoration of the stone door. No opening mechanisms can be seen.
You notice that your left hand seems to match the imprint and so you place it gently over the imprint - perfect match!
The door suddenly shivers a little, as if it had been awoken in the middle of a deep sleep. It then quietly slides to the left, into the wall.
You step into a natural cavern which seems permeated with a presence of a powerful being. Kaldor and Rindur are almost overcome by emotions as a strangely vibrating voice echoes from the walls of the cavern:
"Wren, I am so glad you came! Kor-Dur was right about you. You truly are a beautiful sight to behold and so gently you awoke me...But you are on a quest and I shall not speak of the sentiments of mine. You have braved the tunnels well to reach me, dear Wren...but more dangers lie ahead. We have been invaded by undead and they are led by the vengeful Mogdath.
Zaedra didn't keep her promise...well, there is little to do about that now. I will give you the means to destroy Mogdath and free my dwarves. Come to the shrine and I will show you."

The voice fades away and all is quiet. This must have been Durnath!

[End of Shrine of Durnath]




Gozer

Before the last vampire (who was guarding an emerald key) was destroyed, it hissed out:
"Gaaaah, we will be avenged! I call upon the terrible Gozer to end your miserable lives!"
You turn eastwards after having rested and prepared for the coming dangers. The cavern is so large, dark and cold that you doubt that any living creature could endure an extended period of time here. The air is not still (as one might expect). It makes ghostly sounds and you have a difficult time finding your way eastwards.
Then, almost suddenly, after what seems like hours of walking in darkness, you reach a gallery with burnished walls cut out from the solid mountain. The torch light is reflected from the walls and illuminates quite a large area around you.
At the edges of the light, where darkness gains the upper hand, you barely make out skeletal figures with readied weapons, soundlessy advancing towards you. An ancient Skeleton Lord, clad in a dress that resembles a blend between a mithril mail and a sorcerer robe stares at you with red glowing spheres. In the background you can make out stairs leading down.

The ancient skeleton hisses (and swings a bone staff): "Aahkarosh khatar makuzai khag..."
Immediately more skeletons rise from the very ground at his feet and his ancient death call also attracts higher undead in the form of Vampires and cursed spirits. An echoing whisper delivers a chill which starts running up your spines: "Gooozer, Gooooozeeer."

You ready your weapons and take a defensive posture. Ivil and Filundrus are shaking with fear and Arathor is calling for Eledain to intervene against these unholy forces of unlife.

Then Gozer, the Lord of Ghaneel, the city of Skeleton Warriors, commands his minions to attack!

If you have met Kalindra,
see 1
If you have met Durnath,
see 2

1) Kalindra utters Power Words and transforms into a dreadful Naga Queen, drawing several mithril blades which shimmer of magic. "Gozer, I have come for you, evil spirit! You are hereby sentenced to leave this plane for all eternity!" she wheezes in a way that makes Ivil and Filundrus even more afraid than they were before. You quickly encourage them to stand next to you as Kalindra advances fast, followed by a more cautious Arathor.
Gozer laughs hollowly:"Kalindra, you fool! Nothing is for ever except the pain I will inflict upon you and your pathetic companions!" With that the battle has started.

2) You quickly realize that the time has come to again invoke the powers of Durnath. It is a strange and unknown kind of magic, which is extremely rare. You used it against the many Vampires which were sent to kill you and you don't feel comfortable using it.
As you weave the mighty Dweomer with ancient words and gestures and you feel the strange powerful emotions which channel through your body, you struggle to not get carried away by these emotions. If you would, you know you would be in extreme danger. Arathor unsheathes his golden 2-handed sword and moves forward to meet the assault of the undead.

[Resolve the struggle, then continue this passage]

All the undead have fallen. Some crumbled into dust and some were shattered in piles of bones. A gravelike silence now rules. You look at the remains of Gozer. The once flaming spheres have vanished and he resembles a long dead warrior destined never to find peace. You wish you could put him into a flowery earth so that life again will prosper around him and so that he will be a part of life again. However there is no way to do that now. Instead you move forward to the stairs...

[End of Gozer]




The Prison Cells

The stairs lead down to some cold prison cells. Here the surviving dwarves were taken but only their bones remain now. You can feel the pain in Kaldor's and Rindur's eyes but the dwarves don't weep openly. You believe their 'pride' (- an emotion which has caused many tragedies if not balanced with other emotions properly. That was one of the first things the Elves learned during The War of the Elves) doesn't allow them to express the grief in front of non dwarves.

You open a stone door with the emerald key and enter a corridor with cells on each side. A whinnying sound emanates from the end of the corridor and you also hear two muffled human voices - Ariel and Kara!

You hasten your steps and find Ariel and Kara in the last pair of cells at the end of the corridor. In the facing cell, a beautiful winged mare stands, softly whinnying as you come closer.
Ariel and Kara also see you and say:
"Praised be the Gods that you found us, Wren". Then Kara bursts into tears and is comforted by a shaking Ariel.
"We have been looking so long for you. I'm so relieved that we are reunited again", you say and hug them both.
Then you let the rest of the party welcome them and you release the Pegasus who has been imprisoned too.
She instantly recognizes your elvish heritage and whinnies happily as you caress her head.
[- She is from the lands of Arundel. Somehow she was caught and brought here. She was probably going to be used in some dreadful ritual].

Ariel and Kara explain that they saw a strange shimmering portal while searching for fungi and as they entered it they were teleported to the halls of Durnath. They tried to find a way back but they were almost immediately spotted and captured by a band of Orcs, commanded by an orc chieftain calling himself Scharch. Then they were brought to a Black Knight, who started questioning them, trying to find out what kind of magic they had used to teleport to the halls. He didn't believe them as they told him that they had no idea and so they were brought here. They think that the Black Knight was preparing a torture chamber to make them reveal this 'secret magic'.

[You are now with the Pegasus during combat situations (- Eldur will use the elvish bow if it has not been destroyed - i.e you have lost the Grand Elf on the map)]

Kaldor suggests that you should try to find equipment for Ariel & Kara in a dwarvish armoury to the south west. Maybe there will even be something for the Pegasus.
[The gold cost symbolize the difficulty of finding proper equipment. It's crude but that's the way it is]
[End of The Prison Cells]




Scharch

You enter the halls of Durnath through a narrow gallery to the southwest. The halls are immense! A whole dwarven city was once located here. Now everything has been destroyed and of the buildings are only fragments. All the material must have been transported away and used somewhere else, you conclude, because there seems to have been some method involved in the dismantling of the buildings - they weren't just razed. You wonder what the undead forces might be building...

[If you initiated the combat with Scharch, see 1]
[If Scharch initiated combat with you,
see 2]

1) In the distance you see huge mine shafts leading deeper down into Durnath. You decide not to venture down there.
Instead you focus on more nearby, growling sounds! As you advance, you take cover among the remnants of the dwarvish buildings and soon you see a band of Greenskins! They are commanded by a large, meanlooking Orc. A couple of Trolls are arguing with the Orcs (seemingly over some kind of treasure) and a number of wolves are howling and growling too.
"That is Scharch, they are allied with the Black Knight, somehow", Ariel says.
"We must avenge our kin!", Kaldor says and unsheathes his axe.
You doubt that it is the best move but it is already too late for a stealthy method. The dwarves have initiated an assault and Arathor leads them!


2) In the distance yoy see huge mine shafts leading deeper into Durnath. You move closer to have a look at the shafts. The area is covered by remnants of dwarvish buildings and as you advance forward, you are suddenly ambushed by Orcs, Trolls and Dark Wolves!
"It is Scharch!" Ariel shouts and fires a bolt of mental energy into the approaching foes!


[Resolve the battle situation, then continue this entry]

The Greenskins have been either put out of action or fled the scene. You tend to the wounds of both sides. Scharch is mortally wounded but very surprised that you are helping them. "Ih...Mogdath...will curse...for failure...you!..help Scharch?...why?"
Tears are coming to your eyes. Another life is on the edge of its end. And for what? You ask him and he coughs:
"Treasures...big treasures Mogdath promise..."
With these final words he loses his conciousness and quickly drifts away to the unknown.
You are left crying over the loss of lives and through your tears a fungus sees its first 'daylight'. It is as if Tevatenu has seen your pain and guilt and has decided to ease the pain and tell you that life (and you) must continue. You pray that everybody who died will get another chance in another time and place.

[End of Scharch]




Mogdath and the Cursed Palace (Hechal Arur)

In front of you towers an enormous Palace of stone. It is flanked by huge temples, all obviously made from materials of the dwarven city. Neither the Palace nor the two Temples are finished and you know you have to defeat the undead before they can finish these stronghold and summoning buildings.
You suspect that Mogdath has retreated into the Palace, where he is on home turf and his powers are greater.
You have no choice but to enter the Hechal Arur.
All is dead quiet as you walk through the open Bone Gates of Hechal Arur (- the bones seem to come from tremendously large creatures of a kind that you might have seen guarding a narrow pass in the vicinities of the burial mound in Dead Forest).
You enter a hall which is so large that the torch lights can not push the darkness to all the walls. Six huge pillars stand along the southern wall.
You walk eastwards and see stairs leading down. Walking to the north you see another six huge pillars standing along the northern wall.
You prepare to walk down the stairs when the Bone Gates slam together with a thundering noise which makes the floor tremble a little.
You retreat westwards and a throne of black marble with golden and ruby decorations comes into sight. The throne is flanked by two statues of dwarven warriors in full field armour and 2-handed axes. This was the throne of the Durnathi regents. Now it is the throne of Mogdath (- it is a symbol to him of the utter defeat of the dwarves).

At the other end of the hall, Mogdath ascends from the stairs. He is truly a fierce warrior and an adept wielder of Dark Dweomer. He relies more on the sheer offensive strength of his in battle and uses defensive Dweomer to become even more formidable. He is an utterly dark shape and his armour makes no sound as he advances forward and inspects you. You are almost paralyzed by the intense chill which emanates from his presence.

Mogdath (rasps): "Intruders! I have seen your 'progress'. Gozer will be avenged! You have been a severe thorne in my side ever since you helped the damnable dwarves at the gates of Durnath. Do not think I will treat you leniently! You will make good slaves after you have had your lives removed."
Wren: "You are Mogdath, I assume. We have come to release you from the unlively ties which bind you to this world, in that you may again return to the cycle of Life!"
Mogdath: "Hah! Thou knowst not to whom thou art speaking. I am not as weak as Gozer or any other of my vassals were!"
You will find that coming here was your last mistake, elf prat! I will squeeze the very life out of you and drink it while you take your last painful breaths."

[Is Kalindra present? If so, see 1]
[Otherwise,
see 2]

1.
Kalindra (harshly): "Wren may not be a match for you, but that is why I have come with her. I am Kalindra, High Priestess of the Order of Zaedra. I am sure you have heard of her, Black Knight!"
Mogdath: "Zaedra! I have no quarrel with her! You are lying!"
Kalindra (wheezes): "It is you who are lying! You are here to destroy all life! Is Zaedra not a living creature? You would turn against her as soon as you were powerful enough! I will end you here once and for all! Tamaresh Khatuul! ( = 'Insolent Abomination!')"
Mogdath: "Your words do not frighten me! If Zaedra had any sense she would have sent a more powerful adversary. A mere 'High Priestess' - don't make me laugh! See now how I crush your 'friends' - and see how powerless you are to stop me!"
[Resolve the combat, then proceed reading the main entry]
2.
Wren: "I may be no match to you physically, undead Knight but I hold the power to destroy you for all eternity. Even though you are undead and mean harm to me, this is something I am reluctant to do. I ask you - yield and let us find a way to restore you to the cycle of life."
Mogdath: "What are you talking about, living child! Your life is contained within a fragile shell. You pose no threat to me, yet you speak of your inflicting my destruction...if I had any sense of humour I would probably laugh to death! I have no desire to return to the 'cycle of life' as you call it. How about you exiting from 'the cycle of life'? No, I didn't think so! However, I am not restricted by your empathic emotions and have no problem with killing you and all your companions! In fact I will show this to you right now!
[Resolve the combat, then proceed reading the main entry]

Mogdath (last cry): "Nooo! This can't be! I have not aquired my revenge! Dakoth! Rescue me!"
Mogdath vanishes and only a shimmering black sword remains.
However, your party has suffered greatly. Almost all of you have been wounded and many of you are not able to defend any more. You will need to find a healer in Arundel, otherwise many of you might die! The dangers are not over, though. You still haven't found an exit to Arundel.
The dwarves have been saved, though. Kaldor and Rindur thank you profoundly and ask you to let them leave and carry the news back to Daurin.
You agree.
[Map info: Put any surviving dwarves in garrison or dismiss them!]
You rest in the cursed castle for several days, feeding on fungi, before your wounds allow you to travel again.
[If Kalindra was with you and still is]: The mission Kalindra was assigned by Zaedra is now over. She will stay with you until you exit Durnath, though. She sees that you are weakened and wishes to help you. Then she must return home (- the moment she leaves Durnath a teleport spell back to Karn will activate).

[End of Mogdath]




Daz

Daz was once the most devoted disciple of Gozer (when Gozer still was retaining his human life form). When Gozer changed into a form of High Undead, Daz followed into that form too, eager to please Gozer.
He didn't realize the consequences of his choice until it was too late. Since that day Daz has become hateful to all living beings and he has been sent to these parts of the halls, so that he wouldn't kill the Orcs who have been enlisted as servants by Mogdath (- of course Mogdath intends to give Daz the Orcs when they have fulfilled their purpose).

Daz is aware of Gozer's destruction and will attack relentlessly in order to avenge his master.

[End of Daz]




Khazim

Having repelled a terrible creature of fire which materialized from the fire membran as you tried to open the urn, you are again surprised!
This time it is not a dangerous fire being, though. No, out of the urn a blue spirit emerges and grows until it reaches a height of well over two metres. The creature presents itself:
"Ah, free again! I am Khazim, a Sorcerer of some repute! To whom do I owe the gratitude this time?"
"I am Wren and these are my friends", you answer softly.
"Oh, an elf girl! I last remeber being trapped here as I prepared a gift for the dwarves...where is my spell book! Oh, no, whithout it I can't cast my famous spells!"
"No offense, mr Sorcerer, but was it a spell of yours that put you in this box?" you ask.
"Why, yes. I was trying a newly concocted spell. If you don't try new spells you will never advance as a Sorcerer."
"I see", you reply.
"I think I saw a strange book of sorts in that armoury to the southwest", Filundrus says.
"Did the cover read 'Khazim'?" the 'sorcerer' asks eagerly.
"I'm afraid I didn't notice that", Filundrus says (- he and Ivil never had a chance to learn how to read).
"Alright, I am sure it was my spell book! We have to go there and retrieve it! I'll accompany you to wherever you are headed, if I only can have my spell book back!", the Genie says (- You guess that the character is a genie, because of his notoriously strange behaviour and blue appearance. However he might prove to be of great help in these troubled times).

[End of Khazim]




The Ferryman

[This entry supposes that you have brought along Khazim and defeated Mogdath - if you haven't, you are strongly recommended to do so! Defeating Mogdath is part of the Victory Condition!]

You have reached the western beach of a subterranean river. You eye out towards its black depths. It seems to stretch out to the east, into the darkness. To your left you see a rusty bell with a sign reading: "Ferry, 2 Gold Pieces - Please Ring".
You wish the dwarves were here, maybe they would know what this might be. Cautiously you ring the bell...
The bell tolls with a dull sound. A few moments later you see an old haggard man, slowly poling a 'boat' towards you. He berths the 'boat' and asks you to pay 3 gold pieces. As Ivil protests about the price, he utters a vague excuse of 'inflation' (- what the...does that word mean?). The protests of Ivil's seem to upset the old man and you (Wren) intervene and calm them both down:
"Let's not argue over 'gold' (- you are amazed that humans seem so attached to 'gold' and other 'things'). Here, please take these (- i.e 5 gold coins, to Ivil's frustration!)", you say in order to calm the old man down.
The old man calms down and grabs the coins. Then he invites you to embark on the 'boat'.
The cold dark waters are calm and the man starts a conversation with you as he poles the 'boat' forward:
"So, you are here to see Acharon? Nobody has visited him since he went mad a long time ago."
Wren: "Oh, I am sorry, I don't know Acharon. We are looking for a passage to Arundel. Have you heard of this land?"
Ferryman: "You are not here to see Acharon?... I guess it's for the better... Acharon means 'last', you see. He was the last 'sane' member of a brother- and sisterhood of Dhulnar. They were a group of magicians, trying to find out secrets of eternal life. I too was involved in their experiments. I bitterly regret having ever been talked into these madnesses. Now I'm stuck here for ever. All I can look forward to is finding someone to end Acharons life. This would end the spell he has put on me and I could retire from this ferry business and settle somewhere in Karn or Sendari (- nowadays called Dead Forest)...
But about Acharon...the rest of the group went mad and transformed themselves into beasts, hoping that some 'adventurers would come and slay them'. They gathered some treasures and instructed me to tell all travellers about the 'enormous' treasures of theirs.
You are actually the first travellers ever since that day. Acharon is the only one who has not completely lost his 'sanity'. He too now retains a beastly form, though.
Khazim: "I know of a mage called Tarnag - is this the man you call Acharon?"
Ferryman: "Yes! That is him, before he started his foolish experiments down here."
Khazim: "Poor old Tarnag. I warned him about these things..."
Wren: "I will see if there is a way to end your problems."
Ferryman: "That would be wonderful! Beware of his dogs in the ante-chamber. They are a bit hungry by now, I suppose. This land...Arundel...I have heard of it but I don't know how you can get there from here. Maybe Acharon knows."
Wren: "Do you know the way, Khazim?"
Khazim: "Urrm...heh, I seem to have forgotten about it during my stay in the box. Actually I was 'born' in Sendari. Close to the Elvish settlement in the north east."
Wren: "Alright, then. We'll probably have to speak with Acharon about it."

The 'boat' reaches the other side of the river and the ferryman wishes you good luck on your journeys.

[End of The Ferryman]




Hall of Illusions

You step away from the portal, to investigate the surroundings. Strange - this hall is dark and windy...
A narrow path is leading eastwards. The walls reflect chaotic images of yourselves!
The images seem to have a life of their own, and they seem to be hostile towards you!
Actually, they are moving towards you!

What sorcery is this?!
[End of Hall of Illusions]




The Lost Halls of Acharon

You leave the portal, a bit dizzy from the journey through the void. In front of you is a pair of double doors, moulded in bronze and covered with inscriptions and pictures. You open them and step into a hall filled with pentagrams and other magic symbols. The hall itself is very large and you hear distant roars of beasts all around you.
These must be the lost halls of Acharon and his collegues. So, the legends which Kor-Dur told you were all true...
There was a secret hall, maybe not a throne-room but nevertheless. The ferryman warned you about the magicians of Dhulnar. They are obviously all retaining beast forms. This might be dangerous, especially if they have gone mad.

Four shining pillars in the center part of the hall support the place. They all shine faintly and seem to contain a fire spirit within themselves. The light they radiate illuminates the whole hall in a pleasant way.

You must decide whether to confront Acharon or to try to avoid him and find a way out of here.
[Resume the map but return here if you either attack Acharon or are attacked by Acharon]

Acharon

You make your way forward through the spaces of the hall. Here and there lie small amounts of magic ingredients and other oddities. Bookcases with torn scrolls and books are placed around the walls and frightening roars seem to emanate from galleries leading to distant chambers in the east and west. You decide not to venture there. Instead you lead on forward to the north.
There you see a big throne flanked by statues of winged beings which you have never seen before (- angels).
On the throne sits a fearsome and hideous creature, at least thrice as large as a cave bear and with four claws, each measuring at least the length of Arathor's 2-handed sword, protruding from two huge brown furred arms.
The creature has a mouth filled with carnivorous teeth and sits in a forward leaning posture.

The creature eyes you and then he slowly rises:
Acharon (dull voice): "Adventurers, indeed! I knew that somebody had to come sooner or later."
Khazim: "Greetings Tarnag! It is I, Khazim! You seem to have gained some weight since we last saw each other (hehe)."
Acharon: "Very amusing, Khazim! It is always a pleasure to meet you. Why are you here and who are these people with you?"
Khazim: "They... are with me. We're headed for Arundel, but, hrrm, we're kind of lost. So I figured I'd stop by to see how you were doing - maybe ask for directions... but you seem busy, so we'll be out of here right now..."
Acharon: "Well you have come to the right place! There is a hidden magic gate leading to the lands of Arundel just north of here... I created it to get there, long ago. However, I'm afraid I can't let you leave yet. You see, well of course you see, I had a slight accident... and it needs to be corrected. Long have I waited for this opportunity! All my brothers and sisters have gone mad and are locked up in their chambers. I am the only sane person left. I can't leave this place because of this accident so you are my only hope."
Khazim: "W-what can we do for you?"
Acharon: "It is quite simple, actually. One of you must volunteer to change form with me. Whoever does it will gain a very long life and tremendous physical power. Surely there must be one of you who wants that.
Khazim: "R-right, I'll ask my companions..."
It turns out that all of you wish to remain as you are...
Acharon: "This is most disappointing. If my situation weren't so severe, I might have let you go - if you'd have promised to send a suitable 'subject' down to me. However, my mental state is rapidly changing to suite this form and there is no time for that now."
Wren: "Is there no other way? Surely you can't..."
Unfortunately the creature formerly known as Tarnag was tired of listening so he attacked before Wren had a chance to speak her mind.
[End of the Lost Halls of Acharon]




Entering Arundel

Finally you have left Durnath!
The journey through the void feels remarkably long but you are getting somewhat used to such journeys and soon you come through and leave the void at a mountain entrance in an unfamiliar surrounding. You check to see if everybody is with you and then you continue...


[The story continues in the file "Arundel2.htm"]