:: CHRONICLES HOMEPAGE :: CONTENTS PAGE :: INSTRUCTIONS :: INHABITANTS :: QUICK FIND PAGE :: PLAYER SHEETS :: MAP OF NORTHERN KALBOREA :: EMAIL ::
Windhammer, Copyright Wayne Densley 2001 - 2007 All Rights Reserved



418

The Morg is in a deep sleep, and it proves easy to move around the pile of rotting fabric upon which it rests. In the cool silence of the hall you stand for a moment, then decide to turn and move closer to the Hordim for a better look. The creature is in no danger of waking, and although it must have been stationed here as a sentry it is not doing its job very well. Carefully you edge towards it and ponder the strange nature of the creature. In the shadows it is indistinct, nothing but a vague diminutive form, untroubled and at peace. You have not seen many of its kind but this one is as thin as any you have seen. Even in the dark its skin shimmers with a deep blue lustre, and as it breathes quietly it is difficult to believe the cruelty and barbarism that has been attributed to Hordim such as these. With a moment to consider its deceptive nature you think on whether you should kill it as it sleeps, but there is no point to such action, and every chance that it will lead to an alarm be raised. Instead you begin to back away, and it is then that you see the small key chain that rests upon the cloth next to the Morg. It has one large key upon it and it is definitely Dwarvendim in manufacture. (If you wish you may take this key. If this is your choice record it upon your character sheet.)
Any further consideration of the Morg is cut short however. From somewhere ahead there comes the muffled echoes of movement, and quickly you take cover behind a fallen piece of stone. Out of the darkness a series of dull impacts vibrate through the stone floor, and then just as quickly fall away into silence. It seems prudent to move on.
It is an easy decision to leave the Morg at rest, but the way ahead is a far more difficult proposition. As you move further north up the long reach of the King's Hall the piles of rubbish and debris become more awkward to negotiate. Mounds of mould-covered cloth, and tangled stacks of old furniture and ornamentation litter the floor. The Hordim seem to have spent considerable effort tearing down anything that reminds them of the previous occupants of this great fortress. It takes some time before you find a position far enough away from the sleeping Morg that you can relax your guard and concentrate more on your surroundings. With the light cast by your meagre lantern it is difficult to see much of either side of the hall. The way ahead disappears into the gloom, the darkness of your path obscured even further by the rotting tapestries and furnishings. After much struggle you do, however, find yourself near the end of the hall. You are now a good 200 metres from the sleeping creature.

Turn to section 93.


This book, and its associated books and other documents in the Chronicles of Arborell series are the intellectual property of the author, Wayne F Densley, and all rights are reserved by him. Windhammer is best viewed at 1024 x 768 resolution. Any questions regarding the Chronicles of Arborell can be answered by emailing the author at densleyw@shoal.net.au
Windhammer, Copyright Wayne Densley 2001 - 2007 All Rights Reserved
:: CHRONICLES HOMEPAGE :: CONTENTS PAGE :: README :: BOOK TWO - EARTH AND STONE :: THE ATHER'LORELL :: QUICK FIND PAGE :: EMAIL ::