Zadrian Vistani |
The battle was taxing and deadly and when the last head rolled on the
ancient lower level, a subbasement that also seemed to contain a magical
gateway. Rescued from the escaped convict Bishimzon
and the vile Handragath
Zhion the Knight of Myth Drannor Yontryl Amatar told how she tracked the
missing children from the trail of markings they left here and into the Cult of
the Dragon’s hands. And in the process managed to get herself captured, abused
by Zhion and lost the Key of Irithlium to the cultist Ryngoth, an unforgiving
and forgetting cleric who is not above slavery.
Ryngoth |
The group decides to rest and recover as Yontryl informs the heroes of
the need to know perils of Myth Drannor:
A magical ward called a Mythal covers the entire city, in fact the
Myth* from the name Myth Drannor indicates its Mythal characteristic, a gift
upon the city from the goddess of magic in ancient days. It prevents magical
travel into and out of the city; protects individuals from falling from great
heights and in some cases enables folk to levitate; the mythal grants low-light
vision and enhances magic with the light descriptor. Furthermore creatures
summoned against their will are always hostile to its summoner; astral
projection is improved; and banishment and binding magics almost always
succeed. There are wild and dead magic zones as well, but those are blessedly
few and far between.
The heroes recovered the spoils from the cult- magic items, supplies,
and equipment; returned Yontryl’s elven steed; and gave her the responsibility
of taking the three captured cultists back to Tragidore. While there she hopes
to check for messages from Delia Navamir and Themian Ailduin her fellow
Knigthts.
Then the heroes turned their attention to the gate. Darnarest’s tower
was built on the remains of an elven structure dating back to the Weeping Wars
where a portal to Myth Drannor was crafted.
Zadrian, having previously seen this magical gateway in a vision, was able to open and travel through the portal followed promptly by his companions.
Zadrian, having previously seen this magical gateway in a vision, was able to open and travel through the portal followed promptly by his companions.
The travel was swift and unlike anything the heroes had ever
experienced in their previous adventures; a strong vital pathway of magic and
part of the ancient Elven Ways. The heroes arrive in a large cavern and shrine
to Mystra worked into broad acoustical designs that cause the chamber to ‘sing’
with each subtle noise or lap of water from the large pool of water that takes
up one-third of the shrine. The sword Clarity immediately has a positive
reaction to the waters here indicating its kin-ship to both Mystra and these
waters. Luminescent naturally forming crystals, along with a continual flame
torch provide the only light.
As more light was produced, Wendel discovers Atta-kann, House
Raiserik’s mischievous pseudo-dragon.
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