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Windhammer, Copyright Wayne Densley 2001 - 2007 All Rights Reserved



121

The Morg is in a deep sleep, and it proves easy to move around the pile of rotting fabric upon which it rests. You tread carefully and the snoring remains loud and even. It is an easy decision to leave the Morg at rest and continue on. As you move further north up the centre of the King's Hall the piles of rubbish and debris become more difficult to find a path around. Mounds of mould-covered cloth and tangled stacks of old furniture and ornamentation litter the floor. The Hordim seem to have spent considerable effort in tearing down anything that reminds them of the previous owners of this great fortress. It takes some time to get 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 that have been piled up in your way. 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
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