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Windhammer, Copyright Wayne Densley 2008 All Rights Reserved



503

The Morg attacks with astonishing speed and ferocity. In the dim light thrown by your lantern the Hordim is a shadowed blur edged by the dull reflection of its blade as it tries to strike at you. You have however, no intention of fighting with this wizened creature. Instead you judge the Morg's advance and carefully side-step its attempt to stab at you, turning quickly to its left shoulder. In the gloom of the King's Hall the Shimmera does its work relentlessly.
Before the Hordim can come to a sliding halt it drops its sword and grabs tightly at its temples. Falling upon one knee the Morg thrusts a hand to the ground as it tries to steady itself. Caught within the grip of a terrible vertigo it is helpless, unable to regain its feet as the Hordim's world becomes a spinning wash of nausea. The Morg cannot know what is happening to it and you cannot hesitate in what you must do.

:bweshim; dwarven; mar u menon droya'felim; maagon:

The Hordim is helpless and under other circumstances you might be content to leave it to recover, the effects of the Shimmera persistent enough to allow a quick escape into the dark passages ahead; but you cannot afford to leave this Hordim behind alive. Although it is not an honourable act you drive your sword through its chest and watch as it falls dead to the cold floor. Quickly silence returns to the King's Hall, and in the quiet you drag the Hordim's body over to the tapestries and hide the corpse away beneath them.
For a moment you listen, searching the corners of the vast hall for any sign that you may have been discovered. There is no alarm nor challenge and in the shadows you recover your lantern and press on northwards.
Before you the hall reaches into the gloom, its high arches and ornately carved pillars a forest of stone that you journey within. For some time you follow the hall northwards, the many corridors and passages that line the outer halls all blocked, their ceilings collapsed, any exit from the King's Hall sealed by tonnes of fallen stone and broken masonry. Carefully you find a path deeper into the mountain and it is with a small measure of surprise that you soon find yourself at another junction, and a series of doors that have escaped the attention of the Hordim.

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 2008 All Rights Reserved
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