28th Ranedil    Eyrie

MAIN PAGE     FULL STORY (Word Doc)

Meeting     Into the Crypt     Umber Hulks    Stone Heart    Vampire    Beryn     Keep     Sand Giant
City-Between-Places     Beryn's Farm     Bog Serpent     Stronghold     2 Parties     Dog & Horn     The Cells
Escape!     Calrhuvianne     Souls     Hawker Bag     Kin's Tale     Mayor & Shopping     Dhunok Grael
Karubiat Elesis     Underground Sun     Lizardmen     The Boat     Akkenophon     Shurudien!     Ghurzak!
To Karnak     Dice     Oracle     Mogradjinn     Battle     The Hilt     Exit     Strange Allies     Ghorak Lan
Farigon     Calrhuvianne2     Wraithking     Columns     Last Column     Galent     Zeres-kai     Eyrie
Elementals!     Golem

It seems that there is little the party can do but follow the erratically moving Sanguine as Chief Rann steps away and begins talking to one of his people.

The horses have to be left behind as any route from here is impossible for them. They are passed to a group of barbarians, some of whom look interested, others of whom look rather uncomfortable with what to do with the beasts other than make lunch.

The path higher is narrow and steep, climbing quickly away from the encampment into the colder and rarefied air. Sanguine moves quickly and its an effort to keep up with him and keep footing safe with all the ice and snow patched about.

Eventually, though, after an hour and a half of solid climbing, the party crest a peak and descend slightly. It's a perfect moment to catch breath and water is taken as the view is feasted upon. The mountains continue onwards, domineering the skyline, snow patches speckling their hulking, dark shapes. A short drop down there is a tarn, the water iced at the edges, low clouds drifting across its surface. In the brightness of the day, it takes a moment to notice the main feature of the view, though: a huge stone is floating, some distance away, further into the hills. There seem to be three rope or steel bridges of some sort connected to it - though surely not holding it up - and these stretch all the way back to a position right and above you where Sanguine is already waiting to lead you as you take a short breather.

Something golden glistens atop the island and a number of large shapes can be seen circling and swooping past it; it's an impressive sight and difficult to grasp the scale.

Sanguine notices where your eyes are drawn and smiles, his right eye twitching.

"The Eyrie of Zeres, do you see it?"

Sanguine surveys the party as they comment on the sight, impressed or dimissive, as their nature dictates, and then clacks his tongue. He seems somehow satisfied about something and then mutters "come on" and lollops off quickly to where the path heads ever upwards again.

As the party ascend, they move amongst vast stony outcrops such that the eyrie is blocked from view and then, after a sudden, swift and brutal descent to a plateau of sorts, surrounded on three sides by harsh mountain, dropping away thousands of feet on the fourth, they meet more of the Zeres-kai.

There is a vast expanse of stone, through which have been carved three archways. Each archway has two huge barbarian warriors standing before it and they block the view beyond, even as the stone does (although there is little doubt that these archways must lead to the three bridges that join to the eyrie). The party are canny enough to note that each of the barbarians is a little more than he seems: at least one at each arch seems to have a small bag at his side that would likely be for magical components. There is something about their eyes that holds an intelligence and a calm, unlike the other Zeres-kai.....

Sanguine speaks.

"The mighty Dragon God Zeres came here long ago and built his eyrie. Much later, we became the guardians of this place, worshipping His splendour and His might and protecting His sacred place. All those that stand here have entered the eyrie and lived, now you have been granted the opportunity to try."

It's noticeable that he's much less twitchy when he's being 'official'.

"All of you or some of you may go; it is up to you. However, I will warn you twice.

"Firstly, if any of you might be able and try to fly, beware: anything that flies near the eyrie is game for the wyverns and their kin.

"Secondly, each individual who attempts to enter the eyrie may choose only one path. If you attempt to change your mind and select another path, my brothers will block your way as best they can. Fatally."

"There is no more. You are free to choose your path or paths."

The parry prevaricate for a while, unable to discern any difference in the choices and therefore finding no clue as to which choice to make. Suva wonders aloud whether there is some connection between these three choices and the many trinities found in Karubiat Elesis but in the end, Darius arbitrarily chooses the left-hand option and the party all follow, Sanguine looking on with an oddly smug look on his face.

The rocky path beyond the arch is steep and treacherous and leads down quickly, barriered on each side by a transparent but very sturdy wall of force. The other two paths can be seen but not accessed from this side of
the arch; all three lead down to the bridges, as you had guessed. The bridges themselves seem to be made of a toughened rope and, not obvious before, are actually enclosed, four rope barriers forming an extended box
which stretches out across the void to the Eyrie.

It will not be a pleasant crossing, but it does at least look fairly safe. Slowly, Darius clinging onto Jax tightly with one hand and rope with his other, the party begin the crossing, stepping from rope rung to rope rung, the entire bridge swaying and bobbing gently as it takes the strain, a deep, rocky valley, opening out beneath you.

The Eyrie can be seen a little more clearly from here and it is apparent that whatever clouds may be natural about the impossibly floating rock, there are also some that seem to cling and obscure it constantly. Through them, pale forms of winged creatures can be seen swooping and light glistens off golden forms atop the Eyrie. But there is more, unmentioned previously and perhaps not seen by most, obscured by clouds and light as it was: there seems to be an enormous translucent sword piercing the Eyrie!

Slipping once or twice and feeling stomachs reel, the party nevertheless approach the Eyrie, an opening in the rock (and solid ground!) marking the end of the bridge. To the right, you can see that the other two bridges
terminate at similar points, not that far from your own, so as yet, there is still nothing to suggest whether this choice is right or wrong.

The party pass into the shadow of the Eyrie; the wyverns - which seem rather large for wyverns that you have heard of - swoop near the bridge for a closer look, shaking the rope as they pass close by, their wings thrumming at the air for lift. The gold forms are no longer visible as the great mass of stone takes up the full view.

At the end of the bridge, a corridor carved into the rock awaits; the bridge is fastened to top and bottom of the opening but the sides of it extend much broader than the bridge, around 25 feet or so. Consequently, as you step
onto the stone surface, there is an alarmingly vast drop either side of the "safety" of the rope causeway.

The corridor is lit by a blue-flamed stone torch, fixed to the wall and continues, similarly lit by other torches, into the Eyrie.

Morin leads the way, checking carefully for traps as the party advance into the cool stone. After 100 feet or so and no traps found, the broad passage ends in a hard wall with a narrow door at its centre. It is untrapped and
unlocked but has a curious feature on the front - set into the bronzed door, there is a long obsidian panel, marked, it seems, with stars. A swirling steel-like mirror is recessed into this in an oval shape and, sitting
perfectly and impossibly over the surface, not fixed to it, are a number of dark, black shapes.

Much time is spent assuming that there is a solution to this visual riddle but in the end, with Jiriki scuffing his feet impatiently, the party simply enter through the unlocked door. The room beyond is enormous and lightly lit by more of the blue torches. There are three other doors here, two on the same wall, which are clearly likely to be connected to the other two bridges and openings to the Eyrie.

The final, bigger door is opposite at the apex of the triangular room. With Morin checking the way and finding the cool stone to be featureless and free of traps, the party head directly to it

As it is approached, it becomes apparent that it may not even be a door: there is a huge wood and banded steel block, somewhat akin to a door, except that there is no lock, handle or even hinge to indicate that it would open. A faint glow traces around its edge and the door is bounded on either side and on the floor in front of it by faded black dragon symbols.

At stomach height in the centre of the "door", a large marbled stone plinth protrudes from the wood with a shimmering and swirling blue orb fixed into it. A word is written in small letters beneath the orb which reads, simply: "speak".

One after the other , the party try words and ideas, speaking in to the orb using dragon names, greetings and other varied guesses. Each time the only response is a slight crackle of electricity from the orb which scatters and runs off the plinth like vanishing quicksilver.

Meanwhile, Morin has checked the room and found no obvious traps – however, he has found that the way to the other two doors is blocked by some sort of invisible force 15 feet from the door.

As much scratching of heads ensues, Suva divines that opening of both of the doors would be beneficial. Obviously the invisible barrier presents a problem and though it is one that could be circumvented by a battle with the barbarians and approaching along a second bridge, it is dwarven madness that finally shows the way: Balin charges one of the doors head-first!

There is a curious "bonging" noise as the dwarf is brought to a standstill by an invisible barrier some distance from the door; the air ripples like a heathaze for an instant at the position where the barrier stands and for a moment, just a moment, there seem to be faint cracks at the point where Balin's head collided, before the barrier is invisible once more.

As the party look on mildly bemused, Balin dusts himself off, strides back then turns and charges the barrier again, this time more purposefully but with just as much mania. Jiriki, impressed by the direct nature of the action, speeds to join his dwarf-ram comrade.

The dwarf strikes the barrier hard and is sent to the floor again for his efforts but this time the momentary view of cracking is like a spider's web and it is evident that the barrier is weakening. Jiriki, roaring in defiance, strikes next, crashing through the shield and stumbling to the ground. There is a tinkling sound as the barrier ruptures and shatters to the floor, fading to nothing as it falls.

The way to the door is clear.

The remaining barrier is soon also broken through and the doors are opened to reveal similar plaques to the first – there are differences in the arrangement of the floating black shapes, though and after careful study, it seems that an idea touched upon by Dalrlyshana and expanded by Morin is true: overlapping the three patterns gives an odd word: “Alorkastra”.

Morin suggest that Balin take the honours and, grinning like a clear crescent moon, Balin steps towards the unopenable door
and speaks at the orb.

"Alorkastra"

It is a word that seems to mean nothing to anybody, and perhaps it is only word, but it has some force here: Balin steps away from the orb as it erupts into electrical life, three prongs of lightning bursting out and anchoring to the dragon shapes on walls and floor. It dances its crackling spastic white dance for a moment and then is gone.

After a heartbeat of silence, the orb and protrusion of stone simply fold themselves away into the door which shimmers and judders and then, silently, lowers to the floor.

Beyond, still lit by the eerie blue light, is a broad corridor which leads some hundred feet or more to another large door - this one, however, large though it is, looks like a more 'normal' entrance.

Meeting     Into the Crypt     Umber Hulks    Stone Heart    Vampire    Beryn     Keep     Sand Giant
City-Between-Places     Beryn's Farm     Bog Serpent     Stronghold     2 Parties     Dog & Horn     The Cells
Escape!     Calrhuvianne     Souls     Hawker Bag     Kin's Tale     Mayor & Shopping     Dhunok Grael
Karubiat Elesis     Underground Sun     Lizardmen     The Boat     Akkenophon     Shurudien!     Ghurzak!
To Karnak      Dice     Oracle     Mogradjinn     Battle     The Hilt     Exit     Strange Allies     Ghorak Lan
Farigon     Calrhuvianne2     Wraithking     Columns     Last Column     Galent     Zeres-kai     Eyrie
Elementals!     Golem

MAIN PAGE     FULL STORY (Word Doc)