[HQ Ignorance] Scene 134: Harajallenburg

lev at mimesisrpg.com lev at mimesisrpg.com
Fri Sep 28 02:28:07 UTC 2012


With some caution, the ratman-wizard Rotterex Guillaume scurries under the
raised base of the castle Harajallenburg, trying not think what would
happen if the castle decided to "sit down". Fortunately, at least for the
time being, it shows no intention to do so and, ignoring the ladder that
lowers upon his approach, Rotterex leaps into the entrance.

Ever the military strategist Azhur tries to judge the number of people who
could fit in this black iron castle, fashioned in the style of the
Kralori. The estimations may be incorrect, as the King-elect is applying
western concepts to an eastern style, but he thinks it could hold at least
two hundred knights and perhaps twice as many others.

The rest of the Fellowship clambered aboard, finding themselves in what
can be best described as the dungeon of the keep. The design is relatively
simple; a large central room, with a spiral staircase leading in the
middle leading up, kept light by some Mostali magic. Each wall also had
four rooms on each side, with an additional "corner room" for the four
towers.

The Fellowship explores this seemingly empty castle. Contrary to popular
belief, the place does not seem haunted by spirits, although there is a
very disconcerting "click" and "whirr" as they enter various rooms on each
of the the two "underground" levels. Along the parapets and in the towers
there are the expected arrow-slits, but instead of those weapons there are
various items of dwarven make; crossbows and rockets, primarily. Other
rooms in the undergound levels contain various strange items of Dwarven
manufacture, including the unusual device that led to the merger of
Rotterex and the wizard Guillaume. Another seems to be of Godlearner make,
a workshop for the construction of artificial limbs. Throughout these
levels are the notorious Dwarven machines which dispense the cans of what
they call "food".

The upper levels are much to the style of the Kralori. The open
courtyards, still decorated with the banners and heralds of a defeated
general, the weapons of his troops in neat piles in corners. Making their
way into the central tower however, it is at the utmost level that the
Fellowship encounters what can only be a control room, a room of utterly
mystifying buttons, levers, and wheels. Shaking their collective heads,
the Fellowship expresses a complete loss at their ability to comprehend
how this walking castle can actually be controlled. Until, of course, a
voice comes from a small box mounted on a pedastal.

"So you've finally arrived? Where to?".

It was the voice of Kalen.


[Erica, you will need to spend a Hero Point here to "cement" the spirit of
Kalen in play]

[Mostali weapons here:
http://www.reocities.com/Athens/Delphi/2763/mostmiss.html]






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