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208
In the semi-darkness of the passage entrance you watch carefully the erratic behaviour of the Dragon. Now fully out of the pit it stands in the centre of the hall, its long neck swaying from side to side. It appears oblivious to its surroundings; too involved in some secret mind game to be aware of what is happening around it. A chill washes over your skin as you note just how dangerous this beast really is. It is true you know little about the life and habits of beasts such as Windhammer but they are animals nonetheless. It is also true that you have seen enough caged animals to know that centuries of imprisonment within this hall may have left their mark. Other animals you have seen acting in this way but they were mad, imprisoned so long that they have lost all reason and hope. What if Windhammer has gone mad? This is a question too terrible to contemplate. For now it is silent, consumed in its own concentration.
It is now that you must strike. Moving a few metres back into the fuller darkness of the passage you lay your three talismans of power on the ground before you. In the dim red glow of the flames the Dragonseye, Dragonsclaw and Morgen's Spear all flicker with glimmers of potent magic.
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If you have stood before the mirror known as the Elesmenedene Oracle turn to section 115. If you have not spoken with the Oracle turn to section 224.
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