Armorien Tower

is part of extensive –era ruins and a prison located at  on, two s inland from the. A mysterious, foreboding place, its location is known only to a few. Bejist has buildings from three different periods in various states of repair. These include a recent temple built and occupied by a renegade sect of known as the, a single  structure, and the Armorien Tower and surrounding ruins.

The tower itself is the ethereal manifestation of a mighty spell wrought by the kin of. It was originally constructed by the as the northwest tower of, of which, in the physical world only rubble remains. The tower itself defies physical laws. If one digs down five feet at map location 6, one will break through the ceiling of the cellar antechamber, which has been weakened by the passage of years.

NB: Armorien Tower is a manifestation of powerful, although controlled elven magic. As such the following should be carefully interpreted by the and used only when he is confident that he is fully conversant with the implications.

First Level


The top of the spiral staircase is flush with the floor. The chamber appears to be open to the outside. The view from every portal is of the sea, a breeze can be sensed and the sounds of waves can be heard. In fact, each of the portals leads to a different world of the. Those who step through the portals will flicker through a white haze and emerge in the following places.


 * NORTH - Terra
 * NORTHEAST - Midgaad
 * SOUTHEAST - Blessed Realm
 * SOUTH - Second Level of Armorien Tower
 * SOUTHWEST - Losenor
 * NORTHWEST - Sherem

The exact location on each world is left to discretion. With the possible exception of the south egress, the destinations are more a function of the nature of than of any design on the part of the spell’s casters.

Second Level


Persons arriving on this level will have the impression of stepping through one of the six portals. We suggest that ’s randomize the portals; should a character return a second time to the room he need not enter through the same portal. This level is another rotunda. Again the portals seem to be open to the outside. However, each view here is different. The rotunda appears to be at ground level. Those who step through a portal will find themselves at the indicated Hârnic location:

North
 * Alarienel - The fabled lost city of the elves during the Codominium. Nothing remains of Alarienel so the appearance and location of this site is left to discretion. It may be anywhere from the middle of the Shava Forest to the middle of Coranan.

Northeast
 * Azadmere - The precise view is left to GM discretion, but knowing the elves, it should probably be outdoors.

Southeast
 * Ulfshafen - An outdoor view.

South
 * Elshavel - As above.

Southwest
 * Pesino - The site of a Codominium trading centre.

Northwest
 * Kiraz - As for Azadmere.

Only entities with an below 17 will be able to exit through the portals. This limit was imposed to prevent the room’s inhabitant from leaving. Consequently, since the portals are the only exit, player characters with an Aura above 16 must take up permanent residence. For such characters there are actually three ways out: (1) by some means (divine intervention, magic or pre-frontal lobotomy) permanently reducing their ; (2) by dispelling or altering the original spell by which the ethereal Armorien Tower exists. Note that such an attempt would, in the unlikely event of its succeeding, probably banish any occupants of the room to an inescapable limbo for the rest of their wretched (and eternal) lives; (3) suicide.

Furniture
The second level of Armorien Tower may, at discretion, contain furniture and/or treasure or other artifacts commodious to the room’s inhabitant. See below.

Daélda/Aedlad
The second level is the prison of the mortal remains of, King of Hârn. He is five foot four, of light build, and has black hair, grey eyes, and a very fair complexion. He is left handed. He wears a tunic of green silk to which he occasionally (50% of the time) adds a brigandine of marvelously hard and light silver mail and a silver girdle studded with green jewels. He also wears a silver chain around the top of his head from which suspends a large silver amulet with a green gem at its centre. The latter is a focus for his considerable magical power. He also possesses, and will wear when he is armored, a green and silver scabbard containing a knightly broadsword of unusual lightness. The sword is powerfully enchanted. Daélda’s body, and all of the appropriate aforementioned garments are punctured in the left breast about four inches below the nipple. However garbed, Daélda’s wound drips blood at a steady rate of one drop per second. As a result of this blood flow, the floor and furnishings of the room are stained the colour of dried blood. Some parts of the floor are slippery.

Daélda’s immortal, but grievously wounded body is shared by the souls/Auras of both Daélda and the demon Aedlad. This combination has yet to achieve equilibrium.

Under most circumstances, Daélda and Aedlad could not exist in the same universe at the same time, since Aedlad is an antithesis of the elven king conjured from an obscure P-world under unique circumstances at the Battle of Sorrows. In a sense, the demon is a P-version of Daélda, as evil as the elf is good. This condition profoundly affects Daélda/Aedlad’s behaviour. It is only through the exertion of both wills that Daélda’s body is kept alive. To this end the two may be said to have attained a kind of balance. This may, however, be upset by visitors.

Under usual circumstances a soul is immortal and will, when its body dies, return to the “afterworld” of its birth. For most Hârnians the afterworld is Yashain, for Sindarin it is the Blessed Realm. From their first joining, however, the souls of Daélda and Aedlad were so melded as to be inseperable. Such a soul could enter no afterworld and would be suspended in limbo forever. It was the hope of Daélda’s kin that the passage of time would allow this unique soul to reach a balance and create one stable being, neither wholly Daélda nor Aedlad, but a blending of the two. The elves believe that good is ultimately stronger than evil and that Daélda’s personality would eventually achieve supremacy, his body could die, and he could take his place among his kin in the Blessed Realm.

Generally, the two souls share control, alternating the various functions by tacit agreement. One will govern the metabolism and keep the body alive despite its wound. The other controls the conscious mind and the voluntary functions. It is possible for the partner in control of the subconscious to exercise veto by interfering with various involuntary functions, but this can only be done at considerable risk to the body. Most of the time the act of keeping the body alive is so demanding that the subconscious partner takes no notice of the other’s actions. The exchange of roles generally takes place when the subconscious partner tires. The two souls are of roughly equal strength, so the transfer occurs about every half hour. Clearly, if Daélda/Aedlad is visited, each has a 50% chance of being met, and if the visitors remain long enough, both personas will be encountered. The metamorphosis can be interesting. Some disruption of the involuntary functions always occurs. Aedlad is often reluctant to yield control of the conscious side and, during the transition, roles may change several times in a few minutes. Aedlad is far from being a loving personality and is as likely to seek relief from boredom by torture and murder of any guests as by conversation. Daélda may be unable to restrain him and may be unaware of such activities. Daélda would be torn between his thirst for news and conversation and a wish to warn interlopers of their danger. If by chance visitors were to inflict additional wounds on Daélda’s body the conscious partner would lend some of his strength to regenerate the damage. The entity would become a berserk, semi-intelligent creature, motivated entirely by self-preservation.

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