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Showing posts with label Monk. Show all posts
Showing posts with label Monk. Show all posts

Tuesday, February 14, 2012

Nahpui Quarter

Nahpui Quarter, home of the adept.  This is where we belong for the Canthan ascension.  If we wish to see Shiro, we must pass the test of the celestials.  Before us, the seer tells of the four great bosses we must defeat.  The four bosses are celestial in nature, made of stars, and I can't imagine anything made of stars to be harmful.
The old man opens bright orbs of portals for us to begin our venture, and upon entrance we see a manner of beast that is familiar.  They are like the Caromi Tengu of my home, except they are referred to as "stars".  They fill the platforms and confusing ramps and paths and we are very careful not to attract the attention of too many.   We reach the first celestial being, a monk named Kaijun Don.  The shape of a kirin, the equestrian creature sparkles and glimmers.  Truly beautiful to behold, but soon enough we find out how deadly it can be.  Dodging and casting, we destroy him sadly, but in his place a great beacon of celestial power erupts and from within emerge dozens of smaller copies of Kaijun, and we are forced to lay him down repeatedly.  We follow the outskirts of the maps until we reach the next being, a turtle referred to as Kuonghsang.  Don't ask me to pronounce that. We defeat him next, and again a beacon emerges spraying copies of not only himself, but Kaijung Don aswell.  Fighting their copies and the star tengus we reach Tahmu, a celestial dragon.  Awe inspiring is his shape, the glimmering of the moon off the stars that have come to earth, but we must kill Shiro so we destroy the phoenix sadly, and copies of each of them litter our final path to Hai Jii, the mesmer.   Hai Jii is a quick defeat, we aim only for him as when he is dead, we are finished.
Adept Nai transports us to Senji's Corner, a small outpost nearing the vales to the clanstowns.  We have successfully become weh no su, and that is one step closer to saving Cantha from Shiro the great.  Seems my life has become all about saving the world.

Saturday, February 11, 2012

Abaddons Mouth

We come out of our stronghold, we must destroy the Gate of Komalie now.  The Vizier appears to us before the large shining fortress and gives us a new wind as we charge at the doors.  Taking out their archers in the towers first, we burst through the first magical seal and annihilate the awaiting Mursaat. They stare at us blankly, I would assume surprise but i'm sure the mursaat are devoid of all human emotion. In our haste, and for Brechnar, we keep our speed and tear through the marble keep slashing all in our way.


Ring of Fire

We have reached the islands.  The air is thick with ash from the volcanic rocks. Brechnar, Jalis' brother, stands with us on the port and we are instantly despaired, as the path is thick with mursaat guards and it seems hopeless.  He turns to me with a wink, and yells "FOR THE DWARVES!" and alone he runs, taking all the Mursaat with him.  A heroes death, much like Saidra.  We do not waste our moment and run up the opposite path scarcely seen by enemy eyes.  We reach a magical ward that blocks our progress.  Carefully, I distract the Jade guards with my longbow, and then we go in for the kill.


Friday, February 10, 2012

Iron Mines of Moladune


 Up the mountain we climb.  The chilled air thinning with every step.  I am going to kill Markis. The traitourous swine needs his heart cut out, and served to Saidras monument on a platter of gold.  I am also off to see if the Seer can aid our fight. Evennia's intelligent officers tell us the Seer is holed up in a cave atop the mountain.   Fiends of all types dog our feet while we take the mountain backpathes.  To face the mursaat now would be a suicide mission. A price we cannot afford to pay. 

What the Seer has is store for us in a mystery.  The secrets to the mursaat much the same.  When we reach him it is with nervousness, and awe to finally have a way to defeat these terrible beasts.  The seer stands by a fire.  Or floats, I should say.   It hovers over the ground, a creature unlike any i've ever seen.  Its body wide and rectangular as a stone coffin, its voice faintly feminine and robotic.  I can scarcely believe a creature such as this would need our help, but it tells me that it wants to help us because I will do what its kind never could; defeat the Mursaat for good.  It cannot help me as it stands though.  There is a beast, a Eidolon, in a cave nearby and its skin is naturally immune to the agonizing touch of the Mursaat.  Naturally, I must kill it and bring its guts steaming freshly to the Seer and he will infuse my armor with it.  Also naturally, I do as it asks.

Time to test this spectral beings work.  I leave the cave to go further up the mountain and encounter my first Mursaat.  I am stronger, and he does not overcome me like before.  It works!  Praise be to Dwayna.  The playing field is now even.  Before killing Markis, I decide to take my new gift for a spin.  I am going to release all their prisoners, and dismantle their trebuchets, annihilation of the white mantle and mursaat is also on my menu.  I climb back down the mountain through the enemy camps until I find Blade Scout Ryder.  Only one prisoner? I had wished to hit them much harder, but Ryder tells me there is a Judge. And Inquisitor if you will, and he is leaving to meet with Markis at this moment.  I will take his head for Ascalon.

Taking a moment, I breathe.  I put myself back on track. We come up to Markis' keep, and dispatch of his watch from outside the wall.  Inside, he scoffs at us seeking revenge, but  he is grossly outnumbered now, and we are immune to the Mursaats agony.  He is dead, and Evennia curses him in death to spend his time in the mists in torture for those he's gotten killed and betrayed.  Saidra has been avenged.

Thursday, February 9, 2012

Ice Caves of Sorrow

I have returned the Shiverpeaks.   It is time to save Evennia.  I meet with the Dwarves of Droknars and they fashion me armour of the highest quality, though a bit drab, and they send me to my rendezvous point.  The Dwarves and the Shining Blade have come together against this common foe, the White Mantle, joined by the Stone Summit who are all now led by the fearsome Mursaat.  I've yet to see one, but I hear they are quite ungodly.  Crosses between magi, birds, and undead, the very images to freeze your soul.  We leave the safe point in to the dunes of snow, my breath freezes in my lungs.   We must find the Seer, but first, Evennia needs my help.


Wednesday, February 8, 2012

The Dragons Lair

It is my last test.  The dragon Glint awaits us, and will battle us with cyphers of every sect.   We have five levels to defeat, and a dragon to tame.
Our first facet is that of light.  There are healing sages, and fearsome blades throughout the small level, but it remained quite straightforward.  What was frightening was just being here seemed to drain the life from me.  The facet of light is a draconic being, viceral and transparent.  We go through the magical portal to the next level.

 This area causes us to be slow.  Our senses numbed and our legs sink in the ground like in the sands of the desert.  Theres a green glow coursing off the walls of the chamber, and it becomes more mazelike as I go.  There are a large number of archer foes here, we are against the facet of nature.  We lay down the being and move on.
Level three.  There seems to be no inherent effect to this chamber,  but the air glows purple and there are mesmers everywhere.  Large crystal spiders attempt to hex us, and there are invisible walls. This is definitely the facet of chaos.  He is of no match to us.
On the next level, I feel drained of energy.   The air smells of decay, and there are cursers and scarabs all over.   On the ground, I pass corpse after corpse of Ascalonian soldiers, their armour telling me that they are my kin.  The facet of Darkness lay before me, and then lay dead before me.
Teleported to the next chamber, we are met with great crystal guardians.  Elementalists.   There seems to be no inherent effect, but I spy wards in which fire falls from the sky.   We crumble the crystal guardians and soon are at the Facet of the Elements.  His spells backfire, and we are on to the last level before meeting Glint herself.
Facet of strength.  Ruriks facet.  The last facet. The ground rumbles and knocks us off our feet in seemingly timed intervals.  There are foes of all kinds on this level. They will not stand between me and my destiny.
We finally meet Glint.  This dragon is the largest creature I have ever laid eyes on. She tells us that she has been waiting 800 years for us, the chosen ones, to fulfil the flameseeker prophecies.  We unlocked our inner abilities for true sight, and we must know what happens in the world now.  The White Mantle have unleashed the Mursaat.  Creatures of such strength and power you would think they were borne by Grenth himself.  They hunt the Shining Blade, led by the traitor Markis. Most of the Blade have been captured, and the Mursaats only mission is to destroy the chosen.  That means us.  We must save whom we can, and head to the fire islands to take on the Lich.  Head on.  We will brave to him, but first, we must save Evennia.

Dunes of Despair

Task Three.  We dredge through the sand with our Ghostly Hero.  He wants to retake the stone throne of Pellentia in the valley of the gods.  He says attuning this throne back to him will put the Six's eyes on us.  They will watch us from the Hall of Heroes and bless our journeys. throne of Pellentia.    As we go, slaying the Losaru Blades, Lina, our new protection advocate, mutters "one wonders why a place so desolate exists".  I agree.  One does wonder.

We reach the temple and it is guarded by a mesmer General, Goss Aleessh.  We slay him and his cronies, and the Hero reclaims the resources of the lands an lowers the drawbridge.  We clear the throne, and then the Hero moves in to destroy the false idol that holds his throne.  He begins his ritual, and we are attacked from all sides by elementalists, and worm seiges.

His ritual takes what seems like hours, and we keep the foes at bay so he can concentrate.  Eventually a boss appears, a ranger General, and we send him back to the mists and the Hero completes his ritual.  The lands are now his again, and he tells us the gods eyes are on us.  On us indeed I hope, for we will need all the blessings we can gain from them. 

It is time to ascend and take our rights as the chosen. We must defeat a doppleganger.  A spirit that houses all the same skills as we do.   We are to fight ourselves to prove ourselves.   It is time to see the Great Ritual Priest Zahmut.  It is time to rise.  Rurik be blessed.

Tuesday, February 7, 2012

Riverside Province

It is done.  We spoke to Old man Joness, and he has given us safe passage to our next mission.  We must eliminate the remainder of the White Mantle, and we must steal the sceptor back.  Through the boat ride, I saw much of scenery change until it was obvious we had returned to the lush tropic of Kryta.  We are within the jungle no more, and air blows sweet and cool off the sparkling waters.

I've upgraded my armour, and the weavers and merchants were glad of my business.  Seems they don't get many out in these parts. So isolated, yet peaceful.   Our mission is to occur at dusk.  we are to meet Saidra amongst the last of the White Mantle camps and smuggle their weaponry out to her.  We also must retrieve the sceptor of Orr.  It is dangerous in the hands of these murderous brutes, we must take it from Dinas.  Luckily, Dinas has had a change of heart.  His cowardice was the only thing keeping him in the White Mantle, now with them all but defeated he is ready to help us instead, so long as we keep him safe.

Sunday, January 29, 2012

To Kryta!

Rurik is dead. I don't know what to do.  I know that I am to take charge.  I am in charge now. A promotion I take with a very heavy and conflicted heart.  There are centaurs everywhere, but atleast the dwarves are gone.   It seems I am not the only lost and conficted ascalonian in the mountains though.  The refugees run in to battle half hearted, and needlessly at times.  Its almost as if their survival is no longer relevent.  They just want to inflict pain in hopes to lessen some of their own.  I am too tired to stop them.  Mentally and physically exhausted from our journeys, I must collect myself.  I still have people to lead.  We weave our way through the Deldrimor Bowl, in to Griffon's Mouth where we meet Master Seeker Nathanial.  He says that the archer Aiden has gone ahead, and left us his ranger markers to show the way.


In the caves we meet a friendly army from Kryta.  They label themselves the White Mantle, they are the peacekeepers of Kryta and they are happy to see us.  Seems the unrest has come to Kryta aswell.  We continue to follow Aiden's marks through the cave until sure enough we find the man himself.  Greeted with a smile the size of of a great whale it is hard not to feel lighter of heart when we see him.  He cheers and whoops with glee that we had not all perished, and though his show is very genuine there is a dimness to his eye.  I say nothing but take the man in my arms and give him an embrace of happiness.  He gives me a letter for Ambassador Braun, assigned assistant to the Ambassador Zain, and embittered I take it.  My prince perishes amidst the snow and the ambassador seems to have no issue getting through, I wonder why.   The Krytans are having a civil war aswell at the moment, and Aiden tells me Braun will fill me in.  There is more to do before we can reach our settlement, so off  to the beaches we head to deliver our papers.


You think I would be happy to finally be out of the snow.  The ambassador awaits us directly outside the cave, the sand is soft and warm on my sandals.  I am to head next to the Gates of Kryta, the witness Casori will allow us passage through.  Shortly in to our beach vacation, I see what problems it was they meant.  There are ghouls and ghosts.  Hostile Zombies creating minions, merpeople disabling walking speeds.  These are much more hostile lands than the King had spoken of.  When the king spoke of Kryta, which he did often, he painted the lands to be full of traitors and cowards.  These dangerous spectors are run off from when Orr sunk in ancient times.  Civil unread caused that aswell, and as I recall the story I am much reminded of what happened to us in Ascalon.  Pride destroying all that is good for everyone.  But we find these ghouls are just as succeptible to death as the living, and we make it to the gates.  Casori is excited to meet us.  It has been years since a person from Ascalon has set foot in Kryta, and they think it is a momentous occasion the likes of Saul D'Alessio would even have liked to see.   Who in the world is Saul D'Alessio?  He fills me in on history of old, how Orr, Ascalon and Kryta were too busy warring with eachother to notice the Charr population amassing and arming.  Hard run and empty from the fight between eachother, the Charr had an easy time taking over.  While on the run, a young hero named Saul D'Alessio emerged and put spirit in his citizens, and eventually they were able to push back the Charr and retake their lands.  Enough though, I am to take our refugees to Justiciar Hablion by Lions Arch and he will give us our accomodations, and lead us to the tracts of land that are to be our own.  We have atlast made it, one more mission to Lion's Arch and our people shall finally be free and safe.

The Frost Gate


The magical becaon burns bright here at the gate.  I had a troubled sleep.  We are almost at Kryta, atleast we are closer to Kryta than to the breach.  Come so far, but all we learn of is more and more turmoil in the continent.  If indeed it is the flameseeker, than that means now is the time for our heroes aswell.   Some of these heroes among us may save the world, or we may all perish in titan fire.  The Frost gate is closed.  Its not as simple as lighting some beacons this time, the Summit dwarves have broken the levers and outnumber us in mass.

 We are followed up the mountain by minotaurs.  Rurik and I split up, he is to take the lower path while I take the upper path.  He cannot continue until we slay the ballistae engineers.  It is a slow process, and we can only inch further, our progress depending on that of the princes and he on ours. Garris Nightwatch, a foe ranger dwarf of the summit mocks us while he hides pretty behind a gate, but the look on his face was not so pretty when we killed his engineer, throwing the gate open unwillingly.

 Running through a cave we find Rornak Stonesledge, captured again. He stinks of ale He is no good at this spy job.  He got the information he was looking for though.  The stone summit are attempting to further their Ballistae of mass destruction, but they are not done and the blueprints are easily stolen.  We lead Rornak to a decripit shooter that he will fix, and he will blast the gates to where the plans are hidden.  We sit thier bosses throats and forge on until the last ballistae gate is open.

We finally meet with Rurik.  He tells me that I must fix the lever to the gate mechanisms.  He and his small troop will hold off the wave of dwarves that will spill out when seeing the Frost gate move, and I will lead all the refugees towards the gates of Kryta.  First we must attend to the ballistae. We melt and crush ice beast after ice beast and redden the snow with the blood of dwarves and retrieve Rornak what he was looking for. The Deldrimor Dwarves are finally getting ahead in this rebellion.

I find the gear level directly next to the mechanism. No doubt the planning of a drunken Summit.  Now is the time to open the gate.  Soon we will be overcome, and Rurik will be in danger.  It is time to open the gate. I see three mechanisms I must start in order to open the gate to Kryta.  I begin the first while Rurik readies himself for battle.  I start the second mechanism and Rurik shouts over to me.  I am promoted again.  Probably not the best time, but I see that he's been spotted and the Summit are flying at him en mass.  I run the lever to the third mechanism.  Rurik is fighting for his life.  

 The gate is open, we start leading our refugees through when I hear a great screech.  I run towards where Rurik fights and see Dagnar, Summit boss, atop a great drake.  He yells to Rurik that the mountains belong to him, and his punishment for trespassing is death.  A great avalanche erupts and I run for my prince.  When the snow clears I see he is stuck under debree.  He cannot get out, and I cannot help him.  I am dumbstruck.  He screams at me to take our people to Kryta.  I must obey.  He will not have died in vain.   I get back throug the Frost gate to see him beheaded by the dwarf.  A great man is lost.  We are lost without him.


Saturday, January 28, 2012

Borlis Pass

It is indeed dark times. Rurik has not been seen for days, and some fear the worst. It snows nonstop.  Jalis has taken a shine to me, and I am sent to negotiate the safe passage to Groobles Gulch for our people.  The way is covered with centaurs, and the dwarves are in a panic.  They want me to light their magical storm beacons in order to show pacifism towards us.  Ascalon Guard Hayden has the torch.  He fled in the initial charr takeover, and I should be cross with him for abandoning hope but I cannot help but feel sorry for him, leaving one storm only to come upon another. 



There are six beacons in all, and I must light them all.  Maladar is on the other side of the gate, and the Ascalon gate guard Tolis, whom I remember guarding the wall before the searing, waits to open the gate for us.  I give him the magical torch, and we forge on.  Rurik appeared to the guards not three days ago. We are close.  The Stone Summit have an advantage, beasts so large they shake the ground, and knock us off our feet.  There are more gates, and we must end the siege of Krok's Hollow.  Luckily it seems these rival dwarves are not very smart, and they leave pyramids of explosive powder kegs near every gate.  We slay their ballistae engineers, and leave bloody footprints in the snow. Behind one of these gates I find Rornak Stonesledge, ally and friend of the dwarven king.  He tells me the Stone Summit have a trick up their sleeves.  An ice drake, so large it rivals the dragons of old.  I have trouble believing this, and his breath stinks of ale, but I have no choice but to investigate.


Within a cave I see my first dryder.  I've heard of the from adventurers who made it this far, explorers spinning tales in pubs over free mugs of ale. Spindly creatures with 6 legs and fangs the size of my head. They string along our path the ice drake, and Rornak was not lying.   The accursed beast splays over the ice like a troop of yaks at rest.  What the Summit did not account for was a beast of such large breeding would be fat and lazy. Power as he may be, he is idle, and thusly put out of his misery.


More gates, more kills, we make our way to the final gate to the hold.   We pull the levers to open it and with a start we see something we did not expect.  Rurik stands behind the gate.  He has been trapped, much like Rornak, yet not captive.  Now freed and with a cleared path from us, he gives me his praise.  Praise from a prince! I am humbled. He sends me to King Jalis, who gives me the magical flame yet again and asks me to light the beacons at the Frost Gate.  This will ensure that his brother Brechnur allows us our safe passage.  An enemy of the Stone Summit is forever a friend of the deldrimor dwarves. 


Beacons lit, we and the prince march upon the small dwarven community.  They offer us kind housing and ale.   The prince can now congratulate me in true dwarven fashion, should our livers survive it.

Friday, January 27, 2012

Nolani Academy

It does not start well.  A charr has penetrated the castle.  He must have stumbled upon a crack in the foundation, and we are forced to give chase and cut his throat before he can relay his secret to his warband.  We are also forced to continue down the path lest more charr stumble upon the same opportunity. We are fortunate to have Warmaster Casana join us on our mission, but well in to savage lands we find Watchman Pramas.  He has taken the Tome of the Fallen from the ceremonial burial ground.  This is not good.  The spirits need this tome to remain at rest, soon we may have more to fear than the charr as the undead will unleash their frustration upon we who took it.  He is too afraid to return it himself, the great coward.  I am forced to take it from him.  We do not need the added enemies.


I arrive at the cemetary to find the spirits of the fallen in great distress.  They are hostile, we will need to fight.  We are quickly outnumbered and must retreat.  Luckily, a passing unfortunate devourer take their attention and we manage to escape.  We regroup and lure them in smaller gangs, their ghostly remains our trophies.  Once the book is restored, a spirit thanks us.  He tells us that these ghosts are the men who died defending our great wall.  He says we should listen to the prophet.  The prophet?  He must not be speaking of the Flameseeker prophecies. Now is not the time to ponder this though, we must sneak up on the charr camp.


We pick off the ranger groups silently, but as soon as we defeat the leader the Prince prematurely throws up the gates of their fortress.  Charr swarm us from all directions, but the Prince is in a fury. He slays the charr, Sohothin causing the smell of burnt fur to waft through the air.  We run with Rurik to the wall.  He is enchanted by the spirit of Balthazaar, he fights like a God.  He demands the watchman throw open the gate to Rin.  The gate has been ordered shut upon pain of death, but the Prince promises death if it is not thrown open and in to Rin we go.  Stormcaller awaits.  We have the mouthpiece now, that he and Erol found back in Surmia.   He blows the horn.


An earth shaking scream erupts.  The charr fly in a panic, as a sudden downpour of rain extinguishes their flaming pyres.  A hope enters all of us.  I see our bretheren and captives turn on their jailers and destroy them, and some be destroyed in the process.   We find Burntfur.  Rin is ours again.


Trumpets in the distance alert us of the king's arrival.   Adelbern will be pleased for sure, and proud of his valiant son.  It does not end a happy day though.  Rurik pushes that we emigrate to Kryta.  The king will hear none of it.  They quickly become heated, and the Prince is banished forthwith.  He has lost his heirdom and favour.  He takes his fall from grace in stride though, and still plans to go to Kryta with anyone who will join him.  It is our salvation, he believes.  I believe it aswell.  We will go to Kryta and rebuild.  The King will stay in fallen Rin, with no heir or populace.  A fool, the king.  We must head over the Shiverpeaks.  There will be no charr there, we will be safe.

Helping Hands


The lady Althea, mentor to my mesmer, is dead.  Duke Barradin, her father, who hides in Piken Square beyond the breach has commanded my company to gather her ashes.  The charr burned her alive, like an effigy.   The Prince, and the Duke are in shambles upon the news.   I've been to the ruins of Lakeside County.  I found Farmer Hammet and Grazden the Protector among the rubble and offered them armed escort to the city gates.   I found little Gwen's broken flute.  I put it in my sack as a reminder to not allow myself to become soft of heart. 


 I've been to Ashford Abby, though it is more of a sanitorium now.  The pathways to the catacombs sealed off by the wreakage.  The statue of Dwayna stands still, crooked. Perhaps that is where all our faithes lay at the moment.  There, but crooked. 


 I've tried to be of aide to anyone who needed it.  Paulus is all but destroyed, his corpse I stumbled upon myself while sorting the bandit problem.  He was clad as a soldier.  A final sacrifice for the home he loved so dearly.  I had the misfortune of having to tell the woman he loved so dearly.

I've done much these last few weeks. I've been rewarded for it greatly, but I wish there were more that I could do.  It must wait though,  the Prince calls on me.  The charr have set up a siege camp outside the gates of Nolani.  I have a mission.

Thursday, January 26, 2012

Ruins of Surmia



I arrived in Surmia with little trouble.  Just some hostile grawl which weren't a problem.  Captain Miken greets me at the gate and briefs me on the mission.  I am to meet the Prince inside, there we will fight together to the prisoner camps and free our people.  Once freed they will return to the gate, as we have cleared the way.  Sounds easy, assuredly it will not be.   We meet the Prince immediately and he puts me in lead.  It is an honour for me. Perhaps another promotion will come.  I get a chance atleast to take out my new smiting rod for a spin.


We are swarmed by mobs of devourers.  Where did they all come from? I see a mother devourer and my question is answered. They have set up camp and spawned on the steps of Surmia. Sohothin, the princes great fire sword, an Orrion relic whos sister sword is owned by his father, cuts through them like it would a moa breast fillet.

Then come the charr.  The vision of the charr throws Rurik in a rage. He screams at them, how he will dance on their corpses.  We reach the first gate, it is protected by Fling Bloodpelt.  A ranger boss.  He is no match for the great Prince, and his great Sohothin.  The second prison protected by Scaar Sternclaw, a monk.  We are quickly outnumbered by healers.  I have an ace up my sleeve.  I pop the stone I recieved long ago, before the searing. It still works. We free the next set of prisoners, but there are more.  We head to the third jail, and guarding it was a devourer.  If the charr and devourers are working together we are indeed in trouble.

Erol and Rurik
 Within the third jail we find Erol.  A flaming scepter mage.  He tells the Prince that there are more captives.  The remainder of his unit are in Drascir.  To Drascir we go.  It will be nightfall soon, but we agree with Rurik that they must not be left there. They have been imprisoned for over two years. We arrive at the gate, but the drawbridge is raised.  We must lower it, but in order to do so Rurik and Erol must wait at the other side of the chasm, while we trip the lever from the other side.

the Flame Altar
 On the way we find Breena Stavinson.  She warns us of the flame legion.  They march to the Flame corridor to light the effigy in praise. A small detour will not hurt.  We decide to follow the torch bearers, we will dampen their resolve.  As soon as they foolishly open the gate to their place of worship we kill them, then we kill all their priests. It is oddly unsatisfying.

Victory.
With that we must return to our task at hand.  We make our way to the lever across the chasm and open the path for our Prince. He leads us to Drascir and we find the mages are not captive as we thought, but sealed in safely withstanding the attacks.  Given courage by the site of Rurik they abandon their safe haven and take thier positions on the flaming mage podiums.  We are greeted with waves of charr, and we lay down waves of corpses.  We have won this day, but victory is short as a mob that outnumbers us greatly approaches.  we run to the mages safehold, and Rurik summons a magical doorway.  I knew not he had this power, it leaves me in awe.  Before we jump in to the portal, he is called by Erol.  We have the mouthpiece for Stormcaller.  This could be our salvation.  Atlast. I hope we are not too late.