Elminster
Speaks
(Part #10)
The
Sage of Shadowdale has something to say about pretty
much everything. Despite having pages in Dragon Magazine,
Dungeon Adventures, and Polyhedron Newszine, the Old
Mage still has more to speak of the Realms. Not wanting
to anger an archmage, we decided it would be best
to give him a weekly column from which to discuss
the finer points.
Listen well, young one...
The
Dark God Reformed
The
dark spire of this black stone temple of Cyric is
by the far the tallest structure in Voonlar, and it
towers over the populace in more ways than one. Reached
by lanes converging from both the Northride and Runstals
Ride, the temple stands northeast of the meeting of
those two roads, within its own walled grounds.
Those
grounds are oval, and enclosed by two concentric stone
walls topped with irregularly-tilted black metal spikes
(to discourage climbing) and spaced only about six
feet apart; the space between is prowled by four hungry
war-dogs, each kept to its own arc of the wall by
internal doors of close-spaced metal bars
that can be raised (via levers, from inside the walls)
to allow all the dogs into one section if intruders
are detected. Tales abound in Voonlar of so-and-so
who was devoured by one of these dogs while trying
to play a prank involving entering or leaving the
temple--and of folk who just disappeared, and are
widely believed to have been fed to the "Mad
Black Hounds."
Two
gates pierce the walls: a sally-port opening north
onto the Blackrukth, a long and narrow southeast-northwest-aligned
field tilled by temple servants and the larger, grander
main gate (made of black basalt, shaped into the likeness
of a gigantic fanged mouth that one must pass through,
and customarily blocked by black metal gates that
bristle with spikes and cross-chains, and that have
spear-ports to allow defenders within to slide open
small metal plates and thrust out spears at peddlers,
warriors of rival faiths, and other unwanted visitors)
that faces to the southwest, opening into the temple
lane.
The
holy temple ground within the walls is cobbled, with
nary a bush, weed, or blade of grass to be seen--disgraced
priests or lay temple staff are kept busy on their
knees, or even crawling on their stomachs, plucking
out anything that dares to grow--and is almost entirely
filled with the temple itself.
The
Dark God Reformed is a large, poorly-built building
whose leaning and bulging walls have had to be reinforced
by many buttresses (angled stone props) to prevent
their collapse. It takes the shape of a stoutly-built
entry tower, which rises straight up for three levels
like a keep turret and only then begins to narrow
(for another eighty feet) to the needle-sharp, oft-lightning-struck
spire. This opens into the Hallowed Hall, a drafty,
echoing, always cold central hall of worship, which
has a leaky ceiling some seventy feet up (spouts of
rain fall here and there within it, during storms),
a tilting and uneven flagstone floor more appropriate
to a ruin than to an occupied structure, and balcony
galleries down both sides that bristle with doors
opening into priests rooms, shared robing rooms,
retirements (bathing and privy chambers), guest apartments,
stairs down to storage cellars and dungeons beneath,
waiting and audience chambers, side-chapels for visiting
faithful, and offices.
Supplicants
entering the Hallowed Hall will see rows of plain
benches flanking a wide central aisle that leads up
between support pillars (added after the roof twice
collapsed under heavy snows, and graven with prayers
to Cyric) to a raised rear sanctum dominated by an
altar and a carved Dark Sun hanging rather precariously
over it by means of several massive chains depending
from a roof-beam.
Monster
Mad
Black Hounds
Medium-sized animal
Hit Dice: 2d8+4
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 16 (+2 Dex, +4 natural)
Attacks: Bite +3 melee
Damage: Bite 1d8+3
Face/ Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12,
Cha 6
Skills: Listen +5, Spot +5, Swim +5
Treasure: None
Alignment: Always neutral