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Grythswinder is an old, fell name.  It means "to resist" or "to fight against" and in the expanded meaning it means "to fight against power" or "to rage against authority,"  When we got there, we were kind of at a loss.  The climb up the armored road to the top of the Plateau was rugged, but we were with a caravan.  The snow dwarves and the darrows and dwarves had built into the side of the plateau and their mines were active and their delves strong.  The castle really does sit at the end of the road and really does stand as a strong point.

It is also larger than I expected.  Really a small walled town, on several levels, that overlooks the plateau from a point about a mile from the south-eastern edge.  One can see the city from the wall or towers as it is about five or so miles away.  It sits, a kind of rough squared off circle, the far side covered in fog, the near side blurred and shifting,  Much to my surprise the city is walled, though the gates are open.

It did not seem like something that Indigo and I should venture into alone, and the rest of the plateau is barren, a waste of bare rock and ice.  There is little else to do, though there were people to listen to, which we did for several days.

Then, as we were eating, the fire mage we had met earlier on our travels, and who had burned the Oni nest to the ground, sat down at our table.  He had with him a mixed collection of guards, including several dwarves.  Since he was smiling, I remained relaxed, though Indigo grew guarded.

It turned out he was hoping we might go with him into the city.

Which solved our problem of what to do (other than go back the way we came).  He intended to search for the nodes.

The city is ancient.  Half of it is the domain of a revenaunt, who is limited to the area covered by the mist, a magical miasma of wraiths and such.  Half of it is not terribly stable, shifting about as the magic moves it.  The reason that part of the city remains, rather than having shifted off beyond the reach of the broken magic that created the city, is that there are planar nodes within the city.  Each of them is like a nail, holding the city in place.  While the parts of the city shift about, the nodes remain stable, anchoring the motion rune magic that was used to throw the city out of the world it was in.

Such nodes can be used as gateways.  Our mage wanted to find the node that would lead him into fire. He had his own affinity for fire to draw him to the node, but he had lost some guards in his adventures and needed to add to the ones he had already found.  As for the dwarves, for many of them a journey into the ruins is a rite of passage. If one is careful, with sufficient numbers, it makes for a good tale to tell.  They did not expect much in the way of treasure other than thier pay, but they did not expect to do much more than make a presence and prevent, rather than join, battle.

With that kind of wisdom, we were in as well.

Using the City of the Revenaunt as a First Edition AD&D Scenario Setting.

The first scenario reprises the meeting with the fire mage that they had earlier.  It then takes the party to an interplane (not the heart of the plane of fire, but the land of the fire eagles).  They come out on the edge of the silver sea, meet some of the fire eagles, have the chance to engage in a rescue and a raid on the vultures, find a map, follow it into some ruins, regain a fire rune node that allows the mage direct access to fire and increases his mastery.

They then return, fight off an incursion by tiev (who also come to the plateau for similar reasons) and return to the castle city..


Copyright 2005 Stephen R. Marsh and Heather N. Marsh
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