Part 3 - The First Anvil4th Sandstone 1125I set of east across the massive Dune of Whims. Featureless for leagues around, it is a relief when I come across a river and can fill my water sack again. I am met with a curious sight. Three alligators are dragging a terrified camel into the river. I have no love for the hooved vermin but I figure I can practice my mace strikes. Alligator and camel steak for dinner!
The dune makes way to a small sliver of mountain, known as the Mountainous Finger, named presume as it looks like a scrawny stone finger. I stop to take shelter in a dwarven hamlet. I am not far now from the First Anvil.
The local stonemason regales me with tales of Combinelocks the Locks of Combinations. He tells a rumour of "Miner" Tautworked who, back in 1117, rose from the dead as a restless haunt. Sounds lovely. I've never met a ghost, could be worth a trip!
(so Combinelocks has ghosts in. My experience of these so far suggests they can punch limbs and heads off regardless of armour…)A local farmer puts me up for the night and shares his plump helmets with me. I never thought I would miss this foul tough fungus, but after months of mystery meat it is a welcome change.
5th Sandstone 1125I journey south east towards the First Anvil. The mountain steppe gives way to dense forest and steaming jungle, making travel tough going.
I ponder as I trek through the rainforest. I have heard strange things about the devout preachers of the First Anvil…
To make a forge needs an anvil... how did the first forge come to be? A gift from Armok they say, hewn from a single crystal of iron, pulled from the earth perfect and unblemished. Perhaps I will find some answers today.
On the edge of the forest is the muddy desert, and that is where I spy in the distance the gleaming marble walls of The First Anvil.
In a building to the east of the complex is a most unusual contraption - a minecart track. I have heard tales of the danger of these things – my father told me one poor soul had his own arm chopped off by his own sword travelling in one of those deathtraps. Perhaps I will leave it for now, and find another entrance.
Oh my.
The first dwarf I see is steaming with rage!
“Avatar of Armok” he bellows when I ask of him his name. Enraged at all enemies!
He is clad in glimmering blue armour of impossible beauty and craft, matched only by the gleam of fire in his eyes! Surely this must be adamantine, the godmetal? The tumbled whiskers of great Armok, fallen from the celestial sky as blue meteors to pierce Hell, mined by dwarves in the deep forgotten places of the world… I had thought it only legend!
His skin boils and erupts with nauseating sludge and rivulets of pus spurt from every pore. Such is his rage he will not talk with me. What has befallen this dwarf? Evil rain from above? The breath of some hideous ancient beast?
The void of this dwarf’s eyes tells me he has seen terrible things and I think of turning back, but if this sinister temple holds more of this sacred godmetal armour, I must risk my life to obtain it.
Nervously treading southwards, I come upon a trade depot stacked high with golden jewellry and crafts, and masterful armour, although none of the rare blue metal.
I take a gold earring and bracelet as mementoes. I approach a bridge over a small river which must lead into the fortress. I spot an alligator, no, three!
They do not attack. They shiver in terror, coated with nauseating sludge. What devilry is this?
I swim across the river, but to my horror I am coated in the sludge. All attempts to cleanse it from my body fail.
I feel a cold terror in my heart... what will this substance do to me? Am I too to become consumed with rage? I am almost too distracted to notice that the entrance road is paved entirely in gold... A multitude of weapon traps are spotted not too far in, betrayed by the glint of wonderfully crafted steel axes and swords - truly this place is brimming with wealth, but also danger.
With true fear I venture down the gilded stairs. My first sight is wonderful, gleaming gold statues, but my next is revolting and makes the vomit rise in my throat. The word WELCOME is spelled out in the great hall in the bones and rotting remains of my brethren. What sick cult has created this deathly house?
I take the left passage which opens out into what can only be a noble’s quarters. Pristine glass windows and fine equipment adorn the chambers. In one room I find a cache of fine steel armour, and quickly discard my old sludgy steel gear. It is finely wrought and fits me snugly.
I sneak out of the noble’s chamber and head west. I find a massive long room with a gold drawbridge barring access. Rows upon rows of levers extend the length of the room. I assume that one will open the door... but what will the others do? Flood the chamber, release magma, or demons? Or all three?
I explore the rest of the structure. It is eerily deserted. I pick up another fine steel shield and replace my trusty axe with a perfectly balanced masterful one, caked in the long dead gore of a score of enemies. The thought creeps upon me - I am going to have to get through this golden gate to proceed any further.
I try every possible combination I can think of, but to no avail. There must be another entrance.
I head back out to the front and discover a trap laden corridor. This leads down to a dank water filled corridor, the end of which terminates in stone stairs leading into the depths. I try to descend and water fills my lungs. Gasping and choking I flounder to the corridor, my breath in ragged gasps. Only something unliving could survive that, a vampire or necromancer.
I must be missing something.
I head back down into the more mundane parts of the fortress and try in desperation to find another hidden entranceway... I spot a door tucked behind a well but I cannot reach it, the well is snugly against the walls of the small room and I cannot budge it.
I must see what is beyond the blocked path. But I cannot do it while I still hold breath. This is what my life has boiled down to.
For a day and night I sit, locked in thought. The greatest warriors and adventurers eventually had to make a choice. Mortality grants joy, love, family and cherishment – growing old in the embrace of loved ones. But to ascend to greatness, sacrifice leads to unimaginable power. The great Bora, Nil, Kaslun and many others… all sacrificed their mortality to become something more, and something less.
To become a true legend, I must shed myself of my frailty, my mortality. I have made my choice. I must become eternal. Drinking vampire blood has done nothing. I must find the evil tower of a necromancer, and steal from them the secrets of life and death. Thumbing my bloodstained crude map I spot a tower many miles to the south. This must be where my path leads.
With renewed urgency, I stride out determinedly. I stride for days. A bogeyman ambush does nothing but fuel my fire.
I stop off at a hamlet called Netcombat for a rest.
7th Sandstone 1125On my journey south, I am ambushed by a human mummy. It gestures, and something in my backpack fidgets. The mummy has reanimated my forgotten beast feather! It brushes me ineffectually. Unfortunately, I can it strike it down - attacks glance from it, or pass through. I am fortunate the mummy does not curse me, and although he is strong, he is slow, and my keen new axe separates his head from his shoulders. Sadly I have to leave the undead feather behind.
The necromancer tower still stands tall and imposing on the horizon, far to the south. I must keep going. I travel for two days and nights through this blasted land of undeath and terror. I encounter a terrifying spectacle - a jeweller mummy locked in a three way battle with a bloated beast and a wombat corpse. I take on all three and live, cleaning their filth from my axe and mace.
I finally leave the haunted plains and arrive at the tower. I sneak to the entrance and peer inside; it is teeming with the writhing undead. I shout, and I goad the necromancers to leave their keep and I lead them on a merry dance. Isolated and alone, they are weak, and I dispatch them one by one. Without their masters to reanimate them, cleaving through hordes of undead is too easy. My steel battle axe is coated in ancient congealed gore and bone dust.
I creep to the second level and find on a plinth a book named "Death: The Definitive Guide" - this looks like what I want.
Reading it I feel a cold power purge my soul, and I am filled with forbidden knowledge. The secrets of the First Anvil will not be kept from me. I carefully wrap the book of forbidden knowledge, and stow it in my pack. I dump the remaining meat, water and berries I have. I will have no need of them anymore.
With renewed vigour I head north, the terrifying undead lands hold no fear for me now.
I no longer need sleep, the days seem less important. I almost lose count of the passing of time.
I narrowly avoid being engulfed in a cloud of cursed smoke as I pass through the haunted badlands. Dusting myself, I must remember that I am not invincible. Not yet.
11th Sandstone 1125I arrive back at the First Anvil, more powerful than I have ever been, as night falls.I will know the secrets of this place.
On arriving at the entrance, I see an enraged recruit butchering a human merchant. He has the same look of utter rage on his face as the Avatar of Armok. He sees me and begins chasing in shambling strides, but I am faster now. I lose him in the murky halls at the entrance of the temple. What is the curse of this place?
I stride to where I could not proceed before, past the heavily trapped corridor. I slosh through the watery corridor, now stained with orange nauseating sludge. I swim down the stairwell, water swirling above me and flowing into my unliving lungs. I grin, and open the doorway I find at the bottom. Immediately I am buffeted as the water above me whooshes through the door taking me with it. I stumble and fall down a dwarf-carved chasm, ending in a sodden heap. Luckily my steel armour saves me from damage and I manage to scramble to my feet.
I crawl slowly up the winding pathway from the foot of the chasm, noting pressure plates and all manner of traps. Someone made this place very difficult to get into for a reason.
I make it back up to the level with the water door and head through a doorway. Immediately I find myself in a room with a narrow winding walk way over an inky black abyss. Luckily I spot the first trap as a silver warhammer nearly pulverises my head. I gingerly make my way through the precarious trap-laden pathway noticing the craftmanship of these devices of death - masterwork steel and silver crafts!
At the end of the corridor is a doorway and I find my way in a room. Glittering to either side are golden crafts of the highest quality. I am reticent... as with everything in this place I suspect danger
Engraved in the floor is a single word - GREED. In the end I cannot help myself and take a ring and crown. No traps that I can see are triggered. I wait for a moment, then press on.
Through the next bulkhead I find myself in a watery labyrinth. I struggle to find an exit, before spotting a concealed staircase. This leads to the hidden door behind the well, not further into the fort as I had. I surmise this must be an access shaft for whatever demented genius built this place.
I retrace my steps - the trapped chasm next to the watery cavern must have another exit.
At the bottom of the chasm is indeed another splendid golden door, and following the path, I come out into a massive cavern paved with gold and marble.
Gold walls and doors gleam and flicker in the halflight. I am truly speechless. Surely this is the hall of the First Anvil.
I must find this anvil, and find the gleaming blue armour blessed by Armok. Nagging at the back of my head is the fact that I haven’t seen a living soul since descending into this place, and perhaps the fate of the two crazed individuals on the surface will soon be mine.
My fears are heightened when I find the mutilated remains of three dwarves not far from that cavern entrance. What killed these dwarves?
I hear no sounds, nor sign of battle. No demons, or goblins. The corpses are torn limb from limb and coated in pus. What creature has done this? I move further north into the massive gold bedecked cavern, every so often seeing the remains of some mutilated pus-ridden dwarf corpses. Something terrible happened here.
As I explore further, each sight I see is more marvellous or terrifying than the last. A hospital with silver walls, quarters constructed from fine metals, all engraved with a master’s touch.
I find stairs to another level, more brilliant than the last, and find exquisitely crafted giant cave spider cloaks and socks to replace my ragged ones. I travel further south along this great hewn cavern and discover a moat of molten magma... Armok's blood! I must be close to the seat of the forgemasters, the anointed ones of Armok.
In the long abandoned forges, I find it! Armour made of the blue god-metal, adamantine! I gingerly try it on, and it fits perfectly. I find also a short blade of the stuff, finely balanced and light as a feather, and respuctfully lay my steel short blade, caked in the blood of a dozen foes, to the ground.
North east of the forges is some kind of shrine. Surely not? A whole statue of adamantine! The floor paved with the stuff, golden walls, a moat of magma... What treasures inside?
I find an adamantine chest, and it is light in my hands. I put all my gathered trophies in it, and it fits snugly in my backpack. I find a full set of masterwork engraved adamantine armour, and lay my tattered equipment on the floor. I am about to leave, when I spot it. A pale blue battle axe the likes of which I have never seen, and never shall. I leave the shrine and head north-west, following the molten moat.
Entering a locked gold door I encounter an amazing sight - A floor of adamantine atop which sits a masterwork steel anvil. No tooling marks, no blemishes. No sign that this miraculous anvil has been touched by the hand of dwarf.
Surely this is the First Anvil?
Behind it rising ten storeys high is an enormous statue of an anvil, hewn from the living rock and bathed with the glow of magma. In alcoves to either side, sarcophagi contain the preachers of the First Anvil. Truly it is a breath-taking sight, and I am awestruck. I kneel in reverence.
I bow and pay my respects, and decide to leave, before I can find whatever denizen of this place caused so much carnage, and pus...
I leave how I came in, the water rushing into my lungs. This treasure was worth undeath.
The recruit I saw dismembering a human trader has calmed somewhat. He stands soaked in gore amongst a sea of stone blocks.
On closer inspection, his adamantine blade is caked with dwarven blood. Perhaps it was not some horrific beast, but greed and insanity and despair which wiped out this place. This doesn't explain the pus or the sludge... quicker I am away from here the better.
The last entry is the merchant I saw him butchering as I re-entered...
I slip quietly into the night, clad in adamantine and hefting a masterwork admantine axe. I pluck a hair from my beard and swing the axe through the air – the hair is bisected in twain lengthwise, and tumbles to the ground. The edge of this blade is sharp enough to split reality. A fine prize. I call it Widowmaker.