BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Old Mill/Chantry

OLD MILL / CHANTRY

  The older mill in Uldien, it was always a low-yield establishment since the waterwheel was inefficient and the output comparatively low. So, when local miller Hamlym of Sligar was offered the chance to sell it to the wandering wizard Korrin of Pargin he did not tarry long and built a new mill upstream.
Korrin was looking for a quiet place near a river to establish his own little chantry. The old mill was ideal to institute plans he had had in mind for a long time. Korrin is a man hounded by his past. During his journeyman year he had lost control of a spell to bind a water elemental. The spell backfired and made him hateful to all water-based ethereals he encountered. In his home chantry of Chyrefal in Melderyn he fell in disgrace and left for greener pastures.
 
GROUND FLOOR

  (1) The waterwheel was heavily enchanted by Korrin. It lifts and dumps river-water into the trough on the righthand side from where it flows into the mill. The wheel also attracts and catches water-based ethereals that are flushed in along with the water.
  (2) The trough empties into on opening into the cellar here.
  (3) A small and over-stuffed kitchen/pantry.
  (4) Korrin likes to spend his evenings in deep thought in his favourite chair sipping a cup of cool red wine, discussing Pvaric philosophy with his apprentice.
  (5) A small classroom where Korrin teaches the guildsmens' children their letters and figures. The chest contains waxboards and parchment.
  (6)The old millstone should have been dismantled when Korrin bought the mill but Hamlym simply could not be bothered. Korrin occasionally uses it to grind down alchemical ingredients.
 
SECOND FLOOR

  (1) Master Korrin's room is simple and spartan. His most important possession, his grimoire, is locked in the chest.
  (2) Korrin's apprentice Shirla of Torval lives in this bedroom. It is also simply furnished but Shirla always has fresh flowers in here and keeps little mementoes neatly arranged on the table-top.
  (3) A guest-room for wandering shek-pvar. Since Korrin does not advertise his presence it has yet to be used.
 
CELLAR / SANCTUM

  (1) The water flushed in by the water-wheel comes crashing down in a small waterfall here and flows along the basin.
  (2) The kiln in the corner is used by Korrin in his alchemical work. It is not part of the Sanctum's active area to prevent Peleahn principle from diluting the Odivshe enchantment.
  (3) The small artificial island circulated by the water-flow is the center-point of Korrin's sanctum, where the magic flows the strongest (Sanctum VI / Odivshe +12; Savorya & Fyvria +6). Korrin does most of his spell-casting here to benefit from the Sanctum's power.
  (4) Korrin is also an accomplished alchemist and has a fully equipped laboratory at his disposal here. He sells some of his concoctions through an agent in Tashal.
  (5) This water-tank is Korrin's master-piece. It is strongly enchanted (Odivshe X) to act as a prison for water-based ethereals. The flow carries the caught elementals to the suction pipe where they are drawn into the tank and held in stasis indefinitely.
  (6) The water-flow exits the mill here. Korrin has placed an enchantment (Odivshe VIII) to increase the water's current and pump it back into the stream. If the echantment were to fail or be dispelled the mill's cellar would flood within minutes since it is below the river's surface.
  GM Note: Korrin's unorthodox method of dealing with his water-elemental problem may have unforseeable consequences for the whole area, mostly downriver, depending on the role water-based ethereals play in your version of Hârn. Spiritual depopulation of the river may cause fish and wild-life to sicken and plants to wither and die. Also see the following tale for a formidable opponent who might rise to oppose Korrin's scheme if she were freed:
 
THE TALE OF QUELANA THE FAIR

  In the old days, when the elder people ruled the lands which later came to be known as Kaldor, the rivers of the region where wild and unruly things that threatened to drown the lands each spring. The great streams which converged at Uldien were ruled by Nephaen the Magnificient and Selena the Severe, both powerful spirits of water, terrible to behold in their wrath and enchantingly beautiful in their serenity. The lesser streams and brooks were under the protection of their children, less powerful but still beyond the ken of most mortal beings. In these elder days the stream by the Old Mill was known as Quelan Brook, home and demesne of the spirit Quelana the Fair who often sat by the water's edge, combing her shining golden hair and singing in her hauntingly lovely voice. She cherished her brook highly and suffered no intrusion into her domain, neither by spirit nor mortal. When the Jarin peoples came to settle in these lands they suffered mightily from the water spirits' wrath which drowned their children and swept away their harvests each spring with the snow-melt. In their distress they turned to their benefactors among the Fair Folk and beseeched their help. A great wizard of the elven kind, whose name time itself has forgotten, bound the great spirits with his mighty art and tamed the great rivers, turning them into the languid flows they are still today. Many of their children heard of the wizard's deed and hid away fearfully, thus escaping his enchantments. Among these was also Quelana who lay low on her brook's bottom to escape the sleep of ages, but swore vengeance on all mortal men for their impertinence. The years went by, the lands by the brook changed hands many times and elven kind was no longer to be seen along the river's bank. Finally, Quelana judged it safe to rise again and wreak vengeance on the descendants of those who had wronged her. Once again she combed her golden hair by the riverside and her haunting song echoed through field and meadow, luring the young and foolish to her and to a watery death among the reeds and rushes. The waters followed her command, spilling over the bank and flooding the fields, the houses, and stables, bringing doom and rot to plant and beast. Chilling mists rose from the waters, blanketing mead and lea, disorienting travelers and locals alike and bringing cold and misery. Once again the people despaired, but this time no wondrous sorcerer of elder blood came to their rescue, for the Fair Folk had forsaken these lands and exiled themselves to their forest kingdom far to the south. The prince of Tyannild held a great council and asked the wisest among his subjects to find a solution for their plight, but none came forth with an answer. He sent riders far and wide to search for a solution. After many weeks of hardship a young miller came to him and promised a remedy that might curb the spirit's power, which he claimed lay in her golden hair. He needed three things to tame her: some of the finest beeswax, a sharp knife, and a stone box filled with the ashes of burnt reeds from the brook's edge. Fitted out with these things, he snuck to the brook, stopping his ears with the beeswax to shut out her bewitching song. Once he spotted fair Quelana combing her hair, he crept up behind her, hacked off her golden tresses with a quick slash of his knife and quickly tucked them into the box, snapping the lid shut and sealing her power into it. Quelana, robbed of her magic, dissolved into a puddle of water and washed down into the brook, sinking to its bottom and falling into the sleep of ages which had already claimed her parents and so many of her siblings. The young miller buried the box by the brook's bank and built a mill over the spot, further taming the brook and conquering its rage until Quelana reclaims her golden hair and rises once again to take revenge.


Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!