The Wind Tower
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Wizard's stronghold in The Scour.
The Wind Tower is a wizard's stronghold in The Scour.
SpoilerWalkthrough
The Galeweaver's spire
Up the Wind Tower behind the land's seal. The foot, a pillared nave; the vane hall, four fans any wind spell spins; the bell room, a lamp race for the key to the sand vault (three blocks and plates, provisions). South of the vault a relay circuit: the weights, two blocks onto two plates; the crosswind walk, four fans; the relay loft, a lamp race then a lever, whose shutter returns to the vault. Vanes and relay together unbar the approach to Squallwing's gallery; the eye of the storm, dark, the big key and a broken floor back to the foot; the Galeweaver at the top. The lower wing (12 rooms) climbs from the gate to the old mouth.
Getting in
The way in is at The Wind Tower ("The Wind Tower").
The door is a seal that opens once the land has given up enough of its magic: absorb the auras of the land's creatures (ten of them) and its guardians, and the sockets light.
Rooms
- The Tower Foot
- The Vane Hall
- The Bell Room
- The Sand Vault
- The Squall Gallery
- The Eye of the Storm
- The Crown of Winds
- The Approach
- The Weights
- The Crosswind Walk
- The Relay Loft
- The High Drift Cellar
- The Red Wind Cut
- The Windy Red Stair
- The Hollow Mesa Hall
- The Cracked Scree Room
- The Dry Hollow Gallery
- The Long Sirocco Hall
- The Sandy Dust Cellar
- The Lower Vane Steps
- The Old Sandglass Room
- The Burnt Ochre Hall
- The High Blown Gallery