Getting to your feet, you hear the muted cries and deadly claws furiously racking at the tall iron gate. The sound is oddly muffled as though the city itself is refusing to be disturbed by anything outside. The thick doors and high stone walls will be enough to hold back the storm, at least for now. Looking into the tired, frightened faces of your army, one is suspiciously missing - Samil's. You know what you saw, although it is hard to believe. Whatever the truth about Samil, you know you are alive because of him.
Returning your gaze to the city, you find a forgotten realm of derelict buildings, wreathed in a low-hanging fog. An eerie silence hangs over the jungle of stone and timber like a cowl, oppressive and thick. After ordering the troops to hold their position, you ascend the gatehouse tower to take in a wider view of the overall landscape.
From the elevated vantage point, you look out upon a sea of fog, broken only by the dark silhouettes of buildings, towers and decorative columns. Even through the obstructed view, you can tell the city is larger than Verum, and will take several days to cross. While discussing your options, a member of your group discovers an odd cylindrical object laying amongst a pile of rags. A piece of glass caps each end of the cylinder and as you lift the object to your eye, you see the world far off in the distance as though it were just before you. The device is truly unlike anything you've seen before, and with it you are able to gather how truly massive this dead city is. If you hope to make it to Raven's Reach, you will need to find a way through it.
Peering through the new device, you carefully survey the layout of the city below, noting major landmarks. The most obvious of which is a wide chasm marring a large portion of the city, its jagged edges stabbing down into an abyss. You also find pockets of Deepwood rising above the cloudbank where the foul trees must have gained purchase. Amongst the scattered remains of damaged buildings, the fog also appears more dense in some areas and writhes like a living thing that makes your hackles rise. Searching further afield you seek out any city gates that may provide a point of exit but you find only one. Far off on the other side of the city, you can barely make out the gatehouse that is now your destination.
OPEN THE JOURNAL ON PAGES 68/69
KEEP THIS PAGE OPEN THROUGHOUT THE CHAPTER
IF YOU ARE SENT TO ANOTHER PART OF THE JOURNAL, YOU WILL ALWAYS BE SENT BACK TO THE MAP PAGE AFTERWARDS AUTOMATICALLY
WHEN YOU CHOOSE A DIRECTION TO MOVE IN, YOU WILL HEAD IN A STRAIGHT LINE IN THAT DIRECTION FROM WHERE YOU ARE, AND COVER A DISTANCE EQUAL TO THE 'PER TIME TOKEN - DISTANCE TRAVELED' MEASUREMENT ON THE MAP
ONCE YOU HAVE VIEWED THE MAP, CONTINUE IN THE APP
To aid with your navigating the city, you sketch a quick map as reference on a scrap of parchment. There are three traversable routes from your current location. One leads to the left, eventually taking you past a squat building accented by a pair of square-shaped towers. A second path cuts toward a towering spire in the central area of the city. And the last route leads you down to the right, where a large chimney rises from the rubble. Whichever path you take, you'll need to get moving soon to keep the soldiers under your command alert and focused on the mission.