Tower of the Rising Moon
This black-walled stronghold actually
boasts three towers, each topped with a
double-ended or horned snow awning
that scoops cooling breezes down into the
interior when the trapdoors are open in
summer. Inside, it is a miracle of hanging
plants, magical radiances, and cleverly
piped water. I have never been in a castle
that seemed so much like a cave in the
middle of a garden and not a dank, dark
fortress.
The Tower of the Rising Moon is the
abode of the lord of Highmoon, a halfelven
warrior named Theremen Ulath
who is thankfully easygoing and informal.
At the Tower, visitors of note are
entertained or even housed. Even if you
are not likely to require housing or
entertaining, ask to see the central Starfall
Chamber, where a magnificent and
thoroughly detailed map of the Dales has
been carved into the top of a huge circular
table. At night, starlight is projected
down onto the table by means of slanted
mirrors, and the effect is awesomely
beautiful!
The kitchens here turn out superb
foodsubtle sauces are the keyand
the wood-paneled rooms are as grand as
any to be found in the retreats of rich
Sembians or Cormyrean nobles castles.
The place is a fortress, though, and
every guest has an escort and every
room its standing guard of vigilant
Tower guards.
Captains of the Guard serve as
judges in the absence of the lord,
though they do not put anyone to death
without calling in Rhauntides, any visiting
Harpers or war wizards of Cormyr,
or the captains of the Swords first to
consult. Miscreants usually find themselves
in the dungeons, awaiting a full
and formal trial. The trial is preceded
by a magical mind-reading by
Rhauntides to learn the truth. Only the
guilty or those unable to be effectively
read go to trial. Those proven innocent
by Rhauntidess magic are apologized
to, rewarded for their troubles with
gifts from the Dale, and become honored
guests lodged in the best rooms in
the Tower rather than occupants of its
dungeons.
Popular legend around Deepingdale
asserts8 that the unused lowest level of
dungeons in the heart of Highmoon Hill
is roamed by will-o-wisps and features
deep wells and powerful magic (both
spellbooks and items of power) walled
away since the days of Princess Imryll.
These items are supposedly hidden
behind sliding stone panels that open
only to those who can find them and
who sing the right song of opening. Both
words and tune must be correct, but key
and performance can vary. It is my pleasure
to set forth here for the first time
the words to one such charmthough I
know not to which door nor tune these
words are linked:
In the lands under the wave,
Where the merfolk daily save
Sailors who have gone astray,
Sounds a bell for me today.
Sing away, come away
Yea, sing away, come away,
And open now for me I pray.