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Keldor is a dwarf scout who watches the marsh from the old footpath.
Keldor claims the lights in the marsh move in patterns like a slow dance.
Keldor keeps a lantern hooded until the last moment to avoid drawing notice.
Keldor believes the marsh hides a buried wagon sunk in peat.
Keldor can follow frog calls to find the driest stepping stones.
Keldor says the safest crossing is after three dry days, not two.
Keldor carries a whistle tuned to a pitch only his hound can hear.
Keldor tells stories of a pale heron that never casts a shadow.
Keldor thinks the ruins and the marsh are linked by an old drainage tunnel.
Keldor traded a silver button to learn a fisher's secret route.
Keldor trusts Dagna's water but refuses to drink after midnight.
Keldor marks his trail with tiny chips of white quartz.
Keldor says the marsh lights went dark on the night the moon turned red.
Keldor is curious about old maps and collects any scraps he finds.
Keldor believes Bromm's trident mark is a warning, not a signature.
Keldor is patient in silence but asks direct questions when pressed.
Keldor wants proof that the marsh lights are not a signal to smugglers.
Keldor asks travelers to describe any strange scents like bitter metal or smoke.