Merlin's Tower--a forbidding ruin on top of a desolate mountain
surrounded by lonely moors--becomes the scene for our adventure.
As we enter the ancient cottage and board the wooden carts drawn
by invisible horses, we meet a mysterious stranger who asks our
driver to take a small chest to the tower and deliver it to Merlin
himself.
Our journey begins at the Great Hall, where we approach a roaring
fireplace decorated with shields and coats of arms that seem to
reach out for us...
But something strange soon happens: our driver is confronted by
the Dark Knight, who wants to steal the chest. A battle ensues between
the Knight and our guide as the carts careen through the dark caves
and tunnels, and even as we fly over a moonlit valley, where the
Lady of the Lake beckons us. In the end, our guide vanquishes the
Knight and reveals himself to be... the wizard Merlin himself!
A conceptual design I created for myself.
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