Meeting Into
the Crypt Umber
Hulks Stone
Heart Vampire
Beryn Keep Sand
Giant
City-Between-Places Beryn's
Farm Bog
Serpent Stronghold 2
Parties Dog
& Horn The
Cells
Escape! Calrhuvianne Souls Hawker
Bag Kin's
Tale Mayor
& Shopping Dhunok
Grael
Karubiat
Elesis Underground
Sun Lizardmen The
Boat Akkenophon Shurudien! Ghurzak!
To Karnak Dice Oracle Mogradjinn Battle The
Hilt Exit Strange
Allies Ghorak
Lan
Farigon Calrhuvianne2 Wraithking Columns Last
Column Galent Zeres-kai Eyrie
Elementals! Golem
Sluggish at first, the party soon gather themselves and start to
shake off the hangovers and focus on the serious business ahead.
The party are heading to the mountains of Llhandroth-Yar where a
barbarian tribe, the Zeres-Kai, whom Beryn usually refers to as
the Dragon Clan reside. It is they, he believes, who have the blade
of the Sword of Names.
Calrhuvianne bids his farewells as he feels he should stay to help
Galent, once he has found the mayor, who is conspicuous by his absence.
Leaving behind the caravan of dwarves, still all deciding what next
to do, the party set off.
The first part of the journey is the most awkward as it requires
the party to travel through the town to get across the river. Beryn
explains that the centre of the town seems the worst affected by
the magical malady and leads you around the outskirts, over the
river and out the gate at the other side of the walls. As quick
as the crossing is made it is not quick enough to avoid the malaise
- you can feel doubt and despair crossing your minds.
Too many enemies, we'll never get the Sword of Names, Hawksmoor
is too strong, the Mogradjinn is too strong, better to give in.
Beryn is protected by his bracer, though, and aids when needed
to move you all along. Safely out of the streets and minds freed
once more, there is less danger of the horses panicking under the
magical influences destroying Galent, so it is time to mount up
and head out. Beryn has a cart with him with some provisions for
the journey and each of the party has their own steed. It's a cold
morning, sharp enough to paint breath and it feels good to be moving.
It transpires, as Beryn explains, that some time ago, Beryn himself
had interceded in a tribal war over land between the Zeres-Kai,
a dragon god worshipping barbarian tribe, and Jiriki's tribe. He
elicited a truce by virtue of finding Jiriki's tribe splendid lands
to take as their own. Beryn benefited from befriending both Jiriki
and Karnak through this but his motive was to stop any attention
being drawn to the Zeres-Kai if the battles spilled onto the plains.
He had reasoned that it might be a fair guess that the icon of
worship for barbarians might be a sword, as with Kord's own symbol.
If it had been brought by a great dragon......well, the possible
conclusions are obvious. The Zeres-Kai might hold the blade you
seek. How to get it is another matter, although Beryn's manner seems
to suggest that all-out war will not be necessary! He has a map
with the route to follow laid out - it's a little tortuous but he
is sure it is the best way to avoid problems and get to your destination
without bringing any undue attention to your quest. He has marked
on the map the apparent position of Hawksmoor's pyres and obelisks,
extrapolated from a couple that had been scouted out. The scale
is impressive and it is no wonder that they were not spotted before
the magic was complete!
North and then east and then north and then east again, the party
travel onwards through days. There is one early and friendly encounter
with a dwarven party who are searching out straggler orcs from a
recent battle and it is clear that quite a number of dwarves have
not given up and are attempting to reclaim their city. Little other
than that distracts from the journey - Suva takes plenty of time
to pray and Morin is particularly quiet, soaking up the scenery
and relaxing.
By Ranedil the 14th, the party are making good time and are just
less than halfway to their destination. Rest for the evening is
taken on a direct line between northernmost obelisk and northernmost
pyre, according to the map. Although it must be a day and-a-half
away, the cool, quiet evening allows the hint of battle to be heard
from the west, where the obelisk stands. It's difficult to resist
going to join the battle but Beryn pleads for the party to resist
their urges.
The night will be long.
The party move onwards again, travelling more or less north in
a slight arc and avoiding any confrontation. There is no road to
follow and as the terrain changes, only animals scatter clear -
neither bandits, nor mercenaries, merchants nor adventurers have
their paths crossed. By Ranedil 27th, the weather is closing in
and snow is in the air, especially as the land starts to rise. A
bitter and strong wind slows progress and more care has to be taken
to keep the horses healthy and the cart in good repair as the ground
underfoot becomes stony and treacherous.
North of the east edge of the Llhandroth-Yar, beyond the haunted
stones known as Ereband, lie the harsh climes where Jiriki's tribe
now resides in peace. The party's route, however, takes them first
into a wide valley and then upwards into the high mountains. Horses
will need to be led by hand by the time you get there but Beryn
assures you that no mountaineering will need to be attempted before
you reach the Zeres-Kai.
A problem presents itself as you enter the valley, however. Light
snow whips about in small eddies from the valley floor. A couple
of tough, weathered-looking barbarians step up from beyond large
boulders, unheard in the howling wind. They adjust their furs to
clearly show they are armed and one of them looks about theatrically
- you get the message: there are more of them in the valley.
Jiriki moves to step forward but Beryn stops him quickly - they
are of Jiriki's tribe. Or were.
Beryn whispers quickly before they get to close.
"Damn, I was a little afraid of this: these are likely a nomadic
or bandit breakaway from Jiriki's people. I'm not sure what they
want but I may have to head back here and leave you to it. I expect
it's about me and anything I say will likely make things worse.
Or we go the long way, or..."
Before he can add anything else the two barbarians are in range,
unmoved by the wind and snow, immune, it seems, to the cold.
"You're not welcome here Beryn. Not everybody was happy to
leave our home of decades. Turn away from here and take your friends."
Though tension mounts, bloodshed is avoided by Beryn leaving but
insisting the rest of the party are allowed to move on. The party
presents a fearsome force and the barbarians are no fools, so an
agreement is reached.
Beryn gives brief directions and is fairly sure that Zeres-kai
scouts will probably already have seen you all. He also gives a
snowy owl feather to Morin, rather than a spare set of Hawker bags
- it is a token to remind the Zeres-kai chieftain of a promise.
There are three potions of healing for Balin, who has been persistent
in his requests and is mollified a little by the gift. And finally
a scroll to Suva. It is a portal bringer; a route to the City-Between-Places
and it's the only one he's got so use it wisely, if at all!
Wishng you the best of luck, Beryn starts the awkward task of turning
his cart around. If you manage to retrieve the blade - or even of
you don't - you have two good options for where to head to. Either
back to Galent and the fight for the city, where some resistance
will hopefully have been mobilised by Hogun and Karnak. Or to the
City-Between-Places, where Moebius and Beryn will be attempting
to find either the Mogradjinn or Azal Magrothir.
If you have not returned in a week, Beryn will come looking.
................
There is a pass part way down the valley and a stony route that
leads higher into the mountains. The horses need to be lead by hand
here and although you are walking into a very obvious place for
an ambush, there seems little option but to press on. After an hour,
there is no sign of the barbarians that had begun to follow a little
- although the snow is falling thickly now and you would be gifted
indeed to make out much!
Foraging to get a fire going takes up a large portion of the freezing
evening before rest can be had. The following day, after removing
excess snow from beards and locks where appropriate, you are pleased
to find a clear morning. Sharp and cold but bright and no snow falling.
28th Ranedil
The route (which sounded shorter in Beryn's description) leads
the party slowly, ever upwards until the ground levels out a little.
There are some impressive views but as you stretch and catch breath,
almost on perfect cue the day is disturbed by the approach of six
barbarian warriors, moving with grace and ease over the rocks, feet
barely crunching in the fresh snow. They are clothed in hide and
furs but metal clasps on clothing and weapons are noticeably claw-shaped.
Jiriki has to hold himself back as a momentary burst of anger almost
overcomes him; no doubt this is the once enemy, the Zeres-kai.
The first barbarian to speak is surprisingly chirpy and well-spoken
in his manner.
"Wotcher. Got up the hill okay, then? I'm surprised you've
brought horses!
"Now then, are you passing through or do you want something.
You're on territory that is guarded by the Zeres-kai and you're
free to pass through under our protection."
There is a slight pause and a tightening of the smile as the last
comment is made.
"As long as your actions are friend, not foe and bring no
ill to the mountains."
Morin speaks up and tells the barbarian that the party have no
wish to pass through but rather have business with the chief. The
barbarian in a curiously good mood, they are led to the chief.
With no obvious other option, the party follows the friendly barbarian.
It's only about 30 minutes before the ground finally stops rising
and drops into a shallow region, vast and partially sheltered from
the elements, though still very cold. Although there is something
of an impression of these mountain barbarians making their homes
as they need them, this area seems more permanent.
A great granite sword with a dragon wrapped all about its length
is the striking visual centrepiece of the entire area, a large fire
burning in front of it. There are strong tents spread across the
area and a couple of small stone buildings that are probably stores
of some type. Children are playing, indicating the familial nature
of the gathering, and they are shepherded away as the party approach.
Other characters, men and women, all armed, close in slowly on the
statue area and from a large leather tent an aged barbarian steps.
Pulling himself to his full height he strokes his greying beard
and strides to meet the party, followed by a wild-eyed, tousle-haired
barbarian who is painted head to foot in bright red and wears a
number of unpleasantly gutted bodies of small animals about his
person. He is later discovered to be called Sanguine and appears
to be a cleric or shaman of some sort.
Although old, the chieftain is fit and well and his eyes are sharp
and focussed.
"Chief Rann," announces your escort, pulling a small
dagger from his side and holding it handle first towards the chieftain
as he speaks. "My greetings and blood are yours. Apparently
this band have some grave news and wish to see you about some pact.
They have tried nothing on the way here."
He steps away, the last line rather odd put presumably indicating
some sense of trust, replacing his dagger. The chieftain drops to
his haunches, casually tidying the edges of the fire at the base
of the large statue as he speaks calmly.
"Well.......?"
Morin leads the conversation again – when asked to produce
an amulet to indicate he is truly from beryn, he only produces the
feather he was given and it turns out that the “amulet request”
was merely a test. There are a couple of misunderstandings as each
party dances around the subject (both seemingly ill informed by
Beryn!) and then finally, when it is realised that the right to
enter the Dragon God’s Eyrie is likely the main objective,
the chief makes a decision.
Rann ponders for an interminable while and then says, "No:
Beryn Lock alluded to things, it seems now, without actually saying
very much."
"However, it seems to me that the right to enter the Eyrie
is what this will all be about. All explanation and discussion can
come afterwards. If you do not survive, the words will have been
unnecessary."
Sanguine jumps to his feet quickly, his words rushed and passionate,
"N-no my chief, it is forbidden!"
Rann reacts quickly, drawing a dagger so fast you barely see the
movement. In a second, he has nicked his own palm and smeared blood
onto the chest of Sanguine, where it loses itself in the blood-red
daubings.
"It was agreed and thus it is so. This is your chieftain's
word and you are now bloodbound."
There is a light rumbling in the encampment for a moment as Sanguine
glares at the chief; some of the larger warriors take a half-step
towards their leader but then, just as it seems you may be witness
to a rebellion, it is over. Sanguine bows and says, with no trace
of malice nor sarcasm.
"Forgive me. My passions overcome me."
With a gesture and an obvious parting of gathered warriors, it
is clear that Sanguine intends to lead you across the encampment
and then higher still into the mountains.......
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