Post by Dead Greyhawk on Oct 14, 2008 20:43:09 GMT -5
The Company continues their stay at Castle Crago, tying up loose ends and making the best of their situation. Raven ensconces himself in a room at the top of the keep and spends most of his time reading. He's uncommunicative about what the book says, leading Winthrop to become quite concerned. "You know how easily his mind is taken," he mutters to Dell, all the while thinking of how he should get back to the Nekton Fragments. Raven starts doing odd exercises, stretching and contorting his body in quite unnatural ways, and keeps up this regimen day in and day out.
The mages have different priorities. Antonus attempts to practice his new magics, looking into Dell and Winthrop's spell books to understand the possible range of arcane power available. Many of the spells contained in their books are not found in his, and this galls him. "I will get a complete set of these spells if it is the last thing I do," he mutters to himself.
Dell finishes tracing his path over the last few months on the rough map he has drawn. He sketches another line that sometimes intersects and sometimes cuts through his path, frowning as he does so. By his eye, things are lined-up well, almost as planned. Dell removes the mithril circlet from the magical box and turns it over in his hands. Taking a deep breath, he turns to face the corner of the room and places the mithril circlet on his brow. His vision doubles as he sees through the eyes of his undead minion. No strange headache or muscle twinges accompanies this viewing, and Dell sends his thoughts clearly to Sterling Quintus. "You will never regain your circlet," he cackles. "I have found powerful allies among the Bergheim Mercenaries! Their tower is impregnable, and I will be able to cow you and control you to the last!" Dell quickly removes the circlet and places it back into the box. "I'll give it a week," he decides.
Winthrop tests his newly recreated weapon. Foebiter seems intact and to contain all the powers that it had before. It still sends him through space at will and is still light as a feather and sharp as glass. Winthrop is still uncertain how Dell has recovered the falchion, but he is certainly not going to argue about it.
Grizela gathers those of the Company that will come late one afternoon. Something is happening among Diego's troops, and Diego has gone to confront them. The Company arrives in time to see Diego drop his horsebow and begin stripping his shining platemail from his body. "The orcs are rebelling," says Perrin, who has seen what went before. "That big orc over there by Org Bugeater attacked that man-at-arms and has now refused to be disciplined by Diego. Diego told him to get a sword, but the orc claimed Diego would simply shoot him since Diego isn't man enough to face a true orc warrior. That's when Diego started taking off his armor."
Diego, barehanded and unarmored, steps forward into the ring formed by his men and orcs. "Larkar. Kek pinnar!" he says to the large orc. The orc bellows and charges, his scimitar held high. The orc is quite competent with the scimitar and lands brutal blows on Diego, but Diego does not simply stand there. Using the edge and flat of his hands, he pushes the blade and arm aside, turning the force of the blow and suffering only minor wounds. Getting inside of the orc's reach, Diego brutalizes him, bashing an elbow into the orc's throat, gouging out one of the orc's eyes, and finally smashing his forehead into the orc's face until it collapses, leaving a ruined mass behind.
Diego staggers back, bleeding, and glares at the crowd. The orcs cheer, chanting "Diego!" over and over, while the men-at-arms are less enthusiastic at Diego's success. Smearing the blood from his forehead, Diego hauls up the orcish corpse and throws it into Org Bugeater's shocked arms. "I'm stronger and smarter than you," Diego slurs at Org. "Find a better dog next time." With that, Diego struts back over to his armor and weapons.
The Company gathers that evening to talk about their time at Castle Diego and whether it is time to go. Even Al, assisted by Adrienne, attends the meeting. Lord Diego seems to be less trustworthy and more imbalanced than when he was part of the Company. Raven claims he needs only a few more days of practice with his exercises. Al states he is mainly recovered and could be ready to travel. Dell asks that Winthrop scry the Bergheim Mercenaries' tower before the Company goes and agrees to meet with Diego.
Diego appears much haler than he should given his fight earlier that day. Dell wonders if he has located a priest among those that have gathered to his flag. Diego is saddened that the Company is leaving, but he understands that they have other things to attend to. "Castle Diego is always open to you," intones Lord Diego, clapping Dell on the shoulder.
Winthrop meets with Dell the next day as the others prepare their belongings. "How did you know?" he asks. "The tower is a mess, destroyed and blood-filled. It appears as if a rampaging army went through it. Orcs and ogres are strewn about like toys, looks of fear on their faces." Dell smiles at the thought. An indirect weapon, one to be used with subtlety, has come into his hands. "I know you had a hand in this," continues Winthrop. "Why else would whatever did this paint 'I will find you Dell!' in blood in the middle of the throne room?" Dell shivers slightly and excuses himself.
After a few days, the Company leaves and heads south towards Sterich. Al seems more flexible and sets a better pace than he did before. For all of the horrific injury he suffered, he seems to have healed more fully than when his leg was rotted in the Longspear sewers. The Company leaves on horseback, planning to make good time and to try to cross the Javan somewhere in Sterich.
The Company sets a good pace as they ride through the Stark Mounds. The barren, dry hillsides pass by until Grizela, riding in front, waves that a line of creatures is approaching at an angle. The Company sweeps down upon the creatures, who shriek and scatter, fleeing from the approaching warriors. "Hold up!" shouts Raven. "They're refugees!"
Indeed the creatures plodding on through the hills are worn and tired men, women, and children. They travel with the last of their belongings, having been burnt out of their tiny crofts and villages by goblins during the day and undead at the night. Freemen of the Stark Mounds, they have nowhere left to go and now attempt to flee into the Duchy of Geoff in order to receive succor. The Company summons water and food to help them on their way and discovers, in response, that the goblins that raided these poor folk out of their homes all wore a single sigil, that of a red medusa's head.
As the Company watches the refugees head north towards Geoff and Castle Crag, the Company debates whether they should try to track down this band of marauding goblins. Dell, surprisingly, is heartily against doing so. "We should head back home," he says. "We've dawdled here enough, and the others will be waiting for us." Dell's steadfast opposition is surprising, but he is resolved.
That night, the Company sets watch and arranges their glowing stones so as to quickly light the area about them. The night passes peacefully until Perrin is on watch. With a silent ferocity, Perrin is beaten about the chest and abdomen by a flurry of fur and claw. His elven mail turns the worst of the attack, and he lets out a frightful holler while kicking at the nearest covered glowing stone. The Company is quickly awoken and rallies to Perrin's aid. Nothing can be seen except perhaps, at the very edge of the light, a hint of disembodied cat eyes. Perrin sits up with a glowing stone in his lap for the rest of his watch.
The Company continues down into Sterich and comes across, rather suddenly, a number of hill giants who have sat down for a meal. They throw large boulders and a half-eaten cow at the Company as they clash in battle. Without Otto, the hill giants are more difficult enemies to fight and, in the confusion, Perrin and Raven pass between the hill giants as Dell fires a bolt of lightning through them. Perrin collapses to the ground, unconscious, while Raven staggers and smolders. The ring found in the Great Tree that provides him the ability to swim like a fish sears his finger as electricity arcs through it and splits it in twain.
Between the lightning bolt, Raven's arrows and the combined efforts of the rest, the hill giants are slain. While Adrienne restores Perrin, the hill giants' belongings are searched. Among odds and ends and a rather nice gold bracer, the giants are carrying among them several large wheels of ripe cheese. Each of the hill giants also wear a grey badge with a triangle overlaid with a small black square on it. "What do you think?" says Al. "Sigil of the Dead God?"
"Remnants of the Bergheim mercenaries," says Dell.
The skies cloud over and threaten to rain as the Company pushes on into the desolate land. As they get closer and closer to the border, fewer and fewer living people are seen, and the signs of violence become clearer and clearer. The Company breaks for a rest, which is interrupted by an odd sight. A single old man with a cane walks slowly alone through the land.
The Company mounts up and closes with the man. "Ho! Old man!" shouts Antonus. "What are you doing alone?"
The old man tells of losing track of his daughter and son-in-law and how he is certain to catch them right over the next hill. "They can't be too far ahead of me," the man quavers. "After all, it's not like we've gone very far." It seems clear that something horrible has happened to the man. Antonus offers him what help he can, but the man claims he needs none, since his daughter and son-in-law must be "right over the hill in front of me." The Company sadly tells him that they have not seen his family. All that he will take is a share of the giants' cheese before he hikes off again to the northeast.
A more melancholy Company camps that evening, setting up watch as usual. As he sleeps, Perrin is attacked again by some vicious clawing, biting creature. Again his armor saves him from being slain, and he lets out a frightened, angry cry. Antonus, on watch, sees a faintly glowing cat shape clawing at Perring and sends magical bolts flying at. The bolts do nothing to it, but it flees as, again, the Company rouses to Perrin's defense. Perrin has suffered fairly grievous harm from the cat-things claws and teeth, but he and Adrienne are able to heal the worst of the wounds.
At midmorning, the Company begins to come across their first batches of undead. Single skeletons and small groups of zombies, ramble across the countryside. On horseback and accompanied by two priests, they pose little danger to the Company, but their presence indicates how fallen the Earldom has become.
Just past midday, four armored men on horseback come into sight. They canter into shouting range and demand that the Company explain themselves. The four mens' haughty demeanor and expectation of obedience are irritating at best, but they also wear the sun and moon of Pholtus. Once all are convinced of each others' good will, the priests exchange information with the Company.
The priests have been fighting the undead with a band of infantry for a month and have finally lost the last of their men. They ride north to the Grand March to recruit more troops and foot soldiers. While they have unceasingly fought undead, the undead numbers continue to grow. "They become more dense the further west you go. Their unholy general Kay-Tarn grows them out of his sanctum in the Crystalmists," mutters the most senior of the Blinding Light. "The undead generally roam without direction unless they have humanoids traveling with them." The Company tells of the safety of Castle Diego and shares their cheese with the priests. After a sharp meal, the priests shine the Blinding Light upon the Company and head northwards.
The Company finally joins up with a roadway heading southward and rides hard, making good time. When it comes time to rest the horses and themselves, they have penetrated deep into Sterich. The dangers of doing so become apparent when a pack of ghouls appears from nowhere and rampages through the Company. Al, Perrin, and Grizela are paralyzed in the initial attack, but Adrienne comes to the Company's rescue. Turning the unseeing gaze of Lydia upon the undead, they flee in haste, with Antonus, Dell, and Winthrop electrocuting those that remain. Well-placed bolts of lightning and magic slay the last of those that fled, and the Company is saved. Al nearly breaks down sobbing when he is freed from paralysis.
The night sky is dark with clouds, and the Company chooses not to show light for fear of drawing more enemies. The first sign that shadows have infiltrated the camp are their chilling touch. "Lights! Lights!" shouts a weakened Raven, unable to draw his bow. The shadowy forms are plainly visible in the stark, actinic light shed by the rocks, and Al, Grizela and Adrienne hack them down.
A weary Company continues through Sterich and draws even with the King's Road connecting Istivin and Niole Dra via Flen. Hordes of undead caper towards the Javan river. Ghouls scamper beside shuffling zombies and cackling skeletons. Large ghasts cuff and direct the lesser undead in the right direction. Incorporeal beings flutter through the air under leaden skies. "I don't think we are crossing at the ferry," says Raven.
"I could take this opportunity to sneak up and fireball a well-packed grouping of them," suggests Antonus. The others shake their heads. "I suppose it would be a pretty bad idea."
"I'll look around," says Winthrop. With a swing of his arms and some muttered syllables, he transforms into a falcon and climbs high into the sky. Westward toward Istivin a dark diffuse cloud can be made out. Overhead, the leaden skies, replete with strange black lightning, cover the land. To the east, a dark cloud extends out to where Flen must be. Milling over the land like cockroaches are hordes of undead, both those seen by the Company and others further out of sight. From his vantage, Winthrop can see a large gap between undead groups that might allow the Company to sneak through, if they time their movement right. Satisfied, he descends to the others.
"We can make a break past the undead in about twenty minutes," he says. "It looks like towards Flen is an undead army. Hopefully it is not on the move. A dark haze is over by Istivin. I am not sure what that is."
The Company dismounts and prepares to sneak across past the flowing undead, using Winthrop and Dell's magics to shield everyone from sight. It is a nerve wracking crossing, but one that goes without problem. Sneaking between the bands of undead, the Company wends its way further southward heading for the Davish river and the Joten Mountains.
The Company camps in a hollow between two hills and is attacked in the middle of the night by zombies while Perrin is on guard. As has happened for many a night, the strange cat-creature attacks Perrin by surprise, rending and tearing. This time though, skeletons and zombies accompany it, staggering into camp and attacking the sleeping. The camp descends into chaos. Winthrop awakens to find himself being mauled and strangled by stinking undead!
Adrienne turns Lydia's blind eye on the undead, thinning their physical frames to dust, while the rest of the Company staggers to their feet. Antonus sails into the air and begins raining magical bolts down into the undead. Winthrop hauls out Foebiter and stabs mightily into the foul creatures surrounding him. Foebiter's sharp blade slides through their vile forms, but the undead press Winthrop mightily, forcing him to slide between time and space. With a popping sound, Winthrop disappears and reappears on the far side of camp, tossing a large ball of fire upon the mass of undead that had mobbed him.
The Company has contained the battle when their undead opponents rise again! Grizela screams in sudden fear and begins running in fright into the night. Fortunately, she makes a beeline for Winthrop, and he is able to knock her feet out from under her. The undead are no more mighty this time than the first, and they are again slain, for the third time, by the Company.
Perrin, fighting against his feline foe the whole time, is raked and bleeding. The cat from Hell is on the verge of defeating the elf when the last of the undead fall. With a frustrated yowl, the cat springs away into the night, again its glowing eyes the last thing to fade from sight. "Here kitty-kitty!" purrs Winthrop from where he sprawls across the feebly struggling Grizela. Winthrop lobs a ball of fire onto the retreating cat and, when it fades, nothing is left but ash.
The Company packs up camp and moves on, knowing that such a battle will have drawn attention, eschewing rest for safety. As the sun rises, the Davish comes into sight, its watery surface glittering and flowing. The next time the Company dismounts, Dell draws out the mithril circlet from its keeping in the box. Carefully facing away from the river, he places the circlet on his head.
His vision is quickly overlaid with that of a destroyed village. Burnt out and lacking in life, the village is a scene of quiet desolation. Square in his vision is a mound of emaciated corpses, each gaunt, fanged, and taloned. A pile of decapitated ghouls adorn the center of the village. His vision turns to the southeast. Dell quickly takes the circlet from his head and restows it. The vision has given him much to think about.
Unlike the Javan, the Davish appears less foul and lacks the veritable raft of floating corpses. Most of the trees and other items on this side of the river have been felled, but the makings of a raft are visibile on the far side of the river, up a hilly knoll. Adrienne allows for some to walk across the river, and they make a raft sufficient to ferry the horses across. Several wandering skeletons and zombies are dispatched as the Company constructs its raft, but soon they have put a watery barrier between them and the foulness of central Sterich. An exhausted Company rests for the night.
The morning finds the Company working its way westwards toward Longspear, skirting the Jotens and heading, eventually, up into the Little Hills. The day passes mostly uneventfully, until late in the day smoke is seen. A trickle of smoke, as if from a poorly hidden campfire, marks the sky ahead of them. Careful investigation shows four men gathered around a campfire. The Company hails them and finds that they are survivors from the defeated Army of Sterich army.
Nort, Martin, Korus, and Quiet, since he never speaks, are dressed in a motley assortment of clothing and carry quite a mixture of weapons. Strangely enough, they all claim to be sergeants, except for Quiet, who claims nothing, who have survived by their wits after the loss of their men. Nort, who does most of the talking, tells of how the mercenary companies paid by the Earl retreated and melted away early on and then the Army of Sterich met its end at the hands of undead. The Company is a little suspicious, of their story. "All sergeants and no uniforms," points out Antonus, recalling how when he served in the Longspear militia all of the sergeants were meticulous. "Seems dubious to me."
"We'll bring them to Longspear," says Raven, who tells Nort of his luck. The sergeants travel along with the Company, showing some reticence but not resisting the Company's direction.
The number of undead on this side of the Davish is nothing compared to in Sterich, and the Company makes good time, encountering a small group of hunting ogres who become the hunted. After climbing through the Little Hills, the walls of Longspear, still being rebuilt, come into sight.
The Company rides up to the gates and presents themselves, Dell speaking for the Company. Apparently spies and enemies of Keoland are rife in the surrounding area and relations with the Yeomen have deteriorated. Dell, falling back on his old ways, claims that he is a merchant in fine gems and jewelry and that the rest of the Company is his guard. Nort and his fellows, except for Quiet who seems to have disappeared upon reaching the gate, are taken into custody. Dell, on the other hand, claims personal friendship with the high priest of Ehlonna in Longspear. With a clasping hand, palming an emerald, Dell suggests to the gate guard that he should go there straightaway. The guardsman looks at the Company and feels the egg-shaped stone in his palm. He nods and waves them in.
The Company heads to the Wheatfield, their normal haunt, to deposit their goods before searching out Cedrus. Longspear appears secure, and the Company is glad to be in a place of safety and civilization. The inner quarters of the city seem to have recovered nicely from the siege, with the damaged buildings mainly repaired. The streets still throng with refugees from Sterich and now from Flen and parts of the Yeomanry as well.
"We should do some shopping," says Raven. "Get things in order." Winthrop agrees, knowing that Indom Falmuth will likely have replenished his store of magical inks and more pearls likely have arrived among the merchants of Longspear.
Dell also agrees. "I'll need about forty-five thousand gold eagles for my shopping list," he says nonchalantly. The rest of the Company is flabbergasted.
"I think I want to see your list!" erupts Raven, his eyes bulging from his head.
"It only has two things on it," retorts Dell. "It will cost about five thousand eagles for a fine chest like Winthrop's for me to enchant and about thirty-six thousand eagles for the deed to the lands around the Hall of the Blue Sun. We might be able to get a discount, as Longspear and Lord Highrider are in need of funds at the moment, but Lord Highrider isn't much of a haggler."
"I see no reason that we should pay for you to become a land owner," grinds out Raven. Dell's temerity continually increases, but land speculation is too much even for him!
"You have to see the long view," says Dell. "This is as much for me as for you. I'm just doing it to become a member of the nobility. I'm supporting your bid to become the new Earl of Sterich, I figure you can help me out on this one small thing. Nothing like a noble imprimatur when you make your case for the freed lands!" Dell saunters over and sits in the sole upholstered chair. "I used Lord Morgan's letter of introduction to meet with Sir Highrider long ago. We came to an understanding regarding the use of the Hall of the Blue Sun as an inn, but he offered me the right to the land around it, a six by six mile tract," explains Dell. "I don't think we can set up an actual town, but the mineral rights would be mine, as would the holdings of any creatures in the area. I'd become his vassal and tithe a nominal fee for the land."
"What do you mean his vassal?" asks Winthrop.
"I'd be Lord Dell to you all," chuckles Dell, "even to Lord Diego and Lord Raven here. I'd be appointed a Baronet, a non-hereditary noble associated with the property. Baronet Dell has such a nice ring to it."
"This is crazed," says Antonus bluntly.
"But maybe in a good way," retorts Raven. "Let's visit Cedrus first. He's got your pouch of gemstones." Raven points Dell and the others out the door.
"Somehow, I doubt Cedrus has felt any great urge to be thrifty with our money," says a rueful Dell.
The Holy Wedge is the scene of much construction. The shattered buildings and desecrated shrines are still under repair. Given the absence of priests of many of the denominations, it seems likely that the wall of altars and shrines will not be easily restored. Winthrop leads the others to the Temple of Ehlonna, a pillared edifice still gaining its final fittings, where he calls for Cedrus.
Cedrus is overjoyed to see the others, but he quickly pulls them in off the street. "You must keep a low profile and leave as soon as you can," he urges as he leads them down into the space under the temple. "Your names and faces are well known, and a bounty has been put on your heads!" The Company looks dismayed as Cedrus continues his explanation. "Stories came back from Niole Dra that you assaulted a King's Man and enchanted him. They have grown to accusations of treason and collusion with the enemy, all fanned on by Richard Coldheart. Sir Highrider knows that you have served the city well, but I doubt that he will stand between you and anyone that tries to take you for the bounty," explains Cedrus. "It is fortunate for you, though perhaps not for Longspear, that Elena the Pure and Richard Coldheart have not returned from the Silent One's tower."
The Company relates much of their adventures to Cedrus, who agrees that they have made a significant impact. It seems to the Company that the missing Archdruid is the key that might unlock the puzzle. The Company relates Herbert and Eig's communication from the Great Tree to Cedrus, but he is equally perplexed.
Cedrus agrees to act as intermediary for the Company in the purchase of items and crafted goods so that they can retreat to their Hall. To Dell's surprise, his pouch of gems is not empty, though it is rather sparse. Dell adds to it from his silver and platinum box and hands it back to Cedrus, along with a clear explanation of the chest he needs built. A decision on become nobility will have to wait until their names are cleared.
After collecting their belongings from the Wheatfield, Cedrus, Perrin, Grizela, and several acolytes escort the rest of the Company, cloaked by Winthrop's enchantments, back out the city gate. The guardsmen, worshippers of Ehlonna, see nothing odd in the wide spacing the acolytes take when passing through the gate, hiding the presence of the Company between them. Once outside, Cedrus fares them well and takes his students off to collect herbs from under the city walls.
The Hall of the Blue Sun appears as it always has; a safe haven carved into the hillside. The Hall lacks its normal collection of Longspear militia, now used to better effect within the walls rather than camped without, but the Churches are pleased to see the Company and Dell. Morningstar Inn is earning a profit and will pay back the debt from the past months over the next year. Dell heads to the back to confer with the Churches about what they might do with extra funds.
The rest of the Company makes themselves comfortable, unpacking after a long trip. Rooms are found and sleeping arrangements made. The Company falls into a routine of practice and recovery, waiting for Otto and the others to arrive.
Now that Antonus is capable of more powerful magics, Dell and Winthrop show him the secret chamber containing the spoils of the Company's forays. They impress upon him the need to keep the chamber a secret and to secure the door with magic bindings and runes of power. Antonus spends much of his time studying the statues taken from the frost giants' glacial rift, the large maps tacked up on the walls, and the spare arms and armor piled in the corners of the room, reliving the events of prior days. "Winthrop, did you collect items before I became apprenticed?" asks Antonus one day.
"Of course!" says Winthrop, putting down the Nekton Fragments. "There's a whole library of things in the back from the early days as well. Ask Dell to let you see them." Antonus does so, and Dell, after some deliberation, lets Antonus into the back of the Hall to where Gador originally lived. Gador's library, augmented by a variety of objects found by the Company, remains intact. Antonus flips through the books of poetry and learning and the folios of pictures and maps. Gador was apparently a learned man and collected much, though it is not well organized.
"Thomas!" calls Antonus as he strides quickly into the main hall of the Inn. Only the Churches and the Company are in residence, and most of them are still asleep. "Has anyone been bitten by spiders recently?" he asks. Thomas consults with his wife and replies that they've heard rumors of spiders the size of your fist infesting a hamlet a week's travel away. Antonus calls over the others. "I think I've found our place," he says, scrolling out one of Gador's maps. "Look at this map in Gador's collection. This mark here, to the west in the Jotens; it is of a cavern with a spider in it. Thomas has heard rumors of spiders the size of your fist a week away, which aligns roughly with this spot. The Great Tree sent images of spiders and mountains."
Antonus seems certain of his deduction, but the others are less positive. Where is the statue? Are the spiders enough? Perhaps there are other mountains? After much debate, the Company agrees to go up into the mountains when Otto and Hugh finally return.
"Did someone speak our names?" says a begrimed pair who enter the Inn. Hugh and Otto have returned and with them come Samantha and several more. "Do we have a story for you!"
The mages have different priorities. Antonus attempts to practice his new magics, looking into Dell and Winthrop's spell books to understand the possible range of arcane power available. Many of the spells contained in their books are not found in his, and this galls him. "I will get a complete set of these spells if it is the last thing I do," he mutters to himself.
Dell finishes tracing his path over the last few months on the rough map he has drawn. He sketches another line that sometimes intersects and sometimes cuts through his path, frowning as he does so. By his eye, things are lined-up well, almost as planned. Dell removes the mithril circlet from the magical box and turns it over in his hands. Taking a deep breath, he turns to face the corner of the room and places the mithril circlet on his brow. His vision doubles as he sees through the eyes of his undead minion. No strange headache or muscle twinges accompanies this viewing, and Dell sends his thoughts clearly to Sterling Quintus. "You will never regain your circlet," he cackles. "I have found powerful allies among the Bergheim Mercenaries! Their tower is impregnable, and I will be able to cow you and control you to the last!" Dell quickly removes the circlet and places it back into the box. "I'll give it a week," he decides.
Winthrop tests his newly recreated weapon. Foebiter seems intact and to contain all the powers that it had before. It still sends him through space at will and is still light as a feather and sharp as glass. Winthrop is still uncertain how Dell has recovered the falchion, but he is certainly not going to argue about it.
Grizela gathers those of the Company that will come late one afternoon. Something is happening among Diego's troops, and Diego has gone to confront them. The Company arrives in time to see Diego drop his horsebow and begin stripping his shining platemail from his body. "The orcs are rebelling," says Perrin, who has seen what went before. "That big orc over there by Org Bugeater attacked that man-at-arms and has now refused to be disciplined by Diego. Diego told him to get a sword, but the orc claimed Diego would simply shoot him since Diego isn't man enough to face a true orc warrior. That's when Diego started taking off his armor."
Diego, barehanded and unarmored, steps forward into the ring formed by his men and orcs. "Larkar. Kek pinnar!" he says to the large orc. The orc bellows and charges, his scimitar held high. The orc is quite competent with the scimitar and lands brutal blows on Diego, but Diego does not simply stand there. Using the edge and flat of his hands, he pushes the blade and arm aside, turning the force of the blow and suffering only minor wounds. Getting inside of the orc's reach, Diego brutalizes him, bashing an elbow into the orc's throat, gouging out one of the orc's eyes, and finally smashing his forehead into the orc's face until it collapses, leaving a ruined mass behind.
Diego staggers back, bleeding, and glares at the crowd. The orcs cheer, chanting "Diego!" over and over, while the men-at-arms are less enthusiastic at Diego's success. Smearing the blood from his forehead, Diego hauls up the orcish corpse and throws it into Org Bugeater's shocked arms. "I'm stronger and smarter than you," Diego slurs at Org. "Find a better dog next time." With that, Diego struts back over to his armor and weapons.
The Company gathers that evening to talk about their time at Castle Diego and whether it is time to go. Even Al, assisted by Adrienne, attends the meeting. Lord Diego seems to be less trustworthy and more imbalanced than when he was part of the Company. Raven claims he needs only a few more days of practice with his exercises. Al states he is mainly recovered and could be ready to travel. Dell asks that Winthrop scry the Bergheim Mercenaries' tower before the Company goes and agrees to meet with Diego.
Diego appears much haler than he should given his fight earlier that day. Dell wonders if he has located a priest among those that have gathered to his flag. Diego is saddened that the Company is leaving, but he understands that they have other things to attend to. "Castle Diego is always open to you," intones Lord Diego, clapping Dell on the shoulder.
Winthrop meets with Dell the next day as the others prepare their belongings. "How did you know?" he asks. "The tower is a mess, destroyed and blood-filled. It appears as if a rampaging army went through it. Orcs and ogres are strewn about like toys, looks of fear on their faces." Dell smiles at the thought. An indirect weapon, one to be used with subtlety, has come into his hands. "I know you had a hand in this," continues Winthrop. "Why else would whatever did this paint 'I will find you Dell!' in blood in the middle of the throne room?" Dell shivers slightly and excuses himself.
After a few days, the Company leaves and heads south towards Sterich. Al seems more flexible and sets a better pace than he did before. For all of the horrific injury he suffered, he seems to have healed more fully than when his leg was rotted in the Longspear sewers. The Company leaves on horseback, planning to make good time and to try to cross the Javan somewhere in Sterich.
The Company sets a good pace as they ride through the Stark Mounds. The barren, dry hillsides pass by until Grizela, riding in front, waves that a line of creatures is approaching at an angle. The Company sweeps down upon the creatures, who shriek and scatter, fleeing from the approaching warriors. "Hold up!" shouts Raven. "They're refugees!"
Indeed the creatures plodding on through the hills are worn and tired men, women, and children. They travel with the last of their belongings, having been burnt out of their tiny crofts and villages by goblins during the day and undead at the night. Freemen of the Stark Mounds, they have nowhere left to go and now attempt to flee into the Duchy of Geoff in order to receive succor. The Company summons water and food to help them on their way and discovers, in response, that the goblins that raided these poor folk out of their homes all wore a single sigil, that of a red medusa's head.
As the Company watches the refugees head north towards Geoff and Castle Crag, the Company debates whether they should try to track down this band of marauding goblins. Dell, surprisingly, is heartily against doing so. "We should head back home," he says. "We've dawdled here enough, and the others will be waiting for us." Dell's steadfast opposition is surprising, but he is resolved.
That night, the Company sets watch and arranges their glowing stones so as to quickly light the area about them. The night passes peacefully until Perrin is on watch. With a silent ferocity, Perrin is beaten about the chest and abdomen by a flurry of fur and claw. His elven mail turns the worst of the attack, and he lets out a frightful holler while kicking at the nearest covered glowing stone. The Company is quickly awoken and rallies to Perrin's aid. Nothing can be seen except perhaps, at the very edge of the light, a hint of disembodied cat eyes. Perrin sits up with a glowing stone in his lap for the rest of his watch.
The Company continues down into Sterich and comes across, rather suddenly, a number of hill giants who have sat down for a meal. They throw large boulders and a half-eaten cow at the Company as they clash in battle. Without Otto, the hill giants are more difficult enemies to fight and, in the confusion, Perrin and Raven pass between the hill giants as Dell fires a bolt of lightning through them. Perrin collapses to the ground, unconscious, while Raven staggers and smolders. The ring found in the Great Tree that provides him the ability to swim like a fish sears his finger as electricity arcs through it and splits it in twain.
Between the lightning bolt, Raven's arrows and the combined efforts of the rest, the hill giants are slain. While Adrienne restores Perrin, the hill giants' belongings are searched. Among odds and ends and a rather nice gold bracer, the giants are carrying among them several large wheels of ripe cheese. Each of the hill giants also wear a grey badge with a triangle overlaid with a small black square on it. "What do you think?" says Al. "Sigil of the Dead God?"
"Remnants of the Bergheim mercenaries," says Dell.
The skies cloud over and threaten to rain as the Company pushes on into the desolate land. As they get closer and closer to the border, fewer and fewer living people are seen, and the signs of violence become clearer and clearer. The Company breaks for a rest, which is interrupted by an odd sight. A single old man with a cane walks slowly alone through the land.
The Company mounts up and closes with the man. "Ho! Old man!" shouts Antonus. "What are you doing alone?"
The old man tells of losing track of his daughter and son-in-law and how he is certain to catch them right over the next hill. "They can't be too far ahead of me," the man quavers. "After all, it's not like we've gone very far." It seems clear that something horrible has happened to the man. Antonus offers him what help he can, but the man claims he needs none, since his daughter and son-in-law must be "right over the hill in front of me." The Company sadly tells him that they have not seen his family. All that he will take is a share of the giants' cheese before he hikes off again to the northeast.
A more melancholy Company camps that evening, setting up watch as usual. As he sleeps, Perrin is attacked again by some vicious clawing, biting creature. Again his armor saves him from being slain, and he lets out a frightened, angry cry. Antonus, on watch, sees a faintly glowing cat shape clawing at Perring and sends magical bolts flying at. The bolts do nothing to it, but it flees as, again, the Company rouses to Perrin's defense. Perrin has suffered fairly grievous harm from the cat-things claws and teeth, but he and Adrienne are able to heal the worst of the wounds.
At midmorning, the Company begins to come across their first batches of undead. Single skeletons and small groups of zombies, ramble across the countryside. On horseback and accompanied by two priests, they pose little danger to the Company, but their presence indicates how fallen the Earldom has become.
Just past midday, four armored men on horseback come into sight. They canter into shouting range and demand that the Company explain themselves. The four mens' haughty demeanor and expectation of obedience are irritating at best, but they also wear the sun and moon of Pholtus. Once all are convinced of each others' good will, the priests exchange information with the Company.
The priests have been fighting the undead with a band of infantry for a month and have finally lost the last of their men. They ride north to the Grand March to recruit more troops and foot soldiers. While they have unceasingly fought undead, the undead numbers continue to grow. "They become more dense the further west you go. Their unholy general Kay-Tarn grows them out of his sanctum in the Crystalmists," mutters the most senior of the Blinding Light. "The undead generally roam without direction unless they have humanoids traveling with them." The Company tells of the safety of Castle Diego and shares their cheese with the priests. After a sharp meal, the priests shine the Blinding Light upon the Company and head northwards.
The Company finally joins up with a roadway heading southward and rides hard, making good time. When it comes time to rest the horses and themselves, they have penetrated deep into Sterich. The dangers of doing so become apparent when a pack of ghouls appears from nowhere and rampages through the Company. Al, Perrin, and Grizela are paralyzed in the initial attack, but Adrienne comes to the Company's rescue. Turning the unseeing gaze of Lydia upon the undead, they flee in haste, with Antonus, Dell, and Winthrop electrocuting those that remain. Well-placed bolts of lightning and magic slay the last of those that fled, and the Company is saved. Al nearly breaks down sobbing when he is freed from paralysis.
The night sky is dark with clouds, and the Company chooses not to show light for fear of drawing more enemies. The first sign that shadows have infiltrated the camp are their chilling touch. "Lights! Lights!" shouts a weakened Raven, unable to draw his bow. The shadowy forms are plainly visible in the stark, actinic light shed by the rocks, and Al, Grizela and Adrienne hack them down.
A weary Company continues through Sterich and draws even with the King's Road connecting Istivin and Niole Dra via Flen. Hordes of undead caper towards the Javan river. Ghouls scamper beside shuffling zombies and cackling skeletons. Large ghasts cuff and direct the lesser undead in the right direction. Incorporeal beings flutter through the air under leaden skies. "I don't think we are crossing at the ferry," says Raven.
"I could take this opportunity to sneak up and fireball a well-packed grouping of them," suggests Antonus. The others shake their heads. "I suppose it would be a pretty bad idea."
"I'll look around," says Winthrop. With a swing of his arms and some muttered syllables, he transforms into a falcon and climbs high into the sky. Westward toward Istivin a dark diffuse cloud can be made out. Overhead, the leaden skies, replete with strange black lightning, cover the land. To the east, a dark cloud extends out to where Flen must be. Milling over the land like cockroaches are hordes of undead, both those seen by the Company and others further out of sight. From his vantage, Winthrop can see a large gap between undead groups that might allow the Company to sneak through, if they time their movement right. Satisfied, he descends to the others.
"We can make a break past the undead in about twenty minutes," he says. "It looks like towards Flen is an undead army. Hopefully it is not on the move. A dark haze is over by Istivin. I am not sure what that is."
The Company dismounts and prepares to sneak across past the flowing undead, using Winthrop and Dell's magics to shield everyone from sight. It is a nerve wracking crossing, but one that goes without problem. Sneaking between the bands of undead, the Company wends its way further southward heading for the Davish river and the Joten Mountains.
The Company camps in a hollow between two hills and is attacked in the middle of the night by zombies while Perrin is on guard. As has happened for many a night, the strange cat-creature attacks Perrin by surprise, rending and tearing. This time though, skeletons and zombies accompany it, staggering into camp and attacking the sleeping. The camp descends into chaos. Winthrop awakens to find himself being mauled and strangled by stinking undead!
Adrienne turns Lydia's blind eye on the undead, thinning their physical frames to dust, while the rest of the Company staggers to their feet. Antonus sails into the air and begins raining magical bolts down into the undead. Winthrop hauls out Foebiter and stabs mightily into the foul creatures surrounding him. Foebiter's sharp blade slides through their vile forms, but the undead press Winthrop mightily, forcing him to slide between time and space. With a popping sound, Winthrop disappears and reappears on the far side of camp, tossing a large ball of fire upon the mass of undead that had mobbed him.
The Company has contained the battle when their undead opponents rise again! Grizela screams in sudden fear and begins running in fright into the night. Fortunately, she makes a beeline for Winthrop, and he is able to knock her feet out from under her. The undead are no more mighty this time than the first, and they are again slain, for the third time, by the Company.
Perrin, fighting against his feline foe the whole time, is raked and bleeding. The cat from Hell is on the verge of defeating the elf when the last of the undead fall. With a frustrated yowl, the cat springs away into the night, again its glowing eyes the last thing to fade from sight. "Here kitty-kitty!" purrs Winthrop from where he sprawls across the feebly struggling Grizela. Winthrop lobs a ball of fire onto the retreating cat and, when it fades, nothing is left but ash.
The Company packs up camp and moves on, knowing that such a battle will have drawn attention, eschewing rest for safety. As the sun rises, the Davish comes into sight, its watery surface glittering and flowing. The next time the Company dismounts, Dell draws out the mithril circlet from its keeping in the box. Carefully facing away from the river, he places the circlet on his head.
His vision is quickly overlaid with that of a destroyed village. Burnt out and lacking in life, the village is a scene of quiet desolation. Square in his vision is a mound of emaciated corpses, each gaunt, fanged, and taloned. A pile of decapitated ghouls adorn the center of the village. His vision turns to the southeast. Dell quickly takes the circlet from his head and restows it. The vision has given him much to think about.
Unlike the Javan, the Davish appears less foul and lacks the veritable raft of floating corpses. Most of the trees and other items on this side of the river have been felled, but the makings of a raft are visibile on the far side of the river, up a hilly knoll. Adrienne allows for some to walk across the river, and they make a raft sufficient to ferry the horses across. Several wandering skeletons and zombies are dispatched as the Company constructs its raft, but soon they have put a watery barrier between them and the foulness of central Sterich. An exhausted Company rests for the night.
The morning finds the Company working its way westwards toward Longspear, skirting the Jotens and heading, eventually, up into the Little Hills. The day passes mostly uneventfully, until late in the day smoke is seen. A trickle of smoke, as if from a poorly hidden campfire, marks the sky ahead of them. Careful investigation shows four men gathered around a campfire. The Company hails them and finds that they are survivors from the defeated Army of Sterich army.
Nort, Martin, Korus, and Quiet, since he never speaks, are dressed in a motley assortment of clothing and carry quite a mixture of weapons. Strangely enough, they all claim to be sergeants, except for Quiet, who claims nothing, who have survived by their wits after the loss of their men. Nort, who does most of the talking, tells of how the mercenary companies paid by the Earl retreated and melted away early on and then the Army of Sterich met its end at the hands of undead. The Company is a little suspicious, of their story. "All sergeants and no uniforms," points out Antonus, recalling how when he served in the Longspear militia all of the sergeants were meticulous. "Seems dubious to me."
"We'll bring them to Longspear," says Raven, who tells Nort of his luck. The sergeants travel along with the Company, showing some reticence but not resisting the Company's direction.
The number of undead on this side of the Davish is nothing compared to in Sterich, and the Company makes good time, encountering a small group of hunting ogres who become the hunted. After climbing through the Little Hills, the walls of Longspear, still being rebuilt, come into sight.
The Company rides up to the gates and presents themselves, Dell speaking for the Company. Apparently spies and enemies of Keoland are rife in the surrounding area and relations with the Yeomen have deteriorated. Dell, falling back on his old ways, claims that he is a merchant in fine gems and jewelry and that the rest of the Company is his guard. Nort and his fellows, except for Quiet who seems to have disappeared upon reaching the gate, are taken into custody. Dell, on the other hand, claims personal friendship with the high priest of Ehlonna in Longspear. With a clasping hand, palming an emerald, Dell suggests to the gate guard that he should go there straightaway. The guardsman looks at the Company and feels the egg-shaped stone in his palm. He nods and waves them in.
The Company heads to the Wheatfield, their normal haunt, to deposit their goods before searching out Cedrus. Longspear appears secure, and the Company is glad to be in a place of safety and civilization. The inner quarters of the city seem to have recovered nicely from the siege, with the damaged buildings mainly repaired. The streets still throng with refugees from Sterich and now from Flen and parts of the Yeomanry as well.
"We should do some shopping," says Raven. "Get things in order." Winthrop agrees, knowing that Indom Falmuth will likely have replenished his store of magical inks and more pearls likely have arrived among the merchants of Longspear.
Dell also agrees. "I'll need about forty-five thousand gold eagles for my shopping list," he says nonchalantly. The rest of the Company is flabbergasted.
"I think I want to see your list!" erupts Raven, his eyes bulging from his head.
"It only has two things on it," retorts Dell. "It will cost about five thousand eagles for a fine chest like Winthrop's for me to enchant and about thirty-six thousand eagles for the deed to the lands around the Hall of the Blue Sun. We might be able to get a discount, as Longspear and Lord Highrider are in need of funds at the moment, but Lord Highrider isn't much of a haggler."
"I see no reason that we should pay for you to become a land owner," grinds out Raven. Dell's temerity continually increases, but land speculation is too much even for him!
"You have to see the long view," says Dell. "This is as much for me as for you. I'm just doing it to become a member of the nobility. I'm supporting your bid to become the new Earl of Sterich, I figure you can help me out on this one small thing. Nothing like a noble imprimatur when you make your case for the freed lands!" Dell saunters over and sits in the sole upholstered chair. "I used Lord Morgan's letter of introduction to meet with Sir Highrider long ago. We came to an understanding regarding the use of the Hall of the Blue Sun as an inn, but he offered me the right to the land around it, a six by six mile tract," explains Dell. "I don't think we can set up an actual town, but the mineral rights would be mine, as would the holdings of any creatures in the area. I'd become his vassal and tithe a nominal fee for the land."
"What do you mean his vassal?" asks Winthrop.
"I'd be Lord Dell to you all," chuckles Dell, "even to Lord Diego and Lord Raven here. I'd be appointed a Baronet, a non-hereditary noble associated with the property. Baronet Dell has such a nice ring to it."
"This is crazed," says Antonus bluntly.
"But maybe in a good way," retorts Raven. "Let's visit Cedrus first. He's got your pouch of gemstones." Raven points Dell and the others out the door.
"Somehow, I doubt Cedrus has felt any great urge to be thrifty with our money," says a rueful Dell.
The Holy Wedge is the scene of much construction. The shattered buildings and desecrated shrines are still under repair. Given the absence of priests of many of the denominations, it seems likely that the wall of altars and shrines will not be easily restored. Winthrop leads the others to the Temple of Ehlonna, a pillared edifice still gaining its final fittings, where he calls for Cedrus.
Cedrus is overjoyed to see the others, but he quickly pulls them in off the street. "You must keep a low profile and leave as soon as you can," he urges as he leads them down into the space under the temple. "Your names and faces are well known, and a bounty has been put on your heads!" The Company looks dismayed as Cedrus continues his explanation. "Stories came back from Niole Dra that you assaulted a King's Man and enchanted him. They have grown to accusations of treason and collusion with the enemy, all fanned on by Richard Coldheart. Sir Highrider knows that you have served the city well, but I doubt that he will stand between you and anyone that tries to take you for the bounty," explains Cedrus. "It is fortunate for you, though perhaps not for Longspear, that Elena the Pure and Richard Coldheart have not returned from the Silent One's tower."
The Company relates much of their adventures to Cedrus, who agrees that they have made a significant impact. It seems to the Company that the missing Archdruid is the key that might unlock the puzzle. The Company relates Herbert and Eig's communication from the Great Tree to Cedrus, but he is equally perplexed.
Cedrus agrees to act as intermediary for the Company in the purchase of items and crafted goods so that they can retreat to their Hall. To Dell's surprise, his pouch of gems is not empty, though it is rather sparse. Dell adds to it from his silver and platinum box and hands it back to Cedrus, along with a clear explanation of the chest he needs built. A decision on become nobility will have to wait until their names are cleared.
After collecting their belongings from the Wheatfield, Cedrus, Perrin, Grizela, and several acolytes escort the rest of the Company, cloaked by Winthrop's enchantments, back out the city gate. The guardsmen, worshippers of Ehlonna, see nothing odd in the wide spacing the acolytes take when passing through the gate, hiding the presence of the Company between them. Once outside, Cedrus fares them well and takes his students off to collect herbs from under the city walls.
The Hall of the Blue Sun appears as it always has; a safe haven carved into the hillside. The Hall lacks its normal collection of Longspear militia, now used to better effect within the walls rather than camped without, but the Churches are pleased to see the Company and Dell. Morningstar Inn is earning a profit and will pay back the debt from the past months over the next year. Dell heads to the back to confer with the Churches about what they might do with extra funds.
The rest of the Company makes themselves comfortable, unpacking after a long trip. Rooms are found and sleeping arrangements made. The Company falls into a routine of practice and recovery, waiting for Otto and the others to arrive.
Now that Antonus is capable of more powerful magics, Dell and Winthrop show him the secret chamber containing the spoils of the Company's forays. They impress upon him the need to keep the chamber a secret and to secure the door with magic bindings and runes of power. Antonus spends much of his time studying the statues taken from the frost giants' glacial rift, the large maps tacked up on the walls, and the spare arms and armor piled in the corners of the room, reliving the events of prior days. "Winthrop, did you collect items before I became apprenticed?" asks Antonus one day.
"Of course!" says Winthrop, putting down the Nekton Fragments. "There's a whole library of things in the back from the early days as well. Ask Dell to let you see them." Antonus does so, and Dell, after some deliberation, lets Antonus into the back of the Hall to where Gador originally lived. Gador's library, augmented by a variety of objects found by the Company, remains intact. Antonus flips through the books of poetry and learning and the folios of pictures and maps. Gador was apparently a learned man and collected much, though it is not well organized.
"Thomas!" calls Antonus as he strides quickly into the main hall of the Inn. Only the Churches and the Company are in residence, and most of them are still asleep. "Has anyone been bitten by spiders recently?" he asks. Thomas consults with his wife and replies that they've heard rumors of spiders the size of your fist infesting a hamlet a week's travel away. Antonus calls over the others. "I think I've found our place," he says, scrolling out one of Gador's maps. "Look at this map in Gador's collection. This mark here, to the west in the Jotens; it is of a cavern with a spider in it. Thomas has heard rumors of spiders the size of your fist a week away, which aligns roughly with this spot. The Great Tree sent images of spiders and mountains."
Antonus seems certain of his deduction, but the others are less positive. Where is the statue? Are the spiders enough? Perhaps there are other mountains? After much debate, the Company agrees to go up into the mountains when Otto and Hugh finally return.
"Did someone speak our names?" says a begrimed pair who enter the Inn. Hugh and Otto have returned and with them come Samantha and several more. "Do we have a story for you!"