| Speaker | Action | 
          
            | Skerri | We should keep our scouts out to the west
            to try and keep an eye on the horsespawn.  The rest of us should keep close to the
            cattle and we should hurry them along as fast as possible.  We can pack as much water
            as we can get and leave the cattle thirsty.  Won't that make them quicker?  
            What think you friend Korol? | 
          
            | Korol | More or less what I would suggest as
            well.  The horsespawn are the greater threat as only they have the speed to react to
            news of our passage.  The others are only a problem if we happen to stumble across
            them along the way. | 
          
            | Per | Moving as quickly as possible is a good
            idea, Captain, but we'll need to be more aggressive in dealing with the horsespawn if we
            are going to make it to Balmyri lands successfully. Looks to Korol. Friend Korol, would you describe the last attack so we may learn something of our
            foe's tactics?  | 
          
            | Skerri | Sarcastically And exactly how do you
            suggest we "aggressively" deal with dozens of raving loonies on horseback
            shooting arrows at us with the handful of fighters we have, Scout?   Without sarcasm. We've been through this all before, they swoop in and drive the guard off taking the
            herd with them.  We have sixteen fighters, including alynx who are at a terrible
            disadvantage versus horsemen.  And without Orlev for at least a couple of days to
            boot.  The best hope we have is to avoid notice.  If the horsespawn spot us we
            are buggered but good.  Someone told me that these bastards have thralls who farm for
            them so they can spend all their time raiding.  If someone has some feat that will
            hide us for five days or make cows fly I would love to hear about it.  If we get
            enough advance warning from the scouts we might have a chance at setting up a defensive
            situation....  A strange look comes over Skerri's face as Orlanth's inspiration hits her.. Say, Korol, don't cattle stampede?  I wonder whether the herd might be our best
            defense?  If we get enough warning about an attack perhaps we could get the cattle
            riled up enough to charge the Horsespawn when they show up?  How's that for
            aggressive?  | 
          
            | Per | grins broadly. I'm not prepared to
            instruct you on aggression at this time, Captain, but I could probably come up with some
            useful tips later. pauses for a second and then gets serious. We cannot defend the herd against the horsespawn, Captain, simply because the
            numbers are against us. Even stampeding the cattle will not help; they will simply round
            them up with a part of their force while the remainder keep us at bay. We might be able to
            raid the cows back if we lose them, but I'd rather not make that our primary strategy. Our best hope lies in attacking the horsespawn. We need to blind them which means
            hunting down and killing their patrols and sentries. Better still, we need to find their
            camp and burn it. Steal or kill their horses. Set the valley ablaze if we have to, but we
            must make them think we are stronger than we are. That's what I mean by aggressive. looks to Korol. Now if friend Korol could give us the details of the last attack, maybe we can use
            that information to better understand and defeat our foe.  | 
          
            | Skerri | Looks stunned by this plan of action. Throw
            a lot of rocks at beehives while you were growing up did you?  You are completely
            insane you know.  We know nothing about this area, we are outnumbered by who knows
            how many enemies and we are not even looking for trouble.  You want to spend time
            raiding and attacking people who may not even know we are here?  Just so that they
            can get mad at us and attack us?  The only reason I mentioned stampeding the cattle
            is IF the bloody horsespawn get close enough they might get trampled by them.  Though
            I suspect this terrain is too open for such a tactic anyway.  They have all the
            advantages and we have none but the hope that they don't know that we're here. Our two main advantages, feeble as they are are that no one knows that we're here
            AND that no one lives here in the gap so the Horsespawn might not regularly patrol here. Turns in irritation to Korol. So why don't your people guard these herds better if they're so damned important to
            them Korol?  Couldn't we send ahead a rider to the Balmyri requesting an escort?
              It wouldn't take that long.  If these damned cattle are so important why don't
            your people protect them?  The only thing Per's right about is that we can't guard
            this herd if we're attacked with so few warriors.  Someone might as well put rings in
            our noses and lead us around considering how much control we've had over this whole damn
            trip.   Glares at Per. And if you think knowing the fine details about hordes of horsemen riding up and
            shooting arrows at you until you fall down or run away will help you, Scout, then listen
            away.  After that you can volunteer to stick your hand into the hive for all that I
            care.  And if you get smart with me about aggression again I'll show you just how
            aggressive I can be.  Walks off to be alone for a while.  | 
          
            | Per | watches Skerri storm off and then shrugs. Given
            the Captain's response, it would appear I have as much chance of getting my plan approved
            as I have of getting these cows to sing. looks again to Korol I beg you to humour me, Korol, and please recount the tale of the last attack again.
             | 
          
            | Korol | hesitates a moment and glances at Skerri... Well
            actually, it's much as Skerri says.  If the horse-spawn attack us we have a big
            problem.  How big the problem is depends on how many Horse-spawn there are.  In
            the last big raid they simply rode in circles around the encampment and filled everyone
            full of arrows until they fell down or ran away. That was a bit foolish on our part. 
            I would've suggested scattering some of the herd and then moving out with the rest, and
            then hoped they would be satisfied with the easy goods and let the rest go free rather
            than risk a fight.  Again it depends on how many there are. For now, I would suggest that we patrol aggressively and if you see a horse-spawn
            scout you do your best to make sure that he reports nothing to nobody but otherwise
            there's little that we can do.  The horse-spawn have no permanent camps in this area,
            just the occasional raiding party.  The other idea that has some merit was the one mentioned by Cedric some time
            back.  Let them take all the cattle and then track them and attack them at night when
            they make camp.  Risky, but it might work if we get them by surprise.  | 
          
            | Per | nods. Personally, I'd rather not find
            out. The horsespawn can't steal what they never see. In any case, we'll need to know the ground we'll be patrolling. Is there anyone
            among us who knows this area better than you, Korol?  | 
          
            | Korol | Well, we actually have a bit of a choice
            about terrain and routes.  The further west you go, the flatter the land becomes and
            the faster you can move.  But you're also more exposed to Horse-spawn. If
            you go east, the land becomes hillier and you move slower but there's less danger from
            horse-spawn, though perhaps slightly more danger from bandits and trolls. There's also
            slightly more water in the hills but these sites are well known.  | 
          
            | Per | Hmmm.... we might use that to our
            advantage. thinks to himself for a moment. From the map, there appears to be a ridge to the west. How wide is the valley
            between that ridge and the road?  | 
          
            | Per | approaches Skerri after waiting sufficient
            time to allow her anger to cool. Captain, I wish to apologize for any offense I gave
            you earlier. I only wanted to suggest an alternative strategy; one that has proven
            effective against superior foes many times. I did not mean to undermine your authority or
            question your judgement.  | 
          
            | Skerri | Looking sheepish. No. it is I who must
            apologize.  I let my temper and frustration get the best of me.  I long for
            nothing more than to get to where our new home will be and let others bear the
            responsibilities.  Laughs. See how I try and fool myself.  Never again will I be Skerri, the rakehell,
            those days are gone forever.  Now we must find a way past these damn Horsespawn
            without losing Korol's damned cattle or more importantly our tribute.  You'll notice
            that he didn't answer my questions about why the Balmyri don't guard these cattle better?
               | 
          
            | Per | looks vacantly off in the distance. Duty
            and responsibility are prisons that few escape, Captain. pauses in thought for a second and then focuses on Skerri.  | 
          
            | Skerri | Sighs deeply. Oh well back to the
            struggle.  Maybe I'll get to kill something yet.   Feel free to question my
            ideas and my leadership but you'll have to get into line behind me.  We haven't made
            any firm decisions yet so until that time question away.   After something is decided
            I expect everyone to pull together in true Orlanthi fashion.  | 
          
            | Per | As long as I'm in your service, Captain,
            you can count on me. | 
          
            | Skerri | Puts her arm around Per's shoulders and they
            walk back to the group. So the question that weighs heaviest on my mind right now is
            whether we can spare the time to wait for Orlev to return or do we not dare give the
            Horsespawn any more time to spot us.  Speed is of the essence but Orlev's battle
            skills and blade would be very useful.   | 
          
            | Cedric | Catches Per and Skerri before they return to
            the group. Maybe we are looking at this the wrong way. What about trying to mislead
            the Horsespawn? I didn't want to give this away in front of Korol, but remember we have the
            StormFeather. We could use it a couple of ways. If I can get a small, sustained air
            disturbance, it will look like a dust cloud from a herd of cattle passing. The Horsespawn
            could be lured to the wrong target. Alternately, if we can create a larger storm, well,
            the windstorm would scatter the dust plume, bury the tracks and diminish the effectiveness
            of arrows. Plus it would improve our magic to be operating from a storm. As for scouting, don't forget that the raiding party itself will be kicking up a
            dust plume when it moves. We will either see them coming, or they will have to get into
            our path and hunker down waiting for us. That suggests that we should have most of our
            scouts ahead, not west, looking to detect ambush sites. We should keep a couple of scouts
            out to the sides looking for dust plumes approaching. Maybe we could pull of a
            counter-ambush. Cedric pauses for a moment, then continues. Actually, here is another idea. If dust plume is our main risk, why don't we move at
            night? It would be a little slower and more risk of broken legs in the stock, but Korol is
            willing to accept losses. During the day, we hold the herd on rocky or scrubby ground to
            minimize dust. The herd will stay relatively still - won't show much a plume at all. Then
            our main risk is being tracked by cattle droppings but we can have scouts on our
            back-trail.  | 
          
            | Skerri | Stopping to think. I like your last
            suggestion the most for a couple of reasons. First, we don't have that many scouts.
            Secondly I don't really want to risk you or the feather in that fashion. They might scout
            in force after all. Militarily we have 16, no make that 19 fighters. There are four weaponsthanes,
            Orlev, you Cedric, myself and Harvar, three scouts, you Per, Hend and Snorri, three alynx,
            six fyrd, and three followers, two of whom are scouts I guess. That makes eight scouts
            which can operate in three separate groups and eleven fighters, six of whom are fyrd, and
            one of whom is my follower who isn't all that seasoned, if you know what I mean. I want to
            keep the fighters close to the tribute wagon and the bulls because they're the most
            important thing we need to protect. If we can move at night that might be best. We'll have
            to ask Korol if it's possible. Can we use the storm feather to call up a big storm and make the ground so wet we
            don't leave tracks? That will give us time to wait for Orlev as well. It's still Sea
            Season so maybe a late storm wouldn't be too unexpected. Of course when are the cattle
            going to eat if we keep them moving at night and on rocky ground, if there is any, during
            the day. Can they eat and move? Let's go back and ask Korol some more questions.  | 
          
            | Per | Before we break, Captain, I think there is
            another way. Korol says there are a number of trails we can follow from this point. The
            more western routes cross flatter ground which allows faster movement with a greater risk
            of horsespawn attack. The more eastern routes cross hillier terrain which would slow
            movement and are generally out of horsespawn's range, but are liable to bandits and
            trolls. If we split two smaller groups off from the herd and send them on
            different routes, we might be able to cross in safety. The horsespawn or the bandits will
            more likely find and attack the smaller groups and, Odayla willing, be sated with their
            gains. Meanwhile the main body, masked by the wind and protected by patrols, would pass
            through unnoticed and unmolested.  | 
          
            | Cedric | If we are going to sacrifice part of the
            herd we may as well do what Korol says and drive them off if attacked. Otherwise we have
            just divided our forces. It boils down to this - the raider has all the
            advantages: mobility, more scouts, choice of distance, when to fight, approach. If we are
            raided, we will probably loose. We only win if we avoid being noticed in time. To do that we can try tricks or speed. Our best trick is the feather-made fake herd.
            Since you deem that too risky, I counsel Korol's approach - fastest route, full speed, no
            delay. Allow Horsespawn no time to send for help. Scout aggressively - more guards won't
            make us safer. Raise what storm we can - it could help. If we detect raiders, we should attack first. If raided, sacrifice a sub-herd with
            the slow, lame or sick beasts. Concentrate our return fire on their horses to make them
            reluctant to hang around. If that doesn't work escape and counter-raid.  Counter-raiding only works if we escape with minimal damage and rally quickly.
            Therefore if the raiders press, Skerri should signal for a general escape before the
            fighting progresses too far. We can scatter/stampede the entire herd and use the confusion
            to scatter ourselves. We gather, say, one-hour's walk back on our own trail and prepare to
            attack.  I have finished my counsel. Let me know what you decide. With that, Cedric turns to walk off.  | 
          
            | Skerri | Wait Cedric, I've made my decision let us
            return together.  But before we return I would like to spread some of the treasures
            from the wain if possible amongst our party so the wain isn't so critical to our
            future.  Not so much that anyone is slowed down but if there are smaller pieces it'd
            be better not to have all our eggs in one basket.  Let's do this after we get back
            and make our arrangements. Our wain and bulls will travel to the east of the herd so it
            can block us from that direction. Once they rejoin the group she speaks
            decisively. We will travel by day taking the fastest route.  We will not wait for Orlev,
            even a blind man could track us.  All the fighters except myself, Erland, Halklel,
            Styr, Bodil, Bodmod, Age and Arene will ride as scouts in three groups.  We will stay
            close to the herd. Group one will be Per, Harvar and Ost.  Group two will be Cedric,
            Hend, Pico and Rico.  The last group will be Snorri, Ulf and Erik.   If any scout group spots a large body of Horsespawn ride back to the main body as
            fast as possible.  Don't try and engage them in missile fire because your only hope
            will be that you'll be mounted when you spot each other.  Whatever you do don't
            dismount to fight or shoot unless you have an almost certain chance to kill them all
            because their riders will swarm you and they won't dismount to fight you properly. If the Horsespawn attack with enough notice we will use the storm feather to call
            down rain, that will make their bows less useful and might cover our escape.  In any
            case we will scatter the herd, hopefully taking some Horsespawn with us.  If there
            are too many of them I will blow this signal horn thrice which is your signal to scatter.
              If we are scattered we will regroup an hour behind our last position on the trail
            and decide what to do then.  If trolls or bandits attack us we will try and fight
            them off if there are few enough of them other wise the Horsespawn plan will work just as
            well with them.  I thank everyone for their advice.  Any questions?  | 
          
            | Korol | This seems as sensible a plan as we can
            make given the circumstances.  If there are no other questions then I am off to
            bed.  We must start early tomorrow. | 
          
            | Per | I have no questions, Captain. I am due on
            guard so I will see everyone in the morning. I hope the wind is in our favour. | 
          
            | Narrator | And with those last words,
            and the watch set, everyone turns in for the night. The next day you rise early and
            ride hard.  There's a very obvious dust cloud that even the scouts can see, no matter
            how far away they ride during the day.  However, so, there's no sign of horse-spawn
            nor of anyone else. It appears as if you have The Gap to yourself. By nightfall everyone returns exhausted. A small fire is lit and porridge heated while
            those who can remain awake discuss the events of the day.  | 
          
            | Korol | Appearing at his most worn and disreputable
            since you met him. Well, so far so good. Tomorrow we have a chance to water the
            cattle if we detour into the hills slightly.  We'll have to give them a good water
            tomorrow or the next day as there's nothing after that until we reach our lands.  | 
          
            | Per | mutters quietly. Nothing like a little
            complication to make a trip interesting, I guess. looks to Skerri. If we must make this stop Captain, I recommend we detach one of the scouting groups
            to watch the watering hole. That place will be a prime ambush site since a large number of
            travelers would stop there.  | 
          
            | Skerri | Good idea Per.  Take your group there
            at first light and check it out for us.  Get Korol to give you the directions. Yawns
            and stretches so her muscles crack.   Time to turn in so I'm not dead for my watch. Makes a sign to avert evil. Night.  | 
          
            | Narrator | Everyone is exhausted after
            the events of the previous night [see Encounters with a Bear ] and the strenuous
            activities of the day. Stumbling watchmen take up their posts while the remainder
            stumble off to their blankets. [some time later] The camp awakens to the sound of shouting. Not knowing what is happening you grab
            weapons and a shield and head for the noise, which appears to be coming from the treasure
            wain.  On the way, you hear more shouting, a clash of arms, a choked off shriek and then you
            arrive at the scene. Off to one side is Age Marson, lying face-down on the ground. Orlev
            (Ice-eyes), on his mount, is standing over one body while facing off against a second
            figure that is backed against the treasure wain.  The figure on the ground and the figure backed against the wagon are both wearing light
            leather armour, have shields and light throwing spears.  They both have bright red
            hair which is a bit unusual. As the crowd starts to arrive, the standing figure launches a desperate attack against
            Orlev. Orlev parries and smashes the man back against the wagon with his mount stunning
            the attacker, who is then swamped by a rush of bodies. Someone checks Age Marson, who is unconscious from a head wound but does not otherwise
            appear to be seriously injured. The red-haired chap on the ground is quite dead.  | 
          
            | Orlev | Approaches Skerri after making sure the
            prisoner is secured. Captain, I was returning to camp when I noticed two figures
            flying across the sky and landing on the other side of camp.  I sounded the alarm and
            rushed across the camp to see what was happening. When I got to the treasure wain, I saw these two had pulled back the cover and were
            digging around inside. When they saw me, the dead one shouted to the other to 'Hurry up'
            and he would 'take care of this one.' Had a funny accent he did. Well, the dead one
            launched a suicidal attack against me and I had no choice but to kill him. The second one
            then took up arms but the rest of you arrived and the remainder was as you saw.  | 
          
            | Skerri | Your actions, stranger show us that you are
            a foe.  Under Orlanth's justice we owe you nothing.  Who are you, who are your
            people and what were you and your friend trying to steal from us? | 
          
            | Narrator | It takes a bit of time before
            your sure the stranger is conscious and even then he has to supported by one fyrdman
            (Orlev and Swift Heels were not kind to him). However, when you question him he utters
            not a sound. He does seem to keep an eye on Cedric as Cedric examines the body.  | 
          
            | Cedric | Cedric uses his Healing affinity to aid Age.
            If the stranger speaks, Cedric uses his Gift of Tongues skill to attempt to learn what
            region or native language is indicated. After completing his healing, Cedric examines
            the dead stranger. Any items the stranger carried are carefully laid out by his side.  | 
          
            | Narrator | Age comes to, and under your
            care soon has nothing more that a bad headache. There is nothing too surprising about
            the items on the body.  A light traveling pack, some food and items that would be
            handy while traveling. They all strike you as being of relatively poor quality and
            primitive construction. From what you can tell, the figure Skerri is interrogating is
            similarly equipped.   The body is wearing a torc.  On the torc are the runes of Vanganth the Flyer. No
            surprise that considering what Orlev said he saw. Your pretty sure that this guy was an Orlanthi and equally sure that he did not come
            from Heortland.  | 
          
            | Skerri | sees Korol approaching (now that all the
            fighting is over) Korol do you know of these people?  | 
          
            | Korol | takes in the scene, giving the treasure wain a
            speculative glance Looks like one of those hill bandits, though judging from his
            gear he might even be from further east, back in the mountains. Doesn't seem to have
            anything here I would call civilized.  | 
          
            | Skerri | Taking the torc from the live prisoner's neck. Heal his wounds.  Tie him up for the time being.  If he likes our wain so
            much he can be tied to it.  Keep his hands tied behind him and gag him so he can't
            call on Vanganth.  We'll take his dead friend with us.  Somebody wrap him up.
            We'll burn him tomorrow evening after dark if we can find a hollow to hide the fire
            otherwise we'll keep the corpse with us until we reach the Balmyri.  He can collect
            the wood.   Turns to address the captive. We're keeping you as a hostage in case any more of your people decide to show up.
              Talk or don't as you see fit, I don't really care.  Don't cause us any trouble
            and we'll let you go when we reach the Balmyri.  Cause trouble and we'll need wood
            for two.  Give him water but no food since he's no guest of ours.  | 
          
            | Narrator | The captive maintains a stoic
            silence throughout though you get the impression he does understand Skerri. | 
          
            | Cedric | Cedric begins to apply his healing arts to the
            nameless stranger. | 
          
            | Skerri | Turns to Age and tosses him the torc. Keep
            that as wergild for your wound.  Do you want to make a case for more compensation?
             | 
          
            | Age Marson | Oh no captain.  This trinket be more
            than enough.  I'll keep it as a reminder to keep an eye up as well as out. Don't
            rightly know what else I could get from these folks anyway.  Don't even know who to
            send a ransom demand to.  | 
          
            | Skerri | You should always try and keep an eye to
            all six directions, east, west, north, south, up and down. | 
          
            | Cedric | Of course if you manage that Age, we'd have
            to kill you - you six-eyed predark monstrosity you. | 
          
            | Skerri | Orlev gets the other torc. The food and
            such goes into the common stock. If anyone wants this other junk they're welcome to it.
            Right, back to watches or bed. We've got a long day ahead of us tomorrow. Let's get some
            sleep. | 
          
            | Orlev | All the same to you Skerri, I'll just let
            this guy (points to the fallen stranger) take this wherever he's going.  He
            was a fool but he wasn't a cowardly fool. | 
          
            | Skerri | Nods | 
          
            | Narrator | And with the watch reset, and
            peace breaking out once more, everyone returns to their blankets. The next day the
            scouts head out.  Per goes north and east to check out the watering hole, Cat-boy
            heads to the north and west while Snorri covers the south and west. The rest of you round 'em up and move 'em out. The stranger does nothing.  When
            the wagon moves he moves, when it stops he stops. He drinks water when its given to him.  ***  After some time, Per's scouting group appears on the northern horizon riding hard. As
            they approach, you see that both Per and Harvar are carrying passengers. Upon closer
            inspection of the passengers, they seem to be quite a bit worse for wear.  | 
          
            | Per | rides up to Skerri and places his passenger
            and some crude belongings on the ground at her feet. We caught these two at the
                spring, Captain. From all appearances they are outlaws, probably from
            Heortland. They were arguing about something, but I didn't arrive in time to find out what
            the issue was. It must have been important because they decided to settle the issue with
            blades. points to the man on the ground. This one was the winner and was going to cut the other's throat until my arrow
            intervened. looks back to Skerri. I searched the area and there didn't seem to be any others in the immediate
            vicinity. I didn't get any information from these two since they have been unconscious
            since our encounter. As you are much more persuasive than I, Captain, I thought it best to
            bring them here for you to question.  | 
          
            | Skerri | Good work, Per, Harvar and Ost. | 
          
            | Per | Thank you, Captain. With your permission, I
            think Harvar and I should head back to the spring in case any of their friends show up. | 
          
            | Skerri | Good idea. Turns to look for Cedric
            and says : We're getting quite the collection of thieves and brigands.  Fix these two up,
            strip them of weapons and magic and see if there's anything of interest on them.   If
            you can bring them around call me so that we can question them, if not tie them up and put
            them on the wain.  When you bring them to the wain let me know if our red headed
            friend recognizes them. If they're conscious they can walk.  Keep an eye on them and call me if they
            come around.  Let's get moving towards the spring, these cattle are thirsty.  | 
          
            | Per | turns to Harvar. Drop your prisoner
            here, Harvar, and let's get some water for the horses. I need to feed and water Ost before
            we head back out anyway.  | 
          
            | Harvar | dumps his passenger beside the other. I
            think I'll watch this for a bit if you don't mind.  | 
          
            | Per | to Harvar. Not at all. Be ready to go in
            15 minutes.  to Ost.  Come on Ost, let's get you something.  dismounts and leads his horse away from the gathering.  | 
          
            | Cedric | approaches the unconscious men and after
            examining their possessions (finding nothing unusual or dangerous) proceeds to render
            sufficient aid that the two men are conscious. Well lads, back to the land of the
            living are we? Cedric gestures at some nearby fyrdmen who assist the two men to stand and then they
            stumble forward to where Skerri is cursing at cattle.  | 
          
            | Man #1 | Hey! What are you doing? You murderous
            bandits leave us alone.  We aint got nothin' worth stealing. We was just
            <ulp!> | 
          
            | Orlev Ice-eyes | Strides up to the two men and fixes them with
            the famous glare that earns him his nickname.  Man #1 cuts off short. I warn
            you, it would be best if you told us exactly what you were doing there and be quick about
            it.  | 
          
            | Man #1 | Ah, we're just travelers on our way to
            Dragon Pass. Seeking a life free of the cursed Pharaoh <erk> | 
          
            | Orlev Ice-eyes | the last said as Orlev grabs Man #1 The
            truth I said.  | 
          
            | Man #1 | Ah, OK OK we was just waiting for someone
            to come through the water hole to see if we could hire on as guards or something
            <erk> | 
          
            | Orlev Ice-eyes | the last said as Orlev tightens his grip on
            Man #1 The truth I said.  | 
          
            | Man #2 | to Man #1, sneeringly... You lie worse
            than you cook.  | 
          
            | Man #1 | With a Herculean effort Man #1 breaks free of
            Orlev and the two fyrdmen who are holding him  and launches himself at Man #2. 
            Man #1, Man #2 and the two fyrdmen holding Man #2 land in a big jumble with Man #1 on top
            throttling Man #2. (screaming while bashing Man #2's head into the turf) Will ... you ... shut ... up ... about ... my ... cooking!  | 
          
            | Skerri | Skerri smiles, drops what she's holding, walks
            over and viciously kicks the top man in the head. She motions for people to separate the
            two. THIS FIGHT IS OVER! Until you answer our questions that is then the pair
            of you can kill each other if you like. NOW TALK and make it the truth!  | 
          
            | Cedric | Waits until the two men are separated. Brings
            them back to consciousness again. Skerri, I like your idea about letting these two
            kill each other. But let's make it more interesting. First thing we do is have a little contest of "Who can tell the truth?" We
            tie them to separate trees just out of ear shot of each other. Each gets the same
            questions. The man who answers the fastest with the most complete answers wins. Lies count
            as waste of time. Orlev judges and loosens teeth as required. Then we let them have at each other. Oh - almost forgot, the man who wins the truth
            contest gets a sword for the rematch. Truth rune and all that - seems like an appropriate
            prize.  | 
          
            | Narrator | The two men cast appraising
            glances at each other and then before you can get to the tree-tying part .... start
            shouting out more or less in unison ... | 
          
            | Man #1 and Man #2
 | ...don't trust him he would sooner lie than
            spit... ...he ... I mean we work for Red Kare... ...Red Kare sent us to the watering hole to keep an eye on whose using the road
            these days... ...Red Kare's out east but plans to be back at that watering holes in 3-4 days with
            the rest of the gang ... ...Red Kare is a mean bastard who will spit on your intestines when catches up with
            you ... ...he'll spit on our intestines too when he finds out what we've done ... ... oh shit ... There's more of this until the two men grind to a halt, somewhat taken aback by the
            complications of their wyrd  | 
          
            | Orlev | rather taken aback at the sudden outpouring Ahh,
            they seemed to be speaking mostly the truth there just let me go over it a bit slower with
            them and we had better follow Cedric's advice and separate them this time  | 
          
            | Narrator | The two men are separated and
            Orlev spends some time talking to each and then returns. | 
          
            | Orlev | Well, it seems that these two heroes were
            sent to keep a watch on the watering hole to size up possible targets for this Red Kare, a
            bandit of some repute in this area apparently. | 
          
            | Korol | breaks in That's the truth. He's a right
            bastard that one. Raids the trail and our southern border and leaves few tongues to wag
            behind him.  | 
          
            | Orlev | As may be. Apparently this Red Kare has
            something up to 100 men who will answer his call though they seldom assemble in one spot.
            These two thought that 30-40 would be likely to traveling with him at this time. Anyway,
            Red Kare sent these to look for targets and said that he would follow a week behind them,
            which would be 4 days from now. As for these two, they are both outlaws, and having taken up arms against good
            clansmen, Heort allows us to deal with them in any way we see fit. Both of them have asked to join us. Both have offered to betray the other and Red
            Kare if we spare them.  | 
          
            | Korol | speculative look on his face... Red Kare
            ... I'd give a lot to see the last of him. If we didn't have to get these cattle through
            ... but no, I think we're too few and too obvious and unlikely to survive if we split up.
            Perhaps if we meet up with one of our patrols but no they'll all be up north just now... suddenly stops his public thought process My advice is we stake these two out as a message for Red Kare but that we otherwise
            push on as quickly as possible.  | 
          
            | Per | returns to the group leading his horse. Ost
            follows closely at his side. Ready to go, Harvar?.  looks to Skerri.  Any final instructions, Captain? voice trailing off and smile fading as he notices the serious expressions. Apparently, our guests bear bad news.  | 
          
            | Cedric | You caught us a couple of would-be scouts
            for Red Kare - a notorious local outlaw chief. | 
          
            | Per | rolls his eyes. Great. We might as well
            have the cattle rustlers draw lots to see who gets to attack first.  | 
          
            | Cedric | Cedric turns to Skerri and Orlev. This
            doesn't quite add up. I'm no military leader, but I won't trust these two bumblers with an
            important scouting mission. And I certainly wouldn't tell them the truth about when I was
            going to be where. Skerri, Orlev, I suggest that you inquire about how long these two have
            been with the gang, whether they have been sent on scouting missions before, and how close
            they are to this Red's inner circle. They may not be scouts - but bait. Cedric turns to Korol. Would this Red villain know that all your patrols are up north now? Could he be
            fishing for one of them? By the by, why are all your patrols up north?  | 
          
            | Skerri | Looks irritatedly at Korol. Yes, how
            about you start giving us some decent answers to our questions "friend" Korol? Waits for Korol's response.  When none is forthcoming she says. Change of plan.  I want to know where this Red Kare is right now.  I
            suspect Cedric is right and this is a trap.  I wouldn't trust these two to wipe their
            own arses properly.  See what else you can get from them and then hang them.
             When the rest of the scouts return we'll send them out again as one man scout
            parties.    The plan will be to find these bandits, they can't be far.  Soon as the scouts
            find them and have some idea of their numbers they should get back to us.  The rest
            of us will form one group and we will follow along behind the cattle off to one side so we
            can try and surprise these bandits.   Orlanth is on our side and we shouldn't have
            any trouble handling these sort of scum, especially if they don't know we're here. 
            If we spot these bandits we will attack them giving them everything we've got.  Hit
            them hard and hit them fast.   What do people think?  | 
          
            | Orlev | Well, I'm not so sure about this. Those
            boys are sure that Red Kare is coming in 4 days and I don't think they were supposed to be
            sitting on their bums at the water hole but watching it from a more considerable distance.
            Least that was what Red Kare's orders to them were. I think they just got tired of hauling
            water up to their shelter and decided to take it easy until the day before he was supposed
            to show up. You've got to remember the kind of people we're dealing with here,
            outlaw scum. None of them are worth much and they only listen when they're within sword
            reach of you. I doubt even Red Kare has much luck controlling these guys when the loot
            runs a bit thin. Which leads back to Cedric's and Skerri's question. Just how come these
            bums are such a threat to a strong clan?  Korol, where you sliding off to?  | 
          
            | Korol | Stops sliding off ... or whatever it was he
            was doing ...seems a trifle reluctant to be the centre of attention just now ... Ah,
            I don't suppose it matters now. This past winter the clan ring decided to declare feud on
            the Torkani. They've been raiding us hard for the past few years and so most of the spears
            have been up there watching the border. Red Kare has been exploiting this situation though
            he's only a nuisance compared to the Torkani.  | 
          
            | Orlev | indicates that Korol is telling the truth and
            fixes the old icy glare on him now ... | 
          
            | Skerri | Well that's just marvelous.  Why
            didn't you tell us this before?  We're helping you so that you can help us find a
            home for the Amber Clan.  If you're at war with your northern neighbour how exactly
            are we going to get anywhere?  By all rights I should stake you and your men out here
            for this Red Kare to find. Bestows a much hotter glare on Korol than Orlev's icy
            one.. Get out of sight and stay there. Waits until he leaves. Now what do we do?   Sighs.   Continue on as if nothing was wrong I guess.  If Orlev's right about the
            bandits we have nothing to fear since we'll be in Balmyri lands before this Red Kare
            returns.  If Cedric's right though we could be in danger.  Sigh. Let's continue
            with the original plan for the rest of today then.  Tomorrow we'll think about this
            some more.  Looks over at the captives. Hang those two.  I don't care if their ghosts haunt this area. If anyone has any brilliant ideas now's the time to speak them.  | 
          
            | Per | Looks to Skerri. I agree with the
            Lieutenant's assessment, Captain. Watching a puddle of water isn't a task you assign your
            best men. My guess is that our Vanganthi prisoner is one of Red Kare's real scouts and
            that he has already reported our position. I'd bet he was told to get a look inside the
            wain to see if we are worth hurrying to attack. After all, the cattle can be stolen
            anytime given the war between the Torkani and the Balmyri.  Pauses for a second.  Before you stretch the necks of our two rocksitters, perhaps Cedric and Orlev can
            use them to pry some information from the flyer? The two clowns might identify the flyer
            as a member of the Kare gang, so we can dispose of all of them at once.  | 
          
            | Skerri | I'm not as sure of that as you and Orlev
            are.   That puddle is one of the main water sources in the gap and anyone coming
            through has to stop there.  It's an important place to watch.  It could be as
            you've both said though.  I hadn't completely forgotten our flyer friend
            either.  Did anyone notice whether he reacted to the sight of our new friends like I
            asked?   Probably not, I doubt anyone had the chance in all the confusion.  Put
            the question to them then and if the answer's yes hang the lot of them.  Three less
            bandits to worry about.  Not that I'd worry about that lot much if those are
            representatives of them. | 
          
            | Cedric | Cedric shakes his head. No, I'm pretty
            sure that the flyers aren't related to these bumpkins. Gear, accents, competence, matching
            hair color, strength of piety that enables them to fly. Nope, doesn't add up to the same
            group. In fact, I have a strong hunch that we are going to need the help of the clan these
            flyers come from - I'd like us to keep that in mind when we deal with the survivor. Plus, I don't think they were scouting the wain for a reason to raid. The cattle
            themselves make a raid a forgone conclusion if they were inclined that way.
            [Occasional Narrator's note: Cattle are literally the currency in Orlanthi society.] As for these two - well it takes real talent to get snuck-up on by a cloud plume
            visible for a half-day's ride in any direction. If we want to send a message to Red's
            gang, we should bury them alive at the edge of the water pool - with just their heads
            sticking out. They can either work up the courage to drown themselves or they can wait for
            Red, confess their failings, and appeal to his considerable mercy. In any case, we'd best make tracks. Four days until their scheduled return doesn't
            mean that they are four days travel away. They may spot our dust and return early. Cedric pauses and looks in the direction where Korol stands wringing his hands. If it is even worth defending these cattle. The Torkani sit astride the route into
            the pass. And by all indications they are beating the Balmyr up pretty bad.  | 
          
            | Skerri | I suspect you're right about the flyer.
              If he wasn't working for Red Kare my original offer stands. Burying
            those slugs would take too long, hanging's good enough for them.  Besides I wouldn't
            want to contaminate the water at the spring or risk offending any local daimones or
            spirits [makes sign to avert the evil of spirits]. [The other occasional narrator's note : spirits are not part of Heortling culture, they
            are alien entities usually hostile to good Heortlings.  Culturally appropriate
            "spirits" are called daimones which can take the form of ghosts, ancestors, or
            pretty much anything like a spirit - why, yes it is just semantics but it's culturally
            appropriate semantics!  Kolati are the only ones in Heortling culture that commonly
            deal with spirits, that's partly why they're considered outsiders.] Let's get moving.  Korol will provide the needed rope..  | 
          
            | Per | Yes, Captain. turns to Harvar. Let's go, Harvar. We have some bandits to hunt.  mounts his horse and heads back toward the spring.  | 
          
            | Orlev | I will assemble a few men and carry out
            sentence on the two outlaw prisoners then. I will check to see what they know about the
            Vangrathi. Walks off to get a rope.  | 
          
            | Korol | waits a few moments after the main group has
            split up and then approaches Cedric and Skerri Look I know you're not pleased to
            hear about the feud but it doesn't really affect you. The trail to Dragon Pass is mainly
            to the west while the Torkani are to the east. They have no land themselves near the trail
            and even if by some chance you should stumble across a party of theirs ... well you're not
            at feud with them so why should they bother you?  | 
          
            | Skerri | Looking very sour. Just like the Brown
            Boars weren't going to cause us any problem?  We'll see whether they cause us any
            problems or not. Shakes head, looks briefly annoyed and then shrugs. No point trying to get the bull back in the barn now.  We'll do the best we can
            like good Heortlings.  Tomorrow's another day.  | 
          
            | Narrator | And so you carry on. Scouts
            out and eyes in six directions. A few moments later Orlev and three fyrdmen catch up with
            the main group. Casting an eye back you can see that one tall tree has two new fruit
            hanging from it. Orlev indicates that the two knew nothing useful about the Vangathi. By
            mid-afternoon you reach the watering hole and, after careful scouting, approach and water
            the animals. After refilling all the water bags you push on, trying to get as much
            distance as you can between you and any possible bandits. By night fall, the rest of the
            scouts return. Cat-boy reports that he came across a few signs of Horse-spawn to the far
            west but they were several days old. The other scouts report no signs what-so-ever.  | 
          
            | Skerri | Which way were the Horse Spawn headed?
              North, west, which? [Cat-boy indicates to the south.] Post double guards tonight just in case Red Kare or Horse Spawn pop out of nowhere.
             It's more likely to be Horse Spawn but I don't want either frankly.  Let's get
            some rest then.   Heads to bed.  | 
          
            | Narrator | Day 3 dawns.  A sure
            indicator that you've lived through another night. Much yawning taking place as
            people are starting to wear a bit ragged from the fast pace and the double watch duties.
            The scouts gulp down their porridge and head out, the rest of you do the same and get the
            camp moving. Looks to be a hot day, fitting in that this is the first day of Fire Season. With any
            luck, the rest of the clan should just be leaving Lonisi territory and getting ready to
            pay the Brown Boar bill. *** Towards lunch, the caravan is startled by a sudden thunderclap. The first thing you
            note is that Skerri has been knocked off her horse and appears to be seriously
            injured.  Eyes scanning in 6 directions detect no foe though and an instant later
            Skerri stands up cursing away so she does not appear to have been mortally wounded. A
            closer inspection seems to indicate that her backpack has exploded.  Much
            head-scratching takes place over this puzzling event until Skerri finally notices that she
            has only two spirit feathers in her pack, one that allows her to talk to Bjarni and one
            that allows her to talk to Blunt. The feather that was supposed to let her talk to Skorri
            appears to have reduced to a fine fuzz.  The heads start shaking now over this.
              Before the group continues on it's way Skerri offers up a prayer to Orlanth and
            Ernalda for her father and the Urlanging.  After that  is done the caravan
            gathers itself up and continues to head north.   | 
          
            | Cedric | At the lunch break, Cedric approaches Skerri
            with Orlev in tow. Orlev appears puzzled but curious. Cedric greets Skerri very formally
            and drops to one knee. 
 Oh wise and great leader, I crave a boon.
 
 - Skerri nods.
 
 I bear the following message.
 
 Swen Vangrathsson, ring member of Clan White Sky greets Skerri and Clan Amber in
            Orlanth's name, and does respectfully request the return of the Rope of Binding as was
            agreed upon when that clan gave the Rope to Vandarl the Binder, who we know as the
            Beastslayer.
 
 I urgently counsel and request that we do give Swen this Rope and allow him to return
            to his clan with it.
 | 
          
            | Skerri | What!?! You mean the flyer? So now he asks?
            Why didn't he ask before he and his dead friend started rummaging through our wain? Sorry,
            but that's a ring decision. I've got no way of knowing whether he's speaking the truth or
            not without clan elder's knowledge. The best I can do is make him our guest and promise
            that the ring will consider this request once we all get back together again. Who's this
            Vandarl the Binder? | 
          
            | Cedric | Yes, he admits that he made a mistake as
            even Orlanth made mistakes."  We should not fault that, if he makes
            amends.  And the only permanent harm done was to his fellow not ours. 
 As for the item in question, I happen to remember that it is in the wain. It has been
            entrusted to you to do as you see fit for the good of the clan.  By the time the ring
            has caught up with us we will have made disposal of those items.
 
 As for truth, perhaps Orlev can tell us some of the history.  He can certainly verify
            that Swen believes he is telling the truth.
 | 
          
            | Orlev | Looks at Skerri 
 with your permission?
 
 at Skerri's nod Orlev walks over to the stranger and talks to him for a short time. He
            even draws out his Sword and the Book of the Law and has the stranger handle these. He
            then returns.
 
 Well, there's little doubt that this man Swen Vangrathsson believes what he says to be
            true. That is, that he is a ring member of this White Sky Clan,and that his clan gave our
            clan this rope some time in the distant past.
 
 As for this Vandarl the Binder, this is apparently the same man we know as Vandarl
            Beastslayer. Vandarl, as you may recall (and everyone vaguely does), was a major figure in
            our war with the Bull-people who once lived near us in Heortland (but don't anymore if you
            catch my drift).
 
 All this took place some time back and I'm afraid I don't recall too many of the
            details, but it is true that Vandarl went adventuring and on his return he had his Rope
            which he used to great affect against the Bull-people.
 | 
          
            | Skerri | Sighs. 
 Fine.
 
 Waves hand dismissively.
 
 Give him his damn rope and let him go. I've more important things to concern me.
 
 Turns and walks away.
 | 
          
            | Cedric | Rises and grins at Orlev. 
 Thank you for your help.  Lets go free our new friend.
 
 With Orlev's aid, Cedric works out an appropriate little ceremony for returning the rope
            to Swen and his clan.  He explains Skerri's absence as due to death earlier that day
            of her father.
 | 
          
            | Swen Vangrathsson | I thank you for this Cedric and Clan White
            Sky shall not forget your role in this or the name of Clan Amber. Now I must complete my
            wyrd. 
 And with that and a gesture and a word Swen starts rising into the air, rising higher and
            higher until lost from sight.
 | 
          
            | Narrator | Come nightfall you set
            camp.  Right after camp is set Skerri leads a sacrifice to Orlanth and
            Ernalda.  Korol provides the bull calf sacrificed.  The scouts report back,
            or rather Per's and Cat-boy's group reports back but Snorri's seems to be a bit
            late.  People are edgy and tired and not even a double ration of porridge does much
            good. Sometime later, the camp hears hoofbeats thundering from the south.  Someone
            is coming in a sure fire rush. The camp prepares for whoever should arrive when Orlev
            shouts out that it's Ulf Broken Spear and Erik Sure Shot, and sure enough a moment later
            they shout to identify themselves and then burst into the camp, their horses foaming at
            the mouth.  | 
          
            | Erik | gasping Horse-spawn! Must be 20 of them!
            Holding some kind of ceremony back down our trail! Some guy beating a drum!  | 
          
            | Ulf | gasping Snorri! He stayed! To ... to
            watch them!   | 
          
            | Erik | spitting dust They're only an hour's
            hard ride away!  | 
          
            | Ulf | spitting dust Don't know if they spotted
            us or not!  | 
          
            | Skerri | Blast and be damned.  Let's saddle up
            and blow out their fire like good Orlanthi!  Korol and his men can guard our wain and
            the herd for us until we get back!  I'm not going to let those flame loving bastards
            get the jump on us!  Once we get close enough we can dismount and try and catch them
            off their horses.  Or better yet maybe we can stay mounted and drive their horses
            off. | 
          
            | Cedric | Hmm, an hour's hard ride in the dark with
            tired mounts and riders. Could have some casualties before we even get there. 
 Be worth it though if we caught them in dismounted. They are probably working up their
            raiding magic. But it'll be a disaster if they were done before we get there. At best we
            run into them on the way and end up fighting at a real disadvantage. At worst, they slip
            by us and raid the cattle and the wain while we are away.
 
 On the other hand, they are back up our trail they can't help but find us. And, if I were
            them, I would hold up there and hit us just before dawn. We'd be at our least alert and
            they would loose fewer cattle driving them in the daylight.
 
 Might be the only chance we get to tackle them at reasonable odds.
 
 Cedric turns to Orlev
 
 I'm with Skerri. Let's summon the storm and ride in its teeth.
 | 
          
            | Orlev | Hmm, the idea is sound. No point racing
            though. 
 Either they're on there way or they're not. If they're on their way we may as well let
            them do all the racing while we take it easy. If they're not on their way we have plenty
            of time to get there before dawn so no point in exhausting or killing ourselves on the way
            there.
 
 With your permission Skerri I'll get us organized.
 
 Skerri nods her approval.
 
 Turns to Ulf and Erik.
 
 You two change horses and show us the way back. Let us know when we're getting
            anywhere close.
 
 Gestures at Per and Cat-boy.
 
 Per, you and Cat-boy and your Alynxes start moving now. Cover ahead and left and
            right. You see anything you come back and tell us you hear!  Erik! You ride with Per.
 
 The rest of us ... mount up and move out at a walk, take it easy as we want to get
            their rested and in one piece.
 
 Erland, you and your two cousins stick close together alright? Don't want them picking
            us off one by one. Bodil, same goes for you Bodmod and Age. Age, you keep watch in 6
            directions this time you hear?!
 
 If we run into them by accident then got off your horse and stick a spear into them
            for Orlanth's sake.
 
 Korol, any of them get past us let them take the cattle. We can chase them down later.
            Protect yourself and the wain and our supplies for now.
 
 Any questions?
 | 
          
            | Korol | Looks grim but nods agreement and starts
            shouting orders at his men. | 
          
            | Cedric | Should we take a couple of noncombatants to
            hold the horses during the fight?
 | 
          
            | Skerri | Skerri nods agreement at this. 
 If I can identify the leader I will attack him. When I shout avert I'd suggest either
            closing your eyes or turning away for a second. I can't blind all of them but I will try
            for the leader and one or two more. Orlev knows more about leading in war than I do so
            he's in charge. Let's go.
 
 Arene Ranasdaughter looks terrified by all this but she gets the spear Skerri gave her all
            the same.
 | 
          
            | Orlev | All right then. Let's ride! | 
          
            | Narrator | Per and Cat-boy and assorted
            felines head off at a fair clip with the rest of you follow at a walk-trot. At this pace
            it should take you about 2-3 hours to reach the Horse-spawn camp. 
 However, you're perhaps 30 minutes from camp when you hear sudden shouting from up ahead
            and a brief clash of arms and a few excited shouts.
 
 [Phase 1 of Group Combat]
 A moment later Per and Cat-boy (and the felines) come racing
            back to the main group, shouting that they just ran into some horse-spawn riders. Both of
            them are wounded. Cat-boy took a light wound closing with three riders but only two of
            them rode off. Per got into an archery duel with the other three and was moderately
            wounded though he's also sure that he managed to empty one saddle. | 
          
            | Orlev | Right then! Off your horses then and up
            spears. Cedric, once those arrows start flying you better get the storm feather waving. 
 [Note that Orlev stays mounted as his mount is war trained, a rarity among the Orlanthis.]
 
 Orlev draws his sword and holds it high before him and shouts ...
 
 Humakt, guide my blade this night (+1 to skill) and strengthen my shield (+2^ to
            armor)!
 | 
          
            | Narrator's Note: | If you're weapon/armor is
            already magically enhanced then only a stronger or different enhancement will benefit you. | 
          
            | Fyrd-men | Orlanth, strengthen our arms (+1^ attack)
            and ward us from our foes blows (+1^ armor) ! | 
          
            | Per | Odalya grant me clear sight (-3 darkness
            modifier) and let my aim be true (+1 to skill). Narrators Note: Agility also adds
            +2^ to armor  | 
          
            | Cedric | Dismounts and raises his spear. Orlanth,
            direct my blows (+1 to close combat skill using combat affinity) andlengthen my stride (+1 to leap skill using movement affinity).
 Cedric gets out the storm feather and secures it to his shield hand and begins to wave
            it.  He chants a wind direction song (using the wind affinity to direct the rising
            wind into the enemies face 'if he can'). As he chants he peers through the darkness,
            attempting to use his sharp sight to offset the darkness (reduce CC penalty from 5 to 3). | 
          
            | Narrator | The wind begins to rise and
            gust. | 
          
            | Cat-Boy | Yinkin, let me see as thou (Night Vision)
            and aid me to run down this 4-legged vermin (+1 skill).
 | 
          
            | Skerri | Dismounts and starts to prepare javelins but
            then thinks better of this.  Better to start the battle with spear in hand.  
            Having no special feats to call on she will wait until she sees enemies to call upon
            Vinga. | 
          
            | Narrator | The wind continues to rise
            and quickly reaches the point where missiles are effectively useless. 
 Then, the sound of drum comes breaking through the rising wind and all of a sudden the
            wind begins to slow. Now you also begin to hear some chanting that counterpoints the
            drumming and tiny clouds begin to appear in the sky. The clouds appear to skud and skid
            this way and that.
 
 The wind begins to blow fitfully, suddenly strong, suddenly not.
 
 A large number of mounted figures suddenly appear on the rise ahead.
 | 
          
            | Cedric | Cedric begins vigorously banging his shield
            (with feather) and spear together, leaping in the air and shouting For Orlanth, Amber and
            Glory.  With gestures he urges the Fyrdmen to join in creating an impromptu wapentake
            ceremony.  [Occasional narrator's note: Wapentake is the basic war focused ceremony
            of Orlanth Adventerous to which all fyrd members typically have an affiliation.] A
            discordant, arrhythmic noise rises to counter the structured drumming. The magic of storm
            and thunder fills Cedric's veins and his face splits into a great grin.  With a
            mighty shout he cries out: Warmaster lightening and thunder await but your signal,
            loose us at your will!  | 
          
            | Orlev | Amidst the hideous cacophony, as a rain of
            arrows begins to descend, Orlev unveils his complex battle plan. Chaaaaaaaaarrrrrrrge!
             | 
          
            | Per | looses two Thunder Arrows in quick succession
            at the Horsespawn. | 
          
            | Cedric | With a mighty leap and a shout, Cedric sails
            ahead pumping vigorously with his shield (got to keep that feather in motion).  He
            heads for the sound of the drums, planning to leave his spear in the first horse that
            blocks his path and fastdraw his shortsword.  His rush, although a bit shambling, is
            deceptively fast - reminiscent of the speed of an angry bear. (Statement of intent:
            kill targets (horses) of opportunity on the way to the drummer).  | 
          
            | Per | advances at the Warmaster's command shooting
            any who attempt to pass the right flank of the Amber line. 
 (Statement of intent: I aim for the mounts to deprive them of mobility.)
 | 
          
            | Skerri | Now is the time for Vinga's feats. Showing
            these men how to move, Skerri is going to use Vinga's feats (Leap over Water, Run on
            Treetops) to get around behind the Horsespawn.  If there are trees she will run on
            them, water she will leap over.  Otherwise she'll improvise leaps over the
            Horsespawn.  Once behind them she will attack whoever is drumming in melee and then
            anyone else there is available using javelins if no one is close enough.  Stay with the fyrd Arene!  Vinga!!!!!!  | 
          
            | Arene | I will never abandon you thus. Vinga!!!!! Charges
            (with smaller leaps) behind Skerri. | 
          
            | Skerri | Filled with pride at her protégé she slows
            down so Arene can keep up. | 
          
            | Narrator | [Phase 2 of Group Combat] Groups
            of light horse have been drawn up in front of you while behind them are some armored
            horsemen.  Somewhere in the back is that shaman if the drum noise can be trusted. With the charge, utter chaos ensues. Horses go every which way, heroes go leaping
            around the landscape and its almost impossible to tell what is going on. Orlev charges into one group of light horse before they can even prepare there arrows
            and bowls one over in the charge while cutting down a second.  A third rides
            screaming from the encounter as Age, Bodil and Bodmod come running up. However, judging by the subsequent affect, the rider must have been screaming something
            like 'Get that big tin can on the horse!' Every horseman in the area draws a bead
            on Orlev who is subsequently deluged by bolts of shooting starts and flaming
            meteors.  For a brief moment Orlev is illuminated and cursing and then he and mount
            go crashing down. Meanwhile Skerri and Arene go vaulting over one group of light horse. They look on in
            some bemusement at this, thus failing to note the Jorundsson cousins come crashing into
            them from one side sending the three horse-spawn into dizzy flight. Cat-boy attacks another group of light horse but despite his night sight stumbles in a
            hole from an ill-timed leap and knocks into one of his Alynxes. Both he and the Alynx are
            badly trampled. Ulf + Erik chase off one more group of light horse that was getting a little too close
            for comfort and almost run into a second group.  A sticky situation might have ensued
            but as the second group began to charge towards Ulf + Erik, a flash of lighting streaks
            from Per and literally explodes one rider. Cedric meanwhile, has managed to get a bead on the Shaman and bounds around one group
            of light horse (who are busy gunning down Orlev), makes another enormous leap and lands
            behind an armored horseman (who is also busy shooting at Orlev), pauses a moment to spear
            this horseman through while commenting that 'Violence is always an option' and then
            continues his journey towards the drumming noise. The Shaman takes notice of this on-bounding figure and pauses his chanting long enough
            to break something in his hand. A ghostly figure shoots across the landscape and Cedric is
            assailed by unearthly noises and flashing lights but staunchly bears up under the assault. | 
          
            | Narrator | [Phase 3 of Group Combat] Cedric
            starts to pursue the shaman across the battlefield. He crashed through one group of light
            horse sending them sprawling but after that things take a turn for the worse. The shaman being no fool, takes one look at the bouncing menacing figure speeds off
            across the battlefield, all the while drumming and shouting for help. Unfortunately for Cedric, the shaman's shouts do not go unnoticed. One heavily armored
            horsemen starts pursuing Cedric, which divides his attention.  Also unfortunate is that every other horseman on the battlefield now draws a bead on
            Cedric and at the top of one particularly high bound, unleash a storm of shooting stars
            and flaming meteors on him and Cedric hits the ground with an awful thump and rises no
            more. Skerri and Arene attempt to rush to Cedric's aid, or perhaps to continue pursuit of the
            Shaman, but become entangled with one of the armored horsemen. The Jorundsson cousins come
            crashing into this melee with loud cries but with little other effect. Per also tries to help Cedric by launching a lightning bolt of his own which crashes
            into one group of light horse and send them scrambling for parts unknown. Meanwhile Cat-boy has gotten up and rips one of the riders from his saddle, only to be
            attacked by a second terrible spirit unleashed by the Shaman.  Cat-boy is saved from
            his remaining human foes by the timely arrival of Age, Bodil and Bodmod.  They
            exchange a few blows with the light horsemen and send them fleeing but Bodmod falls as
            well. Ulf and Erik have been cautiously moving up the battlefield and put the spears to the
            small group of light horse that Cedric has crashed through before his fall. The horsemen
            flee but its too late to benefit Cedric. | 
          
            | Narrator | [Inter-phase] A brief lull
            in the battle allows both sides to take stock of the situation. To your advantage, all the light horse have scattered or fallen.  One armored
            horseman is also down. Unfortunately, the remaining handful of armored horse are virtually
            untouched.  The shaman appears to be a bit winded if the declining volume of his chanting is
            anything to go by but perhaps he's just busy controlling those two ghostly spirits who
            attacked Cedric and Cat-boy.   On your side, 5 of the 6 fyrdmen are still standing, as are Ulf and Erik. Per and
            Skerri are still in good shape. Cat-boy is still standing though quite badly injured and
            currently locked in battle with a spirit of some sort. | 
          
            | Narrator | [Phase 4 of Group Combat] The
            remaining horse-spawn, scenting victory, redouble their efforts. Before Skerri can
            disengage from the warrior she is facing to pursue the shaman, Arene shouts a warning that
            the leader of the Horse-spawn is charging up from behind but not to worry as she'll hold
            him off.  Arene sets her spear vs charge as she was taught but unfortunately for her the charging
            horse-man manages to evade her point with a clever feint and rides right over her on his
            way to crashing into Skerri. Skerri turns to face but knows she is likely to be too late
            too parry his swing, and as her gaze sweeps around she notices the two spirits have left
            their previous victims and are now racing towards her, at the shaman's direction. Per, witnessing this, send a lightning bolt flashing across the battle field, rocking
            the leader and almost knocking him from his saddle. The Jorundsson cousins shout loudly
            and generally get in the way. Ulf and Erik try and help out and  fire a couple of
            arrows into the melee but mainly seem to hit Jorundsson's, which might explain why they
            were shouting so much. Cat-boy, more usefully, leaps across the field and strikes a 
            terrible blow to the leader of the horse-spawn.  Heartened by this, Skerri completes her turn and laughs that cruel laugh of hers though
            perhaps the rider is too busy holding on to his plunging mount to make much notice of
            this. The rider does control his mount in time to face Skerri's blow only to first receive
            a blinding flash from Skerri's spear.  Both the leader and the other warrior beside
            Skerri redouble their cursing at this. Then the leader retripples his curses as Skerri's
            spear thrusts home and scores a long wound on the leader's shield arm. Skerri ignores the
            light blow she receives from the bedazzled warrior at her side as she shouts her victory
            cry Vingaaaaaa! and turns to face the shaman's spirits. Meanwhile the other horse-spawn have noted the source of all these lightning bolts that
            have been flashing across the field.  Three armored riders couch lances and charge
            down on Per. On foot, there is little Per can do to avoid their attacks.  With an
            amazing sideways leap he manages to avoid the first lancer who, while trying to change
            direction, then crashes into the second lancer and tumbles to the ground with an
            impressive thud but the second and third lancers still manage to score light wounds on Per
            as they chase him across the battlefield. Then, as the light from Skerri's spear begins to fade, as the spirits close in on her,
            as Skerri's laughs in their 'faces' at their approach, as the shaman begins an impressive
            drum roll for who knows what terrible spirit magic, as the two horse-spawn riders prepare
            to renew their attack, an eerie ululation sounds across the battlefield, drawing the eyes
            up to the starry sky. Cat-boy later tells you what he saw. At first he thought it was a star-stone plunging
            to the earth out of the night sky but then as it approached the earth it suddenly changed
            course and at quite a high speed blazed across the plain and collided with the
            shaman.  It was Swen the Vangrath of course, and he ran that shaman clean through and
            knocked him 10 paces from his horse where the shaman landed with a very final thud.  Several things happen at this point. Swens zooms up into the sky, with a loud victory
            cry of White Sky! White Sky! The two spirits that were rushing towards
            Skerri vanish with a pair of tiny pops. In the sky, all the tiny grey clouds that had been
            battling the wind spirits also vanish. The wind spirits, who had been quite put out at
            being opposed decided to make up for lost time.   A sudden hurricane strikes the battle field. Swen's cries are swept away along with
            Swen to only Orlanth knows where. Per wonders what to do next since there's no way he can
            fire his bow in the face of this wind. Age and Bodil stand there and take this all in, when, with a shrug, Age tells Bodil to
            take care of Bodmod while Age goes over to see if he can help Orlev, who he helps to his
            feet. Orlev, his pride stung, staggers over (later claiming it was the wind that made him
            stagger) to the main battle around Skerri and promptly runs one of the riders through. | 
          
            | Narrator | [Inter-phase] Amidst the
            howling winds, the leader of the horse-spawn takes in the battle field and what's left of
            his followers. He starts waving and (ineffectually) shouting at his warriors to break off
            combat and ride away for another day. A number of wounded (from both sides) lie on the ground, and a  few riderless
            horses are running away from the battle scene.  Per is one side of the battlefield surrounded by several riders while the remaining
            standing Orlanthi's are grouped around Skerri. Orlev looks to her for orders.  | 
          
            | Per | calmly puts his bow away and points to the
            horse-spawn leader. This battle is over. Your leader wants your attention. | 
          
            | Skerri | Lowering her spear and gesturing with her
            chin. Go!  This battle is over. Turns to the Orlanthi.   Let them go if they will.  Let them take their casualties.  No looting,
            our victory is glory enough.  Help our wounded.  Ulf, Erik try and find Snorri.
              If they won't go we shall finish this. Turns to check on Arene while keeping one eye on the Horsespawn. | 
          
            | Narrator | The horse-spawn seemed
            relatively surprised at your reaction.  They slowly pull back, look at one another,
            and then at the leader's gesture, some go riding after the fleeing mounts, a few start
            attending to their fallen. You turn your attention to your own wounded and
            are dismayed to learn that Bodmod has died. He'd actually been standing at the end of the
            battle but had suddenly vomited up blood and fallen over.  Cedric is unconscious and
            has a nasty arrow wound in one arm that will hinder him for some time. The only other
            serious casualty is one of Cat-boys alynxes, who apparently has a broken leg and perhaps
            some broken ribs as well. Oh, and there's no sign of the storm feather.  It must have
            gone wherever storm feather's go when released to the winds. The horse-spawn leader remains near Skerri and the group of Orlanthi there, appearing
            to ponder some thought and then moves close enough to be heard over the still roaring
            winds. He starts shouting at you (over the wind) but you have no idea what he's saying. 
            At last, he calls over one of the other warriors, confers with him and this second warrior
            approaches you and says (in really bad Heortling) "You ... Balmyri ... Balmyri bad you ... bad Balmyri you ... you bad Balmyri
            ..." The warrior looks at you, notes your confused expression,  shrugs, says something
            to his chief, the chief shrugs, and then all the horse-spawn ride off, with about half a
            dozen bodies slung over saddles. | 
          
            | Orlev | as everyone exchanges
            puzzled glances ... Well ... I surely don't like the sound of that. returns to plucking arrows from his armor... | 
          
            | Skerri | Yelling, probably futilely, after the
            Horsespawn. Not Balmyri, not Balmyri!!! Swears profusely at some length. Damn that Korol and his clan.  What the hell did he mean?  Are the Balmyri
            going to screw us?  Are they bad?  What? Shakes her head and then drops to her knees, raises both arms over her head and offers
            the following chant. Orlanth, Vinga and Humakt, we thank you for your aid in this battle.  We will
            offer proper sacrifice when next we have a chance. Stands up dusts herself off, swears some more and then helps with the wounded and
            clean-up. | 
          
            | Cedric | When Cedric regains consciousness he attempts
            to heal the arrow wound in his arm. After dealing with that, he offers to aid Cat-boy's
            alynx. | 
          
            | Narrator | With the wounded attended and
            the battlefield scavenged, everyone mounts up. Poor Bodmod is tied over his saddle,
            Cat-boy cradles Pico in his arms and you all head back to the camp. When you arrive,
            you find a jumpy Korol and a laconic Harvar manning the defenses. They seemed quite
            pleased to be seeing you rather than horse-spawn. They hurry to help the wounded and bring
            forward hot food for the glorious victors. Everyone takes part in a brief celebratory bowl
            of porridge and then collapses in exhaustion. Morning comes, and with it its guarantee that you have survived yet another night.
            There is much moaning and groaning but in a surprisingly short time the camp is struck and
            you are ready to move. Just then, a shout goes up and who should come wandering back into the camp-site but
            Snorri. Walking which is strange, leading a beautiful, seriously wounded golden mount
            which is even stranger. Surely the most wondrous horse you've ever seen. There are many
            exclamations. | 
          
            | Snorri | as Ulf and Erik crowd around and express their
            glad wishes at seeing their ring leader alive and well ... Hey! Look what I
            found.  Someone obviously does not know how to take care of their horses so I've
            assumed responsibility of this one to take care of it proper-like.  Checks the dressing on Golden's wounds and Longwind's (his usual horse) wounds.  Say I've been walking all night, so I'm really tired.  Think I'll ride in the
            wagon today.  So how's your night been? Did Ulf and Erik get back with my message about the
            Horse-spawn? Anyway, don't let me hold you up.  I can see you're ready to go. Is there any
            porridge left? | 
          
            | Skerri | Glares at Ulf and Erik. Didn't I tell you
            two boneheads to go look for Snorri last night? Turns to look at Snorri. Glad to see that your skin is still intact.  I hope that you weren't just
            chasing after loose horses while the rest of us were fighting for our clan's future.
              Someone fill him in and find space next to the corpse for him on the wain. Walks off to arrange things. | 
          
            | Korol | Better never let the horse-spawn see you
            with that animal.  Theyll follow you to the ends of the earth to try and
            recover it. | 
          
            | Cedric | Wanders up and begins examining the wounds on
            the golden - without getting too close yet. Nice looking animal. You tell the story
            and I'll see if my healing will help him.  | 
          
            | Snorri | After I sent Ulf and Eric off to warn you, seeing that no
            people were guarding the horses I snuck down to where they were picketed hoping to steal
            or scatter the horses. Luck was not with me yesterday though, I had only cut the hobbles
            of one horse when they finished their ceremony and greeted me with a rain of arrows. I
            lead them off away from the wain in to the night, but was only able to keep one of their
            horses with me. Since both horse were hurt worse than I, I walked back to camp. 
 Is there any porridge left?
 Cedric, can you sense deception of actions or just
            words?  | 
          
            | Narrator | Cedric ignores that final
            comment and takes a closer look at the animal. He judges himself capable of curing some of
            the superficial injuries but major major magic will be required before this horse will
            ever be ridden again.  Might be better to just put it down now.  On the other
            hand, even if you cant ride it, it can still stud and it is truly a magnificent
            animal. Snorri indicates hes just as soon hang onto the animal for a while. *** Another day and a night pass and then, mid-way through the fifth day, you cross a rise
            to see a valley opening up before you.  In the center of the valley is a prosperous
            steading.  Korol takes one look and gives a look which seems to say, I've made it
            again. A horn begins to sound from the steading. At last, the Gap has been crossed and you
            have reached the Tula of the Balmyr. There in front of you stands a tula marker and there you wait, while a small group of
            men ride out from the stead. Once they've arrived at the tula stone one moves forward
            
 | 
          
            | Jorund Hendsson | Nods to Korol ... Greeting
            strangers.  Are you friends or foes? | 
          
            | Skerri | Greetings, guardian.  We come
            as a friends. | 
          
            | Jorund Hendsson | I am Jorund Hendsson,
            weaponsthane of the Balmyri. | 
          
            | Skerri | I am Skerri Skorrisdaughter
            also known as Brightspear, ring member and weaponsthane of the Amber Clan.  These
            people with me are my followers and we are all of the Amber Clan. | 
          
            | Occassional
            Narrator | At this point
            both sides use magic to tell if someone if lying or try and figure out if they know the
            person or try and think of reasons to deny them access to their lands. | 
          
            | Jorund Hendsson | You are welcome here, Skerri
            Brightspear, Daughter of Skorri, as are your people.  We offer you food and water.
              We offer you a roof to shelter you and a blanket to sleep under. | 
          
            | Occassional
            Narrator | This is very
            generous.  Travelers are normally only entitled to water and a space on the floor to
            sleep. | 
          
            | Skerri | We accept this, with gratitude.
              We will not rob you, or bare arms, and we will speak ever of your generosity. | 
          
            | Jorund Hendsson | Food and lodging are being
            prepared for you even as we speak and we beg that you partake of them.
 | 
          
            | Skerri | We accept this, with gratitude.
              We will speak ever of your generosity. | 
          
            | Jorund Hendsson | Rest the remainder of the day
            and then our ring would like to meet you and greet you.
 | 
          
            | Skerri | We accept this, with
            gratitude.   We will speak ever of your generosity.  I look forward to speaking
            with your ring. Okay folks lets get our wain and bulls under cover and get ready
            to rest for a change! | 
          
            | Jorund Hendsson | Turns to face Korol Korol,
            we welcome your return but Im afraid theres no rest for you just yet. 
            Chief Harvar asks that you ride to him immediately and report to the ring of your trip. | 
          
            | Korol | Makes a face and turns to the
            rest of you Well, duty calls but please rest yourselves and I will speak to the ring
            of all that you have done for the Balmyri.  The cattle can be left at this steading
            and will be distributed later. Mounts up on a fresh horse. I expect I will see you tomorrow so till then take care. Korol and two of the border guards ride off to the north. | 
          
            | Jorund Hendsson | And if you will all follow me,
            hospitality awaits. | 
          
            | Narrator | Jorund leads you down to the
            steading. There he introduces you to Thane Ulf, master of this steading. The thane offers
            you his hospitality and those of you who are so inclined can immediately attend to the
            tables outside the main house while others of you can repair to the sauna if you so
            choose. A curious thing. Even given that its Fire Season, the table fare seems a
            bit Spartan and the people of the steading, while obviously happy to see the cattle,
            otherwise seem to be a rather glum lot.  A few well-directed questions quickly determine that the fyrd has been called up to
            make war on the Torkani, and if you listen between the lines it would seem that the
            Torkani have been extremely successful in their raids on the Balmyr for a least a couple
            of years.  There is also some worries about what Red Kare might get up to while the
            spears are away. | 
          
            | Snorri | Come on guys let's get something to eat other than
            porridge 
 Snorri, Ulf and Eric head down to the tables to eat.
 Snorri talks horses to everyone he
            meets, looking for horse healers and anyone with mares which may be in season. Although
            this may be a bad time to for breeding horses, a fine Stud like Golden eyes doesn't come
            along every year. Of course he would need some good healing if he were to Stud during the
            time we are here.  | 
          
            | Narrator | Many people
            admire the lines of the golden mount and many people tell Snorri that no horse-spawn
            better ever find out that he has this animal because they'll hunt him forever if they do. Snorri
            does run into one young man who seems surprisingly well-versed in the ways of animals (a
            devotee of Barntar) who looks at the golden horse and shakes his head.  Only powerful
            magic will ensure that the animal survives. And only the most powerful would ever see that
            animal bear a rider again. He wonders if Amber Clan would be willing to make that kind of sacrifice of magic
            though he admits it would be a wondrous stud. From the way he talks Snorri imagines that it will take powerful healing or animal
            magic at the clan level to save this beast. | 
          
            | Snorri | It would be a crime not try to save a horse like this. Do
            you know of any clan that if given this horse would use powerful magic to see it healed. 
 Would the Horse-spawn heal it if they had it back do you think?
 | 
          
            | Bjarni GreenFields | Bjarni introduces himself and says I don't think most clans would touch this horse because of the danger from the
            Horse-spawn. Unless maybe they were really far away from the horse-spawn. And as for what
            the horse-spawn would do, whether to heal it or put it down, I can't say. What does your
            own ring say on this matter? | 
          
            | Skerri | Around a mouthful of food. We
            could always sacrifice it to Orlanth. Shrugs at the look of outrage on Snorri's face. It's just a horse.  Maybe the Elmali who have joined our clan could heal it.
              They're horse nuts too.  On a more serious matter Thane Ulf do we have your permission to cremate two brave
            Orlanthi, one an Amberi, the other a worthy foe?  Normally we would wait the seven
            ritual days but we fear that we will not be in a proper place when that time comes and
            they are both far from their homes.  We will pay for the necessary firewood of
            course.  We would like to do it tomorrow at dawn if we might. | 
          
            | Thane Ulf | with a serious look on his face Of
            course.  In these times there's all to much of this going on, the cremations I mean.
            The wood we have and it's yours to use.  I would not seek to profit from such a thing
            though a gift to the stick-pickers would probably be appreciated. Allow me to arrange it. | 
          
            | Narrator | The funerals are held with
            due ceremony that evening and the winds come to blow the ashed to the four directions. And
            then, while it's been nice to have had a chance to rest and get cleaned up, it's time to
            get back to the business at hand. After a hearty breakfast of porridge you mount up and the Amber Clan party heads off
            north to the stead of Chief Harvar. Jorund Hendsson rides with you. Along the way you do see one or two burnt out buildings and in response to your
            questions Jorund says that this is the work of Red Kare, a Torkani Outlaw. You quickly
            gather that Jorund has little use for Red Kare, outlaws or the Torkani. Jorund also
            believes that Red Kare is an agent of the Torkani and not outlawed as they claim. **** By late morning you approach the stead of Chief Harvar.  Judging by the herd sizes
            the Balmyri are no where near as wealthy as the the Urlanging are (were?) and even Amber
            Clan might give them a run for their money. Outside the steading a small party waits to greet you.  Jorund points out one
            figure as you approach and says that that is Chief Harvar while another tiny figure on the
            right is Bjolf the Mighty, Harvar's advisor. The rest are Chief Harvar's guard. As you approach, many of the locals begin to gather to see what's going on. | 
          
            | Chief Harvar | Advances to meet you. Well
            met Clan Amber. Korol has spoken highly of your deeds and exploits on our behalf. For this
            we thank you.  We only regret that you were unable to deal with Red Kare as you did
            with the Horse-spawn but this is of no account. Accept these small gifts in exchange for these deeds. | 
          
            | Bjolf the Mighty | speaking to both Amber and the
            assembled Balmyri ... Heed Chief Harvar's words. Mighty deeds require mighty gifts.
            Mighty gifts require mighty deeds. | 
          
            | Narrator | Well, Chief
            Harvar wasn't exaggerating when he said small gifts, as he presents each of you with a
            thin silver bracelet. Somewhat to your surprise there's an approving murmur from the
            assembled Balmyri. | 
          
            | Skerri | Bows. Thanks you for your
            generous gifts Chief Harvar.  We are happy to have been of some service to the
            Balmyri.  Thank you for your hospitality as well. Gestures to the fyrdmen bearing the gifts for the Balmyri. Take this fine sword as a gesture of the Amber clan's respect for the Balmyri.
              I look forward to a chance to discuss our clan's future with you. | 
          
            | Chief Harvar | Accepts the sword. A timely
            gift for the Balmyri are beset by enemies these days. Only the strongest actions will
            preserve us! | 
          
            | Bjolf the Mighty | speaking to both Amber and the
            assembled Balmyri ... Heed Chief Harvar's words. Mighty enemies require mighty
            deeds. Mighty deeds require mighty sacrifices.  Another approving murmur from the assembled Balmyri. | 
          
            | Chief Harvar | gesturing to a table set outside
            the stead, where the principal members seat themselves and the rest gather in a crowd to
            observe ... Now, let us sit and discuss the needs of the Amber Clan and how they and
            the needs of the Balmyri may be joined. Korol tells me that you wish to negotiate passage over the Balmyri Tula so that you
            might settle in Dragon Pass. We have no particular objection to this but know that bandits
            and worse than bandits threaten our borders these days and this is a most troublesome time
            for us to extend our protection to those who cross our lands. What do you offer us to
            compensate for this? | 
          
            | Narrator | Even among
            Orlanthi talking about prices so quickly seems a trifle crass (though this does jibe with
            what Chief Skorri told you about the Balmyri, what seems so long ago now). | 
          
            | Bjolf the Mighty | speaking to both Amber and the
            assembled Balmyri ... Heed Chief Harvar's words. Passage for a price. Another approving murmur from the assembled Balmyri. Bjolf turns to gaze at Orlev. Why does Death finger his sword so? Should the Balmyri fear him? Disapproving murmurs from the assembled Balmyri. Orlev reluctantly removes his hand
            from his sword hilt. | 
          
            | Chief Harvar | Gives a brief disapproving glance
            at Orlev. Are we not all friends here? Returns to Skerri On the advice of my ring, given the circumstances in which the Balmyri face
            themselves, I must ask that each hoof that crosses Balmyr leave a copper for its passage,
            while each foot and each wheel leaves a silver. You may pay in coin or kind. For this we will allow you to water and fodder your animals in our fields, and will
            protect you from all harm while you pass through our lands. This we will swear on
            Orlanth's name. | 
          
            | Bjolf the Mighty | speaking to both Amber and the
            assembled Balmyri ... Heed Chief Harvar's words. Fair passage for a fair price. Another approving murmur from the assembled Balmyri. | 
          
            | Narrator | A collective
            grunt from the Amber side of the table.  Crass and greedy. Not exactly robbery but
            quite a steep price. | 
          
            | Narrator's
            Note: | If you choose to
            bargain I will need to know who is the main bargainer, what skill they will use, who will
            assist, and in what way. | 
          
            | Skerri | Muttering quietly to Orlev. Damn
            it, I knew we should have brought a trader with us.  I guess Cedric had better do the
            negotiating with your help Orlev.  You two know the most about custom and
            bargaining.  How much bloody silver are they asking for?   Looks like she's straining her brain to calculate the sum but then gives up in disgust. Too much.  How much treasure do we have?  And how many cattle would that
            be? | 
          
            | Narrator's
            Note: | You are not
            expected to have the full amount with you.  Blunt would pay when the actual feet,
            wheels and hooves are there to be counted.  You would be expected to leave a 'good
            faith' deposit though, which you should be able to cover with what you have left over and
            still leave something for the clans you still have to pass through. | 
          
            | Orlev | It's a lot. Never mind that
            though, that little rat (indicating Bjolf the Mighty) is up to something. Still,
            guess we better bargain or we'll bleed all our wealth into Balmyri hands. Cedric, I'll
            follow your lead. | 
          
            | Cedric | Cedric nods to Skerri and turns
            back to Chief Harvar though it's Bjolf the Mighty who appears to be in charge of
            negotiations on the other side. The whole of Heortland and Dragon Pass sing of the
            generosity of the Balmyri and praise their Chief Harvar for his abundant gift giving. What manner of friends would we be if we participated in an act that besmirched this
            reputation? No! Never shall Amber allows it friends to be impugned so. | 
          
            | Bjolf the Mighty | We appreciate how you take care
            of the reputation of our clan.  And never let it be said that Balmyr won't help out
            their friends in need. You have a long and hard road to travel in front of you. Let us
            lighten your load and make your life easier by removing some of the burdens you carry, the
            number of cattle you must drive. | 
          
            | Narrator | The audience
            murmurs its appreciation at these opening gambits, the old 'by paying you less we're
            actually doing you a favor' cleverly crossed by the 'we just want to reduce your burdens
            for you'. Looks like this is going to be a real crowd pleaser. Back in the crowd people
            starting talking about other famous bargaining sessions and how they were handled and with
            what results. The rest of the crowd joins in with the Balmyri doing their best to drown out Cedric
            and shout their support of Bjolf while the Amberites follow the suit. Orlev lends what
            advice (and APs) he can. There are more Balmyri here than Amberites though. [Results of first three rounds of bargaining.] Well there is no doubt that Cedric is good at what he does but he's met his match in
            Bjolf. The insults and compliments fly thick and fast, Orlev occasionally lends a
            pertinent bit of legal and historical precedent while Chief Harvar talks on about the dire
            straits that the Balmyri are in, and the audience adds in their own hoots and hollers and
            advice (useful or not). After the first moment or two its still not clear who has the
            better of the bargaining.  | 
          
            | Narrators
            Note: | Extended
            Bargaining Phase 1 ***Bjolf the Mighty Fast talk 11w1 (-5 mod)/Action Points = 6 = 6/26 (+11 AP for Chief Harvar)Edge - ^3 (from Balmyri crowd)
 Other Factors in Effect - loud voice, unknown
 ***Cedric Fast talk 6w1(-5 mod)/Action Points = 1 =1/21 (+17 AP for Orlev)Edge - ^2 (from Amber crowd)
 Other Factors in Effect - sharp tongue, boastful
 ************************* First 3 rounds Results Bjolfs Roll/Cedric's Roll, Bjolfs AP/Cedric's AP, bets of 6) 1) 19/8 Fail/Fail-> ->F/F (32/38) (Bjolf has Higher Roll)2) 9/6   Fail/Fail-> ->F/F (27/38) (Bjolf has Higher Roll)
 3) 4/10 Succ/Fail-> ->S/F (27/24)
 ************************* Anyone who wishes to become more directly involved should make a statement of
            intent. Cedric needs to declare if he wishes to change bet size or use Hero Points. | 
          
            | Narrator | [Results of next
            three rounds of bargaining.] With the preliminaries out of the way the real action
            begins. You would swear that both Bjolf and Cedric could hold butter on their tongues
            without melting, and if they put that butter on bread it would be the sweeter for the
            experience. Various other tactics come into play.  Bjolf manages to drown out the occasional
            statement of Cedric's by shouting him down. Cedric sees an old acquaintance in the
            audience and gets him to confirm a point before the individual realizes he's acted against
            his own clan's interests. Finally, Cedric in a burst of masterful speaking, entraps Bjolf into making an
            agreement which is far more generous than their starting position.  There is much
            rejoicing from Amber and mostly surprised silence from the Balmyri. | 
          
            | Narrators
            Note: | Extended
            Bargaining Phase 2 ***Bjolf the Mighty (bet medium) Fast talk 11w1 (-5 mod)/Action Points = 6 = 6/27Edge - ^9 (+3^ from Balmyri crowd)
 Other Factors in Effect - loud voice (+2^), persuasive (+4^), unknown
 ***Cedric (bet high) Fast talk 6w1(-5 mod)/Action Points = 1 =1/24Edge - ^10 (+2^from Amber crowd)
 Other Factors in Effect - sharp tongue (+2^), boastful (+2^), charm (+2^), many friends
            (+2^)
 ************************* First 3 rounds Results Bjolfs Roll/Cedric's Roll, Bjolfs AP/Cedric's AP, bets of 9) 4) 18/2   
            Fail/Fail->                       
            ->F/F (  17/24) (Bjolf has Higher Roll)5) 18/17 
            Fail/Fail->           
            +bump->F/S (  -3/24) (Bjolf has Higher Roll)
 6) 19/20  Fail/Fumb->bump+bump->F/S (-23/24)
 ************************* Major Victory for Amber. | 
          
            | Bjolf the Mighty | sits back on his stool and
            concedes defeat Ah Cedric, you're much too sharp for me.  turns to Chief Harvar Chief Harvar, I guess we'll have to settle for a copper for every foot, wheel and
            hoof that crosses our lands.  turns to assembled Balmyri Listen and learn.  There's sharp and then there's sharp. Sharp people make
            sharp deals. some grumbling greets this statement | 
          
            | Chief Harvar | looking a bit non-plussed Well,
            if that's what we've agreed to then that's what we've agreed to. turns to face the assembled Amberi Looks like you've won yourself a true bargain.  And as we said, for this we will allow you to water and fodder your animals in our
            fields, and will protect you from all harm while you pass through our lands. This we swear
            on Orlanth's name. | 
          
            | Skerri | Well Chief Harvar, thank you
            for your generosity.  We will give you a portion of what we owe you right now with
            the rest to follow once the rest of the Amberi turn up. Fyrdmen, transfer the
            standard portion of the gift to the Balmyri.  Orlev will show you what to give. 
            After that's done let's take our leave of the Balmyri and head north to our new home. | 
          
            | Narrator | The fyrdmen do
            so, but perhaps its a measure of Chief Harvar's unhappiness that he does not receive the
            gifts himself but turns this duty over to Bjolf. | 
          
            | Orlev | With your permission Skerri,
            I'll carry word of this agreement back to Blunt. Depending on how fast the clan has moved
            I should be back in three or six days. I warn you though, that Bjolf has the
            smell of a trickster about him and he's up to some kind of trick, though whether it's on
            us or his own clan I cannot say. | 
          
            | Skerri | Permission granted. 
            We'll keep an eye on this Bjolf. Well done Cedric, I gift you with this fine
            torc for your great service to the Amberi this day.  Let's ride. | 
          
            | Cedric | Hmm, I wonder how well I really
            did. Orlev is right. That Bjolf is up to something. shrugs Well, whatever it is, it's saved us a lot. If there's a problem, we can always fix
            it later. | 
          
            | Narrator | And with
            agreement having been reached with the Balmyri, while Orlev rides south with the news, the
            forward party heads north into the lands of Dragon Pass, to scout out and prepare the
            route for the rest of the clan to the new tula. | 
          
            | Scene 1 Scene 2 Scene 3 End of Scene 4 Scene 5 |