Truth RuneTable of Contents
1. Main Page
2. Regions
3. Stories
4. Characters
5. Chronicles
6. Other's Work
7. Gaming Info
8. Links
9. KoDP
10, Miscellaneous
11. What Was New
12. Index

 

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Regions - Sartar
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The New Campaign - Campaign Chronicles

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Episode 1: Blazing the Trail Scene 4: The Road to Dragon Pass

Narrator: Jeff Neufeld
Actors:

Cedric the Fox, Orlanthi Swashbuckler
Skerri Bright-Spear, Vingan Vixen, Leader of the Pack
Per Rasmussen, Odalyan Scout
Snorri Horse-thief, Odalyan Rustler
Korol the Tight, cattle buyer for the Balmyri Ring
Orlev Ice-eyes, Humakt/Lhankor Mhy Law Enforcer
Hend Alynxfriend aka He who walks quietly through life aka Cat Boy, Yinkin Hunter
Harvar Hengallson, (Rakish Stranger)

NPCs and Followers

Ost (Alynx follower of Per)
Pico (Alynx follower of Hend)
Rico (Alynx follower of Hend)
Ulf Broken Spear (follower of Snorri)
Erik Sure Shot (follower of Snorri)
Arene Ranasdaughter (follower of Skerri)
Erland Jorundson (Amber fyrdman)
Halklel Jorundson (Amber fyrdman)
Styr Jorundson (Amber fyrdman)
Bodil Kareson (Amber fyrdman)
Age Marson (Amber fyrdman)
Jorund Hendsson (Balmyri Guard)
Chief Harvar (Chief of the Balmyri)
Bjolf the Mighty (Advisor to Chief Harvar)
Bjarni Greenfields (Balmyri Barntar Devotee)
Thane Ulf (a prosperous Balmyri Stead Holder)

Players:

Doug Stich
Oliver
Arne
Grant
NPC
Jeff
Darryl

NPC

 

Follower
Follower
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Follower
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Introduction:
For the next few days you drive north. The scouts head back out to make sure that no Horse-spawn are about (and none of these are seen) while the rest of you round 'em up and move 'em out. Occasionally you catch sight of small groups of Brown Boars but they don't approach you and so you by and large ignore them.

After three days, you leave the lands of the Brown Boars. The Boars do not appear to be ceremonially inclined and there's no sign of them. Late in the day, you make camp on the shores of a small creek, a creek which in time turns into the mighty Marzeel. This close to Fire Season the creek bed is almost empty and the high waters of Sea Season only a memory. Korol informs you that this is the last good source of water until you reach the lands of the Balmyri. Orlev Ice-eyes has not yet returned but you are expecting him soon.

That night, many of you are struck by powerful dreams. Many of you wake up at the same moment shouting and yelling. It proves impossible to go back to sleep so over a cup of mulled wine, under the watchful stars, you all  relate your experiences to each other [see 'Encounters with a Bear']. Some of you interpret this as a sign of luck but others of you are not so sure.

The next morning, Korol pulls out his map and indicates the land that remains to be covered before you reach the Balmyr Tula. He warns you that this is the most dangerous part of the trip due to Horse Spawn raiding parties coming from the west. The poor water conditions won't help either, since not only will you be slowed by the need to carry some of your own water but the dry conditions will make it very difficult to move undetected. There's a lesser danger of attack from trolls or other bandits coming from the east as well, maybe even those Torkani pests though its a long way from home for them.

If you really push, you can probably clear the gap in about 5 days and that's Korol's suggestion. Push, push, push and if a few cows can't take the pace that's only to be expected.

Korol waits to see if you have any other suggestions on how to cross the gap.

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) and
lengthen 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.  They’ll 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 can’t ride it, it can still stud and it is truly a magnificent animal. Snorri indicates he’s 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 I’m afraid there’s 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 it’s 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

Bjolf’s Roll/Cedric's Roll, Bjolf’s 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 = 6/27
Edge - ^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 =1/24
Edge - ^10 (+2^from Amber crowd)
Other Factors in Effect - sharp tongue (+2^), boastful (+2^), charm (+2^), many friends (+2^)

*************************

First 3 rounds Results

Bjolf’s Roll/Cedric's Roll, Bjolf’s 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


This page last modified March 18, 2001


Glorantha and Hero Wars are trademarks of Issaries, Inc. Gloranthan material on this page is copyright ©2000 by Oliver D. Bernuetz, Jeff Neufeld and Doug Stich. Glorantha is the creation of Greg Stafford, and is used with his permission.

Email me at oliver_bernuetz@hotmail.com.

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