At the Korred quarters, the party decides to let the issue of the candle shop drop - causing a scene there would likely only alert people to our activities, and we probably wouldn't gain any information. Yrral begins perusing the Mounds of Riangelach; Iarr identifies on the ring we took off the dead assassin: ring of swimming allows superior swimming ability, outclassing our natural talent for a very aggressive dogpaddle.
Fraechan enters - "The king's men want us to be at the dock before the sun rises tomorrow and we are to leave as quietly as possible," she says. While we are farther from prying eyes with the Korred, we decide to post a watch that night. Looking at the map, the journey to the island where Faolan must train is four days by boat, with a stopover in Gorey, on Inis Dalkey. Faolan's destination is on a small isle south of Inis Carrick.
Good thing we posted a watch: just as we are going to sleep, there is a shrill screech in the air. There are five windows in our room and two outside balconies, yet the sound is coming from high above the city. The city's alarm begins ringing, and as we look into the sky we see a large, flying beast in silhouette, trailing two sets of large claws. The head is close to the body, with a tapered snout. It seems to be moving away and not getting any nearer to the ground, but then it banks and heads back toward the city. There is no sign of fire seeming to rule out a dragon; Yrral casts Cat's Eyes, and sees that it has a cow in its front set of claws - and identifies it as a Demon. Iarr clarifies this saying that the Druid's call it a demon but it is not a 'true demon' but more of a dragon. It seems to be searching for something as well as having a late dinner. The party decides to do nothing to provoke it and it passes overhead, disappearing into the night. The alarm bells stop, and we see guards return to their posts. The rest of the night is uneventful. Before sunup, a Korred comes in and has some traveling food for us - the party eats and packs in preparation for leaving. Fraechan comes in and tells us that the king has three other parties leaving over the next three days to (hopefully) obscure our exit from Rathlin. She notes that the dragon incident is pretty strange - there hasn't been a dragon sighted in Rathlin for over 400 years. Iarr speculates that he actually saw us, but left to report.
We make it down to the docks, and are met by Rohand, the king's man. "I'm sailing you myself, welcome aboard," he says. He has twelve men beside himself manning the ship, and five more loading supplies. The boat is not a galleon, but more a galley, with a tent-like covering in the rear. There are sections for us, and the King's Men; neither are big enough for the entire party to sleep, but we can all cram in for cover. The boat casts off, and heads downriver. As the boat passes the last wall, there is a small contingent of men from the Dragon Tur standing on the docks, watching the boat pass. The party crawls further under the shelter at the rear of the boat, except for Tom who goes invisible and tries to identify them. Clad in the black armor and orange sigil of the Turs, they are pretty far away by the time we pass. They are ten fighters led by two Scathers, Tom recognizes their faces of the Scathers, but can not put a name to either. It is anyone's guess whether they saw us or not.
After a few moments, Rathlin is fading in the mist of early morning, with the bay before us, and the sun rising. We see land just on the horizon to the east. It is a point, and the galley seems to be headed in that direction. As Rohand asks for volunteers to rotate into the rowing schedule, Riagall asks him why we are pointed at the jutting finger of land. He says that the travel line is along the coast, but we won't be stopping until Gorey, in three and a half days. "Hope you don't get seasick," he jokes. The party has volunteered to help row; Tom, Faolan and Yrral are on the first watch - Iarr, Riagall, and Fraechan on the second. As the boat rounds the point, a range of mountains appears - tall, and stretching away southbound to the limit of our vision.
At midnight, the second watch takes over, with no incident. The hours slip away in a slow drone of oars gliding through the water, as does the second day. At noon on the third day, Rohand says that we'll hit Gorey by nightfall. It's been a quiet ride - we've passed the mountains, gone around the point of Cuige Tullow and past the city of Cong. After Cong, we head for open water and the isles that lie further out to sea. The sun is setting as we row into the bay of Gorey, our one stopover. The town is small, but has a lot of fishermen in boats along the shore. Instead of docking, the galley is pulled up on to the beach - for which we have to wait, the tide being out at the moment. Rohand dispatches a few crewmembers, and says, "We leave at sunrise." Dil, his second, is sent out for news and supplies.
"You can go ashore, or stay in t'boat - your choice," the sailor says. "But the meals are good here, and the whores," Dying for some lively after-dinner conversation, Tom and Riagall decide to sample the local, er, cuisine. The rest remain on board, to avoid being seen by unfriendly eyes.
The two wade ashore, and as they get closer to the buildings, the sounds of drunken revelry can be heard across the beach. There are two major sources of the noise, one directly in front, and the other about 4 buildings to the south on the shorefront. They continue on straight, ending up standing in front of The Grand Squid. The place is alive with music and smoke, and the pair enter, to an entertainer playing the flute to a sing along. The waitress, assessing our cloaked faces and laughs; "Now here's two that look like they're hiding from someone." Riagall sputters. He is slightly mollified as the witress slides up beside him and says, "Relax, Gorey is a place to hide from all eyes." She with the two and tells Tom and Riagall about Gorey's days as a pirate hideout, which ended when Dellan the Bold becoming the first gentrified pirate-Ri, and ultimately a council member in Cuide Tullow.
While the company is refreshing, the board of fare is still just fish, and the Tom and Riagall were looking for something that didn't smell of the sea. They are directed to The Red Eel. There, the air is permeated with searing mutton, yet there are few customers. Entering, Tom and Riagall see Rohand seated with a woman, motioning us to join him. They go over, and are introduced to Herka, the Madam of the house. Companionship is offered, but declined politely. Securing a bucket o' mutton to go, the two wander back through town. Eyeing things for future reference.
There is the usual assortment of fishing-related industry: net makers, sail crafters, shipwrights and spear smiths. There is a heacht of the god Lir, the god of the sea. Further inland, there are farms and cattle, and some stone turs, about 3 stories high, built to defend against a land attack. The towers are in a little disrepair, unlit and deserted. The pair heads back to the boat.
Back at the boat, nice lean mutton sandwiches, are enjoyed by the ship bound. Our meal is interrupted as our watch spots the silhouette of a boat, still out to sea, but making its way into the harbor. Yrral casts Cat's Eyes and Eagle Eyes to try to determine who is showing up at the yacht club late for cocktails. Grateful that they haven't yet learned humility or subtlety, Yrral spots the colors of the Belatu-Cadros flying fro the ships mast. When the boat pulls into the shallows, two men hop over the side and head for the beach. The boat retreats to deeper water. To ensure the islands new guests a proper welcome and greeting, Tom and Iarr go invisible and begin to flank the B/C as they head into the town. Riagall exits the boat to go and warn Rohand at the Red Eel. Yrral quits the boat also, and under a Pass Without Trace, heads after the pair. As soon as the are in range of his spell, Yrral missiles one of them, and Tom backstabs the other - and the "fight" is on.
Yrral's missle attack does 27 points, yet the one is only wounded. The second succumbs to a charm spell cast by Iarr. The one not charmed, reacts immediately, and opens a gateway. Yrral fires again and does another 27 points, still the cleric doesn't drop until Tom completes our version of the Gorey greeting celebration by burring his dagger in the cleric's back. As the cleric falls so to his gate collapses. The charmed one, starry-eyed, from blood loss and/or the charm spell hold up his hands and begs for help from his new-found "friends." The dead guy has a scroll, and is dressed as a druid of Lir - very suitable cover for a fishing town.
Iarr interrogates the charmed cleric, "I was to watch for men coming from Rathlin," drawls the wounded man, "We were to report, not to attack - the scroll has their description." He produces a scroll, and Yrral and Iarr inspect it. "We were to be picked up and replaced in one week," he continues, not noticing the body of his former companion being concealed in a deep shadow by Tom. "Nillag was trying to escape to safety when we were attacked - he is very afraid of combat. He would have left me alone to fight. We are both clerics of Belatu-Cadros ... or, were." Tom returns with the dead cleric's scroll, and hands it over to Yrral for inspection. The wounded one is bleeding profusely now - "I think I'm going to join my friend soon unless you guys can heal me," he slurs - and the party nods. "Chum, I think you're right," mumbles Yrral, in a black tone.
The scroll contains a description a party of three men, a Ranger, a large swordsman and a Durid of Brighid a woman Korred, and a Fenakin - but no mention of an elf (Iarr). This information further reinforces Yrral's suspicions that we need to disguise our party and it's tracks, as our enemies now know what they are looking for if not yet who. It goes on to tell of the branch that they possess, and of a book that should be taken at all risk. We can only assume that it's the Book of Invasions, so very popular.
The party rejoins at the boat to sail on the morning tide, leaving two to sleep in the bosom of Lir, in whose sigil they are dressed.
After having disposed of the druids, Dil returns with supplies for the boat. She is curious about what we expect the crew to do as we traipse around Eiru. "What are the sailors to do while your are in Eiru? Wait for you to return? If ever? What are you going to tell Rohand? I've never been to Eiru. There are Kingsmen that sail there, but none of the crew have been there." Yrral replies, " Well you can either join us or we'll set a period of time for you to wait for us to return." Dil: "some of the crew might join you on land, but Rohand won't leave the boat in foreign waters, even shallow ones."Leaving us to chew on that conundrum, Dil rouses the second watch, and then retires as things settle down for the night we sleep off the events of the night in Gorey.
The remainder of the night passes with out event and at about 5 am, Dil gets up to go and get Rohand. Riagall and one of the crewmembers join her in the quest. The three go to a house south on the shore. She enters the house and marches straight for the master bedroom (giving the impression that she's been through this before) they find Rohand and companion in bed and passed out. One pitcher of water later, Rohand is up and about (with the help of Riagall and the crewman) and returned back to the boat where all is in readiness.
It's first light when we set oars, out of the harbor and to the south. After 6 or 7 hours, we've sailed past a few isles, and it's time to change shifts. Rohand is on deck now, a little rough around the edges. He squints and points, "Yrral, make for that westerly isle." Faolan is asked if he knows where his isle is, and gets a little hostility in return for a good-natured jest. Yrral is reasonably certain that Inis Carrick is the last isle in the chain that we're currently following.
As Yrral is squinting at the horizon, with Eagle Eyes he spies another sail headed in the same direction, with a B/C sail. It is still far to the west, but headed south, in the same direction as our ship. The party speculates on who notified the B/C we were headed this way, Rohand says that this is the route that everyone has to take to Eiru. He doesn't see anything worrisome about the B/C boat, and we decide to let them pass. As we make for Innis Heer, the closest island, the B/C boat changes course toward the island. Again we debate the options weather to continue toward Inis Herr and meet the B/C on land, to try to out run them or to engage in a sea battle. The side of the island we face is very rocky and unsuited for a landing, Rohand estimates that in an hour, they'll be on us.
Fraechan has an idea: she takes a feather from her bag. "This feather becomes a boat, controlled by me. It's fast, and no one will need to row." She tells us that the boat has lasted before for 6 hours; Iarr says that he's heard of boats like this, and they don't usually have a time limit. Fraechan says that with this boat, the party will be able to attack with their boat with hands free. Faolan and Yrral believe that they can swim up to the B/C boat and age the wood in the boat quickly, sinking it without them seeing the attack coming. We decide to give Yrral and Faolan's plan a try and save Fraechan's boat as a back up incase things go wrong..
Faolan borrows the ring of swimming and the dolphin statue of water breathing and dolphin communication. Yrral, polymorphs into a dolphin and casts water breathing on himself and Faolan (having forgotten about the powers of the statue) Yrral swims toward the B/C boat with Faolan hanging on to his dorsal fin. Faolan needs all his strength and dexterity to remain on Yrral's back as they move quickly underwater. They makes it, and soon are swimming in the bow wake of the B/C boat. Faolan casts three Age Non Living Material on the wood of the boat, which begins to fall apart immediately. Just in case he also casts Warp Wood on the rudder. After 10 minutes, the boat is showing signs of sinking and is foundering in the water. Faolan and Yrral return to Roahnd's ship, mission accomplished, or so they thought. After climbing back aboard we can see two men, walking over the waves towards our ship. In our indecision to either flee or stand and fight, the men approach to about 200 yards. Out of range of our spells, they stop and look carefully at our boat, and then one of the men summons a gate in the middle of the sea, and disappears, the other continues on toward Inis Herr. Suspecting that the damage is already done, we begin to row south again and soon he and Inis Heer are out of sight.
About 9 hours later at the shift change, the party is passing Inis Skellig, when we notice that three dolphins are accompanying our boat. Knowing how successful we were using the dolphin form to attack the B/C ship we keep an eye on them. We notice they seem to be eyeing us fairly intently. Yrral casts Speak with Animals: when he asks them how they are doing and what's up, the dolphins say that they are looking for a Shape Shifter. Some what nervous Yrral ask the why they would be doing that. They tell us that a friend (a Merman) told them he witnessed a dolphin change into a man and climb on this boat. The dolphins are inquisitive and playful, as one would expect. Iarr does a detect magic on them, which turns up nothing. After admitting that he is the Shape Shifter Yrral asks the dolphins about any other boat traffic in the area, particularly B/C boats. The dolphins tell us that we were preceded by only one boat today (not counting the one that sank), and three the day prior. Though they didn't get as close to those, being distracted by lunch swimming by. Before they take off, the dolphins extend an invitation to Yrral when he comes back he go for a swim with them and they'll show him around, then they leave, headed north.
During the next sleep cycle Yrral drops Animal Spy and adds Warp Wood to his memorized second level spells. The watch changes again, as we approach Inis Carrick. Ahead, there lies little but open sea. South of Inis Carrick and 10 hours after the meeting with the dolphins, we see a cloud or fog that hovers close to the surface of the water. Emerging from the top of the cloud is a mountaintop - Faolan recognizes this as the island of Athlone. As the ship enters the fog our perception is distorted, distance is impossible to gauge. The air is heavy with moisture; sounds are magnified, creating an eerie sense of spacelessness. After 20 minutes in the fog we can smell breads being baked and the smell of animals in a stockyard. A little closer and we begin to hear the sound of a city, but still see nothing. Suddenly the fog clears and we can see the city and its harbor. It is located on the west side of the island, to the south..
We pull up to a wharf there are shore hands that aid us in tying up the ship. We are at the edge of a large city, dominated by a large Tur. Faolan knows this Tur as the home of the Cyvers. Faolan jumps ashore, happy to be back home. He is greeted at the entrance to the city, by guards and some old friends. Everyone there is friendly and happy to see Faolan return. While there are many races, there are more men than women and Humans seem to dominate the races, though others are present. As we make our way through the city Yrral looks for signs of a B/C presence and finds none or any signs of recent attacks.
Faolan leads the party into a large building that comes off the back of the Tur, down a hall, up some stairs, and into his private quarters. Most of the people we meet greet Faolan, but give the rest of the party a courteous if wary eye. Just as we set down our things in the quarters, Faolan's mentor enters. Daire Roig is an older human male, he has white hair, and runs a bit on the chubby side, with the look of some type of wine-god. Upon entering he bends down to hug his student.. Faolan is a little awe-struck, then remembers to introduce his companions.
"Pleased, call me Daire. My home is your home," he gestures grandly. "You've been away from home for too long, Faolan," his tone then darkens, "I sense there is trouble. We will all speak over the evening meal." With that, lodgings are arranged for our party and the ships crew. We each repair to our own quarters to prepare for dinner.
During our stay on Athlone, Yrral intends to read as much of the portable library as he can, concentrating on "Travel among the De Dannan", "Book of Houses", Book of Shadows", and "Book of War". Iarr will avail himself to the Cyver's library looking for information on the demon we now we may soon face. Riagall, fascinated with the city, takes the opportunity to roam around. Tom just takes it easy, and is admonished not to try anything because they will have already "seen" you thinking about it. While our hosts are aware of the party's proclivity for trouble, it doesn't seem to concern anyone. At dinner that evening, Daire tells the party what he has seen in the past and hints of the journey yet to come:
"Iarr; your brother was killed by his attacker, but your father is very much alive and your whole future is tied to the path that the party has chosen." Iarr is saddened by news of his brother, but he had begun to accept it already. "When you confront the demon" says Daire, "your father will be there. Your winning gains his life; your failure will mean death for both of you. I have seen many ends to this path, not all paths include facing the demon, but most, yes, and not all of you will live on in the flesh after this meeting."
"Riagall, I see another path connect to you - it leads far to the north of your homelands. Fraechan will be there with you - along with possibly the others in this party, but you two will no doubt be going there. Your father, you will go to find, and in most paths, you find him or he finds you."Raigall - "What of the elves that I saw that night?" Daire - "They were selfish before they will be selfish again. But the path north is cold, so dress warm," Daire laughs.
"Tom, you have many paths before you - many that I care not to mention. But you are a brave one, foolish maybe, but fearless just the same. You will be there when it counts, but you will be hounded by your former employer until then. They are looking for you and some thing you have. They will not stop until the demon is confronted, or they have their things back." Daire leans toward Tom conspiratorially: "There is a spy from the Black Tur in our city. We fool with him all the time" says Daire, straightening. "I will introduce you to him, in his past ... it will be fun, no?" Daire's eyes glint as he moves to each party member, with as much pity as mirth. "He will think you are an old friend that he hasn't seen in five years! Once we get back that is, he will think you're on old friend "now", you know what I mean." Tom senses a joke, but can't quite grasp his role in the punch line, which is probably punching, and nods blankly.
"As for Fraechan, you will not like your path soon. There are those in Eiru who will not like to see you, dear," Daire sighs. "They claim you are a 'made-up race' and that they built the stone circles of the Korred and the dwarves will try to cage you if you are not careful."
"And Yrral," Daire says, turning, "you are the most varied in paths. Very complex paths," says the mentor, staring a bit. "You held an item in your bag once - a golden orb - it will help the party greatly, or would have."Daire casts a meaningful look to the others, then back at Yrral. "It can help you spy on your demon and know his paths, but you need to learn how it works. The paths before you will not be easy."
"I used it once sir, but we no longer have it," murmurs Yrral, abashed.
"You still have it, just not like you did, but you have it" says Daire with an understanding tone. He raises his head. "You will be fighting the followers of Belatu-Cadros whichever path you take. Every path for you is dangerous, but you alone are important in finding one of the items that the party seeks."
Lastly, Daire turns to Faolan. "Faolan, my friend, that bowl must not be put in the wrong hands. 'She' will cause harm beyond harm if 'she' gets a hold of it. This Fenakin bowl can heal many people or harm many, it depends on the heart of the Fen that possesses is. I want to look at the bowls past while you are here, if I may, maybe I can learn more of it." Faolan obediently produces the bowl, but Daire waves it away. "Another day, when I can spend more time. We will talk more in private later."
Drawing a breath, he finishes, "As for myself, I will not live to see you again, Faolan, my friend. Seeing ones' own death is both a blessing and a curse. Once you leave this isle, we will not see each other again in this life." The room goes silent. Faolan is speechless and visibly saddened. "I will be too old to live here anymore - I will move into the land of Youth and retire. When you are strong enough to make it there, Faolan, I will be long dead." Daire ends lightly, belying everyone's suddenly heavy heart. "We will smile the more, knowing that this is our last time together," Daire says with twinkling eyes, as he grasps Faolan's hand in a fatherly squeeze.
Daire asks if there are any questions, and Yrral asks, "Can you explain the bit about the Orb?"
Daire says, "It is not for me to say but when the time is right you will know" and with that the room goes quiet.
"The food is long-eaten, and the fire grows dim in the hearth, and it is time for the old to sleep and the young to dream...." Daire says softly, murmuring off to sleep in front of the fire, as if consumed by his own prophecy. A servant enters the room and places a blanket over him, and the party heads back to their quarters to get some sleep themselves, their heads full of thoughts.
Returning to the room Tom starts fidgeting and goes to speak, when all of the sudden Yrral has an insightful thought, cutting Tom of he asks, "What exactly happened between you and Palap?"
Tom, "I - I - you can believe me or not, but I followed Palap back to his room. I was casing it and eavesdropping when I heard him say, 'They went to the North?? My ass!' and knew then we were being played by Palap." The party stops dead in their tracks, stunned. Tom continues, "He seemed pretty cocky and overly proud of the 'job' he'd pulled on us. So I thought I aught to teach him a lesson. Palap is now resting in pieces, where scum like him belong: under some rock and brush outside the walls of Rathlin." Iarr looks disgusted; we are all taken aback at the grisly revelation of Tom's profession. "So now" he reaches into his bag, and produces the Orb and the Book of Invasions.
Fraechan is the first to find her voice - "Thanks, Tom." At her voice, Tom is once again transmuted into the old Tom, fumbling and shy. " I just, I felt - it was just the right thing to do." Yrral, regretting that he was too busy with the Book of Druids in Rathlin to offer his opinion in the disposition of the Orb and Book then, is thrilled to have them back now irrespective of how they were obtained. All eyes are wide-awake, despite the hour. Once again it Fraechen who breaks the astonished silence. "Well, now we need to learn how to use the orb - now that we know what we can do with it."
After a somber evening, this is the best news the party has shared, and spirits are high. Plans are made to use the time while Faolan is training in Athlone to full advantage - to be ready for the trials ahead. Yrral and Iarr begin excitedly talking of the research that they will have to do in the upcoming days.
Tom says, "I think I'll just try to learn how to read." Always the unlikely hero
No Sven this week and everyone is experiencing internet problems of one sort or another. The two weeks on Inis Athlone pass with out incident. Tom succeeds in his attempt to learn to read. This is to no ones surprise, as we have learned that if Tom puts his mind to something he will accomplish one of two things. One, He'll get what he's after. Two, He'll get caught trying, and so far he hasn't got caught.
Yrral and Iarr, while combing the libraries of Athlone, found a book on
demonology (Charlie will post highlights). Iarr must also have gained a
level somewhere along the way, and has acquired the following spells:
1st level: Jump, Push and Ventriloquism
2nd level: Web, Scare and Stinking Cloud
3rd level: Tongues, Wind Wall and Gust of Wind
One week after Diare's reading of the party's pasts and possible futures, he schedules another meeting with Yrral, Iarr and Fraechen, to examine the Orb and see if he can divine some instruction for it's use.
Diare, "The Black Brothers looked into it and that is all they did, I was able to see into the Orb a little as they used it. It seems that the Orb sees into one land of the Abyss to start and the 'Brothers' "travel" to these large golden structures and use them to move into another land within the Abyss. This is done may times until the area you are looking for is found. The only part of it I see that I don't like is that two months ago a Black Brother died a horrible death while using the Orb, though I can't tell how it happened. I just saw him using the Orb, then grab his head and keel overdead. After that the Black Brothers had put the Orb away, until Tom picked it up. It appears to be a spying device, but some one or something may be able to detect its use. I would advise caution while learning to use it. I see that you have used it once already and had some luck getting it to work, be careful, I must return to Faolan's training."
Heeding Diare's warning we decide to always have a second on hand when one of the group attempts to use the Orb.
Use of the Orb, Everyone attempting to use the Orb will start with a base 25% chance of succeeding to "see into the Orb". Each success will add 1d12 to that users base percent chance of operating the Orb. On a roll of 100 bad things will happen.
In our final seven days on the island, Fraechen, Iarr and Yrral will each attempt to view the land of the Abyss once per day. It is three days of trying before Fraechen and Yrral succeed in their attempts. Fraechen again succeeds on day four, while it's day five before Iarr manages to see into the land of the Abyss.
Fraechen's base is now 39%, Yrral stands at 26% and Iarr is at 28%.
During those episodes where we managed to succeed in our attempt to use the Orb, we didn't see anything that we didn't see the first time. The Gold Towers dominate the otherwise flat landscape, rising 100 feet into the air topped with a crystal the size of Tom's fist.
With that Faolan completes his training and it's time to leave. Rohand has been busy preparing the ship and tells us " It will be four days to Eiru, with little in between save sea and stars. If you have any business to attend to do it now." Heeding his advise Yrral makes one last swing through the merchants district, purchasing new clothing, with the hope to disguise his appearance, should the group again be spied by the B-C.
Before leaving Iarr informs us that he has a boat similar to the one Fraechen showed us before our attack on the B-C ship. He tells us it is larger but slower than Fraechen's, but that it would hold the entire party and solve our problem of what to do with Rohand and his crew. Iarr updates his spell list by dropping the Strength spell and adding Web.
While in Athlone Iarr managed to accumulate the ingredients for and prepare two potions each of Water Breathing and Heroisms. The Water Breathing potions Iarr distributes to Tom and Riagall.
Meeting with Rohand before we leave we tell him of Iarr's boat and that we plan to try it to see if it will make it as far as Eiru. We ask him to follow us to Eiru with his ship. Should Iarr's boat make it we would release Rohand and his crew to return to Rathlin. Should there be any problems with Iarr's boat, Rohand would be there to pull us out of the drink.
Now at sea and early on the morning of the third day, Yrral is coming off shift and takes one last look at the horizon with an Eagle Eyes spell, when he spots six crows ahead and above the horizon. They are spread out and appear to be searching the seas. We haven't yet been spotted and decide that, with the B-C having a detailed description of the party and fearing that they may be looking for Rohand's boat, it may be best to send Rohand back to Rathlin and try to bluff our way through the B-C blockade.
Our plan, is to have Iarr cast Invisibility on Faolan and Riagall, Tom will use his cloak. Fraechen will use her ring and change her form into that of an old fat woman. Yrral will disguise himself by polymorphing into a seagull and will also act as our scout. Leaving the perception that Iarr is piloting the boat. When the inevitable occurs and the B-C ship arrives he will try to bluff our way through the blockade.
Yrral flies over to tell Rohand of our plan. Yrral bids Rohand farewell and thanks him for all he and the King of Rathin have done for us. Rohand turns his boat around and begins the long journey back to Rathlin.
Flying back to Iarr's magic boat, Yrral can now see there are four B-C boats to our south. Looking at the closest boat Yrral can see that the boat is not oared by the fighting men or teh B-C clerics we have seen before but by strange beings. Flying closer, Yrral recognizes that they are Gnolls. The Gnolls are chained to their oars and the Undead Crows are captaining the ship. Yrral risks landing on the rail of the B-C boat to get a closer look. He is relieved that no one pays him any attention. The Gnolls are visibly hostile and don't look at all happy with their situation. Yrral returns to Iarr's boat to report.
While in route back a call goes out as the crows have spotted our boat, and now the crows and closest B-C ship are headed toward us. The crows arrive on station and begin circling our boat waiting for their own ship to arrive. As the B-C ship approaches we can hear the crack of whips and the shouting of the Shape Changer crows goading the Gnolls on for more speed. As the B-C ship pulls along side, Iarr and Faolan can hear and comprehend that the Gnolls are making disparaging remarks about and issuing threats against their handlers should the day come that they gain their freedom.
The Crows that were circling our boat land back on their ship and change into human form. Iarr hails them in good tone and humor biding his time until the ships get a bit closer. The Shape Changers produce grappling hooks and ropes and throw them across the rail of our boat and begin to pull our boat to theirs. All the time, Iarr is keeping up the 'good face' of a friendly Elf just out for a days sail. The Shape Changers begin to move to board our ship, but once the B-C ship is close enough Faolan causes the wood to age around the anchors of the Gnoll's chains, setting them free. Faolan shouts, "We have freed you! Now is the time to rise up against your tormentors!" Four of the six shape changers are immediately overcome by their former charges. One is locked in battle and the sixth has managed to make our boat.
Seeing that the battle has been joined, Yrral morphs back into human form and, grabbing the Magic Missile Wand fires on the Shape Changer that has come aboard. The Shape Changer is sorely wounded but as the Wand fires its magic fades and Yrral is left holding something just about as useful as a chop stick with out its mate, and no time to sharpen it. Recognizing his situation the Shape Changers begins to cast a spell, but before he can finish it Tom steps out of the shadows of his invisibility, and strikes the Shape Changer down. With our boat now clear the party focuses on the Shape Changers locked in battle with the Gnolls. Yrral casts a Magic Missile spell killing one. Riagall fires two arrows, hitting once, and Iarr follows up with his own Magic Missile spell and Faolan finds the mark with two of his own arrows killing the last Shape Changer.
With the battle over the Gnolls now turn their attention to our party and our boat. Acting quickly Faolan races to the rail of our boat and calls to the Gnolls, "I and my friends look to put down the Belatu-Cadros and we would help those they have enslaved unjustly!" A largish Gnoll separates himself from the crowd aboard the B-C ship and answers, "I am Fri'ime'kin, the leader of this tribe." Faolan introduces himself to the Gnoll. Fri'ime'kin asks, "Why did you free us" Faolan replies, "To hurt the B-C, and I hate the idea of slavery." The Gnoll raises his sword and points it at Faolan, then turns to his tribesmen and shouts "I owe you my life and the lives of my people!" Turning back to the party, "But we must now row to the other ships and free the rest of my tribe. If you are ever in need and in my lands, just ask for me little one" With that he turns back to his tribesmen and shouts "Faolan!" to which his clan answers, "Faolan! Faolan! Faolan!"
Basking in his newfound adulation Faolan offers our assistance in the freeing of the other Gnolls. Fri'ime'kin answers, "It is my tribe to free! You have done enough." Lowering his voice to a conspiratorial level and screwing his face into a menacing grimace, "You trying to make me look less of a leader?" The uncomfortable silence that follows is broken by Fri'ime'kin's uneasy and menacing laugh. In a deft effort to smooth things out, Faolan quickly replies, "Of course not. I only sought to learn from observing such a mighty warrior's battle tactics." Fri'ime'kin, dismissingly, "You will only attract attention. We will be able to approach unnoticed," nodding and grinning the grin of a cat that knows it has the mouse cornered, he points to his new ship, "and I will have surprise on my side." In his best diplomatic manner, Faolan agrees saying, "Very true, I will be guided by your wisdom in this."
After casting off the B-C grappling hooks and ropes, but before leaving Fri'ime'kin turns back to the party and says, "Remember, just ask for me if you are ever in need and in my lands." With that the Gnolls row off in the direction of the lone B-C ship to our west. As they leave we can hear the Gnolls at the oars are no happier rowing for their new master.
Yrral changes back into the form of a seagull and takes to the air to make sure we have not been noticed by any of the remaining B-C ships. Returning to our boat, he gives Iarr a heading that will keep us clear of the two B-C ships to the east. We are able to get a good night's rest following the battle, and in a day and a half we spy our first signs of land. We sail around a small craggy island at the northern point of Eiru and continue to the mainland.
Again Yrral casts Eagle Eyes and polymorphs into a hawk, flying high to look for any further B-C greeting parties and a safe place to beach the boat. Seeing no sign of the B-C he spies a sandy beach and a nearby Stone Ruin. (See the posted Dwarven Maps of Eiru). We beach our boat, and begin our preparations for the adventures that await us in this new but ancient land.
On the northern shore of Eiru, the party comes ashore to a hard coastline - the sand is brown and very rough. The coast rises quickly after 60 feet, up to an eroded slope where the forest and the sea have yet to agree on which has full dominion; with the trees roots protrude from the raw edge of earth in a show of defiance to the persistent pounding of the tide. Yrral hesitates a moment, to cast pass without trace 10' radius on the party before we cross the sand, all nod in silent approval.
The ledge top presents a vista of a forest of smallish trees, alder and birch, with larger pines visible in the distance to the north. Off the coast to the north, the party can see the large rocky isle they passed in route to their landing. Completing the view to the southeast lies the lower arm of land that embraces the bay. The sun is setting - the party decides to make for the stone rune that Yrral spotted from the air.
The Rune stones lie to the south of the landing. After three hours of walking without incident, the weary band straggles into the group of three mammoth Rune stones. They stand on a bare hilltop that is about 600 feet above sea level and overlooks the bay. The Runes are aligned on the hilltop from east to west. As the party sets their packs down and takes a short breath, Fraechan tells us, "These were used by the local tribes as a gathering place, and a holy site for the druids. The druids could tell the seasons for planting and harvest..." her voice is disconnected, like a tour guide. "Sorry, I'm still a little shook up after meeting those gnolls." After a moment, she shakes it off and with the last rays of the weak sun fading we decide to set up camp down the hill in the cover of the forest.
With the addition of Iarr, the nightly watch takes on a more symmetrical aspect: Riagall and Iarr take the first watch to allow Iarr a full six hours sleep to recharge his spells, Tom and Faolan take graveyard, leaving Fraechan and Yrral with dawn patrol.
After an uneventful night, the party sights a small herd of spotted deer as they move southward along the coast - Yrral, - with spell burning a hole in his, um, forehead? finger? - casts a Dr. Dolittle spell and asks the deer if they have seen any hunters lately? The deer tell us, only wolves three moons ago. Yrral questions them as to where the nearest settlement is - the deer think in terms of their migration only and say that the 'two-feet' home is many moons away, but they pass the settlements on the way to their winter place. Yrral seeing we weren't going to get much information out of the deer, bids them safe travel and freedom from predators. They return our wish for safe passage by saying, "and to you, from bear." They add that there are many, but they don't bother the deer, only slow tasty meaty things, "Like you," they say.
"Thank Birghid I only talk to them when I like," grumbles Yrral. Tom smiles, "Now we can go back to just eating them."
Returning back to the stones, Faolan looks in to the past of the location and can see that a group of B/C had been here two weeks earlier, 3 clerics and a dozen fighting men. They came, looked about a bit and left. Yrral uses Eagle Eye to scan the surroundings from the cleared hilltop: there is another set of stones to the east southeast, set in a circle, but very far away on another hilltop. Fraechan, looking at the shadows cast by the stones, remarks that it is well nigh midsummer, and that fall will come soon be after.
"We should make for the human strongholds to the south of here." Trying to focus the group she reminds us that, "We need to find the Paps of Anu. I haven't seen them marked on the maps I have." Yrral comments, "Twin hills, correct?" Fraechen, "Yes, Paps are what the De Dannan called the breasts of a woman, in a bad sense, like a cow or a dog. So these hills are the breast of Anu, which is another name for Danu." Yrral, "So we're talking teats instead of tits?" Fraechen, "Teats of a goddess, well, well. So how shall we go, by land or sea? The city of Morda Larne is about two days' sail from where I estimate we are on this map, here," she points.
The party is clearly mixed on the issue of sailing, with all the encounters with wave walkers, galleys full of enslaved gnolls, and sinking ships. "It'll take six, seven days by foot - maybe more depending on the forest," Fraechan estimates. The decision is made to take our chances with the action on the high seas rather than act as a mobile bear lure. We return to the beach, where Yrral again casts Pass w/out Trace 10' Radius before we cross the beach. At the water, Iarr fluffs up the Feathercraft and the party sails south for Morda Larne with a planned stop at the Stone Circle along the way. After four hours, the boat nears the stone circle, which stands on a hill near the mouth of a river. A landing is made, and the party heads up to inspect the circle of immense stones.
This hilltop is about 800 feet above sea level. This set of stones are less worn than the last, and larger, there being about 30 in this configuration. All standing save the easternmost stone, which is positioned on its side, to act as an altar, presumably. It's about 4 feet high, 15 feet wide, and about 8 feet deep. "This pattern is definitely Korred," says Fraechan, pointing. "Look at the hollows," her fingers slowly tracing grooves in the rock, "We place smaller stones in them in different patterns to create the rest of the circle. This is the only non-magic stone, brought here from the Dwarven Mountains to the south." Fraechan looks up from her study. "If we lift it, the name of the Korred who cut it and used it to magic the other stones should be carved on the underside. It should be no problem for Tom here," she says with a wink.
Tom looks uncomfortably at the massive slab, and back at Fraechan. Iarr coughs, and offers, "I think I can help you levitate it."
"I'm just kidding, I know who cut this," laughs the Korred. "Its detailed in a book back in Lir Moeth." Tom is visibly relieved.
Yrral asks, "The magic you refer to is used in shaping the stones? Is there any residual magic you can employ here?" Fraechan "Well they are created from a mother stone, the Mother Stone is from a sacred mountain to the south. There is inherent magic all stones, these most of all. From the Mother Stone, I can control the Children, and create more Children as well." Faolan asks, "Will they protect themselves from the B-C?" Fraechan, "No, they are only a holder of the magic, not a living thing per say." Yrral, "So in a pinch, this is a good place to defend with you around?" She looks serious for a second and says, "Sure, I could hold off an army with these stones, but I need time to prepare, we could not just run up here as we were being attacked. I would have to set the pattern, and stones are slow wakers?"
Faolan looks into the past of this site, and sees a hunting party having camped there recently, comprised of 'regular people', two men and two women; their fire is buried to the south a bit. Faolan's look into the future says that tomorrow may hold a bit of rain, so we decide to press on for four more hours' sailing.
As the sun sets, we turn toward land to camp for the night. We've just rounded the southern tip of the bay, and it takes some time to find a spot to land on this shore, the sea is rougher, and is unprotected from the wind as the bay had been. The shore itself is rocky and without sand, needing no spell to hide the traces of our passage. After setting up camp, and settling in, Yrral brings out the Orb to peer once again into the dark realm of the Abyss. All events click into place as the Orb powers up, and images begin to appear.
Yrral is able to "enter" one of the Golden Turs and use it to gain entrance to the next level of the Abyss. (and now has a 35% base chance of operating the Orb.) In the first level, there are mostly-dead people lying about in agony, there are a few 'people' walking around 'selecting' the dead and upon being 'chosen' the dead disappear; the second level is comprised of human-looking people everywhere, shackled, entering a 'gate' then emerging from another gate and finding a place to sleep. These 'slaves' emerge looking overworked, starved and thirsty, covered in sweat. It's not possible to see through the gate to inspect the work they are made to do though. He finds the next set of towers but is unable to enter.
Iarr sums up, Yrral's vision using his experience from the Balck Tur: "The first level is for the freshly condemned, those who have yet to have their fates decided; the second level is under the power of a strong demon, it is the slave lands of Dechrindal. He is powerful, but not as powerful as he was once was. Dechrindal still rules the 2nd through 8th levels, though, so do not underestimate him," Iarr warns. "The 8th level is his personal dwelling."
Iarr steps up to the Orb, and similarly gets it to dance to his tune. (Iarr now stands at a 41% base chance of operating the Orb.) He is able to pass into the third land, where the shackled minions of Dechrindal are building barracks for his army. The level is a huge training ground, where figures, human, humanoid, and demon are engaged in various strategic and tactical exercises. Iarr stresses that this in itself means little; the various factions of the Abyss are continually warring with each other for land, slaves and power, and this doesn't necessarily depict an organized buildup. Upon finding the border of layer four, Iarr's ability wanes, and the Orb grows dark again.
Fraechan steps up for her turn, and succeeds also. (Fraechen now also stands at 41% to successfully operate the Orb.) Faolan (now at 32%) also succeeds, they both report getting no further than Iarr. Riagall takes a stab at it but fails to get the Orb to cooperate.
The party sleeps through the night unmolested and as the sun rises the next day, the party strikes camp and gets back into Iarr's Feathercraft. Ten hours pass uneventfully, and the party once again makes for shore and lands to rest for the evening. According to the map that Fraechan is following, we are on the westernmost point of the jutting point of land that lies to the north of Morda Larne. Cold meals are devoured, and the Orb becomes the center of attention once again.
Yrral, Riagall and Faolan fail in their attempts to view the Orb, but Fraechan (now at 50%) and Iarr (now at 49% base chance) log back in successfully. They are able to knock through about 50 layers of similar scenes: demons training, forces being marshaled and disciplined. There are some levels that have been set aside as resort levels, that are as beautiful as any places any of the party has seen, the private "edens" of the principal demon of that layer, very strange sights when compared to the pain and suffering viewed on the adjoining levels of the Abyss. As the levels they perceive increase, the images settle into a strange familiarity, that blends into one long blur.
The orb is put away, and the watches set. The night is quiet but with the rising of the dawn, Iarr spots a large boat, near the shore, headed south toward the party. Iarr casts Birdseye view, though what frozen food has to do with this remains to be seen. (ed. If I remember right it was getting a little late at this point) He warns the others to take cover; Yrral casts Eagle Eyes and sees a rough-looking woman yelling at her crew in the approaching boat. She is a tall dark-haired woman of maybe fifty, weathered from her time at sea. She seems to be bothered by something behind her as is constantly glancing over her shoulder. Yrral attempts to see what she is looking at and spies two boats, in the distance, but detail of the crafts are beyond the reach of his enhanced sight. As her ship rows south toward us her attention is now drawn toward the sky, and as if to curse the heavens she sets her bow and looses two arrows. Following the flight of her arrows, Yrral looks up to see, about 4 crows circling her boat. As we continue to watch, she begins a spell.
Assuming that she is about to become another victom to the B-C the party begins to form an attack strategy, thinking we can split, five in Iarr's boat and three in Fraechan's to providing some tactical advantage. As the debate over our plans continue, the sky to the north over the B-C boats begins to darken, and storm clouds form over her pursuers', the clouds then condense and burying the B-C in a dense fog. Her spell done, she returns to firing at the crows. She is about 300 yards away, and we can hear her voice now, rising above the sound of the ocean.
Deciding that our boats are not immediately necessary, we put them away and make plans to deal with the crows overhead. Fraechan prepares a fireball, being voted the Most Expedient Method Of Frying Pesky Crows. Magic Missiles are also prepped in case the fireball doesn't catch them all. The boat is within 130 yards now, and the fireball is loosed. One crow is thoroughly fricasseed, unable to catch more than that in the spell, it's on to Plan B. Once the crows are dealt with Yrral will again polymorph into a dolphin and carry Tom, this time, out to the B-C ships where he can serenade them with a tune from his Storm Horn.
Yrral flash-fries one with a Magic Missile, Iarr wings another; Tom gets two hits with arrows, Riagall gets back into the swing by missing with all four - three crows still remain flying. Two dive the boat, one begins to turn north. All efforts focus suddenly on the one leaving, which is made short work. Of the two diving on the boat, Riagall (in a prime example of Zen archery) hits all four times, and Faolan hits twice, wounding one badly and the other moderately.
As the boat nears the shore, Fraechan gets off another fireball, engulfing the remaining crows. With the crows now nothing more than badly scorched feather dusters, Yrral and Tom get into the swim of things and head off toward the B-C ships, leaving Riagall to act as party spokes person. We emerge from cover, motioning the woman and her crew out of the water so that her ship is not caught in Tom's storm. Out on the waves the fog is hampering Yrral and Tom's efforts to find the B-C ships, but as a dolphin Yrral is able to echo locate the two ships and as the storm starts to brew, they dive beneath the waves to avoid it and return to the party, relatively confident that if the B-C somehow managed to survive the storm, they would not know who their assailants were.
Back on shore, Riagall and his usual, courtly charm are finding rougher sailing: as her boat approaches the shore, the woman at the helm of the boat calls out, "Who be helpin' me? I'm not lookin' to pay you fer your help!" Riagall responds, "Lady Wave Mistress, I'll hazard a guess we have some common enemies right now, please come ashore that my friends may dispose of their crafts, and don't worry about payment." To which our new "friend" replies, "I've come to take your things, like I have theirs" she motions towards the fog bank, "This is my sea you're by! That means your things are mine!"
Riagall, "Our 'things'? Fine, thank you then. An interesting notion, how do you propose to take them with no hull? Faolan! You may have to enjoy them at the bottom of the sea." With that, Riagall drops the, 'none to subtle hint' that Faolan should, as with the B-C ship, cause the hull of the old Crone's ship to age causing it to sink, but before Faolan can react he detects a time shift. There is a shimmer in the air, and her boat is now 20 yards off and headed away from us and our party is aware that a good deal of their 'things' have disappeared. Faolan and Iarr cast Warp Wood on her rudder, in an attempt to slow her escape.
Fraechen deploys her Feathercraft and the chase is on with Fraechen, Riagall and Faolan in the boat and Iarr on shore. From his position Iarr casts Dust Devil on the Crones ship having them fight with her rowers. Seeing our party in pursuit the Crone begins to cast a spell. Riagall and Faolan release a flight of arrows, striking her several times interrupting her spell. Again she begins to cast her spell and again the arrows fly, Faolan's miss this time while Riagall's again find their mark. But before the arrows strike home, Iarr sees from his position on shore Fraechen's boat and its occupants disappear, and the Crone turns her concentration on the Dust Devils onboard her ship. Somewhat rattled by the development Iarr casts a web spell in an attempt to further slow her escape. Unfortunately the spell falls short and into the water. Unaware of Iarr's attempts to slow them, the Crone and her pirates continue their battle with the Dust Devils. Iarr seeing his opportunity to stop the ship fading with out his friends, fires a Magic Missile at the Crone, which brings her to her knees, and as the missiles strike Fraechen and her boat reappear, and the chase in rejoined. Faolan and Riagall fire again, with only Riagall hitting but once critically. With that the Crone falls, screaming in pain with an arrow buried in her breast. Fraechen pulls her boat along side the pirate craft and our party boards the ship.
Riagall boards the boat only to find the Crone attempting to cast a spell. He kicks her to break her concentration on the spell as her three remaining crewmen attack. Faolan promptly turns the tables on them by using his Cyver powers to push them into the future. Reluctant to kill her Riagall again attempts to negotiate with the Crone. She is raving, and not responding to threats of further pain, and again attempts to cast a spell. Riagall resorts to twisting the shaft of the arrow buried in her breast to break her concentration this time. But is soon becomes apparent she is beyond all reason as she grabs the arrow shaft away from Riagall and begins to work the point into the wound seeming to revel in the pain. Riagall attempts to bind her hands,
"That won't work, she's a Cyveraeth!" shouts Faolan, "and probably mad!"
Finally, Riagall reluctantly administers a boot to the head to knocking her cold. As her screaming subsides her crew reappears in an attempt to carry on the battle, but Faolan was waiting for them and with out the Crone to distract Riagall, they quickly dispatch the last three pirates. In the distance, Riagall, Faolan, Iarr and Fraechen see the fog bank erupt into a violent storm.
With the boat secured, Fraechan, Faolan, and Riagall discover a considerable cache of weapons and swag on board, and are able to recover their lost items, and are surprised at what the Crone was able to get away with in such a short time.
Faolan had lost his stone blade and the brass plate of detection, Riagall his +3 luck blade, and the Arrow of Feeblemindedness, (for which he was admonished not to loose!); Fraechan loses both of her rings, and Iarr his 4 potions. Now all thankfully back in our possession.
As the party reassembles on the rocking boat, we stare down at the motionless form and wonder what secrets will be revealed when she wakes up.
What secrets the old crone may have revealed will never be known. As the party rejoined and we collected our composure, Faolan explained that the old crone was definitely a Cyverwraith and most likely an insane one, insanity being the greatest threat imposed on those who pursue that calling, and the only way to deal with an insane Cyver is to put them to death. 'It is the only way to deal with an insane Cyver', Faolan continues, 'and is the practice on the Isle of Athlone.' Our course of action is agreed upon and reluctantly Tom carries out the sentence the group has chosen.
With the dirty work done the group goes over the ship and collects our stolen goods and finds the crone's treasure. 5 Brass chest plates, 4 swords, 2 BC "swirl" necklaces, 1 Ruby Ring, 1 gold necklace, 3 spears, 2 gold goblets and 250 silver pieces. Iarr casts a quick detect magic and only the gold necklace radiates magic.
The storm that Yrral and Tom loosed on the BC ships is now threatening the crone's ship. We decide to only salvage the items of value, the 2 BC necklaces, the 1 ruby ring, the magic gold necklace, the to gold goblets and the 250 silver pieces and abandon her ship in favor of Iarr's boat and return to shore.
Once ashore the party makes arrangements to keep dry against the pending storm. After three hours of huddling in our primitive shelters, we hear a loud noise approaching. We do our best to hide and wait to see if anything shows up. And indeed something does, a Bull Moose trots into our camp and a large man is riding it. The man examines our camp and then calls out in a language none of us can understand. He sniffs the air and then calls out again this time in Ogham, "Come out then, I know you are around here, I mean you no ill if you mean me none." The party steps from their hiding places, wary but with out drawing our weapons.
"Gollna Gig is my name, this is Brown" pointing to his moose, "and this is my home land" Yrral, "The last person to claim this was their 'home' tried to take our possession." Gollna " I have no interest in your possessions druid, but I find interest in this group before me, a druid, an Elf, a Fen, two humans and a Korred! I welcome you lady Korred as I have not seen your kind in my land in many seasons. Fortune it is at our meeting, as I only came to investigate this storm, quite unexpected. Will you share a meal with me?" He points to a stag that lies across the back of Brown. Not wanting to be ungracious, and not having had a hot meal since we arrived in Eiru we happily agree.
Gollna goes about building a large fire and as the deer cooks and the meal progresses we engage in a little small talk. Faolan, "Gollna, how long have you lived here?" Gollna, "I have spent my whole life here, 200 years and my father lived here 500 years before he passed on." Yrral, "Gollna, we have come to Eiru to see it's many sites and one of the places we seek is called the 'Papes of Anu', it's not on any of our maps, do you know of such a place?" Gollna, "I'm sorry I do not know many places by name, only by what they look like." Yrral awkwardly tries to describe something he has never seen, "We have been told that 'papes' is the local and ancient word that refers to the breasts of a woman. We were thinking that it might be a particularly grand pair of hills?" Gollna, "There are many beautiful hills south of "The Eye", that is a place I know by name."
He goes on to describe what Yrral has read about in the book 'Travel Among The De Danna', as the Eye Eiru. Fraechen breaks out her maps and shows them to Gollna, and he point to one of the stone circles on the map. (ed. Charlie will post at the Heroic Cycle site) (It is currently posted on the yahoo club site, in the photot section) Gollna, "This is a beautiful place, you can see all the hills of Eiru. You must visit there."
As the meal winds down, Faolan ask Gollna where he lives and how we might find him should the need arise. He tells us he lives four hours to the east of this spot. "It lies on a river, and it is the only house about, you can't miss it" (ed. There is nothing noted on the map but our linding is south of the first stone circle we visited and north of Morda Larne) Gollna says his farewells but before he leaves, Yrral warns Gollna of the BC and asks if he has encountered any? Gollna mounts Brown and acknowledges Yrral's warning and then admonishes us before leaving, "Be kind to the animals and they will be kind to you."
With four hours of light remaining we decide to take advantage of it and make for Morda Larne. Iarr speaks the magic words and his feather transforms into a boat. We all board and set sail for the south. As we leave shore, Yrral again casts Eagle Eyes and Polymorph Self and takes to the air as a seabird to scout our path. All is clear to the north, as the storm has scoured the seas surface of any traffic. To the south, Yrral can see a boat sailing north. Flying closer to investigate, he sees no signs of BC and the boat appears to be a merchant vessel. Three hours later we pass the merchant vessel with out incident and round the cape at the north end of the bay that protects Morda Larne. It is still five hours across the bay, which gives us the option of sailing by night or landing and continuing on in the morning. We decide to call upon the lessons learned with Rohand and sail through the night.
We manage to make Morda Larne with out incident and as we approach the city we can see that it is a large walled city protected by five towers. We can see that the gates are all closed and choose to land Iarr's boat just outside of one of the populated areas outside the city's gates and proceed into town on foot. Before entering town, Yrral cast Polymorph again and this time takes the form of a Korred, in the event that the city is being watched by the BC who have a good description of the party (with the exception of Iarr).
Entering the town we see two Inns, Tom tosses a coin and we go to the one on the left. As the hour is late, there are few patrons inside. All are well into their cup and are singing to the accompaniment of old man playing a harp. We secure meals, drink and three rooms for the night. The mood of the room changes a bit, as we notice the song the other patrons are singing has changed to a ditty about a man and a goat falling in love and the owner of the Inn coming over to see if we had any "Special" needs. Obviously Gollna is not the only one who isn't used to seeing Korreds around. We decide it may be better if we take our meals in our rooms.
Once in the room Iarr casts Identify on the Gold Necklace from the crone's boat. It turns out to be a Necklace of Protection (+2) (ed.It was either unassigned or I missed who claimed it) And as magic is in the air we again attempt to peer into the Orb.
Yrral succeeds in his attempt (base rises to 40%), but doesn't see anything that Iarr and Fraechen haven't already seen. Fraechen succeeds (base rises up to 52%) She sees a few layers further and spies a "meeting" between the "lords" of a few layers of the Abyss making a pact. Iarr also succeeds (base rises to 57%), he sees everything that Fraechen saw but notices that he is able to stay longer in a location and see and hear things more clearly. He also spots a group of workers on level 70 carving a statue in stone. Looking closer he sees that the statue resembles the dragon we saw in Rathlin before we left. We all agree we hate co-incidents.
We return to our rooms and settle in for a night's sleep, which passes with out incident. Yrral again 'dons' his Korred disguise before venturing out into the city. Iarr has plans to visit the local Mage's Library so we head toward the city gates to gain entrance and find the library. We are turned away at the first gate and directed toward the visitors gate. Walking toward the other gate Tom has a bit of an epiphany, and points out that the city has five towers, just like the Dragon's Tur. Again, we all agree we hate co-incidents.
As we approach the visitors gate, Tom again proving his worth to the party is looking for signs of spies and their heavens, sees someone he remembers from our past adventures, a thief and sometime employee of the Black Tur, Tal. She approaches the party and tells her tail.
She was sent by Ardac, with a diagram he found in the Black Tur that he though might be of help. It was in an old journal of a Master to Iarr's Father. It is a scroll with a diagram, a center point, with may lines radiating out from the center. Each line ends in a small circle except for one that ends in two triangles. Tal explains, "Ardac thought it might point the way to the Papes of Anu" and she points to the two triangles. There is no legend or explanation for the symbols on the map; the only clue is the symbol on the scroll case, an eye with two wavy lines underneath it. Faolan believes that it may make more sense viewed from the Eye of Eiru. Yrral agrees.
Tal, continues that she has nowhere to go, she can't return to the Dragon's Tur as it was still under siege when she left and hunt me anyway. She offers her sword to our cause and add, "If I'm with you I can't tell others where I've (you've) been. And besides, while I've been waiting for you I've been trying to find out what this symbol means and I think I found something in a book at the Mage's Library." We say that we were headed that way anyway so let's go find out what you found.
We gain entrance to the city and head off toward the library, but are soon are interrupted by Riagall, who winces and covers his ears. "The bow is screaming at me that there is a Hag 20 miles away and headed in this direction. It says it is Garbh Ogh. Yrral tells the party he read about her in the Book of Druids, she is a neutral Hag associated with the Alder tree and Elks. We continue on to the library cautious of a possible encounter with a Hag but not overly concerned.
At the library Tal explains that she was here not more than an hour ago and found a book, and she takes us to the aisle where she left it. Going to the aisle we find that the book is now missing. Faolan looks into the past of the area and sees a man come into the aisle and pick up the book and move it to another aisle. Coming out of his trance Faolan immediately notices that the man from his vision is sitting across the library with his back to us. He is occupied copying from one book into another and hasn't seen us. Faolan goes to where he saw the man stash the book and retrieves it and gives it to Riagall to guard while we check out the bookworm.
To find out what he is doing Faolan suggest that he attempt to 'push' him into the future and while he is 'away' we can look at what he is writing. We agree that this seems a good idea and off we go. Faolan does his voodoo and the stranger disappears, while the rest of the party act as look out, Yrral and Faolan see what the strangers was up to. He is coping information from a book of Summoning and Entrapments, a spell called Magic Jar. We gather that this is a powerful spell intended to trap powerful creatures/demons. Faolan warns Yrral that its time to make our get away as the stranger is about to return. And in a wink the stranger returns to where he was, and continue on with his studies as if nothing happened.
The party regroups and Tom draws the task of shadowing our new friend, the rest of the party gather around Yrral as he breaks out his 'reader' and goes over the book Tal found. Finding the 'Eye symbol' Yrral determines that it is indeed the symbol for the Eye of Eiru, but as Tal warned it never appears with the two wavy lines. The wavy lines in appear in a portion of the book regarding 'seasonal change'. It refers to eight such changes and the wavy lines refer to spring, alluding to melting ice or flowing streams. Fraechen cautions that the symbols may alter one another when they are together and not to jump to any conclusions.
Tom, watching the stranger, sees him get up and return his book to the shelves. He returns back to where he was writing and gathers up his notes to leave. Tom follows the stranger, taking the precaution of ducking into a shadowed alley to 'cloak' himself in invisibility. The stranger heads off toward the Inn we were staying at but turns and takes his room in the Inn across the street from ours
Tom quietly (and invisibly) follows the stranger to his room; he attempts to listen at the door but hears nothing, then tries to catch a glimpse into the room but can see nothing. Not wanting to get caught Tom tries another tact. Finding a dark corner to conceal himself, he casts off his shadow of invisibility and heads to the Inn's main desk. Once there he asks the Inn Keeper "Who is staying in "that" room?" The Inn Keeper, knowing which side his bread is buttered on and not seeing so much as bread crumbs or a pat of oleo, wants to know who's asking? Tom, having buttered his share of bread, extends a friendly hand, introduces himself as "Nobody important" and leaves 20 silver pieces in the Inn Keeper's hand. With formal introductions taken care of Tom learns that our stranger friend's name is Hudbak and he has been at the in for 13 of a scheduled 20 day stay, all paid in advance. The Inn Keeper goes on to say that Hudbak always has the same meal and is a real bookworm, always writing in his book. Getting all the information he would expect from the Inn Keeper, Tom again extends his friendly hand and says, "Thank you, I'll find him on my own. Don't mention me to him, my message is to be delivered in person" and leaves another 10 silver pieces in the Inn Keeper's hand. To which the Inn Keeper responds, "I never saw you, Nobody" and goes back to polishing the barware and Tom returns to our rooms at the Inn across the street.
Back at the library, Yrral and Iarr pour over the book of symbols and the book of magic Hudbak was reading. After three hours of study we collect our selves and return to the Inn.
Upon entering the Inn Tal and Iarr immediately recognize a man waiting in the main room. Fregnas, a Scather, rises from his seat and approaches the party. "Well, well, what a trepid group. I have come with news from the North Tal, though I must say I had not expected to see the rest of you." Foalan, "We could say the same for you sir." Fregnas, "Tal, you keep a dangerous company, and I followed Tom in here, he must be with you, no?" Tal, "Yes, so what's the news do you have for me?" Fregnas, "Well no trouble. Here Tal, this is for you" and he hands her a scroll, "I will be here 10 more days, if you have any news for Adarc, I will carry it for you.
Tal takes the scroll, opens it and reads: I have just received news from Iarr's mother; the Mages of Morda Larne are searching for a large gem in the ruins of Drombeg. They plan to use it as a prison for our BC friend. Find out what you can about this. Adarc As Tal's eyes fall upon the last of Adarc's signature the message on the page begins to fade and disappears.
We take our leave of Fregnas and return to our rooms where we find Tom and exchange tales of the events that past since leaving the library. While exchanging stories and contemplating the party's next steps, we hear a commotion outside the Inn.
Looking out our window we can see the locals scattering in every direction as a group of at least 30 elk march into the town. The elk proceed into town, not grazing but with some other purpose as they seem to be searching for something or someone. Yrral, "It's Garbh Ogh."
Yrral decides to go out and ask the elk what they are looking for. He asks the rest of the party to wait in the room and guard the items he holds for the party. Yrral goes to meet the elk carrying only his staff and spear. Tom being concerned for Yrral's safety decides to follow, the rest of the party guards our treasure and watches from the room.
Once outside Yrral begins casting Speak with Animals. While he is casting the spell the nearest elk spots him and walks over. "Greeting from the elk and Garbh Ogh" Yrral, "I return your greetings, and may I ask what you are searching for?" Elk, "Garbh Ogh wishes you and your party to see her before you leave this place. She has not felt the presence of the bow in years and wonders about its place?" Yrral, "We would be honored to meet with her. Where would she like to meet?" Elk, "We will take you to her when you are ready. We will wait on the edge of the forest south of the city. Walk that way and we will give you a ride to her. She has told us to wait and so we shall." Yrral, "We thank you for your message and your offer of assistance. We will be with you shortly." Elk, "Shortly then" And with that the elk turns to leave and the rest of the heard follows.
As Yrral begins to return to the room, he spies 3 dark robbed figures on the city walls. They seemed to be focused on him and are pointing him out the city guard on the wall. Concerned that they are BC Yrral casts Eagle Eyes to get a better look. He can see that they are not BC, and appear to be the local Mages. Yrral can see them giving him a knowing look as they watch him finish casting the spell. Yrral gives them a friendly wave and a smile then walks into the Inn, collecting Tom on the way.
Operating under the assumption that there won't be much time until guests arrive, Yrral collects his things and relates his conversation with the elk and that, in all likelihood, we should be expecting a visit from a few of the local mages and the constabulary. And we quickly agree on a plan of action. Yrral will Polymorph Self and fly out the back window. Iarr will cast Invisibility on himself and Riagall, while Tom will use his cloak to do the same. Fraechen will use a Stone Door spell to check out early, leaving only Faolan and Tal to fend for them selves. Everyone succeeds in making a quiet exit except for the last two, but quick thinking on Faolan's part allows he and Tal to jump forward in time to a location just out side the city, where they meet up with the rest of the party and the elks.
Yrral, explaining the party's quick arrival, "It seems a few of the locals wanted to talk with us before we had a chance t speak with your Lady, we thought that a bit rude, so here we are. AS I think it best we were on our way, I'll make the introductions of my friends as we go." With that the party mounts up and heads out to the south traveling along the river. After about five hours, the sun is setting and the elk begin to slow their pace, as we approach a small cottage, that could be a twin for the one we met Smirgat in all those days ago.
We dismount and approach the cottage. Drawing nearer, we can smell fresh baked bread and ripe fruits, much as we did when visiting Smirgat. Nearing the door, it opens and a old woman greets us.
"I am Garbh Ogh. It was a nice trip I hope?
Yrral, "It was, thank you for your invitation and assistance, good Lady."
Garbh Ogh, "I am the sister to Smirgat, her birds told me you would be coming. Smirgat speaks good words of you, though there are more of you than she told of."
Yrral, "Smirgat honors us with her kind words, and indeed we have collected a few 'strays' on our journeys."
Garbh Ogh, proceeds to name each of us and state our class and place of origin, getting stuck as she gets to Iarr and Tal. She is unsure and hesitates with Iarr asking if this is Adarc. The mistaken identity is quickly corrected, as is the introduction of Tal, who we explain, was withour group until shortly before we met Smirgat.
Faolan, "We came in great haste due to some 'unpleasantness' in Morda Larne."
Garbh Ogh, "Well come in and explain this 'unpleasantness'those mages are always causing trouble of one sort or another."
Faolan, "Do you know of them? Who are they?"
Garbh Ogh, "Oh, they are sent by the mages of Meath, it is a punishment to be sent out into the middle of nowhere. They are currently here overseeing the exploration of the ruins of Drombeg. They treat everybody as rabble. They are harmless, though I wouldn't fear them, they are replaced every two years with new 'diggers'."
Yrral, "We have just received news from Adarc in the Black Tur that they are searching for a large gem and we saw a stranger in the Mages Library studying a spell called Magic Jar."
Garbh Ogh, "Oh, there was a diamond there, but they won't find it. I know it's no longer there. I believe the Mages are working to entrap the B-C and then use it tear down the Black Tur. I like the irony, but question the wisdom."
Faolan, "Where are the ruins?"
Garbh Ogh, "Across the river from Morda Larne. They once found a Grand Library there, which is why the build the city of Morda Larne. But books are all they found and all they will find. There is nothing there left to find."
Faolan, "Garbh Ogh, one of the reason we came to Eiru was to find the Paps of Anu. Do you know where this is?"
Garbh Ogh, "Yes, I have been to the 'Breast of Mankind'. It is the Tree you seek, no?"
Faolan, "Yes, that is what brought us to Eiru."
Garbh Ogh, "And why Smirgat gave you the Branch. My Elk can take you there."
As the conversation continues, three maidens appear and serve the bread and fruit we smelled as we approached the cottage. Also in the room is a large bookshelf filled with books and two gold orbs.
Yrral comments on the orbs, stating that we have one similar to her two. She asks to see our orb, Yrral hands it to her and she proceeds to peer into it. After a moment her focus returns to the room.
"Mine look into nicer places, this one" handing it to Yrral, "looks into the elemental plane of water. And this one" handing it to Tal, "looks into the Land of Youth. Look into them"
The Land of Water is like swimming in a well lit, but bottom less and topless sea, filled with creatures from the common to the extraordinary, where things seem to move in a water induced slow motion.
The Land of Youth is peopled with faeries going about their daily business. Everything has a dream like quality to it, soft but bright light, no dark places, no harsh edges. The people here seem to move about with a graceful purpose. After 'traveling' a while in this land a large stone circle is seen. It appears to be very much like the circles we have seen in Eiru.
Returning from their 'trip' into these new lands, Yrral asks, "Where is this stone circle located?
Garbh Ogh, "That is the Time Keeper's Circle. It is a gate between his land and all others. It enters the land of man at the Eye of Eiru. There is a circle at the center of each Land; Air, Water etc."
Yrral, "I have read of a Circle in Riangaelach, is it one of these Circles?"
Garbh Ogh, "Ahhh, the Mountain of the Moon, that is an Elven circle, though very the same. It was built to do the same thing."
Yrral, "Do you know the purpose of the three markers at its gate?"
Garbh Ogh, "I can guess, Time, Place, Possibility. It has been said that the markers lead to other probable outcomes of events. 'If you like not the future, pass into another', I think that was said by a grumpy Elven Mage. Ahh , I would like to find a future with me in it." She laughs at her own joke.
Yrral speaking to himself though aloud mumbles, "I wish I could have found a better future for my father"
Garbh Ogh, "Supposes and Regrets, I have many in my agedness."
Yrral, "Do you fear for the Hag's future?"
Garbh Ogh, "The Hag's time is ending. Though there are three among us that are trying to save themselves, butthe others will move on into the next part of their lives."
Yrral, "Is Annis one of them?"
Garbh Ogh, "Yes"
Yrral, "Bayv and Nair?"
Garbh Ogh, "Bayv is too uncontrollable and Nair is too proud to follow Annis. Birog and Corchen are working with Annis to prolong their stay in the land of Men."
Yrral, "I have just studied The Book of Druids, either I missed something or the information is incomplete."
Garbh Ogh, "As it should be. The Druid Rudraige didn't understand everything."
Yrral, "Garbh Ogh , I regret whatever it was that caused the rift between the Druids and the Hags. I fear we should have leaned much more."
Gargh Ogh, "I think it is time for my questions now"
You can tell when Paul's back, you actually get a story and not my paly by play.
Yrral, "Garbh Ogh , I regret whatever it was that caused the rift between the Druids and the Hags. I fear we should have leaned much more."
Garbh Ogh, "I think it is time for my questions now. What do you plan to do with the items when you find them?" she asks. Silence descends, as it's the first time that the party has considered this. Riagall sputters some speculative stuff about figuring it out, but is interrupted.
"The men of this world are far too destructive to be allowed freely into Faerie, child," Grabh chides, " they would only seek to conquer it as if it were another rogue nation, as they have in their own land," Her tone softens, "It was not always as it is now, it was once free of man, or mankind - once men came, they changed the whole balance. It is no longer a land of natural forces and Nature's Rule, but it wrought like a bronze spear head, which men have hammered - bending to their will, and used to slaughter, destroy and then rebuild, only to start the insanity all over again. It was the acts of Men who unleashed the demons on this land by building bridges to the Abyss," she says with sudden heat. Then she deflates and weariness and introspection enters into her voice - "We hags helped the last time, but now we can only watch - we are not as we once were."
She shakes it off her reflective mood, and glint returns to here eye and an edge to her voice. "But I can offer you some advice, my young one. Those fool Mages won't listen to an old woman," she sniffs. "if you want my advice that is?"
A chorus of assent rises from the party to soothe her ruffled feathers, and she brings the gimlet glare of her gaze to encompass the party. "I can give you three thoughts, and three truths. Thought One," she says, eyes sparking fire, "you must raise an army. Thought Two, you must find a leader for this army, one of you or another." All ears are at attention. "And the Third Thought, you must make rabble of the Belatu Cadros in Dundalk in the east. The east is where you must point this army and ride straightaway."
She puts another log on the fire, and the shower of sparks leaps high into the dark, wide chimney. "Now the truths, Truth One, you must trap this demon in something, and put it in the Void, a chore much harder than it sounds. "Truth Two, only one of you can get close enough to trap him," she says, mouth tightening and looking at Yrral "Truth Three, you will probably die along with him." She nods concealing a look of sorrow that crosses her face.
She continues, but our minds are whirling with the seeming probability that one of our count should be sacrificed to this enterprise. "Now to the items, and their use, the Cauldron will feed you army, of course. The Sword of Might and Power ... for one leader, and the Spear of Victory for another - I think you will need to join the men of the North with the men of Eiru, if you are to succeed. The men of Eiru will be harder to persuade, but once persuaded will be very loyal. The men of the North, I know not, but need them you do."
"Smirgat also told me of your arrow, Ranger," she says, turning.
"I'm guessing it's for the demon," Riagall says.
"Aye, a good plan, stun Belatu when he is being trapped - why else the arrow and the bow," Grabh says. "but trapping the demon I know little of this magic made by men, but what I do know...The mages talk in great confidence of their plans to attack Belatu with other demons that they can control -pah!" she spits. "See what their ability to control has gotten them - and at what price? Leave them to fight in their own lands let that lot of bad rubbish sort it out in their own cesspit, says I. Invited guests can be just as bad as uninvited and twice as hard on the furniture. Oh, but they don't need the advice of an old woman," she sneers.
Straightening, the Hag continues. "I am getting word from my elk that a large amount of humans are coming from the east and should be here by morning. The elk have heard their talk - they are followers of another hag," she looks about the room, examining faces. "Biddy has sent them to see if you are as worthy as Smirgat says. It seems you will be starting your army sooner than later."
Old hands grip thighs, and joints slowly creak. "Maybe we should rest...we have an early day tomorrow," this is spoken as a statement of fact, not a suggestion and none of the party ventures to speak any of the many questions spinning wildly in their heads. She rises and turns toward the hall, and disappears behind a curtain, off to her chambers, leaving the party overwhelmed in a stunned silence.
Garbh Ogh's servants show the party to their quarters for the night, a small room but with beds enough for everyone. We all take a stab at the orb before settling down. Riagall, Talabrina, Yrral, Faolan and Iarr all try, with no success. Fraechan succeeds, (and increases by only 1%, to 53%) but sees nothing new. The orb is put away, and will have to wait for another night. Setting up the usual watches, we prepare to settle in for the evening.
Yrral picks up the latest in his translation attempt, the Book of Dwarves. He gets in three hours' of work, reading mostly about the three clans of Eiru, and their distinct 'personalities.' As everyone is about to go to sleep, screaming suddenly erupts from within the house. The sound of thunder splits the silence, and there is an offensive but familiar whiff of ozone in the air.
The smell of smoke and burning flesh overpowers the hint of ozone as we exit our quarters. The screaming continues and is coming from the west part of the house. The party runs to investigate - the flash of lightning and sounds of thunder are emanating from a room at the end of the hallway. Iarr, Faolan, and Fraechan head to the outside of the house to cover the exit, Tom dons the cloak of invisiblity, and the rest get ready to break in the room with Riagall leading the charge. As we break through the door Tom sneaks in, then Talabrina, and Yrral.
The room the party breaks into is larger than the quarters we left; inside we see what we recognize as four Crow Commanders in human form, all striking at Grabh Ogh with lightning bolts or swords. They've come through a hole in the wall where a window used to be, and all are so intent on Grabh they don't notice the party. Riagall, never missing a Golden Opportunity, misses twice with the Somewhat-Inaccurately-Named Deathbringer. Yrral goes for the sure thing, and dishes out four Magic Missiles two into each of the enemy spell casters. The next moment, Tom and Tal are upon them, using surprise they attack from the back. Tom strikes a good blow and Tal misses. Yrral volleys another round of Magic Missiles, again splitting them between the spell casters and Riagall lands an arrow.
As we prepare our next attack, one of the assailants goes up in flames. The remaining three, turn their attention to the party, and are promptly met with Yrral's Magic Missiles. Riagall, never one to spoil a streak, misses both times ... again. Tal and Tom also miss, no doubt blinded by the crow's incineration. The loan swords man moves toward the party and the spell casters attempt to regain their concentration.
Again the battle is renews, but this time the minions of the B-C are quicker. Yrral dodges and is spared the full force of a lightning, apparently a B-C favorite. Talabrina is struck a savage blow, and has her sword knocked from her hand. Tom and Riagall avoid mishap.
The party maintains the initiative, and both of Riagall's arrows find their mark. Yrral serves up more Magic Missiles, Tal reaches for her sword, and Tom hits again, reducing his attacker to ash and feathers, leaving two, a spell caster and a swordsman. The spell caster is near to Tal, but as he has been tagged by the magic missile onslaught, he must try his dagger on Tal and misses.
The B-C gain the upper hand, and Yrral takes the full brunt of a lightning bolt this time and staggers to a knee. The loan B-C swordsman makes for Grabh Ogh. Riagall makes up for the two hits by dropping his bow, while Tom, ever the professional, quietly kills another, leaving only the spell caster.
Retaking the initiative, Tal turns, and gamely hacks away at her assailant, knocking him back a little. Tom swings in from the side and adds his little piece of business, doing some nice damage and drawing the spell caster's attack. Riagall draws his sword and Yrral tends to his wounds. The enemy misses, and the realization that he is outnumbered creeps into his awareness.
Taking advantage of the change in the battle's tide, the loan B-C morphs into a crow and tries to escape through the broken window, with the all in pursuit. But they are too late to halt his escape. Yrral levels his staff and draw an aim on the fleeing crow only to see it explode into flames as Fraechan unleashes a Fireball spell on the unsuspecting victim. Iarr and Fraechan turn their attention to the sky checking for any signs of attack, and Faolan hastens inside with the bowl, in answer to the parties cries for help.
The Hag sips slowly and painfully, but her breathing become steadier, and she seems to have stabilized, which is a victory itself. Faolan then administers to the party's wounded Tal and the singed Yrral. Now the party can take in the full horror of the B-C's surprise raid. The remains of three of Grabh Ogh's servants lie strewn about the chamber. Their bodies are sliced from shoulder to pelvis, as by a single, very powerful blow with a sharp blade. Grabh whispers to Faolan, and he turns to the party and reports, "She wants us to stay with her this night, to protect her," Faolan looks worried. "She needs to rest, and can't defend herself in this condition," he says as he pulls a quilt up around the Hag's shoulders.
The bodies of the three Crow Commanders look like the others that we've seen. Yrral casts Detect Magic, hoping to find this mysterious blade in the rubble of the battle but finds nothing, seeing only a couple of rings on Grabh Ogh and a Magic Mirror on the wall of her room. Crying and sobbing are heard in the quiet aftermath of the battle and Yrral makes his way through the house searching for their origin. As he makes his way through the house, he observes magical tracings on the walls, various glyphs and wards protecting the house. He finally reaches a pair of hysterical servants, two females, one young the other old, both very shaken, but spared the greater destruction of the evening. Yrral goes to them, and finding them unharmed, he speaks.
"Your lady is resting, and we have managed to drive off the evil, can you tell me what it was that happened?" The older of the two regains some of her composure and replies "We went to Garbh Ogh's room and saw four men and a ... beast attacking everyone in the room - I don't have no idea how they got in. They was tryin' to kill her straightaway, those four men, and then that... thing started in wif us!" She begins to hitch, choking back a sob.
Yrral gently gets her to continue. "It weren't no human, though it stood on two legs," she says after composing herself. "It had small wings and the head of a swine - I'll never forget those crazed, beady little eyes and it had a big sword...it nearly cut poor Belna in two wit' that, that..." she paused, fighting back tears. "I don't know what Grabh did, but there was a swirl of fire, then gone it was. 'Course it was too late then, we just ran and hid - there's nuffin' the likes of me could do - poor lady at 'er age, fighting those four cowards all alone."
After most of the mess is cleaned up, and the bodies are disposed of, noise is heard approaching the house. With their hearts still pounding and their nerves on edge from the battle and its aftermath, there are a few nervous moments as the noise grows to the point that the house shakes. Cautiously looking through the as yet patched hole in Garbh Ogh's window, we can see that the noise is the sound of many elk's hooves, a herd so large that it surrounds the house. Yrral recognizes the King Stag from earlier that day patiently waiting for some sign or word. Yrral having used up all his magic in the attack can only try to explain the events of the evening, and ask the elk to help by standing guard, then hope that the Elk understand his words. The elk stamps and lowers his antlers and turns to return to the herd. As he enters, the herd begins milling about and braying nervously and kicking up a cloud of dust. Back in the room, Grabh's eyes flutter open and see looks through the hole in the wall - after a few moments; gives an audible sigh, shudders and closing her eyes, lowers herself back onto the pillow. Hearing their Lady's unspoken words of calm, the elk quiet down, and settle in all around the cottage, forming an antlered buffer zone. Finally quiet falls on the night and all are able to get some much needed, if fitful sleep.
Waking the next morning, the rising sun is shrouded in a cloud of dust, signaling the pending arrival of the army the Hag Biddy has sent. We prepare our morning meal in a somber silence and wonder how close we came to meeting this army and having to explain how the group Smirgat has spoken for
could let tragedy befall one of the Hags.
Six of the Red Spears will stay with the party - Miluchrach, who we've already met, plus Havgan, Amorgin, and Mabb, all males, and the women, Damara, Cymdei. they all wear leather armor and bear the spears of their clan. the rest of the clan bustles into activity and establish a perimeter - setting guards and posting sentries. their plan is to remain at Garbh's cottage until we return from the Paps of Anu.
The elk, our other allies, have volunteered passage to speed the journey. Kayin has a deprecating comment about our style of horse having declined since we parted, but is silenced by a sudden, knowing glare from one of the larger stags. Most of the party falls silent as we prepare for this next venture off the beaten path in search of who-knows-what?
The Paps of Anu lie three days' off; Riagall rides ahead on his elk to scout the path, and to keep a wary eye for unexpected guests. The first day passes uneventfully, but in the middle of the first night out, Tom and Kayin are startled by a man running toward the camp, bearing a torch. The rest of the party is roused, and Tom steps out to intercept the runner. He is wearing leather armor and a breastplate, with a strange-looking helm, and seems very scared - constantly looking over his shoulder. He has a sword, but seems plainly relieved when he locates the sound of Tom's voice in the dark. He is out of breath, and motioning over his shoulder from where he came, when Kayin hears something crashing through the undergrowth. 12 large forms break out of the trees, following the man, a little larger than man-size - orcs.
It doesn't take them long to figure out that there are suddenly more humans than previously, and stop about 100 yards away, sizing things up. Kayin is the closest to them, and can see what they're doing the best. "Look at 'em," he snorts. "Can't make up their mind - must be a ways from their unit. Damn things can't think on their feet." Faol makes his way through the party, casting hasten on everybody, and all bowstrings are checked.
Fraechan, meanwhile, has spoken quietly to our new friend in a strange tongue. Hearing her words, the man drops to one knee with a cry, and offers her his sword, hilt first. As he rises, Frae whispers some words to her, and then to Tom.
"He will act as your prisoner, Tom. If you appear to be returning their quarry, our curious friends may be caught off guard temporarily," and Tom nods with a slightly evil grin, giving support to the theory that it really is upbringing, rather than blood, which controls behavior. Tom makes a visible charade of cuffing the man, turning him around, and marching him back toward the orcs, as the rest of the party - spears and bows - filter away into the darkness.
Eoganachta's cable modem goes belly up......world crashes to a halt....
The orcs send 3 orcs out to meet Tom and the Caladen - where the man comes from, Fraechan tells us - yet we can see two archers readying their weapons. Not wanting to upset the delicate balance, Riagall, Faolan, Kayin and Iarr all set up arrows also, but do not quite draw yet. Surprisingly, the orcs suspect the ambush, but yell for the flanking parties to fall back. It's too late: Riagall let's loose four arrows at the two archers, skewering one, and wounding the other. Kayin gets one shot in also, but hurts his wrist in the process. The magic missles flare overhead, and the other archer drops. Two other archers train on Tom and the Caladen, both miss. Tom charges the remaining nine orcs.
One of the trailing orcs shouts to his companions, and some begin to fade back into the woods. Riagall drops another, and Kayin begins a charge, reaching for his sword. Talabrina also rushes, flanking Kayin. Yrral and Iarr provide the magic missles once again. Faolan connects solidly three times, killing another and wounding a further one, leaving about six. The stranger does some nice damgage to a retreating orc, Tom misses.
The orcs take off, 3 hobbling, three uninjured, the rest dead. Riagall kills one on Tom and the stranger, leaving Kayin and Tal the only ones who can get a shot in on the running orcs. Kayin, even with his injured hand, gets two solid hits in. Talabrina draws her first blood also. Another two drop, and Faolan injures another. The now familiar smell of burning manna fills the air once more and another drops, smoking, leaving one left. The remaining orc is just about gone, as Riagall draws a breath and lets fly - skewering the last orc in the neck.
The Red Spears fan out immediately to search for more orcs lurking, but we suspect they are all gone. Faolan has a look a Kayin's wrist, and Fraechan turn's to our new acquaintance.
He is shortish, yet burly, dressed in leather armor, with a horned helmet and a pronounced Nord accent. Fraechan asks him if any of his compatriots are near - "No," he grunts in easily understandable universal. He points to himself, and utters some guttural syllables, then turns back to roughly sacking the dead orcs. "He is the last of his band," says Fraechan.
"His name is Vuldar, and he was sent here on a quest to save his people. He says he needs our help, but that his king will gladly pay for our services," translates Fraechan. Vuldar locates a ring on the finger of one of the orcs, removes it, squints, and puts it on his finger. He stands, and approaches the knot of the party. His business done, he speaks easily, yet in seriousness.
Fraechan says, "He came to this land to find a sword - the ring belonged to his brother who was killed yesterday morning. It was his father's before his brother took it up." The silence speaks volumes, as we see the glint of emotion in the gruff man's eyes by torchlight. "The sword is a gift from his god, lost many centuries ago. His people believe that if they can regain it, they can fight off the evil that is invading their lands."
"Their party was sent by the word of the tree Yssdrasil to find the Dagda tree and ask the location of the sword. He is grateful for our kindness," Fraechan finishes, "and says that if we help him take the sword back to his people, we will all have songs and eddas written for us and live forever as heroes." This word Vuldar seems to know, and brightens. "Hee-row," he repeats, eyes shining coldly.
The party, plus another, gets back into camp, and gets the corpses of the orcs off the path. During the smalltalk that happens as we mop up, we find out the name of the sword, Odin's Praise. "It is a powerful magical item to his people, and the bearer cannot be defeated in battle."
"A sword, eh?" muses Kayin, "Never seen a sword that can't be beat. That would sure be something to see," he mumbles, rubbing his wrist.
"He says the sword is a long sword with a golden pommel and sharpness unlike any of this world," says Fraechan, translating for the rapidly fading Vuldar. Vuldar falls gently asleep in mid-sentence, a trencher of beans half-eaten, beard unwiped. The camp is secured, and we wait until morning.
No one has slept well during the night, so we allow a late morning to recharge spells and time to rouse Vuldar, who is virtually unwakeable. Around noon, everyone has risen refreshed, and Yrral casts a dolittle to talk with the elk.
Yrral speaks to the elk regarding finding the Paps, and Riagall wants to know if they smell anything approaching - sorely missing his Wolf Nose ring. Just dead orcs, comes the answer. And with that, we mount up and continue on our way.
Yrral explains that the elk know of the entrance to the Dagda tree - "In the language of elks, it is safehigh colddrinkseenone - meaning, I suppose, that it's a valley with a river running out of it. They say it's hidden by fog, and very difficult to find. Few of the elks present have ever been there, yet they all have heard of it, and the elk that have been there say the fog is what makes it difficult to know the location."
Yrral then asks Fraechan about the sword offering from Vuldar. Frae replies "The Korred are almost god-like to the Caladens, and he was offering me his services in return for my protecting him. The Korred helped the Caladens build their civilization ages before they helped the men of Eiru. At that time few knew the secret arts, and fewer still helped any humans. We were betrayed in the end, and none of my race have ever return to Caladen.....so it said."
Our party has grown to 15 members with the addition of Vuldar, and it takes some time to organize our movement, but we manage. After about 3 hours, we come across a smal battle field - the bodies of 4 Caladen warriors and 8 orcs lie strewn over the ground. Vuldar points slowly, and all dismount to honor the dead Caladens, including Vuldar's brother. The bodies are lain out on a makeshift pyre, and after words are spoken, the pyre set alight. The thin smoke of sparse wood spirals into the afternoon sky as we ride away. Vuldar does not look back, but his head hangs low.
Two other sites are discovered, each with more Caladens, and at each one we carry out the honors and say a field prayer for Vuldar's fallen comrades. Two hours after sunset, the elk stop, and we dismount. After a restful night, we carry on.
Day three is a quiet day, and around high sun a pair of hills come into view to the south. The elk tell Yrral that the hills in sight are The Paps of Anu, but they think the entrance is still 6 hours away and that they can smell wolves nearby. Rather than push our luck, we decide to camp and guard our "mounts" rather than risk it on a hurried run. But the night passes without incident.
The next day, we arrive at the entrance at the Paps of Anu. The elk locate the river, and begin to follow it up the valley. As we climb, we discover that the valley leads to a higher valley in the deep rift between the two hills. There is a small amount of fog, but nothing impossible. After climbing for about 6 hours, we stop to make camp. As we settle down, Yrral comes over. "The elk say we will enter the Sacred Valley tomorrow morning," and shrugs a bit. It has been kind of easy, and no one is quite satisfied with the unnerving quiet of the high, thin mountain air.
As the dawn breaks, the party solemnly prepares for entrance to meet the Dagda Tree. It hasn't been a great night, and all are irritable. All in the party have had bad and disturbing dreams.
Riagall dreams of being confronted by Annis the Hag. In the dream, she taunts Riagall. Riagall is almost frozen in time with the bow notched and ready to loose, but the bow will not loose any arrows. Annis smiles, with the knowledge that he cannot use his bow against her, while she brutalizes the rest of the party. Without the bows help, Riagall is powerless to stop her.
Kayin's dream has him surrounded by dead soldiers. He grins, and almost enjoys the battle. But no matter how many he cuts down, they just kept coming and coming; past the point of exhaustion, he cannot stop swinging at them. As Kayin brutalizes the dead army, the faces start to become familiar to him. The daed seem to have changed into the people of the village where Kayin grew up. He remembers all the faces of the dead attacking him, but is helplass to stop, for if he does he will be as dead as they are. Tears blur his vision, and for that Kayin is thankful.
Tals dreams were filled with her trying to run from a host of warriors. Her whole family is running with her, yet her mother and father cannot keep up. Nothing she can do will help them escape the oncoming warriors, and her parents' power flags more as they draw closer. Tal had to choose between leaving them to die or dying with them. As she was about to choose, she was awakened for her watch.
We determine the common thread of the dreams - Annis. She is back up to power, and is ready to repay her "debt" to the party of adventurers that nearly killed her. She has enlisted the help of two of the other Hags. Uneasily, the party mounts up and sets out for the Sacred Valley.
Two hours later, we find the entrance to the Sacred Grove. There is a free-standing archway, with a stream running under the arch. The arch is carved from one stone, very black and wet-looking, without looking shiny. The surrounding area is similar, yet rough and unfinished. The arch is large enough for three men to walk abreast under, and has a small cliff of similar rock on either side. There is no other way into the valley besides the arch. Fraechan dismounts and moves up to inspect the stonework, and Yrral detects magic on the arch. through the arch, we can see lush, green fields with birds and butterflies. Then we bring out the branch that Smirgat has loaned us.
carefully, we extend the branch into the arch, and the image ripples and fades. Now we can see that the stream leads straight away and is lined by large, straight trees on both sides, and near the arch on the other side are two rafts. The rafts drift in the stream, but are not moored.
Kayin, not impressed, is the first to shrug off the spell of the illusion, and steps through, followed by Riagall and Talabrina. The water of the stream runs over everyone's feet as we walk through, and the water is cool and relaxing. Everyone is filled with a great sense of calm and relaxation.
The sounds and colors of the surroundings seem enhanced as we enter this place - the smells are fresh, and all senses seem heightened. A small, cool breeze blows as we get the party situated on the rafts, and when we get settled, they slowly begin to drift away from the arch. In a few moments, we enter a small lake or big pond, and see salmon swimming in it. The water is clear, and not very deep. As the surrounding canopy thins and our view expands, we see a large, gnarled oak on the opposite side of the pond, larger than most buildings we have seen. Branches as large as carts, and twisted like a labyrinth, grope skyward, questioning. As we clear the last of the stream-flanking trees, a slow shower of white petals from some plant begins to drift down onto us.
The rafts cross the pond and come to rest on the opposite shore, between two large roots of the massive tree. Yrral holds the branch, awed, and not a little apprehensive of what we are facing. The roots are flat and wide, and form most of a circle directly at the tree's base. There is soft, tall grass (about 16 inches) which covers the ground around the tree, and on into an indeterminate distance past the huge oak. To the right, there is a well - Yrral says that he knows this to be the Well of Birghid. The oak is surrounded by a semicircle of hazel trees, the circle being completed on the other side of the pond by a similar semicircle we can now see from this vantage.
As the party steps onto the grass, a low rumbling begins, and from the bark a pair of large eyelids twitch, and come to life. The eyes open, and the oak trees engulfs the party with its inscrutable gaze, larger than continents, and older than stars.
"It is long, even in my counting, since anyone has come to my garden," rumbles the tree. His voice doesn't affect the ears so much as the entire chest cavity, and everyone vibrates with each word. "I welcome you, and caution you, please sit."
We quietly sit at the base of the tree, and listen as the small breeze blows the leaves in a symphony of color and sound. "Caution?" whispers Kayin trying figure out what is meant by the comment.
"Caution, my young warrior, is not a threat. There are orcs at my gateway right now; your elk have found refuge, but your exit will not be as easy as your entrance, I fear." Each word is a mile high and reverberates within everyones' heart and mind, yet a calm has filled all present. Vuldar is sitting with tears in his eyes, overcome with the vision. All members of the party look at each other, to check their own sanity, and the giant tree begins to speak.
"It is long, even in my counting, since anyone has come to my garden, I welcome you, and caution you, please sit."
"Caution?" whispers Kayin trying figure out what is meant by the comment.
"Caution, my young warrior, is not a threat. There are many Orcs at my gateway right now, your elk have found refuge, but your exit, I fear, will not be as easy as your entrance. So stay, and share with me the reason for this visit"
Yrral is the first to compose himself and speak, accepting the Dagda Trees offer. "Great Dagda, Father of Brighid, we have come at the bidding of the Hag Smirgat, to seek answers to the questions we have. We wish to learn how we may rid the world of the Demon Munremurcet, who has installed himself as the god Belatu-Cadros."
"I will tell you what I can" The voice of the Dagda Tree resonating in each of the member of the party.
Faolan whispers aside to Yrral "Remember to ask him about my bowl" Yrral nods at his little friend and then turns to the Dagda Tree, "The keepers of the Black Tur are seeking four artifacts with which they hope to entrap the demon;" starts Yrral, "a sword, a spear, a cauldron and the Lai Fail Stone. Can you tell us where they are?"
"I know where the four items are" starts the Dagda, and after a pause, "and I will tell you where you may find them and how in days before your father's, father's, father's, they were used to help defeat a similar enemy. The Sword is in the 'Belly of the Beast' it is for defeating all enemies in combat. Long ago it was placed in hiding, in a 'safe' place. It is guarded by Coeragh a dragon and is in her deepest hall, her 'belly' and there she will defend it against all but the purest of heart."
Kayin scoffs at the thought and Yrral whispers to his friends, "Remember the dragon that visited Rathlin on the eve of our departure?" Tom mutters something about "Co-incidents" and the Dagda Tree continues ignoring the comments from the party.
"The Cauldron will feed your host, every mouth and it is in the 'City in the Clouds' a Dwarven city south of my garden. There, the greedy Dwarves have held the Cauldron for a Thousand Years and they may not be overly eager to part with their prize. The Spear is in the House of Thorsten the King of the Caladen, your King Vuldar" Vuldar bows his head as much in respect to his King as embarrassment in being singled out. "The Caladen claimed it as a spoil of War, a prize of a battle, over 700 years ago. The Spear will raise the spirit, loyalty and bravery of your host. Lastly the Stone is on the Plain of Truth a land currently held by the Flinds and the Gnolls" Faolan perks up at the mention of the Gnolls remembering, Fri'ime'kin and his offer of assistance when we freed the Gnolls from the oars of the Belatu-Cadros ships. Riagall stirs too, remembering the voice of his bow Deathbringer, and its desire to kill the Gnolls. "The Stone will choose your King, your King of Kings. But know this, the items will only work for those who worship the gods of the De Danna and using them against the demon Belatu-Cadros in the land of Man will only drive him back to the Abyss. To truly destroy him is another matter entirely."
As the Dagda Tree falls silent, it is Vuldar who steps forward. He stands tall with the confidence of a warrior and speaks to the tree in his native tongue, which Fraechen translates. "I was sent by Yssdrasil to see if you could locate the sword of old; 'Odin's Praise' is needed by the Caladen."
The Tree responds in one voice but no translation is needed, all take in his words in the tongue of their childhood. "Your sword is also in the 'City of the Clouds'."
Yrral lost in the moment speaks his thought "So the sword Vuldar seeks is not the same as the one we seek"
"No" is the Dagda's response.
After a moment, Yrral finds the words for another questions in his head, "Great Dagda, is there a way to move our army from Eiru to Arwann other than by boat?"
"There is a gate near the Stone of Destiny, it is an ancient gateway that, once opened, people can walk through and into the lands they desire. There are many of these portals in the Land of Men, Portals of the Gods, they are called, and appear as large Stone Circles, except that they have symbols on the stone. Fraechen will be able recognize them by examining the Mother Stone. The portals are easy to open but difficult to do so correctly. Should you choose this path use cautions my friends"
Emboldened by the fact that his guess about the gates was right, and ignoring Faolan's tugs at his robe, Yrral presses the Dagda further, "Can you tell us how to operate these gates?"
"It takes three men to open a portal, each must want to go to the same location" The Dagda starts, "There are symbols on the portal, each man must place his hands on one of the symbols. One opens the starting gate, another the ending gate and the last the Time, while holding their symbols they must all sing the Song of Creation, Fraechen knows this song and can teach you."
Hearing the groups unspoken questing the Dagda answers, "Yes children, Time, but travel across Time is the most dangerous. Do not cross time except as a last resort, this is my warning. More important to you is that these portals trace across not just the Land of Men, but all the Lands, so should you wish and were you able to find the proper symbols, you could take your army straight to the home of your demon. You can learn these symbols as they are recorded in a book located in the Mages Library in Morda Larne."
"The book I found and showed you when we meet." notes Tal.
Kayin, becoming bored with fondling the hilt of his sword and thumbing his knife blade, barks out, "What about the Orcs?" The Dagda Tree turns to focus on Kayin for but a moment then returns his gaze to encompass the whole group,
"They have followed you for three days now, 20 Elk make an easy trail to follow, but you are safe for now as they know not how to enter my Garden."
Kayin makes a remark under his breath, "As bad a an Orc smells, they could have followed us blindfolded." If Tom heard the remark he showed no reaction.
Failing to notice his small friend Faolan at his elbow, Yrral makes a
request of the Dagda. "Two more questions if I may Great Dagda."
"This is but a moment to me child, continue."
"Two people have foretold a future where I may be the one to get close enough to battle the demon and that I may not survive. I fear not for myself," Yrral adds if only to convince himself, "but wish to know how it may be accomplished. Garbh spoke of entrapping the demon, should we attempt this and if so how?"
"Iarr and the 'Blacks' are the experts at that" the Dagda begins "but I know how it has been done in the past. Once a demon was bound to a crystal by a mage, then the crystal was taken to a place of hiding. To this day the crystal remains hidden and the demon imprisoned with in. But that demon killed three mages before it was finally trapped. In another instance a mortal man wrestled with a demon and dragging both into the Void, and their mutual destruction. It is always risky dealing with these creatures, a mortal man will loose his life in many ways dealing with a demon, but death will only come to a demon if it is slain in the Abyss or cast into the Void. As to how to get close to himfind his house in the Abyss or in the Land of Man."
Faolan makes to rise, but before he can voice his question, Yrral is off on another tact. "Dagda, we have met another Hag in our travels, Annis, how may we defeat her?"
"Annis is a thorn in the side of Men, but she will not die yet. She will die when all the Hags die, and this will be soon."
"This is sad news Dagda, we will miss our friends Smirgat and Garbh Ogh." Comments Yrral.
"I have seen many come and go in my time, each has their day and then they move on. Annis is reluctant to see her time pass and along with two other Hags has joined forces with your demon in an attempt to prolong her stay, but she has her own enemies among the Hags, your friends."
Yrral opens his mouth again, but his lips wrap themselves around a single syllable "OW". Looking down he sees Faolan's foot planted firmly on top of his. Yrral whispers, "Sorry, I really didn't forget you" and he sits yielding the floor to his patient friend.
"May I enquire of you great tree?" Faolan finally speaks.
"What is your question Son of Olwen"
Faolan removes his bowl from his bag and presents it to the Dagda Tree. "Do you know of this bowl?"
The Dagda Tree shifts its gaze to take in the offered bowl, and then in what the party would have thought impossible, at least until they met a talking tree, the Dagda Tree lowers and extends its bows and with leafy fingers gently takes Faolan's bowl. "This is older than the well of my daughter." Pointing with another branch to the Well of Brighid. "But it is much like the well, crafted by a goodness older than old in a time older than time. Older even than myself. This bowl can heal anything, even the land its waters are poured upon. Even death in some cases. It will work only for the Children of Olwen, the mother of all Fens."
Kayin continues to fidget, bored with the droning dialog, he reaches down for a twig to whittle, only to have it pulled away. The Tree pausing only long enough to adjust itself and continues. "The Bowl can heal what the child of Olwen wishes. To men it is only a bowl. Olwen intended it to heal her children for all time. It is actually one of three. Your bowl heals, another will grow things and the third will protect its owner."
Caught up in the moment and forgetting himself, Yrral speaks "Can the bowl be used for evil?" Drawing a glare from Faolan, Yrral mumbles, "We've heard it
may"
"If the Child of Olwen wishes it. .....Now if there are no more questions? The birds have told me the Garbh Ogh was badly wounded. I would ask you to take her something when you leave."
"We would gladly carry your gift to Garbh." Speaks Yrral, unable to shake or yeild the mantle of leadership.
"Take this cauldron back to her, it is filled with water from the well and will make her feel better."
Before leaving Yrral goes to the well and drinks from it, the waters impart a feeling of wellness upon him. He fills one of his water skins with water form the well and returns to the party and the Tree. Not as eager to face the Orcs and his companion Kayin, he asks the Dagda Tree, "You wouldn't happen to have a back door to your Garden?"
"I do not. Have caution sons and be well"
With that we collect ourselves and the cauldron for Garbh Ogh. "Well, the Orcs it is then." remarks Yrral and for the first time all night Kayin smiles
As we are about to leave, Fraechen asks the location of the dragon Corra. "The dragon lives under an island, that is in the middle of what is now called Lough Derg, I believe that is what it is called now. It was once called by another name, and another before that, but Derg is its current title."
"Derg, land of milk and honey," Riagall grumbles. "It'll be hard enough getting out of here, only to go back to Derg."
"On the eastern side of the lake, there is a great yew tree - in the roots of this yew, there is an entrance that can only be seen by the light of a full moon. This passage will take you to Corra and her treasures. But be wary, she is old and wise, and caution is your ally."
"Caladen warrior: you must bring your sword to your people - these friends are needed to accomplish that task." the voice dies off, and we begin to think that we have heard the last.
As the party turns away from the massive tree, Riagall asks, "Is there any way we can honor this aid you have given us?"
"Just remember me, visit once in a while, and take care of the land." The tree's voice sighs away faintly with the soft rustle of the breeze. We have begun to arise and turn as he speaks quietly, once more.
"We are older than the gods, and almost forgotten. The Hags knew us well, but the Druids only pay homage to their gods and not so much the land. It is time for you to leave - your sun is setting." With these final words, the blizzard of blossoms that has been the backdrop to our audience tapers off and the hazel trees begin to drop the nuts from their branches. The willows begin to sway as if a storm were approaching, and the odd coloration of our surroundings turns odder still. We begin our preparations of the rafts in silence with the last words of the Dagda Tree echoing in our hearts and minds. With the rafts ready we make for the arch. The words of the tree and the sights around him stir memories of a conversation long ago with Smirgat and the fruit of the Dagda Tree. Almost absentmindedly, Yrral dips his hands in the water and pulls out a dozen of the floating hazel nuts. Riagall, seeing this, is curious and reaches down and pulls six more for himself. The search for any hidden meaning in the final words of the Tree or the value of the nuts is put aside as we reach the arch and look out, back into our world.
Looking out the archway from the garden, we can see that it is indeed getting dark and that there are three Orcs on horseback across the stream. The Orc seem unable to see within the world of the Dagda's garden, so with time on their side a plan is devised. Smelling an ambush Yrral plans to polymorph into a hawk and fly quickly in an attempt to break our small siege then fly back with a report of where the enemy lies. With the rest of the party, (grown now to 15; Yrral, Riagall, Tom, Iarr, Faolan, Fraechen, Vuldar, Kayin, Tal and the six Red Spears) in agreement Yrral changes and flies off. No sooner is he through the archway, when a shout goes up from the wood across the river, and arrows are everywhere. Twice, Yrral is pierced by arrows and his friends can see trajectory falter, but with two great wing beats, he stops his fall and glides towards a tree, hoping to be out of arrow range and out of sight. From his vantage Yrral sees 7 archers, lead by a large spear carrying Orc, across the stream from the arch, and 15 spears lying in wait outside the arch on a rocky slope waiting in ambush. The archers break from their cover and make for where they saw the hawk last. Two of the Orc leaders on Horse back begin shouting and pointing out directions while the third begins to cast a spell.... "Safe" for now high in a tree, Yrral is forced to change back into human form to heal his wounds and is unable to make it back to warn his friends of the ambush that is waiting outside.
Seeing the arrows bite deeply into their friend, and watching him sail out of sight followed by seven Orc bowmen and their commander, the rest of the party in the archway knows there is no time to waste, bows are strung, and arrows are notched, and Faolan applies his Cyver touch to the group.
With the group hastened, a hail of arrows fly forth from the arch, and Deathbringer lives up to it's name, killing the spell caster Orc instantly. Two more arrows from Tom and three magic missiles from Iarr graze a second horseman when suddenly a lightning bolt from Fraechan lances out of the archway killing the two remaining leaders and all three mounts.
Yrral speaks the final holy words of healing spell cast and his bleeding stopped, his pursuers might have heard some rather less than holy words coming from the tree tops, had it not been for the flash and explosion of the Lightning Bolt. "Stupid, Stupid, Stupid! Small and fast! Small and fast!"
The next volley of arrows fly forth, just as the Orc archers and their leader turn towards the sound of the explosion. Riagall's arrows drop two immediately; Tom wings their spear carrying leader and Faolan small bow exacts a fatal blow on another. Kayin, after having craved action for so long, finally gets to shoot something (besides his mouth) and connecting twice. As the party reaches to their quivers for more arrows they see only two Orc archers still standing with their spear leader. Proving their mamas didn't raise no fools, the three remaining Orcs, take advantage of the brief pause head for cover.
His wounds tended, Yrral now seeks to help his friends. Changing back into a bird, a small swift swallow, he heads for a tree near the 15 Orc spearmen waiting in ambush on the rocky ledge. Changing back into his human form he prepares to cast an Entanglement spell only to realize that the Orcs are standing on a rocky ledge bereft of vegetation. "Bird Brain!" he mutters and reaches for his staff.
Inside the arch, the party is feeling confident that they have driven the ambush back to ground and they prepare to exit the Dagda's Garden. Red Spears and Vuldar who is all to eager to avenge the death of his brother and kinsmen must be restrained by Riagall as he tries to devise a battle strategy. During the commotion Iarr has cast an Invisibility spell and crept out of the cave and Fraechen also casts a spell, and walks right into the wall of stone. Having sorted out the battle plan our party exits the arch only to confront Iarrr as he becomes invisible in front of the party, "Spears! To the South!" he cries and the battle is begun anew.
The Orcs, sharpened by months in the field, haven't broken ranks and are rewarded for their patience as Iarr's warning arrives too late. Spears fly at three of the Red Spears, Iarr, Tom and Riagall, all six are hit, Riagall critically. As the party readies their response, Yrral bombards the Orc with an Ice Storm from his staff, deep freezing all fifteen. The party quickly redirects their attention to the remaining Orc archers and their leader who, were preparing to get in a volley at the party's back while they were pinned down by the Orc spearmen, but seeing their comrades turned into over sized "Good Humor" confections, show the acumen their mothers imparted on them and make a break for it. Pity their mothers weren't world-class sprinters too, two are cut down immediately by Riagall, and Tom, Faolan and Kayin finish off the last.
Yrral changes form again and flies down to his friends. The wounded are tended to and then it's time to clean up our mess. A quick check of the dead orcs turns up sigils of the tribe that killed Vuldar's party. "They were probably after me still, I thank you and the gods for crossing our paths. I only wish to have killed more of them with mine own hands," Fraechen translates. Looking down at his open palms he continues on in his native tongue and finishes with a grin. Fraechen didn't bother to translate. "Plenty more later,"
Out of respect to the Dagda Tree, the massacre is somewhat cleaned up, and the bodies of the fallen orcs are collected and burned. As the putrid smoke rises into the early evening air, the sound of hoof steps begins to punctuate the crackling of filthy leather armor. Yrral turns away from the grisly bonfire to see the Elk standing not far off.
Yrral casts Speak with Animals and checks in with their leader. He fills them in on what has happened and asks about them and what they've seen. "These are, er were the only Orcs that followed," says the King Stag. "Though there is a bear down stream, but she is content to eat salmon." The Elk turns, silently beckoning, and the party begins the trip back to Garbh Ogh's cottage.
The rest of the day and the night pass quietly, as do the next morning, after a brief stop for lunch, the party is getting ready to travel, when we spy a quick glimpse of something through the trees. Iarr snaps to - "Elf hunting party close by. They ..." and an Elven scout steps from behind a tree not 20 yards away. She motions that she would like to approach, and Iarr and Riagall meet her halfway, voices quiet in the still morning.
"Greetings Darkleaf, and Elffriend - I am Inghean of the Vale of the Mother," she inclines her head slightly. She is an Elven ranger on a smallish horse and the sun sets her white hair afire. "My party wishes to speak with yours."
Riagall "We would be happy to meet with you and your party, how many are you and where are you? It's fortunate that you knew where to find us - or are we leaving a broad white stripe for all to follow?"
"Fear not, Ranger," says the diminutive Elf. "We are a patrol, lead by Peredur of the council. We spotted the Orc tracks that lead in this direction, seemingly following some elk," She grins slightly, then notes "and now here you are, with the Garbh's Elk and there doesn't appear to be any Orcs. It is very strange to see humans riding Garbh's friends as they would a pack animal," as the rest of the party draws near, she notes the spear-carriers. "And stranger still to see you with the Spears of Eiru. Well, this is an unusual day! May we sit" Her eyes go wide as she sees Vuldar and she doesn't even notice Riagall's response as she walks past him. Walking toward Vuldar, a knife appears in her hand, "But strangest of all I see you have a barbarian - why is he still breathing?" and lunges at Vuldar.
The party voices their protest to her action and impose themselves between her and Vuldar while Riagall disarm the Elf. Sputtering fiercely "Let go of me!" as her arms are pinned. Her arriving companions are alarmed, but relax slightly when she is released, without her dagger.
"Vuldar is a refugee in our care, and will not be harmed," says Riagall sternly, then with less heat, "Is this how you treat refugees?"
"Refuse is more like it!" spits. Her eyes a flame as she examines gaps in the party, searching for a clear shot at Vuldar's throat.
"He is on a quest with the blessing of the Dagda Tree, and in our care." Yrral injects hoping to deflect her anger, "Are all Elves so rude to their guests?"
"Rude! His people have been raiding this land for the last 300 years, and now you protect him?!? I will let Peredur be kind and graceful."
"Truth may be but we are in hard times now" speaks Riagall trying to calm the situation. "and old enemies must be put aside. There is a time coming soon that all will walk the same path."
Inghean is still agitated but the party watches as her shoulders slack as she allows the tension to flow from her body, "I will not kill him now..." she turns her back on the party striding purposefully past an approaching Elf and then turns again to fall into place in his vanguard.
Speaking to Inghean as she passes but with out taking his eye off the party "Killing already on such a fine day, Inghean? What have we found now?" The taller elf captain glides forward on easy strides. "Greetings, and good hunting, I am Peredur, council member to the Mother's Council." He takes in the party with a sweep. "Such a large party hidden within the tracks of Elk and Orcs, how very interesting." He says with a slight smirk.
"Elk and Orc going in, yet only Elk going out," says Riagall seriously. "We met the Orcs and have left them behind, slightly worse wear." Riagall scans the assembling patrol, looking for signs of ambush, and finds none, then relaxes slightly. Peredur speaks to the awkward silence as the Elves and Vuldar exchange glares.
"Elf-Friend from the North, we are all well met on a fine morning, and as I see it, one ill suited for fighting. Shall we sit?" he asks easily. Riagall returns the formality and the two sit to exchange news and find out more of each other.
"And with you Elf-Friend; a Darkleaf, Druid, Korred, Fenakin and Elk... and a horned one in company! Interesting companions you keep," remarks Peredur.
"Vuldar has been quite a useful hand and well-behaved guest so far - better than others we've met," says Riagall with a meaningful glance at Inghean as she chafes circulation back into her wrists. Riagall hands Peredur the dagger, hilt first. "We've found that the Caladen paths runs in the same direction as ours and that has given us cause to set aside our past indiscretions and quarrels. Will you join us?" asks Riagall.
"Join you? So soon after lunch?" jokes Peredur, but there is a hard glint in his eye. "We have patrolled this land for a long time, Elffriend, and have seen things that would age stone. You ask for forgiveness of quarrels that are as old as these woods and that you know little of," the silence of the woods deepens, and Peredur continues. "My people have watched as men and other animals have raped and burned their way back and forth, leaving only scars as testament of their plunder. Do you know what you ask? I ask only for one man," Peredur finishes with a meaningful flicker toward Vuldar.
"He is fulfilling a pledge to his god and to his people that will not interfere with your land or your people," replies Riagall. "In truth, his search has sent many of his kind to Eiru, with no success. Should he be successful, you may find that visits from the Caladen may become no more than legend themselves. But we are bound to help him, as his success will help us all. Even, maybe the Elves of the Vale of the Mother," Riagall finishes.
"It shall be as you say, then, friend. I wish no quarrel with you, and should he stray from his 'holy' path, we shall be there to usher him into another holy place - very quickly," says the captain with a malicious twinkle. "Although, you may find the rest of his cousins even rougher around the edges that this one. Yet, what forces of chance could draw a company like this together?"
Riagall briefly outlines the quest the party has taken on for Garbh and Smirgat, and sketches a rough picture of the gathering forces of the Belatu-Cadros. On mentioning the priests, the Elf's interest hardens. "We have seen them, around the borders of our land, sniffing like a hungry dog looking for a spot next to the cook stove. We are preparing to expel them from Eiru."
Riagall tells them of Antrim and Aughrim and the council we have just come from. "And so we find, a Ranger, an Elf, a Fenakin and all others we find have the common interest to fight as we can against this common enemy who would enslave us all," finishes Riagall. "This," he says, indicating Vuldar "is the least of your worries and may be the face of your ally."
"My plight would be dire indeed that I would ally with such a 'this'," and Riagall winces at the slight, but Vuldar has lost interest in the pretty talk, and is picking mites from his beard. "It is said that Garbh Ogh is gathering a host," says Peredur, shifting the conversation. "Are you with them?"
"Yes, a mighty army has gathered in answer to the hags call," smirks Riagall, "they stand in watch over Garbh who is lying bedridden and near death after a foul attack from the grasping hand of Belatu-Cadros!" Riagall's tone softening slightly, but no less urgent. "The spears of Eiru have been called and are gathering they stand ready. The Elks too, have offered themselves, offering to transport us like horses and lowly pack animals that they might speed us on. Many have given all, and many will give more, until the time of reckoning. What will you have done?" Riagall lets his words cool in the morning air, as the Elven captain assesses him.
"This summoned host, this is the large army we have seen tracks of," muses Peredur. "And with a Caladen," he snorts. "Will he drive the B/C back to their lands in the north?"
"With help, the Caladen, the Elves, the Men and all those summoned will combine not only to drive this scourge from their lands, but to send them back to the Abyss from whence they came." says Riagall.
"We have seen signs that our lost brethren are in league with the Belatu Cadros - if they are using those forces to get back into this world, there will surely be dark days ahead." Peredur rises suddenly. "We have seen what you have seen also, and now see the pattern that is emerging. I cannot promise you the forgiveness and tolerance from my people that you ask," he says with frank regret. "But I shall see what I can do to help my people see the growing clouds not as a storm that will pass but for the long night that is coming." He extends his hand. "You must come to the Mothers Council in 20 days and speak as you have spoken here, for there are many who would hear you, and ears who will listen to those voices that rise after yours. But don't be so bold with the Caladen. Inghean wasrestrained in her response, others at the council would not be so gracious"
Riagall allows the last to pass with out comment "As we can - Erce, Birghid and now the Dagda have conscripted us, and I confess we are poor errand runners. But if we can, we will be there to speak. May you journey in peace, elf," finishes Riagall.
"And you, Elffriend," says Peredur, as the patrol melts away into the wood. "But," he says before disappearing and with a nod at Vuldar, "Watch your back."
Parting from Peredur and the patrol from the Vale of the Mother, we ride for the entire day with out incident. As camp is settled, Fraechan suggests we examine the orb and attempt to gaze into the Abyss, an exercise that has taken on a greater significance: find the home of the Belatu Cadros that we may plan our final attack. On his turn with the orb, there is a sharp intake of breath from Yrral.
"What is it?" rushes Fraechan.
"I think we've found him," gulps Yrral. He describes a bleak terrain with B-C symbol burned into the ground on the 178th level of the Abyss. After about 15 minutes of attempting to penetrate further into the orb, the vision opens up onto a large-scale battle. There are banners on each side - the familiar three golden swirls on a red field of the B-C, against a horde fighting under a clenched fist in red on black banner.
The B-C forces seem to be comprised of mostly Orcs and lightning throwers, with some spider riders scattered on the flanks. The warriors under the Red Fist have strange winged demonic creatures that appear too big for their tiny wings all are carrying pikes with a crescent blade. A large, horned creature, armed with a flail, is leading these creatures. Lightning from the B-C is ripping through the forces of the Red Fist. The winged creatures mount their counter attack; they wade through the Orcs laying hands upon them as they go. An Orc so touched howls in pain and crumples to the ground with smoke twisting up between the fingers of the winged creatures where they touched the Orc. From the rear more of the creatures take flight, demonstrating that the wings are small but functional. Landing in the midst of the Orc ranks, they apply the same 'touch' as their brothers; causing them to panic and break ranks. As the tide appears to be turning for the forces of the Red Fist, the vision fades.
"That's the closest we've gotten to him, so far," says Fraechan. "That will at least give a starting place next time." The party murmurs their assent, but all wonder, a starting place for what?
The next morning, we strike camp and begin the second day of our return to Garbh Ogh's cottage. Riagall and Kayin range ahead of the party to either side scouting our trail. Yrral is scanning the skies for signs of weather when Riagall comes pounding back. "Up ahead, about 13 Orc are afoot - moving this way. You get the party hidden and I'll go and get Kayin - he'll want to take them single-handed. We'll have a little party when they get here" and he rides off in the direction of Kayin.
"Let him," grumbles Faolan searching for a suitable shrub to hide in. "Kayin is quite the hero. He'd be doing us a favor," says the Fenakin with characteristic irony.
The party is split in an attempt to flank the Orcs, we dismount and secure ourselves in hiding, with the intent to have Yrral and Faolan entangle as many as possible, arrow any that free themselves from the spells and then hack the defenseless, a plan that has worked so many times before. "We should capture one for questioning," whispers Yrral, and is silenced as the tribe of Orcs draw near - each bearing the same sigil as the tribe that killed Vuldar's brother and compatriots. "You tell Vuldar," hisses Faolan, "and then let me know how it goes." With that, the entangle spells are unleashed, and the entire company of Orcs are engulfed in weeds and creeper. One Orc is only semi-entangled, the rest fight the effects of the spell hoping to get to their spears. Riagall, having come to terms with Ogham the Deathbringer, kills two immediately. Kayin, still suffering from his wrist injury, kills one but sends his next arrow into the ground. Tom and Faolan wound one each.
Riagall makes short work of the only Orc that could have mounted a defense, when Yrral comes up as Riagall notches another arrow. "Save your arrows, lets let Vuldar avenge his brother and the Spears do more than enjoy the scenery - your talents could be used elsewhere." Riagall weighs the words, and disappears into the scrub.
After the screams of the dying Orcs subside, the elks slowly return, uneasy around the smell of so much Orc blood. As we mount up and ride, Yrral calls out to Riagall, "I thought we were going to take one prisoner and question him."
"I see your little chat with Vuldar went well then." Interjects Faolan. The Ranger and Kayin mount up and ride ahead after the briefest of glances at Faolan.
In the late afternoon, Riagall has rejoined the party, when Kayin comes sauntering up grinning evilly. "People this time, shouldn't be much trouble - they're not even armed," After questioning the mercenary further, however, Kayin reluctantly reports that by all appearances, they are refugee farmers. The Spears relax, sharing Kayin's "joke," but Yrral, frowns and prepares to go meet them. As the party dismounts, the first of the refugees crests a small rise. They number about 18, and are in pretty rough shape.
Yrral approaches "Greetings travelers, you look in want of aid, may we offer assistance?"
One speaks for the group; "Have you a place for us to go? Our land was attacked and we have been force to flee for our lives."
"We are wanders ourselves with no home to speak of, but who was it that attacked you?" Asks Yrral.
"Orcs and Magic Men, with Lightning shooting from their hands. Some of the Orc even started fires with their hands. But the Magic Men, they appeared out of nowhere." After an exasperated pause the spokesman for the refugees continues, "But forgive me and my manners, my name is Slaine and this is what is left of my village. We're simple folk, ser, we never did aught to none and nothing to deserve this." And he begins to introduce his band "Boccas is a fine smith, never raised a hand to woman or child. Hilgid is a good cook" The rest of his party sit quietly and seem to fixate on Yrral, staring at him as Slaine continues the introductions. "Huk, he can make as fine a pike or mace as any you'll see in the city..."
"Better. Weighted and balanced," grunts Huk with a little pride. "I make ... made.." Huk's pride dissipates at the realization that all of his tools and materials have been destroyed. He hangs his head slowly, and a thick silence gathers around everyone. Slaine speaks quietly.
"We lead quiet lives, ser. We made tools, we harvested, and went about our lives. What you see here," he gestures without breaking his gaze from Yrral, "are the remainders of nigh four score. Families. Children. Elders." Slaine's voice rises in grief - "Not one of us did so much as hunt a rabbit without the proper observances. Why should we be persecuted so, druid?" The man speaks simply, pleading for explanation of the group's tremendous loss.
Yrral places a calm hand on the man's bruised and ragged shoulder. "Birghid knows of your loss, and hears your cries. There are forces at work that even she can't repel fully. Yet you have all given the greatest testament to your faith - you have picked yourselves from the ashes and have taken the steps toward a new beginning. Just as you have shown solid faith in her, so she believes in you." Yrral's gentle words seem to remove some of the burden of grief the man has been carrying, and in turn, his posture straightens, and some of the strength and dignity of the leader of this small band of refugees can be seen. The refugees raise their heads as if finishing a prayer.
"We don't ask for charity - we all can still work, if a task is set." Once proud mouths straighten, and eyes are dried. "It's been two days since we seen food - but we will work to pay our way, if you can use us, we're not beggars." Faces turn expectantly.
Yrral considers, thinking of the band that awaits us at Garbh Ogh's. "You are welcome to travel with us. We are to join a company within a day's march," Yrral says to the beaming faces, "although I cannot vouch for your safety. We march toward an army that has gathered to battle the evil that has befallen this, and all the lands of Man. Solace will not be found until that evil is driven from our lands "
The faces of the refugees falter a little, but Slaine's mouth hardens - "I'm sure we haven't seen the last hardship in our lives," he says, "but I think we've all seen the worst. We're happy to join you and give you what help in trade as we can." And with that, the refugees become traveling companions to the growing group. Riagall suggests they stop for the night so that everyone can get some food and a good night's sleep.
Our watch is posted and as the sun descends, camp life has taken on the bustle of a small village: cook fires are lit, weapons cached, and the refugees gratefully accept their first meal in two days. The mixing cultures of the expanded band around the camp fire seem to have dispelled any of the initial wariness some may have had of the others, and all now regard their new associates with semi-formal familiarity. Even Vuldar has polished his manner in front of Hilgid, who, while suspicious of his manner, is flattered by the enthusiasm he shows her cooking. All seems peaceful until a Red Spear comes running in and says quietly, "Crows on the horizon - six," and looks expectantly at Yrral. Yrral shoots a glance at Fraechan.
"You didn't think they'd just stop looking for us," says the Korred. Riagall and Yrral both rise to action, getting the band to hide as many of our numbers as possible. "Hope we can get this in one shot," Yrral says.
As the Crows fly into range Yrral and Iarr unleash their Magic Missiles. With our position now revealed the crows turn toward our camp, and straight into Fraechan's Fire Ball. Eyes widen as the spell ignites in the air, just shy of engulfing all six birds. Two plummet to the ground- plainly dead, and the remaining four split, one begins a turn, falters and then joins the first two and falls to the ground. Fraechan, Iarr, and Kayin mount up to search for the wounded bird, we can risk no survivors. Arrows go up, at the three remaining crows. Riagall again is lethal with his bow and silver tipped arrows and a fourth crow falls. Faolan also finds the mark and now there is only one crow aloft. Yrral gets another Magic Missile off before the crow gets out of range and the crow falters and falls. Tom stays with the refugees to offer protection as Yrral, Faolan and Riagall mount up to search, for the second fallen crow Yrral murmurs, "Hopefully, he'll be too wounded to hide." And casts a Cats Eyes spell to help see in the fading light.
Riagall leads the way to the site where the last bird went down, and to the paranoia of all, no creature, man nor fowl, is seen. As we search in the deepening dark for a dark bird turning into a dark man who does not want to be found, tensions run high. The snap of a twig draws all eyes to the right just as Iarr is engulfed in a lightning bolt, that leaves him a crumpled, charred and smoking heap on the ground. Yrral swivels toward the source of the bolt and again fires off another magic missile. Taking advantage of the light, Riagall also fires in the direction, and as the light from the spell dies, a limp body falls from a shadow. Taking stock, we find the other crow nearby, caught halfway between crow and human, the corpse bubbling wildly as the last shreds of its 'life' ebb away into the night.
Returning, we find a grim Faolan tending to Iarr with the bowl. Iarr is breathing and sitting, but is not in good shape. "We'll have to get a litter, he can't walk." Iarr sputters something weakly and closes his eyes. "We better do it soon," says Faolan. After working on Iarr through the night, which is thankfully quiet, Faolan pronounces him fit to ride the next day.
The next afternoon, we see three riders as we approach Garbh Ogh's vicinity. The Red Spears have sent out scouts, patrolling the perimeter around the Hag's cottage. They approach and exchange greetings with the party then turn to return to Garbh's with the news of our arrival, but before leaving they exchange a message using hand signs with the Red Spears that have traveled as our retainers. After they've left, one of the retainers grins and looks expectantly at Yrral. "I'm sorry, did I miss a joke?" says Yrral, honestly puzzled.
"No," says the Spear. "He just said more visitors."
We crest the final ridge and take in the view of the area surrounding the cottage. It has been transformed into a sea of canvas tents. Smoke from many cook fires rises to cover the vale in a hazy blanket, and the racket of the new day-to-day routine has been replaced quiet we left, and it rises out of the valley to meet us. We ride in, with the Spears spurring their mounts on to greet missing friends and loved ones. By the time we reach the cottage, we are alone with the refugees. Drem emerges from a lean-to set right against Garbh Ogh's porch, the closeness if it to the Hag's cottage indicating her rank as Spearleader.
"You have returned," says the Spear Maiden, "with a Caladen and more mouths to feed." She sweeps her arm to encompass the canvas sea. "And soon all our bellies will be hungry indeed. But for now..." she trails off, looking at the tents. There are noises of meals being eaten, weapons being shaped and honed; dogs fight over scraps, arguments can be heard, children play nearby - life in full volume has come to rest on Garbh Ogh's front doorstep. "You will be welcome to share our tents and fires," and Drem's assistants move forward to help them with their meager belongings. The refugees huddle, uncertain of their surroundings. With a few words, shoulders straighten and Drem's people lead them away to find space.
"You leave in search of the Tree of Wisdom, and you bring home strays," Drem jokes, "although I can hardly complain about your taste of pedigree. A cook, armorer, and a leather worker - as prisoners these would ransom very highly." Drem barks some more orders to a distant assistant, and admonishes some the children for their boisterous behavior, then turns back to the matter at hand.
"What is news, then, my friends? Are the Gods with us?" Her manner is frank and confident, yet the tone in her voice belies a grave concern over the future. Lowering her voice - "Our Patrols have encountered Orc units circling our perimeter. We've caught them mostly by surprise, but their patrols have increased in frequency, as have their size. We cannot stay here for long. Mother is waiting for you," she says, gesturing to the door of the cottage.
We enter to the sound of the kitchen in full clatter, rounding a corner we come face to face with Garbh, shuffling across the kitchen on her old feet, but looking as fit as the day we met her. "How fares my old friend?" she asks, without offering greeting.
Yrral presents her with the cauldron that the Dagda Tree bade us bring to Garbh. She accepts the cauldron and the water it carries then asks if there is more. Yrral unties the water-skin that he filled at the Well, from his belt and offers it to Garbh, " I had other plans for this but you have greater need here."
She waves the gift. "Not for me. Put it in those," she says, pointing to some small vials in a rack on the wall. "These old arms can't lift that heavy thing and those vials will keep the water safe until it is needed" The vials are filled to her satisfaction, with many a caution about spilling: "You wouldn't want to have to make the trip all over, would you?" she asks with a little grin. "Tell me of your journey" Garbh says in between directions to staff in the kitchen.
Yrral describes our interview with the Dagda Tree, and finishes by saying that the Dagda Tree is 'well but feels forgotten'.
"Forgotten!?! By the Druids!?!" she exclaims turning Yrral's words back on him, "Forsaken is more like." grumbles the Hag. Her old eyes glint and her ageless gaze fixes on Yrral. "There are those who think that the Trees' time is long over, and that the time now belongs to Men." A pause. "What do you think, druid?"
"I don't know," Yrral, offers feeling the Hag's rebuke, "but, I am learning and I don't like what I have seen. Of the learning lost, forgotten and squandered. I hope I we have time to relearn it all. Oh," Yrral continues hoping to deflect Garbh's ire, "We also gathered these as we were leaving" And he shows her the Hazel nuts he gathered from the Dagda Trees Garden.
"These are worth more than you could guess, but I will tell you of then later. Now we must make plans for what we are going to do all of that!" and she gestures to the growing mass out side. "Tell me what the Dagda said of the items you seek"
We fill her in and end with the though that we must get the cauldron soon or we'll have no army Yrral, " I was hoping to get the Dwarves to join our cause, loan us the Cauldron and trade the Caladen the sword 'Odin's Pride' for the Spear of Victory.
The Hag's short, harsh laugh barks across the room. "The Dwarves will not give up the cauldron nor the sword no matter," she says chuckling. "This is the Thaluk, after all - they detest any but dwarves, and only tolerate their own kind but a whit. They would sell the other clans to a demon for gold given the chance. No, I'm afraid the cauldron will have to be taken,. But if you are cunning young thieves," she says, looking at Tom,"Then you can trade the Caladen sword for the spear that is held by Vuldar's people. All this way to become weapons traders! Hee Hee!" Garbh enjoys her joke, and then grows serious. "If there were another way, you might try it. But Dwarves and treasures are a touchy thing. And the Thaluk are the touchiest. If it was held by any other clan, maybe, but the Thaluk are a nasty bunch."
"And as for Corra, she's a mean one herself. Belly of the beast, ha, might as well be in the belly of the Earth. Corra will not part with anything easily. We will have to think on it, I will look into some thoughts I have. And look at your faces! As if you had to fight the world on the morrow! Enough gloom for one day - For now let us eat and have a joyful reunion!" she says, and we are led into the dining hall of the Hag once again, to a simple yet tasty meal.
Yet over dinner, the conversation drifts back to the matter at hand. "Are the Thaluk likely to side with B/C?" Riagall asks.
"If the forces of the demon were to crash through the gates and into their halls only would the Thaluk raise to arms. They have lived a long time by letting others do the killing for them. Unless they are directly threatened, they'll only isolate themselves to wait it out - Even the Roluk could not talk them into fighting." Her eyes once again turn to the Druid, as all grow quiet to hear her take on the tasks the party must undertake.
"Seems to me, Druid, while you are paying a visit to Corra, should send young Tom to visit the Dwarves," her eyes fix on Tom, quiet at the end of the table. "I'm certain he will be able to take full advantage of the hospitality of the Thaluk. As for Corra, Yrral," and her voice lowers as with sympathy, "you are the only one who can enter the belly of the beast, you know that, don't you?"
"I feared that, yes," says Yrral, head bowed. "I can only trust that Brighid will watch over me and grant me a clear vision and a stout heart."
"You could dress up like the B/C and crash the gates and see if that helps," says the Hag, and when the laughter dies down, we realize that it wasn't a joke. "That will be for tomorrow, what is tomorrow's claim," the old woman creaks to her feet, planting her hands decisively on the table. "You think about it," as she shuffles of to her rest. Thanks are sleepily offered, and just before turning to her chamber, she pauses at Yrral, "You look troubled child, much have you to think about, but don't let this keep you from your sleep. I found in that in my youth reading sometimes would help me to relax." And she hands him an ancient book, with a faded leather binding and tattered pages. "Boring as the day is long. Used to have me out before I could finish the first paragraph. The druid who wrote it claimed he was a 'scholar'. Huh! The only thing he must been good at was putting his class to sleep. But then again, maybe you'll get more out of it." She looks up and addresses all assembled, "Thank you for saving these old bones," she says simply, then looking back to Yrral "Read this and know that of which you have seen. That others of your like might profit from what you have leaned, if they be made of the same as you," with these words she withdraws to her room and closes the door behind her, taking a cauldron of well water with her.
Yrral inspects the worn volume -it is titled "Salmon in The Garden," written in druid script. It tells of a druid studying the garden of the Dagda Tree. The author describes the trees, the shower of petals, and the salmon in the pool. According to the book, the salmon are able to talk in many languages - the druids observed that when the nine hazel trees dropped their nuts into the water the salmon would eat them - the author concluded that the nuts imparted knowledge on those who ate the nuts. He tested his theory by eating one of the hazel nuts and when he ate it, he claimed he was able to learn many things and was able to memorize many spells, and had improved memory. More interestingly, he finished by saying that after he ate a hazel nut from the Pool he seemed to simply recall a vast knowledge of plants and things about nature in general. "As intelligence is the seed of wisdom," the author sums up, "it would seem the hazel nuts provide a most vibrant soil for the sprouts of intelligence to take root."
Yrral marks his place in the book, and, taking a hazelnut gathered from the Pool of the Dagda from his pouch, rolls the nut over and over in his fingers. So much for a good night's sleep