A Herbalist’s Notes, part one

Our expedition hired two Tabaxi guides in Doleks; Sha’duush and Mithrik, they seem to bicker a bit when it comes to path-finding, but seem to have a game of their own, to decide between them while staying friendly. We were advised to not get more than one guide from the same house. As soon as we strike up our first camp, I’ll try and speak with one of them to hear if they know about the plants and herbs here.

The humidity of Fokal’s dense trees and undergrowth, caught me by surprise at first. Our expedition leader, Captain Merra, suggested more thick clothing than loose. At first I was surprised, surely the temperature and heat, similar to the Trelland Desert, would be unbearable. But I came to discover, along with my other fellow scholars, that the thick and sturdy cloth made for a great idea, as several thorns and prickly plants would have torn our garments to shreds. With the canopy closing off for the sunlight, the temperature here in the forest, was actually kind of nice. I worry that the humidity is bad for my parchment and writing utensils.

I have already collected multiple samples, I shall write a full report once I have examined them back at home. Sha’duush seems more talkative than Mithrik, I’ve gathered that a large variety of ferns, or as Sha’duush calls them “Curled-grass”, grows on the dirt here. Some are poisonous, and some of them even have tiny needles affixed with various toxins along their leaves. I spoke to Captain Merra regarding this, as I felt it may benefit the expedition to be cautious around, she confirmed that she had heard of such plants.

We had our first run in with the wildlife of Fokal today, a horse-sized reptillian tried to grab a bite off of one of the guards, whose face was visibly white in shock. The guards managed to scare the thing off, by waving torches at it’s face, I’ll keep a note to myself about that creatures here do not like fire. My fellow scholar, the venerable Pieros, was saddened that we did not manage to kill the creature, for him to study, but he still got to spend a good deal of time scribbling things down.

A Tale of Catacrach – A Dungeons & Dragons 5E Adventure – Part 2

After obtaining their gear, Andrunil cried out over the lack of his halberd being among the items, announcing that he would walk through fires to get it back. The party steeled themselves, expecting the Goblins to bring back reinforcements, but the ever curious nature of Galdur saw him occupied by something else.

Four pillars encircled an area that was walled off from the rest of the cave. While Andrunil stood in anguish on the poorly paved stone path, the rest of the party slowly moved around the bramble roots, to investigate the clearly constructed part.

When they came around to it, they discovered an altar as used in older sacrificial rituals. Upon it was an unconscious small figure; a Gnome with fiery red hair. At the first glance, he appeared to be sleeping, but after calling out to him with no response, it was clear that something had knocked the Gnome out. Upon further investigation, no wounds were seen on him, but traces of some form of liquid was still on his lips; he had been sedated, presumably to be sacrificed at some other time.

Nak’Ral went in to move the Gnome off of the altar, but despite the Gnome’s lacking size, Nak’Ral’s less than muscled arms just barely managed to lift the Gnome off. As he did, the others, now also joined by Andrunil, investigated the altar, and discovered that it was covered with symbols to the god of conquest, Bane.

Slugging the Gnome over his shoulder with ease, Adrunil spearheaded the others onward in the cave; determined to re-obtain his halberd. They all followed, staying on the paved path. As the party spotted the remains of a small corpse, the skeletal remains laying at the edge of a dirty looking pool of still, greenish water. As the corpse was examined, the Gnome woke up, slightly confused.

Alfyn tried to speak reason with the rowdy bunch, not fully aware of the danger he had been in. Nak’Ral suggested, jokingly, that they should sacrifice him themselves; it might buy them a way out of this prison. Alfyn, to no surprise, was not particular fond of this, but through some talking back and forth, the group venture forward.

At the next bend, the war-cries of multiple Goblins rung through the cave. Out behind a rock, a band of five Goblins in various armour and weaponry appeared, with one hurling a sharp rock from his sling, aimed for the group, hitting Blellow in the side. A series of bright, blue lights caught the other Goblins by surprise, as they tried to fend against the spell, while fighting.

Meanwhile Therion had found another Goblin corpse behind a thick spider-web. Turning it over revealed a nest of spiders, that crawled onto Therion, biting him significantly, until they could pushed off by the flame from a torch. The Goblin had been covering a strange book. The dark-brown leather binding was covered by a strange, black substance, that was identified as Mage Rot, a type of fungi that would grow on surfaces or items that had once been used for magic. However, the Mage Rot made the book impossible to open.

A single, lowly Goblin swung it’s club at Andrunil, only to be smacked unconscious by his quarter-staff; Andrunil wanted his halberd back, and this Goblin would help him obtain it. One way or the other. As the rest of the Goblins were defeated, Galdur shackled the feinted Goblin, and used a rope to bind the Goblin to himself.


Moving into a walled in room, the group found themselves back inside the prison complex. An old, mostly abandoned pantry made for their entry point. Alfyn conjured up an ethereal owl, to search an upstairs area, that turned out to contain nothing but piles of planks and some rope.

Meanwhile Andrunil and Galdur were questioning the now awake Goblin, who through some very scare screeching turned out to be named “Steek”. Under the promise of survival, the group used Steek to lure some of the Goblins waiting for them in an upstairs room, down to meet their demise. The room, scouted out by Alfyn’s owl, had a significant number of Goblins, including some in what appeared to be home-made plate armour.

The party went up, without investigating more of the sub-level, preparing to fight the Goblins, with Steek in tow.

Food, Drink and D&D – Etiquette

For all who have played Dungeons and Dragons, or a similar game, we all know that getting through the, often, more than three hours on just air alone, can be rough.

Especially because D&D is a game where you can be expected to do silly voices, and talk a relative lot. It’s completely natural to become thirsty or hungry during that time, and it might even make for a great bonding experience to eat together. But not all food items make for a good D&D time, so here’s a little piece on what you can stuff into your face without worry. Notice that I’m not saying you can’t eat or drink certain things, this is merely a mixture of my experiences and advice based upon this experience.

Pizza

Pizza is a classic food item for D&D, as it is easy to order almost anywhere in the world, and with most pizza places offering a wide range of items to put on, it is hard to find someone who doesn’t like pizza. Most pizza that you order is cut into slices, which means that you can eat some of it at your own pace. If the locale you’re playing at have options for re-heating, it can last a lot longer still.

However pizza can be a delicious pitfall for your D&D session, so consider it carefully when ordering food.

The first and perhaps most notable thing about pizza, is grease. In particular on pizzas with pepperoni or bacon. These types of meat may be the most tastiest, but they also contain natural fats, which, when heated up, turns into an oily grease.

Grease can somehow manage to get into the weirdest of places, but more notably, it gets on paper and pens. To avoid this, eat any meal at a different table, if possible, than the one where you are playing. With greasy foods such as pizza, it can also be a good idea to have everyone wash and dry their hands after eating.

Another thing about pizza is that it is often a fairly salty meal. The thing about salty meals and snacks, is that they make you thirsty, but I’ll get to drinks later on in this post.

Chinese/Vietnamese/Thai

The south-eastern Asian cuisines are also a popular choice, as there usually is a very short waiting time and, just like pizza, there’s a large variety. Unfortunately most of these dishes are not of the “dry” variety, so you should having it anywhere near your character sheets. This type of food is also fairly salty, which should warrant a slight warning of it’s own.

Barbecue

Various bbq foods can be very tasty and can fill your stomach with it’s rich meats and sugary flavours. It should go without saying that bbq makes you thirsty, as it is both a fairly fat and a fairly salty type of dishes.

Rice, bulgur and quinoa (and pasta)

This is actually some of the best food for D&D. All of these are not only healthy (which isn’t really a focus point of this post, but hey, positives sell), but also very good at filling your stomach for a long time. Excellent for those grueling six hours or more, if you’re pulling an all-nighter. These food items have very little fat, that can turn into grease, and usually they aren’t all that salty either.

Pasta can work a bit of the same qualities as rice, bulgur and quinoa. However it seems the more popular pasta dishes are Mac n’ Cheese and Spaghetti Bolognese, these are unfortunate as they tend to be rather greasy.

Bread

Sandwiches are a great way to get a large variety of easily eaten foods in. But bread might not be the best idea. Crumbs and other parts can fall off/out of the sandwich, so keep it away from character sheets and other paper.


Drinks

While deep in a delving quest, the players can get thirsty, making them do less voice acting. Even more so if you’re the DM. A lot of drinks can work, but there are also things to be aware of.

Coffee is a great pick-me up drink, when you’re low on energy, and most people become in a better mood after even just a sip. Coffee does have downsides too though, as coffee is diuretic. This means that you’ll likely need to head to the bathroom a little more than usual, but if you don’t mind that, there shouldn’t be an issue.

Tea is great for the DM in particular, especially if your D&D have a lot of NPCs, and as such, a lot of different voices that the DM needs to make. Tea can be soothing, help you take care of your vocal chords, to keep them (and you) from getting hoarse.

Soda is actually a counter-active drink, as drinking soda tend to make you more thirsty, so if you combine a soda with a greasy type of food, you’re going to become very thirsty after and during eating your meal.

Energy drinks can work to give you a boost of energy, as the name suggests, but they tend to be even more diuretic than coffee, as the amounts of caffeine is higher and more concentrated in the average energy drink, than in a regular cup of black coffee.


Other substances

It is always important to communicate needs and ideas with your D&D group, to work out what is accepted and what is crossing the line of what is acceptable behaviour.

If you have agreed to consume alcohol, there isn’t a problem. Just be aware that alcohol gets very sticky when spilled, so it might be a good idea to keep an eye out, if someone starts getting shaky hands when pouring a drink or taking a sip.


In general, communication is key. Ask if someone in your group have any allergies, and try to mind them as best you can, when you’re ordering or making food, that way D&D becomes a great experience for all, just as it should.

How NOT to build an MMORPG quest (rant)

So far the worst quest I have come across in The Elder Scrolls series (from playing Morrowind, Oblivion, Skyrim and ESO) has got to be the quest “A Lasting Winter” in the Elder Scrolls Online. In this quest, you are tasked with finding powerful relics for Queen Ayrenn’s ratification ceremony, as a part of the Aldmeri Dominion quest-line in Grahtwood. Upon arriving at the Falinesti Winter Site, you’re met by an NPC who gives a vague description of what’s going on. She asks that you find a different NPC, further in amongst the ruins. This NPC will, conveniently, be able to activate certain Welkynd stones around the area. So you have to guide him around an area with absolutely no enemies whatsoever, to watch projections of an Elf denying a Khajiiti trickster God the chance to sleep with her. Since there are no enemies, it makes you wonder why he couldn’t have gone and seen for himself, and just summarized things for you.

Upon completing this, we’re sent to yet ANOTHER NPC, who basically says “I don’t know what’s going on, but what you’re looking for is in one of the caves near here. Watch out for the Frost Trolls.” So you descend into the dig-site, and where you usually expect a plethora of enemy soldiers, you only get a handful of Frost Trolls and some random Skeevers (which doesn’t really make sense, and isn’t explained).

Here is a massive missed opportunity, as the whole setup is that the “big baddie” of this place, is a highly respected General of the Aldmeri Dominion, the very same Dominion that you’re trying to help. So, if you were expecting Dominion soldiers (who’d normally aid you in other quests) hostile or not, you’re in for a nasty disappointment, as only a couple of soldiers survived when the Frost Trolls “arrived”.

And regarding Trolls in ESO, they are tough, with lots of HP, and some powerful melee attacks (none at range though), but they are fairly tedious to fight, even for a group, as they don’t pose any diversity of threat, and because of their bulkiness, they slow down quest progression. Which you only ever want to do if the story is interesting enough, to make you want to experience more of it. And you’d think dealing with the imagery of a god SHOULD be an interesting concept, but here it feels forced.

You are given three markers, for three caves, and the quest says to “investigate”. In typical MMORPG fashion, this means that you have no idea which cave holds the answer. At least, and this is pretty much the only saving grace about this quest, it doesn’t have the mechanic where it’s ALWAYS the last place you look, that contains the answer. But it still breaks the natural flow of the story and play-through of the quest-line.

You find the vault, which would have been inaccessible until finding the correct cave, and enter, hearing that the Aldmeri General is inside, but all her soldiers would be captured inside. So you, again, expect hostile Dominion soldiers, but no, they have all been encased in ice. In their stead there are skeletons, ok, that makes some sense, I guess, but there are also Gargoyles. Not even more Frost Trolls, which though annoying would at least have been consistent. And the game offers no explanation as to why there are Gargoyles there.

You then bumble through an ice and snow-covered ruin, until you reach the General, who you try to reason with. That fails and you have to fight her. She then spawns a clone to fight you, and here is where things get a little buggy. Because of the way this fight is set up, you are to kill either the General or the clone, doesn’t matter, because the one you didn’t kill just becomes the real one, and if you’re too slow, will spawn another clone. If you’re too fast at taking them both out, the game doesn’t follow through, as the quest-line is MEANT for you to fight at least one original and one copy. Killing them too fast means that it doesn’t register, and you have to start the fight over and over, until you get the timing right. It also doesn’t explain why the General is able to spawn a fully non-ethereal clone, other than “she’s possessed by a God, so meh, magic or something.”

Never, since starting to play Skyrim in 2011, have a quest ever agitated me as much as this one quest did. And considering how I LOATHE the quest in Skyrim for Clavicus Vile (because of not one, but TWO characters with workbench-grinder voices), that says a lot.

But I am curious, what is the worst quest in a game that you’ve come across, and what makes it so bad?

A Tale from Catacrach – A Dungeons & Dragons 5E Adventure – Part 1

Deep within the dense undergrowth of Hraldon Thicket, a strange sphere was floating through the trees. Two rugged and unlikely companions were walking along the Silver Trade-road, heading west towards Cyndarr, Cyndillian and eventually the city-state of Catacrach. Andrunil the Aasimar and Galdur the Hill Dwarf had been on the road for the better part of a week, without much more than the occasional merchant and traveler going the other way.

The calm late-summer weather was pleasant, a light, morning-breeze rustled through the thinly-veiled canopy of Hraldon Thicket, an area that was kept clean by the mages living in Hraldon Refuge. But after the Abborgardian Empire’s fall, the mages abandoned the fortification, and the area slowly turned into a bramble-covered forest.

Lacking the excitement of adventure, and curious by nature, the two followed the orb into the undergrowth, pushing and slashing plants aside with their weapons. Eventually they came to a clearing, and before them rose the mostly intact remains of Hraldon Refuge. The sandstone and marble walls and pillars, with it’s fine-cut stones, a clear mark of the Abborgardian times. here and there moss and ferns where reaching up, as if trying to reclaim this part back to nature.

When the sphere disappeared into the ruins, the two adventurers followed through, and in their eagerness for action, none of them noticed two figures standing ready with heavy clubs. Around twenty minutes later, the Half-Elf ranger Blellow Wildstride witnessed an odd crimson sphere, floating oddly above the stones of the Silver Road. His natural path-finding ability easily discovering the wide path that the two adventurers before him had taken. Shortly thereafter, he too entered the ruins. As the first club swung towards the back of his skull, he happened to look away, the whiff of the blunt weapon causing him to reach for his bow, but then the second club struck and Blellow’s eyes rolled back into his skull.

Not even ten minutes later, another Half-Elf walked the stretch of the Silver Road, his hooded cape covering his shortbow and shortsword entirely. He longed for dark alleyways, packed market-places, in other words, civilization. The few travelers he had met on the road didn’t seem all too well-endowed in their purses, and among those that did, he had gotten stern looks; one even loosened his rough-looking hand-axe, letting Therion know not to try his luck.

The crimson sphere was a pleasant surprise, a change of pace, and it was nice to get away from the open, flat road. Therion even managed to move close enough to investigate the orb, but as soon as he would reach to touch it, it would fizzle and blink out of existence, only to appear some ten feet ahead of him. When Therion came across the path, he smiled; a path meant people, and people meant civilization, and civilization, usually, meant money to “obtain”. the heavy set of boot-prints in the soft dirt didn’t bother him. He stood for a while gazing the walls of the Refuge over, old ruins sometimes had treasure, plus, there could always be interesting items that could be sold to a fence, with a little sparkle here, some paint there. Therion was counting out the possible gold he stood to earn, as he entered the ruins, unaware of the creatures lurking behind the wall.

Nearly an hour later, Nak’Ral the Tiefling Bard was merrily heading west, he had been looking for the random bird that would normally be active in a forest like this, but when he found none, he didn’t exactly stop to think it over. Particular as a red ball seemed to glow amongst some bushes by the side of road., the ball was giving off a low-humming tune. “Huh, strange melody…” Nak’Ral fetched his flute, trying to mimic the odd sound, as he did the ball danced, and seemed to lure him to follow. When he entered the ruins, he looked up in the last second “Hey, you’re not a red glowing – !” before the club knocked him out cold.


Some hours later, the unlikely group of heroes woke up, heads hurting, but finding themselves otherwise unhurt. Bound by their feet, the scent of stale, dusty air mixed with that of dried blood. Apart from their clothes and armour, the adventurers found themselves trying to escape. Some climbed up the rope, only to find the iron bars from which they where bound, were solidly lodged between layers of stone. And even an artistic attempt at a dagger used as a make-shift pulley failed, with the risk of a self-inflicted stabbing.

Eventually, with the help of gravity and a couple of cuts from daggers, all five adventurers found themselves on the floor of their cell. Andrunil woke up with a strange next to him, as it wasn’t his Dwarvish travel-mate, but instead a taller, slender Half-Elf in Blellow. Quickly finding a common ground in the need to get out of their cell, the two began to push, kick, headbutt and punch through the lower cell-wall, as they found it to be ill-maintained.

In the opposite corner of the prison, Galdur found that his way to the floor was longer than the others. But a Dwarf isn’t easy to pin down, so instead he used the first, the best tool to smash against the nearest wall; himself. At least he made a lot of noise, and the adventurers all began to call back and forth, trying to find one another. To their luck, it seemed none of their capturers were nearby. After dusting himself off, Galdur took a different approach, on a different wall.

On the other side of this wall, Nak’Ral looked at the stones of the wall, then at his less-than-muscular body. And then he decided to pretend to help break down the walls, as Galdur’s chain-mailed covered gauntlet busted through into his cell.

On the other side of the wall Galdur first tried to break, Therion was meticulously working his crowbar into the stone and mixer used to hold the stones in place. The loud noise of Galdur against the stones, decided for him where to start picking away.

Several walls broken down later, the adventurers discovered a grizzly sight in the cell next to Therion’s: a young, female Halfling. Or rather, her corpse. Multiple stab- and slashing wounds, and a relatively fresh pool of blood below her blonde, blood-soaked hair made it clear, that there was no saving her. She had probably died a little while before anyone of them even arrived at the edge of the forest. Cutting her down and searching her body over, Blellow discovered an odd necklace made in iron, bearing the mark of a prancing griffon.

With this discovery done, the group worked together to breaking the outer walls of the cells, and found themselves facing the scent of wet soil. They had entered a cave. A poorly paved path turned south towards some walled-in pillars. To the north an area covered with weathered planks was serving as a make-shift storage area, stacks of battered crates, tools and firewood were randomly stashed away here. Along with a simple chest, that caught the adventurers’ attention. They passed a large, earthy area filled what looked like dead roots and shrubbery, but stuck to the path.

Picking up the leftover tools, they began to look through the crates, while others where attempting to open the chest, that was locked with a simple, yet sturdy iron padlock. Inside the chest was a messenger’s leather bag, containing a sealed letter as well as a small vial with red liquid. The wax seal was identified as the seal of Catacrach.

The adventurers read the letter, leaving the seal unbroken on the envelope, that they cut open with a dagger. The letter contained a report about the movements of a wanted criminal named “Geoffrey the Blade” near the city of Ezolder, and was addressed to a certain “Lady M.”. A post-script was also written in, in Infernal, but only Nak’Ral was able to read that part, and he did not inform the others of the postscript’s wording. The sender of the letter was named Ruso Passwater, and asked for further instructions, regarding tracking and surveying the contacts of Geoffrey the Blade.

As they were about done with their search, they heard three voices coming from the western end of the cave. As the adventurers alerted the voices, one of them took off, told by the others that “the prisoners were escaping”. The two remaining Goblins put down a heavy-looking crate, and went to investigate, only to be scared away, as a the effect of a spell by Nak’Ral (calling himself Francis) hit the one of them, causing the other to flee.

The party then investigated the heavy crate and found that all of their missing equipment, including gold, inside. The only thing missing was Andrunil’s halberd; as it seemingly had been too long to fit in the crate, and had been carried by the first Goblin that ran off.

Khodrin Emberhelm’s Journal – part IV

Finally we have reached the monastery, that Iโ€™ve heard the others talk so much about. Not sure why we are here, but the two knights following us, suggest it to be important. The wind was howling here, we could see the peak reach up just behind the buildings, iโ€™m just glad that this place isnโ€™t frozen over or covered in snow, that would make all of this a whole lot more difficult. We stopped to assess the situation some thirty feet from the large wooden double doors, that appeared to be closed at the first glance. Apart from the wind, there wasโ€ฆ nothing. No sounds of animals, no sounds of people, nothing. There was only an eerie silence and the wind. I glanced up, the monastery wasnโ€™t an enormous building, but the walls seemed solid, almost fortress like in their construct. Given itโ€™s remote location, the monastery would be easy to defend from even larger forces, as the road, or rather path, up here was narrow and long. Ten people, if given enough ammunition, could probably fend this place off for quite some time. Food and water would likely become a problem over time, but the fighting itself should not.

With a closer look, we saw that one side of the door, was ajar. The opening was large enough for a person of regular size to get through. Before I could suggest that we should head inside, I noticed that Liri was missing from the group. How she moves that deftly, is beyond me. I looked around, she hadnโ€™t climbed the walls, she hadnโ€™t been falling, Iโ€™d probably have heard that. Suddenly she appeared from the door, I shot a look at Mariah, but it did not seem like magic was involved. Liri waved us over; the coast was clear.

The inside of the gatehouse was dark, the air seemed stagnant, a slight breeze came through the opened door, but it felt as if no-one had been here in a while. Liri was already at work opening the next door, I couldnโ€™t see exactly what she was doing, but it seemed to work. A click, and the door could be opened with ease. The light that met us as the door opened up, was almost blinding. The sun gleaming high from above, several of us had our hands on the hilts of our respective weapons, but there wasnโ€™t anyone, or anything for that matter, in the courtyard. Tension seemed to vanish almost entirely, but still there was this awkward sense of something being wrong. The courtyard had signs of trouble, blood splatter here and there, carvings into the walls as if something hit them with great force. There was no direct signs, other than the blood, no abandoned weapons, no pieces of armor, but most importantly; no corpses. I looked over at the blood, perhaps I could discover something, but alas, there didnโ€™t seem to be anything odd about it.

Out of the corner of my eye, I could see the Half-Orc striding across the courtyard with haste, a door in the far end of the courtyard had her attention. She tried to open the door, but finding it locked, she called out for the Halfling to help. I was pretty sure that, had she wanted to, she could have broken the door down with some ease.ย I could see Liri fiddle with the lock, she had a knack for locks it seemed. As soon as the door was opened, the Half-Orc nearly pushed Liri aside and headed inside. I couldnโ€™t hear the clashing of steel, no cries of combat. Very shortly after entering, both the Halfling and the Half-Orc came out, heaving for air. Both of them were trying to hold their noses, whilst trying not to hurl, guessing something repulsive must have been in the room they opened. Looking around in the monastery, there werenโ€™t a whole lot of windows around, not even crenellations or shooting galleries. In that sense, the construct was very Dwarven, though we Dwarves mostly build like that, because it would be underground. And shooting galleries for crossbowmen and siege equipment were pretty much a must. From my angle, I could see some tables, what looked to be for dining. While I was curious as to why my two companions acted like they did, I also had no intention of heading in there. We had agreed upon clearing out the top levels first, so that, if we were heading deeper inside, we wouldnโ€™t get surprised by someone (or something) laying in ambush.

While this was going on, Mariah and That Tiefling were trying to discover anything new from the gatehouse. To no avail, it seemed, at least I heard no triumphant mutter. The Half-Orc walked, well, rushed, across the courtyard, to a small tower-like struture that was built on itโ€™s own, not visibly connected to the rest of the monastery. This door had no lock, and was opened without issues. I could hear a splash coming from inside, distant and small. Then the squeaking of a poorly oiled hinge. Then another splash, and the Half-Orc coming out with a look of focus on her face. Iโ€™m not sure why, but Mariah thought to explore the exact room, that the Half-Orc had just left. Given itโ€™s size, I wouldnโ€™t count on much being in there actually. Another splash. Again the sound of the hinge. Mariah came out, with an old beat-up bucket in her hands, without further warning, she splashed the contents out in the courtyard. Well, she tried to splash it out, it was more of a sticky glide. I have seen some murky, dirty water before, like a stream that came from near where two Trolls had holed up. But even then, the water was still fluent. This water had a greyish, almost black colour to it, and itโ€™s texture was more something gooey than liquid. Mariah looked to ponder the liquidโ€™s nature, as if something about it was familiar to her. After a few moments of her being lost in thought, she attempted to throw something into the liquid. But nothing happened, the thing didnโ€™t being to melt or being consumed.

An increasingly more agitated Paladin stomped towards the next door, only to find it locked. And barked an order to Liri for her to do her craft. The Halfling shrugged her shoulders, and went over, tinkering with the lock shortly, before once again nearly being pushed over as the Half-Orc flung the door open, calling outย โ€œDoorโ€™s open!โ€. She didnโ€™t even have her weapon at the ready, as she barged into another room. I was halfway prepared, as I moved over to the side of the opened door, to hear the sound of the Half-Orc hurling up her rations, but aside from the staleness in the air, there was nothing foul here. A thin layer of dust had settled on the tables and benches. Looked like a barracks, but I saw no weapons, armour or training dummies. No forges, grindstones or workbenches. Perhaps I should have been a little more vigilant in paying attention to the knights, I found myself doubting the purpose of coming here at all. Sure, the fellowship and companions were a nice change of pace, but the meager loot, the lacking amount of heroic action and now this, seemingly completely empty monastery. I had made my mind up; if nothing came of this venture, if nothing really was found in this desolate place, Iโ€™d head down the mountain again, heading east, if nothing else, I could at least find a suitable plot of land. After that, it was only the matter of gathering building materials, and finding somewhere to buy crops and pigs. There was a sinking feeling in my gut though; something here was not right, and it wasnโ€™t just the lack of loot.

While my mind was set on potentially leaving, the Door-duo was at it again. I was the only one trying to reason that, we had planned to take the upper levels first. It was only when the next door open up to a steep staircase leading down and into the mountain, with only very little light at all, that my words seemed to reach into the Half-Orcโ€™s thick skull. She stopped to think, looking down into the darkness. Thankfully, Mariah the Blue came to my aid, proclaiming that weโ€™d likely have to head down here eventually. I am not sure exactly why, as we could hear nothing and see nothing from the staircase; no signs of life, but Liri decided to lock the door up once more, in hindsight, a wise decision. Instead the Half-Orc headed towards yet another door, opened it and went in. Another dining room, this one clean though. Without checking anything more in the room, the Paladin strode across the room, towards yet another door in the far end. With a firm grip, she opened the door. And as if hit by an invisible fist to the gut, she keeled forward, hurling the breakfast and possibly more, up on the stone-floor. As i was standing in a straight line, I could see straight into a larder, and I swear, I could almost see the fungi and mold from here. Luckily, I could not smell it. I called out to her, high spirited, โ€œOi, Half-Orc, do you like the tiling of the floor, ya seem very intent on the details of it!โ€ as I was reminded of an old Dwarvish saying; โ€œOnly fools rush in, the patient one will make it through more likely.โ€ Sure, there was some honor in getting into a fight first, part of what I admired in the Halfling, but if you arenโ€™t exactly acting brightly or prepared for combat, youโ€™re likely to get into a heap of trouble. And unless you go out in a blaze of glory, the dead are only rarely considered as heroic.

Leaving the contents of her stomach behind, the Paladin seemed overjoyed by getting out in the fresh air of the courtyard. Taking a moment to regain, most of, her composure, she quickly rushed up the stairs, with the Halfling in tow. I think the Half-Orc went for the sake of action, Liri, on the other hand, was likely after loot. Two doors and another staircase was our options here. As expected, the Half-Orc was first to a door, this one unlocked, leading in to a library. Books and knowledge isnโ€™t really my call of port, but I was hoping to find some information on the monastery itself, if I could discover clues leading to treasure or glory, then that would be grand. Plus, even though it was a library, youโ€™d never what could be left of other things of value. A tale from the caravan told of a vain and greedy Human noble, who, in the attempt to reclaim an enchanted sword, literally dug through a pile of Ogre shit. As the tale went, the man DID find the sword, and it did indeed bring him fortune in the rest of his life, though the tale of him waist deep in Ogre shit stuck to him. The point is, I think, that you can find treasure in the strangest places sometimes. There sure was a lot of books, floor to ceiling bookcases, and unfortunately not much else. A couple of sturdy looking furniture, for reading and writing, no doubt, but nothing that looked like it could have secret rooms with gems or other valuables. Right behind me, I was joined by Mariah, I reckon this could be a potential heaven for one like her. I had begun to feel more friendly with her, even despite her being a user of magic and all. Perhaps it was the Athlin guard tabbard? No Athlin guard had ever done wrong by me, and heck knows, I sure wasnโ€™t an easy customer in my early days in Athlin, drinking my last wages away, trying to forget. What I had seen and heard, Athlin guards had a high standard of protectiveness, honesty and a keen sense of justice. Values that I myself found to cling to.

A large book on a pedestal caught our interest, Mariah began thumping through the pages, I glanced in from the side. It was a journal of sorts, seemingly written by someone important within the monastery. But alas, nothing that spoke of valor, loot or unique objects. I turned around, walking out of the library, leaving Mariah with the book, she seemed deeply concentrated in going back through the pages. In the meantime, the others had opened the other door. I wandered in, and found that Tiefling halfway inside a simple chest. He had found some white, simple robes, probably belonging to the monks of this place. Come to think of it, I donโ€™t think I ever did see him wear anything on his torso. No wonder he found the climb up the mountain to be cold. It would not give him protection, but it would like make him look at least a little more decent. I could see the other chests, and an even more aggravated Half-Orc looking like she did not know what to do with herself. If it wasnโ€™t a foolish venture, Iโ€™d have offered to wrestle with her, just to let her let some steam off. But before I could even think the thought through, she had already gone and left the room, heading for the stairs to a higher level. I fear what she may do, if an enemy shows up. She is strong, headstrong as well, but her fierce attitude and her current mood is not a good combo. Plus, if we were to engage with another weak enemy, sheโ€™d likely yet again take all the kills.

These stairs led up to what looked like the top level. This was good, it meant that weโ€™d be done with this forsaken place, and could head inside. A decrepit silvery tree stood in a plaza. It resembled the crest on our knightly companionโ€™s clothing, and seeing how they seemed extra sullen at the sight of the tree, there probably was a connection. As if working on a clock, the Half-Orc went over to the first door in sight, finding it locked and turned to shout for Liri, only to find the Halfling already at work with the lock. As the door opened, the Half-Orc took only one glance in, then decided that this room wasnโ€™t interesting at all, and scurried over to a sturdy looking door, calling for the Halfling to help. The inside of the room they left, appeared to be an office of some sort, and Mariah went in to seek further knowledge. As the final and last door as opened, things seemed to finally turn out right. An armory of sorts, but alas, only containing staves and the like. No axes, no shields, no crossbows, no armor, not even a sword to boot. The others didnโ€™t seem to mind, as they came out, each carrying a blunt-ended staff each. Didnโ€™t look much like magical staves to me, but I canโ€™t really say that I know much about magic.

We reconvened in the barracks-like room once more. Had the door not been locked, Iโ€™m fairly certain that our dear Paladin would have rushed forward without thinking, or waiting for the rest of the party. In the case nothing truly was below the monastery, of course then it wouldnโ€™t be a problem. Mariah had discovered, from the journal in the office and the book in the library, that something, apparently from within the mountain, might be the cause of the undead walking about in hordes. Liri started opening the door, I thought for a second I saw worry in her face, but in the same instance the lock clicked open, a rushed push from the Half-Orc shoved her aside. The stairs seemed steep, and the steps narrow, and judging by our Paladinโ€™s speed and step-length, I was willing to bet weโ€™d see her stumble and tumble down, we could just barely make out the bottom of the stairs in the dark. To our surprise, the Half-Orc maintained to stay upright all the way down, as she reached the bottom she sort of stumbled forward, out of our sight. Thatโ€™s when we heard a pained, low, and unsettling groan. I had heard a couple of Orcs try to make a coherent conversation, which was not unlike this sound. But where Orcish speech seems to be a series of grunts and aggressive noises, this was more slow and monotone. As we all got down, I believe a few of our hearts may have skipped a beat; our Paladin had stumbled, to her luck, shield first into a grey-ish looking zombie. The skintone wasnโ€™t exactly the same hue as the water from the well, but there were similar points. The remains of the same white robe, we discovered in the bedroom, clutched to the undead monk. Further down the corridor, that seemed to descend slightly, more shapes were shambling around. The one zombie that the Half-Orc had pushed, started slowly, very slowly to turn towards her. It seemed she finally stopped to think, as she signalled to us to follow her. We all moved past this zombie, who didnโ€™t seem to notice us. All of the zombies appeared to be this slow, while we might have stood a chance, fighting an enemy this slow, we instead found it wiser to just move past them, hoping our speed would suffice. I had bad gut feelings about this plan, mostly because we Dwarves arenโ€™t exactly known for feats into sprinting, but fortunately, I was pretty much in the middle of the group, and as we walked in a single line, I would at least have someone at my side to assist me.

The zombies were aware of our presence, but only as we got close and started to move between them. That Tiefling and Liri used their nimbleness to kite between the staggering undead, while the Half-Orc and myself were using our shields to keep the dead at a distance. They were even slower than the time my old caravan fell into a Hobgoblin ambush, the cretins had somehow secured the aid of an Ogre, but the fiend was so slow, that we managed to slay or drive the Hobgoblins off, and still have plenty of time to riddle him with arrows. Mariah and our knightly followers, all without sight attuned to the dark, must have had it rough, itโ€™s hard to say if the undead may have reacted faster, when affected by a torch or another light-source, but none dared to try, it would potentially be suicide. Up ahead the carving of the tunnel seemed to end, bit of a shoddy work, the support pillars did not look well-placed, and the different sized stones didnโ€™t seem to make the tunnel stronger. It would stand, of course, but this certainly wasnโ€™t done by skilled masons or diggers. Stone walls and floor, turned natural, we were no longer in the monastery, we had entered the mountain itself.

Up ahead, through even more zombies, I think I counted a total of nearly sixty of them in total, we scouted a double door, set in a dark metal. It spanned across the entire tunnel, there was no inscriptions on it, no ornate designs. Just plain, dark metal. Four heavy-looking bars spanned in front of the door, two from each side of the tunnel. As we pushed through the final zombies, we must have had about forty feet between the horde and the door. Upon closer inspection, the door and the bars were all set in iron, coarse and rough metal work, but efficient in creating a strong door. As Liri pointed out, looking the doors over for locks, it was a bit strange that the bars where on this side, indicating that this door was meant to keep something in. This was concerning indeed. What ever the creature or force was, the monks had either failed to fight it fully, and just contained it. Or the monks had kept it locked off as a security measure. Finding no locks on the flat iron surface, Liri pointed out that the bars would need to be moved, for the doors to open. She didnโ€™t even try to move them herself, though I canโ€™t say I blame her, the bars did look heavy. Someone, Iโ€™m not sure who, suggested that we attempted to find another way through. But none of us had seen any doorways, nothing that looked like it could conceal a hidden passage. The stonework was too obvious. So I called out, perhaps a tad harsh thatย โ€œWe can open the door, and go forward, or we can go backwards, through the zombies once more, and gain nothing. Thatโ€™s it, we do not have other choices here!โ€. As if reacting to the claim, the Paladin swiped her shield against one of the bars, but with no other purpose than to let out aggression, it just dinged off. Judging by her feats of strength earlier, I would guess that our Paladin was on par with myself in strength. I glanced, shortly at the others, and thought to myself:ย โ€œWell, yea, noโ€ฆ Thatโ€™s not going to happen.โ€ Out of the corner of my eye, the zombies were shambling closer, still not very fast, but now they seemed aware of our presence. We had to move. Now. Without further delay, I went for the lowest bar, and started pulling it out from the door. I felt every bit of my shoulders and upper chest strain, but gritting my teeth, I put my back into it. The iron cried out as the bar began to bend. Feeling that neither my arms nor the bar could move much more, I let go of my grip. I had bent it about a foot or two out from the door, it would suffice. The Half-Orc followed my example, I could see her large muscled biceps swell, and just as the first bar, this one also bent about a foot out. This seemed to drain the Paladinโ€™s strength, so while she regained her composure, I went to bend the third bar. This one was just above my head, I would have trouble reaching the fourth and last one. I felt blood rushing through my veins, the feeling of success, and it was as if this iron bar bent even easier than the first. The Paladin started pulling in the lat bar, but it seemed she had been overexerting herself, the bar barely moved at all. In a moment, as she tried applying more strength that wasnโ€™t there into the pull, she kneeled down on her one knee. It was an opportune moment, using her thigh as a stepping-board, I lept up, pulling my entire weight outwards. The bar shrieked and bent outwards. As soon as there was room, that Tiefling and Liri each pulled their side of the door open, the iron doors pressing against the bend bars, creating an opening deeper into the mountain. As everyone had entered, we pulled the doors to a close behind us again. i doubt the zombies had enough consciousness to be able to pull the door open, had it been a push, we might have been worse off.

The new tunnel was even darker than before, and deep into the mountain, we heard something scuttle about; we were not alone in hereโ€ฆ

Khodrin Emberhelm’s Journal – part III

After the ordeal at the lake, which, according to the others, were a horde of undead walking along the bottom of the lake, we began heading up the mountains, finally. Ah, what a wonderful place. if only my companions could see the beauty in the rocks the way I do. I felt invigorated by the fresh mountain air, and the narrow path felt like stepping on known land to me. To the east we could see another murky, dark-green area, another mire, no doubt.

For once the weather seemed to favor our group, clear skies with almost no wind. There was an aura of hope and relief on many of my travel mates, the knowledge of us getting closer to the monastery, appeared to be enough to lift our spirits up. That Tiefling seemed jumpy, but from the days Iโ€™ve spent in his company, that felt like par for the course, and no-one really seemed to care much about it. When the opportunity arises, I shall thank him for pulling me out of the mud, back in the mire, not a huge favor perhaps, but where a โ€œthank youโ€ is in order, it is only right that it gets to the appropriate target. Especially if said target is a flimsy, and not on side with luck, as coming events would soon tell.

The path started to become more winding, the next part of the path always on our left and always several feet above our heads. I saw several of the others looking down the way we came up, on multiple occasions. If youโ€™re not used to faring through rocky and mountainous areas, that is how you get yourself a fear of heights and of falling. Of course, a fall would certainly be lethal, but if you know what youโ€™re doing, and keep your wits about, you should be just fine. Granted, I hadnโ€™t been in mountains myself for some twenty years or so, back when the caravan visited an isolated human village, but certain things just sticks with you. Mountain Dwarves are at home both in and on mountains, as the name suggests.

Suddenly a rumbling boom, echoed from above us, thatโ€™s a sound you do not want to hear, while heading up a mountain. I reckon it was the fear of falling that kept some of the others gazed on the path below, rather than on what was above them, but they didnโ€™t seem to notice. The very next second, a large mass of rocks and boulders fell on our party, I looked to see if the others were alright, most of them dodged in against the mountain side. Large rocks hit Liri and Mariah, though the damage didnโ€™t seem too bad. As I looked away, trying to get my shield up in time, I realised my mistake, but it was too late: A rock about half my own size, smacked me right in the middle of my face. Stung like hell it did. We looked up, but saw no trace of what could have caused the rockfall, it didnโ€™t seem natural, but with no evidence otherwise, we pressed on, now wary of both sky and ground. A small alcove provided a much needed rest for some of us.

After the rest we moved further, everyone a bit more on edge. That Tiefling took front, which I deemed weird, considering his less-than damage resistant frame, but I shrugged it off; perhaps nothing weird would appear on the narrow path, that could damage him. My thoughts may have been provoking some hidden Tiefling God or Goddess of Luck, as something seemed to be dealing damage to the Tiefling. I could see him trying to fend himself against something coming from above, but the distance was too great for me to see what attacked him. It wouldnโ€™t be unlike him to step in a beehive, but Iโ€™d never heard of bees this high up in the mountains. As all of this was happening, a rock about half the size of a Humanโ€™s fist, struck him, right in his horned head, he began running back towards the rest of us. And then we saw it; from behind a rock-face on the path above us, several green and yellow scaled creatures with long pointy ears could be seen. One of them stood up, swirling a leather strap with a loaded rock, and hurled it towards us. We had halted our climb on an overhang, above us rose the path, ever winding upwards. Far below, we saw the river as a narrow, dark-blue line, cutting through the mountains, with the path only barely visible. To our right was nothingโ€ฆ well a very deep fall towards the side of the mountain, I couldnโ€™t exactly tell the distance, but unless you could sprout wings, that fall spelled death for anyone unlucky enough to test their fate. In the blink of an eye, more scaled creatures appeared; Kobolds. I could count nearly twenty of them. Some were climbing from rock-caves below, some readied their slings from above, and a good handful was blocking the path by the next bend. I pondered for a bit, Koboldโ€™s normally prefer darkness, a nuisance down in the deeper mines, but not per say a danger. Twenty of them though, thatโ€™s concerning, or rather, when faced with twenty of them on a narrow mountain path, with lethal heights in place, thatโ€™s a problem.

Well, problems are there to be solved, and if these Kobolds wanted a piece of Dwarf, theyโ€™d had to come and get it. I readied my shield and warhammer, as the Half-Orc rushed forward, battle-axe swinging towards the first target on the path. As she reached the front Kobold, who was about to brandish what looked like a crude, make-shift knife, a single swing from her battle-axe left the Kobold no longer hungry, as itโ€™s hard to eat without a head. The Half-Orcโ€™s speed was concerning; I could not catch her, and if the Koboldโ€™s all went down that easily, thereโ€™d be none for me to deal with. I was about to call out to the Paladin, to leave some for me, when I heard Mariah the Blue utter some strange words behind me. In a moment a neatly-sized rock flew up in a pretty arch hitting the mountain way above. For a second nothing happened, but then, another rumble shook the path, and a massive rockfall took several Koboldโ€™s with it, only one of those in itโ€™s way, managed to dodge. The rocks also hit the Paladin, but she didnโ€™t seem to take notice.

Having lost the moment of surprise, a few of the Kobolds started moving towards the advancing Half-Orc. Shaking my head, I knew that unless the Kobolds somehow managed to over-power the Paladin, I wouldnโ€™t even manage to get close to whack one. Reluctantly, I put my shield on my back and my warhammer back in itโ€™s holster on my belt. One of these days, Iโ€™ll get a bigger crossbow, one that can pack a real punch. Probably also should get some target practice in with it. Out of the corner of my eye, I saw the Paladinโ€™s battle-axe chop through yet another Kobold. There were a lot of targets that way, but the Kobolds there appeared to fall as soon as the Half-Orcโ€™s brutal swings brought them to peace. Turning around, looking for targets, I saw two Kobolds readying their slings on the path below Liri and the Tiefling, as so many times before, I saw the Halfling ready to lunge herself into combat, though this time, sheโ€™d probably do just fine. Just to be sure, I called out to her, โ€œOi, Halfling, think ya can handle those two?โ€ I didnโ€™t get other answer than a leather-clad Halfling with brandished daggers, darting towards the first Kobold. A gurgled screech was heard from below, as I kept seeking a target. The Tiefling looked bruised, but was concentrating himself for action, in the next second a green splash of some ichor covered one of the Kobolds up high, melting the creature. His attack made me focus on the area above. As I readied my crossbow, Mariah had once again cast her magic; a powerful and very bright beam smack right in the middle of the narrow path, disintegrating three Kobolds in one fell swoop.

The mountain side appeared as a grey mass of rocks, rocks and more rocks. And the Koboldโ€™s had now caught on that this prey was dangerous, also at range. I could see two figures, far up on the mountain side, from time to time, theyโ€™d peak their ugly heads out, taking view of the situation. It was a matter of timing hereโ€ฆ There was a rhythm to the bopping. I counted inside of myself and pulled the release on my crossbow. I looked for the boltโ€™s flight, but it was too fast. I heard the impact; a dry and satisfying thump. I could barely make out the shape of one of the creatures, slumped to the ground beside the rock cropping it had used for cover. I knew by myself that it not only was a hit, but also a kill, as I began reloading the crossbow anew. There was still one more Kobold above us, another one had taken flight, surprisingly nimble, across the mountain side. The Paladin saw no reason to pursue, and it was well out of range of anyone else. I am not sure exactly how Kobold tribes work, if that escapee would tell others to warn them, or to gather more of his mates for backup. I partly wanted the latter to be true, wouldnโ€™t want my hammer-arm getting flabby. I was about to take aim at the last Kobold, when the Tiefling acted. I canโ€™t really describe it to itโ€™s full, and I do not claim to completely understand it, even now. But, I suppose, he cast some kind of magic at the Kobold, causing it to, quite literally, pop. Instead of celebrating, he just went stiff as a rock wall, staring out intoโ€ฆ nothing. Suddenly he began to turn around on himself, eventually stopping, and started to walk, with a blank expression. His direction was straight towards Liri, who had dealt with the Kobolds below. With the Tiefling being almost double the Halflingโ€™s height, Iโ€™m not certain Liri could have held the Tiefling up. Instead, she stepped to the side, letting the Tiefling continue out over the edge. A god of luck must have smiled on him, as he only fell some fifteen feet or so, down on the path we had just climbed up. After regaining his awareness, he tried to insist that Liri had tried to trip him. Liri, obviously, denied this, and from what I could see, it did not seem like it was the case.

As the battle cleared over, the two knights, badly bruised, rejoined us. The elven messenger was no longer with them. As they explained it, a rockfall had started shortly after the first sounds of combat, and the elf was carried of the side of the mountain. Along with his backpack. Mariah mourned the loss of the documents (not so much the loss of the carrier). From what the knights told, the messenger was dead before being tossed off the mountain; the rocks had cracked his skull. At least it was a quick death.

No-one, including myself, cared to loot the Kobold remains, so instead we just climbed further up. As the mountain began to flatten itself out, we could see that we still werenโ€™t anywhere near the peak. The fresh mountain air did me good, and my spirits was higher than normal, only thing lacking was maybe a cup of ale or mead, and perhaps a roast piglet. Perhaps it was due to the air that I was the only one who discovered a man, Human, sitting in a greyish cape around him. His cape almost blended with mountain side. I could see no weapons on the man, whom Iโ€™d presume to be around his late forties, but when getting a closer look, I saw his muscled frame beneath the cape. This man was a warrior or a soldier, one who had seen his share of war and combat. I called out to him, and he looked up at us. At first he seemed, almost, reluctant to get to know us, but eventually we ensured him that we meant him no harm. He then presented himself asย โ€œRowanโ€, a man who had been living in these mountains for the past four to five years, according to himself. He invited us to join him in his cave for the night, and after a short walk, we came upon an barely visible wooden door in the rockside. Inside was not exactly spacious, but Rowan had a decent setup. A working table of some sort, a fireplace with a cooking spit, and plenty of room further in. Heโ€™d been making a stew, and was not overjoyed, but not negative either about sharing. The stew was good, though none of us seemed able to decipher what meat heโ€™d used. After dining, Rowan asked about our business. The ordeal with the mystery meat seemed to make some of us suspicious, but feeling coming off of him, seemed to suggest that he was just curious for his own reasons, and not one of spying for some master or group.

Just before we tucked in for the night, he asked if he could improve on some our gear, I could see a crude set of tools on the side of a forge. A good part of the group handed both armour and weaponry to him. I refused in a friendly matter, saying that as a Dwarf, and as a smith myself, Iโ€™d rather keep my gear up to scale myself. I had dealt with swindlers claiming to be blacksmiths, only to actually make the equipment worse, in order for them, with friends or not, to ambush the person later on. I watched the man as he began working, I didnโ€™t try to hide that I was looking, and it didnโ€™t seem to bother Rowan. Considering the crude level of equipment and tools, he was actually a pretty good smith. Making sure the others were asleep, I nodded in respect to him, and went to sleep myself. I could most likely have done better, even with this gear, but itโ€™s a Dwarven thing to not praise the craft of others (especially not within fields of work, where many Dwarves lay their hides, so stonework, smithing and engineering). The next morning I pretended to inspect the weapons and armour, which was improved from itโ€™s original form.ย โ€œAye, thatโ€™s not badโ€ฆ for a human.โ€ I had eye contact with Rowan as I said this, I think he understood that I didnโ€™t mean it to mock his work. We greeted him farewell, and headed towards this monastery. After a day or two of event-less trudging, we finally saw the monastery, resting atop a smaller plateau. The high walls and red roofs standing solemn in the grey mass of mountains. The stairs up towards the main door seemed in disrepair, from what I could tell, we didnโ€™t really have time to stop. When we finally reached the large wooden doors, we saw that both were ajar; something or someone had broken into the monastery.

Khodrin Emberhelm’s Journal – part II

With the farmstead secure, the odd group that came to aid against the dog-men, have accepted me to join them on their journey. A rowdy and unruly lot, at least thatโ€™s my first impression of them. Oh well, as long as their antics are kept without a Dwarf as the victim, this should be, in the lack of a better word, acceptable. Their objective isnโ€™t quite clear to me yet, I heard some talk of a monastery, must be the Silver Oak one near Athlin. Iโ€™ve heard it mentioned a couple of times, but nothing more specific as to where or what. The group seems, mostly, honourable enough, the Half-orc Paladin appears to be of high spirits at all times, and to my surprise, the voice of reason in a lot of situations. I was not impressed with the amount of air, to the amount of dog-men, her axe managed to strike though. Must be the Orcish side in her. Thereโ€™s a glimmer of toughness to her, even out of battle, and she seems bent on acting in fairness, or at least what she deems as โ€œfairnessโ€.

I was happy to see a Halfing amongst the group, someone else to take the top off the โ€œyouโ€™re the short one hereโ€ jokes, sheโ€™s a wee lass. Nimble, fast and seems devious. The kind of person youโ€™d have to watch out for, when guarding a caravan. I donโ€™t know if she enjoys the center of the action, or if sheโ€™s just that much faster than anyone else, but her armour and twin daggers are obviously not meant for locked down combat, granted the dog-men werenโ€™t exactly equipped for it either, but any longer battle isnโ€™t her deal. Or maybe it is; a suicidal Halfling, or maybe a Halfling seeking glory in combat? Who knows other than herself? My first impression is, that she makes some hasty choices, without always thinking them through first. Reasonable and friendly, as any Halfling Iโ€™d ever met. She seems to partake little in the antics and theatrics, though I think she enjoys being entertained, as long as it is not her on the receiving end.

The two Tieflings, as if one wasnโ€™t enough, appear as agents of chaos. Admitted, their abilities are useful in combat, and they donโ€™t seem to let their antics endanger a friend in combat. I didnโ€™t even catch the oneโ€™s name, the group seems to mostly refer to him as just โ€œThat Tieflingโ€. I think itโ€™s wiser, for my own safety and sanity, to keep a distance to them. At least for now.

The bard acts as the instigator, though his bardic talents seemsโ€ฆ Well, hard to describe, I havenโ€™t really experienced them yet. He seems keen on joking about the Halflingโ€™s height, possibly something Iโ€™ll have to endure as well, though Iโ€™m sure a well-placed gauntlet or boot can make him regret that. He also seems to enjoy putting That Tiefling in distress out of battle. The very idea of potentially endangering someone without a purpose; I can only shake my head at the thought.

I find the mage Mariah to be a little distant towards the rest of the group, mayhaps that her wisdom makes her able to not join in on the antics. Reasonable and level-headed, she seems just and, unlike most of the others, actually skilled at her craft. I donโ€™t particular enjoy the use of magic, but even Iโ€™d admit that the ability to hurl something, seemingly out of nowhere, with great force at enemies is quite handy.

Along with the group are also two Knights, I havenโ€™t been able to converse with them, they appear to keep to themselves. The task must be one of importance, as the knights seems to dislike the group taking detours, but perhaps a chance to strike up a conversation shall rise soon enough.


Weโ€™d been trudging along the grassy hills for quite a while, when someone suddenly realised that we had not checked the dog-men bodies for loot. I would have dismissed the chance of finding anything, the dog-men werenโ€™t really wearing anything that could conceal any loot, and their equipment wasโ€ฆ crude, almost insulting to any person with just the slightest idea of working a forge and anvil. But a majority found it a good idea, though the knights DID try to keep the focus on the task. Apparently, Iโ€™m not alone in seeking fortune here.

Returning to the farmstead, we found that a large number of the very dead dog-men, wasnโ€™t laying as corpses where we left them. And there didnโ€™t appear to be any signs of something burrying or devouring the corpses, the idea of undead dog-men struck my mind slightly, but I shook it out again, as I began to loot one of the deceased creatures. The smell, a mixture of fried, wet and slightly rotting dog, was almost as bad as when I had cleared out a Goblin nest along with some of the other caravan guards. The others also seemed to be less than pleased with the stench. Maybe it kept them from concentrating, but none of them appeared to actually find anything of importance. I found a small pouch, worn leather and a simple string with a couple of coins in it. Well, all fortunes start small.

Turning a bit more south, we had the distant mountains on our left, a feeling of loneliness struck me, but there was no certainty of Dwarves residing in these mountains. Over the next hill, the grass had turned a darker green, the grass was taller, thicker, as if untouched by cattle or wanderers. Several white areas seemed to dot the grass, it seemed very strange. It seemed the wisest to be cautious, but where there is caution, there is also curiosity. And where thereโ€™s curiosity, there is also stupidity. That Tiefling went over and literally poked his bare hand into the white mass ofโ€ฆ whatever it was. In the blink of an eye, a large shadow rushed out of the whiteness, and lashed itโ€™s fangs into the skin of that Tieflingโ€™s hand. A massive, black spider. And it did not seem pleased. As that Tiefling withdrew in surprise and pain, the spider lashed out again, seemingly doing a lot of damage. The Paladin rushed over, battle-axe in hand, and Mariah was preparing some kind of spell.

Meanwhile, Liri, the Halfling, had chosen a wiser, though still risky way of investigating the webs; poking it with daggers. As on a rail, another large spider came forth, finding itself facing Liri and myself, I had been staying a few feet from the web, I was not going to touch those things. At least not with something that could get stuck or get bitten. The spider started attacking Liri before I could react, but it never seemed to be any real danger. I wouldnโ€™t want to miss out on the action, one can never be too sure. In a fluent move, I stepped forward in the tall grass, cautious not to step into the web, and swung my hammer at the spiderโ€™s face. It gave a nice loud crack as metal struck and broke the carapace plate, but the spider wasnโ€™t defeated yet. I had my shield up, ready for the spider to come at me, in the moment before it was about to lunge, I heard a faint, but powerful whisper in the air. An insult of some kind, directed at the spider? Peaking over my shoulder, the bard stood, pointing fingers at the spider. What, are you going to sing it to death? Apparently, the whispers worked, and the spider encased itself in web and stopped moving.

Meanwhile, the other spider had been dealt with, the Paladin had taken a few hits, though nothing serious. There was an anxious feel in the air, as we all could see more of the webbed areas. But despite the commotion of the battle, no-more spiders appeared. After a short debate, we agreed upon leaving the rest of the webs and potential spiders be; the spiders seemed only to come forth when their nests were disturbed. Not making the same mistake twice, we decided to loot the destroyed nests, but sadly not much of value was found. Other than remains of humanoid origin and tufts of fur, similar to that of the dog-men. It seemed like the plains where bristling with lifeโ€ฆ And not-life.

Keeping a close eye on that Tiefling, just in case of him wanting to poke another nest, we moved back to the trail once more, heading south-east again. We came across yet another farmstead. Here the farmers seemed calm, and reacted defensively towards requests of being evacuated to Athlin and the Silver Oak Monastery. They explained that the spiders acted as natural defense, eating marauders, bandits and other no-gooders. With silent and unseen nods, we agreed amongst the group to not mention to the farmers, that we killed a couple of their defense. I wasnโ€™t exactly sure if this was the right thing to do, but the farmers seemed sure that they were safe. I hope they are right. They offered us shelter and food for the night, but it was only afternoon. And, after one of the knights pointed out, that weโ€™d gone only about some 15 miles, due to the detour with the spiders, and going back to loot the dog-men, so she suggested that we instead made way further south.

Walking along the foot of the mountains, we discovered a path in the stone of some sort, and after a short walk, we came upon a sealed Dwarven door. I had no idea that there would be, excuse me, have been other Mountain Dwarves here. Then again, most of the remaining Mountain Dwarf strongholds, are pretty secluded, and not really in contact with other settlements. The runes on the frame of the door seemed to spell something out, I was hoping to discover why this hold, or outpost, was abandoned. Alas, all I found was the name of this stronghold, โ€œHerndarumโ€. I fear I may have led my fellow travel mates down, Iโ€™m a Dwarf, and could tell them nothing except for the name of this place. The barren stones here seemed completely devoid of life, no animals and no plants. We decided to not investigate further, and with a heavy heart, I returned along the others back to the foot of the mountains. My thoughts go out to the Dwarves who lived here, may they have found greener pastures and not an untimely demise.

Around evening-time, the landscape finally changed from the grassy plains. The ground became less and less solid; dirt turned to mud, and mud turned to murky, stagnant water. We had entered the northern part of The Moonlit Mire. To survey our plans forward, the knights pointed out how dangerous and deceiving the swamp could be. One of the two remaining knights had knowledge of this swamp, or at least experience with moving through swamps in general, took point as we huddled together what ropes we had, tying all group members by the waist (and the Halfing under her armpits) in a long chain. What with the size of the others in the group, apart from Liri, I would not be able to see much, so before anyone else, I called it and said that I would take point after the knight. Would also give me a fair chance of finishing a fight on my own. The group seemed to almost all want to be in the rear part of the chain, though Iโ€™m uncertain why. It ended up with that Tiefling right behind me, and the Halfling next in line after that. The second knight took the rear, and the others were in between that.

Our progress was slow, but, I must admit, with the knightโ€™s guidance, the trudge was uneventful. Perhaps for this reason, my mind began to wander, I thought I saw something appearing in the surface of a mud bank, then disappearing short after. The distance was too great for me to make out, what it actually was, but, as if guided by my curiosity (and the fact that I was distracted from the knightโ€™s guidance), I continued forward where the knight had made a turn. before I could react, the solid ground seemed to vanish beneath me, and the icky water reached up to my arm-pits. I tried wiggling back, flailing my arms in a hopeless attempt to pull myself up, but just then, something seemed to grab tightly around my right boot. I was about to pull on both parts of the rope that I was tied with, but then thinking about it, neither that Tiefling nor the knight seemed granduos in strength, and likely, it would more be me pulling them in, than them pulling me out. And the Tiefling would probably make a big fuss about it. Instead, I just turned my head over my shoulder, and called out, without distress in my voice, โ€œUhโ€ฆ I may be a wee bit stuck here, some help please?โ€ I could hear the knight groan audibly. To my surprise, that Tiefling actually listened, and didnโ€™t try any of those magic tricks of his. Though the pull was light, it was enough resistance for me to haul myself up.

It didnโ€™t feel like whatever was clamped around my boot, had any force of itโ€™s own, and as I got out of the muk, I lifted my foot and discovered why; a skeletal hand, with no arm or person attached. The hand seemed to wiggle, and I swear, that Tiefling almost fainted at the sight. We moved towards an area that appeared to have larger mounds of solid ground, above water-level as well. There was just enough room to camp down for the night, and needing some shut-eye, I took first guard. Joining me was that Tiefling, who claimed something along the lines of the โ€œearly night time being less dangerousโ€, I donโ€™t think thereโ€™s any proof to that claim. The knight, who took the rear guard, also joined the first shift. Nothing happened during the watch, except we saw some odd blue lights circling something quite far out in the swamp. We decided not to act upon it, the danger of the mireโ€™s murky water, plus that Tiefling being squeamish. We woke up the next guard shift.

Almost as soon as I sat down, as there wasnโ€™t room to lie down, even for a Dwarf, my eyelids grew heavy. Though I didnโ€™t get much sleep that night. The sound of combat, got me up and ready. The first thing I noticed, was that the rope was cut, and that Tiefling was no longer bound to me. Next, as I looked out over the mire, I noticed the Halfling getting pummeled by the blue lights from before, in the glints of lightning, I saw what looked like a crate of some kind. Liriโ€™s cries for help were pitiful to say the least, as she really didnโ€™t seem to do well against the blue lights. The distance was pretty far, and itโ€™s not like Iโ€™m exactly trained in using my light crossbow, but lodging a bolt and pulling the weapon to my chin. The dry thunk of the bolt shooting off into the night, seemed louder than the other times I had fired it. I saw one of the blue lights flicker a tiny bit, my shot must have hit somehow, though if the Halfling did little damage, my bolt had done even less. Eventually, we managed to defeat the lights, and Liri returned to looting the crate. Sadly, itโ€™s contains were meager and of little interest. Going back to a sitting sleep, the rest of the night went on without further disturbances.

The next morning we managed to trudge further north, the mounds of solid ground became bigger and with less distance between them, some thoughtful souls had even taken the time to place down rounded logs, serving as small bridges. On one particular large mound, we saw something really strange: A growth of some sort, with a pair of legs wiggling halfway into it. Surely, if you got stuck in a bush like that, all you had to do was push yourself back out. Well, unless you were piss-drunk out of your senses, of course. Feeling curious, we managed to pull the individual out. To my, and I think othersโ€™, surprise, the person was covered in some sort of sludge. And it seemed we managed to disturbโ€ฆ something. The bush game to life, and suddenly a huge mass of vines and plant-matter rose and started attacking us. The Bard told it something that, apparently made it flee to another mound, Iโ€™m not entirely sure how that works. Either way, the Halfling and the Half-orc decided to follow the thing, to fight it. Both of them managed to make jump across. Despite of there being an absolutely perfect dry, and safe, route to get there, crossing the wooden logs. Drawing my warhammer, I went the long way around. Which apparently didnโ€™t exactly fall well with the Bard, who, just as I was reaching the plant-thing, inspired me to leap at the creature. Ten feet, which I would easily have covered normally, but noooo, someone had to be picky about it. Didnโ€™t see himself in the fray, but not minding sending others into danger? Seems like something a ruthless commander would do. Iโ€™ll keep in mind to whack him a bit around later.

Both the paladin and the Halfling had their troubles with the large thing, itโ€™s large vine-arms seemed like living clubs. Meanwhile, the rest of our band tried to deal damage from afar. I say tried, because it wasnโ€™t really effective. With a shrug, I swung my hammer against the mass, it did hit, but as I halfway expected, it didnโ€™t do much. You donโ€™t cut trees down with a hammer, you use an axe. Sadly, I didnโ€™t bring one. The thing lifted both โ€œarmsโ€ at me, I readied myself for the attack. Stung like crazy, and suddenly I found myself being lifted upwards, and before I could react, I was the one being digested inside the plant monster. There was no air, and i could feel the sludge sting and burn, trying to dissolve me. I kept my breath, when youโ€™ve been in the depths of a mine, you know that the air is bad. It was a while since I had last been in a mine, good times though, but some things never truly leave you. I could hear the sounds of struggle, my travel mates were trying to slay the thing. They werenโ€™t exactly being quick about it. I would have to endure a little longer. I tried to push myself out, but to no avail at first, my strength was failing me. My fateโ€ฆ was it to end by a bush? No glory in that, this was no Necromancer in black armour on a horse, no fire-breathing Dragonโ€ฆ thisโ€ฆ a PLANT, should be the end of me? Itโ€™d be a lie, that much Iโ€™d tell you.

With a forceful push, I managed to get myself out, with no help from anyone at all. Still holding both shield and warhammer, I was back, and it was time to whack this overgrown piece of weed into submission. Out of the corner of my eye, I saw that Tiefling somehow turn into a plant in a ceramic pot. Which pretty much sums up how useful everyone except the Halfling and the Half-orc was being. I gave a couple of swings to the swamp-creature, the first one struck clean, but I must have gotten some sludge in my eye, as the other one missed completely. Eventually we managed to bring the plant-monster into a state of โ€œno longer aliveโ€. Meanwhile, the knights had tended to the person, and brought him back to life. An Elf. No wonder heโ€™d have trouble getting himself out of the plant, Elves are all smooth legs and skin, not much in terms of strength. I began wiping myself off, the strings holding my beard in braids and my hair in a knot, had been dissolved. Didnโ€™t feel like my beard had taken damage though. I began sieving through the plant remains, I found an odd leather pouch. I opened it and saw some documents of some kind, without taking them out for further inspection. Something inside me, told me it belonged to the Elf, and as he was alive, that would be considered as stealing. Had he died, itโ€™s contents would have been mine, a little something for my troubles. Instead, I handed the pouch to the Half-orc, who seemed having little trouble digging through the pouch, though she didnโ€™t actually take anything. The Elf, apparently from a place somewhere southwest of the mire, claimed to be a courier.

With that over with and done, we ventured further east and north, still only clinging to the foot of the mountains. I couldnโ€™t wait to be out of the mire, to feel safe amongst dry rocks. We followed the stream of the river, and eventually the water turned from green and brown to a more clear blue. We halted by a lake, a much needed bath as opportune here. And I wasnโ€™t alone in that thoughtโ€ฆ Even though I was the only one who had actually experienced something that needed a washing. One of the myths about Dwarves, that Iโ€™ve heard, is that Dwarves despise water. As a drink, itโ€™s true. But Dwarves take showers too, some are actually pretty decent swimmers, not me though, and freshly caught fish, simmering in a mead-sauce, is quite the treat indeed. I turned my back to the group as I got out of my chain-mail and dark-green garments, placing them in a neat bundle near the shore, along with the rest of my gear; my backpack, crossbow, warhammer and shield. The water was cold, but refreshing, it was quite pleasant.

But not all pleasantries last, with this group I find that they rarely do. Suddenly that Tiefling rushed, bare-naked as the day he was born, out of the water, faster than Goblin realising all his mates are dead, and heโ€™s going to be next. The others also got out of the water, though Iโ€™m not sure if they were chasing by, or spooked by the Tiefling screaming. What an obnoxious person indeed.

Qa’Rajh’s Magnificent Tactics, vol 1-9

Are you a warlord? Do you have your own army?? Do you want to defend a certain hold of Skyrim in the best possible way, but donโ€™t know how to get started???

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Volume 1: The Reach and Markarth.

This is a real cake for a defensive minded commander, with few entry points, lots of choke points and a high income in both minerals and Septims, The Reach is probably the easiest place to defend in all of Skyrim, perhaps even most of Tamriel.

The landscape of the Reach contains several tall and jacked mountain ranges, with deep and steep valleys going between them. Any larger army movement on the Reach needs to be slow, as only a few natural entrypoints are actually found in this rough western hold of Skyrim. Unlike any of the other border-holds, The Reach does NOT have a way heading into High Rock, and the mountains between High Rock and Skyrim are nearly impossible to climb, so you cannot get attacked from behind, while facing an enemy from the east. The hills into Whiterun Hold arenโ€™t as rough as the rest of the Reach, however, any larger force would still need to move very slowly, and while the hills may seem an advantage post, units posted here are largely exposed, especially to hidden regiments of well-trained archers. Despite the relative size of the Reach, you should be able to defend it with success, using a rather small amount of men.

There are two ways to defend the Reach, depending on your style as a commander. Number 1 is a classic defence strategy. Make blockades on every main entry point into the Reach, and keep patrols on the smaller ones. The blockades will be more exposed towards attackers, but youโ€™ll have the advantage of the many options of natural cover that the landscape of the Reach provides. Have your scouts out in position by the smaller entry points, if an army moves through there, they will be spotted, giving you plenty of time to re-arrange your troops accordingly. Number 2 is more for the ruthless and shrewd commander. Leave the entry points, but post small groups of archers all-over vantage points, if your archers are skilled enough, this will allow you to take out key units in the attacking army, thus lowering their morale, as they cannot fight an enemy that they cannot see. Expect parts of especially larger forces to breach through, so you might want to keep some choke points ready deep within the Reach, then have a larger number of your own troops ambush the intruders. Speed is crucial, if your enemy manages to settle their ranks before you ambush, you will lose a lot more men than in a surprise strike.

Defending Markarth.

Should you have failed to defend the Reach, the safest place in all of Skyrim is likely Markarth, fall back here and recover your strength. While a larger amount of the Reachโ€™s riches are out in the hold, thereโ€™s plenty within this once Dwemer settlement. Added to that, a creek from inside the mountains, will provide fresh water, though food may become an issue. Donโ€™t worry about the enemy breaching the Dwemer walls, the Dwemer were master craftsmen and masons, their skill unmatched so far. And the Markarth have only fallen to a siege once, mainly due to trickey and deceit. If your men are brave enough, lead them through the ancient underground tunnels, and launch a counter-attack on the enemy from behind his own lines. With the large amount of silver and other ores, coming out of the Reach, the hold is vastly important. If you have allies, they should be certain to send help. And as Markarth can last long under siege, you should really be good to go.

Volume 2: Hjaalmarch and Morthal

Hjaalmarch is an odd place, landscape wise. Thereโ€™s tall, frosty mountains, open fair-weathered plains and finally, the stinking marsh. A combination that makes Hjaalmarch a difficult hold to defend and guard.

The most obvious entry-point is through the north-western corner of Whiterun Hold, the plains here gives way for a larger army to enter unhindered, everything west of the Hjaal River, though slightly rugged, is ripe for an enemy to camp before launching a mayor assault. If you want to meet the enemy in open combat, this is the best place to do so, and given that your units arrives here first, your men can find vantage points before the enemy even arrives. Another thing worth noticing about this area, a tributary from the Karth River, makes the entry-point rather narrow; only a single bridge crossing this tributary and itโ€™s rather fast stream, which makes it near impossible to cross. If you can keep the bridge, youโ€™ll stop the enemy from even getting the plains for them to camp. You could, of course, remove the bridge entirely, this would make it very difficult for any enemy trying to get in. It is worth keeping scouts and messengers ready though, some enemies are more resilient than others. The bandit keep of Robberโ€™s Gorge makes for an excellent defensive point, should you want to keep the bridge. Itโ€™s well defended and can easily hold a regiment or two, so itโ€™s certainly worth considering.

Another entry-point is through the mountains to south, these mountains arenโ€™t overly steep, but impassable nonetheless. However, the Ruins of Labyrinthian sits as natural, albeit narrow, entryway from Whiterun Hold. The pass itself would be difficult to close entirely due to the shear size of the ruins, however, it is an excellent spot for ambushes. If you canโ€™t stop the enemy completely, at least you can lower his morale through unseen sneak attacks, with little risk for your own soldiers. Unless you want them to make an all-out assault, on the enemy from behind his back. If the enemy gets through here though, you would need to react quickly. The Stonehills, a couple of well-organised mines, is one of the few income sources in all of Hjaalmarch. A place you do NOT want falling into the hands of a foe.

To the east, into The Pale, are no natural passes, and the mountain range, that covers the south, turns north giving cover for most of the land. Only to the far north of Hjaalmarch, where the only โ€œnormalโ€ coastline sits out into the Sea of Ghosts, is there open into The Pale. This area is the second-most obvious entry-point for an attacking army. Lots of boats can make land, from the flat and clear shore, and units can enter easily from The Pale here. Worse is, there are no direct vantage points, so unless youโ€™re standing with a massive force, fielding siege weapons to take out, and out-range, the ships, you would be defending from two fronts at once. Not many armies, regardless of size and skill, have managed to pull victorious out of such a pinch before. If you are to defend from this entry-point, which youโ€™d have to at some point, unless you want to be overrun, itโ€™s best, to avoid losing too many men, to pull back in the shade of the marsh on the left and the mountains on the right. Though you would likely face a large force coming straight at you, at least youโ€™re prepared.

Finally the last entry-point, though not at all obvious, the marsh. Looking at a map, youโ€™d think that boats can sail directly from the Sea of Ghost and straight into Morthal, however the water-level is not more than ancle to knee-deep. Moving an army through here is possible, but slow. And a slow enemy is the perfect target for sneak attacks and hit-and-run tactics. Keep your men in this area light, and have multiple archers hidden in the tall grass, any larger force, designed for heavier combat and perhaps a siege, will be unable to really strike back, if your archersโ€™ focus is on taking out the enemy ditto. Itโ€™ll be long days of waiting, even an enemy that pushes on for Morthal, will have a hard time getting through the marsh.

Defending Morthal:

Morthal is, probably, the worst place for a defensive commander. Sitting below a cliff and only with the marsh around, even holding Morthal with a larger force of men will be difficult. The City holds no natural vantage points, have no walls and no keep to defend it. Your best option is actually to, as soon as possible, start building some flat-bottomed boats, that can clear the low, marshy waters. When the enemy comes, and you have retreated as many men as you can to Morthal, save their lives (and your own) by taking the boats out the Hjaal River. If you have larger boats waiting at the Mouth of the Karth, you can most likely escape. Glory is not to stand, and get cut down because you are too stubborn (or too stupid) to realize that if the rest of Hjaalmarch falls, Morthal will fall too. Besides, those men who live to fight another day, can seek their glory on another battlefield.

Voiume 3: The Rift and Riften

The Rift is a sizeable hold, with long stretched borders to Falkreath, Whiterun and Eastmarch. Furthermore this southernmost part of Skyrim also borders up to both Morrowind and Cyrodiil. If looking at an undetailed map, one would think that this hold would be a hazzle to defend, as an enemy could enter from many points. However, the fact is, that The Rift is a great place for an able defender.

Except for some topped, rugged hills and the three lakes, The Rift is a fairly open, though mildly forested Hold. This makes army movement relatively easy, also for a defending army, as it possible to quickly move troops from one part of the hold to another. This, however, also means that The Rift MUST be defended at itโ€™s borders. If an enemy force gets in, there is little to nothing to stop or hinder them from getting to Riften.

An enemy approaching from the west, from Falkreath, is either very sure of himself, or not all that bright. The only possible entry-point is through a narrow pass that swirls itself through the mountains south of the Throat of The World. As such only a small number of men should be able to hold this place. The large amount of trees can, if you are in good time, be used to build some more reliable defences than just a barricade. It would difficult to get any larger siege weapons through the pass, so even a light fortification can lock a mayor force out. Of course, one should never underestimate a foe, but if you donโ€™t set up a defense here, itโ€™s the point where youโ€™d least expect an enemy to enter, and it seems that more shrewd commanders are keen on using the moment of surprise in their favor. There is no reason to give them that opportunity.

Entering from the north-west, from Whiterun is almost impossible, as the most of the border is the Throat of The World, of course one should never deem the impossible so, without making sure. Keep scouts in the mountain, you can have your mayor defence force in the area near Ivarstead.

A defence from a Cyrodiilic invader is not an issue. The Jerall Mountains makes it nearly impossible to travel, and that is if youโ€™re a single person, an army would never cross through here. A single road have been cut through these barren, jagged peaks though, much like the pass to Falkreath, itโ€™s an easy defendable spot.

From the east sits Morrowind, however the Velothi Mountains doesnโ€™t, much like the Jeralls, give much way for an invader.

The north is from where an attacker most likely would enter, however, despite the long border to Eastmarch, this is actually a prime spot for a defender. Most of the border is made out of a tall, impassable cliffside, with the Rift reaching up over the volcanic wasteland of southern Eastmarch. Placing archers and siege weapons along this cliff is excellent for breaking the enemyโ€™s morale as well youโ€™ll have a good chance of taking out key units, before they enter the Rift. Two roads lead into the Rift from the north, one near Ivarstead and one near Shorโ€™s Stone. Especially Shorโ€™s Stone is a focus point, Redbelly Mine is a key-point for ores in the Rift, a hold with few ore deposits, compared to other holds. Both roads are largely narrow and thus not that difficult to defend.

Defending Riften:

Riften is a large city, even though it seems a bit run-down. The large walls are not only tall, but also thick and solid. They should be able to withstand quite a pummeling. However, you cannot use the walls for your archers as vantage points, thereโ€™s no entry point. Riften is mostly built out of wood, but sitting at the edge of Lake Honrich, thereโ€™s plenty of water to put out potential fires. The sewer of Riften, the Ratway, has potential to act as an escape tunnel, should you want such or to ambush the enemy. Not far from Riften sits the old Fort Greenwall, posting men here is more or less pointless, if the borders already have fallen, but until then, after clearing it out first, it can serve you well as your base of operations within Riften.

Volume 4: Winterhold

Winterhold is an unfortunate place, a hold of little importance, with only few ressources to speak of, it may wonder why anyone would even live in this place. Even the proud and hardy Nords seems to think that living here serves no point, other than maintaining a hold with a lot of history. As such, there is no obvious reason to even invade Winterhold in the first place. On a positive note for a defender, there are few points of entry, and the harsh, extreme cold of Winterhold makes for a place, only a few people would want to stay for a longer period of time.

Invasion from the Sea of Ghosts is possible, but difficult, as most of the shoreline is covered with jagged, rocky islands and massive, tall ice glaciers. Only the stretch of land down towards Eastmarch is capable of landing for larger ships. The waters are treacherous and gets shallow very quickly where the White River runs out to the Sea of Ghosts. The Winterhold Mountains are tall, but nowhere as steep as other of Skyrimโ€™s mountains, they are in fact very climbable. And due to the opened nature of the ice shelves and mountain slopes, itโ€™s hard to defend against.

The only โ€œtrueโ€ entry point is from Eastmarch on the road heading northeast. Running in a gap in the Winterhold Mountains, this road leads straight into Winterhold city, so it needs a defenderโ€™s attention at some point. But as the only real fortification of Winterhold, the Fort Kastav, lies directly by the road, one should consider posting a larger force.

Another point is through the northern part of the Winterhold mountains, from the Pale, the ice-covered mountain slopes have several natural passes, an army would be able to, although slow, traverse into Winterhold. the ice-shelves and cracks gives possibilities for smaller ambushes, but stopping an entire army is unlikely.

Defending Winterhold city:

Again, an unfortunate position for a defender. There are no fortifications, no natural vantage points near the city. Youโ€™re better off letting your men head for Fort Kastav, and make your last stand there.

Defending Fort Kastav:

The road to Winterhold swirls itself just by the fort. However, after, likely, several years of under no or bad management, especially the north-west wall is almost non-existent. Added to that, this is one of the smallest fortifications in all of Skyrim, a larger force inside would be a sitting target practice for enemy archers. Considering this and the general state of the fort, itโ€™s a difficult, but not at all impossible task to carry out. The Winterhold mountains, and the position of Fort Kastav, makes two choke points; one to the north towards Winterhold city and one to the south, to Eastmarch. Barricade these positions, try and rebuild as much of the fort as possible. You might stand a decent chance here.

Volume 5: The Pale and Dawnstar

The Pale is a harsh and unforgiving place, but perhaps that is where the place holds part of itโ€™s charm? Nevertheless, The Pale, compared to all of the other holds of Skyrim, have got an odd shape, as if it was squeezed in between Hjaalmarch, Whiterun, Eastmarch and Winterhold. The capital of the Hold, Dawnstar, is one of the surprisingly few docks of Skyrim, this of course adds to the trouble of defending it. A large part of the hold is covered with snowy pine trees, making larger army movement slow down. The trees can be used to launch smaller assaults at the enemy, but stopping an entire army is not likely an option.

Most of the holdโ€™s land is based in the south, a landmass that stretches almost all the way to Windhelm in the east, to just north of Whiterun city in the west. The eastern border is fairly narrow, running between two mountain ranges (the Winterhold Mountains in the north and the Whiterun Mountains in the south) with the Yorgrim River running in the bottom. A defense here is best in a classic barrier form, and due to the lacking size of the entry-point, a relative low number of men can defend this place. One should be wary though, as roads from both south and north intercepts with this place, in different locations.

The north of this landmass is bordering Winterhold, only a single road through the Winterhold Mountains gives access, so again, form a barricade with few men can hold this place for quite some time.

The south-western border of the Pale is problematic, as it is the open plains from Whiterun. A large force would be needed to defend this place, as the gap between the mountains is considerable. The forest, that otherwise acts as a line of defence, only starts further into the Pale. This gives an enemy the option of camping down in the Pale, before launching a mayor attack. This part of the Pale is also one of the few fertile places for farmland, which is worth taking in mind when defending.

The entire western border is running up along Hjaalmarch, a single road passes where the mountains are flattened out, this road enters the Pale not far from Dawnstar itself, so taking a defence force to this place, is almost a must.

The narrow part of the Paleโ€™s northern landmass have a single road running up to Dawnstar, multiple fortifications, in different states of ruination, sits along the road. Most spectacular and notable is Fort Dunstad, originally the road ran straight by this, largely intact and small Fort, however Bandits have been so kind to add wooden palisades, so that the entire fort now sits across the road, effectively blocking off, should anyone want to try their luck. Itโ€™s central position, makes it great for any kind of military headquarters, and losing it, would be a large blow to a defender.

The north-eastern border is mostly covered by the Winterhold Mountains, but the northernmost parts of the mountains are passable, leading onto the Winterhold ice-shelves, this as other paths, leads almost straight into Dawnstar, so leaving it open is a bad choice.

Finally there is the shore, unlike most of Skyrimโ€™s north shores, the shore of the Pale is not covered in ice-flakes, glaciers or small jagged islands, and most of the shore can therefore be used as a landing point for an enemy navy. Worse is, that Dawnstar with itโ€™s dock sits almost unprotected from the sea, although the waters are somewhat shallow, the largest boats will have to sit out at sea. Defending the entire shore-line is difficult, as the land is stretched out long enough for it to be risky, as you would need a large force to cover it all. However, if you can block off the shore near Dawnstar, you can defend a lot, by having a force defending the road from Hjaalmarch.

Defending Dawnstar:

Dawnstar is unwalled, and though a, mostly ruined, fortification, sits on the hills above Dawnstar, it doesnโ€™t add much when talking defence. Most of the threat will be coming from the south-west, the road here can be blocked, but the question is if you can reach to build dependable defences up here, if you can, youโ€™ll atleast halt an enemy from entering Dawnstar. The hill or mountainside above Dawnstar is a problem though, it is flat, and if lost, out of reach for your men. A perfect place for enemy archers or even siege weapons. Finally, youโ€™d have to put the dock in mind. The narrow and shallow waterbed is large enough for ships to enter, but if the enemy doesnโ€™t have ships, itโ€™s a great place, should you feel that the city is about to overrun, and evacuate your men.

Volume 6: Eastmarch and Windhelm

Eastmarch is a relative large hold, however the hold is rather easy for a defender. The holdโ€™s scenery is a mixture of steep, rugged mountains and vast volcanic wasteland, only the north-easternmost part of Eastmarch is open. For this reason, you can focus most of your forces on the roads and the defence of Windhelm. Of course, itโ€™s always a good idea to have troops standing by.

The southern part, bordering The Rift, is not a difficult place to defend as such. The cliff-face, that lifts the Rift-plateau up, is too steep and tall for an army to be moving down. Only the roads in the east and west can be treversed. Here, due to the steepness of the cliff, a defending force will always be below an attacker, making it difficult for your archers to take advantage against enemies. At the same time, enemy archers will have plenty of opportunity to take out your defenders, as the height and the slope will grant them a large advantage in outranging your men. This can be countered by sacrificing the border, withdrawing back along the road, so the enemy will meet your forces on flat ground. The south-western part of Eastmarch is also home to Fort Amol. Not a large fortification, but largely intact, it can serve you well as a second place of command in Eastmarch. In the middle of the southern border, the fortification of Mistwatch is also an option, however, sitting just below the cliff, this place would be prime target, should the enemy place seige weapons on the road above.

The western border runs along with Whiterun and The Pale, but mostly, this mountainous area is mainly impassable and the fortification of Gallowโ€™s Rock (though more or less completely ruined) also sits to keep watch. In the south, the road from Whiterun enters Eastmarch close to Fort Amol, this can be taken in as part of the defensive plans for the south-western Eastmarch. In the north, the Yogrim River makes for a narrow entrypoint. Though not directly by the roads, the large fortification of Morvunskar (actually the biggest fortification in all of Eastmarch, likely, the location didnโ€™t fit a military leader at some point), watches over the Yorgrim Pass and the northern part of the volcanic wastes. Especially the northern part in Yorgrim Pass is important, due to itโ€™s close vicinity to Windhelm.

The northern border is difficult, partly because the large ice-shelves of the southern Winterhold makes for a plateau looking up over Windhelm. Setting up a defence here is difficult, a large force of men would be needed for taking or holding this place, the enemy will be above you, and the slope is not so steep that seige weapons canโ€™t be placed.

Finally the eastern border, sits for an enemy approaching from Morrowind to enter. However, the Velothi Mountains allows little entry, only the Dunmeth Pass allows passage through, the icy plains here are somehow fertile, despite the cold weather, so holding this part of Eastmarch is important. The defence of Dunmeth Pass is however exposed to the Sea of Ghosts to the north.

Defending Windhelm:

While Windhelm is a heavily-reinforced city, itโ€™s location is awful for a large-scale defence. If the enemy have any ranged siege weapons, there are not one, but three places where they can fire upon the cityโ€™s defences. Morvunskar, north of Kynesgrove and the ice-shelves of Winterhold, all of these places are above the city. The walls of Windhelm are impressive, built from large-cut stones, the walls are both tall and pretty thick. They can likely withstand quite a few blows. They are however, like in Riften, not manable, this means that you canโ€™t do much other than locking the gate, and wait. Only manable defences of Windhelm is the Windhelm bridge, it lets archers climb up, but it gives them very little defence against enemy archers. Windhelmโ€™s dock is big enough for large ships to port, but relying on something built out of wooden planks for defensive measures, is not exactly a good idea. The dock can be blocked off, so that enemies doesnโ€™t break through here.

Volume 7: Falkreath

Falkreath is a strange place, the hold is largely mild in the weather, only the southernmost and mountainous areas have snow. Falkreathโ€™s natural borders are almost all, except a little part in the north into Whiterun, mountains. Creating a โ€œbowlโ€, the mountains are just tall enough for the weather to hardly change, no matter the time of the year, unlike the other parts of Skyrim, where especially winters are harsh and cold, and the summers are mild, clear and fair. Falkreath usually only sees two kinds of weather; cloudy with heavy rain or cloudy and foggy. Especially the fog, which lowers visibility quite a bit, have given Falkreath a mysterious image. Falkreath Hold is difficult to defend, because of the sole reason, that there is not a whole lot of space for an army to encamp or fortify, as most of the hold is covered in deep pine tree forest. Of course, the forest can also be used to your advantage, as logs are of plenty here.

From the west sits a single, unmanned gate into Hammerfell. At some point in time, there was a set of doors here, but no more. The gate is open, and the walls meant to defend it, are no more than an arch-way. While it is unlikely for an enemy to enter through, the arch does create a narrow entry-point. You can set up a blockade or a palisade, using logs from the forest. As there is no other way between Skyrim and Hammerfell, this would hinder an enemy greatly.

The north-western border runs up into the Reach, the area becomes more rugged, but the forest also becomes less dense. You still wouldnโ€™t be able to have a lot of men posted here though. The main entry-ways is through two passes in the mountains of the Reach, if you have the time, send your men south to gather logs, a palisade, even a make-shift one, should be able to hold these places, granted the enemy doesnโ€™t enter from another point, and assaults your troops from behind.

The northern border is up into the plains of the Whiterun tundra, this is the only place a major army force can be stationed in Falkreath Hold. However, that might not be an all that good idea. The area is wide open, with few resources to build any defences from and no natural cover to speak of, your units would be sitting ducks for enemy archers and siege engines. Only if you want to meet your enemy in open combat, should consider posting men here. However, instead of having a full force on the plains, you can instead retreat to the mountains between Whiterun and Falkreath. Post a few men, preferably archers, on the road, place a palisade and watch your enemy trying to scale the mountain, while you can relax and riddle him with arrows. The road narrows in up the mountain side, and being one of Skyrimโ€™s most steep roads, enemy archers will never be able to out-range your men. If you consider this option, youโ€™ll also have more men in reserve for you to use in defences elsewhere in the hold.

The north-eastern part of the border, trails the White River almost to Riverwood. The area here have multiple paths, creating plateaus into the side of of the foot of The Throat of The World. These are excellent for placing archers and counter-siege. Retaking Helgen would also serve as a strong-point in the region, as the outer walls of the village are intact and even manable.

The easternmost border is but a single pass, just south of The Throat of The World, an unlikely entry-point, as any larger force would take a while to get through here. Of course, there is no reason for you, as a defender, to make that any easier. There isnโ€™t much wood in the eastern part of Falkreath, itโ€™s mostly mountains, but if you have time, you can get logs to make a palisade or a blockade. Using the slope of the pass could also work to your advantage.

In the southern and eastern corner of the hold, sits another gate to another region, making Falkreath the only place in Skyrim that connects with two other nations of Tamriel; Hammerfell and Cyrodiil. This place is known as the Pale Pass (though it has nothing to do with The Pale as a hold), and there is a lot of history about this place. Unlike the gate to Hammerfell, the gate to Cyrodiil still has itโ€™s door and the wall here is manable as well, a few men could easily hold this place for a long time. Reinforcements can be stationed at Fort Neugrad, though itโ€™s position off of the road, doesnโ€™t make the fort help you defending the hold as such.

Defending Falkreath city:

Falkreath is a somewhat large village, but no more than that, unfortuneatly. It have walls guarding the western and eastern entrances, but neither have doors that can be locked. Worse is that a road runs south of the city, on a plateau above, if you canโ€™t block that off, enemy archers and siege will be raining death from above from here. Only good thing about Falkreath city is, that the farm inside the walls should provide food during a longer siege.

Volume 8: Haafingar and Solitude

Despite Haafingarโ€™s northern placement, the climate of this small hold is surprisingly mild, compared to that of The Pale and Winterhold. This is likely because of the Haafingar Mountains sitting as wall, guarding the southern parts from the ferocious storms coming in from the Sea of Ghosts. However the northern shore is often battered from these storms, and itโ€™s not unusual for ships to wreck not far after leaving Solitudeโ€™s harbour.

Haafingar is the only hold of Skyrim to only border up with two other holds, making landbased entry-points scarse. And considering the nature of these two holds, the cragged and jagged mountains of the Reach and the stinking, foggy marsh of Hjaalmarch, which both creates a psychological barrier into Haafingar. A road also at some point led into High Rock near the shore, however recent rockslides (the reason of which is unknown) have made the road completely impassable.

The southernmost part of Haafingar is nothing special really, although the Dragon Bridge outside of Dragon Bridge, is curious in itโ€™s unique design, but for military purposes, it is not that interesting. It is worth noting that the bridge is narrower than the standard bridge found all-over Skyrim. However both banks are large enough to field siege and anti-siege weaponry, just as archers could easily make pincushions of eachother from the banks. However, the bridge is the only true entry-point by road, so if you reinforce in and around Dragon Bridge, youโ€™ll at least have that covered for a good while.

While there isnโ€™t as such a road from the Reach directly into Haafingar, many of Haafingarโ€™s south-western slopes are not as steep or rocky as in other places. The terrian doesnโ€™t allow any major defences to be set up here, but only enemy infantry could move through here, and only very slowly. Keep the area as a point of interest for your scouts and patrols, an enemy that have just climbed up a mountainside in full gear, is likely tired and thus much easier to deal with.

Haafingar can, roughly, be split into three sections: The south-eastern part with the main road leading to Solitude from Dragon Bridge, the plateau of the mountains with the road running in between and finally the coastline. Each of these regions have fortificated buildings, that can serve the military movement. Northwatch Keep, Fort Hraggstad and Solitude itself. While Northwatch Keep is mostly ruined, only a few wall-segments and the remains of a tower, still stands, it does still provide protection from not only enemy barrages, but also the weather which is to be taken in as a point for both a defending and an attacking army. The shoreline is flat and beside the few jagged islands off of the coast, boats can make land here with relative ease. Trying to defend this from an enemy with a fleet, would require a lot of men, a lot of time and a lot of resources.

The plateau is accessable from the Reach, but even though the mountains are good for an overview, the road doesnโ€™t lead to Solitude directly, and an attacker would have to go through one of the other regions to do get there. The road and the terrain around it is fairly open, and flat enough for larger army movement to not be slowed down, which could come in handy, as you can use the plateau and Fort Hraggstad to position units of the reserve, and quickly move them in the way of an approaching enemy.

The main road region is the short road from Dragon Bridge to Solitude, however there isnโ€™t much else but the road. One the one side, the banks of the Karth River are steep and slippery, on the other is a mountainside reaching up like a wall. The northern part is fairly open shoreline, where the Solitude Dock is located.

Defending Solitude:

Solitude is impressive to look upon, sitting with high, thick stone walls on a natural arch far above the Karth River and the Sea of Ghosts, unlike other hold capitols of Skyrim, there is no room to place units or siege weapons above the city, so your archers will (granted the enemy archers are equally skilled as yours) always outrange your opponent. Despite itโ€™s location high above sea-level, Solitude have wells that ensure that water-shortage will not be an issue during a siege, and because of the many sections of walls surrounding the city, Solitude is more likely to break a siege, not from resistance, but from simply grinding the enemy into calling for a treaty.

Volume 9: Whiterun

The open plains of Whiterun are scarse with resources, but the land is vastly fertile like few other places in Skyrim. As such, food is a plenty, and a besieging enemy might have a hard time getting the the people of Whiterun to a breaking point. However, a part of Whiterunโ€™s wealth comes from itโ€™s position as the number one trade city of Skyrim, also because merchants from the surrounding nations can easily come here. The plains have been sight to several epic battles over the cause of time, but recent times have been peacefull for the hold in the middle. Whiterun borders up to all of Skyrimโ€™s other holds, except Haafingar and Winterhold. This fact, of course, complicates any defensive works greatly. Because Whiterun is stretched far, it could serve as a strong point to keep most of your units near the Fort Greymoor, the fort is mostly intact, although the entrance walls are in a state of disarray. 

To the west, roling hills turns into topped, jagged mountains and the Reach, only the lower part of the hills are actually part of Whiterun, with Rorikstead sitting as a watch-post over most of western Whiterun. A significant force would be needed to fend a foe here, as enemies would have the high ground most of the time. North-west is an opening into Hjaalmarch, the road leading in between the mountains, this place is one of the few obvious places to hold a defensive barrier with success. Water-falls and steep slops secure that an enemy from the north cannot outflank you, and you would have the high gound towards an advancing enemy.

About straight north is a way through the Labyrinthian ruins, the ruins are a part of Hjaalmarch hold, sitting in a mountain pass. The path from Labyrinthian into Whiterun, slopes slightly upwards, and like the other entry to Hjaalmarch, a excellent position for a barrier and archers. There are also a couple of trees here, if you have time, they can be used into the defences.

South-west in Whiterun hold is actually a part of Falkreath hold to the south, a road with a steep slope reaches up into Falkreath and another road enters from the southern Reach, this cross-road area is a perillous task, and requires attention, as most fronts potentially facing two armies, do.

Straight south sits Riverwood, the main supplier of lumber to Whiterun. Itโ€™s important to hold this place, if you seek to build palisades and barriers in other places, as you find almost no trees elsewhere in Whiterun. Unfortuneatley the plateaus south of Riverwood are a part of Falkreath hold, a defender here could expect enemy archers raining arrows down upon his men, and then Riverwoodโ€™s walls would not give much protection.

The eastern border is parted between Eastmarch and the Rift. Fort Fellmoor sits in a mountainous region, although almost completely ruined, the ruins will still provide some cover and could act nicely as your units posting in the eastern region. The road leading up from Eastmarch (and the Rift) is narrow, with the White River running on one side, and the feet of the Throat of The World on the other. The ruins of Valtheim Towers are mostly useless for a defence, but scouts and other swift moving units could quickly send message to either Whiterun city or to Fort Fellmoor for reinforcements.

North-east sits a difficult border up into the Pale, here another part of the plains are not part of Whiterun hold, and the border is very close to Whiterun city, like with the Reach-border, it would require alot of men to hold this place, however youโ€™d be on the same level as the enemy. If you wish for a glorious battle on an open field, this is where your dreams could be fulfilled.

Whiterun city:

Whiterun bears signs of long peace, the large stone walls are in a bad shape in many places, often re-inforced with simple wood towers and barricades. Sitting on the only top-point on the tundra, the archers defending Whiterun will have a good shot at outranging enemy equals, however the walls are not large enough to field larger anti-siege weapons, and due to the state of Whiterunโ€™s walls, a few hits from a catapult should knock it down. Dragonsreach is more a palace, than a military building, the tall balconies could field a couple of archers each, but what are a few archers against an army?

Khodrin Emberhelm’s Journal – part I

This is the story of the Friday Night Lights campaign, as told through the eyes of the Mountain Dwarf Fighter, Khodrin Emberhelm. This also means that if Khodrin doesnโ€™t see (or hear, sense, smell) something happening, he doesnโ€™t โ€œexperienceโ€ it.

After trudging trough the southern part of Silver Oak Forest, heading out from Athlin, I entered a large plain of green rolling hills, covered in various, low vegetation. The mid-day sun shone down, and I found myself wiping sweat off of my forehead more than often. After telling a fellow smith at Amduhrโ€™s Armory, in Athlin, about my plans to leave, she drew me a rough map to follow. Though the map had barely any detail to it, I could clearly see the two mountain ranges; Zenils and Treols Mountains. Together, these two mountain ranges created a natural border to the east. Eastward, the promise of new land, maybe a place to settle? Maybe even find fellow Dwarves and herd some pigs, maybe grow some hops, brew my own ale. I was more or less lost in my thoughts, walking through the green meadows, up one hill, down the next. The land was unchanging, yet each hill felt new, different sights were available at each top. From the look of the map, it seemed a river drove a pass between the Zenils and the Treols Mountains, if I could find somewhere to cross the river, the Treols Mountains would serve as watch-point towards the next part of my journey.

In the distance, to the east, I could see the mountains rising. Without those blasted trees, I should be able to follow the foot of the mountains to the pass down south. As if drawn to them, I began to walk more in a south-eastern direction. Sitting myself down on a high hilltop, I enjoyed a light lunch, a hump of bread and a few gulps of water, while surveying the area. I was still far from the mountains, I reckon I was half a dayโ€™s march from reaching them. From the map, I should be arriving at the pass in roughly three days of walking. Packing the remaining food and the waterskin into my backpack once more, I flung the pack on my back once more, to the rattle of the chain mail. My warhammer was already sitting in my belt, a brass ring made the hammer easy to grab and place back by my hip. As the last thing to do, I picked up my shield, placing it back on my left arm, as my fingers locked on the bar, I cocked a small smile, it was a well-made piece of equipment, balanced, but sturdy. I had yet the need for it, but just having it felt good; it felt safer. Not that there was much to feel unsafe about. I had not seen any signs of danger, barely any life at all, since leaving Athlin. I did spot a couple of rabbits early on in the meadows, but before I could ready and aim my crossbow for a shot, the little buggers were already long gone. I could have set up the trap, that was tucked in somewhere in the backpack, but in the end, I decided it to be more of a distraction. And I wasnโ€™t short on food at all, several lumps of bread, each one wrapped neatly at the top of pack, that would last me at least ten days, maybe even more.

As I descended the hill, careful not to fall forwards and tumble down, a gentle breeze from the east reached my nostrils. There where two smells; the fresh, sharp scent of frost, likely from the mountains, a scent I hadnโ€™t smelled in years, along with something more familiar; the smell of wood burning at a fireplace. As I had seen no trees, thankfully, that led me to thinking โ€œThereโ€™s someone nearby, someone civlized enough to make a fire, perhaps I could make halt for the night in company of people.โ€ This was, of course, a rather risky decision, it could very easily turn out to be a band of bandits, marauders or another dastardly, non-friendly group. To my luck, a few hills nearby were a relatively amount higher, excellent vantage points to scout from. And in case things should go awry, easy to defend. This hill semed steeper than the last, but the view made the climb a trip worth itโ€™s while; a small farmstead with surrounding fields, a calm, grey pillar of smoke rose from the cobblestone chimney, right in the middle of a thatched roof. My spirits rose, perhaps I could even stay the night indoors. Last time I slept outdoors, I woke up with a thistle stuck in my beard, took some precarious grooming to get it out, without damaging too many hairs.

I started walking towards the building, I couldnโ€™t see any windows, but in case someone should see me, they probably would not consider a lone Dwarf as a threat. Reaching the house from the back side, I let the fingers on my right hand slide across the cobblestones, making up the walls. Of course, it wasnโ€™t Dwarven mason work, but it felt pretty sturdy, despite the fact that moss had clutched onto the lower stones. The door frame was a little crooked, the stones on the left side seemed to bend the wood ever so slightly. Breathing in, slow and deep into my lungs, I lifted my right hand, and knocked a couple of times on the wood. The door was only a couple of planks, fitted together with a board and some nails, it worked, but anyone who wished to enter, wouldnโ€™t have to use much force to break it down. I stepped back a few steps, it could seem rather intimidating, opening a door, having a warrior fully clad in chain mail as the first sight. Opening up outwards slightly, with a creak as planks grinded against the crooked frame, a human woman looked out. She seemed to study me thoroughly, before asking โ€œCan I help you, master Dwarf?โ€. Bowing my head in a friendly greeting, I looked back up at the woman, her plain, rough clothing, not exactly ugly-looking appearance, solidified my thought that she was a farmer. The bags under her eyes indicated that she had much to worry about, or that her days were long and hard. There wasnโ€™t much trace of joy in her face, even so, her aura seemed warm and friendly. I spoke up โ€œWell, Iโ€™d hate to be bother, Iโ€™ve travelled from Athlin up north, heading south and east, I was wondering if I could stay the night here.โ€ While speaking I had unhooked my relatively small coin-purse, holding it in my right hand. โ€œI can pay for my stay if needed. I can also help out, if you need any tools repaired, or any other help.โ€ She looked at the purse in my hand, then directly down at my face. Shaking her head, she opened the door, signalling for me to enter.

Inside was a cozy heat, a large iron pot stood over the fireplace, a stew of some kind, it smelled quite delicious. The woman presented herself as Sylvia, and as she spoke, three children of various age appeared from the back of the house. They all looked in awe at me, the oldest one almost as tall as me. I wasnโ€™t used to children, so I just tried a friendly nod, as I took off my backpack, placing it with a rather loud thump on the beaten clay floor. I pulled the shield off of my arm once more, placed it leaning up against the backpack. As I looked over into the pot, the scent became clear; a classic vegetable soup, easy to make, nutritious and nourishing. Not a glorious meal though, but I was used to meager meals, that had the standard since I left the stronghold, those fifty years ago. Ah, the thought of mead-roasted pig, slices of shepherdโ€™s pie and sweet honey-dipped apples. i could feel a drop of drool form on the edge of my mouth, and wiped it off with the back of my gauntlet, before it got into my beard. Just then a loud clatter made me jump, a hand automatically reaching for the hilt of my warhammer. As I turned around, I saw one of the children having knocked my shield down. Good thing it didnโ€™t hit the child, the iron-fitted edge could probably cause quite a bruise. Sylvia quickly rushed over, she was setting the table up for dinner, to check if the child was hurt. The shock from the shield moving, and the following loudness of metal and wood against hard clay, had turned the child stiff, but aside that, the child was not harmed, at least not from what I could see. Sylvia gave me a look, that I could not quite analyze, โ€œOh Iโ€™m so terribly sorry, please, donโ€™t be angry with him, heโ€™s just a childโ€ฆ You know how they can be.โ€ I was not entirely sure what she meant, but instead, I just shook my head, trying to smile back to her; โ€œNo harm done, while it isnโ€™t of Dwarven construct, itโ€™s pretty sturdy, it should be able to survive a small drop like that. Besides,โ€ I said, shrugging my broad shoulders, โ€œIf it couldnโ€™t withstand that, it would serve almost no use in combat, now would it?โ€ Iโ€™m not sure it helped Sylvia to be calmer, but it seemed to affect the boy in a positive way.

We had just sat down by the table, when an odd sound was heard. Odd, but familiar. The sound, slightly muffled by the thatch, of an arrow sinking into wood. Leaping from my seat, I grabbed and readied my warhammer. I turned to the startled Sylvia; โ€œDo not leave the house! If I donโ€™t return or call for you, youโ€™d better start praying to whatever god you favor!โ€ Hastily I checked the crossbow, ready and sitting well on my back. I hurried through the house, grabbing my shield as I headed for the door. I couldnโ€™t let harm come to my friendly host, but if I were to fallโ€ฆ I shook the thought out of my mind, and opened the door inwards. Perhaps I was too eager or riled up, as I pulled the door, the rusty hinges gave in, and the door almost fell on me. I had barely regained my composure, as a crude arrow whizzed by me. Damn it, this fight could be tougher than I first thought. In the afternoon light, I saw several tall figures, most of them carrying spears, but some in the back stood and took aim at the house. The stench of wet dog hang heavy in the air, along with the smell of arrogance. These attackers did not expect resistance, one of them barked some commands, I could not make out the words, but now one of the figures started lighting a torch. I could attempt a shot with the crossbow, but it would be a very far shot, and I am not exactly a marksman. I had no time to think it through further, as a volley of arrows were fired towards me. One smacked into the door frame, a little above and to the right of my head, another one pinged off of the stonework, a third one into the ground. A fourth arrow was going the right way, but instead of me, the arrow hit one of the metal fittings on my shield, and caused no harm. โ€œBlast! Thereโ€™s no way I can reach out and stop them, theyโ€™re too manyโ€ฆ Iโ€™ll have to take them one by one,โ€œ Steeling myself behind my shield, I prepared for the next volley as the figures began to close in on the house, bolstering my courage, I yelled out, โ€œWELL, COME ON THEN, YA COWARDLY FURBALLS! Iโ€™LL MOP THE FLOOR WITH YE HIDES BEFORE YE GET PAST ME!!!โ€

I am not sure if it worked, taunting them, or if they actually adapted a strategy, but they seemed unsure how to act. Only for a short moment though, as they now began advancing on my position in the door frame. If I went further out, they would surely surround me; they were already spreading out to flank me. And to clear the line for their archers, I presume. Now that they got close enough, I could see them; horrible, savage dog-men, their teeth looking more nasty than their crude weaponry. None of them seemed to be carrying any armor, not that it mattered much, my hammer would make quick work of any and all types of armor.ย โ€œJust need to ya get close enough, ye mangy mongrels.โ€ I gritted my teeth as a big brute came charging towards me with his spear. He stopped up shortly, only about ten feet from me, his sand-coloured fur had no markings, other than some old scars. It seemed the other creatures also stopped up, their ears or heads all turned towards a point somewhat behind the house. Did I hear the faint climpering of a lute? โ€œHmmโ€ฆ This might be good for me, I highly doubt theseโ€ฆ things to have much skill into instrumentsโ€ฆ Well, other than simple battle drums or maybe a war horn.โ€ I couldnโ€™t take advantage of of the creature being distracted, that would only create and opening. Meanwhile, the creature with the torch had managed to get close enough, and hurled the burning torch onto the roof of the house, which caught on fire the instant the torch made impact. As the sound and smell of thatch burning, Sylvia panicked inside the house. The creature in front of me had stopped, he must have realised I couldnโ€™t be surrounded, and there was something about the lute in the distance. Several of the other creatures seemed unsure of what to do as well. A stalemate. Though a damned one at that, the fire was consuming more and more of the roof, slower than expected. I could do nothing to prevent it, and if I did, the creatures would overwhelm me and then the house.

Suddenly a sharp crack was heard and, from behind the house, a clear blue light appeared. There were only a few clouds out, and it had been mostly clear all day, it couldnโ€™t be thunder. As if a natural reaction, I heard the yelp of one of the creatures. Something had attacked and hit one of the creatures, my hopes and courage rose; now things werenโ€™t looking so grim. Which couldnโ€™t be said about the creature in front of me, looming over me, he stabbed his spear at my head, but completely missed, thrusting too high up. As it prepared for another strike, I had started winding my right hand and warhammer back, and flung it forwards in a big swing, whacking the creature in itโ€™s side. The whimpering was almost pitiful,ย โ€œYeah, hurts, doesnโ€™t it? Bet ya didnโ€™t expect to face a Dwarf this day, eh?!โ€ I could hear another sound, but couldnโ€™t identify it, shrugging inside of myself; it wasnโ€™t a bother right now, if it became a bother, I could care about it when that time came. What seemed to be bothering the creatures though, was the blue light and the sound of thunder, once again it was followed by the yelp of one of the creatures, and there was a slight scent of burned fur in the air. Right before me, and encasing several of the creatures, the ground turned slimyโ€ฆ Webs? Like some giant spider in the sky had just taken a silky dump on the ground. The creatures all struggled in the sticky mess, unfortunately my attacker was not hit by it.

Out of the corner of my eye, I saw someone moving in fast, as the creatures nearby where halted by the web, it seemed a lot like the person was dancing in between them. The glint of her daggers told that it was no dance at all, but eventually she also got stuck in the web, and as some of the attackers broke free, they started to swarm her. I wanted to help her, but I still had my own foe to care about, and I couldnโ€™t leave the house unguarded. Thankfully the archers seemed to had found different targets. Further away, a tall warrior moved in, swinging a battle-axe in her hands, the distance was too great for me to see if it landed, but hearing no yelp or whimpering, I reckon that it didnโ€™t. In my moment of distraction, I was a little slow to react as my attacker thrusted his spear again, the spear tip punched through my chain mail and into my side. It wasnโ€™t a deep wound, but it still hurt. What hurt more, was the victorious grin on the dog-manโ€™s face, โ€œThink thatโ€™s gonna be enough? Clearly, ye havenโ€™t fought my kind before.โ€ I gritted my teeth, it hurt quite a lot in fact, โ€œAllow me to show ya how itโ€™s done, HAAARH!โ€ I swung the warhammer with might and anger, and heard the cracking of bones as the heavy hammer-head struck the dog-manโ€™s chest. The blow shook the creature, but it was still alive. Which was more than what could be said about a lot of the creatures, four had already been slain, and the battle was not turning to their favor. I lifted my warhammer once more, aiming for the wounded creatureโ€™s head, and finally the creature had barked up itโ€™s last tree. In the distance I saw the warrior-woman with the battle-axe missing yet another swing, and now another of the dog-men was coming to aid his mate. In an instant, I dropped my shield and warhammer, as none of the creatures seemed to focus on me at the moment, reaching behind my back, i grabbed and readied my crossbow. The steel-tipped bolt was released with a thwak, flying through the air, I held my breath, as if that would affect the shot at all. The bolt started dropping, but managed to strike the one dog-man in his leg, though it didnโ€™t look to stop or halt him.

I was about to ready another bolt, but with no easy targets, and at the risk of hitting a friendly person, I merely kept it at the ready, observing the rest of the battle, as the creatures one by one was deleted from this existence. I now noticed a figure flying high above the confict, several arrows had struck her, and she seemed to be having a rough time. With the last creature slain, I holstered the bolt and placed the crossbow back on my back once more, and picking up my shield and warhammer. There was still a tuft of fur, clotted with dark-red blood stuck to the head of it, but a swift wipe with my gauntlet got most of it off. The aftermath quickly turned from the victorious into the obnoxious, and Iโ€™m still not quite sure how to explain it, honestly. From what I could understand this was โ€œnormalโ€ behaviour for the group, I decided to not be too friendly at first, especially the Tieflings, as if one wasnโ€™t enough trouble, this group had TWO. Besides, who have ever heard of a flying Dwarf? We can see the blue glow of the moon just fine from the ground, and if height is needed, weโ€™ll climb mountain, thatโ€™s just logical, right?

Apparently, Sylvia was the wife, or widow as it would turn out, of a man whom the group met, but who didnโ€™t make it with them. Already shaken up from the attack, she just sobbed and broke down from hearing the news. The group eventually persuaded her, with obnoxious theatrics to distract the children (so the Tiefling claimed) in the background, to pack up and leave for Athlin. The solitude of the farm would make it difficult, well, almost impossible, for help to arrive in time. We were all invited to stay the night, though the one Tiefling, whose name I didnโ€™t catch, and the bard Panrry, who caused the flying, were locked out (after repairing the door) and were to keep watch for the night. I wonder where this group is headed, perhaps I could tag along, if theyโ€™re going southward tomorrowโ€ฆ