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 I’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 “thank you” 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 you’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 you’re doing, and keep your wits about, you should be just fine. Granted, I hadn’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, that’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 didn’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 didn’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 didn’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 wouldn’t be unlike him to step in a beehive, but I’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 Human’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 nothing… well a very deep fall towards the side of the mountain, I couldn’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, Kobold’s normally prefer darkness, a nuisance down in the deeper mines, but not per say a danger. Twenty of them though, that’s concerning, or rather, when faced with twenty of them on a narrow mountain path, with lethal heights in place, that’s a problem.

Well, problems are there to be solved, and if these Kobolds wanted a piece of Dwarf, they’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 it’s hard to eat without a head. The Half-Orc’s speed was concerning; I could not catch her, and if the Kobold’s all went down that easily, there’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 Kobold’s with it, only one of those in it’s way, managed to dodge. The rocks also hit the Paladin, but she didn’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 wouldn’t even manage to get close to whack one. Reluctantly, I put my shield on my back and my warhammer back in it’s holster on my belt. One of these days, I’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 Paladin’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-Orc’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, she’d probably do just fine. Just to be sure, I called out to her, “Oi, Halfling, think ya can handle those two?” I didn’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 Kobold’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, they’d peak their ugly heads out, taking view of the situation. It was a matter of timing here… There was a rhythm to the bopping. I counted inside of myself and pulled the release on my crossbow. I looked for the bolt’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, wouldn’t want my hammer-arm getting flabby. I was about to take aim at the last Kobold, when the Tiefling acted. I can’t really describe it to it’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 into… 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 Halfling’s height, I’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 weren’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 I’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 as “Rowan”, 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. He’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 he’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, I’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 didn’t try to hide that I was looking, and it didn’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 it’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 it’s original form. “Aye, that’s not bad… for a human.” I had eye contact with Rowan as I said this, I think he understood that I didn’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 didn’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 that’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 isn’t quite clear to me yet, I heard some talk of a monastery, must be the Silver Oak one near Athlin. I’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. There’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 “fairness”.

I was happy to see a Halfing amongst the group, someone else to take the top off the “you’re the short one here” jokes, she’s a wee lass. Nimble, fast and seems devious. The kind of person you’d have to watch out for, when guarding a caravan. I don’t know if she enjoys the center of the action, or if she’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 weren’t exactly equipped for it either, but any longer battle isn’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 I’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 wasn’t enough, appear as agents of chaos. Admitted, their abilities are useful in combat, and they don’t seem to let their antics endanger a friend in combat. I didn’t even catch the one’s name, the group seems to mostly refer to him as just “That Tiefling”. I think it’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 seems… Well, hard to describe, I haven’t really experienced them yet. He seems keen on joking about the Halfling’s height, possibly something I’ll have to endure as well, though I’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 don’t particular enjoy the use of magic, but even I’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 haven’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.


We’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 weren’t really wearing anything that could conceal any loot, and their equipment was… 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, I’m not alone in seeking fortune here.

Returning to the farmstead, we found that a large number of the very dead dog-men, wasn’t laying as corpses where we left them. And there didn’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 there’s curiosity, there is also stupidity. That Tiefling went over and literally poked his bare hand into the white mass of… whatever it was. In the blink of an eye, a large shadow rushed out of the whiteness, and lashed it’s fangs into the skin of that Tiefling’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 wouldn’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 spider’s face. It gave a nice loud crack as metal struck and broke the carapace plate, but the spider wasn’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 life… 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 wasn’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 we’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, “Herndarum”. I fear I may have led my fellow travel mates down, I’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 I’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 knight’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 knight’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, “Uh… I may be a wee bit stuck here, some help please?” I could hear the knight groan audibly. To my surprise, that Tiefling actually listened, and didn’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 didn’t feel like whatever was clamped around my boot, had any force of it’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 “early night time being less dangerous”, I don’t think there’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 mire’s murky water, plus that Tiefling being squeamish. We woke up the next guard shift.

Almost as soon as I sat down, as there wasn’t room to lie down, even for a Dwarf, my eyelids grew heavy. Though I didn’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. Liri’s cries for help were pitiful to say the least, as she really didn’t seem to do well against the blue lights. The distance was pretty far, and it’s not like I’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, it’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 others’, surprise, the person was covered in some sort of sludge. And it seemed we managed to disturb… 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, I’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 didn’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. Didn’t see himself in the fray, but not minding sending others into danger? Seems like something a ruthless commander would do. I’ll keep in mind to whack him a bit around later.

Both the paladin and the Halfling had their troubles with the large thing, it’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 wasn’t really effective. With a shrug, I swung my hammer against the mass, it did hit, but as I halfway expected, it didn’t do much. You don’t cut trees down with a hammer, you use an axe. Sadly, I didn’t bring one. The thing lifted both “arms” 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 you’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 weren’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 fate… was it to end by a bush? No glory in that, this was no Necromancer in black armour on a horse, no fire-breathing Dragon… this… a PLANT, should be the end of me? It’d be a lie, that much I’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 “no longer alive”. Meanwhile, the knights had tended to the person, and brought him back to life. An Elf. No wonder he’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. Didn’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, it’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 didn’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 couldn’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 wasn’t alone in that thought… Even though I was the only one who had actually experienced something that needed a washing. One of the myths about Dwarves, that I’ve heard, is that Dwarves despise water. As a drink, it’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 he’s going to be next. The others also got out of the water, though I’m not sure if they were chasing by, or spooked by the Tiefling screaming. What an obnoxious person indeed.

Basic guide to ship types, Fur in the Flux Capacitor

In the universe of the Flux Capacitor story, several types of vessels and ships are mentioned. This guide attempts to explain the differences between said ships.

Cruisers

Cruisers are the common man’s space ship, as such, cruisers are not very remarkable. They hold 1-10 persons, and can generally speaking be piloted by just a single person. They are very rarely armed with any weaponry, and several systems even have laws against arming (or activating) weapons on a cruise class ship. Cruisers have a small cargo hold, meant more for daily use than actual commerce. Cruisers fly at fairly low speeds, giving them a decent agility. While space is vast and with a lot of empty areas, swarms of asteroids sometime steer out of their expected course, an agile ship can much better dodge such a threat.

While warp drive technology is a field in increasing development, there have yet been made any cruise class ships fitted with such. The theory and testing, thus far, seems to suggest that the bigger the mass of the ship the stable the warp becomes. As bigger ships also has potential for back-up systems, and vastly greater power generators, turning the warp drive on doesn’t zap power from much else on board. A cruise class ship simply isn’t big enough to produce the amount of power, to keep a warp drive running long enough to make the warp.

Cruisers are generally built for standard space environment, meaning it can deal with normal levels of heat, cold, pressure and acidity. In some more hazardous systems, the standard cruiser is typically built to surpass these dangers, typically using other kinds of alloys in the chassis.

As well as the reinforced versions, more sleek and faster sports versions also exist. This type of cruiser have got a more powerful engine, able to manoeuvre much quicker and reach higher speeds. They are sometimes referred to as “speeders”, but that will likely confuse some, as a speeder is a different type of vessel entirely.

Specially built cruisers are no strange thing, though the more flashy exterior and extremely comfortable interior often comes with an exorbitant price-tag. Naturally, a flashy ride also attracts less friendly types. Though the people who can afford the luxury cruisers, can typically also afford to get some security for it.

In recent years, communal transport of people have become an increasingly interesting venture, and while the first communal cruisers were little more than stripped cargo ships with seats instead, the ships’ comfort and quality have risen significantly. Communal cruisers hold anywhere between ten and up to several thousand people at once, with the VAP Behemoth having seats and room for more than 8500 passengers. The communal cruiser is much larger than regular cruisers, but typically slower than your average 2-4 person cruiser.

Cargo carriers

While the typical cargo carrier can’t really be described in detail, the general idea of a cargo carrier, is a fairly large, bulky ship, that’s amongst the slowest vessels in the universe. Where a cruiser is built for comfort of people and their transport, most of the cargo ship is fitted with area for storage and stacking wares and transportable goods. Because of the size of their interior, most cargo ships are versatile in terms of what they handle.

Cargo ships usually come with more powerful engine drives than a cruiser, but a large part of that is that cargo ships needs to be able to carry much more weight. The cargo ship’s lack of speed makes them agile, excellent for landing on corporate landing spots, for this exact reason, many recent models of the cargo ship, usually come with angled thrusters. These allow for a more direct approach, as the thrusters can be set to 0-90 degrees. Some have even more advanced thrusters, but so far, the few prototypes out on the market are expensive and have been prone to wear out much faster, than regular thrusters usually do.

As cargo ships already are built for more heavy-duty flights than cruisers, cargo ships already come with a reinforced hull, but as with cruisers, you still need specially built cargo ships for the more extreme conditions.

Cargo ships aren’t under as strict ruling as cruisers, and it’s not unusual for cargo ships to have a simple cannon or two, and basic shield generators are fairly common as well. While a large amount of people could be transported in cargo ships, they are usually designed for as small a crew as possible; most cargo ships have no-other crew than the pilot. Especially since most trade planets and the NEXUS stations all have hauler crews, that handle loading and unloading.

Cargo carriers come in many shapes, sizes and varieties, from the classic, most mass-produced Marcor S4, over the light SabDu HoverCargo to the moon-sized VAP MassBull, that needs smaller cargo ships to load and unload it.

Speeders

Despite the name, you won’t see a speeder racing by in the vastness of space. Speeders are the nickname given to personalized hover craft vehicles, or PHV, and as their name suggests; they hover. For this reason they can’t leave a planet’s atmosphere, at least not on their own. The nickname comes from the fact that a PHV, being much more simply built than a cruiser, is very easy to modify, and adrenaline junkies often race one another in such modified PHVs.

Speeders also come in ultra-light, slower versions called Speed-peds or Hover-peds.

However, not all speeders are fast, that is typically the modified versions. In recent years, with broadcasting reaching more than 40 different systems, the ship building brands have seen an opportunity in creating an organised and official speeder league, known as the SSGP circuit. The break-neck speeds and hazardous tracks calls to the most daunting (and crazy) pilots.

Speeders, in general, do not have weapons fixed, nor do they have enhanced chassis for dealing with weapon fire. Speeders rely on their speed and agility, and the recoil from the more powerful of guns, could easily knock a hover-craft vessel off course. While the reinforced chassis isn’t impossible, speeders are best when they are as light as possible. This also means that you’re not very likely to slot a power generator of sorts on.

Utility

The utility class of ship is fairly unique. While most resemble the cargo ship in appearance, utility ships are designed for more specialized jobs, typically in hazardous environments. Utility ships are often amongst the slowest, and rarely will you find them having a crew of more than one person. Because of the fields of work they are found in, utility ships comes pre-made with special alloys and chassis designs. The ships by the Horscht-Falker brand even comes with builds able to withstand extreme conditions, able to work closer to black holes than any other brand. At least if the sales pitch is to be believed.

A utility pilot’s job is a lonesome one, in the depths of the void, they make seemingly dangerous jobs look easy. While utility speeders, as in hover craft utility ships, are a thing, they mostly turn the hovering function off when they are put to work.

Fighters

The fighter is the basic armed ship. Sleek, fast and agile, fighters outspeed most other non-warp ships, but lack firepower and chassis strength to threaten anything but other fighters and unarmed ships. Few fighters come with a basic shield generator, but as even the smallest of shields require a rather large (and steady) supply of power, and seeing as fighters normally focus on engine power rather than anything else.

Fighters make up most of the armed ships everywhere, and while huge fleets (sometimes referred to as a “swarm”) of fighters seem frightening to bigger ships, a fighter usually lack the punch to be able to really do much. Fighters, however, specialize in taking out precise targets, as their high mobility and speed makes them difficult to hit for turrets and bigger weapons systems.

Just like cruisers, fighters are highly modifiable, equipping a multitude of different weapons and even cloaking technology, is fairly easy and this makes fighters even more versatile. Fighters also perform decently well when targeting mobile ground units, but their lack of firepower again means that only the thinnest of armors, are pierced through.

Fighters are usually manned by a just a single pilot, though some include a secondary pilot as gun and maintenance operator. The interior of a fighter is cramped, with only the absolute necessities installed, to make room for bigger engines or weapon slots.

Bombers

Bombers are a heavier class of fighters, designed for heavier combat and for destruction of larger targets. As they are significantly bigger and slower than a fighter, bombers must be able to tank a hit or two. As such, bombers not only have fortified hulls and chassis, but shield generators are also very common.

A bomber’s main feature though, is it’s destructive weapons system. Armed with both high penetrative guns, torpedoes and, of course, bombs. Most bombers also comes with turreted guns, mainly for taking down enemy fighters, these turrets can be manned or automated, but they are usually fairly weak.

Because all of it’s weapons systems require a mostly immobile target, bombers are better at air-to-ground combat, where a few bombers quickly can render even planetary defences into smoldering heaps of metal.

Their lack of speed, and the common knowledge of their destructive power, bombers are often the first target for enemy fighters. The common means of defending bombers, is usually also fighters, letting the lightweights have their dogfights, while the heavier ships makes the impact needed to turn the tides.

Bombers typically have crews of between ten-fifty, and though they are bigger than fighters, they aren’t much better off when it’s comes to being roomy. This is largely because bombers uses a lot of power, so they need a generator of their own and the power supply and storage of weapons also requires a lot of room. All of this equipment is heavy, and thus, a powerful engine is required to even make a bomber fly.

A sub-type of the bomber is mostly used as an over-sized fighter. The Interceptor class has a warp-drive and a high rate of fire, as the name suggest, Interceptors make excellent ambush ships, with their hit-and-run tactics, they especially target enemy bombers. The Interceptor has a weaker hull and no shield generator, they rely on the ability to warp in, fire off a couple of thousand rounds, and then leave without receiving much fire themselves.

Destroyers

Destroyers are the biggest ships known to the universe. These massive, but slow, ships are small communities of their own, able to carry several squadrons of fighters and bombers inside their enormous hulls. A common saying goes that 40 % of a destroyer is for power generating, 40 % is for weapons systems, 10 % is armor and shields, and the last 10 % is for the engines.

Destroyers wield an uncountable amount of weapons, but even despite their impressive size, their basic speed is typically no more than that of a common cruiser. Warp drives allows the destroyer to move forward a lot faster, but it doesn’t help with turning or attempts at dodging incoming fire. As such, the biggest threat to a destroyer are bomber ships, or ground-based defence guns.

Destroyers vary greatly in size, from the “smaller” ones, with crews of only about 5.000 to the planet-sized Imperial S.E. 4, with an alleged crew of 720.000.

Where most other ships can be assembled in docks and yards on planets, destroyers are almost always assembled in space, where parts gets put in place by tug-and-welding ships.

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 don’t know how to get started???

Well, fret not, because now YOU too can learn the tactics fitted best for defending your area. Qa’Rajh’s Magnificient Defensive Tactics Manuals is the excellent choice for a perhaps future Emperor. Yes, you heard right. Qa’Rajh’s Magnificient Defensive Tactics Manuals are used by leading Imperial Generals, and approved by the Emperor Titus Mede II himself. Why wait? Get your copy today!

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 aren’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 you’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 Reach’s riches are out in the hold, there’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. Don’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. There’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 it’s rather fast stream, which makes it near impossible to cross. If you can keep the bridge, you’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 Robber’s Gorge makes for an excellent defensive point, should you want to keep the bridge. It’s well defended and can easily hold a regiment or two, so it’s certainly worth considering.

Another entry-point is through the mountains to south, these mountains aren’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 can’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 “normal” 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 you’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 you’d have to at some point, unless you want to be overrun, it’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 you’re prepared.

Finally the last entry-point, though not at all obvious, the marsh. Looking at a map, you’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 archers’ focus is on taking out the enemy ditto. It’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 it’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 don’t set up a defense here, it’s the point where you’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 you’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, it’s an easy defendable spot.

From the east sits Morrowind, however the Velothi Mountains doesn’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 enemy’s morale as well you’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 Shor’s Stone. Especially Shor’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, there’s no entry point. Riften is mostly built out of wood, but sitting at the edge of Lake Honrich, there’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 Skyrim’s mountains, they are in fact very climbable. And due to the opened nature of the ice shelves and mountain slopes, it’s hard to defend against.

The only “true” 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 defender’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. You’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, it’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 it’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 hold’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 Pale’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. It’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 Skyrim’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 it’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 doesn’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, you’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, you’d have to put the dock in mind. The narrow and shallow waterbed is large enough for ships to enter, but if the enemy doesn’t have ships, it’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 hold’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, it’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 Gallow’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 didn’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 it’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 can’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, it’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 city’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 can’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. Windhelm’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 doesn’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. Falkreath’s natural borders are almost all, except a little part in the north into Whiterun, mountains. Creating a “bowl”, 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 wouldn’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 doesn’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 Skyrim’s most steep roads, enemy archers will never be able to out-range your men. If you consider this option, you’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 isn’t much wood in the eastern part of Falkreath, it’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 it’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 it’s position off of the road, doesn’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 can’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 Haafingar’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 it’s not unusual for ships to wreck not far after leaving Solitude’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 it’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, you’ll at least have that covered for a good while.

While there isn’t as such a road from the Reach directly into Haafingar, many of Haafingar’s south-western slopes are not as steep or rocky as in other places. The terrian doesn’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 doesn’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 isn’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 it’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 Whiterun’s wealth comes from it’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 Skyrim’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. It’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 Riverwood’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 you’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 Whiterun’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 doesn’t see (or hear, sense, smell) something happening, he doesn’t “experience” 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 Amduhr’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 day’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 wasn’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 hadn’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 “There’s someone nearby, someone civlized enough to make a fire, perhaps I could make halt for the night in company of people.” 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 it’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 couldn’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 wasn’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, wouldn’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 “Can I help you, master Dwarf?”. 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 wasn’t much trace of joy in her face, even so, her aura seemed warm and friendly. I spoke up “Well, I’d hate to be bother, I’ve travelled from Athlin up north, heading south and east, I was wondering if I could stay the night here.” While speaking I had unhooked my relatively small coin-purse, holding it in my right hand. “I can pay for my stay if needed. I can also help out, if you need any tools repaired, or any other help.” 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 wasn’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 shepherd’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 didn’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, “Oh I’m so terribly sorry, please, don’t be angry with him, he’s just a child… You know how they can be.” I was not entirely sure what she meant, but instead, I just shook my head, trying to smile back to her; “No harm done, while it isn’t of Dwarven construct, it’s pretty sturdy, it should be able to survive a small drop like that. Besides,” I said, shrugging my broad shoulders, “If it couldn’t withstand that, it would serve almost no use in combat, now would it?” I’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; “Do not leave the house! If I don’t return or call for you, you’d better start praying to whatever god you favor!” 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 couldn’t let harm come to my friendly host, but if I were to fall… 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. “Blast! There’s no way I can reach out and stop them, they’re too many… I’ll have to take them one by one,“ 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, “WELL, COME ON THEN, YA COWARDLY FURBALLS! I’LL MOP THE FLOOR WITH YE HIDES BEFORE YE GET PAST ME!!!”

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. “Just need to ya get close enough, ye mangy mongrels.” 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? “Hmm… This might be good for me, I highly doubt these… things to have much skill into instruments… Well, other than simple battle drums or maybe a war horn.” I couldn’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 couldn’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 couldn’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 weren’t looking so grim. Which couldn’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 it’s side. The whimpering was almost pitiful, “Yeah, hurts, doesn’t it? Bet ya didn’t expect to face a Dwarf this day, eh?!” I could hear another sound, but couldn’t identify it, shrugging inside of myself; it wasn’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 slimy… 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 couldn’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 didn’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 wasn’t a deep wound, but it still hurt. What hurt more, was the victorious grin on the dog-man’s face, “Think that’s gonna be enough? Clearly, ye haven’t fought my kind before.” I gritted my teeth, it hurt quite a lot in fact, “Allow me to show ya how it’s done, HAAARH!” I swung the warhammer with might and anger, and heard the cracking of bones as the heavy hammer-head struck the dog-man’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 creature’s head, and finally the creature had barked up it’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 didn’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 I’m still not quite sure how to explain it, honestly. From what I could understand this was “normal” behaviour for the group, I decided to not be too friendly at first, especially the Tieflings, as if one wasn’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, we’ll climb mountain, that’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 didn’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 didn’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 they’re going southward tomorrow…

Ranking within the Guard

The Guard is under the command of the Commander of the Guard, who also holds one of the five administrative seats of the Council. The commander is chosen by the District Captains by majority vote. Current Commander of the Guard is the Halfling Bostras Dreamfall. The Commander, as a Council member, can decide to oversee training, other meetings regarding the city’s safety instead of Council meetings.

Each district has it’s own barracks, in which the Captain of said district can be expected to be found. There’s a total of eleven Captains, fitting the number of Districts.

Fjodor’s Square: Lynnwreick Sonder, Halfling.
Fjodor’s Run: Wolya Windsigil, Half-Elf.
Fjodor’s Hall (the Captain of the Council Guard): Jorben Toestubb, Gnome.
Findl: Perawin Sedachis, Elf.
Geblegard: Nevira Chova, Halfling.
The Marrow: Ulboro Bassars, Half-Elf.
Haddorn Dockyards: Wradhall Clordeaxas, Dragonborn.
Henjahti Theater: Naza Tzeentch, Tiefling.
Fairview Plaza: Iannic Sarquinal, Elf.
Daaze’s Walk: Carli Soohta, Gnome.
Cirrian Gardens: Thordan Hammerforge, Dwarf

Next in line to each Captain are a series of well-trained lieutenants. Lieutenants are trained not only in ranged and melee combat, but also a basic understanding of the different types of magic, as well the use of siege weapons. When a Captain steps down (or for other reasons, resigns), the lieutenants agree on a new Captain between them, if no agreement can be reached, three other Captains will draw from a bowl of names, until a single lieutenant’s name have been drawn out twice.

The daily handling of authority is done by sergeants. Each sergeant is given a patrol (or a siege unit) and are expected to take the line of upholding justice as the City decrees.

The daily salary of a regular, unranked Guardsman is 7 GP. Duties such as wall watch and night watch increases this salary. Guardsmen are offered a bed in a barracks, as well as free dining.

Sergeants earn 12 GP a day, with same increases as a regular Guardsman. Sergeants are offered, for 5 SP a day, a room with a bed.

Siege units receive a 3 GP on top of their regular salary.

Lieutenants receive 25 GP a day, but aren’t offered free room or dining in the barracks.

Captains each earn 75 GP a day. The Commander also earns this. 

A Catacrach Guard Missive

To all members of the Catacrach City Guard, Haddorn Dockyards.

As you may have heard, the city have had some trouble with counterfeit wares, namely shipments of jewelry, that turned out to be much lighter or much heavier than they were supposed to, gems made of glass, painted crowns and tiaras. Now, if people were aware of these items being illegitimate, things would not be a problem. However, it seems that someone in the Marrow got their undergarments on wrong, when they found out their “priceless” jewelries were fake. That someone then took it to our colleagues in the Marrow, and eventually it became a mission for all districts handling wares, to stop this.

I personally believe it to be a waste of the guard’s time, especially if the reports out of Daaze’s Walk, about increased Thieves’ Guild activity, are true. But, an order is an order. On a more serious note, guards from Henjathi Theater have reported potential shipments of the highly addictive Liquid Courage. As you know, the Council have deemed the substance illegal, as it damages people’s free will and ability to think for themselves, Mind-wiper Juice, as some have taken to call it. So far, only small amounts have been recovered by the Henjahti Theater guards, but our sources believe a larger shipment may arrive any day now. This is easier to do by barge, as we cannot be expected to check every single crate and barrel coming through.

However, I have reached out to the Commander and to the Council on this matter. To our luck, the Council have emitted a month-long special law. This allows us to search any and all cargo, if there’s reasonable suspicion present. Suspicion includes crates or barrels (or other containers) oddly by themselves, marked containers, individuals guarding or inspecting the crates. We are also permitted to search persons, for the sake of identifying and confiscating shipments or even bottles of Liquid Courage. We are NOT allowed to search individuals for the false jewelry though. Another hitch, is that for any search that turns out empty-handed, the guard have to offer 10 gp as compensation. If the jewelry is found, a patrol is to seize the area, and call for back-up using the signal horns assigned to each patrol.

Good luck, and may Ioun grant you his favor to find the goods swiftly.
Signed by, Wradhall Clordeaxas, Captain of Haddorn Dockyards.
For Justice & Honor!

Thieves’ Guild Missive

Dear newest associate.

Our flock is small, but we take care of one another. If we work together, we will also all profit. That being said, the Thieves’ Guild have standards, these have been had for generations, and it has kept us hidden so far. As Hand-man for the Guild, I see no reason to change these traditions.

Obviously, we do not steal from family. Jealousy leads to greed, greed leads to violence. These are things a family shouldn’t face. On behalf of the Guild, I ask that you think about your targets, stealing from those with few coins makes no sense. It is also risky as people on the verge have nothing to lose.

For you initiation, the Guild have a special task that you can carry out as a team, or as a single person.
An assortment of wares are stranded, however, they are set in full 5 by 5 ft crates, it would take the strength of a Giant and more luck than Avandra have ever bestowed upon someone, to move the boxes to safety. Instead you will need to mark down the crates that we seek, there are three in total. The mark you are to place, is a three fingered hand; the mark of the Guild. Our people will know to pick it up later. The type of crate is pretty common, so you’ll probably have to look through multiple crates. I shouldn’t need to say this, but searching through crates is going to cast suspicion on you. In case someone should make you out, get out as fast as you can, the Guild have provided you with some standard gas-bombs.

If you are caught, you can consider yourself as leaving the family, the Thieves’ Guild DOES NOT do jailbreaks.

With that, may fortune favor you and the Guild.

How the Elven races came to be

When the Giants swarmed the world of Fellmir in ancient times, the races living in there had little means of defending themselves against the might of the Giants, most creatures either chose a nomadic life, constantly on the run from Giants, typically, Orcs and Hobgoblins, or they chose subjugation.

In southern Fellmir, the Elves, then only a single, united race, sat council, trying to find a solution for the Elves. Most of the Elven leaders were in agreement that fighting the Giants would lead to nothing but ruin (a few even suggested a full surrender, to allow the Elven race to survive). The debate seemed unending, until a group of the Elves highest ranking mages and scholars came up with a solution. If the mages were allowed to concentrate their magic, it would be possible to move every creature to “another place” as the mages explained it. However, the mages also warned that they couldn’t control the destination.

Meanwhile, as the Elves argued, the Giants marched ever closer. Scouting parties never returned and eventually, as things started to look dire, the mages were told to start the spell. In a matter of days, the Elves willing were wrapped in a slight glowing cloud. A few Elves had decided to fight until the very end for their forest-homes, however much persuasion was tried, these Elves couldn’t be moved.

This was the first time the Elves were split, the Wood Elves, the ones staying behind, have only been seen or heard from on rare occasions. It seems that though they took to helping fighting the Giants, but only when these were threatening their forests.

Any other Elves were teleported away, however, as the spell was rushed, large parts of the Elven society was split up. Most, later High Elves, ended in the Feywild, a land of wonders, but also one of savage creatures seeking to submit any and all minor races to their whim.

Two parts of the Elves ended on the Astral planes of the Beastlands and Arborea. The wild nature of the Beastland shaped the Elves into wanderers, loners, hermits in pact with nature and creatures, the Sun Elves for this reason are rare and finding two Sun Elves in the same place, is considered a myth. In Arborea, the Elves found themselves deep in thought, their feelings and emotions becoming more powerful and intense. As such Moon Elves tend to stick together in small, very tightly-woven groups, as they don’t feel understood by other Elves and even less so by other non-elves.

Finally there was the unfortunate ones, those few that was sent to the horrible place known as the Underdark. The harsh, unforgiving environment, filled with all manners of unspeakable horrors, turned the freedom-loving Elves, into the slave-hungry Drow, seeking to get work-slaves from the overworld, to build temples, shrines and statues in the dark mistress, Lolth’s image. Those that aren’t worked to exhaustion, are given as sacrifice to Lolth. A horrible and slow death, filled with the despair and knowledge, that no hope remains for them.

Gentle Drift

Sun cracks dawn through pink skies

Deep amongst the forest’s dew-covered roots

Sleeping creatures wakes

 

He is the lord of the wind

She is the mistress of the clouds

Under the sun, they rule

 

They look below, to cities and mountains

Their wings so strong and steady

Somewhere up over our heads

 

When skies darken

Raise your swords

For Lord Hawk

For Lady Eagle