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Shadows over Anuire

In Brief:

The party, Devlyn, Fra Gwythyr of Cwlidon, and Vito Shadowmere, along with the Mhors house-guard and
scout Gaelin, is investigating reports that the lord of Dun-Hearken and his family have been taken hostage
in his own hill-fort.

Reavers of Hearkenwold
The lands of the Laird of Dun-Hearken lie to the south, in the Hearkenwold, the geographical centre of
Maesilar, his clan's ancestral home. Beyond, near the border with Ghoere and Elinie, is the community of
Albridge, where once a magnificent arched bridge stood, spanning the river, back in the Empire's heyday. If
the reports are to be believed, mercenaries and bandits in the employ of Gavin Tael, the Baron Ghoere,
(who has long-wielded political influence in the region) have overrun the place, sweeping in across the river
in a lightning raid a scant six weeks ago. They levy extortionate tolls, confiscate property, and brutally put
down those who oppose their "authority".

While few roads are to be found in the valley, there are many trails to follow, indelibly etched into the
landscape by centuries-long traditions of sheep-grazing and raid and counter-raid between rival clans.

After several encounters with foreign bandits and mercenaries, dire battle-field spirits, and outcast
Wildlings, Devlyn and Gwythyr come into contact with the renowned champion and questing knight of the
Militant Order of Cuiraecen, Sir Guy de Conallier, who challenges and defeats an enemy knight in a joust.

Sir Parsifal Bronarre (from Brona, capital of the Ghoerean province of Tornilen) is the defeated vassal of Sir
Faulk Redthorn, charged with escorting a supply wagon carrying provisions and pay. Redthorn is an
ambitious landed knight and noble from the province of Conallier in Ghoere and leads a coalition of nobles
which tries to take advantage of Gavin Taels absence and presumed capture by the Gorgon to extend its
own holdings. Redthorns chief supporter, Sir Parsifal says, is Fra-Marschal Stiele Ghieste, leader of the
Ghoerean affiliate Order of the Spur (Redspurs), the hand guiding the sword of Ghoere against its enemies.
The Fra-Marschal was a long-time supporter of Ghoeres military ambitions, and commands the loyalty of
the largest concentration of brothers in all of Anuire in the fortified temple-complex outside the city of
Bhalaene. The fortress houses a company each of elite infantry and cavalry. This one-time Ghoere loyalist

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now brings the ruthless men of the blood-soaked order to Redthorns cause, although to date Parsifal has
been spared any contact with these butchers.

(Sir Guy de Conallier and Fra Gwythyr of Cwlidon feel a sense of shame to be associated with these violent
brothers in battle, whose sole dedication seems to be the glorification of slaughter and conflict irrespective
of the justness or otherwise of a cause. The grandmaster of the Order, the volatile and controversial Fhylie
the Sword (also missing and presumed captured) has been unable to stamp out the corruptive taint
infecting the Military Order of Cuiraecen in Ghoere.)

Sir Parsifal also notes that there are loyalist elements in Ghoere, led by a lieutenant, Jonathan Miechele,
who tries to rally support around Ghoeres bastard, Moerghan Brelliante (Morghan Rook), who is Ghoeres
successor, despite his illegitimacy.

As to why Redthorn has chosen to besiege Dun-Hearken (seat of the province of Maesilar) and Laird Brego,
son of Barni, he cannot say; he would have expected Redthorn to consolidate his hold of the southern port
of Riumache and key villages first, before launching an attack on so important a clan seat as Dun-Hearken.
The threat to Mhorieds Northern provinces, particularly Toriens Watch, which has stretched the Mhors
military resources thin, has no doubt played a part.

The Maesil River Valley

Sir Parsifal is afforded every courtesy as a noble captured enemy combatant. Several of the mercenaries
captured with him are offered a battlefield conversion, which is pleasing to the Strom Lord, and who deigns
to heal their injuries in return for their new-found devotion. The party secures and caches some of the
wagons goods and presses on.

En-route, the party encounters what turns out to be a band of brigands. After a swift, bloody battle, they
are defeated, but several escape, while one is captured. The captive reveals plans to launch a co-ordinated

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attack on the community of Tors Hold in Tenarien with the aid of an unholy alliance with the Mere-folk, the
swamp-skum of the western marshlands at the Maesils confluence with the River Stonebryn. Meanwhile,
the Cwilidon community of Marl has been razed, he says.

After Devlyns diplomacy and gifts of food and ale secures the confidence of the suspicious community of
Tors Hold (sons and grandsons of the local hero Tor Hammermith, led by the Bann of Tors Hold, Bran
Torskin), the party learns that several attempts have been made to pacify this strategically-important
village. It was inevitable that a more concerted effort would eventually be made. The villagers are aware of
the stories of mere-folk, with whom trade-relations were said to have once existed, but who have since
embraced the Shadow. It is also revealed that the grandson of the Bann, Heron, recently wandered off into
the swamp. To date, efforts to recover the lad have failed.

Tors Hold

The restless Sir Guy inspects the defence of Tors hold, and watches for a night-time surprise attack. He
spots a strange light in the distance, and summons his companions. Devlyn identifies the eerie light as a
will-o-wisp, the vestige of an evil soul which lures the unwary to their doom. Fearing that Heron may have
succumbed to the lure of the malevolent spirit, the party immediately follows. After an hours-long trek
through wild grasslands, the party enters the swamp, finally losing the will-o-wisp at a hidden cave
complex.

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Will-o-wisp on the Moors

The mere-folk are quick to mobilise to repel the invaders, but despite the advantage of terrain, are
outclassed by the heroes, who have no appetite for slaughtering these unfortunate mockeries of humanity.
Somehow Devlyn manages to engage in rudimentary diplomacy with the creatures, which seem to be
under an evil influence. The heroes are shown to a ritual chamber where an enormous dire toad languidly
awaits to receive as sacrifice an unconscious boy matching Herons description.

Mere-folk

The demon toad is engaged and harried by the spirits of warriors summoned from Cuiraecens Feasthall,
and thanks to a concerted effort and a devastating blow resulting in an impossible decapitation, the
monster is defeated at last to the joyous croaking of the mere-folk Before the heroes can revel in their
victory, however, the will-o-wisp descends upon the crude altars sacrifice. Finding their weapons

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ineffective against the incorporeal foe, Gwythyr casts a blessing of protection over the boy, buying some
precious time, while Sir Guy and Devlyn harry the malevolent spirit before blasting it into nothingness. A
cackling remnant of what was once the will-o-wisp speeds out of the caverns, and Devlyn recalls the
wildlings dire warnings of the involvement of a Scinnlaeca, a Shining One in the recent goings on.

Sidebar_________________________________________________________________

Cuiraecen, the Stormlord, God of Battle, Haelyns Champion

The son of Haelyn and Nesirie, Cuiraecen is Haelyns chosen champion


and herald. Warriors preparing for battle may ask of Haelyn that they
conduct themselves with honour, but it is Cuiraecens name they must
invoke for victory. The god of battle is the patron of young warriors, for he is the
representation of reckless courage and victory through strength.

Born in the third century after Deismaar, he has since inspired the formation of orders of
knighthood within the church of Haelyn. A tense rivalry exists between elements of both
orders to this day, with the more conservative and learned adherents of Haelyns faith
seeing the orders of Cuiraecen as a refuge for black-guards and violent criminals, hiding
behind the aegis faith for their acts violent acts of aggression and expediency. Since the
fall of Michaele Roele and the dissolution of the Empire, the church of Haelyn has
splintered along geo-political lines, and the rift has deepened, but fundamentally, the
two faiths, along with the worship of Nesirie the Mother, are part of a greater,
indivisible whole. In theory

Holy Days/Important Ceremonies are Haelyns Festival (day and night of the Summer
Solstice) and Godsday (22nd of Deismir), Day of Rebirth (first day of spring and start of
the storm season), and six-weeks later (16th Talienir), the start of the campaigning
season.

The principal ceremony each day is in the early afternoon, immediately before spring
and summer storms typically begin. Adherents also conduct a service before any battle,
regardless of whether or not a priest is present. It is particularly auspicious (albeit
extremely dangerous) to conduct such services on the battlefield while a storm is in
full force, as they believe enemies become particularly unnerved by the sight of metal-
clad zealots raising weapons to the heavens during the height of an electrical storm.
________________________________________________________________________

Heron is safely returned to his kin, earning the party the gratitude of the Tors-holders, who pledge their
support in the partys efforts to repel Redthorns advances. But first there is the matter of the anticipated
attack on the community and the road it controls. Vito and Devlyn, meanwhile plan to head for Riumache
while Sir Guy and Fra Gwythyr drill the able-bodied men and youths of Tors Hold. Before his departure,
Devlyn regales everyone with tales of an historical battle, a triumph of stout-hearted pastoralists over the

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mighty, but unjustly assembled horde arrayed against them, lifting the spirits of the men of Tors Hold on
the eve of the battle.

The fighting men of Tors Hold and surrounds quickly muster, and prepare to take the battle to the enemy.
Fra Gwythyr and Sir Guy lead a procession, attended by seven young oblates and accompanied by fyfe,
bagpipes, and clashing cymbals, in cacophonous imitation of the Stormlord himself. Before long, an
unseasonal storm descends over the assembled supplicants, while Fra Gwythyr, fully armed and armoured,
calls down Cuiraecens blessings on the endeavour. As if in response, a bolt descends from the heavens in a
blinding flash and deafening crack, striking dead one of the Tors Holders. Trembling in fear, the troops
morale wavers, but Fra Gwythyr admonishes them for their cowardice, and decrees that the deceased was
fated to die, and was spared a lingering death by the merciful Storm Lord, who has acknowledged the
supplicants and given his imprimatur.

At the opposite end of a narrow isthmus of land to the north, the assembled forces of Sir Redthorn, under
the leadership of the notorious Gorthwyn of Diemed, watch is amazement at the spectacle playing out
before the stockade of Tors Hold. Gorthwyn re-evaluates his chances of successfully bringing Tors Hold to
heel. The arrival of meddling outsiders and the apparent betrayal of the mere-folk are a significant setback.
Under a flag of truce, he tentatively approaches, accompanied by two guards.

Guy, Gwythyr and Bran Torskin ride out to meet Gorthwyn, the storm clouds still roiling about them.
Another bolt strikes from the heavens, striking Bran down, surely another sign of Cuiraecens favour.
Gorthwyns guards are unnerved, but hold firm, comforted by their captains preternatural composure.

Sir Guy demands surrender, Gorthwyn will have none of it. Gwythyr also spoils for a fight, as it would be an
affront to refuse the God of Battles blessing. After a few moments Sir Guy recognises his erstwhile
companion, whom he last saw during the aborted attack on the Chimaeras lair, and who knows his dark
secret Knowing Gorthwyn to be an uncompromising and recalcitrant fellow, it seems battle is a fait
accompli, and Sir Guy calls and end to the truce, whereupon a zealous guard seizes to opportunity to strike
out at the enemys spiritual leader. The attack on Fra Gwythyr is countered with a thunderous wave of
energy, the breath of Cuiraecen himself, killing both guards and sending Gorthwyn reeling back. He
manages to recover control of his steed and races back to his front line, while Sir Guy gives chase after
ordering his forces to action. The battle is well and truly joined.

Filled with righteous fury, Cuiraecens champions cut through the ranks of Gorthwyns mercenary forces.
Gorthwyns captain surrenders to the vengeful Gwythyr, severely weakening the mercenaries position.
Buoyed by Cuiraecens divine favour and the example of his champions, the levies and irregulars of Tors
Hold fall upon their more numerous and battle-hardened foes, and by the setting of the sun, Gorthwyn
accepts Sir Guys terms of surrender.

Meanwhile, Devlyn and Vito have travelled day and night to Riumache, arriving just as the night soil porters
carry their cargo to the outlying fields. A queue of farmers bringing their produce into the town has already
started to form, while disreputable-looking guards demand extortionate tolls at the towns main gate.

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Riumache

Its evident that foreign mercenary companies have taken up residence in the depleted town, whose male
population has answered the Mhors call for assistance against the incursions in the Northern provinces.
While not completely defenceless (it is harvest time, after all, and strong-backed youths are needed to
bring in the fruits of their labours), there is ample opportunity for men of unprincipled character to take
advantage of the situation and the good-folk of Riumache. These mercenaries move freely between
Tornilen and Riumache, crossing the mighty River Maesil with the assistance of the unscrupulous guilds.
Who knows what sort of concessions Redthorn has promised the avaricious guilders of Tenarien.

The few remaining brother-knights of the local chapterhouse (for the majority have gone to the aid of the
Guardians, in Toriens Watch) are in a difficult position; their brothers from across the river seem to be in
league with the black-guard, Redthorn, but to oppose them would turn brother against brother. For now
the Order tries to hunt down opportunistic brigands and stop the excesses of these foreign mercenaries.

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Sidebar_________________________________________________________________

Sowing Rumours

Swaying public opinion can be an effective way to bring down a villain or elevate a
friend. Spreading rumours is an efficient, if underhanded, way to accomplish that goal.
Well-placed rumours can increase a subjects standing in a community or embroil
someone in scandal. A rumour needs to be simple, concrete, and hard to disprove. An
effective rumour also has to be believable, playing off what people want to believe
about the person in question.

Sowing a rumour about an individual or an organisation requires a number of


consecutive days depending on the size of the community, as shown in the Sowing
Rumours table below:

SOWING RUMOURS

Settlement Size Time Required


Village 2d6 days
Town 4d6 days
City 6d6 days

The character must spend 1 gp per day to cover the cost of drinks, social appearances,
and the like. At the end of the time spent sowing the rumour, the character must make a
DC 15 Charisma (Deception or Persuasion) check. If the check succeeds, the
communitys prevailing attitude towards the subject shifts one step toward friendly or
hostile according to the intent of the rumour. If the check fails the rumour gains no
traction, and further attempts to propagate it fail.

Shifting a communitys general attitude toward a person or organisation doesnt affect


everyone in the community. Individuals might hold to their own opinion, particularly if
they have personal experience in dealing with the subject of the rumour.

Riumache is considered a Town for the purpose of sowing rumours. Tenarien is a 3/2
Holding. The Mhor has a level 2 Law holding (down from 3), with his influence eroded in
recent weeks by Ghoeran elements (level 1 Law holding). The Militant Order of
Cuiraecen has a level 3 Temple holding, while Haelyns Aegis has made some inroads
(level 0 Temple holding). Highland Overland Traders controls, for want of a better word,
most of the trade (level 3 Guild holding) and seems to be playing both sides of the
conflict. The Maesil Shippers guild has also seized upon the current tension to get a
share of the profits (level 0 Guild holding).

The current Starting Attitude of Riumache is Indifferent. A Friendly result will result in
military and logistical support for any assault on Redthorns besieging forces.
________________________________________________________________________

Devlyn immerses himself in town life. His natural charm and arcane talents enable him to learn much of the
current situation. He sets into motion a plan to thwart the designs of the occupiers, hoping to disrupt their

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operation. He has learned that outspoken critics are arrested and executed, and that there is a steady
exodus of political rivals from the town, but with no safe harbour, they face a miserable end in the wilds of
Mhoried. There are ancient ruins nearby, to the west, he learns, thought safe enough, but since discovered
to be haunted. Devlyn dimly recalls that in the time before Deismaar sidhelien enclaves were scattered
throughout the Heartlands. Perhaps he can broker an agreement for sanctuary for the men of Riumache.

Sidhelien ruins

Gorthwyn sends word to his employer, terminating the arrangement by his failure. He marches the
remnants of his defeated and dejected mercenary company to Riumache to cross the mighty Maesil back
into Ghoere, never to return, as per the terms of the surrender. Sir Guy escorts the group, and meets with
Devlyn en-route, who has averted a planned ambush by desperate locals.

At Riumache Sir Guy and Fra Gwythyr discover that the local chapterhouse hosts several prominent
brother-knights of the Redspurs faction, led by Sir Balien. Guy makes a strong case against the injustices of
Faulk Redthorn, and insists the Order oppose the villain, but it falls on deaf ears. The die has been cast, the
de-facto Grand-Marschal, Stiele Ghieste has communed with the Stormlord, who has endorsed the actions
of the Ghoerean knight. This apparent usurpation of the Grand-Marschals position angers Sir Guy greatly,
and he dares to strike a fellow brother-knight. The latter shows great restraint, however, citing the bond of
fraternitas and does not answer in kind (which only serves to anger Sir Guy even further). Cooler heads
point out to the zealot Guy that unless the Redspurs are declared heretic, killing one would be considered
an act of fratricide, a heinous crime of the highest order

Fra Gwythyr proposes to commune with Cuiraecen himself, to prove the righteousness of his and Guys
position. If Cuiraecen deigns to strike him down, but he survives, Gwythyr argues, then he has the
Stormlords support. The logic seems irrefutable

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Summoning a storm in a field outside the town, Gwythyr calls a lightning bolt down on his own head, to the
amazement and horror of the onlookers. As the blinding flash and deafening roar fade, Gwythyr can be
seen still standing, almost revelling in the ecstasy of the moment, until a second, unexpected bolt strikes
him dead, or so it seems; Guys blessed touch denies Gwythyr his place in Cuiraecens Feasthall for now.

Devlyn, observing from the shadows, informs Sir Guy that the second bolt was of arcane origin, having
come from the Redspurs quarter. While he tends to Gwythyr, Guy levels charges of heresy and witchcraft
against them.

The Redspurs return en-masse to the chapterhouse, ignoring Guys hysterical accusations.

In fevered dreams Gwythyr sees a painfully bright puppet-master controlling a mockery of a clergyman and
a knight. He can only guess at the significance at this stage. While he recovers, Devlyn co-ordinates the
movement of villagers from Riumache to various outlying abandoned farmsteads. He has secured the
assistance of Gorthwyns remaining troops to guard the displaced villagers while they salvage what they
can of the harvest.

Fearing for Gwythyrs safety, Sir Guy pulls him out of the chapterhouse before he has been able to make a
full recovery. Joined by Devlyn and Gorthwyn, they enter the haunted ruins.

The short trek takes the party to the edges of the nearby marshes where evidence of ancient sidhelien
habitation abounds. There is sufficient shelter and fresh water to temporarily house the refugees in this
easily-defensible narrow canyon. The appeal of the place is not lost on the local fauna, however, and before
long a mated pair of abominations attacks the party.

Owlbear

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The battle is hard-fought, the wounds grievous, but the party defeats the creatures and seeks out and slays
their unhatched young.

After a short rest the party moves on. Devlyn investigates an arcanely-wrought trapped archway, beyond
which a tree-lined avenue leading to a porticoed hall can be seen. He barely escapes with his life as the trap
magically resets, barring entry.

Mystic Portal

The party turns its attention to a nearby mausoleum. Delving into the crypt Sir Guy disturbs an ethereal
woman in diaphanous robes, who turns her horrifying visage towards the intruders. Only Gorthwyns
Anduirias-derived aura of courage saves the onlookers. Devlyn quickly intervenes, and tries to negotiate
with the spectre and her newly-materialised sidhelien warriors.

Sidhelien Banshee

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The spectre reveals that the ancient well-spring of magic has been siphoned by a blooded practitioner of
the arcanists arts, despoiling the legacy of her people. The magic portal to the well-spring is trapped to
those of sidhelien or arcane blood, denying them easy access. If the party can defeat the well-springs
guardian and sever the wizards link, then the sidhelien haunts will leave the site in peace, for the men of
Riumache to do with as they see fit.

With divine guidance and the support of staunch allies, Devlyn is able to negotiate the arch portal and enter
the faerie regione beyond. The party enters the columned hall and immediately senses the source of
magical power, a shrine dedicated to the pre-Mannish elemental forces which shaped the land. Without
warning a monstrously huge, misshapen fey creature emerges from the halls half gloom, its all-seeing
yellow eye leaving nowhere to hide: a Fhoimoiran!

Fhoimoiran

Devlyns elf-taught glamours manage to fool the creature long enough for him to remain hidden and limn it
in a fey radiance, giving the war god-inspired fighting allies a much-needed advantage. Gwythyr fights
through his pain to call forth a curse of blindness, and the heroes eventually defeat the giant guardian. The
strain proves too much for the priest, and he once again succumbs to his grievous wound and will need
weeks of convalescence to fully recover.

Devlyn quickly surveys the floor mosaics, and soon identifies a vortex of mystical energies, harnessed,
apparently, by a third party. He severs the arcane link, sundering the connection, and the party flees the
hall through the arch-portal, back into the serene outer-ruins, before it closes forever.

With the ruins unquiet guardians defeated and placated, the sheltered gully is now fit for occupation once
more.

Sidhelien Arcane Wellspring

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In time, the good folk of Riumache rise against their oppressors. No longer will they allow themselves to be
dictated to by foreign powers. In practical terms, Redthorns forces are denied material aid, and a levy of
fighting men is raised to march on Albridge before breaking the siege at Dun-Hearken.

Rewards__________________________________________________________________

Sir Guy (L7): Blessing of Weapon Enchantment (one weapon becomes +1)

Fra Gwythyr (L5): Blessing of Health (+2 to Con)

Devlyn (L5): Medal of Service (Riumache); Special Favour (sidhelien); Icon Relationship
(The Sidhelien Lords), 1d6 +

_________________________________________________________________________

The Redspurs have left the chapterhouse, escorted by a messenger who had been expecting their arrival.
Their assistance is required to quell the troublesome township of Albridge.

An inventory reveals that there are a few missing relics: a brace of holy javelins, one of which appears to
have been used on the overzealous Gwythyr, who is resting comfortably in the infirmary

Devlyn and Sir Guy resolve to delay the Redspurs at Tors Hold. The fey-born diplomat sends a message to
Bran Torskin via a summoned woodland creature. Asking around town, they learn of the presence of a
Northman ranger, Vandrad, and try to recruit him. Gorthwyn is to meet them at Albridge and either aid in
its defence or break the siege if it comes to that.

Vandrad is recently arrived from Toriens Watch, where he was caught up in the march of the Markazor and
Mur-kilad units through the province, and the inevitable raiding and plunder which followed.

Vandrad has been in search of the exiled sons of Harek Hard-sailor, who fell victim to Rjuven raiders,
ending up in the slave markets of Viborg. Further enquiry suggested that the two were sold and
subsequently separated: Atli last seen boarding his owners merchantman bound north, and Hogrin being
marched into the lands of the Scarlet Baron, to an unthinkable fate

Intelligence gathered by the mysterious group of woodsmen known as the Watchers revealed the
presence of visiting emissaries of the Gorgon in the Scarlet Barons court. It appears they were in search of
a certain artefact, but they did not leave empty-handed: they were given gifts of a score of Mannish slaves
to be taken (presumably) to the dungeons of Kal-Saitharak1

Vandrads second sight has led him far to south, in search of a place called the Fools Passage, although
he is not sure why. Devlyn knows that the veil is thin at that place, and he offers to help Vandrad penetrate
the veil. Vandrad agrees to help Devlyn and Sir Guy travel with haste to Albridge. He regales them with
tales of the villain Hrothgar Woman-slayer, whose infamy grows with every telling.

The trio catches up with Redspurs, who have been delayed by an ill-timed cattle-crossing near Tors Hold.
Sir Guy is recognised and greeted, somewhat sarcastically, by his brother-knights. Thinly-veiled insults are
traded. Guy agrees to a joust with Sir Balien to determine the righteousness of one-anothers cause, while
Devlyn and Vandrad negotiate a hidden pass through a narrow cleft, avoiding the roadblock. Sir Guy proves

1 aka Battlewaite, The Gorgons fortress in the Gorgons Crown

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victorious, and his foe is forced to yield. He agrees to delay the assault on Albridge until the third day (as
Balien heals from his wounds). Guy presses ahead and catches up with his companions.

Sir Balien, Brother -Knight of the Order of the Spur

Meanwhile, Gorthwyn has rounded up his remaining loyal mercenaries and marches towards Albridge to
lend aid to its defence.

En-route, the party is beset by a pair of Peryton, monstrous flying abominations, with an insatiable hunger
for the hearts of Men, and never before seen in these parts. Vandrads expert marksmanship and Devlyns
uncanny elf-shots bring down ground one beast, which Guy quickly dispatches, and drive the other off. It
soon returns however, and is dealt with once and for all. The heroes are left to wonder how these beasts
are so far from their natural habitat

Peryton

The heroes arrive in Albridge to find the seething locals of the small town under the yoke of mercenary
bands. Its clear that the Albridgers are resisting the ever-increasing demands of the occupiers. A meeting
with the ageing Gremath Oakenfist confirms the towns appetite for rebellion. A small mercenary company
which has commandeered a common house is routed and scatters; the townsfolk prepare for the inevitable
retaliatory strike.

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Devlyn turns to the guidance of the Ancients. Swearing oaths he secures the assistance of the sidhelien for
the upcoming defence of the town in return for the reclamation of the land. He also learns of a fey
crossing hereabouts, whose mystic byways may circumvent the occupying, advancing forces.

Two score sidhelien archers arrive, as if from nowhere, a gift from Devlyns patron Sidhe Lord. They keep to
themselves, and set up ambush sites on the road from Dun Hearken. Soon after, Gorthwyn and his
mercenaries arrive to assist Sir Guy, Gremath, and the precious few able-bodied townsfolk to shore up the
defences of Albridge.

Vandrad accompanies Devlyn to the fey crossing. As they leave Albridge, the land turns marshy, eerily
devoid of all wildlife. After a difficult slog, they arrive at a small hillock overlooking the mighty Maesil, its
base covered with wildly overgrown vegetation which, without warning, animates to attack the intruders.
Vandrad almost succumbs to the abominations powerful slams, but manages to evade its enveloping grasp
before hacking it apart. Devlyn wastes no time circling the base of the hillock seven times widdershins,
before a doorway opens.

Shambler Guardian Fey

Within is an unearthly, glittering chamber, replete with a lavish banquet, which Devlyn cautions Vandrad,
near death, to avoid. After a short rest, Vandrad girds himself for the trip ahead. Pressing on, the pair
travels along white-stoned pathways, lined with perfectly manicured rose bushes, through an utterly wild,
untamed forested landscape. The journey ends at another similar cave, through which Devlyn looks upon a
large, heavily-fortified hill-fort, to the west. He observes the mustering of fighting men in the town below,
and can even see the hill-forts postern gate. He watches as a solemn procession of armoured knights, the

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Town of Hearkenwold

Fortress of Dun -Hearken

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Redspurs encountered earlier, led by Sir Balien, accompanied by attendants winds its way up the hillside
towards Devlyns position. Devlyn wonders why it is that he cannot leave the Faerie region at this fey-
crossing, and comes to the conclusion that there is an overlaid Divine regione blocking the passage,
perhaps a shrine to Cuiraecen?

By the time Devluyn and Vandrad return to Albridge, barely an hour has passed. In fact, its likely the events
witnessed at Dun-Hearken have not even taken place yet, such is the mutability of time in the lands of the
Ever-young. Meanwhile the preparations for the attack are well-underway, and continue into the next day.
To the north dark thunderclouds gather, as the Storm-Lords blessing is called down. On the eve of battle
there is much oath-making, revelry, and quiet prayer, and at day break, the first wave of attackers appears,
only to be cut down by the deadly accuracy of the sidhelien bowmen.

Town of Albridge

Undeterred, the attackers regroup and launch another strike, this time avoiding the sidhelien killing fields.
They are repelled at the towns low palisade wall by Gorthwyns seasoned company and Albridges few
militiamen, their banner and commander captured by the mighty scion himself. The remaining troops are
routed and pursued.

During the battle at the wall, the Redspurs mount an attack and penetrate the towns defences. They spill
into a square which, but find themselves bogged down by an unnatural and sudden abundance of
vegetation, allowing the defenders, including Devlyn and Vandrad to harry them with bowshot. As one of

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the trio of Redpurs falls, his brother-knight unleashes a relic of the Stormlord, striking Vandrad squarely in
the chest with the full fury of Cuiraecen. The Northman miraculously survives, a fact Devlyn attributes to
the favour of the Sidhe Lords. Before long, the men-at-arms retreat, while Sir Guy defeats and accepts the
surrender of Sirs Balien and Sebastien.

Albridge is finally free of Redthorns of grip, but at what price, no one can yet say

There is no time to waste. While Gorthwyn and Gremath secure the prisoners and arrange to the repair of
the defences, Devlyn, Vandrad and Guy take advantage of Dun-Hearkens depleted forces and ride hard
thither. The going is difficult on this moonless night, and while they have made good progress, their efforts
this day tax them greatly. They decide to hid their horses at the far side of the nearby hill, the Charred-Tor,
site of Cuiraecens holy shrine and permanent reminder of His presence. Sir Guy offers up prayers and
sacrifices before the heroes sneak into Hearkenwold to rest for the remainder of the night.

Stormlords shrine on Charred Tor

After some surveillance and subterfuge, the Devlyn and Vandrad manage to sneak into the fortress
kitchen, freeing some captives while Guy assaults the main gate, hewing wildly at the startled and awed
defenders. Making his way into the inner bailey, he joins his companions in a final battle against Redthorn
himself, a duel to the death. As Guy strikes the fatal blow, Redthorn transforms into a bony abomination,
possessed by unearthly demons (likely the work of the Shining One), before finally being brought down
by the combined efforts of the three heroes.

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Aftermath:

The Laird of Dun-Hearken, Brego and his household is freed, and the occupying garrison scattered. Emilie
Brelliante, Ghoeres consort and mother of Moerghan Brelliante (Moerghan Rook) is escorted by the heroes
to the Mhors court at Bevaldruor, where they are welcomed and celebrated. The following backgrounds
are acquired:

Rewards__________________________________________________________________

Sir Guy (L8): Oathsworn (Adventures in Middle Earth, p136)

Fra Gwythyr (L5): Doomed to Die (Adventures in Middle Earth, p122)

Devlyn (L6): Emissary of your People (Adventures in Middle Earth, p126)

Gorthwyn (L6): World Weary (Adventures in Middle Earth, p141)

Vandrad (L6): Lure of the Road (Adventures in Middle Earth, p133). Redthorns sword is a
+1 weapon (hit and damage)

_________________________________________________________________________

A Summons:

At Bevaldruor, the Court Mage, Regien, invites the heroes to his chambers. He confides in them the
following: There have long been rumours of a hidden weapon of tighmaevril (Bloodsilver), secreted
somewhere in the now-ruined fortress of Highwall, in the Stonecrowns, at the border with present-day
Cariele, at the pass of Mhelliviene (the Gates of Doom) or, as Devlyn knows it, Cuachlymir (Fools
Passage), by khazad refugees fleeing the excesses of the Gorgon several hundred years ago. The Gorgons
minions tore the ruins down in a fruitless effort to retrieve the item.

The fortress was built at the site of a sidhelien ambush and the slaughter of Anuirean forces some 1000
years ago. The veil between the world and the Shadow-realm is believed to be thin there, and Regien
suspects the weapon is secreted in the Shadow-mirror version of Highwall. He has dispatched trusted
agents: Taerlyn (his daughter), Gaelin (her betrothed), Eldred (Regiens nephew), and the newly-recruited
halfling Vito Shadowmere.

Regien recently engaged to the Lady Katryna, received a betrothal gift from the court of Cariele, an ornate
ebon mirror, which he has just discovered is a scrying device for enemies of Mhoried. He fears that the
expedition into Highwall will be waylaid, and asks the heroes of Albridge and Dun-hearken to go and lend
aid to Taerlyn and her team. Ser Guy has encountered a similar item, in Avanil, believed to have been used
by the Gorgon to spy on his enemies. Regien confirms Devlyns suspicions that the Ebon Mirror drains
mebhaighl. Source levels of all neighbouring provinces and the value of all ley lines which cross through
those domains are drained by one level each, and the energy creates a source value equal to the number of
domains and ley lines the mirror taps. This reservoir of mebhaighl can then be used to cast scry province.
Regien has since sundered the ley line, a drastic measure, indeed.

19
Seeking Bloodsilver
Once equipped, the party sets off for the goblin-ravaged province of Toriens Watch. Guided by Vandrads
peerless orienteering and hunting skills, Devlyns innate woodcraftiness and scouting ability, and
Gorthwyns near-paranoid vigilance, the company treads paths both swift and true; Vandrads prepared a
route that bypasses the worst of the terrain obstacles, and Devlyn identifies a fine spot for a camp along
the way. The party arrives within bowshot of the crumbling ruin of Highwall, inspired and filled with hope.2

Hope is short-lived, however, as a fell-beast flies overhead, turning its attention to the party. The drake is
identified by Devlyn as Vrachspir (Darkspike), a rogue wyvern predator which plagued Kiergard for years.
It swoops the party, raking and flailing with claw and venomous stinger. Devlyn recalls the creature away
from its hunting grounds at Kiergard by magic, and causing a sudden abundance of vegetation, neutralises
the beasts fly-by attack, allowing Gwythyr, Gorthwyn and Vandrad to strike with spear, sword and arrow.
Another burst of arcane magic and the beast loses heart and withdraws to lick its wounds.

Vrachspir, rogue wyvern

As darkness approaches, the party enters the ruins, and sets camp, shielded from the cold autumnal night.
Since the disappearance of the Crown of Glory from the night sky, the veil between the worlds has thinned
greatly, allowing the shadow-spawned denizens of the fell realm to terrorise the quick. Exploring a little, a
low cairn is discovered (2), recently erected of fallen masonry and draped with the tabard from the
household of the Mhor. The party deduces that one of Taerlyns company fell here. Vandrad detects recent
passage of a small group, but the tracks vanish, as if in thin air. He can offer no explanation, but thanks to
his Second Sight, he feels certain that the search for the Jarls sons is somehow connected with this place.

2 PCs gain one Inspiration point

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The Ruins of Highwall at the Gates of Doom

Before long, the unmistakable shuffling of the unquiet dead can be heard from the fortress old kitchen (4).
The party cleaves its way through a horde of lftwcen, the Cauldron Born, before discovering a familiar
black iron cauldron, one of the thirteen great treasures of the Wildlings previously recovered by the party,
from which the abominations emerge. Ser Guy, Gwythyr and Gorthwyn provide the distraction Devlyn
needs to upturn the vessel and neutralise it for now. Vandrad notices that a tear in the fabric of reality has
appeared in the broken flag-stoned floor, a dark portal to the Shadow-World (1).

Alftwaecaen, the Cauldron Born

21
Fearing the return of the Vlachspir or the Cauldron Born, Gorthwyn and Gwythyr guard the gate as the rest
of the party enters the realm of Shadow. Soon after their companions delve into the portal, a sudden chill
passes over the pair and is soon gone

The Shadow-side reflection of the ruins are in remarkably good repair; the entire complex is well-preserved,
and Vandrad soon picks up the trail of Taerlyns company. Moving quickly and finding little of value except
an ancient shield bearing the crest of Cuiraecen (10), the heroes follow Taerlyns companys tracks to the
second level of the southern citadel.

Entering a mess hall (11), the party is accosted by an impossibly large spider (11). The patient predator
inflicts wicked wounds, but is soon outmatched by the combined might of the heroes, and, to the surprise
of all, pleads for its life in return for information. The beast, Shelqyin the Weaver, says she willingly lairs
here, in the realm of Seeming and monitors the schemes of the Cold Rider, and his awnshegh halfling
lieutenant, who plans a full-scale assault on the waking world. The thinning of the veil mobilises the
accursed inhabitants of this fortress. She says the party the
company seeks has passed through here recently. A laggard was
ambushed, the desiccated corpse still hangs in her lair. She tells the
company that Taerlyns party is on a fools errand; the weapon they
seek does not exist, the stories were a ruse perpetrated by the
Khazad to lure the Gorgons goblin host away from their realm,
allowing their brothers to escape. As the party ponders the
significance of this, Shelqyin withdraws to her lair (12). Before they
can react, a pair of brutish trollborn bursts into the room (11). As
they size-up the opposition, Vandrad lets fly a deadly arrow. The battle is joined, and one of the brutes is
felled. The remaining trollborn moves to the side of his fallen comrade, and grabbing the limp form, the
pair becomes insubstantial and pass through the floor, their crudely-wrought, wicked gear clattering on the
flagstones. The mystified party cautiously approached. Vandrad recovers a trophy he identifies as belonging
to the Jarls son, Atli. Instinctively, he knows where he must search for the missing lad: Battlewaite

Shelqyin Trollborn

22
The party presses on, climbing ever-higher the southern citadels steep stairs,
past armour fitting (15) and storage (16) rooms. The armour is ancient in
design, but well-preserved and serviceable.

The next level brings the company face to face with the accursed Captain of the
South Citadel, the wight Elamien, and his personal entourage of companions
and personal guard. In a raspy voice, he makes this offer to the heroes: ally with
him and his forces to overthrow the Lord of Highwall, Anuvier, and the
bloodspear is theirs. Elamien lacks the numbers to challenge Anuvier and the
loyal Captain of the North Citadel, Draecus. The party the heroes seek refused
Elamiens aid, he says, and breached the northern citadel. He does not know
what became of them.

The heroes consider the offer and cautiously agree. Elamien describes a corridor on the level below which
he says provides secret access to the northern citadel. A trap door (17) provides secret access to a
corresponding corridor on the level below (14), but this proves to be a dead end, and the heroes are forced
to exit via a barracks of dozens of bone-men. By stealthy means they manage to evade the bulk of them,
and claim a wall hanging which Ser Guy identifies as a war banner of the Storm Lord. The heroes return to
Elamien, who claims his instructions were misunderstood, as undead warriors, from the North Citadel, led
by their captain arrives, ready to do battle. Without warning, Elamiens troops descend on the party, as the
captain pledges his support to Draecus, the heroes being his peace offering. Enraged, Ser Guy strikes down
the treacherous Elamien, and the heroes manage to cause a tactical retreat of the remaining foes after
cutting down many of their number. Watching of from the parapets of the northern citadel is the Lord of
Highwall, Anuvier himself. Ser Guy launches the holy javelin of Cuiraecen from the top of the wall (31),
grievously wounding, the undead master of this place and causing him to retreat.

Safely behind their parapets, the defenders launch volley after volley of arrows as the heroes run the
gauntlet. Vandrad is pierced through the thigh and limps to cover by the nearby portcullis (32) while Ser
Guy tends to the wound. Devlyn summons forth a globe of fey-like radiance,
unnerving and unsettling the attackers, for nowThe heroes press their
advantage, they manage to open the portcullis and fight their way to the winch
room (33) and up the stairs to the upper balcony (38), hewing the skeletal archers
with flagging strength. A new enemy is encountered as the very shadows cast by
Devlyns light coalesce into mannish form and attack from a position of stealth,
but these are driven back and neutralised easily enough. In triumph, Ser Guy
unfurls the banner of the Storm Lord, its presence girding the heroes as they
launch a renewed assault of the upper level of the northern citadel. Meanwhile
the oppressive greyness of the Shadow-World slowly threatens to smother
Devlyns illumination.

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