You consider the problems that you now face in the aftermath of confronting the Temple of Mallia. Fraud decides that Shrett’s case of the Burning Malady is the most urgent and resolvable, so he sets to tending to Shrett as you wait down in the cellar with Kenwill, and the bound Wulf. With some effort using the salves and bandages he’s saved from the infirmary (and a quick 1st luck pt!), Shrett seems to be improving. But Bog is rapidly worsening. Kenwill explains that he knows of no wizard nearby who can treat such a possession; you’d have to head into Daran County or deeper into Estali to find such; surely a day’s journey, and Bog might not survive that long. Boamund goes out to wander the monastery grounds, looking for any signs of change, but sees none – the darkness atop the south tower remains there, and continues to do so even into the next day. Yet Boamund considers it a good omen that he sees no signs of nimils or ghost-women or disease or such. The monastery is quiet now, with only three survivors of the staff.
Fraud speaks to Kenwill and they agree that it is worth trying to find something helpful in the Monastery’s library. They set to work. Shrett rests, guarding Bog, whose rash continues to spread, breaking open into pustules as the hours go on. As Fraud searches the library, Kenwill explains that the Monastery probably will become all-Rokari (well technically it is, but he doesn’t hide from Fraud that there was a higher level agenda with High Watcher Mondac in charge), and Kenwill’s efforts on St Paschal will have to become less overt. Indeed, as the West’s Rokari Church has become even more conservative since the Seventh Ecclesiastical Council some time ago, reverence of most Saints/Ascended Masters is disfavoured or even considered heresy, and it is just a matter of time before some Zzaburi raises a fuss about St. Paschal. Kenwill will try to protect this place, but he knows he won’t become High Watcher. Someone else will be sent to re-staff the place and enact the shift in agenda. It’s the way of things.
You have a brief discussion of what the fate of Reader Wulf should be. He’s still unconscious and his head-wound is grave enough that he’ll be out for days or more. Kenwill says that he can’t remain here; he has betrayed the faith. So he welcomes you to take the man at least as far as Dolios, delivering him to justice with Baron Ornim, and also Kenwill writes some letters sending word to his superiors of what has happened, as he must do, and gives these to you to deliver in Dolios.
Anyway, Fraud and Kenwill set to their efforts researching anything related to a Nimil possession like this. There was no such thing in Makris’s documents, they’re sure, but Kenwill’s optimism grows a little as the hours drag on into the night. But Bog is moaning in agony and little black spots are appearing on his back, with the rash approaching his neck and limbs. Boamund contemplates the mural of ?St Paschal and the “red woman” but doesn’t think of anything helpful. Finally, in the wee hours of the morning, when Shrett is keeping watch outside the infirmary while Boamund sleeps, the two researchers strike gold. An incantation in an old Second Age tome; not Arkati but certainly not Rokari (they didn’t exist until Third Age); that banishes a Nimil from this world back to Hell. It takes time to conduct it with reading the pages, and is demanding of the sorb (MPs), so Fraud takes some rest despite the risk to Bog. A little refreshed, he awakens and Kenwill has made the preparations in the main monastery hall, with braziers smoking with incense and a protective circle drawn on the floor, and such. Bog is brought within and Fraud and Kenwill conduct the incantation, which goes very well. Bog convulses with a pained squeal and a shadowy presence issues forth from his back, then vanishes with a hiss and a whoosh of rotten stench. The Nimil has returned to Hell. Bog stirs more as Fraud inspects the Burning Malady and confirms that it seems to have abated. You all get some badly needed rest. Bog of course sleeps well into the morning, as does Fraud.
Boamund and Shrett break their fast with the silent Reader Windeam and unremarkable Servant Defral, and head to the cellar. There, a gory scene greets them. Reader Wulf’s head has been ripped off his neck and placed in his hands, so that it faces the cellar entrance, and blood is splattered all over. For some reason, with no sign of the aggressor, his fate is sealed. You have some conversations with Kenwill, who sighs in sadness that the violence here has continued, although Wulf’s “dark deeds beckon a dark fate”. He turns the matter of the fate of Wulf’s remains over to Boamund, so he and Shrett burn them. Kenwill says that the cellar cells will be filled in, at your urging. As for the south tower, well, he will urge for its destruction but this won’t be his decision; yet he thinks it highly likely that any Rokari would agree.
Fraud awakens and you agree that Bog needs to rest here for another day. And Fraud convinces Kenwill easily enough to search through the library again, this time for that Tome of the Third Eye That Opened. They search all day and, at last, conclude that it is not there. (and a final luck pt is used by Fraud) By the day’s end, Bog is showing outstanding signs of recovery, although he’ll always bear the scars of the Burning Malady (and Shrett will retain a less obvious disfigurement on his face). So you plan to leave the next day.
You speak to Kenwill some more, asking about various names you’ve heard of, but almost none of them remind him of anything. But he does know of Othona – he has been there before. He’s a little amused that you ask. It’s a tiny village in Daran County, next to the Brena Marsh, just east of Dolios; just off the main road. He gives you directions and Fraud adds it to your map, noting that it’s not far from where “Elfchild” was written. Kenwill is not very familiar with Othona; it’s so small as to be worth little notice. It’s notable only for its Ralian barbarian overlords, whom Baron Ornim seems to tolerate. Kenwill recalls that it has a simple tavern. The locals; Rokari peasants; are a bit odd and simple, but not inhospitable. As for “The Wanderer” written above all this on the coded map, well, you figure you’ll broach that issue later.
You get your mules and say your final goodbyes. It’s an easy day and a half’s travel, camping overnight, to frontier village of Othona. Before Othona actually comes into view, a smell assails your noses. The smell is that of swampy water, but there is also a faint trace of something less wholesome, a rotting smell perhaps. The smell puts you on edge, wary of more disease. Emerging from the woods just south of the road here, you see the small village before you and beyond that to the south, the flat, green and brown expanse of the Brena Marsh. The whole area is wreathed in low lying fog, just over ankle-deep, which gives an uncanny look to the scene, all too reminiscent of Giraine… You’ve passed by plenty of other villages like this on the road south through this more rural part of Safelster. Fewer, though, closer to St Paschal’s.
Shrett comes forth, hallooing a greeting to the villagers, who peer from behind cover, looking you over and not responding. But a teenage boy comes forward a bit. Shrett addresses him, getting a confused look at first, which only grows as Shrett tries his other languages, and the boy begins backing away. Shrett is trying to introduce Fraud as a healer who might treat any diseases here, and Fraud steps up, speaking in Safelstran. The boy, still hesitant, approaches Fraud and greets him formally (Safelstran); says he is named Skrantal; and he’ll show you around Othona for a few coppers… (and looking you over once more) silvers? Fraud agrees, and gives some coppers to cement the agreement. You ask about Jensos and Gofrey and the boy pretends to know nothing but Fraud sees right through this, yet doesn’t press further as the boy is frightened by the inquiry. He say he’s just a young man. In response to more questions, he says maybe the adults would know.
[my memory of sequences here might be off]
Skrantal suggests that you might be thirsty from your journey and directs you to the tavern. It is called the Green Serpent because of the nearby river by that name, and they are proud of its bright green sign, which you see. It is a tiny, basic building. You opt first, though, as Skrantal points it out in response to a query, to visit the fortress outside town, where the current rulers; Rollo Widemouth’s clan; are resident. Skrantal remains behind. You lead your mules and everything that way. In the deep gloom of the half-marshy woods outside of town, all of you spot what appears to be a water slicked, mossy rock. You tense as the rocky shape shifts and rises. At first, the shape seems to be that of a four-legged beast about the size of a large dog, until it rises up from its crouching position onto two legs. It is about three or four feet tall with leathery looking, or maybe scaly, but certainly not human, greyish skin. It quickly leaps into the marsh and sinks like a stone; it is gone. You don’t recognise what it was, but you didn’t have a good look at it.
You proceed. 200m south from the village, closer to the Brena Marsh, stands the robust fort. It is surrounded by a defensive timber palisade with a single gate facing the village. The stronghold defines an oblong area, defended by a ditch and an earthen rampart surmounted by a wooden stockade. The stockade is about 2m high. There is a single opening in the rampart topped off by a 2.5m diameter gate house. You come closer, seeing a man in the gate house, and Bog presents himself in Ralian, asking to meet with Rollo. The guard says he is not here, and when asked he replies that he is a thane who guards here, and he cannot say when Rollo is due back, and cannot grant hospitality in his chief’s absence. You say you’ll come back another time, and return to town.
Skrantal gladly completes the tour. One farm is distinctively larger than all others, a timber hall belonging to the fated Tondhere family, once rulers of the community. Othona is home to perhaps 100 souls, and consists of ten 6 to 9 m long, 3 m wide, wattle-and-daub huts with a thatch roof. These huts are windowless, with one entrance, and the floor is slightly lower than the ground level outside. The longer houses are those of farmers owning livestock. There are also three smaller wooden huts with slanted walls housing slave families. Other buildings of note are scattered wheat silos, a communal oven (to bake bread), a communal [hay] barn, and a water mill. Skrantal points you to a relatively dry spot just west of town that is good for camping.
You end up at the Green Serpent tavern and go inside. It is a low, smoky place open most of the day and night. A few villagers are there, sipping the weak cider. They are a quiet, introverted lot who don’t pay you obvious attention or give much of a response. Barkeep Yisdar, a greying man with scraggly hair, stands stoically at the bar, with nary a welcome, but when you approach the “counter” (really a simple table) he responds curtly to some questions, saying that they have cider (Fraud buys some; it is weak stuff). You try drinking and talking but only the barkeep speaks and even he says little. He, like Skrantal, is lying when he says he knows nothing of Jensos or Gofrey, although a little later he recalls that Rollo’s son Jensos has not been seen for some time; he had disappeared after stealing money. You ask about various things but conclude that you’re not going to learn a lot here. The peasants do not seem to want to talk to you.
You emerge from your drink, followed by a peasant who keeps distance but does not hide his pursuit. He continues back to your camp and introduces himself as Baghnell. He points to Fraud’s purse and says that he’s seen you have plenty of silver and would be pleased if you’d share. He’s not shy that money will loosen his tongue, so you play along, and he does tell you some things of interest. Rollo Widemouth’s East Ralian clan rule the peasants of Othona, but they are not much loved; just tolerated. Baron Ornim has not yet seen fit to oust them, but it seems a matter of time; the peasants await this. The peasants here are self-sufficient Rokari, but a travelling wizard visits every week to check their spiritual health, and the local Reader at the marsh’s Beacon of Malkion temple tends to them. Fishermen say the town has become more prosperous from fishing; Rollo’s men know good fishing spots, but are barbarians… an uncouth lot whose coarse behaviour and rude customs are not appreciated amongst these conservative Rokari.
Rollo Widemouth has been little seen since he took over the village a year ago; in a violent coup. He is often away on business. His wife Sintra handles his business, and she is no less effective. She has two daughters, Unn and Jorunn. There was an older son Vilman, whom the community liked more, but he died in an accident at the Tondhere farm two seasons ago. Rollo’s people have defended the community several times; they are strong. Few speak any Safelstran at all, but some villagers speak Ralian, and the Reader at the Beacon of Malkion temple knows both languages. Rollo keeps most vital stuff from the village in his home. Baghnell, in a hush, relates a story that in recent days, a ghost of a monk in a ragged cowl has been spotted wandering through the marshes at dusk. He says that it is folly to be in the marsh at night, and explains more about the locale. The Brena Marsh is an extensive marsh on the corner of southeastern Daran, in a depression next to the Tarinwood. It is watered by one of the branches of Estal/Jrimb River; the Green Serpent River. Here in the Godtime, Ehilm fought the watery Monster Army, which was trying to drown the land. Now it is a good place to fish, hunt birds or gather berries. Cloudberries are in particularly high demand at the tables of the nobility of Daran County, and so there is some trade of these. However, dreadful beings are rumoured to live in the marsh; remnants of the Monster Army. It has been said that cannibals live deep in there.
Baghnell notes that you’re a strange lot and Othona has its own strange personage. Who, you ask? Why, the Elfchild. Aha! He notes your reaction of familiarity. Baghnell explains that she’s lived here longer than anyone can remember, and the peasants of Othona take care of her out of superstition, and because it feels like the right thing to do. He and gladly agrees to take you to her, in a small, ill-kept hut at the edge of town. Bog and Shrett remain behind at camp with the mules. He just opens the door without knocking. Inside, a woman of indeterminate age squats in the shadows against the far wall, staring intensely out the doorway. She is small, skinny and filthy, and poorly dressed, with bulging eyes, broad lipless mouth, and patches of skin rash. Some aspects of her visage remind you of Giranois, but she clearly is not one, either. There is a carving knife by her feet, and nearby a stick that she has used to scrawl in the dirt floor. You greet her in Safelstran and Aldryami, and she looks to Boamund in surprise at the latter, but focusses her attention on Fraud, especially as he sits down on the dirt floor and removes his mask and helm. She smiles broadly, revealing missing teeth, but it is a kind and warm look. Fraud gently talks to her. She says her name is Aelkind but the people call her Elfchild. She doesn’t know much at all of her past. She has drawn a little serpent on the dirt floor and Fraud asks, do you wish it was green? And she says yes, and yes this is a picture of the river. Fraud, prompted by her patches of rash, inspects her, and is pleasantly surprised (in a very useful Critical Healing roll!) to find that it is not the Burning Malady nor any disease, or even flaky skin as it might seem, but rather very fine scales, in small patches. She calls him “Froalar” as she opens up more, but she’s very shy. You ask if you can take her to the river and she says no, she is safe here, and there are nasty things out there. The Monster Army, and it is returning. She clearly does not like this. Reinforcing your growing feeling that this is some sort of river-child, as you talk about the green serpent and such, she points to a little spot on her left ankle, clean of any mud, where there is a birthmark – or tattoo? – like a green serpent. You leave soon but promise you’ll come back, and will try to help against this Monster Army. You give Baghnell (who waited outside) a reasonable payment as he says he’d best return to his family before dark. As he parts, he says that you might want to talk to the Tondhere family. Local women leave food parcels at the front gate, and regard the family as a poor thing cursed by fate. So you go over there; still just Boamund and Fraud.
The Tondhere Farm consists of a long house made of timber (unlike the other houses) and several abandoned dependencies, and outside yards to keep animals. The fields have been allowed to grow wild, the house is in a poor state, and the yards are all but empty. Fraud knocks, and a woman’s voice replies, and they talk back and forth through the door, until he asks to speak with her about various troubles on behalf of Baron Ornim, from whom he bears a letter of authority. She cracks open the door a little, reads the letter, and welcomes you in. The long house is warm and smoky and stuffed with knickknacks in disarray. There is nothing of much quality, but a quirky attempt at it. There are St Ehilm themes; of sun and stars, Fire/Sky runes and bright gold patterns. Like Ornim and Dolios, and Baron Ornim’s castle, it is (to a Seshnelan Rokari) ostentatious and even heathen. Clearly the petty lord and lady here are Henotheist Ehilm worshippers. The Mother (Lady) Tondhere is elderly, with long grey hair in a ponytail, wearing old but nice clothing, and she does her best to present herself to Fraud and Boamund as retaining her noble bearing, even though it is very obvious she has little left of noble belongings or influence. There is a girl in her late-teens, with short, dark-haired in bowl cut; missing a front tooth; sitting on the floor and staring into nowhere, and Lady Tondhere pays her no heed as you talk.
Fraud does the proper introductions and bowing and such, and tells your story in brief, although perhaps the day’s journey has worn on him as Lady Tondhere gives him only polite attention and then says at the end, rather flatly, that it’s an impressive tale. She says that well, she’d best tell her tale then. The Ralians invaded Othona a year ago. Lord Tondhere was killed fighting them, with others, and it seems her son Wifril too. But the Lady and her daughter Recca were spared by Rollo, because Rollo’s son Vilman called for mercy. Vilman became enamoured of Recca. He courted her, and pushed for peace in the village. They drew closer, and looked to get married. They spent time with Rollo’s folk and Recca went mad. He returned her, screaming, to the Tondheres. It’s at that point that Lady Tondhere’s noble composure finally fractures and her emotions leak out in her sad expressions and tone, and she doesn’t want to tell more. Clearly there is more to this tale. As she gets herself back together, Recca says out loud, looking around: “Vilman wants me to meet some of his relations, only they are leaving tonight. It’s quite thrilling sneaking out of the house at night, to meet the man I love. It's too dark to see clearly, but I think I can see someone…no! no! what is that? keep it away! Vilman! Vilman help! no! No! NO!” She then begins to cry, Lady Tondhere soon goes over to comfort her, and you know it’s time to leave but she welcomes you to return another time and talk more.
You reunite at camp and Bog and Shrett learn of what has happened. They’ve been concocting their own plan in the meantime. As dusk has come, Shrett casts his See at Night and Stalking spells and heads down the main trail into the Brena Marsh, hoping to see that ghost-monk you’d heard of. It quickly becomes a foggy labyrinth of creeks with chest-high mud in many places off of any trail; or even open wateer. The topography is flat and mostly treeless, so there is good line-of-sight, but the fog eventually obliterates views. About 15 minutes into the marsh, the fog is thicker now. There are faint cries here and there in the distance; maybe birds, maybe not; well, indeed Shrett is sure they are not. They’re something unpleasant. Then there is a silhouette some uncertain ways ahead. It is a figure that turns its ?hood? his way, then back. The fog swirls around it in eddies. Shrett doesn’t think it saw him, so he follows a little ways, gets closer, and sees it is in a monk’s robe but does not have the particular frame of Knower Gofrey. It is slouched over, as if in pain, and limping, and he glimpses an unusually large hand with pallid white flesh that is moist. He notes its tracks, which are unshod, and uncommonly large like that hand was, and not shaped quite like a man’s, but no beast’s, either; maybe deformed? He backs off as it limps off and vanishes into the mist. He returns to camp and brings Bog back to this spot, with Stalking cast on Bog. They try to continue the hunt. But, just past the spot where Shrett followed that figure, Shrett wisely spots a place where a concealed creek crosses the trail and there is much risk of falling in and drowning. On inspection, the tracks do not cross the creek. Shrett enters the cold water and swims upstream, finding no clues, and Bog tries following along the shore but immediately finds that the ground off of the trail soon turns to treacherous ground: thick mud and other terrain that is a deathtrap to those that don’t know the ways of the swamp. Especially anyone in armour could sink and never be seen again, lost in the muck. Shrett swims downstream with no results, returns, and the two go back to camp, feeling that any further action is foolhardy for now.
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