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[top]Overview


Fortune favors the bold, and in a troubled land heroes are always in demand; bravery and courage can raise even the lowliest born to lofty heights; so it must be, lest the nobility grow far from its roots as the best and brightest of the people...
Aerin Avan 670 HC, responding to his outraged vassals after he ennobled a blacksmith's son who turned the tide at the battle of Wilder's Gorge

This page has a series of possible adventures, random events, etc which might allow a small band of heroes to stake a claim on the land, and then rise, through heroism and diplomacy, to become important regents of the land.

[top]Law


[top]Hero troubles

Banditry is common in northern Dhoesone, and since the giant invasion much of the land has become vulnerable. A band of goblins has moved into Romiene recently and begun striking out with surprising boldness. So far a local hero, Jan Silverhelm has been able to drive off the bandits on several occasions, and has gained greatly in fame (and wealth) as a result. Indeed so great is Jan's growing fame that mutterings against the countess, Clumine Dhoesone are beginning to be heard widely. Clumine wants a solution - now. If she (well, her servants) can not merely drive off but destroy the goblin raiders then she will have proved herself Jan's better and the threat to her stature will inevitably be removed.

Jan is a skilled warrior and minor noble hailing from Alamie. Jan is ably supported by Inga, a Rjurik seer and reputed wizardess and several veteran soldiers who followed him from Alamie. The goblin clan chief is unknown, but is clearly tactically brilliant and well versed in the movements of the Dhoesone people for the goblins have repeatedly struck at laden caravans and ships, full barns and granaries whilst avoiding poorer targets. The goblins are rumored to have at least one shaman and include a few half-ogres amongst their numbers.

Secret: Jan is secretly the leader of the goblins, he travels the land and finds the places worth raiding, details on the defenders, etc - and then tells the goblins how best to attack. Since Jan is inevitably called on to track down the goblins they get away without harm, and Jan gets the credit for returning goods to the more appreciative merchants and farmers. Apart from from the social barrenness of the area (and his goblin allies in particular) Jan is quite enjoying his long-overdue recognition. Erin helps Jan for company - she was driven from her home by fire-and-pitchfork waving mobs and while she abhors the grubby grasping paws of the goblins she finally has a chance to be part of society, even a gang of bandits such as this. The goblins operate from a crude wooden fort, rapidly built it has no internal water supply but is quite defensible - as long as no-one sneaks into the stinking nightsoil cart which is emptied into the local river each dawn and avoided by the guards due to the smell...

[top]Honour and law

Anuirean law is a mixture of ancient clan rights, the code Anuire formulated by Roele and since interpreted and adjusted by centuries of Imperial bureaucracy, and laws and ways of other cultures that were imported into the empire as it expanded. Nowhere is the tangle of rights more apparent than Dhoesone where the Empire's grasp was never as strong as in the Heartlands and ancient highlander (mainly Mhora) freedoms still linger, Rjurik customs are commonplace, and junior tiers of the nobility have long enjoyed strong freedoms granting them legal rights against crown prerogative.

These clashing rights, duties and privileges have come to a head in Giant's Fastness. A long-standing dispute between Torele Vallaigh a young noble on the border and his liege Countess Ingrid Redwolf has broken out into a full-blown feud. Torele is commonly acknowledged as having the right to make feud against his liege - Torele fought against goblin raiders tirelessly last summer, not only protecting his own lands but also those of several neighbors, and in further proof of his heroism, when the fleeing goblins captured a merchant caravan belonging to Adaere Doneim Torele led his men into the Giantdowns and recovered it rescuing several merchants from the goblins. Countess Redwolf however granted no honor to Torele for these acts, in clear breach of her duties as his lord.

However Ingrid's snub is also widely recognized as honorable. A feast in which praise and gifts were to be publicly given to Torele collapsed into farce after an unusually strong batch of mead caused loose tongues, flying insults, and most heinously Torele's brother Duraend Vallaigh to insult Ingrid by tearing open her bodice in either a drunken slip or in attempted ravishment depending on who you ask.

Torele has begun raiding the lands of vassals who support Ingrid's right to hold grievance over his right to be rewarded, and has also raided the nomadic Sons of Hjalsone, and in particular the guild of Gaelin Thuried, the Upper Anuire Traders who is predictably furious.

The crown risks accusations of interference and domination if it is seen to take sides, but Giant's Fastness is a sparsely populated land, and the growing feud may grow to encompass the entire local nobility if not stopped swiftly. Worse the Sons of Hjalsone likely outnumber the settled folk - and the unpredictable Father Pais might take Torele's raids as a sign that the settled folk have fallen to evil and need to be purged. Perhaps some heroes might be able to win the favour of both sides, untangle the wrongs, and find a mutually acceptable way for Torele and Ingrid to settle their grievances?

[top]Who rules the land?

A town in Nolien hasn’t paid taxes in a generation – not a single resident! A ‘forgetful village’ is not a real issue, few farmers pay taxes in any event, but a town is another matter. The key question is whether the earl responsible for the town is, as they say, striving to collect taxes and being denied, or is themselves denying the crown it’s due, or whether both folk and lord refuse the crown.

2.3.1. Earl Samson.
Earl Samson is growing old, widowed and childless he has become a recluse as far as the realm is concerned, he rides his land and tends to it, but he attends no festivities elsewhere, nor the court. The Earl considers that “people should be ruled by people”, he doesn’t particularly dislike Fhiele Dhoesone, but ever since his son died defending the land against sidhe raiders he’s seen the sidhe as fundamentally other – he can tolerate most, even like some as friends, but to him Anuireans should only ever kneel to another Anuirean.

Add that attitude to a particularly rugged streak of independence locally and you get a fiercely proud man who would fight to the death to defend Dhoeson, but gives only the most minimal heed – or coin – to the crown. In truth his land and the town are poor, but the local militia is excessive and the guilds (Storm Holtson) have ensured that the town over-pays for the lumber, stone and metals that it imports while receiving poor prices for its dried fish and grains (mainly rye, but some barley).

2.3.2. The townsfolk
The town needs to be reminded that they are part of a realm in some fashion. To bring the townsfolk back into the realm agents of the Baroness will need to identify the leaders of the town, their desires, fears and needs; see who is trading with the town – and how pressure might be applied; build links to the town from nearby loyal areas to permit easy travel; and encourage the commoners to respect the crown.

2.3.1. Key commoners.
2.3.1.1. Curate Allain, Northern Reformed Church of Sarimie.
The good curate has encouraged the townsfolk – good and faithful children of the gods, to build him a fine church and donate generously. With these donations the Curate has provided much charity, invested in a number of local businesses (for example in sponsoring the blacksmith’s apprenticeship and buying him his shop, paying for a well to be dug and kiln built for the potter). Curate Allain also pays his dues to the NRC, indeed pays nearly double the usual amount for a town of this size, for without then need to pay dues demanded by the lord the folk can spare more for the church.

2.3.1.2. Connor Smithson.
Not only is Connor the son of a smith, he is smith himself. When his father died in a goblin raid Connor’s apprenticeship was incomplete, Curate Allain arranged for him to complete his apprenticeship in Nolien city itself and ensured that his father’s shop was not merely waiting for him when he returned, but was repaired and expanded. Connor now has three apprentices and is known for leagues around as one of the finest smiths in all Dhoesone. Like most smith’s Connor is wiry, strong, and no stranger to weaponry. Proud of his townsfolk Connor sees no reason to pay heed to a distant and uninterested crown, the NRC send aid to the town, rarely a year goes by without some holy man from afar visiting ‘their’ curate and the curate of course is the heart of the community.

2.3.1.3. Gramma Dyer.
The elderly dyer-woman may look harmless but her keen wits and strong will have ensured that the town stores foodstuffs enough for the harshest winter and arranges the town charity to ensure that none willing and able to work go without. The gramma remembers the old count kindly and in particular remembers the guard captain of the count’s lancers who patrolled the roads and drove the goblins and gnolls far from the walls of the town.

2.3.1.4. Proud Will.
Will is the towns master of the Milita, it is now a long time since he slew a giant as a boy (aided by two score militia as Gramma Dyer sometimes has to remind him) and while Will is an able commander and good fighter, he worries what will happen in a few years when his eyes fade further, even now he has had to put aside his bow as he cannot tell a man from a goblin at 50 paces his eyes are so blurred. Will is bitter over the loss of several town guards to goblin and sidhe raiders; until the crown does its duty and defends the town he sees no reason to pay taxes to it.

2.3.2. Town complaints.
2.3.2.1. Cursed land
The fields have produced poorly ever since old gaffer Gamgee died alone one winter. No-one knows why and Curate Allain has been unable to discover why the old Gaffer’s spirit refuses to lie still or why Erik is angered by the town, but until Erik’s wrath is assuaged the town must depend on the produce of the river.

2.3.2.2. River wide
The old bridge made trade with the north of the province much easier; the townsfolk have many boats but without the ability to push carts or drive wagons over a bridge inevitably traders find other ways from province to province. While few in the town remember how the Count’s bridge brought them passing trade that tied them to the rest of the realm, a few old gaffers, and of course Gramma Dyer do. If the bridge was repaired then the passing traffic would make it very hard for the town to shirk its duties to the crown due to the increased presence of law to levy crossing fees and general increase in outsiders.

2.3.2.3. River deep
The river is noted for many things, fat trout, edible kelp known far and wide as Nesirie’s Hair (said to have been planted by the goddess on seeing Erik’s sorrow at his people’s hunger, the long golden kelp fronds boil into a nutritious if bland stew that forms the base of a hundred dishes along the Taelshore), a long-collapsed bridge whose stands are firm but whose span long since fell into the waters, and the Grundan. The Grundan is a large turtle which appears in the river every few decades and destroys fishing nets and boats (it eats/breaks them to get to the fish), fortunately it leaves after a few months but the fishermen must move away or starve while it is present – as it is now.

2.3.2.4. No memory of our grandfather’s grandfathers.
Oral history is passed down the generations, but only the church records truly go back before living memory. Without a history the town lacks a true grounding for its pride – much of the people’s self reliance and defiance is based on their deeds over the last two decades in keeping back raiders and Rjuvik raiders. If one asks the bards and scholars of the realm however a very different picture emerges for the town boasts many heroes who aided the realm, and many heroes of the realm have aided the town over the years, some appropriate memorials and statues might do wonder in reminding the folk of their ties to the land.


[top]Live apart, stand proud, die free.

The Fyrgrynn nomads assert their ancient right to graze their cattle in the river upstream of Holmer village in Dharilein; this of course muddies the water upsetting the villagers immensely. The nomads are also hunting in the local wood which is normally the sole prerogative of the lord – who has a hunt arranged in a few weeks for his friends and is afraid that all the game will be gone – the nomads need to be convinced to leave…

For their part the proud Frygrynn actually want help, their chief was injured in a battle with a Firbolg which has been hunting the nomads. The nomads worry that with several of their best warriors away seeking new lands they have no defence left against the firbolg – unless they can get someone to fight it for them

Pride prevents the nomads from begging for aid, so they decided to ‘trade’ for help instead.

2.4.1. Introduction.
The local lord doesn’t want to annoy the baroness by causing trouble with the nomads, but wants them moved on asap. The villagers are afraid that the nomads will steal their chickens/etc and want them gone, the local druids believe that the nomads have been driven to the village and want them aided – any of these groups could call upon the PC’s.

2.4.2. The PC’s meet the nomads. The majority of the nomads are friendly, but direct queries towards their druid. They will affirm that their clan travelled these lands since ‘the dawn days’ and still holds right of passage over the land – the pace of that passage is up to them. The druid accepts that the nomads are causing trouble, which is regrettable, but insists that clan tradition holds that he can only negotiate with those who have proved themselves worthy. To prove that they are worthy the PC’s must pass trials of faith, courage and wit.

2.4.3. Test of Faith. The PC’s are simply asked some questions and judged on their response. The druid will accept answers that accord with the precepts of Erik or Haelyn but others are unlikely to meet his standards.

2.4.4. Test of courage. Surprisingly enough, this involves travelling to the cave of a wounded firbolg and bringing back a shield that hangs in the depths of the cave.

2.4.5. Test of wit. This involves answering four riddles – ‘old but traditional’.

2.4.5.1. Fish on a hook. “I am a dancer in a coat of mail, empty of breath and doomed to fail – what am I?”

2.4.5.2. Scarecrow. “Alone I stand, bereft of friend by my masters design, bound to serve guard over his fields ‘til I die, what am I?”

2.4.5.3. City-man. At home only behind walls of wood and stone, alone even in crowds and bound by loyalty to those far beyond my reach. Never once will I till field or tend crop, yet all day long will I labour or starve unmourned; what manner of beast am I?

2.4.5.4. River. I am born in the mountains but die in the sea, I burn to dust if the sun shines in my home, but devour all fire in my path unharmed, what am I?

2.4.6. Aftermath:
If the PC’s simply slaughter the nomads the Rjurik are furious, the oaken grove is outraged, the Sons of Hjalsone are both terrified and furious, and the PC’s get a reputation as bloodthirsty brutes unable to solve problems except through violence.

If the PC’s kill the firbolg and return with proof the nomads are suitably impressed and easily agree to move on for a mere token of some sort. In the future they may pass information to the PC’s of oddities or threats they come across. The local lord is grateful for the peaceable (and cheap) solution and impressed by the PC’s prowess, and the druids consider that the PC’s are respectful to tradition and nature.

If the PC’s just steal the shield and do not slay the firbolg, then the firbolg will be furious and go on the rampage – forgetting all about the nomads. The PC’s can probably out-run the wounded beast, but the local lord will be very unhappy with them.


[top]My ally, my rival, my enemy

Seers predict a ‘great and noble hunt that ends in tragedy’ and Fhiele bans hunting until the visions can be investigated. This however greatly offends Count Holst who considers this to be the worst pandering to elven demands that he’s ever heard.

Holst is not overly fond of the crown at the best of times – and the last thing that Fhiele needs is a noble defying her and then proving that her concerns were unfounded – the PC’s need to convince Holst to remain loyal to Fhiele.

2.5.1. Holst will doubt a simple explanation of the visions, but would trust the auguries of Lauriel Riven who impressed him with her insight when he was a boy. Of course Lauriel is no fool and will request a boon in return for aiding the crown – to be precise, she will demand a small shrine be built to Nesirie and that rights over part of Nolien pier that the church of Nesirie held until the shivering plague when the crown took over ‘to ensure efficient management in the absence of priestesses’ (L0 temple holding) are restored.

If the PC’s are interested in more aid, or seem of goodly sort, Lauriel would also like a personal favour from them. A pearl in the grotto of a Sirine is plagued by dark spirits and the sirine is being twisted by it into luring a young man to his doom. If the PC’s are able to retrieve the pearl without hurting the Sirine, Lauriel will be able to cure the Sirine’s madness. For this aid Lauriel can pay with a brace of healing potions and a small brooch that lets its wearer breathe water once a week if a short prayer to Nesirie is said.

2.5.2. The count could be convinced of Fhiele’s pro-human nature, or at least mollified, if a prominent Gheallie Sidhe trouble maker was arrested or executed – if they were humbled and run off that could be enough. Of course finding the elf will not be easy – and hunting a gheallie sidhe through the woods is sport only for a fool…

2.5.3. Outcome
Depending on how Holst is convinced not to hunt, he could become an ally or enemy. Fhiele will consider his death a gross failure if it is linked to her, but might accept it if she is untainted and the replacement is suitable. If he is convinced to support the crown she would consider it a great success. If Holst is not convinced and goes hunting then Fhiele’s authority will be grossly undermined.


[top]The doomed hunt.

Even if the count accepts Fhiele’s order to ban hunting, not everyone is interested in following the law – particularly Viscount Afrindunn. To hunt is a noble’s prerogative, why ignore one’s sport merely for the half-baked wish of some backwater Baroness?

Besides, Afrindunn plans more than a mere hunt… the knights of Avanil plan to attack Ugrot’s Dell itself, a nomad seer insists that they know a hidden path to the village and Afrindell smells the chance for glory. The nomad is however planning to lead the knights into an ambush; the Red Fist will be waiting as the knights are led through a narrow canyon. The canyon has, of course, been carefully prepared with traps and suchlike to ensure a slaughter.

Afrindunn will certainly not be dissuaded from enjoying a hunt because of ‘some fancy of an old maid’ or some other augury, and will be deeply offended by the suggestion that he might lose any battle against ‘goblin scum’.

Introduction:
2.6.1.1. One of James Ardannt’s nuns received a vision that Viscount Afrindunn will be ambushed and killed during a hunt. Ardannt has called for a champion to follow the noble on the hunt and foil the ambush.

2.6.1.2. Alternatively the PCs could be invited to join ‘a merrie hunt’ by Afrindell or sent by the crown to ensure that the knights only attack Red Fist goblins – and not loyal Dhoesonean goblins.

2.6.1.3. The PC’s may simply blunder across the goblins as they prepare their ambush, hear the fight, or bump into the fleeing knights after the massacre.

2.6.1.4. The Red Fist goblins ask the PCs to aid them in an ambush if they are on good terms with the PCs – or if their spies report that the PCs are enemies of Afrindunn.

2.6.2. The Canyon red
2.6.2.1. Afrindunn has 3 score knights, as many squires, a dozen guests (including Dane Ceolfrithsson), and perhaps as many flunkies – all told nearly two hundred men. As they are traveling in dangerous country they are armed and armoured to a degree, but as they are still some distance from their target and the sun is warm they are not wearing their plate armour or riding their warhorses (instead riding .

2.6.2.2. The Red Fist clan has summoned warriors from across Dhoesone. Over five hundred goblins are waiting for the knights to ride into their ambush. Led by Hatokk the Blessed and several of his strongest warriors and advised by several tribal shamans the goblins have also persuaded bands of ogres and trolls for the attack – the goblins have no interest in playing fair and if the arrogant knights do not flee then they will be annihilated and the bloodline of the RedFist goblins will grow stronger…

2.6.3. The trap is sprung
The Canyon winds along the river’s path, steep sides to the canyon cause much of it to be shadowed; at least the river is dry this late in summer – as long as there are no flashfloods. As you come to another turn in the canyon you see that a tree has fallen across the narrow canyon – and been followed by several boulders which have made the footing treacherous for horses.

A sudden rumble from behind appears to be merely another rockslide until the tumbling rocks are joined by bales of hay rolling down the slopes, burning bales… Goblins abruptly line the canyon walls and begin loosing arrows and spears down at the knights, many goblins…

As the first battle cries are shouted a deep ‘whoosh’ is heard from ahead, and a small cloud of glowing objects appears from behind the treefall – some-one up ahead has a tebuchet loaded with burning bundles… The load spreads as it flies and lands in the midst of the knight’s convoy in an eruption of flame.

The trolls wade in first, quickly followed by the ogres, most of the goblins stand off and use missile weapons until the ogres are in melee (the goblins aren’t bothered about shooting trolls who both regenerate and are immune to the poison that the goblins use).

Hatokk and his toughest warriors are not far behind the ogres – he wants to personally kill Afrindunn and will plough though anyone who tries to stop him.

2.6.4. Foiling the ambush.
A flying or shapeshifted character could fly above the canyon and potentially ruin the goblins plan by spotting the massing forces; if so they are likely to be sensed by the Stone God and attacked by a goblin druid in the form of an eagle or lured into an ambush of poisoned arrows. If the goblins ambush is foiled and they move to plan ‘b’, similarly keen eyed characters may spot the hidden goblins as they wait for the kngihts to move into position, or an advance party of PCs may stumble in the ambush alone.

Very keen eyed PCs may note that the canyon floor just before the turn appears slightly cratered – as though something very heavy had been repeatedly dropped on it. Those PCs expert in siege weapons may recognize the signs as the remants of range –testing activities for a catapault. Similarly several of the grassy potholes would actually make great supports if someone wanted to string out razor wire and stakes…

If the PCs scout ahead Hatokk will have them attacked by the ogres and trolls, only intervening if the PCs appear able to handily defeat the brutes. His primary aim is to kill Afrindunn and his knights – all other targets are secondary. PCs scouting past the treefall will see the trebuchet, which will not be wound until the main convoy approaches. Bags of oil and small stones are stacked around the trebuchet ready for launching.

2.6.5. Plan ‘b’.
If the knights, PCs, etc get past the fallen tree then they find that the goblins have placed poisoned stakes ahead which can be pulled in position very quickly. Goblin archers line the canyon wall and rain poisoned arrows on all and sundry.

The goblins have also prepared several rockfalls further down the canyon, indeed the PCs may find some of these ‘unsteady boulders’ as they ride, although they would probably not recognise the ease with which restraining rocks, roots or trees could be hacked aside. The goblins hope that these blockages will slow the knights down long enough as they flee for the goblins to catch and kill many of them.

2.6.6. The battle.
The knights are horribly out-matched, and many will be killed by poisoned arrows or the trebuchet before they even realise what is happening, wise PCs will realise that retreat is the best way to deal with the ambush – the knights aren’t even in full armour!

That means dealing with the trolls who jump down from the canyon behind the knights and the goblin sappers who try and set up the stakes and thorned rope to block the retreat. The goblins hired trolls for this duty as the trolls expect to regenerate/are too dim to die and the heaviest casualties would otherwise be suffered here. As long as this is done quickly many of the knights will be able to retreat, if the goblins are given time to get their stakes and ropes in place however no one on horseback will get out, and few will be able to out-run the goblins on foot.

The PCs may try to slow down the on-rushing trolls and ogres, but even PCs should realise that the battle is unlikely to be won when 5 score goblin heavy infantry charge forward

2.6.7. Red Fist clan tricks used in the battle
2.6.7.1. Thorned-rope
A Red Fist clan favorite, this rope is wound around huge thorns, shards of glass/sharp rock, and the like with loops and strands added to make the rope a serious threat once anchored at both ends – or even just one.

When strung between two posts a few pieces of rope will deter almost any animal from passing, and often catch and bind on those foolish enough to try. Thorned rope can be easily be cut or bypassed by someone who takes time and care, but is deadly to those who try to hurridly break through it.

A variant is a much thinner rope which is strung tightly at a level set to hit a rider in the neck or upper chest – the goblins can run beneath but any pursuing knights will not be so fortunate.

2.6.7.2. Burning bales.
Normally hay is gathered into stooks – bundles in which hay stalks are gathered up in the same direction and tied together with rough hay rope, stooks are then bundled together themselves into stacks, generally on top of a wrought iron frame (to keep the hay off the ground and prevent damp or animals from getting in) with a crude thatched roof. The goblins have however baled their hay rather differently; their hay is rolled into balls 3-7 feet high (as tall as the goblin making it) and are soaked in bitumen and oil. The balls are then pushed down the hill and lit resulting in a very effective weapon – the larger bales are heavy enough to crush a man and even the smaller ones can send a man flying, the rolling bales swiftly spread flame spread over the hillside, and the sight of the bales bouncing towards them terrifies most animals and many people.

2.6.7.3. Poison
The Red-Fist clan goblins use a variety of poisons. Most of their poisons are designed to incapacitate; causing effects such as paralysis, lethargy, drunkenness or mental confusion. The use of poison helps the goblins to kill prey more safely, but delays the time before it can be safely consumed. In practice this means that the prey is either enslaved or, if dangerous, claimed by the priests for sacrifice rather than simply killed outright – many tales in Dhoesone speak of ransoming people lost to the Red Fists by prisoner exchange, gift of cattle, etc.

2.6.7.4. Potholes
The Red-Fists are many things, but reckless is not one of them. The goblins have a healthy respect for the power of a knight’s charge and accordingly they have prepared the battle field with small potholes coved by woven grass, frequently these are in fact narrow trenches, with rocks or concealed sharpened stakes carefully placed beyond them where the horse or knight would be expected to fall.

2.6.8. Aftermath
If he survives, Afrindunn will harbour a deep grudge against any PCs who rescue him or his knights and then ‘boast of it’ – i.e. allow any story which doesn’t paint him as a courageous hero and great leader who led is troops from the jaws of death to be spread. He will be mortally offended even by anyone suggesting that they rescued him…

The Red Fist clan goblins will be infuriated by interference that leads to the escape of Afrindunn, or the death of their warriors and likely hold the PCs responsible.

If the PC was sent as James Ardannt’s champion, James offers command of a small chapel and its knights to the heroic champion (L0 temple holding).

The Baroness may award PCs with a L0 law holding – the right/duty to patrol the area and keep it clear of monsters and suchlike.

Depending on how many escape and how clear their stories, people will either dismiss the tale as an exaggeration (no goblin warband is more than 4 score and few amount to half that!) or fear how strong the goblins must be – something must be done.

[top]King of the castle.

Fhiele Dhoesone wants to build a small fort in Dharilein to hold a number of troops to react swiftly to any attacks by raiders or at least warn the Barony of larger raids. The PC’s are tasked with aiding the building work – starting with finding a site!

2.7.1. The lay of the land.
There are three potential sites for the fort.

The first site is atop a tor in the far north, the tor already has clear visibility for miles and is a natural vantage pint – and as such valued by the nomads of the province who consider it near sacred – the only other nearby sacred site has been home to a fhoirmorian clan for a generation and so is beyond reach for the nomad shamans.

The second site is near Sharra’s Falls, the only real reason that the site is considered for a fort is to protect the village, as otherwise the site is someway from the northern border.

The third site is on a river island close to the Silverhead mountains, so would offer less protection to the west of the province, but make exploration of the Giantdowns easier and protect from the monsters of the mountains. The question is why the inviting isle is so empty - even fisherfolk do not appear to make use of it.

2.7.2. The bones of the earth.
To build a castle, even a small one, you need stone and timber.

Transporting such heavy goods north would be impossible; fortunately the area is rich in forests and rocky sites.

The PCs need to found a lumbersite, build a sawmill, hire treefellers, etc, and likewise open a quarry.

If the PC’s have no skill with such things, they will also need to recruit the appropriate architect to ensure that the materials are of the correct quality.

The path of an adventurer obviously never run smoothly however, the nearby quarry is inhabited by galeb duhr and other elemental beings who will resist quarrying unless placated and felling large quantities of trees always seems to upset the local druids and nomads, not to mention the local fey…

2.7.3. The rights of the laird.
Obviously before the PCs can simply start building in the province they need the permission of the Count – if they don’t think to go to him, he will come to them - and in a foul temper at their presumption! And of course even with the Count's permission any number of lesser lords lay claim on this land or that - rare is the land without at least one claim, most have many claimants of greate ror lesser strength.

2.7.4. Standing your ground.
Of course, building a castle is a very visible activity – and the Barony and other raiders will see the castle as a clear threat to their plans. The PCs will need to defend the site against first scouts, then harassers seeking to stop the building work. Minor issues such as providing the camp with food can turn to violence when starving peasants compete with the camp for hunting or the Sons of Hjalsone come across the camp.

2.7.5. Standing proud.
With the castle near completion and troops in place, the Barony makes one last attempt to destroy the fort with an assault by a number of troops. This likely comes as no surprise, and cunning adventurers could find the BloodSkull camp by tracking survivors from the former attacks, and either ambush the orogs before they attack, or reveal the camp location to one of the Barony’s enemies such as the White Witch, Ghuralli, or the Watch.

2.7.6. Proven strong.
A castle, even a small one, is noticed by neighbours. The Blood Skull barony likely considers building its own fort in the area to defend its interests, while the Watch may welcome strong neghbours – and even call for aid in rebuilding the old fort at Lemnjohen. Of course the White Witch is also interested in the area, indeed has plans for the old fort herself and strong neighbours - particularly ones allied to the Watch are to be…discouraged.

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