251. The Trap

Captain Tamrith has asked me to try to find Jonah Marose and his mother who had fled from the refugee camp.  As I reach the Southgard Tower, a sudden unnatural darkness crowds in, like the door of a wooden animal trap sliding shut, and Reezul-Jul’s bloodthirsty soldiers attack.

251 (d). The trap

Dressed in House Montclair’s armour, they attack in waves, with organized, military coordination.  These aren’t the feral bloodfiends that ravaged the town of Crestshade, these are full-blooded vampires… so to speak.

251 (e). The trap

In the aftermath I find the boy atop the tower.  He claims he can sense Reezul-Jul and refuses to return; you can offer help, but you cannot enforce it.

It is only when I arrive back at Camp Tamrith that I discover the trap wasn’t for me after all.

S.K

250. The Tamrith sisters

The Countess Eselde Tamrith has joined her younger sister Janeve at the refugee camp in the Eyebright Feld.  Together with the soldiers of House Tamrith, and the former Camlorn captain Darien Gautier, they protect the displaced survivors from Reezal-Jul’s devastating assault upon Crestshade.

When Baron Esmark Tamrith passed, his eldest daughter Eselde was the natural choice to succeed him in Rivenspire’s ruling triumvirate.  Pragmatic and earnest, the devout Eselde excelled in her studies, and her deep convictions have made her a reputable healer, and compassionate leader.

The fierce and resolute Janeve is both her opposite and her mirror; a born fighter and a natural leader.  A captain of the guard in Shornhelm’s military, and the leader of the troops of Tamrith, she is well known for her fiery nature; which occasionally burns too bright and wild, but more often is the torch to light the way.

The Bretons say that when a house has two sisters, one will be a dancer, whilst the other a watcher.  If those at Camp Tamrith are to survive to see the end of this day, then both sisters will need to dance.

S.K

249. Camp Tamrith

249 (a). Camp Tamrith

The refugees from the tragedy at Crestshade have made it safely to Camp Tamrith in the Eyebright Feld.  To reach them however I have to fight my way through Baron Montclair’s vamperic soldiers who now encircle the camp; but why?  Why send so many soldiers against an enervated band of refugees who couldn’t possibly pose a threat?  And what are they waiting for?  This feels too much like a trap.  But if I am to be of help then I have little choice but to walk right into it.

S.K

248. The Harpies and the Horseman

At the Silverhoof Vale in northwest Rivenspire, the mercenary Bumnog and the Remly brothers have been hired by a tribe of horse nomads to protect their homes from the wild Harpies who encroach upon it from the surrounding mountain cliffs.

I remember reading somewhere that a tribe of Yokudan heritage known simply as ‘The Horseman’, may have resided in this Vale for over three thousand years.  Unfortunately for the future of the tribe, just as when I first encountered the mercenary group back in Glenumbra, they seem to be making rather a Guar’s dinner out of the whole affair.

S.K

247. Flesh of stone

Night casts her ebony cloak across the wilds of Eastern Rivenspire.  At the crumbled ruins of the Valeguard Tower stands a solitary grey statue of a winged beast curled up as if asleep upon its feet.

As I approach the lonely sentinel for a better look, I only realize my mistake when I am close enough to notice its giant fists slowly uncurling.

Sounds of grind, creak, scuff and scrape echo violently across the rocky dale as the giant monolith haltingly straightens to its full hulking height and stretches out its huge bat-like wings.  With flesh of stone, razor sharp claws, and craggy teeth in crusted jaws, the Gargoyle awakens to wreck scabrous havoc upon the night.

S.K