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Mercenary Journal of July 9

 

As the black sails of the Corsair ships near landfall people flee the town in all directions. Two hundred enter the castle seeking shelter and protection and are settled into the High Sheriff’s gardens. Once renowned as some of the most beautiful in the region, the garden is soon overrun by those who have no care for beauty at this moment. Orlock is kept under watch after his bout of madness, and Captain Rohn assumes command. Men are placed in crucial locations but it is obvious that they are thinly spaced. Mandor has Carluin go among the refugees and do some recruiting. His efforts yield a score of men, along with the usual assortment of bruises and concussions.

 

Meanwhile, three adventurer seekers enter the area, in search of … adventure, fame or money? Even they don’t know. They are Kelemor, Glendaarl, and Varendil. Glendaarl the Quick and Varendil the Brash are Gondorian Woodsmen, while Kelemor’s roots and skills are not readily apparent. They pass refugees fleeing the town and question some, discovering the chaotic situation ahead. Kelemor turns around to catch those refugees who have fled down the road away from Chyrefal with the goal of bringing some of them back to help defend the town. Despite being set upon by a number of ruffians and malcontents his words carry weight and over a score of men turn back toward the besieged town. These three and their 'recruits' come into the keep and are given over to Carluin for training after all three express a desire to join the ‘Sons of the Stalkers’.

 

In the castle garden, the townsfolk-refugees are afraid. Fights break out over food and firewood. Scuffles and arguments flare up over meager living space, as fear and despair begin to take hold. Into all this walks Andram. He moves through the angered and fearful refugees, calmness and peace following in his wake. Arguments cease, squabbles are settled and folk begin to work together instead of against each other. Many in the castle notice the strange quiet that follows but none yet learn of its significance.

 

At some point it becomes apparent to those within the keep that Marakus, the Gondorian advisor to Rohn, is gone. Dawn finds him miles away. His horse and remount are put to good use as he hurries to a destination only he knows of. Some hours later he narrowly escapes an ambush on the road, losing one of his horses in the process. Shortly afterward he finds those whom he sought, one hundred men of the Gondorian army, remnants of the host that was crushed by the Corsairs on the plains to the east. Marakus and the commander of this force come to an agreement and Marakus returns to Chyrefal with one of the Rangers, and the rest follow.

 

As night falls the advance Corsair units land. On the open ground to the south of the keep the Corsairs erect a cross upon which a captured town guardsman is tied. Kindling and wood is placed below him and a trail of oil is laid out ready to be lit from a distance, he is to be used as a demonstration. Men upon the walls of the castle observe the prisoner’s plight. Only one man dares goes out to aid the one upon the cross, into certain ambush. Andram looks out from the rampart, then journeys down to a Sallie-port. Guardsmen and mercenaries alike are stunned to see Andram go out alone, in the open, toward the prisoner. Outside he turns and tries to direct the fire of a ballista toward the prisoner, or maybe the surrounding cover. Stealthily a black-clad Corsair Hunter (their veteran man-hunting scouts) approaches for a killing bowshot at the unaware Andram. From point-blank range he fires and sees his arrow plunge into his target. The Hunter rises from cover to claim his grisly prize. Andram turns around to face the Hunter and removes the bloodless arrow from his armor, and calmly approaches the Hunter. The Hunter, a veteran of a score of campaigns, with dozens of ‘kills’ is stunned, momentarily. Andram comes face-to-face with the enemy, and offers few words, “find peace”. The fire in the killer’s eyes dims as his head lowers and he looks into his soul for mercy. But he finds none. As the fires re-kindle in his eyes, he replies, “It is what I am” and attempts to string another arrow. Andram brushes it aside with his spear and impales the Hunter against a tree.

 

The death saddens Andram for he has given himself over to the way of mercy. As Andram carries back the freed prisoner he encounters another Hunter. Through the Hunter’s mask Andram sees a young man’s eyes. As this one raises his bow, Andram gazes straight and strong at, and into, him. Such is the power within him on this night that this second Hunter retreats, shaken. Andram returns back into the keep without further incident. Many have come to the ramparts to watch, and those who observe this feat can only look upon Andram with wonder and awe. That night a new legend is born while an old myth is re-kindled.

 

The following morning brings a group of Corsairs up to the keep's gates under a parley flag. Among them, Captain Tarikadar of the Sea Raven is accompanied by the same Blood Knight from the mission to Chyrefal. Tarikadar tells the mercenaries of the gravity of the situation and demands to speak with the commander of the keep. Captain Rohn is summoned. After some threats and posturing Captain Tarikadar enters the keep alone to speak with Captain Rohn. Rohn's words create uncertainty and doubt as he paints a picture of duplicity on the part of the Blood Knight and Tarikadar knows doubt.

 

Returning from the meeting Tarikadar is attacked by an assassin disguised as a servant. Netava gives chase as the assassin attempts to flee. They run through corridors and up stairs through the keep. Finally the assassin, with Netava on his heels, hurls himself off a balcony. Netava follows him down without hesitation, grievously injuring his leg in the process. Stumbling on the ground in a haze of pain, Netava can find no sign of the assassin. Despite the pain in his leg he continues the pursuit, plunging into the tree line. But he is unable to find any sign of him, and is forced to return to the castle. Netava is barely conscious by the time he is helped back into the keep, where Tarikadar lies dead. The wound was minor but the weapon was poisoned.

 

A desperate meeting is held to decide what to do. Rohn had given his word that Tarikadar would be unharmed, yet he now lies dead. Johan expects this will coerce the Corsairs to bloody retribution. Netava has his leg splinted and bandaged yet remains by Rohn's side, says he has a way to prove to the Corsairs that everything Rohn tells them is true. Some doubt this but Rohn goes to the gates where the Blood Knight and the Corsairs wait. There he tells them of all that has transpired, including what he told Tarikadar of the events that led to the Company staying in Chyrefal on the night of the attack. The Blood Knight protests and threatens, and prepares to unleash his will as previously witnessed by Rohn and Andram. As this ‘wave of dread’ approaches the castle walls all within cringe in anticipation. Then it dissipates. This surprises both Rohn and the Blood Knight, and Rohn turns around to see Andram with spear upraised and surrounded by a faint glow. In anger and frustration the Blood Knight retires.

 

Tarikadar's body is brought out, escorted by Netava. He gives himself to the Corsairs so they may find out by rite of torture that those within the keep are not responsible for Tarikadar's death. Through Netava's pain they shall learn the truth of this, and of what took place on the night of the attack on Chyrefal.

 

The Corsairs depart from the keep. On the following morning they and their ships are gone. In the town's central square a bier is laid out. Upon it rests the covered body of Netava, surrounded by his weapons. It is a ceremonial tribute to a man who gave his life to save hundreds. His name shall be forever remembered by the townspeople and those who call themselves ‘The Sons of the Stalkers’.