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		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
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		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
[[File:HadottiSummarySheet.jpg|thumb|Hadotti Summary Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE - IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off anything unnecessary and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot springs, but that was 50 miles away as the crow flies and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you pop the drain and head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay at the Four Winds.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
  There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  Instead of doing any of the normal stuff you would expect (number one being talking, or yelling or threatening, etc.) but there was nothing.  Just instant a rabid wolverine kill focus from the drake and its rider.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  The biggest danger was making mistakes due to fatigue, which could be even more deadly than the drake.  A broken leg from a slip could be as deadly if slightly more routine than being eaten alive.  Arriving at Gwindnyr, you found the merchant and decided to push onward to the Four Winds.&lt;br /&gt;
&lt;br /&gt;
It feels good to explain yourself to someone who understands.  You just have to state the bare facts with no unnecessary questions.  Oh, there are questions, just at the end.  Mostly about the Nathair drake-rider.  Tennetty says that what few relations the Nathair previously had in this region and settlement had also turned &amp;quot;strange&amp;quot;.  The Nathair had traditionally been a common foe against the Serpent Goblins.  Now? Who knew.&lt;br /&gt;
&lt;br /&gt;
Along the way Tennetty shared as well.  Telling you about the local politics and who's who among the Cerdwigg ruling clans (local barons).  Not that much difference from when you had been through this territory before.  Perhaps with fewer goblins.  Tennetty left several times to go and speak with visitors of the Inn and to her staff.  Returning after greeting one more distinguished from the crowd, Tennetty nods to the woman.  &amp;quot;That is Deacon Vesna.  Druid of the Circle and new here since you were through.&amp;quot;   Tennetty looks at the two of you.  &amp;quot;She is practical as far as I can tell, and she reports directly to the High Druid of Lugh.  Be careful around her.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
** I have created:  [http://eradain.com/wiki/File:HadottiSummarySheet.jpg Hadotti Summary Sheet jpg]&lt;br /&gt;
*** His History score is his &amp;quot;Knowledge Cultural (Pictish)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3682</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3682"/>
		<updated>2026-08-30T03:36:39Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
[[File:HadottiSummarySheet.jpg|thumb|Hadotti Summary Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE - IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off anything unnecessary and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot springs, but that was 50 miles away as the crow flies and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you pop the drain and head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay at the Four Winds.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
  There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  Instead of doing any of the normal stuff you would expect (number one being talking, or yelling or threatening, etc.) but there was nothing.  Just instant a rabid wolverine kill focus from the drake and its rider.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  The biggest danger was making mistakes due to fatigue, which could be even more deadly than the drake.  A broken leg from a slip could be as deadly if slightly more routine than being eaten alive.  Arriving at Gwindnyr, you found the merchant and decided to push onward to the Four Winds.&lt;br /&gt;
&lt;br /&gt;
It feels good to explain yourself to someone who understands.  You just have to state the bare facts with no unnecessary questions.  Oh, there are questions, just at the end.  Mostly about the Nathair drake-rider.  Tennetty says that what few relations the Nathair previously had in this region and settlement had also turned &amp;quot;strange&amp;quot;.  The Nathair had traditionally been a common foe against the Serpent Goblins.  Now? Who knew.&lt;br /&gt;
&lt;br /&gt;
Along the way Tennetty shared as well.  Telling you about the local politics and who's who among the Cerdwigg ruling clans (local barons).  Not that much difference from when you had been through this territory before.  Perhaps with fewer goblins.  Tennetty left several times to go and speak with visitors of the Inn and to her staff.  Returning after greeting one more distinguished from the crowd, Tennetty nods to the woman.   &lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
** I have created:  [http://eradain.com/wiki/File:HadottiSummarySheet.jpg Hadotti Summary Sheet jpg]&lt;br /&gt;
*** His History score is his &amp;quot;Knowledge Cultural (Pictish)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3681</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3681"/>
		<updated>2026-08-30T03:34:32Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
[[File:HadottiSummarySheet.jpg|thumb|Hadotti Summary Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE - IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off anything unnecessary and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot springs, but that was 50 miles away as the crow flies and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you pop the drain and head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay at the Four Winds.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
  There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  Instead of doing any of the normal stuff you would expect (number one being talking, or yelling or threatening, etc.) but there was nothing.  Just instant a rabid wolverine kill focus from the drake and its rider.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  The biggest danger was making mistakes due to fatigue, which could be even more deadly than the drake.  A broken leg from a slip could be as deadly if slightly more routine than being eaten alive.  Arriving at Gwindnyr, you found the merchant and decided to push onward to the Four Winds.&lt;br /&gt;
&lt;br /&gt;
It feels good to explain yourself to someone who understands.  You just have to state the bare facts with no unnecessary questions.  Oh, there are questions, just at the end.  Mostly about the Nathair drake-rider.  Tennetty says that what few relations the Nathair previously had in this region and settlement had also turned &amp;quot;strange&amp;quot;.  The Nathair had traditionally been a common foe against the Serpent Goblins.  Now? Who knew.&lt;br /&gt;
&lt;br /&gt;
Along the way Tennetty shared as well.  Telling you about the local politics and who's who among the Cerdwigg ruling clans (local barons).  Not that much difference from when you had been through this territory before.  Perhaps with fewer goblins.  Tennetty left several times to go and speak with visitors of the Inn and to her staff.  &lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
** I have created:  [http://eradain.com/wiki/File:HadottiSummarySheet.jpg Hadotti Summary Sheet jpg]&lt;br /&gt;
*** His History score is his &amp;quot;Knowledge Cultural (Pictish)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3680</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3680"/>
		<updated>2026-08-30T03:21:42Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
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&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
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=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
[[File:HadottiSummarySheet.jpg|thumb|Hadotti Summary Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
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===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE - IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off anything unnecessary and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot springs, but that was 50 miles away as the crow flies and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you pop the drain and head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay at the Four Winds.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
  There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  Instead of doing any of the normal stuff you would expect (number one being talking, or yelling or threatening, etc.) but there was nothing.  Just instant a rabid wolverine kill focus from the drake and its rider.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  The biggest danger was making mistakes due to fatigue, which could be even more deadly than the drake.  A broken leg from a slip could be as deadly if slightly more routine than being eaten alive.  Arriving at Gwindnyr, you found the merchant and decided to push onward to the Four Winds.&lt;br /&gt;
&lt;br /&gt;
It feels good to explain yourself to someone who understands.  You just have to state the bare facts with no unnecessary questions.  Oh, there are questions, just at the end.  Mostly about the Nathair drake-rider.  Tennetty says that what few relations they previously had in this settlement had also turned strange.  The main concern being that they had traditionally been a common foe against the Serpent Goblins.&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
** I have created:  [http://eradain.com/wiki/File:HadottiSummarySheet.jpg Hadotti Summary Sheet jpg]&lt;br /&gt;
*** His History score is his &amp;quot;Knowledge Cultural (Pictish)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3679</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3679"/>
		<updated>2026-08-30T03:19:47Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
[[File:HadottiSummarySheet.jpg|thumb|Hadotti Summary Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE - IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off anything unnecessary and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot springs, but that was 50 miles away as the crow flies and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you pop the drain and head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay at the Four Winds.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
  There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  Instead of doing any of the normal stuff you would expect (number one being talking, or yelling or threatening, etc.) but there was nothing.  Just instant a rabid wolverine kill focus from the drake and its rider.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  The biggest danger was making mistakes due to fatigue, which could be even more deadly than the drake.  A broken leg from a slip would be the end.  Arriving at Gwindnyr, you found the merchant and decided to push onward to the Four Winds.&lt;br /&gt;
&lt;br /&gt;
It feels good to explain yourself to someone who understands.  You just have to state the bare facts with no unnecessary questions.  Oh, there are questions, just at the end.  Mostly about the Nathair drake-rider.  Tennetty says that what few relations they previously had in this settlement had also turned strange.  The main concern being that they had traditionally been a common foe against the Serpent Goblins.&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
** I have created:  [http://eradain.com/wiki/File:HadottiSummarySheet.jpg Hadotti Summary Sheet jpg]&lt;br /&gt;
*** His History score is his &amp;quot;Knowledge Cultural (Pictish)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3678</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3678"/>
		<updated>2026-08-30T03:17:31Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
[[File:HadottiSummarySheet.jpg|thumb|Hadotti Summary Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE - IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off anything unnecessary and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot springs, but that was 50 miles away as the crow flies and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you pop the drain and head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay at the Four Winds.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
  There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff (number one being talking, or yelling or threatening, etc.) but there was nothing.  Just instant a rabid wolverine kill focus from the drake and its rider.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  The biggest danger was making mistakes due to fatigue, which could be even more deadly than the drake.  A broken leg from a slip would be the end.  Arriving at Gwindnyr, you found the merchant and decided to push onward to the Four Winds.&lt;br /&gt;
&lt;br /&gt;
It feels good to explain yourself to someone who understands.  You just have to state the bare facts with no unnecessary questions.  Oh, there are questions, just at the end.  Mostly about the Nathair drake-rider.  Tennetty says that what few relations they previously had in this settlement had also turned strange.  The main concern being that they had traditionally been a common foe against the Serpent Goblins.&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
** I have created:  [http://eradain.com/wiki/File:HadottiSummarySheet.jpg Hadotti Summary Sheet jpg]&lt;br /&gt;
*** His History score is his &amp;quot;Knowledge Cultural (Pictish)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
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		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3677"/>
		<updated>2026-08-30T03:16:25Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
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&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
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=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
[[File:HadottiSummarySheet.jpg|thumb|Hadotti Summary Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
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'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
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==Dramatis Personae==&lt;br /&gt;
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Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
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==Brand Turn 1 (under construction) ==&lt;br /&gt;
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===Brand Turn 1 BACKGROUND===&lt;br /&gt;
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====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
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====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
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====Cerdwigg Region====&lt;br /&gt;
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[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
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===Brand Turn 1A Narrative ===&lt;br /&gt;
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'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
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====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
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====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
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===Brand Turn 1B Narrative ===&lt;br /&gt;
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CONTINUE HERE - IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
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While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off anything unnecessary and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot springs, but that was 50 miles away as the crow flies and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you pop the drain and head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
  There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff (number one being talking, or yelling or threatening, etc.) but there was nothing.  Just instant a rabid wolverine kill focus from the drake and its rider.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  The biggest danger was making mistakes due to fatigue, which could be even more deadly than the drake.  A broken leg from a slip would be the end.  Arriving at Gwindnyr, you found the merchant and decided to push onward to the Four Winds.&lt;br /&gt;
&lt;br /&gt;
It feels good to explain yourself to someone who understands.  You just have to state the bare facts with no unnecessary questions.  Oh, there are questions, just at the end.  Mostly about the Nathair drake-rider.  Tennetty says that what few relations they previously had in this settlement had also turned strange.  The main concern being that they had traditionally been a common foe against the Serpent Goblins.&lt;br /&gt;
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UNDER CONSTRUCTION&lt;br /&gt;
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===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
** I have created:  [http://eradain.com/wiki/File:HadottiSummarySheet.jpg Hadotti Summary Sheet jpg]&lt;br /&gt;
*** His History score is his &amp;quot;Knowledge Cultural (Pictish)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3676</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3676"/>
		<updated>2026-08-30T03:08:00Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
[[File:HadottiSummarySheet.jpg|thumb|Hadotti Summary Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE - IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off anything unnecessary and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot springs, but that was 50 miles away as the crow flies and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
  There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff (number one being talking, or yelling or threatening, etc.) but there was nothing.  Just instant a rabid wolverine kill focus from the drake and its rider.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  The biggest danger was making mistakes due to fatigue, which could be even more deadly than the drake.  A broken leg from a slip would be the end.  Arriving at Gwindnyr, you found the merchant and decided to push onward to the Four Winds.&lt;br /&gt;
&lt;br /&gt;
It feels good to explain yourself to someone who understands.  You just have to state the bare facts with no unnecessary questions.  Oh, there are questions, just at the end.  Mostly about the Nathair drake-rider.  Tennetty says that what few relations they previously had in this settlement had also turned strange.  The main concern being that they had traditionally been a common foe against the Serpent Goblins.&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
** I have created:  [http://eradain.com/wiki/File:HadottiSummarySheet.jpg Hadotti Summary Sheet jpg]&lt;br /&gt;
*** His History score is his &amp;quot;Knowledge Cultural (Pictish)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3675</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3675"/>
		<updated>2026-08-30T03:03:22Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
[[File:HadottiSummarySheet.jpg|thumb|Hadotti Summary Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE - IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off anything unnecessary and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot springs, but that was 50 miles away as the crow flies and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
  There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff (number one being talking, or yelling or threatening, etc.) but there was nothing.  Just instant a rabid wolverine kill focus from the drake and its rider.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  The biggest danger was making mistakes due to fatigue, which could be even more deadly than the drake.  A broken leg from a slip would be the end.&lt;br /&gt;
&lt;br /&gt;
It feels good to explain yourself to someone who understands.  You just have to state the bare facts with no unnecessary questions.  Oh, there a questions, just at the end.  In particular about the Nathair drake-rider.&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
** I have created:  [http://eradain.com/wiki/File:HadottiSummarySheet.jpg Hadotti Summary Sheet jpg]&lt;br /&gt;
*** His History score is his &amp;quot;Knowledge Cultural (Pictish)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3674</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3674"/>
		<updated>2026-08-30T02:58:18Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
[[File:HadottiSummarySheet.jpg|thumb|Hadotti Summary Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE - IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off anything unnecessary and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot springs, but that was 50 miles away as the crow flies and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
  There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff (number one being talking, or yelling or threatening, etc.) but there was nothing.  Just instant a rabid wolverine kill focus from the drake and its rider.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
** I have created:  [http://eradain.com/wiki/File:HadottiSummarySheet.jpg Hadotti Summary Sheet jpg]&lt;br /&gt;
*** His History score is his &amp;quot;Knowledge Cultural (Pictish)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3673</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3673"/>
		<updated>2026-08-30T02:56:37Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
[[File:HadottiSummarySheet.jpg|thumb|Hadotti Summary Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE - IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off anything unnecessary and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot springs, but that was 50 miles away as the crow flies and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
  There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
** I have created:  [http://eradain.com/wiki/File:HadottiSummarySheet.jpg Hadotti Summary Sheet jpg]&lt;br /&gt;
*** His History score is his &amp;quot;Knowledge Cultural (Pictish)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3672</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3672"/>
		<updated>2026-08-30T02:30:36Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
[[File:HadottiSummarySheet.jpg|thumb|Hadotti Summary Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE - IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off anything unnecessary and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot springs, but that was 50 miles away as the crow flies and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
** I have created:  [http://eradain.com/wiki/File:HadottiSummarySheet.jpg Hadotti Summary Sheet jpg]&lt;br /&gt;
*** His History score is his &amp;quot;Knowledge Cultural (Pictish)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3671</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3671"/>
		<updated>2026-08-30T02:29:46Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
[[File:HadottiSummarySheet.jpg|thumb|Hadotti Summary Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE - IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off anything unnecessary and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
** I have created:  [http://eradain.com/wiki/File:HadottiSummarySheet.jpg Hadotti Summary Sheet jpg]&lt;br /&gt;
*** His History score is his &amp;quot;Knowledge Cultural (Pictish)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3670</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3670"/>
		<updated>2026-08-26T04:02:13Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* QUESTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
[[File:HadottiSummarySheet.jpg|thumb|Hadotti Summary Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
** I have created:  [http://eradain.com/wiki/File:HadottiSummarySheet.jpg Hadotti Summary Sheet jpg]&lt;br /&gt;
*** His History score is his &amp;quot;Knowledge Cultural (Pictish)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3669</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3669"/>
		<updated>2026-08-26T04:00:50Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* QUESTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
[[File:HadottiSummarySheet.jpg|thumb|Hadotti Summary Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
** I have created:  [http://eradain.com/wiki/File:HadottiSummarySheet.jpg Hadotti Summary Sheet jpg]&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3668</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3668"/>
		<updated>2026-08-26T03:59:18Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* QUESTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
[[File:HadottiSummarySheet.jpg|thumb|Hadotti Summary Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
** I have created:  [[File:HadottiSummarySheet.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3667</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3667"/>
		<updated>2026-08-26T03:56:37Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand &amp;quot;Torchbearer&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
[[File:HadottiSummarySheet.jpg|thumb|Hadotti Summary Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
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		<summary type="html">&lt;p&gt;Administrator: &lt;/p&gt;
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&lt;div&gt;Hadotti Summary Sheet&lt;/div&gt;</summary>
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		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3665</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3665"/>
		<updated>2026-08-26T03:34:59Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Resources */&lt;/p&gt;
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&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in hard cash compared to the economy which has a lot of barter.  You have seen better in your life you had gold from previous adventures, some of which was cached (far from where you are now).&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3664</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3664"/>
		<updated>2026-08-26T03:30:23Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Resources */&lt;/p&gt;
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&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
** This is actually a significant amount of money in the economy, while it is trivial compared to a typical PC of 2nd level.&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
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	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3663</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3663"/>
		<updated>2026-08-26T03:29:10Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 51sp split evenly among Brand and Hadotti.&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3662</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3662"/>
		<updated>2026-08-26T03:26:10Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
*Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
** For example, the Explorer's pack cost/valute is 10gp (backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, etc.).&lt;br /&gt;
* 50sp&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3661</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3661"/>
		<updated>2026-08-26T03:09:12Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* QUESTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
* 50sp&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   HLet me know if you have a desired fighting style for your henchman, otherwise I will make him a generic fighter similar to other basic NPC's but better.  You can update that after I post his sheet and you can look at it.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3660</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3660"/>
		<updated>2026-08-26T03:04:26Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* QUESTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
* 50sp&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* Making a character sheet for Hadotti.   He is a Fighter.   '''What fighting style should he have?'''  (1) Archery, 2) Defense, 3) Deuling, 4) Great Weapon Fighting, 6) Protection, 7) Two-Weapon Fighting.&lt;br /&gt;
** Inspiration for this is an honorable barbarian type character from one of my favorite old-school fantasy rpg related author (Feist, Raymond E. – Midkemia Series), but reminds me of lone ranger or last of the Mohicans vibe.&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3659</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3659"/>
		<updated>2026-08-26T02:47:35Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
Currently Brand and Hadotti have their basic arms and armor, a change of clothing and little else needed to really survive alone in the wilderness.&lt;br /&gt;
* 50sp&lt;br /&gt;
* 2 healing potions (2d4+2 each).&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3658</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3658"/>
		<updated>2026-08-26T02:39:27Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.  The gully/pass through the hills would have been a deathtrap had the drake-rider pursued, instead it was just a grueling and boring slog up and back down to civilization.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3657</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3657"/>
		<updated>2026-08-26T02:37:03Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3656</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3656"/>
		<updated>2026-08-23T02:33:49Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a well-deserved reputation and either you had gone far enough or even a rabid forest drake did not dare to follow you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3655</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3655"/>
		<updated>2026-08-23T02:24:00Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase, against all sense they went around the cliffs and continued pursuit until you reached the hills to the south which lay clear outside their territory.  The haunted hills had a reputation after all.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3654</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3654"/>
		<updated>2026-08-22T02:13:17Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake screeched in frustration high above and you thought that would be it.  Only, they did not give up the chase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3653</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3653"/>
		<updated>2026-08-22T02:00:49Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. (Basically your [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]].)  &lt;br /&gt;
&lt;br /&gt;
There was something distinctly wrong with those Nathair Picts.  The forest drake and its rider were no joke and that was nearly the end of both of you.  However instead of doing any of the normal stuff number one being talking, or yelling or threatening, there was nothing.  Just single focus on killing like a rabid wolverine.  You almost literally jumped off a cliff in order to escape.  You took a trail so steep it was more of a poorly controlled fall than anything resembling climbing.  Bruised and battered, you managed to pick yourselves up and limp to safety.  The drake Only, they did not give up the chase this time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3652</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3652"/>
		<updated>2026-08-22T01:36:16Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
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[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
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===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. [[Player_Character:_Brand_&amp;quot;Torchbearer&amp;quot;#Recent_History|Recent History]]  &lt;br /&gt;
&lt;br /&gt;
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UNDER CONSTRUCTION&lt;br /&gt;
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===Brand Turn 1 Narrative Notes===&lt;br /&gt;
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====QUESTIONS====&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3651</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3651"/>
		<updated>2026-08-22T01:35:08Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
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&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
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=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
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===Brand Turn 1 BACKGROUND===&lt;br /&gt;
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====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman walking into his hall as you walk into the room.  There was no danger and plenty of good cheer around this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you tell her the tale of the time since you last met. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3650</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3650"/>
		<updated>2026-08-22T01:33:00Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you about this and that, you wake enough to roll out off the bed and then unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  It has a stoppered drain.  This is literally how a great lord would bathe.  You've had better at natural hot-springs, but that was 50 miles away and did not have an inn attached.  You just soak for a while, and allow long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes.  You use the last of the hot water from the stove to finish rinsing and wringing.  With fingers well-pruned now and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now.  You can ask about a laundry line tomorrow.  Or better yet, acquire another set of undergarments and a laundress to take care of everything else while you stay.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman as you walk into the room.  There was no danger and plenty of good cheer in the room this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you briefly describe what you have been up to since you last met.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3649</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3649"/>
		<updated>2026-08-22T01:09:02Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1B Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you, you wake enough to roll out off the bed and unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  You just soak for a while allowing long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes, using the last of the hot water from the stove to finsih rinsing and wringing.  Well pruned, and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now and ask about a laundry line tomorrow.  Or better yet another set of undergarments and a laundress to take care of everything.  &lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman as you walk into the room.  There was no danger and plenty of good cheer in the room this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a trencher were set for both of you and a place for Tenetty made a third at the cozy table near the kitchen.  During the dinner you briefly describe what you have been up to since you last met.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3648</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3648"/>
		<updated>2026-08-20T05:11:03Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1 (under construction) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE  IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you, you wake enough to roll out off the bed and unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove that vented directly outside by a pipe.  A large pot of water is now heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  You just soak for a while allowing long held tensions melt.  Eventually, before the water cools too much, Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from wound rot.&lt;br /&gt;
&lt;br /&gt;
After getting yourself clean you dress in your cleanest clothes appropriate for the common room.  All the rest go into the tub and you spend a time laundering your clothes, using the last of the hot water from the stove to finsih rinsing and wringing.  Well pruned, and carrying your wet clothes, you head to your room.  You can hang the clothes in your room for now and ask about a laundry line tomorrow.  Or better yet another set of undergarments and a laundress to take care of everything.  &lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.  You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into the common room.&lt;br /&gt;
&lt;br /&gt;
You feel like a noble clansman as you walk into the room.  There was no danger and plenty of good cheer in the room this first day of the Spring Festival Ostara (a holiday week rising in focus to spring equinox as day 4 and then tapering off).  Hadotti had a bench and a mug and a platter and mug an platter awaited you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3647</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3647"/>
		<updated>2026-08-20T02:53:30Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1 (under construction) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
CONTINUE HERE&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you, you wake enough to roll out off the bed and unpack what clothes you have.  You strip off any unnecessary gear and walk down the hall to the bath room.  A huge bronze tub sits in the room, already filled with water.  Nearby is a water pump and the woodburning stove with another large pot of water heating.  You can see a bit of steam rising from the tub and you quickly strip and get in.  You just soak for a while allowing long held tensions melt.  Eventually, before the water cools too much Brand starts to scrub away the grime and gently pull away the last old bandages that were no longer needed but had provided padding and protection from getting wound rot.  &lt;br /&gt;
&lt;br /&gt;
After getting yourself clean, all your clothes (except for what you intend to wear now) go into the tub, and you spend a time laundering your clothes, using the last of the hot water for a clear rinse before wringing them out.  You can hang them up in your room for now and inquire about a laundry drying line during the daytime.&lt;br /&gt;
&lt;br /&gt;
Although only a few hours since you had bread and stew, you are already famished and your stomach growls the moment you step back into the hall and smell the roast pork wafting in from the kitchen.&lt;br /&gt;
&lt;br /&gt;
You hang your gear and do some basic stretches to make sure that your body is recovering properly and eagerly head into&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3646</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3646"/>
		<updated>2026-08-20T02:32:06Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1 (under construction) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
While Hadotti yaps at you, you wake enough to roll out off the bed and unpack what clothes you have.&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
**  Notes from Brand = I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3645</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3645"/>
		<updated>2026-08-20T02:23:54Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1A Narrative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1B Narrative ===&lt;br /&gt;
&lt;br /&gt;
under construction&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* under construction&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3644</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3644"/>
		<updated>2026-08-20T02:22:37Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1 Narrative Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* under construction&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3643</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3643"/>
		<updated>2026-08-20T02:17:49Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* QUESTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* 'fellowship over coin' DM Interpretation of Brand as a classic ranger (old school D&amp;amp;D where they only had the wealth they carried, also Tolkien rangers), let me know how you feel for your character.&lt;br /&gt;
** You happen to have recently lost much of your carried 'wealth and supplies'.&lt;br /&gt;
** How much money does Brand have?  Rangers's don't really need much, but you need to replace some gear lost in your recent misadventures at this time you basically only have your personal armor and weapons and need to get back some basic gear if you wanted to go back out into the wilderness.&lt;br /&gt;
** RESPONSE - I think it makes sense that brand would only have his weapons and armor at this point. I also see him as an old-school Ranger and he likes to travel light. He's comfortable living off the land and considering all the skulking he has to do. He doesn't usually travel with the draft animal went on missions. At this point  he needs to replace Items that he has lost. And he's actively looking for ways to secure these items, whether by making money or trading, etc.&lt;br /&gt;
** You may have stashes or caches in other locations, but not here.&lt;br /&gt;
* How old is Brand now?&lt;br /&gt;
** Added notes to description.  Brand is 33 years old.&lt;br /&gt;
** In my mind he was more of an 'old man' than the rest of the PC's but I do not know or remember what age you were.  Let me know if you have a preference, story wise it makes sense for you to be older with your experience.&lt;br /&gt;
** RESPONSE Brands age I see brand is about 5 to 7 years older than the average new PC.  He is a veteran, maybe like an experienced Sergeant, old enough that no one  would mistake him for a kid, but still young enough to be up to physical tasks.  I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3642</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3642"/>
		<updated>2026-08-20T02:16:35Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* QUESTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* 'fellowship over coin' DM Interpretation of Brand as a classic ranger (old school D&amp;amp;D where they only had the wealth they carried, also Tolkien rangers), let me know how you feel for your character.&lt;br /&gt;
** You happen to have recently lost much of your carried 'wealth and supplies'.&lt;br /&gt;
** How much money does Brand have?  Rangers's don't really need much, but you need to replace some gear lost in your recent misadventures at this time you basically only have your personal armor and weapons and need to get back some basic gear if you wanted to go back out into the wilderness.&lt;br /&gt;
** RESPONSE - I think it makes sense that brand would only have his weapons and armor at this point. I also see him as an old-school Ranger and he likes to travel light. He's comfortable living off the land and considering all the skulking he has to do. He doesn't usually travel with the draft animal went on missions. At this point  he needs to replace Items that he has lost. And he's actively looking for ways to secure these items, whether by making money or trading, etc.&lt;br /&gt;
** You may have stashes or caches in other locations, but not here.&lt;br /&gt;
* How old is Brand now?&lt;br /&gt;
** Added notes to description.  Brand is 33 years old.&lt;br /&gt;
** In my mind he was more of an 'old man' than the rest of the PC's but I do not know or remember what age you were.  Let me know if you have a preference, story wise it makes sense for you to be older with your experience.&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3641</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3641"/>
		<updated>2026-08-20T02:10:51Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Age 33&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Notes from Brand===&lt;br /&gt;
*Brands age I see brand is about 5 to 7 years older than the average new PC.  &lt;br /&gt;
*He is a veteran, maybe like an experienced Sergeant, old enough that no one would mistake him for a kid, but still young enough to be up to physical tasks.&lt;br /&gt;
*I also see him with somebody who acts older than his age because of all of the battles and mortality he's seen firsthand.&lt;br /&gt;
*He tends to be a bit icy and does not mind being alone, but he's also trying to be more social because he knows that it will help him going forward. &lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* 'fellowship over coin' DM Interpretation of Brand as a classic ranger (old school D&amp;amp;D where they only had the wealth they carried, also Tolkien rangers), let me know how you feel for your character.&lt;br /&gt;
** You happen to have recently lost much of your carried 'wealth and supplies'.&lt;br /&gt;
** How much money does Brand have?  Rangers's don't really need much, but you need to replace some gear lost in your recent misadventures at this time you basically only have your personal armor and weapons and need to get back some basic gear if you wanted to go back out into the wilderness.&lt;br /&gt;
** You may have stashes or caches in other locations, but not here.&lt;br /&gt;
* How old is Brand now?&lt;br /&gt;
** In my mind he was more of an 'old man' than the rest of the PC's but I do not know or remember what age you were.  Let me know if you have a preference, story wise it makes sense for you to be older with your experience.&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
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	<entry>
		<id>http://eradain.com/w/index.php?title=Notes_and_Quotes&amp;diff=3640</id>
		<title>Notes and Quotes</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Notes_and_Quotes&amp;diff=3640"/>
		<updated>2026-08-15T18:50:54Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* uncategorized */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quotes to re-read and notes about whatever....&lt;br /&gt;
See [[Black Books of Eradain]]&lt;br /&gt;
&lt;br /&gt;
They were even strong enough on many occasions to land and take possession of a harbor and a town, and hold it, often, for a considerable time, against all the efforts of the neighboring powers to dislodge them. In case, however, their enemies became at any time too strong for them, they would retreat to their harbors, which were so defended by the fortresses which guarded them, and by the desperate bravery of the garrisons, that the pursuers generally did not dare to attempt to force their way in; and if, in any case, a town or a port was taken, the indomitable savages would continue their retreat to the fastnesses of the mountains, where it was utterly useless to attempt to follow them.&lt;br /&gt;
&lt;br /&gt;
=== Quotes ===&lt;br /&gt;
If it pleases me, then it is good and I want more; If it displeases me, then it must be destroyed as soon as possible, but preferably in a way that enhances my reputation so that I can achieve immortality in the songs of bards.&lt;br /&gt;
&lt;br /&gt;
“That you exist in the future? You do. But not in all futures; no one of us, but one, does.&lt;br /&gt;
&lt;br /&gt;
=== Inanna ===&lt;br /&gt;
And she came. The mists had crept up from the ground to his shoulders on all sides—saving only where Arkady rested within the confines of gold.  Her hair trailed like liquid night down her back and joined the mist that rolled in on all sides, like a phantasm of the sea; her raven sat upon her shoulder, watching them all as if it was possessed of the spirit of a hawk. “You called me, young one. You called me very boldly.”&lt;br /&gt;
&lt;br /&gt;
=== Nazgul ===&lt;br /&gt;
Creatures of the Unseen.  The Wraith-World.&lt;br /&gt;
&lt;br /&gt;
The Nine.  Those who used the Nine Rings became mighty in their day.  Kings, sorcerers, and warriors of old.  They obtained glory and great wealth, yet it turned to their undoing.  They had, as it seemed, unending life, yet life became unendurable to them.  They could walk if they would, unseen by all eyes in this world beneath the sun and they could see things in worlds invisible to mortal men; but too often they beheld only the phantoms and delusions of Sauron.  And one by one, sooner or later, according to their native strength and to the good or evil of their wills in the beginning, they fell under the thralldom of the ring that they bore, and under the domination of the One, which was Sauron's.   And they became ever invisible save to him that wore the Ruling Ring, and they entered into the realm of shadows.&lt;br /&gt;
&lt;br /&gt;
=== Shadow ===&lt;br /&gt;
* the shadows that now pooled at its feet—its flat, splayed, clawed feet—were. They moved as if they were smoke; they glistened as if liquid, spreading up and down the hall as he watched.&lt;br /&gt;
* The Alasakari hadn’t so much come from the shadows as dragged the shadows with them, like a black mist.&lt;br /&gt;
&lt;br /&gt;
=== Angaharad Matriarchy ===&lt;br /&gt;
“Women guarantee the bloodline,” he replied. “Men do not bear children. Their wives might carry the children of other men. But a woman’s child is of her bloodline. There is no doubt.”&lt;br /&gt;
&lt;br /&gt;
=== History/Gods/Ancient Mystery===&lt;br /&gt;
“You understand. When the gods walked the world, they had children, and the children were born to and of it. Many died. Many of the gods died, Jewel; they were not then what they are now. But the children of the living gods were not mortal, and some had power to rival the gods themselves. Yet when the gods chose to withdraw from this world, their children could not likewise leave—they were of it, and sustained by it.”&lt;br /&gt;
&lt;br /&gt;
“Yes. It is a place where the gods themselves might once have walked. It is wild in the way the whole of the world was once wild, and it is carved into the ancient earth, the ancient stone.&lt;br /&gt;
&lt;br /&gt;
“If there is magic here that is a threat to us,” she told Jewel, without actually looking down from the height of the gutted tree, “it is a magic that I cannot detect. Sadly, in the case of wild or ancient things, there is much that cannot be detected.&lt;br /&gt;
&lt;br /&gt;
=== Geography/Peoples ===&lt;br /&gt;
there was a wild and mountainous region called Cilicia. The great chain of mountains called Taurus approaches here very near to the sea, and the steep conformations of the land, which, in the interior, produce lofty ranges and summits, and dark valleys and ravines, form, along the line of the shore, capes and promontories, bounded by precipitous sides, and with deep bays and harbors between them. The people of Cilicia were accordingly half sailors, half mountaineers. They built swift galleys, and made excursions in great force over the Mediterranean Sea for conquest and plunder.&lt;br /&gt;
&lt;br /&gt;
==== Tarin and the Jagged Coast ====&lt;br /&gt;
Tarin and clan Saedry dominate the coastal Angtiria lands.  The northern section with the fishing village and other small villages raising goats and (? Other products) are frequently under threat from the Gloom Mist Goblins.  There are patrols and spaced about are small fortresses “block houses” that are used to gather and distribute supplies to the soldiers (? Why is this a big deal).  East of Tarin before the foothills of Telas Pass are the farmlands of mostly the Clan Saedry families (what coastal crop?).  There are two Sept families (?) and some friction among them over the power of Clan and House Queen.  Between Telas Pass and the surrounding mountains, there are a handful of Mountain Rangers that are important to defense of the lands.  Perhaps there is some sort of special mountain goblin fighting organization.  Telas Pass is patrolled and near the summit is an outpost.  The outpost is the HQ of the patrol, there are several amenities, taverns inns, stables, barracks like dorms for teamsters.  There is also a prison quarry for criminals working off weregild debt.  Bandits and creatures, even goblins come down from the mountain and threaten trade.  At the base of the pass there there is another small settlement supporting the needs of the trade flowing through here.  To the north and west is a non-house Clan that acts as a buffer zone between the trade roads and various goblins and other threats from the western side of the mountains.  This clan and their lands are being competed for by Clan Heth of House Umriel and Clan Mabryn of House Tiran.  The succession of this minor independent clan is being contested and agents from Heth and Mabryn are lining up behind different claimants.&lt;br /&gt;
&lt;br /&gt;
===Winter Queen / Fey===&lt;br /&gt;
the presence of the Winter Queen was death—but a death so beautiful, a death so all encompassing it made life seem pointless and insignificant in comparison.&lt;br /&gt;
But in those flaws, ATerafin, there is power and a brilliance of a type that cannot be found in the eternal.&lt;br /&gt;
But even at this distance, Jewel could see his smile. It shouldn’t have been possible, but she didn’t doubt her vision; he was exultant in the way that only immortals could be, wild and unfettered.&lt;br /&gt;
&lt;br /&gt;
Once, it had been driven by, possessed by, and almost destroyed by a wild, savage beauty. Such beauty might be found around any corner, through any pass. Had there been death? Oh, yes. But it hardly mattered; death made life so vibrant, so immediate.&lt;br /&gt;
And the only thing that remained of it lingered on hidden paths, hidden roads. The Winter Queen.&lt;br /&gt;
&lt;br /&gt;
He felt her presence, as all sworn to her service must, no matter where they might wander; he heard the attenuated music of distant bells, distant flutes, distant horns. It disturbed him; the Wild Hunt had been called in the lands of the distant South, but the Winter had not yet given way to the Summer. It was the Summer he yearned for; warm beauty instead of cold. The Summer, the Queen, and Mordanant, his brother.&lt;br /&gt;
&lt;br /&gt;
Once, he had had a home in a distant Court and a Lord whom he revered and loved, as one loves those things that are terrible and glorious.&lt;br /&gt;
&lt;br /&gt;
But that was the way of the Lord; where subterfuge was required, it was crafted with care. He could lie, of course; he had, in the past. But his lies were imbued with the force and strength of belief, of believability; they were the truth that his audience desired, and they were glorious lies, larger in all ways than most truths. This lie was no exception.&lt;br /&gt;
&lt;br /&gt;
===Ruins Descriptions===&lt;br /&gt;
* Here, they finally saw a literally fallen city: the facades of huge buildings, broken at the heights; the bases of statues in the center of open streets, and the rock and rubble that might once have been standing structures; the streets themselves, wider than the streets of the city above, but fronted entirely by buildings, and not the large grounds which characterized so much of Averalaan. Those streets extended for miles.&lt;br /&gt;
&lt;br /&gt;
* THE RUINS OF THE ANCIENT CITY lay undisturbed in almost unbroken darkness. Sunlight did not trouble its roads, and the moons, with their scant silver light, were likewise invisible; the sky was a thing of curved, uneven rock. Great stone slabs and the bases of statues lined empty streets; crevices, created by the slow shift of the earth beneath those streets, had widened into a darkness so complete that even demon eyes could not easily penetrate it. But in the ruins, there was a silent, funereal majesty that demanded, and held, the attention. Echoes of voices that had perished centuries ago existed in some of the small statues and maker’s works that still adorned deserted buildings—rotting floors in the dry, dark air notwithstanding.  House War Book 3&lt;br /&gt;
&lt;br /&gt;
* Looking, as she did, at the cenotaphs, and the vaulted ceiling above them. At shields that were, in her vision, strangely blurred; at faces that made a hollow mockery of beauty, because they were beautiful, but somehow terrifying as well.&lt;br /&gt;
&lt;br /&gt;
* At one point, perhaps two centuries ago, it had been a very fine building. Now, it possessed the squalor of all fallen things, grace turned on its edge, its dingy glory a reminder that all things of value must fade.&lt;br /&gt;
&lt;br /&gt;
* Under city – ruined halls and passages of a city/settlement of the Ancients. There is not much there, not like the mega dungeons of other settings. But there are fragments that might be obtained for collectors of Ancient lore. Stones that might e pried loose with their runes. Dangerous like roaming Chernobyl and not know even what radiation is. These fragments can be sold for amounts to certain collectors, mages and sages. There is a decent foreign maker for these as well, as there are more pristine items available in Angritia.&lt;br /&gt;
&lt;br /&gt;
===Character Quotes===&lt;br /&gt;
* A man who looked much like any other intimidating official Jewel had ever met looked up from his desk—and if desks had a secret longing to be something dramatic, like a fortress, it was this one.&lt;br /&gt;
* “If it’s safe,” she said, with a shrug, “I’d just as soon get out first.” “And if it’s not?” “I’d just as soon get out first.”&lt;br /&gt;
* “You must be able to pass unseen while being seen by everyone.&lt;br /&gt;
&lt;br /&gt;
===Quote fitting the Age of Legends===&lt;br /&gt;
Had they not ridden at the head of her grim and ancient host to stand against the very gods themselves? They had experienced all the glory of the world, of the gods, of the wars that rearranged mountains and plains and rivers before one side or the other might at last claim victory. They, like the Kialli, had been born in blood, raised to war, trained to attain the heights of its savage glory, to see the beauty in the death that followed in its wake; it was their truest test.&lt;br /&gt;
Only the lesser buildings now remained, and of those, only the ones that had relied less heavily on wooden beams and supports. Facades, however, stood in the black day of the city. Glimmers of ancient magic, contained by stone shapes, statues, gargoyles, could be felt or detected, but it was not for these that they had come.&lt;br /&gt;
&lt;br /&gt;
===Age of Legends or Fey or Divine Beings===&lt;br /&gt;
The kin—the Kialli—could fight like this for eternity; if the world died around them, they might not even notice. They would certainly not notice the deaths of tens of thousands of people whose lives, measured in a handful of years, would amount to nothing. This was how beauty was defined in this place. This was what they faced. The wild, inhuman creatures fought, Rath thought, as if this might be their last chance to fight; as if this dance, this death, was all of their desire.&lt;br /&gt;
&lt;br /&gt;
They had fought no wars together, survived no conflicts, tested no loyalties; nor had they felt the keen and biting edge of an oath’s many restrictions, circling different sides of it, seeking the advantage of terrain.&lt;br /&gt;
&lt;br /&gt;
“You must be able to pass unseen while being seen by everyone.&lt;br /&gt;
&lt;br /&gt;
Michele West – Riven Shield&lt;br /&gt;
their Lord stood robed in a harsh light that destroyed the sight of those who dared to gaze upon his glory in an attempt to discern his desire, to extract his commands.&lt;br /&gt;
&lt;br /&gt;
===Fey Rules===&lt;br /&gt;
Michele West – Riven Shield&amp;lt;br&amp;gt;&lt;br /&gt;
The way is watched. &amp;lt;br&amp;gt;&lt;br /&gt;
The enemy is waiting. &amp;lt;br&amp;gt;&lt;br /&gt;
Use only the old roads. &amp;lt;br&amp;gt;&lt;br /&gt;
Touch nothing that does not call your name. &amp;lt;br&amp;gt;&lt;br /&gt;
Take nothing that you cannot control. &amp;lt;br&amp;gt;&lt;br /&gt;
Offer only that which you can afford to lose; offer nothing that you do not value.&lt;br /&gt;
&lt;br /&gt;
===ADVENTURE HOOK===&lt;br /&gt;
&lt;br /&gt;
A raid on a den/brothel to rescue, results in several deaths.  &lt;br /&gt;
One is from a powerful family and regardless of the reasons, where he was, what he was doing, they will see that whoever was responsible (or even in the vicinity) will be killed as a lesson/warning to all others.  &lt;br /&gt;
Ruthless and amoral and wealthy, etc.&lt;br /&gt;
&lt;br /&gt;
===☼Voices of Flame===&lt;br /&gt;
And on the growing edges: the broken spires of the Isle of Aramarelas, under siege by winged beasts who spoke with majesty in voices of flame. Fire. The towers were burning. The cathedrals were being destroyed. She could hear the terrible silence that presages screaming as the city drew its collective breath. She could see, beneath the feet of a passing god, the refuse that she would think of, at any other time, as bodies. She was dimly aware that there were other creatures around the heart of Night; dimly aware that they might attempt to stand beside, or before, the darkness that came toward the city of Essalieyan.&lt;br /&gt;
Michele West – Sea of sorrows&lt;br /&gt;
&lt;br /&gt;
===Ride On a Day's Notice===&lt;br /&gt;
“No. There’s always one company ready to ride on a day’s notice, and most towns are within a day’s ride of a company. No town is more than two days’ ride. That’s one advantage of being a small land.”&lt;br /&gt;
Modesitt&lt;br /&gt;
&lt;br /&gt;
===Sacred Hunt &amp;amp; Hunter Lords===&lt;br /&gt;
“But the Sacred Hunt is called for a reason, Stephen, even if you do not believe in it. The Hunter God made his covenant with the Hunter-born: that he would help them hunt and feed his people every day of the year; that crops would be bountiful and game plentiful; that the forests and fields would be green and grow well. But in return for this, the Hunter Lords and their huntbrothers must, one day a year, allow the God His Hunt.&lt;br /&gt;
&lt;br /&gt;
===The Tump===&lt;br /&gt;
And huge at the head of the bay rose the dark bulk of the howe. A cold fire wavered over it, roaring and blazing its terrible blue-tinged white –heatless, cheerless, leaping up into the sleeting night. Freda crossed herself, shuddering. Thus had the grave-fires of the old heathen heroes burned, each night after sunset.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;'''Dhampier and the legend of he who sleeps.'''&lt;br /&gt;
&amp;lt;p&amp;gt;Beneath the Tump lies an ancient vampire, who is worshipped as a god by its Dhampier scions. There is a small village with mostly humans and a hidden manor house with the Dhampier line.  They are few but strong enough to command respect.  Modest tolls are collected to pass through?  A combination of alliances, threats and bribes maintain the status quo, in particular with the local elves.  The biggest threat is the Circle and the Sun Temple.  The Dhampier hide their nature from most, it is not widely known. The village is rough and dour in demeanor.  Strangers mean danger&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Broken Sword, Poul Anderson&amp;lt;br&amp;gt;&lt;br /&gt;
Many were the presences haunting the hills and glens of that wild land; it was a place of sorcery and the men and beasts who wandered into it rarely returned.&lt;br /&gt;
&lt;br /&gt;
===☼Coldfire Trilogy - Faith vs. The Forest===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;There were songs on the hillside, glorious songs of sunlight and optimism and energy, the endless music of faith. She could see them arrayed along the gentle slope, warriors whose armor gleamed Coregolden in the light of noon, soldiers whose banners were strung with bits of glass so that as they moved their standards sparkled, and as the wind beat on the richly woven cloth there was the sound of bells, of sparkling water, a thousand glassy chimes that rang out the song of God’s One Faith across the Darklands. Young men, old men, women astride their horses, soldier-priests so young they were nearly children —all helmeted in silver and gold and pennanted in brilliant silks, lining up for battle. The very air about them rang with their faith, their sacrifice, their passion. The very daylight was a song of triumph. She floated through their ranks like a fae-wraith, touching, seeing, hearing all. Shields that flashed like fire in the sunlight. Swords that sang of perseverance and hope. She touched one blade and could hear all the hymns that had gone into its making, the thousand and one voices that had lent it power. Years of chants, years of prayer, years of utter faith ... she moved to where another soldier stood and gazed at the crystal flask in his hand. The liquid within glowed with a heat that she could feel on her face, and its music was a symphony of hope. They were riding into death, she knew. All these brilliant soldiers, all these priceless weapons, were about to ride into a darkness so terrible that it would snuff out all their songs forever. She could feel their place in history taking shape about them, not a beginning of hope but an ending, the extinguishing of a time of untrammeled dreams in exchange for one of cynicism and despair. She wanted to cry out and warn them, but what good would her words do? They knew the odds. They knew that the Evil they had decided to fight might well prove more powerful than all their prayers and charms and spells combined ... and still they gathered. Thousands upon thousands of them, knees clasped tightly about their anxious steeds, hands closing restlessly about their sword-grips and their springbolt butts and their polished pistols. And the Fire. It glistened in a dozen crystal orbs, in a thousand crystal vials. So very beautiful that it hurt her to look upon it, so rich in hope that she cried out to hear its song. Faith. Pure faith. She could drink it in all her life and still hunger for it. She could drown herself in it and never have enough. You’ll die! she cried out to them. Not wanting the music to end. You’ll all die, horribly! The Forest will eat you alive! What good is that to anyone? Go home while you still can! And then it seemed to her that one of the soldier-priests turned to her. Eyes of liquid flame, brilliant as the Holy Fire, fixed upon the space she occupied. His shield and sword were molten gold, and his banner-glass tinkled in the wind. He was too bright to look upon, too beautiful for her to look away. His voice was like the wind. Some things, he whispered, are worth dying for. And then the music became sunlight became peace, blissful peace, and she felt the vision fading. Melting into warmth. The gentle warmth of a mother’s arms. The loving warmth of a father’s eyes. For the first time in many long nights, Jenseny Kierstaad slept.&lt;br /&gt;
&lt;br /&gt;
===Coldfire Trilogy - Damien is a bad-ass - Tump Dhampier related?===&lt;br /&gt;
&lt;br /&gt;
Things were abroad now that hid from the light of day, maverick human fears that had taken on a life of their own and coursed the night in search of a bodily home.&lt;br /&gt;
Damien Kilcannon Vryce looked like he was fully capable of handling trouble, for which reason trouble generally gave him a wide berth.&amp;lt;br&amp;gt;&lt;br /&gt;
His thick-set body was hard with muscle, his hands textured with calluses that spoke of fighting often, and well. His shoulders bore the weight of a sizable sword in a thick leather harness with no sign of strain, despite the fact that the dust stains on his woolen shirt and the mud which caked his riding boots said that he had been traveling long and hard, and ought to be tired.&amp;lt;br&amp;gt;&lt;br /&gt;
Already the season had hosted nights when no more light than that of a single moon shone down to the needy earth, and the first true night was soon to come; all the creatures that thrived on darkness would be most active in this season, seeking blood or sin or semen or despair or whatever special substance they required to sustain themselves, and seeking it with vigor.&amp;lt;br&amp;gt;&lt;br /&gt;
The Forest’s canopy stretched out for miles upon miles, a thick tangle of treetops and dead leaves and parasitic vines that smothered the entire region like some vast, rotting blanket.&amp;lt;br&amp;gt;&lt;br /&gt;
“For you I’ve become the most subtle creature of all: a civilized evil, genteel and seductive. An evil you endure because you need its service—even though that very endurance plucks loose the underpinnings of your morality. An evil that causes you to question the very definitions of your identity, that blurs the line between dark and light until you’re no longer certain which is which, or how the two are divided. That’s what you fear most of all, priest. Waking up one morning and no longer knowing who or what you are.”&lt;br /&gt;
&lt;br /&gt;
===☼Merchants Square/Market Day===&lt;br /&gt;
&lt;br /&gt;
At every one, a merchants called out his wares… hairpins of ivory, brooches of brass, and badges of the finest pewter; plaque belts both simple and wildly adorned by precious stones and metals; pattens made from a variety of wood; aromatic fruit, both common and alien; charred meats, boiled eggs, and ruddy-looking cheeses; dice allegedly carved from the tusks of creatures so rare they haven’t even appeared in bestiaries yet; hoods of every color managed by dye; brass braziers and tooled chests; leather bottles, costrels, and tankards; weak ale and watery wine to fill them, despite the threat of wandering guildmasters and inspectors who would confiscate such swill. Guards were stationed at several spots along the bridge to keep traffic moving and discourage theft. I suspected they were having trouble with both. When we finally left the Bridge of Heroes, it was a relief, though Alespell proper was no less crowded.&lt;br /&gt;
&lt;br /&gt;
===While we are leaving===&lt;br /&gt;
&lt;br /&gt;
Listen, I'll be happy to discuss all the reasons why we should leave here right now while we are leaving.”&lt;br /&gt;
&lt;br /&gt;
===☼The Wax Forest &amp;amp; Giant Tree===&lt;br /&gt;
&lt;br /&gt;
Down a long slope of land, dappled in patches of shadow next to round, ice-covered boulders, the land fell off and down as abruptly as if some enormous hand had gouged out an inverted dome from the earth. A low ridge rose all around the precipice, which was a circle that stretched so wide in the falling snow that Tavi could not see the majority of its curve or the circle’s far side. A dull, greenish light licked up at the edges of the pit from below, and as the Gargant plodded closer, Tavi could see its source. The bottom of the pit, a great bowl gouged into the earth, was covered with a valley of trees—trees the likes of which Tavi had never seen before. They rose up, their trunks twisted and gnarled, stretching many branches each high into the air, like the reaching hands of a drowning man. Covering the trees was the source of the light. Tavi squinted and peered, and it took his eyes a moment to sort out what he was seeing. Covering the trees was some kind of growth that gave off the faint, menacing luminescence. It seemed to cover the trees as might some kind of fungus, but rather than simply existing as a light coating of some other plant, it had grown over them in a thick, gelatinous-looking mass. As the gargant drew closer to the edge of the precipice, Tavi could see that the growth had runnels and areas that looked as though bubbles of air had been trapped beneath it, and for all the world looked like melted wax had been dripped over the surfaces of the trees, but for the desperately reaching branches high up in them, layer upon layer, until the whole resembled some fantastic, bizarre work of art. As far as he could see, in the faint light of the glowing wax, those odd trees writhed and twisted, their branches and trunks hung in festoons and swirls of the waxy growth. At the heart of the scene stood a single, ancient tree, barren trunk lifting high, dead branches mostly worn away by time. Though there was nothing to hold to scale, Tavi thought that the spire of ancient, dead wood had to be huge. “The Wax Forest,” Tavi said, quietly.&lt;br /&gt;
&lt;br /&gt;
===Clan Politics and Conflict Ideas===&lt;br /&gt;
&lt;br /&gt;
A personally powerful lord keeps power hungry and strong vassals in line with his personal power as much as the coalition of vassals (could be sept and elders of clan).  However, fate causes his to be severely wounded ( how to explain this in a world of healing magic) and agitators prevent him receiving aid, and so use that to fracture support).  Also the lord does not have strong heirs, so when he is incapacitated, nobody with the right strength and politics is able to step in.  A coup and another branch of the clan takes power.&lt;br /&gt;
&lt;br /&gt;
===The Border Bandit Lands===&lt;br /&gt;
&lt;br /&gt;
“Bandits,” Lyr said succinctly. “Real ones. Karsites let ‘em stay here, both to confuse the issue when their regulars come across raiding, and to discourage their own people from trying to cross over into someplace else. So there’s a kind of buffer zone along here that the Karsite patrols don’t bother with.”&lt;br /&gt;
&lt;br /&gt;
===Ruins of the Ancients Descriptive Text from novel===&lt;br /&gt;
&lt;br /&gt;
“A stone snake five thousand miles long coils its way around the empire, a city riding on its back. Within is the oldest and mightiest civilization in the world, a dreaming land of decadence and corruption ruled over by ancient immortals fallen from grace. Beautiful and terrible they were in the power of their youth, and beautiful and terrible they remain, though they are ruined now and their strength broken—a decayed remnant of the world that was, bound forever within a wall built by the gods.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===uncategorized===&lt;br /&gt;
&lt;br /&gt;
“It’s pretty simple. Whatever is in the terms of the contract is followed by both parties, to the letter. Bonded Companies do not pillage in the countryside of their employer, and pillage only in enemy territory with permission of the employer. That takes care of cutting your own throat in a civil war.” Tarma looked at both of them. “Can you figure out why?” Kero was marginally quicker. “Easy; if you keep everybody on your side from looting, the locals are going to come over to you, and that’s going to make big problems for the opposition if they aren’t doing the same.” “Good. And really, what’s the point of wrecking your own tax base? All right; if a bonded Company or one of its members surrenders, they are permitted to leave the battlefield unmolested and report to a neutral point. They’ll get ransomed by the Guild; that’s why the individual members pay their dues every year. You know about the individual Code, so I won’t go into that.” Tarma leaned against the sand-table. “They won’t switch sides in mid-contract, they won’t follow a mutiny against their employer, they won’t fight a suicide-cause, but they’ll do their damnedest to get their employer out of a bad situation in one piece. Because of the twin Codes, bonded Companies are more reliable and trustworthy than unbonded. That’s why they’re expensive.” Daren examined the table again.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
They were deep into the Pelagir Hills—the true Pelagirs. There was a track they were following; dry-paved, it rang under their mares’ hooves, and it led ever deeper into the thickly forested hills and was arrow-flight straight. To either side of them lay the landscape of dreams . . . or maybe nightmare. The grass was the wrong color for fall. It should have been frost-seared and browning; instead it was a lush and juicy green. The air was warm; this was fall, it should have been cool, but it felt like summer, it smelled like summer. There were even flowers. Tarma disliked and distrusted this false, magic-born summer. It just wasn’t right.&lt;br /&gt;
well, some were normal (or at least they seemed normal), but others were not. Tarma had seen plants whose leaves had snapped shut on unwary insects, flowers whose blooms glowed when the moon rose, and thorny vines whose thorns dripped some unnamable liquid. She didn’t know if they were hazardous, but she wasn’t about to take a chance; not after she saw the bones and skulls of small animals littering the ground beneath a dead tree laden with such vines. The trees didn’t bear thinking about, much. The least odd of them were as twisted and deformed as if they’d grown in a place of constant heavy winds. The others . . . Well, there was the grove they’d passed of lacy things that sang softly to themselves in childlike voices. And the ones that pulled away from them as they passed, or worse, actually reached out to touch them, feeling them like blind and curious old women. And the sapling that had torn up its roots and shuffled away last night when Tarma thought about how nice a fire would feel . . . And by no means least, the ones like they’d spent the night in (though only after Kethry repeatedly assured her nervous partner that it was perfectly harmless). It had been hut-sized and hut-shaped, with only a thatch of green on the “roof”—and hollow. And inside had been odd protrusions that resembled stools, a table, and bed-platforms to a degree that was positively frightening. A lovely little trap it would have made—Tarma slept restlessly that night, dreaming about the “door” growing closed and trapping them inside, like those poor bugs the flowers had trapped.&lt;br /&gt;
&lt;br /&gt;
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It might have been a fifty-foot tower at one time, but it had been broken off perhaps twenty feet up as if snapped by a giant’s hand. Beacon towers dotted the shorelines and islands of all of the Great Lakes, and like all such structures they had accumulated more than their due of strange stories. I hadn’t heard any stories about this one—but staring up at the rough grey stones, I got the impression that it might have had something to do with the fact that in order for strange stories to spread, someone has to survive a dark encounter in order to start the tale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Images came with the thoughts this time—the rush of rain and wind in my face, raw hunger in my belly that I was about to sate, the strength and power of my body and that of the mount beneath me, and the glorious thrill of the chase as the prey fled as it was created to do, testing my strength, speed, endurance, and will while the night called and the storm raged around me. To my surprise, there was no sense of hate in it, no twisting bitterness of despair. There was only a wild and ferocious joy, an adrenaline sense of excitement, of passion, of savage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damh the Bard:  Spirit of Albion&lt;br /&gt;
Pandemonaeon:  Dangerous Beauty  (2010&lt;br /&gt;
&lt;br /&gt;
Dead Can Dance:  The Serpent’s Egg  (1988)&lt;br /&gt;
Read more at http://www.patheos.com/blogs/johnbeckett/2017/12/top-10-pagan-albums-time.html#RJDtXwUfRcH0vG0w.99&lt;br /&gt;
&lt;br /&gt;
S.J. Tucker:  Blessings  (2007)&lt;br /&gt;
Bulgarian State Radio and Television Female Vocal Choir:  Le Mystère des Voix Bulgares  (1975)&lt;br /&gt;
Read more at http://www.patheos.com/blogs/johnbeckett/2017/12/top-10-pagan-albums-time.html#RJDtXwUfRcH0vG0w.99&lt;br /&gt;
&lt;br /&gt;
Damh the Bard:  The Cauldron Born  (2008&lt;br /&gt;
Read more at http://www.patheos.com/blogs/johnbeckett/2017/12/top-10-pagan-albums-time.html#RJDtXwUfRcH0vG0w.99&lt;br /&gt;
&lt;br /&gt;
Sharon Knight:  Neofolk Romantique  (2013)&lt;br /&gt;
&lt;br /&gt;
Faith And The Muse:  :Ankoku Butoh:  (2009)&lt;br /&gt;
Read more at http://www.patheos.com/blogs/johnbeckett/2017/12/top-10-pagan-albums-time.html#RJDtXwUfRcH0vG0w.99&lt;br /&gt;
&lt;br /&gt;
Omnia:  PaganFolk  (2006).&lt;br /&gt;
&lt;br /&gt;
Sharon Knight and T. Thorn Coyle:  Songs for the Waning Year  (2008&lt;br /&gt;
Read more at http://www.patheos.com/blogs/johnbeckett/2017/12/top-10-pagan-albums-time.html#0I61TZxC8ysosThc.99&lt;br /&gt;
&lt;br /&gt;
Enya:  The Celts  (1986).&lt;br /&gt;
Loreena McKennitt:  The Visit  (1991).&lt;br /&gt;
Loreena McKennitt:  The Mask and the Mirror  (1994).&lt;br /&gt;
Wendy Rule:  The Wolf Sky  (2006).&lt;br /&gt;
Faun:  Eden  (2011).&lt;br /&gt;
Blood Ceremony:  Living With the Ancients  (2011).&lt;br /&gt;
Read more at http://www.patheos.com/blogs/johnbeckett/2017/12/top-10-pagan-albums-time.html#0I61TZxC8ysosThc.99&lt;br /&gt;
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Idea – Small clan which has been driven from its lands and forced into bonds of manrent arrangement with another stronger clan.  They’re people are dispersed but retain their loyalty… the sept family resides in a smaller manor.  The manor is on more dangerous lands and they are being somewhat taken advantage of by the more powerful clan… which is using/manipulating the situation to its own advantage.  Can still use the Fionn prophecy and the giant/goblin infested ruins.&lt;br /&gt;
&lt;br /&gt;
Idea- from modesitt – Herder raiders use a small village for trading, a truce arranged from time to time.  Although they are technically part of and should pay tariff to a clan, they have not for some time.  This has enabled the raiders.  By going to the village to investigate, this has stirred up the raiders.  They attack the town.  The town elder blames the investigators,&lt;br /&gt;
By your very presence you have led them to attack us.&lt;br /&gt;
You let others pay the cost for your agreement.” “What choice did we have? Your prefect never protected us.” “You’ve failed to pay tariffs for years. Why should he risk troopers for you?” “He offers nothing but words.” Kaerylt shrugged. “You had a choice. You made it, and you paid for it.”&lt;br /&gt;
Clue – the village was not protected against raiders.&lt;br /&gt;
&lt;br /&gt;
Fianna Trilogy  “They were gods—or at least Tethra and Balor and Lot were.”&lt;br /&gt;
The Morrígan is mainly associated with war and fate, especially with foretelling doom and death in battle. In this role she often appears as a crow, the badb.[1] She is also associated with sovereignty, the land and livestock. She is believed to be a manifestation of the earth- and sovereignty-goddess,[2][3] chiefly representing the goddess's role as guardian of the territory and its people. &lt;br /&gt;
&lt;br /&gt;
Four treasures of Irish folklore:&lt;br /&gt;
Stone of Fál (Lia Fáil)&lt;br /&gt;
It would cry out beneath the king who took the sovereignty of Ireland. It was supposedly located near the Hill of Tara in County Meath.&lt;br /&gt;
&lt;br /&gt;
Spear (sleg) of Lug&lt;br /&gt;
No battle was ever sustained against it, or against the man who held it.&lt;br /&gt;
Sword (claideb/claiomh solais) which belonged to Núadu&lt;br /&gt;
No one ever escaped from it once it was drawn from its sheath, and no one could resist it. The sword is also described in the Tain legend as 'Nuadu's Cainnel' - a glowing bright torch[citation needed].&lt;br /&gt;
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Cauldron (coire) of the Dagda&lt;br /&gt;
No company ever went awa&lt;br /&gt;
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“The veleda was given three powers: the power of the eubages to see the future; the power of the brithem so she could tell truth from lies; and the vater’s power of sacrifice, that she might give her power to the worthy. ‘She sees, she weighs, and she chooses.’ The Seer, the Judge, and the Prophet. Threefold.&lt;br /&gt;
&lt;br /&gt;
Barge-raft&lt;br /&gt;
Beltur studied the boat, an oblong about twenty-five yards long and six wide, with a flat deck over the rear twenty yards. The upper deck was not quite two yards above the lower deck, which was in fact the bottom of the hull. There was a small pilothouse at the front of the upper deck, with two long sweeps laid out on each side of the upper deck and a fifth one at the stern.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3639</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3639"/>
		<updated>2026-07-25T03:17:02Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Brand Turn 1A Narrative */&lt;/p&gt;
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&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
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Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
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After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes, one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* 'fellowship over coin' DM Interpretation of Brand as a classic ranger (old school D&amp;amp;D where they only had the wealth they carried, also Tolkien rangers), let me know how you feel for your character.&lt;br /&gt;
** You happen to have recently lost much of your carried 'wealth and supplies'.&lt;br /&gt;
** How much money does Brand have?  Rangers's don't really need much, but you need to replace some gear lost in your recent misadventures at this time you basically only have your personal armor and weapons and need to get back some basic gear if you wanted to go back out into the wilderness.&lt;br /&gt;
** You may have stashes or caches in other locations, but not here.&lt;br /&gt;
* How old is Brand now?&lt;br /&gt;
** In my mind he was more of an 'old man' than the rest of the PC's but I do not know or remember what age you were.  Let me know if you have a preference, story wise it makes sense for you to be older with your experience.&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3638</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3638"/>
		<updated>2026-07-25T03:16:12Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Dramatis Personae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have a list of interesting NPC's for all players.  Here are some core persons in Brand's current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes and one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* 'fellowship over coin' DM Interpretation of Brand as a classic ranger (old school D&amp;amp;D where they only had the wealth they carried, also Tolkien rangers), let me know how you feel for your character.&lt;br /&gt;
** You happen to have recently lost much of your carried 'wealth and supplies'.&lt;br /&gt;
** How much money does Brand have?  Rangers's don't really need much, but you need to replace some gear lost in your recent misadventures at this time you basically only have your personal armor and weapons and need to get back some basic gear if you wanted to go back out into the wilderness.&lt;br /&gt;
** You may have stashes or caches in other locations, but not here.&lt;br /&gt;
* How old is Brand now?&lt;br /&gt;
** In my mind he was more of an 'old man' than the rest of the PC's but I do not know or remember what age you were.  Let me know if you have a preference, story wise it makes sense for you to be older with your experience.&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3637</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3637"/>
		<updated>2026-07-25T03:15:06Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Dramatis Personae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
&lt;br /&gt;
Also under construction.   I would need to have one for all players.  Here are some core persons in your current world.&lt;br /&gt;
&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
* Clan Seesil.   Local ranger clan that you trained with and you have a mutual good opinion of each other.  However, some are known to dislike Picts.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes and one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* 'fellowship over coin' DM Interpretation of Brand as a classic ranger (old school D&amp;amp;D where they only had the wealth they carried, also Tolkien rangers), let me know how you feel for your character.&lt;br /&gt;
** You happen to have recently lost much of your carried 'wealth and supplies'.&lt;br /&gt;
** How much money does Brand have?  Rangers's don't really need much, but you need to replace some gear lost in your recent misadventures at this time you basically only have your personal armor and weapons and need to get back some basic gear if you wanted to go back out into the wilderness.&lt;br /&gt;
** You may have stashes or caches in other locations, but not here.&lt;br /&gt;
* How old is Brand now?&lt;br /&gt;
** In my mind he was more of an 'old man' than the rest of the PC's but I do not know or remember what age you were.  Let me know if you have a preference, story wise it makes sense for you to be older with your experience.&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3636</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3636"/>
		<updated>2026-07-25T03:12:21Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Recent History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
* Tennetty.  Proprietor of the Four Winds Tavern.  One-eyed former Fianna officer that promised you safe haven at her inn.  &lt;br /&gt;
* Hadotti.  Pictish man from a strange tribe you have never met, he is your henchman.  You have become partners in your travels, but he is your follower and does what you say and helps greatly about the camp&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes and one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* 'fellowship over coin' DM Interpretation of Brand as a classic ranger (old school D&amp;amp;D where they only had the wealth they carried, also Tolkien rangers), let me know how you feel for your character.&lt;br /&gt;
** You happen to have recently lost much of your carried 'wealth and supplies'.&lt;br /&gt;
** How much money does Brand have?  Rangers's don't really need much, but you need to replace some gear lost in your recent misadventures at this time you basically only have your personal armor and weapons and need to get back some basic gear if you wanted to go back out into the wilderness.&lt;br /&gt;
** You may have stashes or caches in other locations, but not here.&lt;br /&gt;
* How old is Brand now?&lt;br /&gt;
** In my mind he was more of an 'old man' than the rest of the PC's but I do not know or remember what age you were.  Let me know if you have a preference, story wise it makes sense for you to be older with your experience.&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3635</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3635"/>
		<updated>2026-07-25T03:04:04Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* QUESTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes and one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* 'fellowship over coin' DM Interpretation of Brand as a classic ranger (old school D&amp;amp;D where they only had the wealth they carried, also Tolkien rangers), let me know how you feel for your character.&lt;br /&gt;
** You happen to have recently lost much of your carried 'wealth and supplies'.&lt;br /&gt;
** How much money does Brand have?  Rangers's don't really need much, but you need to replace some gear lost in your recent misadventures at this time you basically only have your personal armor and weapons and need to get back some basic gear if you wanted to go back out into the wilderness.&lt;br /&gt;
** You may have stashes or caches in other locations, but not here.&lt;br /&gt;
* How old is Brand now?&lt;br /&gt;
** In my mind he was more of an 'old man' than the rest of the PC's but I do not know or remember what age you were.  Let me know if you have a preference, story wise it makes sense for you to be older with your experience.&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
	</entry>
	<entry>
		<id>http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3634</id>
		<title>Player Character: Brand &quot;Torchbearer&quot;</title>
		<link rel="alternate" type="text/html" href="http://eradain.com/w/index.php?title=Player_Character:_Brand_%22Torchbearer%22&amp;diff=3634"/>
		<updated>2026-07-25T03:00:14Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* QUESTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]][[Category:Players]]&lt;br /&gt;
&lt;br /&gt;
=Brand &amp;quot;Torchbearer&amp;quot;=&lt;br /&gt;
[[File:BrandSummarySheet.jpg|thumb|Brand Summary Character Sheet]]&lt;br /&gt;
==Description==&lt;br /&gt;
*Rough looking outdoorsman in studded leather armor&lt;br /&gt;
*Brand received a broken nose that partially set.  The only way to fix it would be to re-break it and even then, he's not sure what the results would be.&lt;br /&gt;
**In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.&lt;br /&gt;
*A Shield (+1) that protects against normal missiles.&lt;br /&gt;
*A Longsword (+1), the hilt of antler, carved with a wolf-raven design.  Something he received from a family member.&lt;br /&gt;
&lt;br /&gt;
===Day to Day/Lifestyle===&lt;br /&gt;
*Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.&lt;br /&gt;
**Hunting goblins and wanted humans to turn in for rewards.&lt;br /&gt;
**side work maybe as a guide or collecting herbs.&lt;br /&gt;
*Woodworker who may or may not have many tools with him.&lt;br /&gt;
**Woodcarving during downtime.&lt;br /&gt;
&lt;br /&gt;
==Goals/Notes==&lt;br /&gt;
*To find a home base area to build a cabin as a long term goal. &lt;br /&gt;
*Would like to find an animal friend/pet.  Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Older History?&lt;br /&gt;
*[[Angharad Campaign (2012)]]&lt;br /&gt;
**Has been blessed by Arawn in the past.  &amp;quot;Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat).&amp;quot;&lt;br /&gt;
**Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.  &lt;br /&gt;
***Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
[[File:LS BrandsJourney.pdf|thumb]]&lt;br /&gt;
&lt;br /&gt;
Exact timing of these events over the last 12-24 months is kind of gray...&lt;br /&gt;
&lt;br /&gt;
'''1 Northward'''&lt;br /&gt;
After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky.  You decided to separate from the Fianna, but still enjoyed a few days of R&amp;amp;R with them at the Four Winds (Inn and Tavern) before heading your own way.  &lt;br /&gt;
&lt;br /&gt;
Hadotti had expressed a desire to see his people again after so many months away &amp;quot;in the underworld&amp;quot;, but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead.  Without having any other particular destination in mind, you considered that quest.  You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.&lt;br /&gt;
&lt;br /&gt;
While at the Four Winds, you spoke with Tennetty, the proprietor.  She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch.  You two often chat when the 'younger' crowd is doing its thing.  Your discussions about the territory confirmed your own thoughts...   A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.  &lt;br /&gt;
&lt;br /&gt;
After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.&lt;br /&gt;
&lt;br /&gt;
* While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.&lt;br /&gt;
* Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.  &lt;br /&gt;
** While you might have continued, you another way that would take longer but where you could both find succor along the way.&lt;br /&gt;
* You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.  &lt;br /&gt;
* Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.&lt;br /&gt;
&lt;br /&gt;
'''2 Overland to Crossword'''&lt;br /&gt;
* Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.&lt;br /&gt;
* After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.&lt;br /&gt;
* From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.&lt;br /&gt;
* You are driven back from that route by recent troll-sign on the road.&lt;br /&gt;
* You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.&lt;br /&gt;
* You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).&lt;br /&gt;
&lt;br /&gt;
'''3 Scout the Picts'''&lt;br /&gt;
* After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.&lt;br /&gt;
* Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.&lt;br /&gt;
* Trade started going badly and there were rumors of regime change among the Nathair.&lt;br /&gt;
* After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider.  The parley or at least scout you had hoped for was not possible and you fled for your lives.&lt;br /&gt;
* With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.&lt;br /&gt;
&lt;br /&gt;
'''4 Haunted Hills'''&lt;br /&gt;
* You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)&lt;br /&gt;
* Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr&lt;br /&gt;
&lt;br /&gt;
'''5 Gwindnyr'''&lt;br /&gt;
* Gwindnyr was another large city in Brand and Hodotti's opinion (actually an &amp;quot;Average Town&amp;quot;).&lt;br /&gt;
* There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.&lt;br /&gt;
** Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).&lt;br /&gt;
** That makes this a BIG DEAL and a place where things are likely to be lively...&lt;br /&gt;
* You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).&lt;br /&gt;
&lt;br /&gt;
'''6 Upriver to Cerdwigg'''&lt;br /&gt;
* The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.&lt;br /&gt;
* There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.&lt;br /&gt;
* Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination.  At the very least he knew the name of an inn to look for.&lt;br /&gt;
&lt;br /&gt;
==Brand Turn 1 (under construction) ==&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 BACKGROUND===&lt;br /&gt;
&lt;br /&gt;
====COMMENTS====&lt;br /&gt;
* If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story.  Let me know what your character would do and say and how he may feel and the narration can be updated.&lt;br /&gt;
* This is setting stage and A LOT of background.   Please have a look at what has been written so far and let me know what questions and feedback you may have.   Future posts would provide some &amp;quot;choose your own adventure&amp;quot; suggestions, but forge your own way however you would like in your responses.  Please include any and all details about how your character would handle himself in the circumstances he is in.&lt;br /&gt;
&lt;br /&gt;
====Level 6 World====&lt;br /&gt;
This world is based on a maximum of level 6 and many other humans are &amp;quot;NPC Classes&amp;quot;, simplified versions of PC classes.  The powerful magic of the &amp;quot;ancients&amp;quot; is basically just magic higher than 3rd or 4th level spells.  Brand is level 2 and close to level 3.&lt;br /&gt;
&lt;br /&gt;
====Status Note====&lt;br /&gt;
*Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any &amp;quot;hit dice&amp;quot; reserves.&lt;br /&gt;
*In the normal Long Rest Rules, you &amp;quot;Regain spent Hit Dice, up to half your total (minimum 1 die).&amp;quot; However, in Eradain you can take &amp;quot;Hit Dice Damage&amp;quot; which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).&lt;br /&gt;
*The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.&lt;br /&gt;
&lt;br /&gt;
[[File:Cerdwigg Castle.png|thumb|Concept for Cerdwigg Castle]]&lt;br /&gt;
&lt;br /&gt;
====Cerdwigg Region====&lt;br /&gt;
&lt;br /&gt;
[[File:CerdwiggClanElders.png|thumb|Cerdwigg Clans and Settlements (1 mile/hex)]]&lt;br /&gt;
&lt;br /&gt;
*Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north.  Above that the Prywn is too shallow or rough with rapids for cargo boats.  The docks are on the western Pryn branch on the north bank of the Y.   &lt;br /&gt;
* Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.  &lt;br /&gt;
**They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).  &lt;br /&gt;
**After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.&lt;br /&gt;
&lt;br /&gt;
'''Cerdwigg Clans and Settlements Map Key'''&lt;br /&gt;
# Cerdwigg Settlement Docks and Castle&lt;br /&gt;
# Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)&lt;br /&gt;
# Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)&lt;br /&gt;
# Larmyr - Farmer Clan (backbone of the land farmer)&lt;br /&gt;
# Seesil - Forester Clan (Ranger Goblin Specialists)&lt;br /&gt;
# Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)&lt;br /&gt;
# Arun - Forester Clan (Sorcerer Clan who like to be left alone)&lt;br /&gt;
# Ferenna - Mountain Clan (hard rock shaft mining for tin)&lt;br /&gt;
# Baed - Hill Clan (river-guards and mines tin)&lt;br /&gt;
&lt;br /&gt;
A - A common way point to stop along the Prywn River/Road upstream of the portage.&amp;lt;BR&amp;gt;&lt;br /&gt;
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.  &amp;lt;BR&amp;gt;&lt;br /&gt;
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1A Narrative ===&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes and one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).&lt;br /&gt;
&lt;br /&gt;
====Upriver to the borderlands of Cerdwigg====&lt;br /&gt;
&lt;br /&gt;
You lucked out running into this small river trader you knew and who was going your way.  With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time.   He only had one guard and knew Brand and Hodotti and offered both a job on the spot.  He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew.  He added he'd give us danger pay if our swords were actually needed. The offer was not much.  You were worth more than three silver a day for such duty.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*.  You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone.  That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it.  You also both also badly need time to rest and recover.  You and Hadotti were operating with wounds that required longer rest and good food.  &lt;br /&gt;
&lt;br /&gt;
Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger.  Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.&lt;br /&gt;
&lt;br /&gt;
The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead.  He even helped get the boat moved and the trader tipped him a small bag.  As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river.  Off to spread the news of the incoming boat no doubt.&lt;br /&gt;
&lt;br /&gt;
The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat.  Already of few of the locals are gawping at the two of you and whispering.  Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.  A good number of folk hereabout have Pictish blood in their veins, so Hadotti won't raise too much fuss.&lt;br /&gt;
&lt;br /&gt;
====The Four Winds Tavern====&lt;br /&gt;
&lt;br /&gt;
You have a promise from a friend, and you are looking forward to seeing if it pans out.&lt;br /&gt;
&lt;br /&gt;
Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-[[Orders_and_Guilds#Angharad_Militant_Organization_The_Fianna|Fianna]] officer.  You were never Fianna, but still hit it off with Tennetty (and most other Fianna you meet), and when you parted ways, she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over.  You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons.  You had promise of free room and board and were hoping there were still good rooms available despite the festival.  Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.&lt;br /&gt;
&lt;br /&gt;
You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town.  You encounter no others on your few miles journey and reach the Four Winds.  &lt;br /&gt;
&lt;br /&gt;
The Four Winds is almost a settlement and manor house on its own.  There is another collection of sturdy houses and gardens here and the Inn is a small fortress.  You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one.  The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.&lt;br /&gt;
&lt;br /&gt;
Immediately Tennetty gives off some sort of squawking cackle &amp;quot;Ha!&amp;quot;, obviously in good humor and glad to see you.  As usual she peels off in Pictish and greets Hadottie first with something like &amp;quot;''What are you doing you lunkhead, want to hear a joke?''&amp;quot;  Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him.  Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.&lt;br /&gt;
&lt;br /&gt;
Tenetty quickly understands that you are coming to stay as offered and she briefly gives you the stink eye for showing up during the busy festival time.  However, she sees you both are in real need of rest and recovery.  &lt;br /&gt;
&lt;br /&gt;
She makes you promise to give all the details later.  She has a private room for the two of you, but does not promise how long you can keep it... &amp;quot;I may need to shift you into another room if something comes up.&amp;quot;  She looks at you and says frankly, &amp;quot;I think something will come up, there has been something odd in the air lately.  Maybe it's a good thing you are here during festival after all...&amp;quot;  She shrugs off thought and with the flair of an innkeeper hosting nobility she bows and sets you up in style in a room with two clean beds and access to a tub and jakes down the hall.&lt;br /&gt;
&lt;br /&gt;
After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug.   Tennetty is busy as cornerstone of the local festival entertainments and her helpers just make sure you're fed in between their work and leave you alone (even if they do have questions in their eyes). &lt;br /&gt;
&lt;br /&gt;
You just have the sounds of eating, clanking in the kitchen and actual nice gentle background music from the children.  At the end of the meal you start of nod off and you are shooed off to those waiting beds.  You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.&lt;br /&gt;
&lt;br /&gt;
You gradually become aware of someone coming into the room...  You struggle to wake... It is Hadotti.   &amp;quot;Brand.  It is time to wake.  There is a bath ready.   Would you believe it!?  There is a water pump and stove right in the room with the tub!&amp;quot; He is amazed by such luxuries, but that really is better here at the Four Winds than what any of the local barons might have.&lt;br /&gt;
&lt;br /&gt;
to be continued&lt;br /&gt;
&lt;br /&gt;
===Brand Turn 1 Narrative Notes===&lt;br /&gt;
&lt;br /&gt;
====QUESTIONS====&lt;br /&gt;
* 'fellowship over coin' DM Interpretation of Brand as a classic ranger (old school D&amp;amp;D where they only had the wealth they carried, also Tolkien rangers), let me know how you feel for your character.&lt;br /&gt;
** You happen to have recently lost much of your carried 'wealth and supplies'.&lt;br /&gt;
** How much money does Brand have?  Rangers's don't really need much, but you need to replace some gear lost in your recent misadventures at this time you basically only have your personal armor and weapons and need to get back some basic gear if you wanted to go back out into the wilderness.&lt;br /&gt;
** You may have stashes or caches in other locations, but not here.&lt;br /&gt;
&lt;br /&gt;
=== DM NOTES ===&lt;br /&gt;
Items to include, things to remember...&lt;br /&gt;
&lt;br /&gt;
* '''Original Concept/Summary Note''' - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.&lt;br /&gt;
&lt;br /&gt;
* In the adventure narrative, I remember imaged Brand as a quiet and &amp;quot;stolid&amp;quot; veteran.  Drawing directly from the original ranger material I felt a &amp;quot;Strider&amp;quot; vibe from early Fellowship of the Ring.  I pictured him as having experience by being older and having survived.&lt;br /&gt;
* As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves.  With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...&lt;br /&gt;
*At first opportunity for combat in this play by mail game, he will advance to third level...&lt;br /&gt;
*Needs to be presented with choices so I can understand Brand's morals.&lt;br /&gt;
&lt;br /&gt;
*MAPS NEEDED* The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description).&lt;br /&gt;
&lt;br /&gt;
* The river-clanner's departure&lt;br /&gt;
&lt;br /&gt;
'''BACKGROUND''' = DRAFT NOTES&lt;br /&gt;
Bugbear.   Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills.  Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough.  Mostly they operate as independents by nature, but sometimes they also have tribes and networks.   One particular that you were &amp;quot;introduced&amp;quot; to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations.  Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost.  Unless things have changed, you know how and where to leave a marker that a parley is requested.&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
		
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