Magic Manufactory Status

Royal Investigator, I bring you tidings from your magic manufactory. We are continuing to recover our full operations from the Cult invasion. Per your instruction we produced the following:
1 potion of Healing
1 scroll of Feather Fall
The courier bearing this message should be in possession of these items.
I am continuing, as instructed, to develop a Lesser Potion of Haste which will be complete and shipped via courier with my next update.

Please advise on what you would have me direct my artisans to focus on for this period while I continue to focus on the potion.

I hope this update meets with your satisfaction.

Sevrin Auguste, Magister.

Artisan Options (per Stronghold Turn)

Each artisan may select one of the following options per Stronghold Turn:

  • Scribe Scroll (must be from known list)

  • Brew Potion (must be from known list)

  • Enchant Item

    • Requires masterwork base item

    • Requires residuum (1 quantum per +1 enchantment)

    • Limited to +1 enchantments initially

  • Extract Residuum (from magical sources)

  • Train Apprentice (only Magister can train apprentices initially)

Production Guidelines

  • Item Level Requirements:

    • Scrolls and potions of Level 1 can be produced by Level 1 artisans.

    • Items of Level 2 require Level 2 artisans.

    • Production time = 1 turn per item level unless multiple higher-level artisans cooperate.

  • Scroll & Potion Capabilities:

    • Scrolls and potions cannot exceed what a 9th-level wizard could produce.

    • Residuum is only required for permanent enchantments (not for scrolls/potions).

Known Scrolls

  • Feather Fall

  • Detect Magic

  • Disguise Self

Known Potions

  • Potion of Climbing

  • Potion of Healing

  • Lesser Potion of Haste (Level 2 item; requires Level 2 artisan; takes 2 turns to produce)

Enchantment Rules

  • Enchanting a masterwork item to +1 requires:

    • 1 quantum of residuum

    • One Stronghold Turn

    • Can be completed by a Level 1 artisan

  • Higher enchantments require additional quanta, turns, or artisan cooperation

Legendary Linebreeding

Aldermane Stronghold

Overview

  • Type: Aldermane breeding and specialty equestrian item manufactory
    Location is Tier III Stronghold
  • Location: Arcane facilities of Anthracite (near or within the ruins of the Tower or New Schoolhouse)
  • Controller: Sylvar Norris, special envoy to the Baron of Aldmaar

The Aldermane stronghold is more than just a breeding ground. It is a sanctuary of craft, lore, and spirit. Each stronghold turn, the Breaker and their Wranglers can craft or awaken unique items or traits drawn from the deep connection between Aldermane and the land of Darkmoor.

Personnel

  • Breaker: Torren Vexleaf
  • Tier = Controller’s Tier – 2
  • Wranglers Pixley Poneyherd: Tier 1 Wrangler
    Bend Raindancer: Tier 1 Wrangler
  • No stronghold member may exceed the Breaker’s tier

Below are four specialized outputs. Each item or process has three tiers of benefit depending on the quality of the mount:

  • Standard: Common riding horses, draft horses.
  • Quality: High-bloodline, military-trained, or noble stock.
  • Aldermane: Legendary steeds of the Wood, sacred to Aldmaar.

1. Aldermane Training (Mount Breeding & Bonding)

Production Time: 1 stronghold turn per Aldermane

Required: Breaker must oversee personally

The Aldermane is trained and spiritually bonded with a chosen rider. This is more than taming; it is a pact. Using this action one Aldermane can be produced every 3 stronghold turns, trained and accustomed to the designated rider.


2.  Ranger’s Reins

Production Time: 1 stronghold turn

Crafted by: Any Wrangler

Reins braided from Aldermane hair and infused with sap from the Singing Tree of Mosswood. They heighten communication between rider and mount.

  • Standard: Rider gains +2 on Animal Handling; can reroll failed attempt to control mount once per day.
  • Quality: As above, plus advantage on mounted Dexterity saves.
  • Aldermane: Rider and mount ignore non-magical difficult terrain when moving together; can communicate via short-range telepathy.

3.  Saddle of Security

Production Time: 2 stronghold turns

Crafted by: Any Wrangler

These saddles are etched with liquified silver and the pommel is crafted from crystalline basalt. It is designed to align with a mount’s gait and protect against danger.

  • Standard: Rider may not fall prone from the saddle unless unconscious.
  • Quality: Mount gains +1 AC when saddled and moving.
  • Aldermane: Once per long rest, saddle casts Absorb Elements on rider or mount when struck by elemental damage.

4.  Mark of the Verdant Will

(Aldermane only)

Production Time: 2 stronghold turns

Requires: Breaker must focus fully for both turns

A ritual branding that awakens dormant power in a single veteran Aldermane. The process must not be interrupted.

  • Effect:
    • Mount gains an Intelligence of 10 and understands one language (usually Sylvan or Common)
    • Once per day, can cast Misty Step or Entangle (choose at branding)
    • Bonded rider gains advantage on initiative rolls while mounted

Would you like to assign costs or incorporate these into the existing stronghold rules for turn sequencing and resource tracking?

Moat House Status III

Sir, some brief updates and then, as usual, I will request your guidance.

Per your previous instruction, we have begun to deploy Moat House staff, the "Legion" as they have come to call themselves, on road patrols. We are working with the Murgathen very compatibly. They have pushed out their patrols to include the entire perimeter of the swamps, such that I feel more comfortable having fewer sword-arms here at the Moat House. Bristol and Lathrop report that there have been incursions from those pitiable beasts we call the "glasseyes." The Murgathen have dealt with them. I would rather not describe or contemplate what the Murgathen do with their vanquished foes.

Our patrols have met little resistance on the Port Road, the trail leading towards Anthracite (and the "low" road to Elder Pool) is a different matter. I would call that situation a stale-mate at this point. For caravans on that road, we encourage them to travel with Legionnaire escort. I caution anyone against traveling alone on that road. Too many ignore my advice.

Lucretia and Lessip are tough-minded and so much alike… it’s eery. They insist on pulling full duty shifts, as a team. What can I say?

In short, due to your leadership, I report that the Moat House is sound. There are still some improvements due to our surface defenses, and we have had little time for dock improvements. But I sleep better these days. Often as many as 3 hours at a time.

Please provide your direction on how you would like us to proceed. We await your orders with an esprit de corps I believe would make you proud.
.

  • Maximum garrison size is at 25
  • Each stronghold turn, the Moat House controller may issue two orders:
    • Garrison: Recruit up to 4 Tier II defenders
    • Train: – spend training points (= Strength modifier) to increase a garrison defender’s Tier by 1; no defender may exceed the Castillion’s tier
    • Deploy – Deploy up to 4 defenders for income (10/defender/assignment) or
      • Deploy up to 4 defenders to another Stronghold or key location (e.g., Elder Pool)
      • Fortify: continue to improve our facilities here at the Moat House.
    • Patrol — Deploy up to 4 defenders on a given route (e.g. between two specified locations); provides increased security on that route and defenders will respond immediately to threats at either location

I am certain you are facing great challenges in your critical service to Lord Grey. I hope this report can serve in some small way to boost your spirits.

I remain, as always, your loyal servant.

Captain Lassadorn, Castillian of the Moat House of Darkmoor

Entry 66

I have not updated this journal for many days. I’ve told myself that I’ve been too occupied, which is certainly true enough. There is also the fact that there is only this single leaf remaining in this book, given to me by my mother. I’ve waited, I suppose, to reach some point of finality. Some conclusion to the swirl of events that I could record here to give the use of this last page its due.

There is no conclusion that looms, no grand finale. I have spent the past week involved primarily in bloodshed and darkness. I am assigned to the Darkmoor Morwynne Brigade, which at this point controls the High Way from its connection to the Port Road southwards to the bend where it fords that unnamed tributary of the Elran to the north, before it runs west into the Twisty Wood. The Virelle Brigade is responsible for the area west of us and the Moat House Legion, as they call themselves, patrols the Port Road and the area neighboring the fens. No force loyal to the Grey House controls the great heartland of Darkmoor, and only the forces of the Cult travel south of Anthracite. We have a strong force at the cathedral I am told, but only sufficient to protect our people, if even that.

These glasseyes come in ravening swarms, indifferent to death. They are entirely undisciplined, but the Cult’s other forces, largely fey beasts of the wood in this region are nearly as well-controlled as we try to be. Our force is small, relative to the foe, and I weep for every man and woman who has fallen. I fear that my tears run dry when I consider those who I have seen slain on the side of those who oppose us. One day, once all of this is settled, should I live to see the sun rise on a peaceful Darkmoor once again, I may find it in my heart to grieve for those who have fallen prey to the Cult’s lies and promises. For they who have turned their back on their own conscience out of some sense of aggrieved misfortune and in a desperate attempt to return to a past where “they” had a higher station and nobler status — a day that never existed. One day I hope to make space in my heart for them. That lies beyond my abilities as I stare out this evening on a field of impromptu gravesites marked only with simple stakes.

The route to the South is entirely cut off. And, according to the Sorcerer, somewhere beyond this iron wall of orcs and the roaming unliving lies the Temple to which the Cultists seek access. Our Circle has gone its separate ways; Aldmaar organizes the Peoples of the Wood and serves as the Druid’s envoy to our force. Lady Sparrowhawk leads a small, mobile force that carries out the most dangerous of excursions into Cult-held territory, scouting and attacking supply lines and hunting down the Cult’s messenger squads. The Chief Investigator, I am told, has joined Lord Grey in exile in Eregore, in Gwinned, supposedly.

And what of the Sorcerer? I last saw him on the evening that we went our separate ways, upon learning of the attempted assassination of Lord Grey by, San Nicholas help me, Barnabus Rey. I asked him, as I surrendered my Aldermane to Aldmaar, likely for the last time, what he intended. “Will you travel to this Temple? Will you attempt to stop this Targeta?”

He looked at me, his angular head appearing more inhuman than ever. His expression changed, almost comically. As if this was an idea that had never occurred to him. “You ask the best questions, follower of San Nicholas.” And he said nothing further.

I will get what rest I may. And I hope, in the days to come, to find a new journal so that I may continue to compile my thoughts. It is a meaningless and minuscule’ exercise, I know. But it is the only way I can find peace, even for a handful of moments.

I close this journal here, exhausted, damp, cold but clinging to a flicker of hope.

Moat House Status II

Sir,

I hope this message finds you well. I apologize for taking time away from your pressing duties with so much occurring — and so much at stake — in our Barony.

I am pleased to report that we have reached a new milestone at the Moat House. According to some recently-uncovered documents, Bristol and I have determined that the facility in its glory days was developed employing something he tells me was known as the “Tier Model.” And as the Moat House was constructed and continued to be improved, certain sets of improvements were classified collectively as belonging to a certain “Tier.” Apparently, based on our improvements, and certainly owing to your leadership, we have arrived at Tier V. I have no idea, truth to tell, what that means, Sir Kog. However, one indisputable fact remains: whether it is due to our rigorous training, our improvements to the site or some other reason, our soldiers — including new recruits — have taken a forward step in their combat readiness.

  • New recruits are now Tier II fighters. Existing Moat House soldiers are advanced to Tier III.

I am informed that a new stronghold at fabled Anthracite has been established. We now have regular courier service between Elder Pool and Anthracite. Couriers can now reach any of those three locations in a single day. We have received a small party from Anthracite, of which I pray you are aware and have authorized. They have begun work on the mystical circle in our basements.

Due to our local improvements, we can now accommodate a larger garrison.

  • Maximum garrison size has increased to 25


Most importantly, perhaps, is our ability now, given more trained leaders, to address more than one of your directives simultaneously. This is a great relief for me, as I feel we have not been able to meet the great demands placed on you.

Updated Stronghold Actions

  • Each stronghold turn, the Moat House controller may issue two orders:
  • Garrison: Recruit up to 4 Tier II defenders
  • Train: – spend training points (= Strength modifier) to increase a garrison defender’s Tier by 1; no defender may exceed the Castillion’s tier
  • Deploy
    • Deploy up to 4 defenders for income (10/defender/assignment) or
    • Deploy up to 4 defenders to another Stronghold or key location (e.g., Elder Pool)
  • Fortify: continue to improve our facilities here at the Moat House.
  • Patrol: — Deploy up to 4 defenders on a given route (e.g. between two specified locations); provides increased security on that route and defenders will respond immediately to threats at either location

I am eager to investigate these records further. There seem to be capabilities, once researched, that may make our forces more effective outside the Moat House, e.g. while in deployment or on patrol, but that would require more time in fortification, which I realize you may be loathe to approve given pressing matters in the Barony.

Look at me, Sir, presuming that I know your mind.

Please advise on how you would have us proceed.

I remain your humble servant,

Captain Lassadorn, Castillian of the Moat House of Darkmoor

Entry 65

Reluctantly, I poured the cognac I had stashed in the Aldermane’s saddlebags—rescued from that tavern in Greensward where the Knight and I had received such an inhospitable welcome, now a smoldering ruin. “You,” the Sorcerer nodded at me as I proffered my steel cup,“are known as the ‘Circle?’”

I blinked at this non-sequitur.

“By some,” Lady Seralynne replied as I struggled with a response.

“You are… three. What sort of geometry is this? Surely the Triangle suits better?”

“It was Cestus who first began to use that term for us,” she replied. “Then the blatts took it up. It’s a reference—”

“To another Circle. A previous band, which also included a ranger, a member of the… clergy,” REDACTEDinterrupted, smirking and nodding as he used this term for me, “the then-Knight of Darkmoor. However, this previous Circle numbered five. There was also the Royal Inspector… and where is our contemporaneous manifestation of that role, pray tell?”

“Graqus—the Royal Investigator—is serving an assignment for the King of Eegland. Representing Darkmoor in some important matter,” Lady Seralynne replied, putting rather more conviction in her response than I knew she personally felt about the value of this mission to Mainesbury..

“Yes,” REDACTED replied, fixing that grin on his face. “Curious timing, don’t you think? That Eegland comes calling just as some grand conspiracy seems to be sweeping through Darkmoor?”

“Do you know something about the Investigator’s mission?” Aldmaar snapped. He was clearly irked by this change of topic.

The Sorcerer swung his gaze to Aldmaar. We were seated once again around the fire. REDACTED, it seemed, was not one to incline or sit, preferring to tower over us. The grin did not change. He shrugged slightly toward Aldmaar. “If not, let us return to the topic. To my question.”

REDACTED drank from my cup. “Very well. Let us continue to live in darkness about the matters of historical circularity. You want to know about the Cult of the Elemental. A not unrelated matter. What questions do you have for me, since you will not allow me to tell the tale in my own style?”

“The girls,” I said. “Why are they stealing our girls? And… the walking dead.”

“And the glasseyes,” Aldmaar added.

“The cult,” the Sorcerer of Anthracite began, “is the result of a historical oddity of this land. A natural occurrence of Darkmoor itself, you might say.”

“There’s nothing natural about this cult!” Aldmaar protested.

“You and I, son of the Wood, must assign different meanings to that term, then,” REDACTED replied darkly. “The cult—the Church of the Elemental, the followers of Zuggtmoy—return again and again throughout the history of this land. This is not the first nor the last rising of this… sentiment. It does not die once slain. It lies dormant under the soil until the conditions are ripe for it to grow again. It abhors light and feasts on decay. Do you not consider the humble fungus, Ranger, to be a natural phenomenon? Such is this cult. When it arises, you may take your spade to it, dig it out. Burn it. And yet the spores linger. And spread. And wait.”

“And what makes Darkmoor such fertile ground for this particular blight?” I asked.

“That,” the Sorcerer stabbed a bony finger in my direction with sudden energy, “is the question, Cleric of San Nicholas! Why here? And why now?”

“Do you know the answers to those questions, REDACTED?”

Before he could respond to the Knight’s question, Aldmaar broke in. “We are continuing to avoid the actual—” he uttered a profanity, “—questions I posed. What are they up to now, this cult? And how do we stop merely responding to what they have already done and intervene before they commit their next atrocity?”

“They have built an army of these blighted ones—these ‘glasseyes.’ They will march on your villages and towns. There are hidden cultists in all of these places who will ensure the doors are open when they arrive. To your Mane Hall, Ranger. To your village, Cleric. And yes, to Elder Pool. There are agents everywhere, waiting on their mistress, Targeta, to send her instructions.”

I could see the fear creeping into the faces of my associates, who I knew to be the bravest of our generation.

“These girls, as I mentioned, they take to solve their riddle. The chant which you heard from my lips only yesterday. An element of the natural recurrence of this pattern: girls are born in Darkmoor with these marks on them—the symbols that, once collected, answer the riddle of the Temple.”

The fire popped unexpectedly, and we all started. Perhaps even the Sorcerer was not immune to surprise.

“This is what she has been pursuing—Targeta. Whose real name is Anarza.”

“Anarza… Greenfinch?” The Knight nearly choked on the name.

“Yes. She is the secret deaconess of the Cult of the Elemental. You may have heard concerns regarding her…”

“From Graqus,” she replied, a light dawning in her eyes.

“Sadly, the Royal Investigator was called away before he could delve further into that matter,” the Sorcerer said, his grin returning.

“Where will she strike next?” Aldmaar asked. “We must get word to them and depart immediately!”

“I suspect that now, finally, Targeta—Lady Greenfinch—has amassed the information she believed she needed. She has identified all of the girls of the land bearing this mark. She has taken note of the birthmarks and is even now bound for the Temple to put this information to use.”

“So we must meet her there. To stop her and end this threat.”

“That will be no small matter,” the Sorcerer replied. “She will have interposed an army between us and her. And she will likely be sending her forces word that they may take action. Everywhere. She has allies—not merely your folk in your villages and towns, but fell creatures everywhere have been promised power and flesh if they heed her call.”

“I see that we have a visitor,” he gestured into the darkness, “and I suspect they bear tidings of this exact event.”

We all peered in the direction indicated.

“A horse,” Aldmaar called, though I saw nor heard nothing. We were on our feet as a figure stumbled into our firelight. A man in the livery of the House of Grey, filthy and shattered, dragging a horse utterly spent, addressed us, unsteadily.

“Milady,” he muttered, gasping for breath. “Milady, there’s been an attack on the Manor. Somehow… assassins… they’ve found their way past our defenses.”

“What?!” I found myself shouting. “Lord Grey… what of his bodyguard?”

“I know not…” the man—Abbilar, as I finally recognized this city watchman—gasped. “There was a great struggle. The Lord has… perhaps fled. Elder Pool is overrun!”

Entry 64

“Tell me, REDACTED” Aldmaar began as the campfire died. Simply hearing his use of the Sorcerer’s full name charged the air in an indescribable way. “Just what the bloody hell is really going on?”

The Sorcerer had arrived at our camp unexpectedly after the previous day’s activities in Greensward. Lady Seralyne had predicted that the man would likely return to Anthracite without another word with us. And yet here he was, tall and thin and pale, dim as always as if he were a mirror for darkness.

“What mean you?” he turned that hairless, planed head toward Aldmaar, and there was a note of menace in his tone.

“He means,” the Knight of Darkmoor interceded, interposing herself between the two men, but in no way shrinking from the Sorcerer’s stiffened posture, “that you have informed us little on your intentions here. You know more than you have let on…”

“As ever,” Aldmaar muttered.

“… and this fell work of the Cult bears on all of us. Even you and your school. REDACTED, help us to understand what is happening in our realm so that we can best pool our efforts to confront it.”

The Sorcerer showed a feral grin, the skin stretched taut over the heavy bones of his angular face. “This Cult,” he said, after a pause, during which I managed to convince my companions to take a seat once again. I stoked the fire, though a dense layer of cloud and an accompanying oppressive warmth had settled over Greensward and its environs. The Thalass Engine continued to glow and spit sparks into the sky, even now. “This Cult means to free the Carrion Queen from her imprisonment and bring her to the Temple of Elemental Evil.”

“Zuggtmoy,” I said, unnecessarily.

He nodded, and crouched. He reached his bony hand into the fire, extracted a glowing ember, the flames ignoring him. The Sorcerer closed his palm on this red-hot object. For a moment, the smell of spitted lamb came to our nostrils. Then he opened his hand. There, glistening in soot-blackened skin was a diamond, finely cut. It threw multi-colored darts of light like a prism. “Inside the Temple is a gem.” The “diamond” pulsed… it… throbbed, growing and shrinking minutely. It bulged in places as if blood coursed through veins just beneath the surface. “This gem is known to them as the Heart of Darkness. The Cult believes that the Heart is linked to the Queen herself, in whatever hell she resides. They believe that, if they can locate the Temple, solve its riddles and enter the Chamber of Darkness, that they can extract the Heart from its confinement and then bring the Queen to our world.”

The “diamond” glowed and pulsed and thrummed until the light emerging from the Sorcerer’s palm made it impossible to look at. There was a flash — a shuddering of the earth and the air around us — and, still dazzled and blinking, I managed to return my gaze to REDACTED. In his hand now was merely a bit of black-grey charcoal. He inverted his hand. For a moment, the dark thing seemed to cling to him. Then it fell into the fire which hissed and enveloped it.

“And what of this riddle? And the girls?” Aldmaar was the first to regain his composure.

“And the Engine,” the Knight added.

The Sorcerer rose. “You would hear all of it, then?”

“All of it,” Seralyne said, with a firmness tinged with a note of regret.

“Very well,” the Sorcerer replied. “Firstly though, have you no cognac?”

I set about pouring the Sorcerer of Anthracite a drink.

Stronghold – Anthracite

Magical Manufactory Stronghold: Anthracite

Overview

  • Type: Magical Manufactory
  • Location: Arcane facilities of Anthracite (near or within the ruins of the Tower or New Schoolhouse)
  • Controller: Dixit Sindarin, Royal Inspector of Darkmoor

Personnel

  • Magister: Sevrin Auguste (Level 4 Faculty member of Anthracite)
  • Artisans:
    • Tavon Wrex (Level 1): Scroll & potion scribe
    • Mir Brambletarn (Level 1): Apprentice enchanter

Artisan Options (per Stronghold Turn)

Each artisan may select one of the following options per Stronghold Turn:

  • Scribe Scroll (must be from known list)
  • Brew Potion (must be from known list)
  • Enchant Item
    • Requires masterwork base item
    • Requires residuum (1 quantum per +1 enchantment)
    • Limited to +1 enchantments initially
  • Extract Residuum (from magical sources)
  • Train Apprentice (only Magister can train apprentices initially)

Production Guidelines

  • Item Level Requirements:
    • Scrolls and potions of Level 1 can be produced by Level 1 artisans.
    • Items of Level 2 require Level 2 artisans.
    • Production time = 1 turn per item level unless multiple higher-level artisans cooperate.
  • Scroll & Potion Capabilities:
    • Scrolls and potions cannot exceed what a 9th-level wizard could produce.
    • Residuum is only required for permanent enchantments (not for scrolls/potions).

Known Scrolls

  • Feather Fall
  • Detect Magic
  • Disguise Self

Known Potions

  • Potion of Climbing
  • Potion of Healing
  • Lesser Potion of Haste (Level 2 item; requires Level 2 artisan; takes 2 turns to produce)

Enchantment Rules

  • Enchanting a masterwork item to +1 requires:
    • 1 quantum of residuum
    • One Stronghold Turn
    • Can be completed by a Level 1 artisan
  • Higher enchantments require additional quanta, turns, or artisan cooperation

Controller Benefit

The controller of this facility is granted the following sub-class feature as if they had selected the noted subclass:

Level 3: Telepathic Speech (from Aberrant Sorcery subclass)

You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.

The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature.

Notes

  • Production “menu” expands over time with new discoveries and options
  • Player-facing interface includes checklist-style tracking for each artisan
  • Only torches or lanterns provide light within the Old Tower—magical light fails
  • Teleportation and summoning magic does not function in these areas

This document reflects the current state of the Magical Manufactory Stronghold in Anthracite and the operational framework used across all Strongholds.

Dear Kog

I have heard from Yanush of your wish that I accompany him to the Moat House. I will comply.

I will do what I can for this girl — this Lessip, I am afraid…. I fear that I might see more in her than I can stand. I was very like her, I imagine. Taken from my home, my village of Dunhollow, family slain…

Kog, I have much to confess. I have done evil, deeds I could justify to myself given my circumstance but that in the cold light of day, surrounded by these earnest people of Elder Pool, yourself and this Baron… I feel everyone’s eyes on me. They know that I was a Silencer, that I preyed and… murdered, burned and kidnapped.

That Cult leader, that Sumner Curtis… he was our contact in Elder Pool. We were sent to silence that young fool Norwich before he could reveal Curtis’ identity as the man who coordinated our raids on the High Way, picked out our victims and took his share of the cut.

I killed him, Norwich. I am returning to the Moat House where his brother, Bristol will smile at me in his youthful innocence, having no idea.

This girl, she has found some temporary respite at the Moat House. It’s funny to think that, for her, the Moat House might feel like safety. That was never my sentiment. But, perhaps, it can be. Perhaps the Moat House can be a place for you and me… and maybe even this girl, likely orphaned by the Cult. A fire is growing in this Barony. We can all feel it. We can’t stop it, Kog. Perhaps in the Moat House we can find a refuge from it. To let the flames burn themselves out at the edge of the swamp. Let the fire turn to harmless steam.

This Cult — they are led by that witch Vindurain. The Cult ever followed her direction; though outside of the Moat House she donned the mask and the robes and called herself Targeta. That sorceress is behind this all. And she seeks to turn Darkmoor red.

She — like me and maybe like this Lessip — she is marked. I have hidden it from you, but I bear this mark that the Cult seeks. Vindurain selected me from the girls taken from Dunhollow because she saw the mark on my back. And I have seen the mark on Vindurain.

Their chant, whatever its meaning names us, each with the special mark. I am ALEMA, the Stone. Vindurain has taken from me whatever she needed, over the years. She is TALAS. The Flame. She seeks the three other girls, with their own distinctive marks. One will be LEVEL. One of the terms means The Wind. The names are hidden in the chant.

There is a girl, held somewhere else. A girl I never met nor saw. I learned that Aaron was kind to her in some way and that was why he was punished. That was why I wished him freed; the only man in that pit of vipers, and so they imprisoned him.

I know it is cowardly to give you this information this way. I lack the courage, brave Kog, to look into your face and bare all. I do not dare the reproach from you.

I understand that you will think the worst of me. I deserve for you to think the worst. For I have done the worst. And more.

But I hope you will come home, and that we can raise that bridge and put all your men on the walls and down, under the Moat House we can find safety while Vindurain and the Cult turn Elder Pool and Darkmoor back to ash, just as they did with Dunhollow.

I ride for the Moat House. Please send word when you can join me.

Entry 62

The morning was spent in slaughter. My vestments are red with blood and my heart is heavy. When we entered once again the gates of Greensward, the Sorcerer gave no warning. The guards, previously smirking now peered cautiously over their battlements. The Sorcerer with sweeps of each hand cooked them alive.

Almost immediately, the peoples were out on the streets, running at us as if a bell had signaled the arrival of dinner. Yet they found no feast. These Cultists possess some magical prowess, even the meanest of them. They have learned in their secret, underground rites witchcraft. We were beset by spells and as the fight continued, manifest elemental beings of air and earth and — yes — even the fire with which the battle had begun.

They continued to engage our horses until Aldmaar insisted we dismount and free the beasts so that they might survive. So we joined the fray afoot. The Knight of Darkmoor, as ever, waded in, her shining armor and great axe glinting in the meager morning light. Aldmaar sent volley after volley into this black host until, his quiver empty, he unsheathed his twin swords and joined the Knight, nearly back-to-back, in a knot of the Cultists.

They fought like cornered animals, these Elementalists. They asked for no quarter. They were willing, even eager, it seemed, to die. As they rushed out of homes and shops, each with curved dagger in hand, they did not hesitate, despite the growing pile of their allies in the filthy streets of Greensward.

I did what I could manage, to keep the mob at bay, disoriented, and, when necessary, I imparted healing magics to my allies. And to myself. I gave a good accounting in the rolls of the downed, though the Knight and Aldmaar stained the registers crimson.

And the Sorcerer… I have rarely seen him smile, but he was grinning like a carved harvest pumpkin throughout, hurling spells into knots of Cultists. Moving through the fray, never staying still long enough for the foe to reach him. He toyed, it seemed, with the great stone beast the Cultists had summoned, like a kitten with a ball. I could not spare the attention to track him, nor did I take any joy in observing the glee he took in his wholesale butchery.

The Cultist throng dwindled. Aldmaar and the Knight, exhausted, unrecognizable in their gore-spattered state, cast about for any new foes. I fell to my knees, hoping for a moment’s respite.

“Where is the Sorcerer?” I heard Aldmaar call. I could only shake my head, not glancing up. I heard a final, crunching blow from the Knight on the Cultist before her, who, just as I, was on his knees, unable to rise. My pulse was a roar in my ears. I feared that my breathing would never compensate for the deficit of air in my blood. My vision had collapsed into a narrow tunnel directly in front of my nose.

There was a rumble — distant but surely loud — and I found myself on my side. For a moment or more, I suppose, I lost consciousness. Then Seralayne was there, stirring me gently. She looked ghastly, but concerned. “Pieter?”

“Was there… an explosion?” I managed after a second, able to rise on one elbow, the world oddly canted as if I were perched on its very edge.

She nodded. “The Sorcerer. The Thalass Engine.”

I just stared, uncomprehending.

“He destroyed it,” Aldmaar said, just entering the limited scope of my vision. “I suspect that’s what this was all about. For him.”