The Destruction

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It's a hot day to be outside, too hot for a day almost out of the summer and into the fall. Particularly warm given that night is falling with thick clouds to hide the stars though now and again the moon casts it light down on the earth below. You stand on the border of Mythwood. On either side you can see where oruch have already been through here. Mowing through the trees and underbrush mercilessly. Someone has come along and cleaned up after them, guardians of the woods here who could not bear to look at what has been done. Some new trees grow up amid the ruin, the efforts of druids surely. It seems like too little to late.

That's why you stand here today. The border's been tightened. You know what's coming. Somewhere along this edge of destruction will come a band of warriors with war drums who mean to destroy more of this precious wilderness. You can hear them already. The thrum of their drums like an echo in your bones, in your blood. Something in it calls to the fiercest nature inside with just the sound of it. You feel ready for the fight ahead, and yet... It trembles along your skin as well. The knowledge that death walks this night. It comes on the heels of war drums.

Krom sweats and mutters. "Hot. Why must Southlands be so hot? Krom is not meant for such heat. Krom hope they hurry, maybe Krom can find nice mountain steam to cool off." The northman stands ready, hands on his blades, despite his complaints.

"Least they not be sneakin 'round none," Ilmig looks on the bright side of things. Like that, or that he's still got plenty of drink. He swigs more from his travel mug while he waits. "Think these'uns be any better'n the last?" he asks no one in particular. "That bunch was fierce, but not fierce 'nough."

Duncan sits atop his Digger, his hammer held loosely, absently in one hand. He pans his gaze to eye the treetops with a worried expression, watching for signs of shaking trees that might indicate their enemies approaching. "I was just starting to get along with Oruch," he scowls. "Can anyone speak their language? We can warn them - it's not too late to stop this madness."

Yelrona has been uncharacteristically silent. The Mythwood is where she was born, after all, and she'd become accustomed to thinking of it as separate from the world she'd chosen as an adult. To see it suffering the same harms as the wild around Alexandria... is difficult. "I can speak Yrch... but I'm not sure they're listening."

Morgan standing not to far from Krom and says "Well the woods here need a good amount of heat a good part of the year." she is taking a look around and realizes that she is talking nerd again and shuts up

There they are on the horizon now. Seven massive oruch dressed to the teeth in war gear. Five of them are wearing the sort of heavy armor you might expect. Decorated with skulls and bristling with weapons. Two however look different from the rest. They are dressed in more natural tunics and wear necklaces of skulls around their necks. They carry massive bows as tall as they are. They march forward as a unit toward you, the low rolling drum-like noises coming as the oruch bang their weapons against their own armor.

GAME: Morgan casts Mage Armor. Caster Level: 7 DC: 17

Duncan nudges his Digger forward to meet the Oruch. He hooks his hammer onto a clasp on his back and makes a show of placing his now-empty hands on his saddle. He also mutters under his breath as he approaches, calling upon the power of his blood to protect him from harm - he's a diplomat, but he's not a fool.

GAME: Duncan casts Shield. Caster Level: 5 DC: 11

Krom mmms. "Krom speaks violence. Is sure will get the idea. But Krom does not object to attempt." With the enemy in sight, he draws his blades, the iron cold despite the late summer heat.

GAME: Duncan rolls diplomacy: (19)+12: 31

Morgan looks to the group that is here and says "crap mostly short group." she then says a few words in the arcane language as she gets a blue aura around her.

Yelrona steps forward along with Duncan, staying a few paces back and letting him do the talking, reinforcing his notional authority with her body language and manner.

GAME: Yelrona rolls diplomacy: (17)+5: 22
GAME: Yelrona rolls perception: (6)+21: 27
GAME: Duncan rolls perception: (12)+12: 24

"Who are you?" Duncan begins. "What are your names, your clans? Why are you doing this? Attacking this forest is a waste of your strength and your prowess. These trees have stood since before any of us were born - and they will stand long after all of our bones are dust." He hesitates and then adds. "Unless some of us are raised as undead. There's already too many of them in the world. A whole nation." He peers at the Oruch to see if any of these tacts seem to be working. "It is to wield against them that all true warriors - all /living/ warriors - must save our strength for."

Hearing Duncan's boldly spoken and almost poetic plea for the ourch to stop fills you with a sense of righteousness being here. Perhaps the oruch feel it too, for as they march forward they begin to speak with one voice. "Kill who ever tries to stop you. Destroy the forest. Walk into the land of elves and slaughter. Our mistress commands. We obey." They repeat these words and one of the orcs looks Duncan dead in the eye. Their leader, the armorless oruch with the most skulls around his neck. "Move aside. We do not want to kill you, but we are commanded and we must obey." <yrch-speak>

Morgan stands back. "Note to self enchant my headband to know all languages... note to self until then prepare that bloody spell."

Krom blinks slowly, and shrugs. "Krom not sure, but think that was a 'no'."

Yelrona translates Duncan's plea into Yrch-speak, and the Yrch-speak response into Trade, for anyone who needs it. She adds, conversationally, "Has your mistress given you any instructions about your weapons? Because if not, we would be happy to hold them for you." <yrch-speak>

"Oi! Tell'em they ain gotta obey nothing but their own green 'eads and beatin 'earts!" Ilmig calls out helpfully. "'N their mistress can shove 'er commands where ain' no sunshine! We ain' movin!"

Krom mmms again at the translation, and speaks louder, his tones telling enough, if not his words. "Krom will not stand aside. Krom's Lord commands as well. Krom think Mistress give bad commands. But Krom respect those who obey." Raising his twin blades high, the warrior of Mestnorr shouts "Sky! Hear Krom! This day Krom shall let none pass, or die in failure!" Bring his blades down, the fighter slices into his own forehead, a token cut, but the drops of blood rapidly soak the man's forelock, turning the single streak of hair crimson as a warning for all.

Duncan reaches behind his back to grip the handle of his hammer. His other hand he holds up in what he hopes is a placating gesture, but his eyes show that he's not too hopeful. "Who is your mistress?" he says, voice growing grim now. "If you won't listen to reason, at least tell us who you are fighting for. Who you will die for."

Morgan hopes there mistress is not some bloody deamon "yes her name please."

"We know not her name, only to obey." The leader of the orcs seems sad, and then he smiles at Yelrona. "We do not wish to die. But Kor brings us to battle, and we have no choice but to fight." He lifts his bow as the other oruch move forward, the other dressed like himself falling back. There is silence from the other oruch. Their eyes you can see now are glazed over. "So we kill or die." All his words are in his native tongue, spoken back to you through Yelrona.

Yelrona sighs. She would have offered to challenge them with non lethal combat had they accepted her offer, but things have moved past that point now.

Ilmig hefts his shield fully to the ready and draws one of his trusty axes. "Oi! Best be gettin back 'ere!"

GAME: Aftershock rolls 1d20+10: (4)+10: 14
GAME: Aftershock rolls 1d20+10: (12)+10: 22

The two unarmored ourch move further backwards, firing in unison their bows which rain arrows around where Duncan and Yelrona stand but thankfully none of the arrows hit them.

GAME: Morgan rolls 7d6: (27): 27
GAME: Aftershock rolls 1d20+5: (8)+5: 13
GAME: Aftershock rolls 1d20+5: (20)+5: 25
GAME: Aftershock rolls 1d20+5: (10)+5: 15
GAME: Aftershock rolls 1d20+5: (20)+5: 25
GAME: Aftershock rolls 1d20+5: (7)+5: 12
GAME: Aftershock rolls 1d20+5: (9)+5: 14
GAME: Aftershock rolls 1d20+5: (4)+5: 9
GAME: Yelrona rolls 1d20+9: (6)+9: 15
GAME: Yelrona rolls 1d20+9-5: (17)+9+-5: 21
GAME: Yelrona rolls 1d20+9: (13)+9: 22

Morgan does not like seeing arrows being shot as a counter argument so she gives a rebuttal of her own with exploding fire. "Stupid Orcs." she mutters as she sees most of them hurt bad.

GAME: Yelrona rolls 9+2d6+1d8: 9+(7)+(3): 19
GAME: Yelrona rolls 9+2d6+1d8: 9+(4)+(1): 14

Yelrona sighs. "This was not necessary," <yrch-speak> she says as the arrows fly past her harmlessly. "But tell me your names and tribes," she continues as she invokes Tarien's power and returns fire, sinking two arrows into one oruch, "and I will let your families know that you fought well."<yrch-speak>

GAME: Krom rolls weapon7: (15)+14: 29
GAME: Krom rolls damage7: aliased to 1D4+7: (4)+7: 11

Krom is done with talking, time for action. Moving forward, the warrior slashes at the orc, his kukri drawing a crimson line in the opponents flesh.

GAME: Yelrona spends ONE use of BANE.
GAME: Ilmig RAGES!, gaining +2 to melee attack/damage/Will saves and 14 temporary HP
GAME: Ilmig rolls weapon7+1-4: (11)+14+1+-4: 22
GAME: Ilmig rolls damage7: aliased to 1D10+7: (1)+7: 8
GAME: Aftershock rolls 1d20+14: (6)+14: 20
GAME: Aftershock rolls 1d20+14: (7)+14: 21
GAME: Aftershock rolls 1d20+14: (2)+14: 16
GAME: Aftershock rolls 1d20+14: (3)+14: 17
GAME: Aftershock rolls 1d20+14: (16)+14: 30
<OOC> Aftershock says, "1-3 get second attacks."
GAME: Aftershock rolls 1d20+9: (12)+9: 21
GAME: Aftershock rolls 1d20+9: (13)+9: 22
GAME: Aftershock rolls 1d20+9: (8)+9: 17
GAME: Aftershock rolls 3d6+10: (9)+10: 19
GAME: Aftershock rolls 3d6+10: (15)+10: 25
GAME: Aftershock rolls 3d6+10: (8)+10: 18

"Give't up!" Ilmig moves up to swing his trusty axe at one of the oruchs. The warriors move together, each of them engaging the foes that attacked them save two who move forward to attack Duncan together. Their attacks are wild things, and most of the attacks miss. Ilmig however takes two heavy blows and Duncan takes one as well. Behind them you can hear their leader calling out a dirage of names and clans. Listing out those fighting.

GAME: Duncan RAGES!, gaining +2 to melee attack/damage/Will saves and 20 temporary HP
GAME: Duncan rolls weapon10-3+2+1: (1)+18+-3+2+1: 19 (EPIC FAIL)
GAME: Yelrona rolls perception: (7)+21: 28
GAME: Ilmig rolls perception: (12)+12: 24
GAME: Morgan rolls perception: (20)+11: 31
GAME: Duncan rolls perception: (3)+12: 15
GAME: Krom rolls perception: (8)+7: 15

Duncan yanks his hammer free but before he can get a swing off, he's struck himself. "Grah! You were warned!" he growls. His eyes begin to glow and tiny arcs of electricity crackle over his hammer. He swings wildly, but doesn't come close to hitting.

GAME: Aftershock rolls 1d20+10: (11)+10: 21

The leader of the ourch stops and murmurs a prayer or spell - it's hard to tell at this distance - while the other shoots another arrow at Yelrona which misses but only narrowly.

GAME: Yelrona rolls 1d20+11: (15)+11: 26
GAME: Yelrona rolls 1d20+11-5: (19)+11+-5: 25
GAME: Yelrona rolls 1d20+11: (11)+11: 22
GAME: Yelrona rolls spellcraft: (10)+9: 19
GAME: Yelrona rolls 12+2d6+1d8: 12+(5)+(2): 19
GAME: Yelrona rolls 12+2d6+1d8: 12+(7)+(7): 26
GAME: Yelrona rolls 12+2d6+1d8: 12+(2)+(3): 17

Yelrona takes another step backwards and calls upon Tarien's Judgment to invoke Justice and Destruction. She repeats the list of names back, to confirm that she was listening to the oruch leader, while firing a steady stream of arrows into one of the warriors.

...killing Krom's attacker.

GAME: Morgan rolls spellcraft: (16)+19: 35
GAME: Morgan casts Detonate. Caster Level: 7 DC: 20
GAME: Morgan rolls 7d8: (24): 24
GAME: Aftershock rolls 1d20+5: (2)+5: 7
GAME: Aftershock rolls 1d20+5: (8)+5: 13

Morgan says as she knows what the the casters casted "They boosted the their people with bless." she then raises her hand in a snapping motion and makes a explosion of acid hurt the casting orcs. "Heal from that."

GAME: Krom rolls weapon7: (13)+14: 27
GAME: Krom rolls damage7: aliased to 1D4+7: (3)+7: 10

Krom frowns mildly as his opponent is suddenly unable to continue the fight, but there are others, and the northman moves to engage, his blade drawing a fresh splash of blood.

GAME: Ilmig rolls weapon7+1-4: (20)+14+1+-4: 31 (THREAT)
GAME: Ilmig rolls weapon7+1-4: (16)+14+1+-4: 27
GAME: Ilmig rolls weapon7+1-4-5: (6)+14+1+-4+-5: 12
GAME: Ilmig rolls 3d10+21: (20)+21: 41

"Ye hit like somebody half yer size!" Ilmig taunts as he trades blows with the oruchs. Or blow, as he sinks his axe deep into the chest of one. It sticks so good it takes a moment to pull it out and throws off his follow-up swing.

GAME: Aftershock rolls 1d20+15: (15)+15: 30
GAME: Aftershock rolls 1d20+15: (5)+15: 20
GAME: Aftershock rolls 1d20+15: (15)+15: 30
GAME: Aftershock rolls 1d20+15: (10)+15: 25
GAME: Aftershock rolls 1d20+10: (15)+10: 25
GAME: Aftershock rolls 1d20+10: (9)+10: 19
GAME: Aftershock rolls 1d20+10: (20)+10: 30
<OOC> Aftershock says, "Rolling to confirm that"
GAME: Aftershock rolls 1d20+10: (10)+10: 20
<OOC> Aftershock says, "Does not confirm"
GAME: Aftershock rolls 1d20+10: (1)+10: 11 (EPIC FAIL)
GAME: Aftershock rolls 3d6+10: (7)+10: 17
GAME: Aftershock rolls 3d6+10: (11)+10: 21
GAME: Aftershock rolls 3d6+10: (11)+10: 21
GAME: Aftershock rolls 3d6+10: (10)+10: 20
GAME: Aftershock rolls 3d6+10: (9)+10: 19
GAME: Yelrona spends ONE use of JUDGMENT.

Duncan reels back. Blood pours down from the savage wounds he's taken. Through the bond they share, his Digger feels his pain. And Duncan feels the creature's instinctive response. The pair suddenly descend into the earth, the Digger pawing its way through as if it's swimming, Duncan simply passing through the dirt. There's the slightest of ripples in the earth that shows the movement of something beneath the surface, and then the Digger emerges between Yelrona and the closest Oruchs. But there's no sign of Duncan in the saddle on its back.

Meanwhile on the hilltop the two ourch there vanish without a trace...

Constantin is fashionably late to the party, if that's what you can call it. He's been running towards the sound of the fight for some time now, secure in the knowledge that he's probably too late. Still, his sword and shield are out just in case he can make a difference.

GAME: Yelrona rolls 1d20+11: (19)+11: 30
GAME: Yelrona rolls 1d20+11-5: (16)+11+-5: 22
GAME: Yelrona rolls 1d20+11: (6)+11: 17
GAME: Yelrona rolls 12+2d6+1d8: 12+(7)+(8): 27
GAME: Yelrona rolls 12+2d6+1d8: 12+(6)+(2): 20

Yelrona frowns. "Be alert for invisible attackers!" she calls out as she plants two arrows in the oruch fighting Ilmig, who drops to the ground with two more arrows in her. Or him. As the case may be.

GAME: Morgan casts Haste. Caster Level: 7 DC: 19

Morgan sighs "I know I should of done this first." She extends her hands at her sides as a blue energy comes from her hands and envelops her party members are energised moving faster.

GAME: Constantin rolls 1d20+17+2+1: (10)+17+2+1: 30
GAME: Constantin rolls 1d8+10+1d6: (5)+10+(6): 21
GAME: Krom rolls weapon7: (5)+14: 19

Constantin speeds up with Morgan's magic, accelerating into the fight to than a strike across the left-most oruch. It hits hard, with a satisfying sound, but the flaming sword doesn't take the orc out of the fight.

Krom sighs as yet another foe falls before him, but not by him, and moves to find yet another opponent. But his heart's just not quite in it right now, the blade skipping off the armor rather than slicing flesh.

GAME: Ilmig rolls weapon7+1+1-4: (17)+14+1+1+-4: 29
GAME: Ilmig rolls weapon7+1+1-4: (19)+14+1+1+-4: 31
GAME: Ilmig rolls weapon7+1+1-4-5: (16)+14+1+1+-4+-5: 23
GAME: Ilmig rolls damage7: aliased to 1D10+7: (9)+7: 16
GAME: Ilmig rolls damage7: aliased to 1D10+7: (5)+7: 12
GAME: Ilmig rolls damage7: aliased to 1D10+7: (6)+7: 13

"Tell yer bleedin mistress ta take'er orders somewheres else!" Ilmig yells at the oruch Krom trades blows with as he whirls to face him. Once, twice, three times the axe swings to flay open the brute and leave him crumpled. "We got more fight in'us'n ye got tusks!"

GAME: Aftershock rolls 1d20+15: (14)+15: 29
GAME: Aftershock rolls 1d20+15: (18)+15: 33
GAME: Aftershock rolls 1d20+10: (17)+10: 27
GAME: Aftershock rolls 1d20+10: (14)+10: 24
GAME: Aftershock rolls 3d6+10: (12)+10: 22
GAME: Aftershock rolls 3d6+10: (10)+10: 20
GAME: Aftershock rolls 3d6+10: (14)+10: 24

There are only two visible remaining ourch, but they fight on regardless. One of them has tears in his eyes. He begins singing a death dige in his native tongue. The words of which even without translation are unbearably sad and somehow speak of the edge of war. After a moment his comrade picks it up, and they sing together as they attack Krom and Constantin. The one with tears in his eyes smites Krom so hard that the warrior sees birds and stars afterwards.

GAME: Duncan rolls ranged+2+2+2-4: (1)+13+2+2+2+-4: 16 (EPIC FAIL)

Duncan's head emerges on his way towards the hilltop where he last saw the spellcasting Oruch, to get his bearings. Unlike the Digger, Duncan can't see where he's going underground. Only, they are nowhere to be seen. Glaring, the Khazad emerges fully, turning to survey the battlefield. He whistles piercingly and the Digger wheels around and dashes over to Krom, shouldering the human away from the Oruch. Duncan himself hurls his hammer, but it tumbles end over end right by the target before thudding to the ground.

The other oruch seem to have vanished utterly. There's no sign of them on the battlefield.

GAME: Yelrona rolls 1d20+12: (6)+12: 18
GAME: Yelrona rolls 1d20+12-5: (2)+12+-5: 9
GAME: Yelrona rolls 1d20+12: (3)+12: 15
GAME: Yelrona rolls 1d20+12: (7)+12: 19

Yelrona is too distracted by trying to figure out who to target and where the leader went to get a single arrow anywhere near any of the oruch

GAME: Morgan rolls 4d4+4: (11)+4: 15
GAME: Constantin rolls 1d20+17+1-3: (1)+17+1+-3: 16 (EPIC FAIL)
GAME: Constantin rolls 1d20+17+1-3: (11)+17+1+-3: 26
GAME: Constantin rolls 1d20+12+1-3: (9)+12+1+-3: 19

Morgan pointer finger extends out while her thumb extends up she encants a few words as 4 small bolts launches out hitting one of the orcs nicely but does not kill it.

GAME: Constantin rolls 1d8+10+6+1d6: (7)+10+6+(6): 29

Constantin gets knocked quite off balance by his opponent, before landing a thrust. The follow-up winding cut gets blocked solidly - he steps back and briefly salutes the oruch after that exchange.

GAME: Krom rolls weapon7+2: (12)+14+2: 28
GAME: Krom rolls damage7: aliased to 1D4+7: (3)+7: 10

Krom moves and hits, moves and hits, moves and hits again. Well, it's really just the one of each just now, but it seems like a series.

GAME: Aftershock rolls 1d20+15: (3)+15: 18
GAME: Aftershock rolls 1d20+15: (12)+15: 27
GAME: Aftershock rolls 1d20+10: (15)+10: 25
GAME: Aftershock rolls 1d20+10: (4)+10: 14
GAME: Aftershock rolls 3d6+10: (8)+10: 18
GAME: Duncan rolls weapon10-3+2+2+1+2: (16)+18+-3+2+2+1+2: 38
GAME: Duncan rolls 12: (12)+12: 24
GAME: Duncan rolls 12: (16)+12: 28
GAME: Duncan rolls 12-5: (5)+12+-5: 12
GAME: Duncan rolls 1d8+9+9+2+2+2d6: (6)+9+9+2+2+(5): 33

The oruch continue to attack. It seems they have no choice, but they don't seem happy about it singing their dirge.

GAME: Duncan rolls 2d6+9: (5)+9: 14
GAME: Duncan rolls 2d6+9: (6)+9: 15

Duncan holds out his hand just in time to catch his returning hammer. Almost immediately he launches himself at the remaining Oruch. He holds his hammer overhead and then brings it crashing down with both hands, smacking the Oruch solidly. The Digger weathers the attacks on it and the snaps its jaws shut, catching a forearm and then a leg.

GAME: Yelrona rolls 1d20+12: (18)+12: 30
GAME: Yelrona rolls 1d20+12-5: (3)+12+-5: 10
GAME: Yelrona rolls 1d20+12: (16)+12: 28
GAME: Yelrona rolls 1d20+12: (18)+12: 30
GAME: Yelrona rolls 12+2d6+1d8: 12+(12)+(2): 26
GAME: Yelrona rolls 12+2d6+1d8: 12+(5)+(7): 24
GAME: Yelrona rolls 12+2d6+1d8: 12+(10)+(2): 24

Yelrona pays more attention to her actua target this time, piercing several vital organs

GAME: Morgan casts Scorching Ray. Caster Level: 7 DC: 18
GAME: Morgan rolls ranged: (2)+6: 8
GAME: Morgan rolls ranged: (17)+6: 23
GAME: Morgan rolls 4d6: (18): 18

Morgan sees one standing as she thinks damn, but she send two bolts of fire at the last orc and only one hits hurting it just a little.

GAME: Constantin rolls 1d20+15: (3)+15: 18
GAME: Constantin rolls 1d20+15: (4)+15: 19
GAME: Constantin rolls 1d20+10: (12)+10: 22

Constantin steps over -- being late into the fight is always a good place to be -- and starts cutting. He's parried once, twice, but he keeps winding, and eventually drives his sword into the orc's neck, ending the dirge along with his life.

The field of battle stands still. The oruch are all dead or... gone. The final notes of the song fade with the wind and you are left with bloodied weapons.

Yelrona checks the spot where the leader vanished to see if she can determine where he went. If he returned to his clan, he goes with her blessing... but if he has gotten past them into the Mythwood, their task isn't over yet.

GAME: Yelrona rolls survival+2: (19)+14+2: 35

Morgan starts to check the bodies for religious symbols as she tosses coin pouches behind her.

GAME: Morgan rolls Knowledge/Arcana: (18)+16: 34

Duncan sinks to one knee. He turns his hammer over and plants it on the ground. He crosses his forearms over the end of the handle. "I'm sorry," he murmurs to one of the fallen Oruch. "But at least it's over for you now."

Krom sighs, and sets to patching himself up. The northman took a couple of solid blows, and is still leaking a bit. The most basic of first aid cared for, Krom starts to lay out the slain. They may have been enemies, but they were fellow warriors, and deserve respect.

Constantin wipes his sword clean, and salutes his opponents. After that, he starts to help Krom.

Yelrona sighs. "Much as I would like to stop to take care of the bodies," she observes, "there are still two agents of this 'mistress' of theirs on the loose in the Mythwood, and they must be stopped." She follows the tracks as best she can.

Morgan holds up a symbol of Kord. "They were claiming a mistress controlling them while one followed Kord." she notice a scare that is strange. "Rona wait you can learn more about what's going on, like look at this."

Constantin gives a grunt, looking over between Morgan and Yelrona. "What is it?"

Duncan struggles to his feet and climbs onto his Digger's back. He pulls a pair of potions from his belt pouch and offers one to Krom. "You heard her. This isn't over yet, warrior."

Morgan points out a scar on them that is in a form of a snowflake. "These poor souls are being controlled, I wish I had a medical kit to study this better but I will have to do it the hard way." Said as her eyes glow blue.

Krom nods, and stands with a slow wince. "Krom think a chase unwise. Warn those who know the woods better. The two who ran know they are outmatched, have gone quiet. They will stay quiet, at least for a time."

Constantin nods. "Then let us tell the guardian." A pause. "And perhaps lay these warriors to rest."

GAME: Morgan rolls Knowledge/Arcana: (18)+16: 34

Morgan takes note of a few things. "Yes Constantin we should, but I need to talk to the guardians and some people in the guild."

Yelrona isn't happy about it, but sees the merit in their argument. "You're right. All right, then... it shall be as you say. We can inform the guardian of their names and clans as well, send a messenger to inform their families." She begins laying out the bodies for a funeral.

-End-