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Chapter 5: Battle of Bear's Embrace
It's Gundren, no doubt. And it isn't, no doubt. Meaning ... it's Gundren, but not the one you knew. Sitting around a fireplace in a hollow that allows at least one-half of your camp not to be exposed--as good as safety as you might find and that Harald can track--you listen to Gundren slowly emerge from his shell of exhaustion and bloom into a full-blown slightly deranged version of the jovial, wise-cracking, and sly dwarf most of you knew or encountered before. Ayore, you have always felt slightly removed from the group, but here you sense an affinity for them because one by one--it might seem to you--they slowly look to you, the one objective outsider, for confirmation that something might be slightly off with this rescued prisoner. Actually, Ayore, your status as the newcomer isn't entirely true anymore. There's a goblin slinking about around the fire. He keeps close--too close, perhaps for the liking of some--to Merlow. Obsequious, frightened, and seeming to know no bounds of personal space, Adorable Friend Don't Kill looks at all of you as if you might be slightly mad, which makes sense because, really, who has ever heard of a people who crash a birthday party and kill all the guests and pets to boot. Gundren, strangely enough, doesn't seem to mind Adorable Friend Don't Kill, but his disdain and sometimes physically cruelty toward the goblin is shocking ... even for seasoned adventurers, which would include you--all of you, from the provincial halfling who set out on a wagon cart, to the half-elf born with silver spoons in her adventuring pack, and even the wild druid who once fell from a caravan and plunged into the woods, adopted by the sun and moon. You break camp in the morning, Gundren forcing Adorable Friend Don't Kill to gather kindling and start the fire "or else," and offering all of you coffee which, if anyone partakes in it, is quickly revealed as boiled water with a few grass blades mixed in. Adorable Friend Don't Kill looks to you with raised eyebrows, not knowing if boiled grass is your custom, or if something, truly, is amiss. But there's no time to discuss. Adorable Friend Don't Kill plunges into one of your tents, shaking and sweating as noises are heard around your camp. There is a small group of humans, who skirt around your camp with a mix of fear and challenging glances. When they see Nuala, they are visibly relieved, but still wary. "The green fire is lit!" they shout from a distance. "Our lord will return. Will you join us? " They are 3, no 4 ... no 5 ... and more still in the woods. They wait for a response, and whatever it is, if it isn't "heck, green dragon cheers, yeah!" they spit in disgust and quickly leave. Adorable Friend Don't Kill refuses to emerge for at least an hour afterward. Gundren, on the other hand, doesn't understand any of this. Focused on his explorations and then consumed in his captivity, he has missed the saga of the Green Dragon. He has something more important, in his mind, and he relates it to you all, even to anyone who won't listen, with an intensity and near-foaming at the mouth that would be out of place even in some of the worst taverns, three minutes until closing time. "Forge of Spells ... that's what it is! Legendary! Gnomish and dwarvish--so you know it's got to be good! Then human mages on top of it--that's like mustard on your salo, that's what it is!" He repeats the mustard saying frequently, as if that will convince you. And, maybe it would had you all been in captivity for weeks, sustaining yourself on murky water and grubs given to you by bugbear captors when they weren't busy with the beatings. But there are other odds and bits that Gundren relates, which eventually somewhat make sense. He believes the Forge of Spells to be one of the spots in the world imbued with magic and then frosted with a layer of wizadry that dwarves and gnomes of old could direct to empower weapons and--here's the kicker--impart gems with an even greater shine and power. He believes--"No, I know!" he says as he stares into your face at an uncomfortably close distance where you can see he still has a few grubs in his beard. "Listen to me!"--that the Forge of Spells is deep in this mine that he and his brothers, well, cousins, really, but they've been mining together for so long ... anyway, they found this mine. The place locals call Wave Echo Cave. And it's in there, he's certain. Because why else would they have encountered so many undead and evil guardians who ... well, he's sure they have gone. They're nothing really, nothing a small band of friends--dear friends!--couldn't handle. "Heck, if we get in a spot, we can just feed them the goblin!" Gundren laughs. Adorable Friend Don't Kill laughs, too. Nervously. Then he slinks deeper into Merlow's shadow. There is another shadow. Toward the evening, about the time you must decide whether to camp or press on to Phandalin, there is a great shadow in the sky. It flaps slowly, defying gravity that something that large could be afloat. And it moves swiftly toward the direction of a castle you have abandoned, toward of plume of green smoke that, even at this distance, you can still see. You arrive at Phandalin that night--or maybe it is the morning. There are no wandering monsters around to disturb you either way. Which is nice, disturbing ... because even the squirrels of the forest sense a madness about your group that causes them to give you a wide berth. There are rooms in Phandalin. Old faces you will know. They welcome you as heroes. You feel a change in the town. With the Redbrands vanished (or returning, but not as an occupier, at least as is the case with one of them), the villages have thrived. Sildar Hallwinter, recovered from his captivity, has organized a small militia of citizens who guard the town and allow the residents to get on with their life of farming, herding, crafting, and gathering at the inn. He warmly embraces those in the party whom he knows. And--alone among the villagers--it is he who looks with more concern at Gundren than he does at Adorable Friend Don't Kill. He takes Gundren back to his own small home, but you notice he asks for one of his militia to join him. He will take Adorable Friend Don't Kill, as well, should you decide. The town knows what to do with a goblin. The next morning, Sildar and Gundren wait for you at the inn. As soon as he sees you, Gundren thrusts new contracts at you. "He worked all night at these," Sildar says to you meaningfully. If you look at them, you will see that they are written in a familiar, Gundren-style script, but cramped, with annotations and long asides about mustard written into the margins. Nothing else in the text makes sense. It is gibberish through and through. "Sign it, if you wish! I'll guarantee you a share of the mine and use of the Forge to you and a designated heir," Gundren says. "We can take off tomorrow!" Harald and Seraphim refuse. They have a body to bury. They ask for 100 gold of the party's share, which, combined with what Seraphim was carrying for the group, is now up to 967 gold pieces. Gundren is astonished and offended by their refusal. "What is a body but something lost to the past? Think of your future! The wealth and the power!" he screams at them as they leave before a fight breaks out. Sildar looks to you knowingly. He, too, has been bombarded with tales of the mine from his guest. And you can tell he is skeptical of them. "Sildar signed, didn't you?" Gundren explains. "I did," Sildar answers, and then adds in a whisper too low for deranged dwarves to acknowledge," I think a hike into a cave might be the medicine that could calm a dwarf shook by beatings and mockery. The inn has agreed to add a small jar of mustard to each of our packs."
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Last edited by bananabadger; Nov 11th, 2023 at 03:02 PM. |
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We will break away Together... I'll be the Shadow, You'll be the Light. Nothing ever lasts Forever... We will go softly into the Night. |
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"The last enemy that shall be destroyed is death." Status: Once more unto the sickbed... Last edited by ElderOblex; Nov 14th, 2023 at 02:42 AM. |
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Posting: Better! "Speak your mind even if your voice shakes." RBG She/Her |
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"The last enemy that shall be destroyed is death." Status: Once more unto the sickbed... Last edited by ElderOblex; Nov 15th, 2023 at 11:54 PM. |
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Small towns talk. So, of course your small group and its amazing adventures became the focal point of Phandalin. And the talk led to this ... for one odd reason or another, it turned out that everyone--absolutely everyone--in town remembered that they had important business or some errand that couldn't be put off at the inn. And while they were there, they thought it best to sit down for a bit and have a small drink. After all, the sun was already high and bright in the sky and it wouldn't do to catch heat stroke at this time of year. And, oh yes, they did need to check if the inn would be open for the harvest festival in a few months ... never hurts to check in case someone might have moved the location and days after them always being (or at least for 15 years being) on the 4th day after full harvest and always at the inn. One never knows. And, well, while they found themselves there, they might want to just check on these heroes ... you know, so as to advise others if these heroes are who they claim to be or if they might be some criminal traveling thespians intent on ruining the day with guerrilla theater (no, really, it had happened once ... a group arrived and put on the play: "Orlu the hallfing fell down the well, and then after the whole village had joined hands to pull out the halfing, the actors couldn't understand why nobody applauded them or showered them with coin when they revealed, tada!, it had all been ... a perrrrrrformance!) Well, yes, that was a disturbing event ... but the general consensus of the wise villagers gathered in the inn was that these were no thespians. Proof 1: They smelled much too rank. Proof 2: One of them, the halfling, dressed and ate like a thespian, so at least they weren't secret thespians even if they were. Proof 3: One of them was ... known. True, he wasn't regarded as the worst of the lot. And nobody remembers him being one of the muscle boys who caged up families and were preparing to sell them into slavery. But he was among them. And though this raised many questions, it did offer proof against the worst fears--he was no thespian. Proof 4: There was one among them who claimed to be a thespian, or something of the sort. A royal minstrel was it? Yes, that was it ... the royal gnome minstrel from the Great Kingdom of Aerdy (wherever that was). It must be far away, because he didn't look like any of the rare gnomes who had ever appeared in Phandalin before. He was ... well, greener. And ... well, wartier. And ... well, a bit goblinoid (but just a bit, after all, nobody is going to say that out loud and risk offending a magical creature like a gnome, let alone one from a noble house!). So ... he was strange, and bit much, if truth be told, but those are thespians for you ... or, minstrels, at least. Hmmm ... so maybe this group was part thespian after all. Obviously it wasn't a simple thing to suss out. Perhaps another drink would help? Yes! Yes! And while one partakes of the second drink (Oh, is it the third drink already, well .... you have seen that sun outside, right? Blazing. Simply blazing!) Wait, sorry, yes, we all do want to hear about Froko's terrible rash, but hush down for now ... it looks like that tall elegant one is talking about leaving? Hmmm ... well, thespians do come and go a lot ... let's see where this is going. Indeed, where is it going? Fiadh ... there are intrigues going on, and only some of them are yours. You are wiser about two of your magic items, but no wiser about a third. And somewhat in the dark about what is exactly happening with Morning's Dawn. Nobody at the inn knows the rider who came by last night, though the boy who cleans out the mugs suggests that maybe someone might know at the stables since it is possible the rider changed horses. Fiadh and Merlow (if you follow) ... you manage to step aside into a side room. A few villagers suddenly remember important tasks in that very side room. One, apparently, stops by the inn on a regular basis to dust the windowpane in the side room. Another cleans that window. The third must stand eagerly awaiting a donkey cart from Village N. at that window. All of them are silent. Well, silent until the Royal Minstrel of Aerdy arrives. "What!" he shouts. "Window cleaning are we! Well, I could go in for some good window cleaning myself!" And he rips off his beard and whoosh-whish dusts the window down. The villagers are astounded ... and then smile and laugh. "Come now! More windows to clean back in the main room!" the Royal Minstrel explains, leading them through the door. "Get them done and come report to me. And, here, you'll need a beard!" he says, whisking his off again, but revealing he is wearing another one underneath. The villagers are too awestruck to protest, or to run (for this is what? that's right, this is definitive proof that one is surely a thespian and the danger to the village has not passed). And as the villagers head off bearded and duty-bound to dust a window, the Royal Minstrel closes the door behind them and turns the lock. "Finally!" Adorable Friend Don't Kill says. "I thought they'd never leave us alone!" Wait ... hadn't you given him goodbye coin and sent him on his way? You did, you did. Your memory is entirely intact. And he took the coin and popped over to the sheep farm on the outskirts of town. The farmer, being a normal human, didn't usually have any truck with goblins, but this one offered good coin for a fairly anemic lamb. Business is business. Lamb bought, Sly Backstabber fleeced the wool for beards, eyebrows and more--so many costumes one can make with wool! And then ate the lamb. Hey, whose fault was it that he was forced to miss that last meal anyway? Yeah, that's right ... so he didn't feel guilty at all about taking the coin and spending it. Then, bearded up and powdered down with a bit of chalk and bonemeal, he walked into town to buy some fine clothes. At that point, he was fairly sure in his appearance that he felt safe sleeping buried under straw in the stables, for once suffering a delightful bout of indigestion rather than kept awake by an emptiness in his belly. But that doesn't mean he wasn't hungry the next morning. And, hey, since he has found such a good gig, why would he ever risk losing it. Arriving first at the inn, he took a seat downstairs, spent some more coin and made sure everyone--absolutely everyone--knew that this was the lot that had rid the countryside of zombies, a dragon (well, for a bit at least), and captured an entire castle (also for a bit, but still, a castle is a castle). Oh, and they had rescued a crazy dwarf who--and ignore the dwarf if he does this--can't tell his gnomes from his goblins, but is a good friend of Sildar. And now, a few courses later ... here he is, back with you! In your little secret conference, just the three of you. "Yes, just three of us!" Adorable Friend Don't Kill says with a smile. "But please call me PlumBlossom, the Royal Ministrel for now. It's ... uh, what my name really means in goblin!" He approaches the two of you quickly, without much regard for personal space, and reaches into your cloak. "Here, Great Merlow!" he says, handing you the frame for a crossbow. "I told you I could make a good one! This is a special one. Good against most things. But very good against bad humans. I've found most humans to be bad. It is my gift! Now, I understand we are leaving somewhere? Where?" The three window dusters, beard in hand, might have been disappointed to miss out on overhearing any hushed conversations between the magic elf and the jauntily dressed hobbit, but any disappointment would have been forgotten as soon as they reentered the breakfast room and saw the small, smelly one with a bear hat staring at the table. "Ohhh! It's going to dance!" one of the window-dusters said to another. The other agreed with an eager nod. And this would be magnificent because 1) Who doesn't love a good bear dance? and 2) A bear dance would certainly provide more evidence in the ongoing debate about whether these are heroes or thespians! And, Nuala, here's the thing ... a few minutes later, they did think you were dancing. But they weren't sure if they liked it, or if it was one of those dances that shouldn't be performed in public. We'll get to the dance in a bit. Right now, let's go back to the dwarf. Mad dwarf Gundren whose terror, vulnerability, and danger apparently strikes some pity in you, the one who could sympathize what it is like to be both dread predator and prey. "Gundren," you ask as you hold his beard with both hands, forcing his head, if not his eyes, to face you. "Who hurt you? Why?" For long, long, long seconds, he returns your stare. In his own eyes, you see that the madness shines, then dims, then shines again. Then he speaks ... "Sobriety!" Gundren laughs as Sildar joins in, and the two of them pick up their oversized wooden mugs and drink another, their fifth already, to welcome the morning. "It's okay," Sildar says to you. "I remember this ... there are horrors which must be dulled, even if by drink and ..." And that's all he said, because as you leaned into Gundren, something else detected you and your nature. The table runner cloth called your name--your dwarf name. The table runner cloth called your name--your bear name. And then it called you a name--a fairly rude one at that! Was it speaking in your mind? In your head? And then, the cloth leapt from the table and snaked around your neck, squeezing, squeezing and cutting off your air, causing your body to jerk. "Is that a dance?" one of the window-dusters asks? "No...that's...well, that's something else," says another window-duster, pretending they have no idea what that is. And, actually, they don't. It is neither of those things that the humans suspect. You don't know what it is, but you feel it is trying to kill you. The cloth digs deeper into you and you feel a lack of air causing your head to float ... Ayore, you have seen none of this. Your sword and even your soul-mate knights are unable to provide any rescue to Nuala. For you are off seeking a gold chain whose significance is quite clear to you, even if it might not be entirely clear to others. And as you approach the blacksmith's you hear a shout, an alarm from the few town militia members unlucky enough to have drawn guard duty today and totally unable to find any excuse to stop by the inn. They are young, nervous ... peasants with spears. You've seen the type. Maybe once, long ago, you were their type--untried and unable to muster bravery when duty calls. And they know who they are. And though they are slightly ashamed, they are not fools. They see you and recognize you as someone who could lead. "Sir, Hero Redcape Criminal, Sir ... uh ... Not Criminal Sir?" one says, entirely flustered and unsure how to address you. Thankfully his stuttering allows his mate time to gather enough composure to put together some words. "An orc, sir. A very large one. With sword, shield and ... a flag?" He points to a hill at the edge of the village, and you can easily make out the orc that he speaks of. He isn't carrying a sword, it's more of some type of katana ... but it is impressive. As is the shield, but not the flag. It's no war flag or blood-drenched banner ... it's a white flag. A parlay? The orc, it appears, has been waiting and watching as the militia ran to you. Sensing that you are finally someone he can talk to, he strides forward in confident, muscular leaps that indicate--had he wanted to--he could have sliced down the militia members in 3 seconds or less. "Knight," he says, addressing you. "I haven't come to wipe out your puny town today. Maybe we never will. I've come to offer you a deal," he says, entirely ignoring the militia members and keeping his eyes focused on you. "The dragon-worshipers have returned. They have already wiped out the hobgoblins an the goblins. They will turn on us. And I know your village would rejoice at this ... but make no mistake, they will then turn on you. We orcs know of a place, a magic place. Send your knights in with us--if you have four or five who are not these, "he says, flexing his muscle and making a small feint to the militia members, one of whom drops his spear in fear, the other who stumbles backwards and falls on his back. "And we can find a place to join magic to our weapons to face the dragon. If we do that, we give you 10 years of peace-promise." The orc looks at you and waits. He doesn't ask if you have the authority to speak for the town. Maybe he is dumb and doesn't know to. Maybe he doesn't care. Or maybe he has already assessed the town, and knows exactly who he is speaking to. For whatever reason, you seem to think that he will take your word as Phandalin's promise.
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Last edited by bananabadger; Nov 17th, 2023 at 01:12 PM. |
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We will break away Together... I'll be the Shadow, You'll be the Light. Nothing ever lasts Forever... We will go softly into the Night. |
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Alemar, the orc studies your hand with a mix of bemusement and wariness. After a few seconds, a small sigh and a visible expression of "the things I do for my tribe," he grasps your hand. The grip, unexpectedly is light and a mere brush of formality before he pulls his hand back in and, when he thinks you are not looking, wipes it on his pants. "We say we can defeat humans with a ratio of 1:3, so you send 1-3, we send me. You send up to 6, we send 2," he says. "We will wait for you at Wyvern Tor if you decide to go. Not the next sunrise, but the one after." He flexes again, you suspect just to scare the two lads with you. One stands, more or less, the other falls back and onto the ground again. By the time he stands, the orc has turned his back and strode back up the hill, and down the other side. "Can you believe that?" one of the lads asks the other. "Did you see how I stood up to him?" the one who didn't fall asks the other. They don't say anything to you. You're too cool in their eyes. You're so cool, in fact, that they stick to you like glue and follow you all the way to the smithy, and right when you need to enter to negotiate a price for your braid, they finally get up the courage to talk to you. "You'll take us, right?" says the one who fell. "I mean, we' re ready now. Battle-tested, you see. We'll do great. Just tell us what to do and all. One of us at each of your sides! Nobody can stop us!" The other one, apparently as foolish as his partner, nods in agreement. The smithy will do the braid. You supply the gold and he'll make you anything, he says. He didn't stay in business by taking sides in Phandalin's shifting politics. Half of the swords on each side of the street battles were made by him. One of your tag-alongs seem to know him, and the lad's eyes bulge at the price the smithy demands. "Of course 150 gold pieces is the price," the smithy retorts. "I'll need 2 pounds of gold, so that's 100 coins right there, and I don't see any of it. Then I'll need to work two days and hire somebody tougher than you two for security since everyone in town will know I've got gold all around me. And I'll miss other commissions...as you can tell, there's a wave of coins flooding this town, and those who run an inn or cater to heroes are finally buying what they've wanted, including a few orders in to me." The lads talk him down a bit. If they do the security and get one of their cousins, you know, Lengir, the large one ... then the smithy will only ask for 140. Deal? The braids would be ready in 2 days. The lads--Ghen and Pallic are their names--will also be ready in two days. There's no need asking Lengir to come alone. Sure, he's big, but he eats a lot. And, ummm, they think he might have some type of cough that could spread. When you resolve the details of the job, if you do, and then return to the inn ... you found it is more than the two lads waiting for you. Remember, Phandalin is a small town. People overhear. People talk. There are at least 10 people lined up, each eager to convince you that they should be hired to go into the treasure room with you. Somehow, the bits about a dragon, undead, etc ... none of that really matters. "Well, I'll just kind of hide behind your shield, won't I, Sir? Then your Uncle Moa wil pop! out and hit them with my sling ... did that to a wolf once!" Others just say they thought you needed someone to help carry away all the treasure and maybe hold the torches. "But an honest one, that will be me," says Granny Anna. The others admit that, well, yes ... if your sole criteria is honesty, you probably couldn't do worse than Granny Anna. Rumor is you are paying 20 gold for each hireling. Actually, that's all been debated and decided as fact five minutes ago. The current debate is how much of the percentage of treasure each hireling gets to take. Without being bidden, they line up in a faint resemblance of military inspection and step forward one by one to give you their names. Granny Anna and Uncle Moa are first. Then there's Vikora (Vikora, the witch, sir! she makes sure you realize. Potent stuff!) A rather tall, lanky lad who smells of pig. He forgets to tell you his name. Faolino, who is, yes, a baker now. But in his days he once fought for the Duke! Krist, a father of 6. He once helped fight off orcs. Knows how to use a spear and even taught his kids. Has too many mouths to feed, so he has to earn some money. He'll give you 3 of his kids for the price of one. Sylo, a dandy. Says he is good with invigorating songs and poetry. Would you like to hear one now? The smithy. How did he get here ahead of you? He reckons he has time to do your braid and then go on the adventure. Swings a hammer, as you know. Gestin, the butcher. Who better with a knife than he? Truko, who insists a wooden leg is an advantage cause the undead can chew on it and he won't feel a thing. Bring em all and he'll give them a bite! And finally Arcinta, the wife of Krist. She's actually the one who fought off orcs and taught their kids to use spears while Krist was drunk. She'll give you 3 kids for the price of one AND throw in Krist at no extra charge. "So. Who are you choosing?" Granny Anna asks for the group.
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Last edited by bananabadger; Nov 17th, 2023 at 11:14 AM. |
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We will break away Together... I'll be the Shadow, You'll be the Light. Nothing ever lasts Forever... We will go softly into the Night. Last edited by Alemar; Nov 20th, 2023 at 04:03 PM. Reason: Reworking post |
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We Never Needed Words, Bear by Angie Pickman
Nuala ... how do you go into rage? Rage is something that, by definition, one can't control. But do you try to control its onset? Can you tell it when to sweep over you? Turn it off and on like a lever? Or is it something, that, over the years you have come to realize you can--at best--allow? Do you give in to the rage and feel it wash over you, enveloping yourself in your own ursine anger? It's fitting that your rage takes the form of the bear, because the animals say that the bear was the first who taught them rage ... and peace. It was long ago, before winter and nights came to the world. There were a greater variety of animals, a wider circle of life that ate and hunted one another, but what is a few kills among the kingdom? Wolves will be wolves and squirrels will be squirrels--no hard feelings there. Besides, the days were lovely, warm, and eternal sunshine. The animals never even slept. Until the owls came. Some say the owls emerged from eggs which had laid in nests in the highest trees from time beginning. Others say the owls were washed into the world, like a beached whale ahead of the oncoming waves of darkness. The owls, being owls, sampled the world's buffet of mice and chimpmunks ... and tried to warn the others. Nights are coming. You must learn, as did we, to live in darkness. But the other animals just said: "What are they taking about? Who are they talking about?" and then they mocked the owls. "Night who? Whooooo? Whooooo?" The owls, having tried to warn the others, merely shrugged and ate more chipmunks. But they were right, of course, night came. And you can imagine how frightful it must have been for creatures who had never known it? Plunged into darkness and cold without the sun? Not knowing if each night would continue on indefinitely, if the sun would or would not appear again? Each animal responded in kind. The trikolgos gave up hope and died in despair. The lizards hid under rocks. The ostriches cowered on the ground afraid that a sky which smothered the sun but also smother them. The wolves cried so pitifully that their laments punched a hole in the night and a bit of round, silvered sun broke through the darkness. The bears ... well they alternated between rage and contemplation. "That's the spirit!" said the badgers when the bears would roar and claw and gnash at the night. "Rage! Rage! Rage against this unlight!" They would urge the bears into deeper frenzies, running madly in circles at their heels, nipping each other and sometimes a bear, which would only extend its rage. But eventually the bears would collapse from all their bellowing and roaring and slashing ... and they would fall on the ground, often just before morning broke ... and the sun would rise and the badgers would squeal in triumph: "The rage of the bear has saved us again!" And then badgers, being badgers--the original punks of the world--would go urinate on some rocks and tear into some chipmunks. And chipmunks, being chipmunks--the original stoics of the world--would say: "Geez, man, the owls just hunted us all night, and now badgers in the day? All we can do is puff our cheeks, think of our gods, and enjoy life while we can, the few, short seconds of bliss ... and for this, we are grateful." And the bears, being bears, would sleep off their exhaustion, awake hungry, grumpy, and ... surrounded by badgers who would egg them on to rage again as the night began to fall. This went on for many years. It was also a cycle of life, but more vicious and less tranquil, particularly for the chipmunks, but for any creature, even the badgers who seemed to be enjoying it, but were being shaped into cruel, goading souls. One day though, and we are no longer sure which day, one bear, and we are no longer sure which bear, had had enough. "The night will be with us always," it said to the others. "We must learn how to adapt. For some, this will be easy, for others less so. Those who find it easy, like the owls and the bats and the aye-ayes and the raccoons and the scorpions and the..." "Yeah, yeah, we know, all the night lovers think this is great," interrupted the badgers, "but what should the others do?" "They should sleep," said the bear. "Sleep? Are you kidding us?" said the chipmunk. "We'll be nothing more than stagnant dishes of butter for those guys," and here they pointed at the owls and the aye-ayes and the raccoons and the scorpions and the ... "Hey! Your fault you are so tasty!" said the badgers before the point could point at them. "We will sleep wisely," said the bear. And so the bear walked with each animal, much to the chagrin of the owls and other night creatures, and taught them where to hide and how to hide so that they could sleep in peace. Some went into the trees, others under the rocks (where they found the lizards had been doing nothing but partying, licking toads and drinking cactus juice ever since the night had come) and some, like the bear, hid in crevices and caves. Others massed together and slept in snuggle piles for safety. And the bear was right ... they were safe, more or less. It was a new circle of life, not like the first because it was dark, and not like the second, because animals were ... well, less grumpy. Amazing what this sleep thing could do. It was a new life. But it, too, was good. Until the winter came. "Ok, crew, we're going to have to double-up our pitiful cries," said the wolves who approached all problems the same way. And maybe they had something ... who would tell them differently? Their cries did keep that hole punched in the sky, even if the sun stayed around less often. "Not good enough," said the crickets freezing under rocks. "We'll be your warm-up band." And so they, too, added their song. (Even though, as any cricket knows, they aren't really singing to punch a hole in the sky ... they are actually an alien reconnaissance crew, sent ahead to the Earth, and sending back their reports in hyper-sonic tunes across the universe, back to their planet, where invading forces are already gathering. But that is a calamity that has yet to strike and is not part of this tale.) "You know what stupidity is?" said a badger, back when this expression was fresh and not coopted by business types and gazelle relations specialists, "Stupidity is doing the same thing to solve every problem!" "Are you calling us stupid?" asked a wolf. It wasn't a taunt, but a question. The wolf, not being the brightest, genuinely didn't know who the badger was calling stupid and really wanted to pile in on the mockery, it just needed to know who they were mocking. "No, he's calling me stupid," said the bear. The badger, for once, was silent. But he winked at the wolf. The bear ignored them. Instead the bear did stupid. It walked with each of the animals and taught them how to wait out the winter. "We will accept it, but adapt," said the bear. Some animals accepted it willingly. The chipmunks were like: "Hey, it's kind of warm and fuzzy and all sorts of good vibes in our night nests. You say it will be the same but longer! We're in!" The turtles were like: "What brumin... bruminwhat?" And the bear explained that brumination was kind of like hibernation, but involved burying oneself underground. And the turtles looked at him, expecting the joke to land, and then--realizing the bear was serious--gave it a try. They never learned to love the dirt in their nostrils, but they had to admit it kinda worked for them. The cockatoos and the parrots and the rufus motmots, all those who considered themselves already beautiful without months more of beauty sleep, took to the skies and flew to areas where winter had not yet come. "Good riddance, fancy flying foo-foos!" taunted the badgers. "Who you calling fancy flying foo-foos?" asked the wolves. It was a genuine question. But here's a secret ... and you might know this, Nuala, since you are kind of a bear. The real fancy, flying foo-foos? Those are the bears. Because, yes, the bears hibernated to avoid the ravages of the long nights of winter. And, yes, the hibernation allows them and others to survive and also to reduce the impact on the earth when it is fragile and snow-smothered. But the real reason bears love to hibernate ... because hibernation brings the longest dreams. Dreams of eternally warm springs, dreams of making friends with two-headed owl bears and hearing double the bear jokes and double the bear snorts! And, best of all ... dreams of flying. Call them fancy, flying foo-foos if you wish, bear don't care. Because in their dreams bears know when they fly that they are graceful, majestic ... things of beauty. And, Nuala, you realize you have suspected And because you got a 17 on your saving throw!this for a long time. At least from the moment this story began. Oh, but of course, this isn't a story. You are not reading this. You are not dreaming this. You are seeing this as a vision, because your neck is being chocked by a table cloth ... which is actually an ursine scarf ... and your head is light ... and it grows lighter ... and you see colors and visions that you are meant to see. Those standing around you, they don't see it. They see you struggling against the chokehold of the cloth. They see you making jerky motions, like a dance. They see someone--a bear-girl, a dwarf, a bear, a bear-girl-dwarf--double over in pain and then rise on the tips of your toes. They see your eyes bulge and your head rise to the heavens ... and then they see you rise, your tiptoes leave the floor. Nuala, they see you fly. And at this moment you realize. This is not a tale you have seen. This is a lesson. A training. This is an initiation. An attunement. You have been chosen. For you are wearing a most rare magical scarf of the flying bears of Tethyr. Nuala ... you can fly. For as long as you wear the scarf. Or at least until the alien cricket invasion crushes us down.
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Last edited by bananabadger; Nov 20th, 2023 at 01:36 AM. |
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"The last enemy that shall be destroyed is death." Status: Once more unto the sickbed... Last edited by ElderOblex; Nov 21st, 2023 at 08:30 PM. |
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Posting: Better! "Speak your mind even if your voice shakes." RBG She/Her Last edited by PlaidPeregrine; Nov 21st, 2023 at 01:01 AM. |
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A magic letter? some in the crowd of would-be-heroes mutter skeptically. It's clear that a few of them are having none of this ... that is until Vikora--the one who told you she was a witch--spoke up. "Of course! Well known, magic letters are. Not my type of magic, of course, a bit common. School of Epistolary, of course. Not the strongest school ... but it exists, and can come about in many ways." she says, looking around daring the other villagers to defy her wisdom. Which they do, rightfully suspecting that this is no wisdom at all. "School of Piss Idolatry?" mocks the one in fancy dress, that would by Sylo. "Is that the magic practiced by whizz-ards?" A few of the crowd catch his joke and laugh. The rest don't catch his joke, but laugh. They don't trust magic letters and hope that Vikora is wrong ... but they aren't going to defy you, Ayore, the RedBrand turned village hero ... so they defy those who spoke for you. "You'll see! You'll see!" screams Vikora, as you stomps away, turning to shout out the last word. "The letters can come in many forms, some say a dead bird at your doorstop. All I know is I will be ready! I will look for the signs, because the good soldier will call me, and I will hear the call!" The others, not having anything to say nor anyone left to challenge, disperse per your command, Ayore ... each with a pleading look, some whispering directions to your house, just in case the magic needs to know where to send that letter. It takes awhile for a wanna-be-peasant army to disperse. They don't follow commands to march and march quickly, they linger, they gossip, they argue among themselves, one gains the courage to rush back and ask you another question such as "What if I can't read? Will the magic letter speak to me?" or "Why don't I just follow you around, I don't mind, and that way you won't have to waste the parchment ... useful stuff that parchment for ... well, errr ... for something." It's nearly noon by the time you return to the inn, passing the small bridge over the rocky creek bed and taking the main streets. If you wish, you could literally follow the smell of late breakfasts, ale, and sweaty crowds who are still milling about. A few of them--apparently there were residents who didn't muster for the peasant army this morning, though it seemed like everyone was there--nudge each other when they see you approach. "Bear-Girl Knight," they say reverently as they bow their heads to you. "Yes, yes, the little wild thing can fly!" comes the loud, unmistakable voice of Gundren, who is all but being carried by Sildar. Both reek of ale, the only difference being that Gundren seems to be a chatty reeker and Sildar seems to be a quiet reeker. But he does speak when necessary. "Ayore, help me, will you? He needs to sleep off the morning and I can't get him across the bridge alone ... your flying bear will wait for you, she isn't going anywhere." Nuala ... are you going anywhere? Of course, theoretically you can, you're your own dwarf. But it will be difficult. As your feet touch the ground and your mind returns from thoughts of your mother-possible, there is a ring of reverent silence all around you. The silence covers even Gudren, who had been talking nonstop. The drunk dwarf regards you with a look that breaks through the haze of his drinking. He nods, then mutters to Sildar. "I think ... I ... we go now," he finally says. And Sildar nods and begins the arduous task of herding a drunk dwarf body toward and through the door. It takes an ungodly amount of time, not helped at all by the rush of villagers who are now crowding around to place a hand on you and bow. "Bear-girl," they say with astonishment and wonder, which is weird, because hadn't you always been that ... it seems to take flying for you to be fully seen. And it doesn't end. As soon as one villager lays a hand on you and backs away, another approaches. It is not a rude or untoward touch, it is done with respect and fear, but even the reverential crowding of pilgrims is still a crowding. They crowd you. They back away and they return, laying small trinkets at your feet. "Bear-girl," they say. "Bear-girl." "Silk strings? I've already thought of those," says Plumblossom with alacrity. "Not bad ones, at that!" He waits for praise ... or maybe a tip? Really, it's hard to tell with this one. Merlow, you don't have much of an idea what Plum...whatever he is calling himself, is up to. You can see your attempt to persuade him works ... but only somewhat. Not because you persuaded him, but because he is willing to follow your orders. That's certainly more than you are picking up, Fiadh. This goblin is inscrutable. "Sure, I will go up to your room, Fiadh, Killer of my Kin, and I will guard it for you should you decide to return one day, and I will ensure the bed can be laid on and does not contain any terrible traps or poisons within it. This I will do, or my name is not Plumblossom!" he says with a flourish, and then adds ... "By the way, does that sound ... you know, impressive. I was thinking about adding 'The Magnificent' on the end of it. Or The Fey-Walker or something like that. Ideas?" He leaves, closing the door and shouting at a few villagers trying to poke their heads inside. "They are busy! The heroes cannot be bothered! Bring me soup to the rooms! All the rooms! All the soup! The knight will pay when he comes!" Merlow, Fiadh ... for now you are free to plan and set your plans in motion. Nuala ... it doesn't end. It has now been at least an hour, and villagers you have never seen before continue to make the trek to approach you and bow. If you have growled, they will have given up laying their hands on you ... but, oh they want to ... A few grannies have gathered in the corner of the inn with an air of determination and purpose ... they have a large cloth and are working earnestly on it with needles and threads. Surely they don't think they could create another scarf? The colors, at least, don't seem to match. They see you seeing them ... and they attempt to block your view. Ayore, it is a long walk back ... you have time to talk with Sildar if you wish. Or with Gundren, though he seems not to be making much sense. Actually, if you think of all that is happening, none of could really be said to make much sense. Of course, as one wise man said--probably a soldier and no fool from the school of epistolary--there are those who seem to try to understand the sense of things, there are those who do make sense of things, and then there are those who make the things happen and let others try to make sense of it. Which one are you?
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Last edited by bananabadger; Nov 22nd, 2023 at 02:36 AM. |
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