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## Brokef

The party decided to accept Brokef as a new party member.

He is a 'foundling' of the Rotgut Clan who was 'apprenticed' (think medieval fostering) to the Warskull Clan for the last 3 years. His father is a shaman. He assured us that he has no ties/obligations to Stlan or the Warskull Clan now, and agreed to send Stlan a message about his departure (along with his 'resignation'.)

Stats sent in email – the 10' paladinic protection protects against any non-Wildwood, and detection is for 'non-neutral'. Does not appear to have Clearsight. Why a Wyldwood paladin? Well, most of the clans worship Wyldwood, and the Orcs are some of the most ardent.

He could direct us roughly if we went cross-country, but doesn't know the tracks/paths involved. He does know of several alternative places to cross the North River.

He knows nothing of Bez Drock or Onwen, and does not recognise the sketches of them.

## Nomadic 'rules of engagement'

Brokef suggested there is no point in surrendering to outcast clansmen even when outclassed as they would just kill you – though if they made demands before attacking, then they *might* honour their word. Similarly, you would be expected to kill any would-be attackers.

## Overburdened mare

The two characters who arrived at Stlan's were two humans in their latish 50s: A fighter in full plate (who over-burdened his mare) and a cleric. They arrived on the road from Northlake, and though Stlan refused to divulge any info about them (a 'clan secret') Brokef said that he thought the fighter was a sell-sword. They did not match the sketches of Drock and Onwen – though Garaf wondered if they could be part of the Shieldbreaker company who might now be reforming.

## Cinderoak

A mild hallucinogenic (think of Peyote) that the Shamans say aids divination. (That old excuse, huh!)

## Animal Friendship

There is no issue with our Druids casting 'animal friendship' spells – though the bond will never be as strong as with their totem.

## Undead

Dougal upset some party members (and especially Brokef) by asking why Undead were such anathema – and why totems/familiars aren't considered undead as well when they return after being killed, but in a slightly transparent (wraithlike) form.

## The road to Roubank junction:

Brokef joined Quercuis at the head of the mules, and Joshua dropped back to be behind the mules (so we have forward-firing and rear-firing entangles.)

The track is not well maintained. The party met a merchant caravan coming from White Beach – the bridge was still up when they crossed about 4 weeks ago. There is no indication of when the bridge might go – indeed, some years it has even survived. They had no incidents/encounters along the way – but they did have a company of 10 (decent) guards.

The party decided to go visit the Blue Witch at Roubank: Dougal assured the party that he had no ulterior motive for suggesting going there – he simply thought the chance of gaining useful information was worth the extra time. Quercuis was very concerned that we did not have enough time for this diversion and was keen to get to White Beach before the impending attack on Far Haven started.

Regarding timing, the Dwarven artisans  should arrive in Far Haven in about two weeks, and the last ballista tower should be complete in about a week. Quercuis finally agreed to go with the general mood of the party to go to Roubank.

## Towards Roubank:

Half a day along the road to Roubank, Khurak landed on Quercuis' shoulder saying there was a nasty big bird up there out to get her...

1. ↑ Day 67 – Far Haven – Setting Off For White Beach
2. ↑ Day 65 - Far Haven - Tripwires#Other gossip: