Settling into Valour Haven

The Six reach safety in the Halassey settlement of Valour Haven where they are given new lodgings. By this point in the Campaign, it has been over a month since they set off from Thoraholm.

## Recap

Last time in Where Shades Rule... Caught inside Fort Raven as a Horde of the Undead strikes at the walls. The Six engage the Dead in battle alongside the defenders of the Fort and their Captain Sir Prescott Loe. Despite felling many zombies and even a couple terrifying Hulkers who were trying to batter down the gates.

Knight-Captain Loe called for the Carts to be made ready for a speedy retreat and the party abandoned the fort as many of it's defenders fell. Enjoying some relief as they flee on carts Tully is able to see they are being followed by mounted figures. As they draw closer it proves to be artificially infused Undead Centaurs.

A desperate battle ensues where the caravan is halted as the lead carts horses are slain and the party struggles to fend off the attackers. By Divine grace, they survive and hurry off to Valour Haven before any more can appear. Exhausted, the group is overjoyed to finally see the settlement of Valour Haven. Loe speaks with a Sergeant of the Guard while Vidal tells the group that he will see to their accommodations and they should take this opportunity to rest after such a dangerous journey.

## Summary

After six days from their arrival in the City, the party has been set up in Bragna House a townhouse in the City that used to belong to owners who have died in service during the Redemption War. The only original occupant were the owners cat, Sir Reginald who continues to live there under the care of the property's groundskeeper and housekeeper Mr and Mrs Gerondin respectively.

Wulf Phylund seems to settling into what it at least a civilized settlement and getting back to his recognizable routine. Davion has noticed that in the first couple days Wulf seemed to be spacing out and incredibly quiet, keeping to his tasks whenever pressed.

In those few days Vandor has the benefit of the grounds modest but well maintained garden. There when he sits in it he feels very close with the Deity that he worships. It is in this garden he feels a clearer connection outside of all the noise and chaos outside the City walls.

Tully has been introduced to a small Animal habitat the City maintains within its walls. There they have been breeding Owlbears in captivity as it is feared that their like may be endangered as a result of the curse running rampant through Arleans. She has been introduced to one called “Barnabas” or Barney for short.

Tore is pleased to learn that the House has a drawing room with some art material allowing him time to take some respite in his love of art. Mrs Gerondin reminds Tore of his mother-in-law who is a very lovely woman and tends to bring him treats as he draws and paints and compliments him on his work.

Saszi has taken to staying in the Attic Room as it was the 6th room. Wierdly, members of the party have heard creaks up there even when Saszi has joined them downstairs although Mr Gerondin comments that the building does creak during windy days.

Deagon has had the chance to speak to the City Registrar who has provided him a couple of books on matters relating to the known Dwarven settlements pre-Fall and some tunnels that may have been used by them in recent times. One thing he did discover was that some had been seemingly intentionally collapsed by the Dwarves below to protect from incursions. Yet it still cannot be said if the Dead are not trying to make their way into any area where they might find fuel for their army.

On the morning of the seventh day, the group enjoys a breakfast cooked by Mrs. Gerondin who exclusively provides sausages to Deagon which is his favourite food whilst the others enjoy scrambled eggs. The group is given a message by Mr. Gerondin who arrives with the morning paper. The letter is sent by Vidal calling them to meet him at Castle Valour to be introduced to the Knight-Commander of the City.

The group take up the inviation and head to the Castle however Vidal informs Vandor that his ragged clothes will be insufficient to be properly dressed for meeting the Commander. Reluctantly, Vandor goes to purchase new clothes with the assistance of Davion and Deagon. Whilst they are away, Vidal informs Tully, Tore and Saszi that the Knight-Commander has learnt that Warlord Halassey is almost certainly dead and his legion lost.

After an hour spent shopping and a short altercation with guards over a seedy alley demonstration the remaining party members rejoin the group at Castle Valour where Vidal passes on the bad news to them and the fears the Garrison has that Halassey's Legion may have been raised into undeath. If so, even Thoraholm may be in danger.

The party are introduced to Knight-Commander Gamreve who is mentioned to have a nervous tick that makes his mouth twitch and that he can be quite an eccentric and intense personality. They are NOT to comment upon his ticks, Vidal warns. For the meeting, the Six remained silent whilst the Knight-Commander spelt out the risks Valour Haven was facing. Without Warlord Halassey, the remaining Legion was without leadership that must be resolved by the League Council and it was likely to be a hotly contest political battle to decide his successor. As such, they would have to look to the city's defences until the Council renders a decision. But since the bulk of Halassey's Legion was with him they can assume the Undead now possess a very large Horde likely marching on Valour Haven.

Gamreve informs the Six they will be tasked by Vidal to carry out a number of objectives to assist the city in preparation for its defence and that he expected them to bring their best. In response, he awarded them an advance payment from the Garrison coffers to pay for additional services.

The Six then retire with Vidal to a nearby planning room where they discuss the following objectives:

1. Assist Cedrine's Engineers with what they need to advance and improve the quality of their work.
2. Meet with the Three Magickos in the City and solicit their aid.
3. Investigate the City River grate. This is one of the only weak points of the city and needs to be made sure that it cannot be used as an entry point without disrupting the flow of water. Ensure the water source is not polluted.
4. Deal with a group in the City known as the “Barricade”. They are only a minor nuisance now but in the event of a siege could become a serious problem and may attempt to steal and loot the City's supplies.
5. Burn Fort Jerosant who's contingent died due to their base being sealed off but could not be re-opened. Normally this is not a problem but it is always policy to burn potential bodies for the dead and in this case, to recover intel. This base is the one that sent the first report of an Undead spy masquerading as a Living person. Gamreve wants proof positive one way or the other if this is true.

Vandor used this opportunity to cast *Sending* to Lady Paolure and ask her to intervene with the Council to send reinforcements. The Lady responded that for a moment she thought Vandor's voice for an old friend and declared that she would attend the next Council meeting herself.

## Featured Characters

### The Six

* Sir Davion Phylund
* Saszi Vermillion
* Deagon Sunseeker
* Tore Wolfram
* Tully Tanglefoot
* Vandor Tah

### New Characters

* Knight-Commander Gamreve
* Mrs Gerondin
* Mr Gerondin
* Sir Reginald
* Barney (Mentioned Only)
* Warlord Anthelme Halassey (Mentioned Only)
* Lady Paolure (via Sending)