The Wyrd Blade: An Ironsworn Story

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ascetic
Posts: 74
Joined: Sat May 27, 2017 6:21 pm

The Wyrd Blade: An Ironsworn Story

Post by ascetic »

Hello all. I'm proud to present you my new story that takes places in The Ironlands, a brutal northern land filled with danger and mysteries. Aesthetically, it feels like a gritty fantasy viking age and Skyrim. It is the setting of the free Ironsworn RPG system, designed to be playable 100% solo.

Unlike my huge Co-op campaign in Starforged (found here), this story was played by myself, in Solo mode. Also this time the proccess is different. Instead of writing all the fiction as I went, I played for a couple of hours with this new character making simple story notes. But upon finishing Chapter 1, I found the developments so on point that I decided to expand the text into full scale fiction.

And of course you will find some content here that is of particular interest to the members of this board ;)

The first chapter is about 5000 words long so can be read in like 20 minutes so I ecnourage you to read it all to get the context and feel of the characters and the protagonist's abilites. Also I sprinkled the text with some custom made images to inspire imagination: you can click the images to open full scale versions of them. There are mechanical bits all over the text that give more context on why the story unfolds as it does. MANY things were decided by dice rolls here, but still it turned out very appropriate to the atmosphere I was shooting for.

I'm not sure if I continue doing full fiction on this campaign, but the first chapter is already a complete story with the beginning, middle and end, so it works as a standalone as well.

I hope you enjoy reading and I will be glad to receive the feedback on it. :)

Warnings: Medieval setting, lethal, blood and gore.
Last edited by ascetic on Fri Jul 18, 2025 3:30 pm, edited 2 times in total.
ascetic
Posts: 74
Joined: Sat May 27, 2017 6:21 pm

Re: The Wyrd Blade: An Ironsworn Story

Post by ascetic »

Chapter I: Blood on the Hill

A border outpost of Blaenview has not seen visitiors coming from the southern side since the beginning of winter. No wonder, for the raging blizzards and howling winds make travel between the settled domains unimaginable unless you go with a caravan. One steps outside alone for several hours, and they are as good as dead. The blood of civilization freezes when the chilly grip embraces the Ironlands, and slowly resurrects as the winter gives way for a nascent spring.

Now is such time, and as the snow of the surrounding hills begins to thaw into rivulets, a woman appears at the gates of Blaenview.

She is dressed in well-worn winter clothes; her face is hidden under the hood of her traveling cloak. She carries a backpack, and a sword rocks gently at her hip, a rare sight among the Ironlanders, signifying she is either a rich person, or a professional warrior. A prying eye might catch she is walking just a bit unsteady, as if suffering from an old wound not quite healed.

There are no guards, so she merely steps through the gate and strides along the main road. Blaenview has nothing to show for it: rows of icicles drip sparkling waterdrops from the roofs of unkept lodgings as if weeping for their sorry state; several houses have gaping black holes instead of doors, and the locals watch the new arrival with open wariness, like she is yet another menace befallen on their heads out of nowhere.

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The visitor stops at Blaen's Crossing that divides the outpost into four parts, looks around, and enters a humble lodge on the side of the road.

***

The traveller arrives at a shrine, dedicated to one of the many deities of the Ironlanders. A couple of lanterns are set at two sides of a table, upon which rests a rough clay sculpture of a head without a face.

The woman pulls up her hood and comes closer. She looks young and weary, her lips are cracked from enduring the winds, and her black hair is cut short, probably not to hinder her view at any point.

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She reaches out her hand towards the head.

"Please, be careful, my mistress," someone pleads from the shadows behind the table. "The Crag Father is stout as a boulder, but this earthly avatar not quite so."

The caller comes into light, a robed woman on the verge of becoming an elder. Her whole face is tattooed with waving lines.

"I am sorry to interrupt you, mistress," her eyes flicker in the half-light, shifting back and forth. "It's just a request, that is all."

"Why are you scared of me?" asks the young woman. Her voice sounds like she has seen many bad things in her short life.

"It's only respect, my lady," The robed woman raises her hands defensively. "Any envoy of the Hoarfrost Hold is welcome to utilize everything we have around here at their convenience. Have you come for a blessing?"

The young woman squints and does not say anything for several seconds.

"I have not come from Hoarfrost."

The robed woman looks surprised. "You haven't? Then—," she glances at the sword at the young woman's hip, "—who are you?"

"I am a Free Warden. Came from down south."

"Oh, Chudun, the Will of the Hills," breathes the robed woman as if she's heard the eternal summer is coming. "How may I call you, free warden?"

"Radmila. You?"

"I am Sadia, a humble priestess of Chudun the Crag Father, and overseer of Blaenview," bows the robed woman. "It's an honour to meet you."

"Your town looks like shit, Overseer Sadia," shrugs Radmila.

The priestess' lips curl into a weak smile. "It certainly does. I might be the overseer, but I hold no authority here to make it any better."

"Why?"

She hesitates, rubbing her hands. "It's not easy to say. Are you bound by oath already?"

"I see where this is going," sighs Radmila. "What do you want?"

Sadia points to the shadowy corner of her shrine and goes there, as if she wants to discuss something forbidden. The Free Warden follows.

"Blaenview is sworn to the Hoarfrost Hold, and as such, we obey to its will. But since the war ended with the rightful lord and his family slaughtered, the chiefdom has been ruled by madmen."

"Hhhmm," Radmila does not look surprised at all. Power turns people insane much faster than any curse.

"Last autumn they sent a warband—no, a posse really—to protect us and watch over the border. Oh what protection it's been! Collecting tribute is fine, but they are insatiable. They feed on us, take everything we have, execute those who dare oppose them. You've seen what Blaenview looks like. It is not a natural disaster. It is them."

Rada strokes the pommel of her sword. "If those protectors die, Hoarfrost will send others in their stead. And they will have questions."

"Anyone is better than them," whispers Sadia. "It is torture, Radmila the Warden."

The young woman looks aside in the imagined distance.

"How many are we talking about?" she finally asks.

"Five."

"Not few. Not many. Who's in charge?"

Ask the Oracle:
Name: Qabeera
First look: Fit, Fearsome


"A warmaiden called Lucky Qabeera. Ruthless and cruel. She is of mixed Ayshari lineage: easy to distinguish. Others are northerners, all former raiders. Though the word 'former' does not really apply here."

Rada considers it all for a moment.

"I don't work for free."

"Of course, that should not be an issue," the priestess nods. "We will reward you handsomely after the loot they've collected from us is released from their grip."

Radmila draws her sword with a shhhing and brings it close to her chest, so it is pointing down. It has a two-handed grip, and the blade that's somewhat narrower and longer than most war swords. A jet-black pommel glimmers in the half-light of the lodge.

"Sadia, the overseer of Blaenview and priestess of the Crag Father. I, Free Warden Radmila of—," the young woman falters for a second. "—The Eastern Reaches, swear to you that I will rid your town of the corrupted wardens who were supposed to protect you."

Defeat Qabeera's Warband
Rank II: Dangerous (2 progress per milestone)
Fortune Hunter: When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest.

Swear an Iron Vow
Weak hit: 3 + 2 (heart) + 1 = 6 vs 8, 1.
On a weak hit, you are determined but begin your quest with more questions than answers. Take +1 momentum (3), and envision what you do to find a path forward.


Radmila fills her lungs with air and lets it all out. Her sword goes back into the scabbard. There is a hint of admiration in Sadia's eyes.

"Where do I find them?"

"They stay in our feasthall between the abuse forays, and sometimes go out of town since the spring arrived, but I don't know why. Probably someone has seen them today and can give you directions."

"Looks like I have to speak to your lovely neighbors," says Radmila and steps to the exit.

"Free Warden!' calls out Sadia.

"What?"

The priestess approaches the young woman and places her palms on her cheeks. Radmila does not pull away.

"May the Will of the Hills guide your path, child, for you are cleansing this land of evil. I will pray for your safe return."

"Thank you, priestess," Radmila mutters and walks away.

"Stay vigilant, Ironsworn."

***

Now, how the fuck am I supposed to do this?

The idea that signing on unfavorable contracts will someday be the end of her keeps emerging in Rada's head as she comes to the middle of Blaen's Crossing. Not only is she outnumbered one to five, the marks are not common ruffians or drunkards, but trained raiders-turned-wardens who sample blood on a daily basis. She can't just barge in and start swinging.

She gotta be smart about it.

But first, where are they? She decides to ask the locals what they've seen before making plans.

Gather Information
Strong hit: 4 + 2 (wits) = 6 vs 3, 2
On a strong hit, you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn (Ask the Oracle if unsure), and take +2 momentum (5).
Clue: suggests a history of similar incidents.


The inhabitants try to avoid her gaze and change route when they spot her from afar. It's no surprise: the sight of an armed person seems to mean only danger around here, so the people try to get away from it in advance. Still, she manages to stop a few cowering passers by and respectfully, but firmly ask her questions.

Are they out of town now?
Ask the Oracle (Unlikely): 80, Yes.


Most point her towards the feasthall, but there is one fisherman who claims he has seen them heading out of town this morning towards the western hills. He says they have taken up blood hunting since the spring arrived, so they are now out there, having fun.

Reach a Milestone. (2/10)
Gaining vital support from locals by asking about Qabeera's Posse.


A blood hunt foray? Hunting parties are usually spread apart, so it might be possible to pick them off one by one. If only she manages to catch up with them.

"I have need to find Qabeera as soon as possible. Is there a wayfinder who knows the region that I can hire?"

"We had young Kai. They hanged him a fortnight ago," the fisherman shakes his head. "They thought he was leading them the wrong way."

If they continue ruling this place like they have, there would be no one left come the next winter.

"You are a fisherman. Probably know how to get around these parts. Will you come with me?"

Compel
Miss: 1 + 2 (heart) = 3 vs 8, 7.
On a miss, they refuse or make a demand which costs you greatly.


He raises his hand. "I am sorry, mistress. I won't get anywhere near the wardens. Better keep my head low so it doesn't get chopped off."
Disappointing, but understandable: it's hard to survive for the common folk as it is, no need to make it even harder. She inquires about the general area to the west: what to watch out for, places to avoid, landmarks to navigate around easily.

Secure an Advantage
Miss: 1 + 2 (heart) = 3 vs 3, 4.
On a miss, you fail or your assumptions betray you. Pay the Price.
-1 momentum (4)


There are just craggy hills and patches of wood. No roads or anything. The fisherman hasn't got that far out to know of the remote places. It's a waste of time.

Still, she thanks him, and finally requests to show her the place where he has seen them leaving town. That much he will do.

***

"This is where I saw them," says the fisherman. It appears to be the truth: there are tracks on the half-frozen mud that trail forward to the hills. Five sets of them, three big ones, two smaller. So they went together, in full force. The fisherman bids her farewell and leaves her alone at the edge of wilderness.

One last thing before she sets off. Rada finds a dry spot nearby and kneels, drawing her sword. She places it on her lap and takes out a piece of charcoal out of her backpack, then rolls up her right sleeve up to the elbow. The back of her hand and the whole forearm are covered with faded markings that appear to form a rectangular pattern of runic symbols. She scribbles an intricate set of similar runes on the blade itself, looking at her forearm for reference.

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"It's been so long, you must be hungry," muses Rada. "Do not worry. With Chudun's blessing, you will have your fill soon enough."

Leech
Weak hit: 1 + 2 (iron) = 3 vs 1, 5.
When you mark your hands or weapon with an intricate blood rune, roll +iron. On a strong hit, the rune thirsts for fresh blood. On a weak hit, as above, but this asset counts as a debility until the rune's thirst is quenched.


The black pommel of her sword hums in response, but suddenly, Rada feels cold sweat emerging on her forehead; her grip weakens. She wants to drink so badly she must have been thirsting for days. She takes her waterskin and devours some water, but it doesn't help much. The thirst lingers.

"Forgive me, Sanguine," she croaks and forces herself to stand up. She has to move, or the blade will be feeding off her in no time.

Mark debility. -1 Maximum Momentum (9)

Fresh mud and old snow makes following tracks easy enough, at least for now. They trail along the valleys between thawing hills, get interrupted by
spring streams, but reappear after afresh. It is lucky there hasn't been snowfall since yesterday, otherwise it would have been much harder to do.

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Where do they lead?

Gather Information
When you follow a track, roll +wits.
Miss: 2 + 2 (wits) = 4 vs 7, 5.
Your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price.
Pay the Price: The current situation worsens.Story clue: Leads to a remote or wild place. Overland landmark: Standing stones.


The tracks go on and on, which makes Rada curious. She has spotted some critters around here, so by this time the wardens should have already gone into the hunting formation. But the footprints keep close together. Are they really here to hunt?

She has been walking for a couple of hours, so not only is she thirsty, the hunger creeps up. Rada sits down to rest and eat something from her backpack. It is nuts and dried fish that she bought from a caravan quartermaster. Nothing particularly great, but it will do.

Miss consequence: -1 Supplies (4)

Time to move. Her leg hurts like hell, curse the old wound, but she must keep going.

***

After another hour of struggling across the Havens, she finally spots something peculiar in the distance. It is a large hill, on top of which several standing stones rise tall from the earth. There is also a smaller mound visible at its peak. Rada shakes her head: who could've built this out here, in the middle of nowhere? Giants?

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Whoever made it, that doesn't matter now. Rada draws her sword and clambers up closer, keeping low to the ground; she hears her heartbeat accelerating in line with her growing excitement. Danger is palpable.

She reaches the top, ducks behind a fallen stone and peeks over. There is a gaping hole the size of a grown person dug in the mound, framed by rocks. She gasps as she realizes it is someone's burial ground. A cindering campfire is arranged in front of the entrance.

Seems the so called wardens are not only torturers, but grave robbers to boot? Great.

"The fuck?!" she hears a raspy voice from the right. She turns: a man with a magnificent beard and a magnificent handaxe on his belt is frowning at her. He is on the same side of the fallen stone as Rada.

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She does not reply. Instead, she grips her sword harder. He sees that and reaches for his axe.

So much for scouting, heh?

Enter the Fray against a Dangerous Foe (2 progress per harm)
Miss: 2 + 2 (heart) = 4 vs 8, 5.
On a miss, combat begins with you at a disadvantage. Pay the Price. Your foe has initiative.


"Qabeera! We got com—!," he can't finish the word as Rada rams into him at full speed, sending them both tumbling down the slope. The axeman is strong; he grabs Rada by her coat and doesn't let go as they both roll over the snow and dried grass. She bumps onto something that shoots a painful jolt across her back.

Endure Harm. - 1 Health. (4)
Weak hit: 5 + 4 (health) = 9 vs 9, 2.
You press on


They stop moving with him on top; he raises the axe to split her skull wide open. She realizes she has lost her sword.
"Shouldn't have come here," he growls.

Clash
When your foe has initiative and you fight with them in close quarters, roll +iron
Miss: 2 + 2 (iron) = 4 vs 4, 6.

Leech: One time only, when you make a move to inflict harm, reroll any dice and inflict +2 harm on a hit.
Reroll. Strong hit: 6 + 2 (iron) = 8 vs 4, 6.
On a strong hit, inflict your harm and choose one. You have the initiative.
You find an opening: Inflict +1 harm.


When the axe reaches the highest point, his eyes suddenly bulge in surprise. He looks down to find a dagger buried deep in his thigh. Rada grunts as she kicks him off her with all her strength and scrambles up. The sword is lying within reach; she dives towards it, grabs it and spins around, sending the blade in a wild backhand swing.

She catches him on the offensive as the blade slashes him across his chest. He lurches to the side, but the adrenaline still keeps him standing. Tough man.

Inflict 4 harm (2 from sword, 2 from leech). Mark progress 8/10

The blood that stays on Rada's blade suddenly flows upward to the drawn runes. As they connect, the red liquid gets sucked into the runes and they flash with a crimson light. The markings on Rada's arm begin to glow, the faded patterns spring to life with sanguine energy.

"Aaah, much better," she grins with satisfaction.

Lose debility. (max momentum 10)
For each point of harm inflicted, take +1 and allocate it as +health or +momentum.
+1 Health (5), +3 Momentum (7)


"You're a Wyrdbinder!" the man coughs up blood, in shock from what he sees.

She points her blade at him. "I am. And you're a dead man."

Strike
When you have initiative and attack in close quarters, roll +iron.
Strong hit: 5 + 2 (iron) = 7 vs 3, 1.
Inflict 2 Harm. Mark Progress 10/10


She descends upon him like a predator on a cornered critter. He can not put up much fight after the last brutal wound.

End the Fight
Progress Roll Strong hit: 10 vs 6, 8.
On a strong hit, this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent.


She drives her sword into his heart and the man falls down the slope of the hill, blood rushing out of his wound like a young spring. She comes over and retrieves her dagger along with his handaxe.

Reach a Milestone 4/10
- Defeating a powerful threat


The runes on the blade flicker, while the markings slowly lose brightness. It's been too long since they fed. Need more.

Leech
Strong hit: 3 + 2 (iron) = 5 vs 3, 2.


Fortunately, they have the rest of Lucky Qabeera's band to feed on.

***

She feels her body rejuvenated, as if a team of bonewrights have worked their magic on her. Her leg does not hurt anymore, nor her back for that matter.

The rest of the wardens are still inside the burial mound. She toys with the idea to go there and hunt them down, but quickly decides against that: her sword is not designed to be used in cramped spaces. Perhaps it is better to prepare a surprise for them. She looks around for a good spot for ambush.

Secure an Advantage
When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act with expertise, insight, or observation: Roll +wits.
Strong hit with a match!: 5 + 2 (wits) = 7 vs 2, 2.
+2 momentum (9). +1 Next Move


One of the standing stones is rugged and slanted just enough for her to be able to climb up. She reaches the top and makes herself comfortable. The entrance is visible from this spot, so she won't miss them for sure. Unless they dig themselves out somewhere else, that is.

The winds rise and push the distant thunderclouds closer. It will be raining soon.

She hears muffled voices coming from the inside. The darkness dissipates as Lucky Qabeera emerges carrying a torch. She drops it into the cinders of the campfire, while the rest follow suit. One carries a small rattling bag. The loot from the mound?

"Arek, where in the veiled hell are you?" she calls out. She looks like a proper warmaiden: fit and tall, dressed in fine leathers trimmed with fur, a small shield is strapped on her back. Her face seems to be painted with protection markings. That a fucking warpick in her hand?

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"The bearded ass must have fallen off the hill while taking a shit and broke his neck," japes another one, a young woman with a bow on her back. Must have reached adulthood not long ago. And what a poor company to keep at this gentle age. You do bad stuff, then bad stuff happens to you.

The men laugh. "It might be for the best, Joa," says one of them to the archer girl. "Fewer palms to gild, more gold for the rest."

Qabeera is not amused. "Cut it off, Vaynor, or I'll cut you off myself. Now go find that idiot, we need to return before dusk."

An archer, two warriors, and a warmaiden. Alright, let's dance.

Defeat Qabeera's Warband.
Rank III. Formidable Challenge (1 progress per harm)

Enter the Fray
If you are moving into position against an unaware foe, or striking without warning: Roll +shadow
Strong hit: 3 + 3 (shadow) = 6 vs 1, 3.
+2 Momentum (10). Rada has initiative


As the man who was not introduced comes closer to the pillar where Rada is, she draws her dagger and throws it at the archer, aiming for her head, and grips the axe in both hands as she prepares to jump. Kill two birds with one stone.

Strike
Weak hit: 3 + 2 (iron) = 5 vs 5, 1.
On a weak hit, inflict your harm and lose initiative.
Mark Progress (2/10)


"Aaaagh, fuck!" shrieks the archer girl and bends over. Curse it, the dagger has hit her in the stomach or something.

Everyone stops to turn to the sound; at that very moment Rada swoops in from the pillar on top of the unnamed man. The axe enters his skull with a horrifying crack; blood splatters up and around, showering the snow and the dead grass.

There is another crack, and that one is inside her leg. Rada grits her teeth through the bolting pain; she must have landed badly.

"Rrghhh!" groans Rada as she frees her sword once again. The shock of the assault kept her safe for a mere moment, but now a warrior's sense pushes the others back to action.

"Kill her!" yells Qabeera.

Vaynor lets out a warcry and charges with his short spear. The warmaiden circles to the side to get to Rada's flank.

Clash
Miss: 4 + 2 (iron) = 6 vs 7, 10.


Rada throws herself back, but hits against something rock solid: a standing stone! The point of the short spear flashes in front of her eyes.

Leech: One time only, when you make a move to inflict harm, reroll any dice and inflict +2 harm on a hit.
Reroll 2nd Challenge Die. Miss: 4 + 2 (iron) = 6 vs 7, 7.
Reroll 1st Challenge Die. Weak hit: 4 + 2 (iron) = 6 vs 2, 7.


She relaxes her muscles and falls into a crouching position as the spearpoint scrapes across the stone surface above her head. The raider curses. His soft flesh is within her reach.

BURN MOMENTUM! to change a miss into a strong hit (10->2)
Strong hit:10 vs 2, 7.

Swordmaster: When you Strike or Clash and burn momentum to improve your result, inflict +2 harm. If the fight continues, add +1 on your next move.


She springs forward, evading the warpick with a shift of her shoulder, and drives her sword into the man's stomach up to the hilt, then turns it inside the wound and cleaves through the flesh and muscle to free the blade. Vaynor releases his spear and slumps in the snow, praying to some gods and clutching his side.

Rada catches the spear, side steps the incoming Qabeera's swing, and throws the spear at the archer who is drawing her bow. A high pitched yelp turning into moans signifies the spear has found its mark, so Rada doesn't pay attention to that anymore.

2x Harm from the Sword, 2x Harm from Leech, 2x Harm from Swordmaster = 6 progress.
Mark Progress: 8/10


There is only Lucky Qabeera left standing. The runes on Sanguine glow alongside the crimson patterns on Rada's arm. The pain from the fall has evaporated.

The warmaiden studies Rada from behind her small shield. The sight of a Wyrdbinder and her fallen comrades don't seem to instill fear; her Ayshari's amber eyes remain focused. However, she hesitates to make a move.

"Reckon there's enough blood spilled," says Qabeera, stepping sideways. "How about that: I give you half of what we found, then we part ways?"

"Not keen on that," says Rada. There is never enough blood, and she has no interest in whatever relics this burial mound holds.

Qabeera frowns. "The Greywind Clan does not forgive. Even if you survive this, we shall hunt you, flay you and chop your corpse to pieces for what you've done!"

"Your posse went out for a hunt and never returned," shrugs Rada, "Must have been a wyvern. A tragedy, really. Happens all the—."

"Yyyaaaah!" shouts Qabeera and charges. The time for talks is over.

End the Fight (Progress Move)
Weak hit: 8 vs 8, 7.
On a weak hit, this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent, but you also suffer a cost or complication.


The warmaiden invades Rada's space like a thrashing whirlwind, sending forth a flurry of savage blows. Rada retreats from the onslaught: first, second, third, now! She sends Sanguine to meet the fourth strike; the blade and warpick groan and scrape against each other. The only thing left is to twist the blade into a counter attack.

It doesn't come to pass as Qabeera rams her shield into Rada's shoulder, throwing her off balance. Then arrives the warpick. With an upward hack, it tears through her overcoat from belly to neck and catches Rada in the ribs as the cold iron grinds across them.

But Sanguine doesn't falter. The crimson energy of the runes comes rushing to the wound, filling it with the stolen essence of life. Rada does not feel the pain; she brings up her sword and dashes forward.

Qabeera's eyes widen at the look of the warrior who does not flinch at the wound that should have been incapacitating. She hides behind her shield deflecting the incoming strikes, and one thrust gets caught between the wooden planks, trapping the blade. Rada snarls as she releases the grip and crashes her foot into the shield, sending the warmaiden staggering. Qabeera stumbles over the unnamed man, loses her shield and falls on her back. Rada leaps on top of Qabeera and wrenches the warpick out of her hand.

"Ah, fuck!" grunts Qabeera.

"Rhaaaagh!" the instrument of death glistens as the Free Warden smashes its blunt end into Qabeera's head.

Silence falls upon the field of battle.

Reach a Milestone (6/10)
- Defeated Qabeera's Posse


***
The rage passes away. Her work here is done, now she has to survive the road back. Rada looks up at the grey sky and takes a deep breath.

Endure Harm. -3 Health (2) - The consequence of Weak Hit on End the Fight.
Miss: 2 + 2 (iron) = 4 vs 10, 6.
On a miss, also suffer -1 momentum (1)


It hurts like the shattering hell, despite Sanguine doing its best to soothe the pain. Qabeera has turned out to be a formidable fighter, Rada probably should have killed her first. Oh well, the more you learn.

Her winter coat and shirt are ruined, Rada takes them off, clenching her teeth from the pain. If anyone was alive here, they would see the patterns on her arm continue up to the shoulder and then over her whole right half down to her hip. There is a gash across her right set of ribs, but the markings absorb the blood and let out a faint reddish glimmer.

Does she have anything to mend her injury?

Check Your Gear
Strong hit: 4 + 4 (supply) = 8 vs 6, 1.
On a strong hit, you have it. Take +1 momentum.(2)


Rada recalls having a healing salve, gifted to her by a kind old herbalist for her assistance with some ruffians. She takes it out from her backpack and applies it to the wound. She doesn't need to clean it as Sanguine has already covered that part.

Heal
Strong hit: 6 + 2 (wits) = 8 vs 5, 6.
On a strong hit, your care is helpful. If you have the wounded condition, you may clear it. Then, take up to +2 health (4).


The salve is greasy and smells like fat mixed with dried herbs. Rada finishes the treatment by tearing her shirt into bandages and securing them around her waist. That will do for now.

Her teeth chatter. Only now she realizes she is shivering. It might be spring, but she is still in the northern Havens, where one would sooner encounter a giant than a warm day.

Rada looks around. The archer girl and men have suffered nasty wounds, their coats are either bloodied to the point of disgust or tattered like hers. That leaves only one option.

Oracle, does Qabeera's equipment suit Rada?
Ask the Oracle (Likely): 35, Yes.


"The spoils of war, huh," sighs Rada as she kneels beside Qabeera to work through the belts and straps of her battle gear. Soon enough the half-ayshari is relieved of her fur-trimmed coat, gloves and shirt. Rada immediately puts them on; they smell faintly of sweat and campfire, but overall, not too bad. She thinks for a moment, and then strips the dead warmaiden of her soft leather boots and pants, leaving her now naked body sprawled in the middle of the campsite, like some kind of blood sacrifice.

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Decent clothing and footwear is hard to come by in the Ironlands, and Rada is in need of a new set for the upcoming spring. Besides, why would she spend hard-earned coin to buy garments when she can take them off a fallen foe, right? Qabeera does not object, and just stares at the uncaring sky above.

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Thought as much.

She comes over to the archer girl and loots the bow and arrows off her. Rada is not a marksman by any means, but she might have to hunt at some point, and this weapon looks good enough for that.

It is a good thing she has killed them out here, far from town. Nobody from Blaenview will tell where they are, even under questioning. They went for a hunt, and never came back, that is the truth. As for the bodies, local predators will make short work of them in due time, leaving no traces of the deed.

Before leaving, Rada's curiosity takes hold and she checks the bag the wardens have taken from the burial mound. What is this? Does it have any value?

Secure an Advantage
Strong hit: 6 + 2 (wits) = 8 vs 3, 1.
On a strong hit, take both: +2 momentum. (4). +1 on your next move (not a progress move).
Value: Common. Focus: Monument.


It looks to be small humanoid figures made of some faded metal. Not a whole lot of value in them, apparently, but an interested collector might buy them for a good price. Rada decides to hand them over to Sadia, maybe she can sell them off. After all, why should Qabeera's grave robbing endeavor go to waste?

Reach a Milestone (8/10)
- acquiring a crucial item


She gathers her things and leaves the hill just as the first chilly raindrops begin to fall upon the battlefield.
Chudun the Cragfather must be pleased with her.

***

The road back to Blaenview should take much faster since she has already traveled this way.

Follow a Path
When you journey along a known route, and one day blends into the next roll +supply.
Strong hit: 4 + 4 (supply) = 8 vs 3, 6.
On a strong hit, you reach your destination and the situation favors you. Take +1 momentum (6).


Rada reaches the outpost before sunset and heads straight to Sadia's shrine. People around town give puzzled looks at her, especially those who have seen her earlier today. They don't know what has transpired, but they will feel the consequences soon enough.

Reach a Milestone (10/10)
- Completing a perilous journey


Sadia can't believe her eyes when she sees Rada limping in. She is tired and wet, and for some reason wears Qabeera's coat, but the priestess does not pry for details. Instead, she leads Rada upstairs, where she prepares a bath for her and offers food and hot mead. Rada appreciates the gesture and the lack of long discussions.

"Your town may look like shit, but now you can do something about it, overseer. The wardens will torture Blaenview no longer," says Rada with a weak smile on her face.

Fulfill Your Vow (Defeat Qabeera's Warband)
When you achieve what you believe to be the fulfillment of your vow, roll the challenge dice and compare to your progress.
Strong hit: 10 vs 3, 6.
On a strong hit, your quest is complete. Mark experience (dangerous rank +2).
Fortune Hunter: take +wealth equal to the rank of the quest. (+2)


The end of Chapter I
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