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Year 2948: Putting down roots


Vladim

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Gifts of the Woodmen

The Woodmen of Wilderland are a frugal folk. Their wealth is not measured in gold and precious stones, but in the things that grow and live in the great forest. As such, they have no shiny coins to give to the companions, but each character can choose one of the gifts described below from Radagast and / or the Woodmen.

In addition, Radagast allows his raven-friends to travel with the characters for a time. As a result, the PCs' raven companions become permanent, and there is no need to spend a full undertaking to make them so.

After making your choice, let me know and I will post the specific rules in a new post, so that you can directly copy-paste all the mechanics onto your character sheet.

spacer.png1. Great hound of Mirkwood. The hound can support the character in one common skill. Choose one from Awe, Awareness, Explore or Hunting.
The mechanical bonus can be chosen from the following two options. Once made, the choice cannot be changed:
(a) For the cost of 2 XP, you can roll the feat die twice and keep the best result when making checks with this skill from now on.
(b) Alternatively, for no XP cost, you can add +2 to the result when using this skill.

2. Radagast's healing herbs and recipes. The companion is taught much about the ways of herb-lore from Radagast, and is given some herbs and recipes collected and created by the wizard himself.
_The player can choose from two options. For the first option, the player needs to pay 2 XP to be able to roll the feat die twice and keep the best result when making Healing checks from now on. Alternatively, for no XP, the player can add +2 to their PC's Healing checks from now on. Once selected, this choice cannot be changed.
_Additionally, in some rare cases, the character can use Radagast's recipes to cure poisons. To determine if this is possible, roll a success die (d6) for every individual case. If the result is a 5-6, you may cure poison for just one character (PC or NPC) by spending a Hope point and making a Craft check (the TN for the Craft check is typically 16, but can be higher for particularly difficult to treat venoms, and the loremaster retains the right to rule that a given poisonis so potent that it is not treatable by the PC).

3. Magical seed. When spending a fellowship phase in your home area, a sanctuary, or a holding, you can plant this precious seed from Radagast. A strong sappling, a beautiful flower, or any other remarkable plant with grow from it. The plant is perrenial.
_From now on, whenever you spend a fellowship phase at this location, you can replenish one lost point of Hope, as long as the plant survives.
_Additionally, you may brew a strong tea from the leaves of the plant, that lifts all wearyness when drank. Once per adventuring phase, you can ignore the effects of being weary on any one of your rolls, after the roll is made.

4. Mirkwood cordial. Radagast gives the character a flask of a powerful alcoholic beverage, enough for three sips of the thick liquid. He accompanies the offer with a warning: “Beware, as this liquor has been distilled from rare herbs I picked deep in the forest of Mirkwood. Remember, one sip at a time.”
_Sipping from the flask once a day restores a number of Endurance points equal to the drinker’s favoured Heart’s score plus the roll of a Success die (1d6). Drinking two sips or more in the same day restores Endurance proportionally but induces a stupor making a character Miserable for 24 hours for each sip after the first.
_Additionally, every time you return in Rhosgobel, you may spend a point of Hope to receive another flask, containing one sip of the cordial. You may do this only once per year, either in the adventuring or the fellowship phase (up to you).

5. Songs from Wilderland: This heavy old tome has been sitting in the Brown Wizard's cottage for many years, gathering dust amongst many books, maps, parchments and trinkets. Its pages are yellow and have been gnawed on by the mice that share Radagast's house, and some of them are falling out, but the book remains mostly intact.

Closer examination reveals that the book was compiled by Radagast's cousin, Gandalf the Grey, and contains the words to many songs, from many free folk living in Wilderland and beyond. Where appropriate, the song is given in its original language and script, with a translation and a transliteration in Westron provided for the reader, so that they too can attempt singing it. Songs from virtually every culture can be found in this anthology, which appears to be a painstaking labour of love compiled over many years (perhaps centuries), and to which many folk have contributed: Men, Elves, Dwarves and even Hobbits. The names of the original contributors are provided under each song, though Gandalf has occasionally included corrections and commentary.

Radagast allows any companion to copy the book; thus, more than one player-characters can choose the book as a reward.

Mechanics: The book is heavy, increasing the character's encumbrance by 1 (but it can be treated as armour if the companion is riding a horse). Initially, the player can choose 2 of the following 5 benefits below (or 3, if the player spends a fellowship phase undertaking or 1 XP to copy the book very carefully). New benefits can be added later on, by spending a fellowship phase undertaking or 1 XP to add another benefit. Additionally, most benefits can be further upgraded as explained in the entries below. Only one new benefit or upgrade can be applied per fellowship phase.

During the adventuring phase, having the book bestows only one of its benefits at any given time. The benefit is chosen by the player at the first time the character makes use of the book in the adventuring phase. However, this benefit can be changed to another one that is available, by studying it when at camp, instead of resting. To change the benefit, the character must increase their Fatigue score by 1 and then select the new benefit. The increase in fatigue represents the effort needed to study the book for several hours, while others are resting at camp or at an inn. This can be done at any number of times, but every change increases fatigue accordingly.

Benefits:

(1) The character adds +1 to their Song checks. 

Upgrades (mouse over)
(2) The character adds +1 to their Lore checks. 

Upgrades (mouse over)
(3) The character gains one of the following traits: Mirkwood-lore, Misty Mountains-lore, Anduin-lore, Old-lore or Story-telling. If they already have the trait, they get two benefits by making an invocation (i.e. automatic success *and* gain advancement point for the first 'dot'). Upgrades (mouse over)
(4) The character has access to a song (as per the rules for songs in Rivendell, p. 24) that the entire fellowship can sing to take heart and gain inspiration. Singing the song is at TN 16. The song is thematic, and thus only usable under specific circumstances determined by the theme. The song is chosen randomly by rolling a feat die (mouse over). Upgrades (mouse over). The song can be used only once per adventuring phase.
(5) When selecting to write a song as an undertaking (Rivendell, pg. 23) the character reduces the difficulty of the Song roll by one level (-2). This bonus is cumulative with other benefits that lower the TN. This benefit applies always, and does not need to be selected during the adventuring phase, as it is only relevant in the fellowship phase.

6. Dwarf-wrought arms and armour: To select this reward, you must first establish a friendship with one of the two dwarven smiths, the brothers Dwalin and Regin. There are no mechanics to this, but it should be at least mentioned in the narrative. Though their access to tools and materials is limited in the lands of the Woodmen, they can forge new war-gear for you (or improve your existing one). Select one of the following options:
(a) The dwarves craft or customise a suit of armour or weapon for the player-character, essentially opening up the 'Made in Anvil Way' special quality as a reward (Erebor, page 51) without the need of spending any treasure or fellowship undertaking. This Reward does not need to be taken right away; it remains available to be taken at a later stage, should the player wish so.
(b) Lesser cunning-made (armour, headpiece or shield): As cunning-made, but only reduces the encumbrance of the item by 1 (not 2). This takes up a Quality slot (max 3 qualities / item), but can later be 'upgraded' (replaced) by cunning-made, should the player wish so (by getting the cunning-made reward).
(c) Lesser close-fitting (armour only): Instead of adding +1 to the armour's protection rating, this upgrade allows the player to re-roll a success die (d6), when the roll yields a 1 as a result. Only one success die can be re-rolled in this way. This takes up a Quality slot (max 3 qualities / item), but can later be 'upgraded' (replaced) by close-fitting, should the player wish so (by getting the close-fitting reward).
(d) Lesser reinforced (shield): As reinforced, but this upgrade does NOT add +1 to the shield's Parry rating; it only makes the shield impossible to smash by enemies. This takes up a Quality slot (max 3 qualities / item), but can later be 'upgraded' (replaced) by reinforced, should the player wish so (by getting the reinforced reward).
(e) Lesser Grievous (weapon): As Grievous, but the weapon's damage rating is only increased by 1. Does not stack with Grievous. This takes up a Quality slot (max 3 qualities / item), but can later be 'upgraded' (replaced) by Grievous, should the player wish so (by getting the Grievous reward).
(f) Lesser Fell (weapon): As Fell, but the weapon's injury rating is only increased by 1 (not 2). Does not stack with Fell. This takes up a Quality slot (max 3 qualities / item), but can later be 'upgraded' (replaced) by Fell, should the player wish so (by getting the Fell reward).
(g) Modular (armour): The armour is made in pieces, essentially allowing the player-character to customize it before each adventuring phase. The character can sacrifice some of the armour's protection to make it lighter and easier to wear.

At the start of the adventuring phase, the character can choose to subtract any number between 0 and 3 from the armour's protection and encumbrance ratings. Once made, this choice cannot be changed for the rest of the adventuring phase. The choice can be changed again at the start of the next adventuring phase, as long as there was a fellowship phase between the adventures. This is because finding the proper materials and customizing the armour takes time.

This takes up a Quality slot (max 3 qualities / item).

7. Horse: You gain a horse (radhors) from Mogdred, but only if you choose the 'Go orc-hunting with Mogdred and his men' undertaking. Non-dwarves only.

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[OOC: Below I will post, using a private tag for Diofant, a number of secrets; things that happened in the background that the fellowship did not entirely discover. Because Diofant will take over as a GM, he can make use of this information as he sees fit.

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(The Night of Negotiations)

Like others, Idunn had deemed Mogdred discourteous at best, and no better than a cruel bandit at worse, though she reckoned that the truth lay somewhere in between. Yet despite his demeanour, there was no denying that he could be of use: the folk of the Black Tarn needed protection; Ceawin needed scouts ant path-finders to navigate the Narrows, and Bofri’s expedition relied on clearing the forest of orcs and spiders. Still, she would not accept an alliance unless Mogdred set aside his vile ways, and ceased the capture and trade of orcs, and she knew that many of her folk thought the same.

Thus she laboured all night to see to it that the Men of Tyrant’s Hill put an end to this practice, going back and forth between Mogdred and her elders and seeking a compromise. It was gruelling, frustrating work, as the lord of Tyrant’s Hill was arrogant beyond measure, and the Woodmen were distrustful of him, but eventually her efforts bore fruit. Mogdred agreed to put an end to this business, if the towns of Rhosgobel and Firienseld provided metals and weapons for his folk; combined with the gold he would receive from the dwarves, he deemed to have enough to give up the orc-trade.

(The Battle of Black Tarn Hall)

But Idunn had little respite, for no sooner had the compromise been struck than the ill news arrived. After hearing the discussion and dismissal of many plans – for there was no time to implement them – Idunn took Radagast’s side, and made ready to ride by the Wizard, placing her trust in him even if she had never ridden a horse before.

It was arduous, uncomfortable business, riding in the forest at night, whilst ducking and shifting in her saddle to avoid branches in the trees and roots and holes on the ground, all the while keeping her eyes on Radagast’s ravens and fireflies and her hands on the reins. But the horse seemed to have a mind of its own, and Radagast’s magic held, and thus she arrived in Black Tarn Hall at the nick of time, exhausted but still standing, and before the orcs’ onslaught. By now she was weary, and she had little strength left to help with the fighting. Instead, she focused her efforts on evacuating the Woodmen that remained in the village, sending them off in their boats up the Dusky River before the orcs fell upon them.

Of the fighting she saw nothing, although she heard many accounts after the battle, and was glad that, by Radagast’s aid, they were able to help protect the folk of Black Tarn Hall.

(Fellowship phase)

For Idunn, it was good to return to the forest after all those years. Mirkwood had awakened many memories. After all of her travels, she knew that she belonged here more than anywhere else. Even in Firienseld, her home amongst the Misty Mountains, she felt out of place. She did not love the mountains as much as the trees of the forest, where she yearned to return even since she had first come. Joining Amaleoda in rebuilding Black Tarn Hall was an easy decision then: she could make there a new home and train those who sought to hunt the werewolf.

Of those there were a few. What was discussed at the moot prompted many to action, as this problem was becoming too serious to do nothing about. They were a diverse bunch, not only Woodmen, but also the dwarves of Bofri’s expedition and some folk from other places. Idunn struck a friendship with a Lake-woman, a mercenary called Asfrid, who came after the moot with more dwarves for Bofri’s quest. She seemed as serious as Idunn, curious about the forest and the Woodmen, and eager to remain amongst them, for she grew weary of her life as a sell-sword. Together, they went for many hunts, and Idunn taught her all that she had learned from Grimborn.

Black Tarn Hall was not far from Rhosgobel, and on many occasions Idunn travelled there to seek the counsel of Radagast. Radagast told her many tales of old, yet one in particular seemed most appropriate. It was the story of Beren and the hunting of Carcharoth. Through that tale, Radagast had hoped to teach her that there were good things worth living for other than vengeance. It was a lesson she failed to learn.

Yet the wizard awakened other thoughts in her mind, and they began to cast doubt in her heart. She was now, at least in part, responsible for the hunters of Black Tarn Hall. Throwing away her life was one thing; dooming others to the same fate was another. Other things bothered her also: would Grimborn have approved any of this? It was he that had prohibited Idunn from joining in on his last hunt. True, her vengeance would finally bring about justice, but was there even such a thing to be had against a mindless beast? And even if there was, it would not return Grimborn to her. Above all else, her quest for vengeance could perpetuate the suffering, since others were bound to die in its pursuit.

She worked harder when plagued by such doubts, eager to chase away the thoughts through exertion. She knew that all these were important matters to consider, yet she remained resolute. If the alternative was to do nothing, she would not have it, not as long as the beast of Mirkwood claimed more lives.

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After the Negotiations...

Given the eagerness in his eyes as he talked and the disappointment in his face when he lost Mogdred's attention to other anxious favor-seekers, Nori had more he wished to discuss with man. However, he only had limited access to the petty lord and was able to secure a single compromise. He urged Mogdred to see the benefits of securing the Old Forest Road while negotiating a fair sum to be paid by Bofri for Mogdred's protection and knowledge of the area. Bofri never seemed pleased with the amounts suggested by Nori, but it's likely no amount would ever make Bofri happy as haggling was in their nature and parting with gold unnecessarily was nearly a sin. But when the dust settled (as it were) and a compromise was reached - Mogdred sending a simple nod in Bofri's direction to show agreement - Bofri gave a wide smile. The two dwarves from the Lonely Mountain grasped hands and gave one another a hearty hug in celebration, knowing that rebuilding the Old Forest Road was a significant boon to Erebor and the region as a whole.

After the Battle of Black Tarn Hall...

Arriving after the fighting had settled and the injured or dying were tended to in their own unique ways, Nori surveyed the damage wrought upon the great hall and the surrounding buildings. He had planned to return to Erebor to begin capitalizing on the impending expedition to rebuild the Old Forest Road. However, seeing the destruction first hand - and seeing an opportunity to leave a lasting dwarven mark on the Black Tarn (his mark) - Nori volunteered to stay and help rebuild the Woodmen settlement.

Nori put on a display of dwarven industriousness few of the Woodsmen had ever seen. He seemed to be almost in competition with Dwalin and Regin. The dwarves would call out to each other in work songs as the finished tasks, letting the other know they had moved on to something new. On occasion, the songs would even overlap, forcing the dwarves to sing louder and harder as the put more effort into their undertakings. It was comical at first, and then down right annoying as the weeks stretches on, and at some points, it was eerily beautiful the way two songs would sometimes harmonize, as if they were meant to be sung together.

Nori put his own unique touch on every building. Each repair; each foundation set; each reinforcement - he found a way to carve a mute, but visible scene from Mirkwood into. Passerbys would not notice the engravings unless they stopped to look at the structure with a meaningful gaze, but his marks were there: a bank of the Forest River; a view of the Grey Mountains from the tree lines; knotted and twisted trees intertwined; and oddly enough, a depiction of what some could say was Evoric hunting (but people see what they want to see... right?)

And while the dwarves mingled and shared pleasantries, it was a stranger that Nori seemed to acquaint himself more and more. Ragnacar was on many of the work details Nori was involved with or leading. He was one of the few that could keep up with Nori's pace. At first, the two rarely spoke to one another outside discussion plans for their builds and what was needed. However, folk began noticing the odd similarities in their appearances and demeanor. There were both sturdily built individuals with the same color rust hair, stone-like face, green eyes, solemn expression, and gruff demeanor. One day, a fellow worker commented that the two could have been related in another life. Nori immediately replied in a deadpan tone, "But we are related... he's my little brother." Ragnacar played along, nodding in agreement an glaring the man down as if he were foolish to question the response. From that point on, a friendship was sparked between the two. Nori took an active interest in teaching Ragnacar what he could about his craft and incorporating Ragnacar's knowledge of history and culture in the area to improve upon his work.

When Nori wasn't busy with work, eating, or sleeping - and there were times he was encouraged/implored/demanded to stop - Nori found himself retreating to the company of Radagast.

More to come...

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Although he didn't approve the Woodmen decision concerning Mogdred and his men, Fundor appreciates this people and couldn't let their lake settlement attacked. He ride on the back of a woodman horse even It enraged him to do this. But he put his rage to advantage against the enemies during the fight at Black Tarn. There Fundor had to admit that Mogdred men did a good job.

Later back at Rhosgobel, Fundor met Hartfast and they had a long talk. Finally, after Hartfast promised to support Bofri's expedition on the old dward road, Fundor accepted the proposal to come with him to Castle-Pic. He would settle there for the winter and give assistance to his people on mining and crafting. Castle-Pic was his initial destination as he hopes to find dwarven relics of old times.

But before leaving with Hartfast, Fundor heard about a book filled of many wilderland songs. Meeting at Radagast's cottage, Fundor is not disappointed and spends many hours copying the lyrics.

Then this is the last day at Rhosgobel, before leaving with Hartfast, Fundor meets his companions and wish them to take care of themselves. Maybe they will meet again next year, time will say.

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(The Night of Negotiations)
Ingi, privately, though the behaviour of Mogdred somewhat barbaric and no doubt somewhat twisted by his years of imprisonment. Understandable, perhaps, but potentially an unstable ally. However as was usual in matters of politics Ingi followed Finns lead as he had learnt long ago that having personal political opinions and being the son of a prominent laketown family were not necessarily smooth bedfellows. He however observed the interactions between all parties and tried to better understand the intricacies of the negotiations and provide aide to his companions in situations where he would not directly be implicated as playing politics.

(The Battle of Black Tarn Hall)
On hearing of the impending attack on the Black Tarn Hall Ingi readied his bow and waited to see what plans would be made. After all he had admired the speech made Amaleoda and any place by which a river flowed held a special interest for him. Although not an experienced horseman, and worried that the creatures seemed more unpredictable than manning the tiller of a boat, he found the ride with Radagast exhilarating and briefly thought to himself he should ask Gramtyng to teach him some of these skills should their journey together continue in the future. Once at the hall he found himself little use in the close melee fighting so Ingi found his place in the construction of fortifications and in defending the evacuees and those unable to fight. On returning to Rhosgobel the companions found time to rest and were showered in the generosity of the woodmen, Ingi was most fascinated with the gift of a Hound of Mirkwood puppy (Great hound of Mirkwood – Skill awareness), much to both the delight and disconcertion of Munir, who was eager to establish in the dogs mind his second place in both the figurative and literal pecking order.

(Fellowship phase)
Following the battle of Black Tarn Hall and the companies return and recovery to and in Rhosgobel, Ingi had once again approached Radagast to see if he would teach him more of the skills necessary to communicate with Munir. The wizard, while weary, was apparently amused at the young lakemans obsessive insistence and said while now I am fatigued from recent events if you can stay a little while here, these skills I could teach you a little more, adding as an afterthought it would be nice to have dear Munir here with me for a little while longer.

Thus Ingi made his goodbyes with Finn, who while trying to convince him to return to Laketown together realised there was little chance of dissuading his younger brother from his chosen path, and promised to both pass a letter from Ingi to his father and in general reassure the family of the younger sons safety and gainful employment. Ingi then spent his time confirring with Radagast gaining both a better bond and communication ability with Munir (Learn the speech of ravens) and a wider understanding of the creatures of the forest (Confer with Radagast the Brown Beast lore).

In between his meeting with the Wizard Ingi also traveled around the area - often to Black Tarn where he taught any woodmen who were interested skills in boating and was even given permission to erect a small boathouse. During these travels he often encountered Cilderic the wander and gradually the two gained mutual respect and even friendship with Ingi teaching the skills he had in woodcraft and Cilderic in turn teach skills in how to find the hidden things of the southern wilds. Ingi still had in his head the little hollow which Munir had been most insistent about during the companions journey, however progress in communication with Munir was slow and somehow the Raven remained cagey about what had been missing or what had agitated him so.

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At Castle-Pic, Fundor spent much time at the woodmen mine in order to train them at mining, extract the ore, forging and crafting it for some useful tool or weapon. This isn't the most accomplished work of Middle earth as Fundor isn't the best craftman but still his dwarven tradition allows him to give better results that what the woodmen were having. All was fine.

At his lost time, Fundor, would read his new songs book but woudl also have a long walk in the nearby montain slopes. And there someday he found a crack in a rocky cliff. He entered it and discovered that it was far deeper than he though first. Exploring it with a oil lamp, he found out that it was joining a larger galery. Coming back to Castle-Pic he spoke of it to Hartfast. The Master had knowledge about it even if his people had lost the entrance location. "As a reward for your work here at our mine, I offer you this cave. You may explore it and whatever you find inside will be yours." That was really exciting for the Dwarf : at last he had the opportunity to explore the depths where maybe his distant ancestors had dig.

But diring his exploration he found that far deep inside the mountain, the gallery was meeting another one and by the signs and tracks, it was inhabited by those same creature who had expelled his people from this mountains a long time ago : Goblins. And seing the tracks, they were numerous. What a pity for Fundor, he closed the access between the goblins gallery and his cave gallery but he knew that it was now too dangerous to do some digging here : the sound would alert the goblins. Unlesss Fundor was able to get rid of the Goblins, he wouldn't be able to use it.

Back at Castle-Pic, Fundor spoke to Hartfast of his discovery who added the entrance to the list of spots checked by his patrols.

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The Moot concluded on a note that Gramtyng greatly approved of - Mogdred's brashness and eagerness was now put to work, and hopefully he would learn temperance and patience. The irony of HIM thinking this about someone else was something that just happened to slip past the bard. With the Toft Alliance severed, and Lord Ewald returning, this corner of Mirkwood would be greatly strengtherned, even if orcs returned to Dul Guldur, they would meet a unified front. The help of the hunters in taking down the werewolf for glory and tribute was also a win in his book - after all, that was only just for a warrior. He'd thought this was the end of the little adventure - but dark clouds gathered once again over the meeting. This time, however, the reaction was far more unified and organized.

Orcs and goblin forces were moving under the cover of darkness - perhaps a daring raid on Black Tarn, or worse. With Radagast's magic and the ravens' help, Gramtyng found himself being part of something he thought miraculous - being able to ride a horse inside Mirkwood, at full speed. Perhaps to others, the magnitude of this moment was lost of them, but to Gramtyng and Leasere, it was something else entirely, something out of a dream. When tides of darkness swallowed the riders, and the branches of the trees felt like they leaned in to hungrily snatch the riders away, a swarm of fireflies darted from the darkness, illuminating the way. Of course, no branch nor root dared to impede the Brown Wizard's advance.

Arrival at Black Tarn Hall was made somewhat more complicated by the exhausted state of Radagast - the Rohirrim had nothing but respect for the elder, but he needed rest... and the others simply could not wait. Thanks to him being used to horseback riding and these sort of quick raids, the bard didnt feel tired, and decided that someone who truly was tired should be staying back to safeguard Radagast - but his place was at the front line. They'd fought for hours, and when he knew he wouldnt be able to lift his sword, reinforcements from Rhosgobel had arrived, and the goblins had to retreat - many fell, but many more were spared, though inspecting the goblin bodies later, and finding some struck with goblin arrows was a puzzling thing.

Despite the grim event, Gramtyng though it was a good thing - the loyalty of the new members of the alliance was proven with blood - though the goblin-arrows still gave him a few thoughts. A week after the victory was secured, the folk-moot finally concluded, with the song contest ending in a close victory of Woodmen-Town. So be it, he thought - let them claim victory - they deserve some celebration.

-----Fellowship Phase-----

In the upcoming months, Gramtyng stayed close to the settlements of the woodmen, attempting to find out more on the topics that interested him - the Eothed, and various traditions and songs - as well as assisting with the rebuilding process. During the undertaking, he'd worked alongside Beran the Watchful, who typically assisted the brown wizard back in his home of Rhosgobel. The man seems to have recovered from the spiders' venom, and had more than a few strange stories to tell. Of course, Gramtyng, who loved to collect them, was happy to let him explain it - how he ended up in that predicament, and so on and so fourth. He told him quite a few interesting tales of his work for the wizard, and some very disturbing things he'd experienced while on his last mission where they saved him. Likely, it was the work of spider-venom, decided Gramtyng - every time he'd recalled the time, his face would darken and his voice was uncertain. It was like watching an old man recall the stories of his youth, though there was no merriment in them. However, with the appearance of Mogdred, and several other incidents, the bard decided he'd look into a few things before making any judgement. Beran was an interesting one to talk to - he'd expected a dark, brooding hunter, similar to Evoric, but Beran was anything but - he was good at leadership, and this made their job of rebuilding far easier.

In the evenings, he'd spoken to Radagast, and even the elder that he'd had a conflict with - he was trying to understand everyone's views before the true trials ahead began in earnest. It was then that he'd began copying the book of Songs, along with Fundor, spending many nights writing it out. He ended up paying special attention to a dwarven battle-song recorded in it, though it was much harder to learn the rhymes of an unfamiliar culture - with help from Nori and Fundor, he'd stopped stumbling about it. He also managed to learn a good deal of various lore. He hoped the battle-song would serve them well in the days to come. During the day, he helped rebuild - Leasere came in handy to carry messages, and after the chase the night of the Folk-Moot, Beran seemed to have developed a great amount of respect for the idea of horsemanship, so he'd done his best to give him some pointers and a few lessons. It wasnt like he was going to be an expert overnight, but he had a great deal of talent, and more importantly patience. With his job as warden of Rhosgobel, a horse would have been invaluable to move around.

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