X - The Last Twilight
prometheus110
Join Cayman-Global & be part of the 1E-9 percent!
- Location
- La Ballena City Raft
- Pronouns
- He/Him
[X] Tries to convince Helmut that he and his comrades should stay and assist in the defence.
[X] Spend time healing the sick and injured [get bonus people]
[X] Prepare a healing station in the church [Creates a central location for the injured to gather]
[X] Prepare bandages, salves, philtres and other healing materials Better healing supplies for the actual fight]
[X] Help Horst as he blesses the defenders [Boosts morale and hopefully brings the gods' blessings on you]
Normally I would actually write ~1000 words detailing how this goes, but I've already done fundamentally the same thing with Ernst earlier, so we wouldn't be treading any new ground (also, I don't think I can write a 10-height convincing argument
). Suffice to say, between you and Horst, you convince the merchant and his allies to throw their lot in with the town and gain the benefits of their wealth.
Midday
Varrel, Nordland
13 Ulriczeit
"I shall count to three and then pull, understand?"
The man on the cot nods at your authoritative words, the arrow sticking out of his buttocks quivering comically as he fights to keep from moving. Belly down and clutching the edges of the cot for dear life, the man curses thunderously as you grasp what remains of the arrow and hold it steady, the roughly-made shaft shattered about three-quarters of the way down its length thanks to—you were told—inexpert aid from a fellow woodsman. Farcical, it takes an act of will to keep from laughing at the man and adding insult to injury.
"Ready?" You ask as you tighten your grip, thankful he can't see the grin threatening to spill across your face.
Striding past with a harried expression, one of the women bustling about the cabin-turned-healing house pauses in her rounds just long enough to lend you a disapproving moue, the grin slipping only slightly as a hint of guilt sparks within you.
"Hurry up!" The man replies furiously, the words cutting off with a yelp as he shifts unconsciously but grabbing your attention nonetheless.
You can hardly blame him for the shortness. If you'd been shot in the ass with an arrow, overlooked, and left for hours, you'd probably be pretty irritable too.
"Alright, hold on." you drawl as you scour his figure for any sign of expectation. "One..."
"Two..."
An instant later—a split second before the man can prepare for the pain and unwittingly hinder your actions—you yank the remnants of the arrow up and out in a single smooth motion, the broad arrowhead clearing his posterior a moment before the cloth in your other hand slaps down on his wounded rump.
With a shriek that'd do a banshee proud, the woodsman seizes and curses; an attempt to leap from the bed cut short as you press the compress down harder. Saying nothing as he continues to rail and curse you, you watch closely as little blood leaks from beneath the cloth, the paucity telling you that there would be few unexpected complications. Though you'd rather not be wounded at all, an arrow to the rear was hardly the worst injury one could receive while fleeing ravaging beastmen.
"You'll live," you inform the woodcutter as his yelps and curses die away, absently dropping the cloth in the bucket beside you and replacing it with a fresh one soaked in a herbal brew.
"You said you'd count to three!"
The man's words are sharp and petulant, but the lack of heart behind them tells you clearer than any bell that it's wounded pride rather than real betrayal that drives them.
"I must have miscounted," you idly reply as you gesture for another of the women to take your place, the matron taking your place without complaint from her and only a few more yelps from the woodcutter. "I apologise..."
He hisses. "Wilhelm."
Rising from the side of the cot, pausing to snatch your greatly lightened satchel from the straw-strewn floor, you step away. "You'll be walking around before you know it, Wilhelm. Maybe even running. If you want my advice, go down to the lamb, grab an ale, then see Ernst. Naught else will kill the pain faster than that, I fear."
Leaving the pair to their work, you pause to examine the arrow. As wide across as the distance between the last knuckle of your thumb and its tip at its broadest, the arrow's iron head is jagged and roughly made, clearly of beastman make but lacking any streak of filth or crystal grain. To your inexpert eyes, it seems that the beast that wounded the man had not smeared filth across its arrows before firing them. Even so, you cast it into another bucket and snatch the arm of a silver-haired woman.
"Take this," you tell her, leaning in close so as not to be overheard and pressing an earthenware jar into her hands. "Heat the honey until it's warm to the touch, then pour it on Wilhelm's wound and cover it with a bandage."
Saying nothing, the woman nods and darts towards the nearest fire, honey in hand.
Leaving her to her work, you scan the line of occupied bedrolls and grimace as you see a host of injuries on display, each worse than the last and all of them inflicted by some manner of beastman or another. Already seen to by Irma and Varrel's other women, none were like to die within the next few days, but then few were in any state to defend the town even with further treatment. Wilhelm, perhaps the twelfth you had treated since the war council decided its course of action, had been a simple matter: those around him were bound to be less so.
Driving the thoughts away with a silent growl, you hoist your bag over your shoulder—frowning at its lightness—and make for the next man, the way he clutches his elbow and the set of his shoulder telling you of its dislocation.
If I'm lucky, you think wryly, there'll be time enough for a pint before they're ready at the church.
Late Afternoon
Varrel, Nordland
13 Ulriczeit
The pews scrape across the floor with a deafening screech, the labourers you'd commandeered barely able to lift the heavy oaken timbers off the stones, the swarm of helpers you'd assembled by hook and by crook shuddering at the noise that filled the Sigmarite church.
Spying a gang of men and women struggling with a particularly solid-looking pew, the hammers and comments carved into its sides and back gleaming darkly in the afternoon light, you dump your satchel by the temple door and race to join them.
"Come on!" You say as you take up your share of the load, a pained but grateful smile from one of the women—her flaxen hair shining brilliantly in the light—your reward.
Cute, a part of you thinks as you shoulder your way beside her.
"With me, now." You say instead. "Lift!"
Worn smooth by time and stained with incense's heady scent, the seat barely shifts as you give a mighty heave, a litany of curses and groans filling the air before, at long last, the seat lifts into the air. Grunting as you struggle to keep the thing aloft—your muscles burning furiously with the effort—the four of you teeter towards the edge of the nave, leaden feet slapping heavily against the stone.
Bastard, fucking, son of a-
The curses race through your mind at lightning speed as you struggle to keep the exquisite piece of history from crashing down, each thought accompanied by your boots slapping on the floor.
Ulric-damned, chaos-spawned, hells-bound-
Between a heartbeat later and what feels like several years, you finally arrive at your destination, no small relief arising as the four of you send the bastard pew to the ground with a thunderous crash. Hissing at the weakness that runs up your arms and across your shoulder, you all but retreat from the stolid thing and arch your back, a stinging flash running down your spine telling the tale of muscles torn before regeneration's familiar warmth carries it away.
Gods, but that's one thing I don't miss about childhood, you think waspishly, banishing the thought as you notice the flaxen-haired woman giving you a lingering smile.
Robustly built with her hair done up in a long plait, the woman's ice-blue eyes sparkle in the afternoon light as she notices you noticing her, her smile broadening and becoming dazzling. About to sidle over and introduce yourself, as one always does after helping another, you pause as something tugs at your elbow, the little girl Frigga materialising by your side and offering your satchel.
Taking the satchel with a stiff nod, you ruffle the girl's hair absentmindedly and turn back to flash a grin at the flaxen-haired woman, only to find her gone. Mouing, you scan the church for another glimpse of her, only to pause as you spot the woman across the nave forcing another pew against the far wall. Automatically stepping towards her, you jerk to a halt as a crowd of passing matrons blocks your view, one of the grey-haired women spearing you with a gimlet eye and sending a familiar fear flashing through you.
Snorting to yourself as sanity wins out, you shake off the pause and swing the doctor's bag over your shoulder, the girl beaming up at you as you give her hair another ruffle.
"Come on, child," you say to her warmly. "Let's see what your mother has been doing for us, huh?"
Nodding eagerly, Frigga clutches the hem of your borrowed shirt and leads you through the thronging mass filling the church. A boiling hive of activity, your orders to convert Sigmar's holy place into a temporary healing station had, with Father Horst's blessing, spawned a frenzy of activity among those too old, too injured, or too feminine to take part in Varrel's defence, the hurried shuffle of boots on stone and countless hushed exchanges filling the air. Pushing past knots of people carrying bundles of linen, stacking crates of whatever supplies they could scavenge—herbs, flasks of clean water, even a few jars of honey hoarded away by careful hands—you note with some satisfaction that things are coming together, a mental note seeing your plans to scrounge together more healing substances moved up a few hours.
Presently, you clear the morass of workers and find yourself standing before Jannissa, her daughter releasing her grasp and sailing into her mother's waiting arms with a smack of impact.
Clutching her daughter to her knees as she strokes her shoulder-length hair, Jannissa loans you a swift smile before returning to her other charges.
"Father Horst said to clear it carefully," she says, directing a pair of young women toward the temple's altar. "If you drop anything, you'll have to answer to me first, then the man-god."
With the sleeves of her rough-spun dress rolled past her elbows and her curly hair tightly bound against her skull, Jannissa cuts a frightening figure in the temple's cool interior; the two women—girls, really—she's commanding glancing nervously at one another before giving a fretful nod and doing as they were bid.
"How fares your work?" You say quietly as the girls begin carefully, ever so carefully, removing the items Father Horst had left upon the altar.
Still stroking her daughter's hair, Jannissa sighs. "It feels as if I've hauled half the town through here—anyone with so much as a shred of know-how when it comes to stitching up wounds or mixing a salve. Half are crones who'd rather be feeding the menfolk than setting bones, and the other half are girls who should still be hiding under their mother's skirts, not sewing flesh. We've only a few men to carry loads, and none have any real skill at this besides Irma."
She nods towards the opposite end of the nave, where a flash of flinty eyes and stringy hairs lurks like a spider, a shiver running down your spine at the sight. When you'd told her to scrounge together anyone who could hold a knife or pack a wound, you'd been hoping those instructions wouldn't describe the sum total of skill on display. You'd been avoiding thinking about it as much as you could, but if you were required to call on your wolf-self and fight the beastmen, you'd be leaving the lives of who knows how many in the hands of unskilled children and crones.
The thought makes you frown.
"That bad?"
"'Tis what we have got," comes her response, the quaver in her voice almost imperceptible were it not for your shared childhood.
Sweeping your eyes over the temple-cum-field-station, taking in the bustling crowd of women and the occasional man—some young, some hale, and some well into their twilight years—you grasp at the sole thread and offer what comfort you can.
"It will save lives," you say, shifting the satchel on your shoulder. "It may not be perfect, but it will save lives."
Dawn
Varrel, Nordland
14 Ulriczeit
Just after daybreak the next morning—your breath steaming in the frigid air and your muscles still stiff from the prior day's labours—you find yourself hunched over amidst a field of frost-rimed plants on the village's outskirts, a borrowed set of furs draped over your shoulders as, beside you, your helpers peck henlike over the earth. Given hasty instructions earlier that morning and fed a thin porridge of milk and oats, your dozen or so helpers from among the village's elders had proven surprisingly adept at harvesting the valuable herbs and plants you were looking for, their rheumy eyes and bad backs up to the task despite the litany of grumbles that rang out at every opportunity. As if reminded of its existence, something deep within your back suddenly lets out a click, and you straighten up with a groan.
"Gods," you mutter as you hook your sickle to your belt and arch your back. "I don't miss doing this in winter."
Beside you, someone chuckles, the high-pitched whistle accompanying the sound telling you exactly who it is.
"It only gets worse!" Old Bruckner chuckles through missing teeth, the constant whistle piercing the otherwise still air.
Cheerful despite the cold, his leathery face liver-spotted and drooping but ever-alert, the elderly local returns to his labours, a skeletal hand brushing aside a thick layer of snow from the ground before snatching up the green revealed beneath.
"This what ye wanted, lad?"
Giving Bruckner a noncommittal grunt, you take the bundle with thanks and bring the plants to your nose, a deep breath filling your nose with the sharp, clean scent of lamb mint.
Good for fevers, pain, and weakness, you think as you pluck out a few errant strands of grass from the mass of mint, the dried stems gently drifting to the snowy ground and leaving behind a healthy bundle of winter mint. With what we've gathered today, we should have enough spare I can restock what I used yesterday and fill a few more pouches besides.
"A good find," you declare as you push them into a belt pouch. "A few more of these, and we can get out of this Ulric-damned snow and sit by a fire."
Letting out another whistle as you pat him on the back, Bruckner chuckles and stares out over the frost-slicked grounds, mournful bird calls and the crash of felled trees filling the silence as his laughter dies away. Following his gaze, you cast your eyes over your accomplices, a long line of the old and otherwise infirm hunched over the earth and worrying away with trowel and blade. As before, you find your spirits emboldened by their effectiveness, wizened claws snatching up a harvest of plants as you watch, and pouches and sacks filling with every passing moment.
"Ye reckon it'll be enough?"
Bruckner's words come suddenly and quietly, the man swaying in the chilly breeze but otherwise unchanged.
You shrug and pat the belt pouch. "We've a good harvest. Better than I was expecting, thank Rhya. We'll like need more if the numbers we face are true, but we've enough to double our take if time and luck are on our side."
Bruckner coughs phlegmatically, and you spare him a glance. "I meant..." He gestures back towards the village, the sweep of his hand encompassing everything from the gangs digging ditches by the gate to the guardsmen looking out over the palisade. Sparring him a look, his guarded expression gives you pause, and you find yourself grunting in mild resentment.
"I'm no baron's man," you say by way of caution, the spindly man attempting a shrug rendered invisible by his own mass of furs.
"Aye, probably. Maybe." You give an ambivalent gesture. "We've the militia, and the walls, and a half dozen other things besides. Like as not, the beastmen will run once they find us waiting."
It's... not quite a lie, but then again, it's not quite the truth, either. You have no idea what the beastmen will do when they reach Varrel, nor if you've done enough to prepare for them or have enough arms to stop them. Nonetheless, the more you see, the more confident you feel, the thought of beastmen clawing at the walls not quite as blood-chilling as it had been mere days before.
"We'll live," you declare with more confidence than you feel, a forced smile on your face. "But only if you know where the wintergreen is hiding. Come. Any longer without it, and I fear I may lock myself into a stoop."
Watching as you arch your back theatrically, the man lets out a choking laugh and shakes his head. If he buys your non-explanation, you cannot tell, but he keeps any doubts quiet as he gestures towards the woods.
"Twenty yards that way," he tells you. "If ye meet a fella with a goat's head, ye've gone too far."
Snorting, you pluck the sickle from your side and start trudging through the snow towards the woods.
Prick, you think without rancour as the old man, still chuckling to himself, returns to his labours.
Twilight
Varrel, Nordland
14 Ulriczeit
The crackle of hungry fires splits the air as an axe does wood, smoke and burning embers drifting over what seems half the town, men and women huddled together for warmth, their heads bowed and hands clasped before them. Standing in the market square, all stalls long since disassembled by fearful proprietors or else used to form barricades about and within the town, you do your best to keep your eyes from wandering as Horst clambers atop the horse-drawn cart that serves as his impromptu pulpit. Unfortunately, your best is not quite up to the challenge, the relentless gravity of the situation dragging your eyes over the sea of frightened, withdrawn faces spread before you.
This isn't quite what I had in mind when I volunteered, you think as you work your cold-stiff fingers along the chain, the censer below rattling at the motion and spilling a small cloud of incense about you.
Truth be told, after offering aid to the Sigmarite priest following the last of your planned actions, you'd been half expecting the man to give you some makework elsewhere in the village: sharpening blades, stitching armour, or some such thing. Instead, he'd told you to put on spare robes and hold the incense, your protestations that you were an Ulrican summarily ignored.
'Boy,' he had thundered as he handed you the robes, their fabric rough and dark as burnt stones. 'Either Sigmar will bless us, or we shall answer him soon enough. Now don't be an ass and stand there looking pious.'
Unable to make a counterargument, you'd done as you were told and shucked the robes on, the heavy censer stuffed with pungent incense and set alight as the crowds gathered in the square.
All at once, a burning sensation flares across your cheek, and you let out a soft growl as the memory dissolves away, a half-hearted scratch brushing the snowflake from your face. Glancing up, you feel another growl burble up in your throat as you spy yet more flakes tumbling towards you, the pale crystals gleaming gold in the reflected torchlight.
It's then that Horst kicks you.
It's a soft tap, more of a nudge, but the blow pulls you back to reality, your gaze snapping back to the masses whose expressions are fixed into rapt attention as they stare at their priest. Not for the first time, you wish you'd been able to do this inside the church, but with the temple packed wall to wall with beds in preparation for the fighting to come, you'd had little choice but to hold a gathering outside.
"O mighty Sigmar," Host begins in his booming baritone, the words cutting short your train of thought as they spill through the torchlit night. "Dawongi, Great Uniter, and foe to evil. In this dark hour, we beseech thee! Lend us thy strength as thee did to the Unberogen! Unite us in purpose as thee did with the Twelve!"
"O mighty Sigmar," the priest repeats. "Guide our hands, fortify our hearts, and steel our souls, so that we may stand against the tide of ruin!"
Like a gentle gust, a murmur ripples through the gathered townsfolk, bowed heads bowing lower, hands clasped tight in prayer tightening further still. About them, the torches gutter and flare in a cold wind, their embers swirling up into the sky and joining the first of the evening stars.
Standing at the head of the crowd, you shift your grip on the weighty censer once more, its awkward bulk dragging at your arm while thick incense curls around your legs. Sucking down a lungful of the cold twilight air, the scent of desperation and sanctity mixes into a strange perfume, your nostrils burning and the hairs on the back of your neck standing on end at the smell. More than most, you're aware of the villagers' fear, the aroma thick and suffocating, pressing down upon you all with an invisible weight.
Some of these people will not survive the coming night. A monster within you whispers, its words oil slick and cold as ice. Perhaps none of you will.
Behind you, illuminated by a forest of torches and candles, Horst's shadow raises its arms wide, the man's booming voice silencing the drifting murmur as effectively as a cannon. "We do not seek deliverance! We do not beg for salvation! We ask only that we be worthy of thy sight, O Lord of the Hammer and Comet! That we might strike as thee have struck! That we might fight as thee have fought! That thy chosen might endure as thee have endured!"
All at once, the murmurs return. Watching from beneath a carefully guarded expression, a moment is all it takes for you to realise that the assembled crowd is repeating the priest's words as he speaks them, the sound doubling in strength, then doubling again. All about you, grasping fingers pull tokens and coins and icons from beneath clothes filthy and clean alike, the favoured items pressed against chilled lips or borne aloft by trembling hands. For a long moment, the muttered prayers of Varrel's townsfolk are all that fill the market square, Horst, unseen behind you, seeming to pause to gather his breath.
"O mighty Sigmar," the Sigmarite repeats slowly, his words silencing the crowd. "I will ask thee not fight beside us in this coming battle, for dark are the days, and many are the foes with which you must contend. But," he says, a half-glimpsed shadow revealing an arm outstretched and pointed towards the crooked church tower.
"If thou wilt but sit on yonder tower, thou shalt not be disappointed in thy sons and thy daughters."
Suddenly, a crunch rings out beside you, and you half turn to see the priest mere feet away; the shock of his landing smoothly absorbed despite his age. Not for the first time that night do you see Father Horst, but it is as if you do, for the very image of him has changed in your mind as if transmuted to gold by a wizard's spell.
Clad in his priestly robes, a rusted and pitted breastplate strapped over the dark grey fabric and his hair freshly shorn, the Sigmarite priest stands alone. Clutching a mighty warhammer in one hand, his breath steaming like a dragon's smoke, the priest silently raises both arms into the air and steps towards the gathered villagers, the first row retreating half a step as if blinded by his radiance.
Horst turns suddenly, his gaze latching onto you, and before you can react, he thrusts the warhammer towards you and booms. "And here stands one who has answered your call, O Sigmar! Here stands one of thy sons!"
You freeze.
Oh, bollocks.
Briefly, you entertain the thought of running—shock and not a little religious sentiment sending an image of you dropping the censer and bolting from one end of your mind to the other. However, as quickly as it flares into being, the thought dies; the eyes of the crowd are already on you, and the expectation in their gazes is sharp as knives.
You should take a step towards the man. You should bow your head and let him offer you a blessing. You should say something to please the crowd.
You do none of these things.
Instead, you freeze, the censer rattling in your grip and spilling out a bank of smoke so thick and dark it could be the waters of a lack at night for all the light it lets through.
Horst, ever adaptable Horst, takes your failure in stride, the man lunging boldly forth and clamping one ham hock hand against your shoulder, an iron grip squeezing it tight. "Here stands one who fights not with sword or bow, but with faith! An outsider, yes, yet one who toils for your very lives!"
Pausing to take a breath, his eye glittering orange-gold in the light, Horst shakes you roughly.
"Who will let this man stand alone?" He barks into the night. "Who will falter in the eyes of Sigmar Heldenhammer? Woe will break our most sacred covenant and let him face the angry night alone?"
Silence reigns over the square at the question, a suffocating melange that not even the wail of babes or the wheezing breath of the infirm dares to break. Then, from somewhere in the back, hidden by the crush of bodies, a single voice, high and clear and sweet, calls out:
"Not I!"
It spreads like wildfire.
"No!" Another shouts.
"Not I!"
"We fight!"
"We're with you!"
Slowly at first, then with gathering speed, fists rise into the air as the assembly offers you its strength, hands gripping religious symbols, torches, or simply each other following close behind.
Horst grins savagely, his teeth flashing in the torchlight as he turns back to you. Lowering his voice as others rise to overtake it, he jostles your shoulder. "See, boy? All you had to do was stand there and look pious."
An hour later, as the mass's last stragglers disperse to their homes and positions throughout the town and the snowfall grows to a thin but steady stream, you stand beneath the awning of a storehouse, the gathered stars glowering down at you judgmentally. Alone save for your thoughts, you find it impossible to ignore the fears that work has long kept at bay, the sudden absence of a body to heal, a plant to harvest, or a station to establish permitting seeds of doubt to take root within the crevices of your mind.
Will it be enough? You ask yourself as you stare across the square at The Slaughtered Lamb, visions of the palisade splintering under bestial axes replacing the inn's darkened windows. Should I have done something else? Did we miss anything? Gods damn it all, will it be enough?
On and on the thoughts go, one chasing after another after another as a dog chases its tail, each passing moment seeing unvoiced apprehensions growing in potency. In answer, a chill wind rises through the market square, flurries of snowflakes winding their way from one end of the square to the other.
Following one in idle fascination, your chattering questions cease with the speed of a blade descending as the darkness gives way to a misshapen silhouette, your fellow Child pausing as she catches sight of you lurking in the dark.
"Ho," Eleanor says in greeting, her scar twisting as wariness drains from her face. "Should you not be in the man-god's temple?"
You snort despite yourself. Between Irma and Jannissa, the final nervous preparations to aid the injured were well in hand, the huntress nodding as you tell her so.
Eyeing the short bow slung over her back as she joins you neath the awning, the weight of the blade thrust through your belt seeming to increase tenfold at the sight, you fire back at the woman. "Should you not be prowling the woods hunting for beastmen?"
She eyes you queerly, and you shrug in response.
"What do I know of hunting?" You ask by way of defence, a snorting laugh escaping her.
"Nothing, I suppose."
Gentle as the falling snow, a companionable silence drifts over the pair of you as you stand together, no cry or shout or other sound piercing the soft veil. How long the silence reigns, you cannot say, but soon enough, a question forces its way out of you.
"How long will it be, do you think?" You stammer, from the cold or from nervousness, it's impossible to say.
Watching you as one hawk watches another, a ruby gleam illuminating her eyes from within, she answers back. "Not long."
"Did you dream it?"
"Yes."
Her words are curt but not unfriendly, your jesting question answered as if all you had asked about was the weather this morning or the price of eggs at market. Caught off-guard, it's all you can do to put the woman's strangeness from your mind, the part of you that whispers of your own dreams drowned out by force of will.
Again, silence reigns between you both, and again, the snow drifts in slow, lazy arcs, piling in shallow heaps along the edges of the square and against the walls of nearby houses. Distantly, drifting on the breeze, the distant clatter of preparations arrives to your ears—hammering from the gate, the crackle of fire, and the occasional unintelligible shout. Yet here, beneath the awning, it's quiet.
Resting her weight against a wooden beam, her breath misting in the cold night air, the huntress finally breaks the silence. "Where will you be?"
Her voice is casual, but something sharp lingers beneath the surface, some unvoiced meaning burbling upwards and catching your attention.
"Tending to the injured," is your lame reply. "Maybe standing alongside Horst, or Ernest, or the others. I'm no warrior; I don't know."
The woman beside you nods, a lock of black hair falling loose from her bun and covering her scar.
"I will be with the bowmen or firing from the rooftops—it depends on where the worst of them are."
You exhale slowly, the plume of your breath curling upward into the sky before the wind snatches it away. "So," you begin, your voice hushed, "will we do it?"
Eleanor blinks nonplussed, the Estalian's sidelong look met with utter exasperation. All at once, her gaze snaps to yours, and for a heartbeat, you swear you see the red of her eyes deepen.
The wolf, something whispers.
"Maybe," she echoes you as her eyes return to their usual dark shade, her tone measured, but her fingers twitch against the beam. "If they batter down the gate, or-" she glances north, nothing save the outlines of cabins and storehouses coming into view as you follow her. "If they make it over the wall..."
You nod despite the gnawing sensation growing in your chest.
In Roslas, people knew of your gift, accepted it, and saw it as a blessing. Here, though, it wasn't the same. Though a Nordland town, Varrel's inhabitants were pious and gods-fearing followers of Sigmar, Horst's presence—and the presence of all those that came before him—splitting it from its sibling villages' worship of Ulrice and leaving his Children little more than tales of mutants and dark curses used to frighten children. Ernst's vision of you as a horrible monster, you knew, could simply be a prelude to how Varrel's folk would see you: a pyre your sole reward for fighting with them against the forces of chaos.
Still, you think. If monsters breach the walls...
"Aye, I'll be ready," you say at last, though the words taste bitter on your tongue.
Pushing away from the wooden beam, Eleanor studies you for a long moment, her face unreadable in the dim light. Then, nodding, she opens her mouth to speak-
Only for a mournful horn to split the night, the sound roaring from the east and seeming to reverberate in your very bones. Looking at each other in stunned silence, you and Eleanor hold for a moment before simultaneously breathing out a warning.
"It's started."
"The beastmen!"
Roused to life by the sudden cry, a man's voice echoes through the night—closer this time, urgent and raw. Somewhere beyond the square, you hear boots strike against frozen earth, and shouts ring out as people of all ages and genders scramble to their posts. Suddenly, the air in your lungs seems to vanish as your chest tightens, the sounds of hammers and chattering voices falling away as the night closes in, hungry and terrible in its aspect.
"Torches!" Another voice cries from the dark, young and boyish, and rendered brittle by fear. "Torches in the woods—east gate!"
The words strike you like a blow. Absently, your hand drops to the hilt of your blade, your heart hammering painfully fast in your chest. About to step out of the awning, Eleanor's hand shoots out and clamps around your arm, stopping you cold.
"Wait," she hisses. Dimly, you feel pain bloom where her fingers dig in.
Twisting toward her, you find yourself ready to snap at her sudden roughness when the look in Eleanor's eyes brings you up short.
"What is it?" You demand. "Tell me. What?"
The huntress shakes her head sharply, black hair whipping against her cheek, her scar a wound the length of her face.
"Dreams never come whole," she warns you, frustration swelling at her words but stilling as her fingers tighten into a death grip. "Never easy to remember or understand. But it wasn't the gate. I remember that now. Not at first."
"The herd," she warns, staring at you wide-eyed and furious. "They come over the wall. The north wall."
Your heart thundering, you glance toward the east, where flickers of orange light already dance beyond the trees. It's easy to imagine the chaos that will unfold there soon. Screams. Blood. Wood splintering beneath bestial strength. Bodies breaking beneath dark iron.
You pull your arm free, more forcefully than you mean to, and look back at her.
[X] Spend time healing the sick and injured [get bonus people]
[X] Prepare a healing station in the church [Creates a central location for the injured to gather]
[X] Prepare bandages, salves, philtres and other healing materials Better healing supplies for the actual fight]
[X] Help Horst as he blesses the defenders [Boosts morale and hopefully brings the gods' blessings on you]
Difficulty: 3
Dice Pool: 2 (Charm) + 3 (Fascinate) + 1 (Ernst already agreeing to stay), + 1 (Horst's lies about the dwarves) - 1 (it's against the merchant's mission to survive)
Rolled: 2+3+5+6+10+10
Pairs: 2x10
Dice Pool: 2 (Charm) + 3 (Fascinate) + 1 (Ernst already agreeing to stay), + 1 (Horst's lies about the dwarves) - 1 (it's against the merchant's mission to survive)
Rolled: 2+3+5+6+10+10
Pairs: 2x10
Normally I would actually write ~1000 words detailing how this goes, but I've already done fundamentally the same thing with Ernst earlier, so we wouldn't be treading any new ground (also, I don't think I can write a 10-height convincing argument

***
Midday
Varrel, Nordland
13 Ulriczeit
"I shall count to three and then pull, understand?"
The man on the cot nods at your authoritative words, the arrow sticking out of his buttocks quivering comically as he fights to keep from moving. Belly down and clutching the edges of the cot for dear life, the man curses thunderously as you grasp what remains of the arrow and hold it steady, the roughly-made shaft shattered about three-quarters of the way down its length thanks to—you were told—inexpert aid from a fellow woodsman. Farcical, it takes an act of will to keep from laughing at the man and adding insult to injury.
"Ready?" You ask as you tighten your grip, thankful he can't see the grin threatening to spill across your face.
Striding past with a harried expression, one of the women bustling about the cabin-turned-healing house pauses in her rounds just long enough to lend you a disapproving moue, the grin slipping only slightly as a hint of guilt sparks within you.
"Hurry up!" The man replies furiously, the words cutting off with a yelp as he shifts unconsciously but grabbing your attention nonetheless.
You can hardly blame him for the shortness. If you'd been shot in the ass with an arrow, overlooked, and left for hours, you'd probably be pretty irritable too.
"Alright, hold on." you drawl as you scour his figure for any sign of expectation. "One..."
"Two..."
An instant later—a split second before the man can prepare for the pain and unwittingly hinder your actions—you yank the remnants of the arrow up and out in a single smooth motion, the broad arrowhead clearing his posterior a moment before the cloth in your other hand slaps down on his wounded rump.
With a shriek that'd do a banshee proud, the woodsman seizes and curses; an attempt to leap from the bed cut short as you press the compress down harder. Saying nothing as he continues to rail and curse you, you watch closely as little blood leaks from beneath the cloth, the paucity telling you that there would be few unexpected complications. Though you'd rather not be wounded at all, an arrow to the rear was hardly the worst injury one could receive while fleeing ravaging beastmen.
"You'll live," you inform the woodcutter as his yelps and curses die away, absently dropping the cloth in the bucket beside you and replacing it with a fresh one soaked in a herbal brew.
"You said you'd count to three!"
The man's words are sharp and petulant, but the lack of heart behind them tells you clearer than any bell that it's wounded pride rather than real betrayal that drives them.
"I must have miscounted," you idly reply as you gesture for another of the women to take your place, the matron taking your place without complaint from her and only a few more yelps from the woodcutter. "I apologise..."
He hisses. "Wilhelm."
Rising from the side of the cot, pausing to snatch your greatly lightened satchel from the straw-strewn floor, you step away. "You'll be walking around before you know it, Wilhelm. Maybe even running. If you want my advice, go down to the lamb, grab an ale, then see Ernst. Naught else will kill the pain faster than that, I fear."
Leaving the pair to their work, you pause to examine the arrow. As wide across as the distance between the last knuckle of your thumb and its tip at its broadest, the arrow's iron head is jagged and roughly made, clearly of beastman make but lacking any streak of filth or crystal grain. To your inexpert eyes, it seems that the beast that wounded the man had not smeared filth across its arrows before firing them. Even so, you cast it into another bucket and snatch the arm of a silver-haired woman.
"Take this," you tell her, leaning in close so as not to be overheard and pressing an earthenware jar into her hands. "Heat the honey until it's warm to the touch, then pour it on Wilhelm's wound and cover it with a bandage."
Saying nothing, the woman nods and darts towards the nearest fire, honey in hand.
Leaving her to her work, you scan the line of occupied bedrolls and grimace as you see a host of injuries on display, each worse than the last and all of them inflicted by some manner of beastman or another. Already seen to by Irma and Varrel's other women, none were like to die within the next few days, but then few were in any state to defend the town even with further treatment. Wilhelm, perhaps the twelfth you had treated since the war council decided its course of action, had been a simple matter: those around him were bound to be less so.
Driving the thoughts away with a silent growl, you hoist your bag over your shoulder—frowning at its lightness—and make for the next man, the way he clutches his elbow and the set of his shoulder telling you of its dislocation.
If I'm lucky, you think wryly, there'll be time enough for a pint before they're ready at the church.
Situation
There are 20 people who, with a bit of work, can be made well enough to participate in the upcoming fight. You have enough time for four rounds of healing to try and get them to that point. Each time you succeed at a roll, you heal Width people. In addition, the difficulty increases by 1 to represent you scraping the bottom of the barrel.
Round 1
Difficulty: 3
Dice Pool: 4 (Knowledge) + 3 (Healing) + 1 (Duty)
Rolled: 2+2+3+3+4+5+6+9
Pairs: 2x2, 2x3
Only the 2x3 is enough. Two people are healed and join the defenders.
Round 2
Difficulty: 4
Dice Pool: 4 (Knowledge) + 3 (Healing) + 1 (Duty)
Rolled: 3+4+4+7+7+8+9+10
Pairs: 2x4, 2x7
Here's where I can introduce a fun concept: Squishing (though I prefer squishing and squashing since it makes it easier to understand). To boil it down to its basics, for any set you have, you can drop the height of a set by two and increase its width by the same or drop the width by two and increase the height by the same. As far as I know, you can only do this once, but I'm sure someone who knows the rules better than I do can correct me.
To quote Reign
Naturally, I'll be squishing the 2x7 to a 4x5. Four more people are healed and join the defenders.
Round 3
Difficulty: 5
Dice Pool: 4 (Knowledge) + 3 (Healing) + 1 (Duty)
Rolled: 1+2+4+5+6+7+10+10
Pairs: 2x10 squished to 4x8.
Four more people are healed and join the defenders.
Round 4
Difficulty: 6
Dice Pool: 4 (Knowledge) + 3 (Healing) + 1 (Duty)
Rolled: 1+1+4+4+7+7+10+10
Pairs: 2x1, 2x4, 2x7, 2x10 squished to 4x8.
I think the odds of this happening are a little over 0.5%, lol. Anyway, four more people are healed and join the defenders.
Summary
14 people join the defenders in varying states of well-being and you drain your doctor's bag of medical supplies. That's it among the people you can heal.
There are 20 people who, with a bit of work, can be made well enough to participate in the upcoming fight. You have enough time for four rounds of healing to try and get them to that point. Each time you succeed at a roll, you heal Width people. In addition, the difficulty increases by 1 to represent you scraping the bottom of the barrel.
Round 1
Difficulty: 3
Dice Pool: 4 (Knowledge) + 3 (Healing) + 1 (Duty)
Rolled: 2+2+3+3+4+5+6+9
Pairs: 2x2, 2x3
Only the 2x3 is enough. Two people are healed and join the defenders.
Round 2
Difficulty: 4
Dice Pool: 4 (Knowledge) + 3 (Healing) + 1 (Duty)
Rolled: 3+4+4+7+7+8+9+10
Pairs: 2x4, 2x7
Here's where I can introduce a fun concept: Squishing (though I prefer squishing and squashing since it makes it easier to understand). To boil it down to its basics, for any set you have, you can drop the height of a set by two and increase its width by the same or drop the width by two and increase the height by the same. As far as I know, you can only do this once, but I'm sure someone who knows the rules better than I do can correct me.

To quote Reign
Squishing: Exchanging Height and Width. If you can squish a result two points, you can change a 4x5 to a 2x7 or a 6x3. If you squish something down to 1x, it's no longer a set. You can't squish a set above Height 10.
Naturally, I'll be squishing the 2x7 to a 4x5. Four more people are healed and join the defenders.
Round 3
Difficulty: 5
Dice Pool: 4 (Knowledge) + 3 (Healing) + 1 (Duty)
Rolled: 1+2+4+5+6+7+10+10
Pairs: 2x10 squished to 4x8.
Four more people are healed and join the defenders.
Round 4
Difficulty: 6
Dice Pool: 4 (Knowledge) + 3 (Healing) + 1 (Duty)
Rolled: 1+1+4+4+7+7+10+10
Pairs: 2x1, 2x4, 2x7, 2x10 squished to 4x8.
I think the odds of this happening are a little over 0.5%, lol. Anyway, four more people are healed and join the defenders.
Summary
14 people join the defenders in varying states of well-being and you drain your doctor's bag of medical supplies. That's it among the people you can heal.
***
Late Afternoon
Varrel, Nordland
13 Ulriczeit
The pews scrape across the floor with a deafening screech, the labourers you'd commandeered barely able to lift the heavy oaken timbers off the stones, the swarm of helpers you'd assembled by hook and by crook shuddering at the noise that filled the Sigmarite church.
Spying a gang of men and women struggling with a particularly solid-looking pew, the hammers and comments carved into its sides and back gleaming darkly in the afternoon light, you dump your satchel by the temple door and race to join them.
"Come on!" You say as you take up your share of the load, a pained but grateful smile from one of the women—her flaxen hair shining brilliantly in the light—your reward.
Cute, a part of you thinks as you shoulder your way beside her.
"With me, now." You say instead. "Lift!"
Worn smooth by time and stained with incense's heady scent, the seat barely shifts as you give a mighty heave, a litany of curses and groans filling the air before, at long last, the seat lifts into the air. Grunting as you struggle to keep the thing aloft—your muscles burning furiously with the effort—the four of you teeter towards the edge of the nave, leaden feet slapping heavily against the stone.
Bastard, fucking, son of a-
The curses race through your mind at lightning speed as you struggle to keep the exquisite piece of history from crashing down, each thought accompanied by your boots slapping on the floor.
Ulric-damned, chaos-spawned, hells-bound-
Between a heartbeat later and what feels like several years, you finally arrive at your destination, no small relief arising as the four of you send the bastard pew to the ground with a thunderous crash. Hissing at the weakness that runs up your arms and across your shoulder, you all but retreat from the stolid thing and arch your back, a stinging flash running down your spine telling the tale of muscles torn before regeneration's familiar warmth carries it away.
Gods, but that's one thing I don't miss about childhood, you think waspishly, banishing the thought as you notice the flaxen-haired woman giving you a lingering smile.
Robustly built with her hair done up in a long plait, the woman's ice-blue eyes sparkle in the afternoon light as she notices you noticing her, her smile broadening and becoming dazzling. About to sidle over and introduce yourself, as one always does after helping another, you pause as something tugs at your elbow, the little girl Frigga materialising by your side and offering your satchel.
Taking the satchel with a stiff nod, you ruffle the girl's hair absentmindedly and turn back to flash a grin at the flaxen-haired woman, only to find her gone. Mouing, you scan the church for another glimpse of her, only to pause as you spot the woman across the nave forcing another pew against the far wall. Automatically stepping towards her, you jerk to a halt as a crowd of passing matrons blocks your view, one of the grey-haired women spearing you with a gimlet eye and sending a familiar fear flashing through you.
Snorting to yourself as sanity wins out, you shake off the pause and swing the doctor's bag over your shoulder, the girl beaming up at you as you give her hair another ruffle.
"Come on, child," you say to her warmly. "Let's see what your mother has been doing for us, huh?"
Nodding eagerly, Frigga clutches the hem of your borrowed shirt and leads you through the thronging mass filling the church. A boiling hive of activity, your orders to convert Sigmar's holy place into a temporary healing station had, with Father Horst's blessing, spawned a frenzy of activity among those too old, too injured, or too feminine to take part in Varrel's defence, the hurried shuffle of boots on stone and countless hushed exchanges filling the air. Pushing past knots of people carrying bundles of linen, stacking crates of whatever supplies they could scavenge—herbs, flasks of clean water, even a few jars of honey hoarded away by careful hands—you note with some satisfaction that things are coming together, a mental note seeing your plans to scrounge together more healing substances moved up a few hours.
Presently, you clear the morass of workers and find yourself standing before Jannissa, her daughter releasing her grasp and sailing into her mother's waiting arms with a smack of impact.
Clutching her daughter to her knees as she strokes her shoulder-length hair, Jannissa loans you a swift smile before returning to her other charges.
"Father Horst said to clear it carefully," she says, directing a pair of young women toward the temple's altar. "If you drop anything, you'll have to answer to me first, then the man-god."
With the sleeves of her rough-spun dress rolled past her elbows and her curly hair tightly bound against her skull, Jannissa cuts a frightening figure in the temple's cool interior; the two women—girls, really—she's commanding glancing nervously at one another before giving a fretful nod and doing as they were bid.
"How fares your work?" You say quietly as the girls begin carefully, ever so carefully, removing the items Father Horst had left upon the altar.
Still stroking her daughter's hair, Jannissa sighs. "It feels as if I've hauled half the town through here—anyone with so much as a shred of know-how when it comes to stitching up wounds or mixing a salve. Half are crones who'd rather be feeding the menfolk than setting bones, and the other half are girls who should still be hiding under their mother's skirts, not sewing flesh. We've only a few men to carry loads, and none have any real skill at this besides Irma."
She nods towards the opposite end of the nave, where a flash of flinty eyes and stringy hairs lurks like a spider, a shiver running down your spine at the sight. When you'd told her to scrounge together anyone who could hold a knife or pack a wound, you'd been hoping those instructions wouldn't describe the sum total of skill on display. You'd been avoiding thinking about it as much as you could, but if you were required to call on your wolf-self and fight the beastmen, you'd be leaving the lives of who knows how many in the hands of unskilled children and crones.
The thought makes you frown.
"That bad?"
"'Tis what we have got," comes her response, the quaver in her voice almost imperceptible were it not for your shared childhood.
Sweeping your eyes over the temple-cum-field-station, taking in the bustling crowd of women and the occasional man—some young, some hale, and some well into their twilight years—you grasp at the sole thread and offer what comfort you can.
"It will save lives," you say, shifting the satchel on your shoulder. "It may not be perfect, but it will save lives."
Situation
Kasled and a handful of voluntold people have 4 hours to establish a healing station with Father Horst's church. The minimum setup time for such a thing is only 2 hours meaning that they have two rolls, but it would require at least 6 successes. The average height of the successes rounded to the nearest whole number (rounded up if it ends with a 0.5) determines the quality of the healing station produced. The higher the quality, the more dice people working in it will receive for healing rolls (except in the case of an 8-10 where they also get a -1 difficulty on healing rolls).
Quality 1-5: +1d10
Quality 6-8: +1d10 | -1 difficulty
Quality 9-10: +2d10 | -1 difficulty
Round 1
Difficulty: 3
Dice Pool: 4 (Knowledge) + 5 (Student: Medicine)
Rolled: 1+4+4+6+6+6+9+10+10
Pairs: 2x4, 3x6, 2x10 squished to 4x8 and used for the roll since you have a 99.6% chance of getting a match on 9d10.
Progress: 4/6
Current Quality: 8
Round 2
Difficulty: 3
Dice Pool: 4 (Knowledge) + 5 (Student: Medicine)
Rolled: 1+1+2+3+3+4+5+5+5
Pairs: 2x1, 2x3, 3x5
Progress: 7/6
Current Quality: 7 ((8+5)/2 = 6.5. Rounded up equals 7)
Healing station quality: 7 (+1d10 to healing rolls | -1 difficulty to healing checks)
Healing station staff die pool: 4d10
Kasled and a handful of voluntold people have 4 hours to establish a healing station with Father Horst's church. The minimum setup time for such a thing is only 2 hours meaning that they have two rolls, but it would require at least 6 successes. The average height of the successes rounded to the nearest whole number (rounded up if it ends with a 0.5) determines the quality of the healing station produced. The higher the quality, the more dice people working in it will receive for healing rolls (except in the case of an 8-10 where they also get a -1 difficulty on healing rolls).
Quality 1-5: +1d10
Quality 6-8: +1d10 | -1 difficulty
Quality 9-10: +2d10 | -1 difficulty
Round 1
Difficulty: 3
Dice Pool: 4 (Knowledge) + 5 (Student: Medicine)
Rolled: 1+4+4+6+6+6+9+10+10
Pairs: 2x4, 3x6, 2x10 squished to 4x8 and used for the roll since you have a 99.6% chance of getting a match on 9d10.
Progress: 4/6
Current Quality: 8
Round 2
Difficulty: 3
Dice Pool: 4 (Knowledge) + 5 (Student: Medicine)
Rolled: 1+1+2+3+3+4+5+5+5
Pairs: 2x1, 2x3, 3x5
Progress: 7/6
Current Quality: 7 ((8+5)/2 = 6.5. Rounded up equals 7)
Healing station quality: 7 (+1d10 to healing rolls | -1 difficulty to healing checks)
Healing station staff die pool: 4d10
***
Dawn
Varrel, Nordland
14 Ulriczeit
Just after daybreak the next morning—your breath steaming in the frigid air and your muscles still stiff from the prior day's labours—you find yourself hunched over amidst a field of frost-rimed plants on the village's outskirts, a borrowed set of furs draped over your shoulders as, beside you, your helpers peck henlike over the earth. Given hasty instructions earlier that morning and fed a thin porridge of milk and oats, your dozen or so helpers from among the village's elders had proven surprisingly adept at harvesting the valuable herbs and plants you were looking for, their rheumy eyes and bad backs up to the task despite the litany of grumbles that rang out at every opportunity. As if reminded of its existence, something deep within your back suddenly lets out a click, and you straighten up with a groan.
"Gods," you mutter as you hook your sickle to your belt and arch your back. "I don't miss doing this in winter."
Beside you, someone chuckles, the high-pitched whistle accompanying the sound telling you exactly who it is.
"It only gets worse!" Old Bruckner chuckles through missing teeth, the constant whistle piercing the otherwise still air.
Cheerful despite the cold, his leathery face liver-spotted and drooping but ever-alert, the elderly local returns to his labours, a skeletal hand brushing aside a thick layer of snow from the ground before snatching up the green revealed beneath.
"This what ye wanted, lad?"
Giving Bruckner a noncommittal grunt, you take the bundle with thanks and bring the plants to your nose, a deep breath filling your nose with the sharp, clean scent of lamb mint.
Good for fevers, pain, and weakness, you think as you pluck out a few errant strands of grass from the mass of mint, the dried stems gently drifting to the snowy ground and leaving behind a healthy bundle of winter mint. With what we've gathered today, we should have enough spare I can restock what I used yesterday and fill a few more pouches besides.
"A good find," you declare as you push them into a belt pouch. "A few more of these, and we can get out of this Ulric-damned snow and sit by a fire."
Letting out another whistle as you pat him on the back, Bruckner chuckles and stares out over the frost-slicked grounds, mournful bird calls and the crash of felled trees filling the silence as his laughter dies away. Following his gaze, you cast your eyes over your accomplices, a long line of the old and otherwise infirm hunched over the earth and worrying away with trowel and blade. As before, you find your spirits emboldened by their effectiveness, wizened claws snatching up a harvest of plants as you watch, and pouches and sacks filling with every passing moment.
"Ye reckon it'll be enough?"
Bruckner's words come suddenly and quietly, the man swaying in the chilly breeze but otherwise unchanged.
You shrug and pat the belt pouch. "We've a good harvest. Better than I was expecting, thank Rhya. We'll like need more if the numbers we face are true, but we've enough to double our take if time and luck are on our side."
Bruckner coughs phlegmatically, and you spare him a glance. "I meant..." He gestures back towards the village, the sweep of his hand encompassing everything from the gangs digging ditches by the gate to the guardsmen looking out over the palisade. Sparring him a look, his guarded expression gives you pause, and you find yourself grunting in mild resentment.
"I'm no baron's man," you say by way of caution, the spindly man attempting a shrug rendered invisible by his own mass of furs.
"Aye, probably. Maybe." You give an ambivalent gesture. "We've the militia, and the walls, and a half dozen other things besides. Like as not, the beastmen will run once they find us waiting."
It's... not quite a lie, but then again, it's not quite the truth, either. You have no idea what the beastmen will do when they reach Varrel, nor if you've done enough to prepare for them or have enough arms to stop them. Nonetheless, the more you see, the more confident you feel, the thought of beastmen clawing at the walls not quite as blood-chilling as it had been mere days before.
"We'll live," you declare with more confidence than you feel, a forced smile on your face. "But only if you know where the wintergreen is hiding. Come. Any longer without it, and I fear I may lock myself into a stoop."
Watching as you arch your back theatrically, the man lets out a choking laugh and shakes his head. If he buys your non-explanation, you cannot tell, but he keeps any doubts quiet as he gestures towards the woods.
"Twenty yards that way," he tells you. "If ye meet a fella with a goat's head, ye've gone too far."
Snorting, you pluck the sickle from your side and start trudging through the snow towards the woods.
Prick, you think without rancour as the old man, still chuckling to himself, returns to his labours.
Situation
Continuing from establishing the healing station, Kasled and company prepare various medical supplies. Working under his direction, they'll attempt to prepare various medicinal supplies and substances with 1 Student: Medicine roll and 1 Student: Plants and Herbs roll.
Preparing Medicinal Substances
Dice Pool: 4 (Knowledge) + 5 (Student: Plants and Herbs)
Rolled: 1+2+3+3+3+6+7+7+9
Pairs: 3x3, 2x7
A scouring of Erma's cabin combined with a quick survey of the grounds outside the walls results in a number of medicinal plants being found. While you don't have the skill needed to produce the more potent poultices and the like from them, the plants can be chewed, boiled into tea, etc, and provide useful medicine.
Preparing Medical Supplies
No difficulty since you're doing a mix of things and I'll use the quality to determine what gets made.
Dice Pool: 4 (Knowledge) + 5 (Student: Medicine)
Rolled: 1+1+3+5+5+8+8+9+10
Pairs: 2x1, 2x5, 2x8 (Using this)
2x8 results in the production of numerous products. In addition to the many needles, thread, clean water, and cloth and animal skin bandages made, a merchant (despite the evident pain it causes him) hands over scraps of silk he'd acquired from only the Gods know where which will make for excellent bandages once soaked in Erma's healing poultice.
Summary
Between the excellent helpers and the willing earth, Kasled secures a substantial supply of valuable healing materials. Kasled completely refills his doctor's bag (good for a narratively appropriate number of uses), other healing-inclined people get the same, and all healing checks in the healing station gain +1d10 to their die pool
Continuing from establishing the healing station, Kasled and company prepare various medical supplies. Working under his direction, they'll attempt to prepare various medicinal supplies and substances with 1 Student: Medicine roll and 1 Student: Plants and Herbs roll.
Preparing Medicinal Substances
Dice Pool: 4 (Knowledge) + 5 (Student: Plants and Herbs)
Rolled: 1+2+3+3+3+6+7+7+9
Pairs: 3x3, 2x7
A scouring of Erma's cabin combined with a quick survey of the grounds outside the walls results in a number of medicinal plants being found. While you don't have the skill needed to produce the more potent poultices and the like from them, the plants can be chewed, boiled into tea, etc, and provide useful medicine.
Preparing Medical Supplies
No difficulty since you're doing a mix of things and I'll use the quality to determine what gets made.
Dice Pool: 4 (Knowledge) + 5 (Student: Medicine)
Rolled: 1+1+3+5+5+8+8+9+10
Pairs: 2x1, 2x5, 2x8 (Using this)
2x8 results in the production of numerous products. In addition to the many needles, thread, clean water, and cloth and animal skin bandages made, a merchant (despite the evident pain it causes him) hands over scraps of silk he'd acquired from only the Gods know where which will make for excellent bandages once soaked in Erma's healing poultice.
Summary
Between the excellent helpers and the willing earth, Kasled secures a substantial supply of valuable healing materials. Kasled completely refills his doctor's bag (good for a narratively appropriate number of uses), other healing-inclined people get the same, and all healing checks in the healing station gain +1d10 to their die pool
***
Twilight
Varrel, Nordland
14 Ulriczeit
The crackle of hungry fires splits the air as an axe does wood, smoke and burning embers drifting over what seems half the town, men and women huddled together for warmth, their heads bowed and hands clasped before them. Standing in the market square, all stalls long since disassembled by fearful proprietors or else used to form barricades about and within the town, you do your best to keep your eyes from wandering as Horst clambers atop the horse-drawn cart that serves as his impromptu pulpit. Unfortunately, your best is not quite up to the challenge, the relentless gravity of the situation dragging your eyes over the sea of frightened, withdrawn faces spread before you.
This isn't quite what I had in mind when I volunteered, you think as you work your cold-stiff fingers along the chain, the censer below rattling at the motion and spilling a small cloud of incense about you.
Truth be told, after offering aid to the Sigmarite priest following the last of your planned actions, you'd been half expecting the man to give you some makework elsewhere in the village: sharpening blades, stitching armour, or some such thing. Instead, he'd told you to put on spare robes and hold the incense, your protestations that you were an Ulrican summarily ignored.
'Boy,' he had thundered as he handed you the robes, their fabric rough and dark as burnt stones. 'Either Sigmar will bless us, or we shall answer him soon enough. Now don't be an ass and stand there looking pious.'
Unable to make a counterargument, you'd done as you were told and shucked the robes on, the heavy censer stuffed with pungent incense and set alight as the crowds gathered in the square.
All at once, a burning sensation flares across your cheek, and you let out a soft growl as the memory dissolves away, a half-hearted scratch brushing the snowflake from your face. Glancing up, you feel another growl burble up in your throat as you spy yet more flakes tumbling towards you, the pale crystals gleaming gold in the reflected torchlight.
It's then that Horst kicks you.
It's a soft tap, more of a nudge, but the blow pulls you back to reality, your gaze snapping back to the masses whose expressions are fixed into rapt attention as they stare at their priest. Not for the first time, you wish you'd been able to do this inside the church, but with the temple packed wall to wall with beds in preparation for the fighting to come, you'd had little choice but to hold a gathering outside.
"O mighty Sigmar," Host begins in his booming baritone, the words cutting short your train of thought as they spill through the torchlit night. "Dawongi, Great Uniter, and foe to evil. In this dark hour, we beseech thee! Lend us thy strength as thee did to the Unberogen! Unite us in purpose as thee did with the Twelve!"
"O mighty Sigmar," the priest repeats. "Guide our hands, fortify our hearts, and steel our souls, so that we may stand against the tide of ruin!"
Like a gentle gust, a murmur ripples through the gathered townsfolk, bowed heads bowing lower, hands clasped tight in prayer tightening further still. About them, the torches gutter and flare in a cold wind, their embers swirling up into the sky and joining the first of the evening stars.
Standing at the head of the crowd, you shift your grip on the weighty censer once more, its awkward bulk dragging at your arm while thick incense curls around your legs. Sucking down a lungful of the cold twilight air, the scent of desperation and sanctity mixes into a strange perfume, your nostrils burning and the hairs on the back of your neck standing on end at the smell. More than most, you're aware of the villagers' fear, the aroma thick and suffocating, pressing down upon you all with an invisible weight.
Some of these people will not survive the coming night. A monster within you whispers, its words oil slick and cold as ice. Perhaps none of you will.
Behind you, illuminated by a forest of torches and candles, Horst's shadow raises its arms wide, the man's booming voice silencing the drifting murmur as effectively as a cannon. "We do not seek deliverance! We do not beg for salvation! We ask only that we be worthy of thy sight, O Lord of the Hammer and Comet! That we might strike as thee have struck! That we might fight as thee have fought! That thy chosen might endure as thee have endured!"
All at once, the murmurs return. Watching from beneath a carefully guarded expression, a moment is all it takes for you to realise that the assembled crowd is repeating the priest's words as he speaks them, the sound doubling in strength, then doubling again. All about you, grasping fingers pull tokens and coins and icons from beneath clothes filthy and clean alike, the favoured items pressed against chilled lips or borne aloft by trembling hands. For a long moment, the muttered prayers of Varrel's townsfolk are all that fill the market square, Horst, unseen behind you, seeming to pause to gather his breath.
"O mighty Sigmar," the Sigmarite repeats slowly, his words silencing the crowd. "I will ask thee not fight beside us in this coming battle, for dark are the days, and many are the foes with which you must contend. But," he says, a half-glimpsed shadow revealing an arm outstretched and pointed towards the crooked church tower.
"If thou wilt but sit on yonder tower, thou shalt not be disappointed in thy sons and thy daughters."
Suddenly, a crunch rings out beside you, and you half turn to see the priest mere feet away; the shock of his landing smoothly absorbed despite his age. Not for the first time that night do you see Father Horst, but it is as if you do, for the very image of him has changed in your mind as if transmuted to gold by a wizard's spell.
Clad in his priestly robes, a rusted and pitted breastplate strapped over the dark grey fabric and his hair freshly shorn, the Sigmarite priest stands alone. Clutching a mighty warhammer in one hand, his breath steaming like a dragon's smoke, the priest silently raises both arms into the air and steps towards the gathered villagers, the first row retreating half a step as if blinded by his radiance.
Horst turns suddenly, his gaze latching onto you, and before you can react, he thrusts the warhammer towards you and booms. "And here stands one who has answered your call, O Sigmar! Here stands one of thy sons!"
You freeze.
Oh, bollocks.
Briefly, you entertain the thought of running—shock and not a little religious sentiment sending an image of you dropping the censer and bolting from one end of your mind to the other. However, as quickly as it flares into being, the thought dies; the eyes of the crowd are already on you, and the expectation in their gazes is sharp as knives.
You should take a step towards the man. You should bow your head and let him offer you a blessing. You should say something to please the crowd.
You do none of these things.
Instead, you freeze, the censer rattling in your grip and spilling out a bank of smoke so thick and dark it could be the waters of a lack at night for all the light it lets through.
Horst, ever adaptable Horst, takes your failure in stride, the man lunging boldly forth and clamping one ham hock hand against your shoulder, an iron grip squeezing it tight. "Here stands one who fights not with sword or bow, but with faith! An outsider, yes, yet one who toils for your very lives!"
Pausing to take a breath, his eye glittering orange-gold in the light, Horst shakes you roughly.
"Who will let this man stand alone?" He barks into the night. "Who will falter in the eyes of Sigmar Heldenhammer? Woe will break our most sacred covenant and let him face the angry night alone?"
Silence reigns over the square at the question, a suffocating melange that not even the wail of babes or the wheezing breath of the infirm dares to break. Then, from somewhere in the back, hidden by the crush of bodies, a single voice, high and clear and sweet, calls out:
"Not I!"
It spreads like wildfire.
"No!" Another shouts.
"Not I!"
"We fight!"
"We're with you!"
Slowly at first, then with gathering speed, fists rise into the air as the assembly offers you its strength, hands gripping religious symbols, torches, or simply each other following close behind.
Horst grins savagely, his teeth flashing in the torchlight as he turns back to you. Lowering his voice as others rise to overtake it, he jostles your shoulder. "See, boy? All you had to do was stand there and look pious."
Dice Pool: 2 (Charm) + 2 (Graces)
Rolled: 2+5+6+8
Pairs: None.
Kasled is no help to Horst and might have even been embarrassing had the situation not been so dire that people naturally overlooked it.
Rolled: 2+5+6+8
Pairs: None.
Kasled is no help to Horst and might have even been embarrassing had the situation not been so dire that people naturally overlooked it.
Difficulty: 5
Dice Pool: 3 (Command) + 3 (Inspire)
Rolled: 1+2+4+7+8+8
Pairs: 2x8
Fortunately, Horst only ends up kicking Kasled to get him to pay attention and is able to provide a very inspirational speech calling on people to resist the beastmen and send the cunts to their gods.
Dice Pool: 3 (Command) + 3 (Inspire)
Rolled: 1+2+4+7+8+8
Pairs: 2x8
Fortunately, Horst only ends up kicking Kasled to get him to pay attention and is able to provide a very inspirational speech calling on people to resist the beastmen and send the cunts to their gods.
***
An hour later, as the mass's last stragglers disperse to their homes and positions throughout the town and the snowfall grows to a thin but steady stream, you stand beneath the awning of a storehouse, the gathered stars glowering down at you judgmentally. Alone save for your thoughts, you find it impossible to ignore the fears that work has long kept at bay, the sudden absence of a body to heal, a plant to harvest, or a station to establish permitting seeds of doubt to take root within the crevices of your mind.
Will it be enough? You ask yourself as you stare across the square at The Slaughtered Lamb, visions of the palisade splintering under bestial axes replacing the inn's darkened windows. Should I have done something else? Did we miss anything? Gods damn it all, will it be enough?
On and on the thoughts go, one chasing after another after another as a dog chases its tail, each passing moment seeing unvoiced apprehensions growing in potency. In answer, a chill wind rises through the market square, flurries of snowflakes winding their way from one end of the square to the other.
Following one in idle fascination, your chattering questions cease with the speed of a blade descending as the darkness gives way to a misshapen silhouette, your fellow Child pausing as she catches sight of you lurking in the dark.
"Ho," Eleanor says in greeting, her scar twisting as wariness drains from her face. "Should you not be in the man-god's temple?"
You snort despite yourself. Between Irma and Jannissa, the final nervous preparations to aid the injured were well in hand, the huntress nodding as you tell her so.
Eyeing the short bow slung over her back as she joins you neath the awning, the weight of the blade thrust through your belt seeming to increase tenfold at the sight, you fire back at the woman. "Should you not be prowling the woods hunting for beastmen?"
She eyes you queerly, and you shrug in response.
"What do I know of hunting?" You ask by way of defence, a snorting laugh escaping her.
"Nothing, I suppose."
Gentle as the falling snow, a companionable silence drifts over the pair of you as you stand together, no cry or shout or other sound piercing the soft veil. How long the silence reigns, you cannot say, but soon enough, a question forces its way out of you.
"How long will it be, do you think?" You stammer, from the cold or from nervousness, it's impossible to say.
Watching you as one hawk watches another, a ruby gleam illuminating her eyes from within, she answers back. "Not long."
"Did you dream it?"
"Yes."
Her words are curt but not unfriendly, your jesting question answered as if all you had asked about was the weather this morning or the price of eggs at market. Caught off-guard, it's all you can do to put the woman's strangeness from your mind, the part of you that whispers of your own dreams drowned out by force of will.
Again, silence reigns between you both, and again, the snow drifts in slow, lazy arcs, piling in shallow heaps along the edges of the square and against the walls of nearby houses. Distantly, drifting on the breeze, the distant clatter of preparations arrives to your ears—hammering from the gate, the crackle of fire, and the occasional unintelligible shout. Yet here, beneath the awning, it's quiet.
Resting her weight against a wooden beam, her breath misting in the cold night air, the huntress finally breaks the silence. "Where will you be?"
Her voice is casual, but something sharp lingers beneath the surface, some unvoiced meaning burbling upwards and catching your attention.
"Tending to the injured," is your lame reply. "Maybe standing alongside Horst, or Ernest, or the others. I'm no warrior; I don't know."
The woman beside you nods, a lock of black hair falling loose from her bun and covering her scar.
"I will be with the bowmen or firing from the rooftops—it depends on where the worst of them are."
You exhale slowly, the plume of your breath curling upward into the sky before the wind snatches it away. "So," you begin, your voice hushed, "will we do it?"
Eleanor blinks nonplussed, the Estalian's sidelong look met with utter exasperation. All at once, her gaze snaps to yours, and for a heartbeat, you swear you see the red of her eyes deepen.
The wolf, something whispers.
"Maybe," she echoes you as her eyes return to their usual dark shade, her tone measured, but her fingers twitch against the beam. "If they batter down the gate, or-" she glances north, nothing save the outlines of cabins and storehouses coming into view as you follow her. "If they make it over the wall..."
You nod despite the gnawing sensation growing in your chest.
In Roslas, people knew of your gift, accepted it, and saw it as a blessing. Here, though, it wasn't the same. Though a Nordland town, Varrel's inhabitants were pious and gods-fearing followers of Sigmar, Horst's presence—and the presence of all those that came before him—splitting it from its sibling villages' worship of Ulrice and leaving his Children little more than tales of mutants and dark curses used to frighten children. Ernst's vision of you as a horrible monster, you knew, could simply be a prelude to how Varrel's folk would see you: a pyre your sole reward for fighting with them against the forces of chaos.
Still, you think. If monsters breach the walls...
"Aye, I'll be ready," you say at last, though the words taste bitter on your tongue.
Pushing away from the wooden beam, Eleanor studies you for a long moment, her face unreadable in the dim light. Then, nodding, she opens her mouth to speak-
Only for a mournful horn to split the night, the sound roaring from the east and seeming to reverberate in your very bones. Looking at each other in stunned silence, you and Eleanor hold for a moment before simultaneously breathing out a warning.
"It's started."
"The beastmen!"
Roused to life by the sudden cry, a man's voice echoes through the night—closer this time, urgent and raw. Somewhere beyond the square, you hear boots strike against frozen earth, and shouts ring out as people of all ages and genders scramble to their posts. Suddenly, the air in your lungs seems to vanish as your chest tightens, the sounds of hammers and chattering voices falling away as the night closes in, hungry and terrible in its aspect.
"Torches!" Another voice cries from the dark, young and boyish, and rendered brittle by fear. "Torches in the woods—east gate!"
The words strike you like a blow. Absently, your hand drops to the hilt of your blade, your heart hammering painfully fast in your chest. About to step out of the awning, Eleanor's hand shoots out and clamps around your arm, stopping you cold.
"Wait," she hisses. Dimly, you feel pain bloom where her fingers dig in.
Twisting toward her, you find yourself ready to snap at her sudden roughness when the look in Eleanor's eyes brings you up short.
"What is it?" You demand. "Tell me. What?"
The huntress shakes her head sharply, black hair whipping against her cheek, her scar a wound the length of her face.
"Dreams never come whole," she warns you, frustration swelling at her words but stilling as her fingers tighten into a death grip. "Never easy to remember or understand. But it wasn't the gate. I remember that now. Not at first."
"The herd," she warns, staring at you wide-eyed and furious. "They come over the wall. The north wall."
Your heart thundering, you glance toward the east, where flickers of orange light already dance beyond the trees. It's easy to imagine the chaos that will unfold there soon. Screams. Blood. Wood splintering beneath bestial strength. Bodies breaking beneath dark iron.
You pull your arm free, more forcefully than you mean to, and look back at her.
Article: Standing in the middle of Varrel at the cusp of battle, Kasled has found himself torn in three separate directions. Faced with these choices, Kasled...
[] Runs to the church.
Compelled by duty and knowing where his skills lie, Kasled runs to the church and aid station to assist those working within.
[] Runs to the gate.
Hearing the watchman's shout of lights in the woods, Kasled runs to the gate where Father Horst and his men are waiting for the beastmen.
[] Runs to the northern wall.
Heeding Eleanor's half-remembered dream, Kasled runs to the northern wall to meet whatever foe may be there.
[] Write in
Horst
Blessing
Horst succeeds in inspiring the people of Varrel to resist the beastmen. While he asked for no miracles, you hope Sigmar might be listening.
Horst Convincing Dwarves To Stay
Difficulty: 4
Dice Pool: 2 (Charm) + 2 (Fascinate) + 1 (Priest of Sigmar)
Rolled: 2+5+7+9+9
Pairs: 2x9
Horst successfully convinces the Dwarves to stay and help Varrel fight. As the last party attempting to leave the town has been convinced to stay instead, you'll all hang together now.
Eleanor
Making Bodkin Arrows
Dice Pool: 3 (Coordination) + 2 (Weapon) + 1 ED
Rolled: 1+2+3+3+3+5+10
Pairs: 3x3
They're not the best quality, but Eleanor makes enough bodkin arrows to supply Varrel's bowmen and herself for 8 shots each. Bodkin arrows will add +1 armour penetration to arrow attacks until they run out.
Fell trees and clear sightlines
Dice Pool: 3 (Knowledge) + 2 (Bow) + 1 ED (Bow)
Rolled:1+2+3+3+5+10
Pairs: 2x3
Again, not the best result, but Eleanor uses her knowledge of bows to identify how far Varrel's loggers should clear the forest to ensure that the beastmen won't have cover while being shot at.
Helmut and Local Merchants
Oil Bombs
Dice Pool: 3 (Knowledge) + 2 (Lore) + 1 (Spending extra time)
Rolled: 2+3+6+9+9+9
Pairs: 2x9
After putting their heads together to come up with some way they can help, a suggestion from Stomnorson's dwarves saw the merchants grit their teeth, dive into their storehouses, and make a handful of oil bombs (yes, they're essentially molotov cocktails).
Varrel's militia groups each gain 3 one-use attacks with the following profile:
I'll go over the specifics of what these details mean when they're relevant, but suffice to say that they're extremely useful if they hit against crowds and can set fire to and panic otherwise noteworthy foes.
Ernst and Woodsmen
Reinforcing the Militia
Dice Pool: 3 (Command) + 3 (Inspire)
Rolled: 2+3+4+5+8+10
Pairs: 🙁
Though Ernst and his men try as hard as they can, they can't find anyone to join the militia who hasn't already done so.
Help organize watch rotations
Dice Pool: 3 (Command) + 2 (Lore: Soldiering)
Rolled: 2+4+7+8+8
Pairs: 2x8
Fortunately, their attempts to improve watch rotations go very well and there are well-rested guards watching over all angles of approach. Any infiltrating beastmen will find an alert guard nearby.
Otto (Militia Commander)
Raise Barricades in the Streets
Dice Pool: 3 (Body) + 2 (Vigor)
Rolled: 3+3+4+7+10
Pairs: 2x3
With the aid of the militia troops under his command, Otto raises a number of barricades throughout Varrel's streets, meaning that the inhabitants have chokepoints to fall back to should the palisade be breached.
Emergency Training
Dice Pool: 3 (Command) + 2 (Inspire)
Rolled: 3+3+3+6+8
Pairs: 3x3
Desperate for bodies, Otto is able to rush more men through training and creating another unit of 10 men.
Stomnorson's Dwarves
Dig Trenches and Pitfalls
Dice Pool: 3 (Body) + 2 (Vigor)
Rolled: 1+4+4+5+9
Pairs: 2x4
Thanks to their stout constitution and affinity for moving dirt and stone, Stomnorson's dwarves are able to dig a number of trenches and pitfall traps just outside the town's walls. The beastmen won't enjoy these surprises.
Reinforce gates and walls
Dice Pool: 3 (Coordination) + 2 (Masonry) + 1 ED (Masonry)
Rolled: 1+3+4+6+8+10
Pairs:
The dwarves do their best, but there's just not enough time to meaningfully improve the strength of Varrel's palisade and gates
Varrel OOB
Town Militia - Spearmen - 10 [Varrel's Militia] - Threat 2
Town Militia - Bowmen - 10 [Varrel's Militia] - Threat 2
Emergency Levy - Spearmen - 10 [From Otto Raising Troops] - Threat 2
The Sick Levy - Melee Rabble - 14 [From Healing the Injured] - Threat 1
Ernst's Woodsmen - Axe Infantry - 5 - Threat 2
Helmut's Merchant Gunners - Handgunners - 4 - Threat 2
Stomnorson's Dwarves - Heavy Axe Infantry - 5 - Threat 3
Assorted Heroes
Blessing
Horst succeeds in inspiring the people of Varrel to resist the beastmen. While he asked for no miracles, you hope Sigmar might be listening.
Horst Convincing Dwarves To Stay
Difficulty: 4
Dice Pool: 2 (Charm) + 2 (Fascinate) + 1 (Priest of Sigmar)
Rolled: 2+5+7+9+9
Pairs: 2x9
Horst successfully convinces the Dwarves to stay and help Varrel fight. As the last party attempting to leave the town has been convinced to stay instead, you'll all hang together now.
Eleanor
Making Bodkin Arrows
Dice Pool: 3 (Coordination) + 2 (Weapon) + 1 ED
Rolled: 1+2+3+3+3+5+10
Pairs: 3x3
They're not the best quality, but Eleanor makes enough bodkin arrows to supply Varrel's bowmen and herself for 8 shots each. Bodkin arrows will add +1 armour penetration to arrow attacks until they run out.
Fell trees and clear sightlines
Dice Pool: 3 (Knowledge) + 2 (Bow) + 1 ED (Bow)
Rolled:1+2+3+3+5+10
Pairs: 2x3
Again, not the best result, but Eleanor uses her knowledge of bows to identify how far Varrel's loggers should clear the forest to ensure that the beastmen won't have cover while being shot at.
Helmut and Local Merchants
Oil Bombs
Dice Pool: 3 (Knowledge) + 2 (Lore) + 1 (Spending extra time)
Rolled: 2+3+6+9+9+9
Pairs: 2x9
After putting their heads together to come up with some way they can help, a suggestion from Stomnorson's dwarves saw the merchants grit their teeth, dive into their storehouses, and make a handful of oil bombs (yes, they're essentially molotov cocktails).
Varrel's militia groups each gain 3 one-use attacks with the following profile:
Name | Damage |
Oil Bomb | Area 3 + Burn |
I'll go over the specifics of what these details mean when they're relevant, but suffice to say that they're extremely useful if they hit against crowds and can set fire to and panic otherwise noteworthy foes.
Ernst and Woodsmen
Reinforcing the Militia
Dice Pool: 3 (Command) + 3 (Inspire)
Rolled: 2+3+4+5+8+10
Pairs: 🙁
Though Ernst and his men try as hard as they can, they can't find anyone to join the militia who hasn't already done so.
Help organize watch rotations
Dice Pool: 3 (Command) + 2 (Lore: Soldiering)
Rolled: 2+4+7+8+8
Pairs: 2x8
Fortunately, their attempts to improve watch rotations go very well and there are well-rested guards watching over all angles of approach. Any infiltrating beastmen will find an alert guard nearby.
Otto (Militia Commander)
Raise Barricades in the Streets
Dice Pool: 3 (Body) + 2 (Vigor)
Rolled: 3+3+4+7+10
Pairs: 2x3
With the aid of the militia troops under his command, Otto raises a number of barricades throughout Varrel's streets, meaning that the inhabitants have chokepoints to fall back to should the palisade be breached.
Emergency Training
Dice Pool: 3 (Command) + 2 (Inspire)
Rolled: 3+3+3+6+8
Pairs: 3x3
Desperate for bodies, Otto is able to rush more men through training and creating another unit of 10 men.
Stomnorson's Dwarves
Dig Trenches and Pitfalls
Dice Pool: 3 (Body) + 2 (Vigor)
Rolled: 1+4+4+5+9
Pairs: 2x4
Thanks to their stout constitution and affinity for moving dirt and stone, Stomnorson's dwarves are able to dig a number of trenches and pitfall traps just outside the town's walls. The beastmen won't enjoy these surprises.
Reinforce gates and walls
Dice Pool: 3 (Coordination) + 2 (Masonry) + 1 ED (Masonry)
Rolled: 1+3+4+6+8+10
Pairs:
The dwarves do their best, but there's just not enough time to meaningfully improve the strength of Varrel's palisade and gates
Varrel OOB
Town Militia - Spearmen - 10 [Varrel's Militia] - Threat 2
Town Militia - Bowmen - 10 [Varrel's Militia] - Threat 2
Emergency Levy - Spearmen - 10 [From Otto Raising Troops] - Threat 2
The Sick Levy - Melee Rabble - 14 [From Healing the Injured] - Threat 1
Ernst's Woodsmen - Axe Infantry - 5 - Threat 2
Helmut's Merchant Gunners - Handgunners - 4 - Threat 2
Stomnorson's Dwarves - Heavy Axe Infantry - 5 - Threat 3
Assorted Heroes