| 232 For a moment you consider what you should do, but you know you have no time for anything that may divert you from your journey, the metal collar at your throat is too effective a reminder of the urgency of your quest. Turning to the south you survey more closely the way ahead. In the distance you can see that a number of Kalborean Army units have begun to make their way in your direction. For an ex-thief this is probably the last thing you need. Most of your adult life has been spent avoiding men such as these, and it will not be a good start to your quest if you are stopped by any of them. Such an encounter can only end in violence. As you watch the snaking line of soldiery making its way up the road towards you, you know that a decision will need to be made quickly. Kalboreans have always been most comfortable with the Dwarvendim located far away on the frontier. Out of sight, out of mind so to speak. A Dwarvendim such as yourself, armed and riding a steed of Pallenten's calibre, would be too noticeable to go unchallenged. Not wishing to confront a large force of armed soldiery you move to get off the road, it is best that you remain as unnoticed as possible. Choosing to move forward quickly you spur Pallenten on and head out at a gallop over the grasslands that lay between the road and the distant forest. As you ride you feel you may have missed an important opportunity provided by the boy's appearance but your task cannot allow undue delay. It is better that you get out of sight of the the road as quickly as possible, skirt the village ahead and keep to the safety of the forest that lies to the west. When you reach the trees this seems at first to be a wise course. Large numbers of soldiers clog the road, many of them struggling with heavy equipment as they move ponderously north towards Maenum. Even if they do not challenge you, their sheer numbers would make rapid progress difficult. Keeping to the forest is hard going though, it takes some time to pick a path along the boundary of the trees, between copses and patches of undergrowth that keep you out of sight and unchallenged. The exertion required for such difficult travel quickly takes its toll on both horse and rider. After an hour you decide to rest Pallenten in a small clearing amongst the trees and take the opportunity for a break yourself. In the distance you can hear the steady tramp of soldiers boots and the squeak and rattle of their carts. There is considerable noise being generated by this mass of moving men and equipment, and every so often you here above it all the faint bellow of an officer urging his men on. Like the soldiers on the road you have a job to do so your rest can only be brief. Taking the time only to drink some water and tend to Pallenten's needs you dust yourself off and resume your movement southward. It is while you are winding your way between the trees that you make the first of what will probably be many unsettling discoveries on this journey. At first the strange marks appearing on the trees about you seem unimportant. With the number of soldiers that must have been foraging in the area it would have only taken a few careless individuals to cause some damage to the forest. As you go further, and your path cuts deeper into the trees, you find the frequency and ferocity of the marks increasing. No longer are they just a random strike here or there, whole trees have been hacked apart and the bark taken almost to shoulder height. This seemingly pointless vandalism is strange enough to make you stop and dismount. It is only then that you see the footprints. Small and four-toed they are like nothing you have encountered before. And there are large numbers of them. It appears that a large, organised band of creatures has passed by and judging by the state of the prints this passing has only been recent. Fastening Pallenten's reins to a sturdy branch you decide to track these creatures. It is true that you must make haste southward but in your mind a suspicion is forming, one that will need to be confirmed. Leaving your pack by Pallenten you ready your sword and crouching low make your way deep into the undergrowth, following the tracks as they make their way to the west. Some one hundred and fifty metres further into the trees you come across another clearing. This clearing is larger than the one you rested in and the same strange markings adorn all the trees at its edge. On the grass at its centre you make an appalling discovery. Under a blanket of flies and other carrion-eating insects you pull apart a hastily made bark cover. It reveals a mound of rotting half-eaten carcasses, the remains you think of many different kinds of forest animals and birds, and at least one hapless soldier. Something has stopped here and taken the time to kill and eat everything living thing that could be found in the area. Quickly looking about you retreat to the undergrowth. What you have found is new to you but this must be sign of Hordim, and judging by the small prints it is most likely Morg. You have heard stories about these small creatures, their love of knives and their liking for torture. Alone in this forest is not the place to be. Retracing your steps you quickly find Pallenten and remount. A thousand different curses leave your lips as you consider the implications of your find. Hordim are already within the bounds of Kalborea and it would appear are freely going about their murderous business. You need to get out of this forest as soon as possible. Pallenten moves swiftly, she seems to be fully aware of your urgent need to get away from this place and picks her own way quickly but carefully through the trees and out onto the relative safety of the forest's edge. It is with some relief that you eventually find yourself on the other side of Baellum, where you rejoin the road and begin to make better progress south. To the north black clouds are beginning to build, the sky darkening as they spread out from the horizon. You have no doubt these clouds will soon develop into a storm.
| Ahead the road to Miller's Crossing seems clear. At this stage of your journey you have a choice as to the way you wish to travel to Stoneholme. If you would rather stay on the south road and continue on to Miller's Crossing, turn to section 251. If you would instead like to strike out cross-country and journey directly to the Devkraager Tor turn to section 361.
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