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"Well, greenjay," your uncle explains over a pot of boiled stalks and tubers, "Right now we're still doing fine. All the headwaters in the hills gree of the Crane River are still there, and the Crane itself where we'll be crossing is too far gree to dry up. Same for Orlake, if we decide to turn set. Further bluse on the Utannic we might have to worry more about water supplies, but every person we pass before then is one less thirsty gullet to compete with, out bluse." Glint leans back on his leg-stumps and scratches his beard. "Old Auntie Feldspar's pottery might fetch a good price in the blusemost towns - but only if there's still anyone who can afford it. Right now, everybody's playing the game of 'when's the best time to leave.' Too soon, and you pass up opportunities to fleece desperate travelers. Too late, and you can't scrounge enough supplies at any price, and now you're the desperate one. We'll see more and more of that type on the Utannic as we travel, and it'll be even worse on the way back gree, but with luck we'll be well ahead of the last big rush from Greward and Bluward." 

You can identify the key headwaters that Glint mentions on your regional maps. Tracking the Blue's estimated progress gives you a decent idea of what to expect. A handful of streams bluse of the Crane River have likely already dried up, but there are still several known springs, marshes, and oases where you might restock. 

"Deep water drains into the Blue faster than shallow," Glint reminds you, "so there's often a bit of water even near the wall itself." Indeed, it is common knowledge that the shallowest puddles evaporate faster than they drain into the Blue, and shallow streams and marshes drain only slowly. On the other hand, the Llerwood is located in the rich sedimentary soil of a dried lakebed that long ago drained into the Blue. In the resulting valley, only shallow pools remain. 

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[The Llerwood is located in a valley, a former lake that drained into the Blue.]

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"Okay. Thanks for explaining," I say, and I eat my stalks and tubers.

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Prota appears satisfied with the explanation. 

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You listen to Glint as you eat, and thank him for explaining. 

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Step 36

The Player appears to be satisfied for now. (The plot can progress to the next key moment or decision). As Prota arrives at the crossroads and turns toward the larger road, traffic will increase. They can also encounter a wandering animal afflicted by Li Viota Nimue. The animal could be a species known to the Player, such as a wolf or bear, or a fantastical species unique to this world. It has been established that this world's ecosystem is similar to Earth's. (Largely so the Player does not become confused by too many new terms and mechanics at once.) Assuming that an evolutionary path similar to Earth's generated humans in this world, most animals large enough to pose a credible threat would be quadrupeds. Large birds might be possible as well, and would be more likely to travel the long overland distance from near the Llerwood. In addition, any animal thus introduced is a potential form for Glint, so it should not be overly powerful. 

New creature: the gallowgale, a large predatory bird with a wingspan of nearly 3 meters, similar to the extinct Haast's eagle of New Zealand on Earth. As a predator with a large beak, it can pose a threat to much larger creatures, including humans, and routinely preys on larger animals such as wild goats or the flightless Llerwood cassowary. This particular gallowgale has contracted Nimue's rot by feeding on an infected animal. 

(While it would be more directly threatening to the Player to have the gallowgale attack their party directly, it may strain credibility that the gallowgale would choose them among all possible travelers. It might feel like a blindside since the Player does not yet know how Li Voita Nimue's magic works. It may be assumed that other animals have begun escaping the Llerwood region and attacking travelers, but this is the Player's first encounter and it should be more introductory.) The gallowgale attacks a traveling family on a wagon within sight of Prota and Glint. (This is also a chance to see how Prota reacts to strangers in peril. They have some medical skills and a limited supply of bandages. What resources are they willing to spend on helping others?) While Glint in shifted form can easily kill a gallowgale, the attack is likely to leave at least one adult wagon driver badly wounded. [After fighting a gallowgale, Glint may suggest that Prota acquire a spear or other simple weapon and learn some basic defensive techniques on the road.] 

[This world does not use the metric system; an analog to the yard or meter is one pace.]

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The next few days pass without incident. At the first major crossroads, you turn left, and soon join the road leading to the Utannic and Thimbel's Trail. The terrain grows a bit more mountainous and sparse - you need to cross the foothills before reaching Utannic Road. There is a noticeable increase in traffic on this road. Traders, small clans, and migrating families pass you a few times a day. 

As you near the second crossroads, you spy a lone wagon heading in your direction. In the evening light you can make out a pair of oxen and two drivers. It has the look of another traveling family, possibly looking to join up with clanfolk gree. 

As they approach, Glint continues his tutoring, pointing bluse. "See that winged shape in the distance, looking closer than it should be? That's a gallowgale. They typically hunt near the Llerwood." Your uncle frowns pensively. "Unusual to see them up here this early." Gallowgales are one reason that herding clans such as yours prefer to stay well ahead of the Blue. With a deadly beak and an adult wingspan of nearly three paces, they will happily prey on anything from sheep to draft horses unless dissuaded by an arrow or well-aimed sling stone. Thankfully, they tend to avoid wagons or large groups of people. Usually. 

Glint's frown deepens as the winged form approaches. If it's anything like most eagles or hawks, it should spot the wagon and veer away, not liking the size. 

It doesn't. 

Beldry huffs and slows; he's spotted the predator, too. His head tosses worriedly. 

"Something's not right..." Glint mutters. 

The other travelers, now a few hundred paces from your group and just out of earshot, don't seem to have noticed the bird. 

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[Non-afflicted gallowgales don't like large groups or wagons.] 

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"Well, now I wish we'd brought Corun, I bet he could hit it from here," I mutter. "- can you turn into something loud, warn them?"

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Prota suggests that Glint shift into a creature that can be louder than a human, using that to warn the family. 

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You mutter, "Well, now I wish we'd brought Corun, I bet he could hit it from here." You ask Glint, "Can you turn into something loud, warn them?"

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Step 37

Prota's suggestion is a good one. Glint has several forms that are louder than a human. He will attempt to pick one that will let him not just attract attention, but let him point or otherwise indicate where the family should look. The local environment is wrong for elephants. Bears and tigers can roar, but are also threatening enough to draw the eye in the wrong direction. A loud bird-screech could get the family to look up. A loud monkey such as the howler monkey can point. Glint can shift fast enough to do both. 

The racket will scare Beldry. 

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"Now there's an idea. Might want to cover your ears," replies Glint, before shrinking into a feathered form. He lets out an earsplitting screech - it sounds like a hawk or eagle's cry, but you don't recognize the species - then shifts again. Feathers are replaced by brown fur, and beak turns into the flat face of a howler monkey. In this form, Glint shrieks and jumps up and down, pointing bluse past the wagon. 

It works. The travelers start, and look around, one reaching back into the wagon for a curved club. After a moment of staring at the screaming monkey, one of them glances upward and points towards the bird. 

Unfortunately, Glint's racket has a side effect. Beldry, already nervous, yanks at the lead in your hands, trying to veer off the path and bolt. The cart wobbles and creaks. 

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Beldry is trying to pull free and bolt. Prota has a hand on his lead. The travelers are aware of the gallowgale. 

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I cover one ear with my free hand and one with the shoulder of the arm that's holding Beldry still. If Beldry doesn't chill out in a moment I'll detach him from the cart, so it won't break and he can come back when things calm down.

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Prota is in an awkward position but none of their proposed actions are implausible. They can detach Beldry in perhaps fifteen to twenty seconds, with some difficulty if Beldry is pulling at the connections. Covering their ears and holding Beldry at the same time may be hard, but the noise is only brief. 

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At Glint's warning, you do your best to cover your ears. When Beldry starts to pull, you make plans to detach him if he doesn't calm down. 

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Step 38

Prota may suffer a minor strain from being in a bad position when Beldry starts to pull on the lead. He is too nervous to stop pulling, which means Prota will be occupied unhitching him from the cart. The gallowgale would be likely to target a fleeing Beldry rather than the travelers, but the travelers are closer and it will take Prota long enough to unhitch Beldry that the gallowgale will already be committed to its attack. 

Prepared, the travelers will be able to hold the gallowgale and possibly kill it, especially with Glint's help, but are still likely to suffer deep cuts from its beak and talons. They do not have time to pull, aim, and loose a ranged weapon during the bird's rapid dive. 

Glint will shift to a flying form to help, then a combat form. Great cats are able to move and react quickly and can leap and pounce, and also outclass a 40-pound gallowgale in a straight fight. Prota will finish unhitching Beldry after Glint pulls the gallowgale away from the travelers. 

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In his panic, Beldry yanks on your arm, and your shoulder twinges - that may be sore for a while - but after a moment, you don't need to cover your ears anymore. Beldry's not pulling as hard as he possibly can, but he doesn't seem to be calming, either. Your hands free, you get to work unhitching him. 

The gallowgale, now almost directly above the travelers, cuts into a rapid dive. Glint lets out a low growl that, if he were in human form, you are sure would be a curse. He leaps downhill towards the travelers and shifts midair into something small and winged. 

You're halfway through unhitching Beldry when the gallowgale connects, not with the oxen that might be its natural prey, but with the human drivers. You can't see exactly what's happening until you finally unstrap and release the donkey. Beldry bolts greerise. 

A few hundred paces bluse, one of the travelers is on the ground, clutching their arm and dripping ominously. The other, wielding a club, is circling the gallowgale, which is now grounded and fighting a giant cat you can only assume is Glint. The gallowgale may be large for a bird, but in his current form Glint easily outweighs it by a factor of ten. As long as it doesn't get airborne again, he should be able to take it down. 

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None. 

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I try to pay attention to where Beldry's going so we'll be able to retrieve him later and look for an improvised weapon in case the gallowgale, already acting strangely, breaks off and heads for me.

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Prota is trying to do two things that demand attention, watch Beldry and look for a weapon. They can do them in order but not at once. Or they can periodically glance up from their search to check on Beldry while he remains in view. 

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You watch Beldry as he flees, noting the general direction, then cast about for something you can use as a weapon. You glance up from your search now and then until Beldry disappears over a hill. 

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Step 39

Reviewing Prota's inventory, they have: pottery, foodstuffs, coins, tent and bedroll, cooking gear, fishing net, medical supplies. Of those, things that can be used as weapons include: bag of coins, tent poles, pots and pans, one or more knives, and possibly the fishing net. The Player may come up with other ideas. (Listing all items rather than just the obvious weapons gives the Player a chance to choose for themselves.) There are also sticks and rocks beside the trail. 

The gallowgale may get airborne again. If it did, and if Glint could not reach it by jumping, he would shift again and continue fighting. A normal gallowgale might decide to chase Beldry, but the donkey is fleeing rapidly and this gallowgale is something close to rabid. It will not back down. Prota does not yet show signs of intending to help with the fight. A brief description in the next post will suffice in case they change their minds on finding a weapon. Otherwise, the fight will conclude after a minute more with minor injuries to Glint and the traveler. 

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You rummage through the cart looking for a weapon. Fortunately, your gear is mostly intact: Feldspar's pottery with foodstuffs and water, a heavy bag of coins, tent fabric and wooden poles, pots and pans and other cooking utensils, and your fishing net and healing supplies. Some of them might be usable in a fight or its aftermath. There are also a fair number of rocks and branches scattered along the trail nearby. 

Below, the gallowgale seems to be trying to get airborne. Every time it starts flapping, Glint pounces or the club-wielding traveler takes a swipe at it, disrupting the attempt. But they seem to be struggling to land a killing blow without getting in range of its sharp beak or talons. 

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