The town of Olfden perches on a low cliff at the edge of a
rise, where the gradual decline of the shelf gives way to a sudden drop. The
town of Falcon’s Hollow stands at the northern edge of the plain, near the
ever-shrinking Darkmoon Wood. In the west, practically on the border with
Cheliax in the Aspodell Mountains, stands Piren’s Bluff, a tiny community built
around the mining of the nearby mountain peaks.
Most of Darkmoon Vale’s dangers remain outside of town walls
and city gates.
Neighbors
While civilization seems to actively avoid Darkmoon Vale, it
has little problem developing in the areas surrounding the insular vale. The
following descriptions offer a brief look at the largest or most influential
civilized locations of interest near Darkmoon Vale. The interactions of these
locations with Valers varies greatly.
Highhelm: an
ancient and expansive dwarven Sky Citadel within and beneath lofty Emperor’s
Peak, Highhelm remains the center of dwarven culture on Avistan, as it has for
millennia. Northeast of Highhelm, dwarves control the Five Kings Mountains with
unquestioned authority, and passage among the many high peaks remains
relatively safe from living dangers. Dwarven caravans from Highhelm seldom come
to Darkmoon Vale, as most of them head west into Isger or Molthune. Roughly two
or three times a decade, though, a group of Highhelm merchants gathers together
and sends a caravan along the treacherous scree-covered trails that wind
perilously through the mountains. The dwarves prefer to hire dozens of
mercenaries to augment their tough dwarven guards and to act as arrow-fodder
and spear-catchers during the inevitable attacks on these wealthy caravans.
Oregent: This
large city several miles south of Darkmoon Vale houses the main office of the
Lumber Consortium as well as it massive factory-like forges and sawmills. The
government and people of Oregent consider themselves friends and allies of
Darkmoon Vale, and particularly of Falcon’s Hollow. Most newcomers to the Vale
originate in Oregent, either as citizens from that city or as travelers passing
through from points south and east. In addition to company policies and
replacement lumberjacks, Oregent also provides Darkmoon Vale with its main
connection to the greater world beyond. Information flows into Olfden and
Falcon’s Hollow through Oregent, and many Valers suspect the news provided to
them also flows through a Lumber Consortium filter, painting the company in the
best possible light.
Inn of the Wood: Situated
a short day’s walk south of Olfden, Inn of the Wood is a popular place to relax
for those traveling to or from Darkmoon Vale. The inn is the easiest place to
find the sheriff of the Shire of Elberwick, Cage Blunnde. It is also the only
safe place to spend a night between Olfden and Oregent, so it is frequently
crowded.
Olfden
Piren’s Bluff
Lumber Consortium
Olfden
Although Olfden is more than twice the size of Falcon’s
Hollow, it offers less than half the excitement. The people of Olfden are not
stupid, and they can see the end of logging revenue in the future – not in
their lifetimes, perhaps, but likely in the lives of their children or
grandchildren. As a result, Olfden continues to look for new reasons to draw
people to the area and for a whole new purpose in existing. With a relatively
recent upsurge of interest in Raseri Kanton, Droskar’s Crag, and Darkmoon Vale
in general, Olfden has positioned itself as a base of operations for
exploratory groups and adventurers.
Where Falcon’s Hollow provides plenty of opportunities for
adventure, Olfden provides adventurers with plenty of goods and services they
need. Dozens of small shops, inns, and other businesses cater to the needs of
the courageous.
Situated not quite halfway between Falcon’s Hollow and
Oregent and perched on a low cliff along the Elberwick Rise, Olfden acts as the
major civilizing element in the wild dale. With the help of the Diamond
Regiment (whose headquarters, Adamas, stands only a few miles away) and the
elusive Fangwatch (which only interacts with the town through the Diamond
Regiment), Olfden works constantly to suppress the area’s werewolves and to
ensure the safe passage of darkwood-laden convoys.
Olfden provides a relatively safe place to live for its
inhabitants, as well as enough diversions – both classy and decidedly not – to
make the town a bearable place to live.
Piren’s Bluff
The town of Piren’s Bluff looks like a traditional Andoren
town, with a walled keep acting as the seat of power and the rest of the town
sprawled out around it. The wooden palisade provides adequate protection
against most threats. And when it doesn’t, the town folk can retreat inside the
keep to defend themselves. Piren’s Bluff is large enough that strangers can
mingle with the town folk without calling attention to themselves. As a border
town, standing as it does on the border with Cheliax, Piren’s Bluff sees a lot
of traffic – merchants, adventurers, hunters, and trappers who ply their trade
in the Aspodell Mountains and Arthfell Forest. Smugglers occasionally even
bring Darkmoon Vale darkwood through Piren’s Bluff, despite the random searches
of caravans coming through. Because of darkwood’s strategic importance, those
caught smuggling it out of Andoran are hauled off to Adamas and never seen
again.
Due to the rocky terrain Piren’s Bluff sits on, growing food
is difficult and so trade becomes essential for the town’s survival.
Fortunately for its residents, Piren’s Bluff stands only a few miles from the
Aspodell Crossroads, so food and other commodities from Andoran and Cheliax
constantly flow through the town, which in turn supplies both countries with an
abundance of iron ore.
Lumber Consortium
A holdover from the days when Andoran existed as a province
of Cheliax, the Lumber Consortium has watched its fortunes and influence wane
with the rise of democracy. Although a mere shadow of what it was at its height,
the Lumber Consortium nonetheless continues to exert incredible influence over
certain regions and communities, particularly in the wild corners of Andoran.
Nowhere is this continued power more obvious than in Darkmoon Vale, where the
consortium’s major tree-felling operation occurs. The consortium owns the
entire town of Falcon’s Hollow including, residents say, their very souls.
Management: No
one man controls the consortium. A board of directors, all of whom share a
controlling interest in the endeavor, oversees the operations of the
collective, forming long-term and large-scale strategies and leaving the
day-to-day operations to on-site foremen (known as gavels). The powerful and
unscrupulous men who sit on the board of directors include lumber barons and
timber magnates, all of whom make their fortunes on the backs of lumberjacks
and at the expense of the forests. Never a group possessing high moral
standards, members of the board have become increasingly sadistic and cruel as
their power has eroded. Whispers tie a few of the directors to the mysteriously
sinister Aspis Consortium.
Two gavels – down from the heyday of the consortium’s power,
when more than a dozen of such men existed – maintain absolute control over the
last of the consortium’s holdings. In Darkmoon Vale, the gavel is Thuldrin
Kreed, a hateful and hate-filled man whose sadistic and cruel ways keep the
town pinned under his callused thumb. As a gavel, Thuldrin Kreed has absolute
control over the consortium’s presence in Darkmoon Vale, including its
employees and hard assets. As long as he squeezes out a larger profit each
year, Thuldrin Kreed can do no wrong in the eyes of the consortium (whose
barristers have saved the gavel from the gallows on at least four occasions).
With the passage of each year, though, it becomes ever more difficult for Kreed
to increase his profits, resulting in ever-more horrific displays of
exploitation and greed.
As a side-effect of his increasingly desperate need to turn
a profit, Thuldrin Kreed keeps only one full-time underling: Payden Teedum. In
addition to his loyal lackey, Kreed also keeps on retainer two other
professionals who only infrequently work for him. One, a scribe named Weston,
travels from Olfden for several days every few months in order to organize and
update the operation’s books. The other, a young woman named Jillia Apta,
appears two or three times per year to clean and organize both the consortium’s
office and Kreed’s own house (usually just a few days before an inspection or
visit from one of the consortium’s directors).
Despite his incorrigibly evil ways, Thuldrin Kreed actually
represents an improvement in Falcon’s Hollow. His predecessor, a Lumber
Consortium gavel named Kaxel Thaulrose, exalted in the town’s anguish and took
greater pains in squeezing from the town and lumberjacks everything they had –
body, soul, and mind. People who lived in Falcon’s Hollow under Thaulrose do
not exactly praise Kreed’s less evil ways, but they do remind younger
residents, “It could be worse”.
Business: The
Lumber Consortium retains a monopoly over darkwood and other hardwoods feeding
into Almas and Augustana, and it is thanks only to this absolute control that
it has managed to survive. Every attempt by the Andoran People’s Council to
shut down, break up, or otherwise compromise the excessive power of the Lumber
Consortium has resulted in a cessation of delivery on the part of the
collective. Although these refusals to deliver hurt the consortium’s
profitability in the short term, they cripple the all-important shipbuilding
industry in Andoran’s largest port cities. To date, every standoff has seen
Andoran blink first, although rumors whisper that the last work stoppage very
nearly bankrupted the consortium. The only power Andoran truly holds over the
Lumber Consortium is exclusivity.
While the consortium holds a monopoly on hardwoods in the
country, it may only sell its commodities in and to Andoran. For this reason,
the Eagle Knights frequently perform investigations into Lumber Consortium
practices, looking for violations of the trade restrictions and thus an excuse
to shut down the operation. To date, the knights have never found any legally
admissible evidence pointing at the consortium’s wrongdoing.
Within Darkmoon Vale, the Lumber Consortium controls most of
the cutyards in and around Darkmoon Wood. Independent cutyards are allowed only
to fell alder, pine, and other softwoods, and any darkwood or other hardwood
trees they bring down are, by law, to be sold to the consortium for a fraction
of the timber’s value. Those lumberjacks who refuse to affiliate with the
consortium (and agree to its horrendously exploitative labor and pay practices)
are often muscled out of business or simply disappear, even if they cooperate
with the consortium and only harvest softwoods.
Employees: In
Darkmoon Vale alone, the consortium employs 300 lumberjacks and 140 “security
guards” – at best mercenaries and at worst hardened criminals given an air of
legitimacy. These security guards do actually protect the lumberjacks from
wolves and other predators in and around Darkmoon Wood, but that is hardly
their primary purpose. Mostly, the security guards exist to put pressure on
independent lumberjacks (often attempting to “persuade” those who don’t work
with or for the consortium to change their minds). The guards also ensure that
independent lumberjacks only harvest softwoods or turn over any hardwoods they
fell. Although the Lumber Consortium vigorously defends its security guards and
claims they operate within the bounds of the law, the Fangwatch has, on
multiple occasions, uncovered dead independent lumberjacks obviously cut down
by human weapons. Neither the rangers nor the Diamond Regiment have thus far
found proof that ties the Lumber Consortium to these mysterious deaths, but
most people in the vale suspect the “security guard” thugs are behind the
murders.
Lumberjacks affiliated with the consortium work 12-hour
days, 5 days a week, plus a shorter 6-hour day on Starday. They rest on Sunday,
and many spend most of that day sleeping. For their labors, lumberjacks receive
2 silvers per week. The consortium does provide bonuses (of up to 5 silver),
delivered on each solstice. Lumberjacks injured by accident (when they are at
fault) and who cannot work can expect almost no support from the consortium,
and most starve to death when their food runs out. On the other hand,
lumberjacks attacked by fey and other local menaces or those harmed by
accidents caused by others receive pensions and the best care the consortium
can afford. Most employees of the forges in Oregent are lumberjacks recovering
from injuries or wounds. For this reason, many lumberjacks secretly hope to be
attacked while at work, provoking fey and wild beasts they find. The consortium
buries more than two dozen lumberjacks and transfers another dozen or so to
other jobs every year.
Conditions for other consortium laborers, while onerous, are
much better than those of lumberjacks. Forge workers, for example, can expect
to make 4 silvers per week, with solstice bonuses up to 1 gold.
Suppliers: The
Lumber Consortium owns all of Falcon’s Hollow and everything within it (many
people in Olfden and Almas bitterly remark that it also owns the downtrodden
people of that town). The consortium imports all its tools (from the ubiquitous
axes and saws of lumbermen to the largest lumber wagons) from its massive
forges in Oregent, the raw supplies of which it gets as part of its contract
with the government of Andoran. This monopoly of raw-materials supplies from
the government helps ensure that Andoran can still exert some amount of
non-punitive control over the consortium. Evidence occasionally surfaces,
however, that the consortium smuggles in pig iron from other nations, but the
company’s barristers always find ways to quickly suppress such unwholesome
facts.
Relations: As
might be imagined, the Lumber Consortium’s relationship with the government of
Andoran can best be defined as “strained”. Neither cares for the other, but
they rely on one another in a strangely symbiotic way. The government in Almas
supplies the Lumber Consortium with the raw materials it needs to make its
tools, the consortium supplies Andoran with nearly all of the nation’s
hardwoods and much of its softwoods, and government buyers buy up every
board-foot of lumber the company churns out. Despite this pat arrangement, both
sides constantly look for loopholes in the trade agreements, with Andoran
seeking out cheaper supplies of wood and the Lumber Consortium smuggling in
iron and smuggling out darkwood to parties who pay more.
Resulting both from its monopoly and also from its treatment
of its employees (who are often called slaves by those wishing to break up the
company), the Lumber Consortium has few friends outside of the Andoran
government (not that it has many within the People’s Council). Most citizens
who live outside of Darkmoon Vale or the consortium’s other heavily controlled
area – the Verduran Forest in Andoran – know little about the company or its
practices, but many have heard nothing good about it. Occasionally, sympathetic
people in Almas, Bellis, and Carpenden organize protests against the Lumber
Consortium and its treatment of its employees. These well-meaning protests tend
to have no effect (outside of making the protestors feel better about
themselves) and are quickly forgotten by those in positions of power. More
rarely, organized groups of well-meaning people work within the system in
attempts to crack the consortium’s monopoly, shut down its suppliers, or
otherwise disrupt its business to the point of forcing change. For the most
part, those who participate in these sorts of actions tend to fade quickly into
obscurity – usually due to unfortunate “accidents” that claim their lives.
Despite an entire nation guiltily tolerant of its
indecencies and numerous groups bent on its destruction, the Lumber Consortium
is not without its supporters. Those whose lives depend on the consortium –
aside from the lumberjacks, who are both the most vital and worst-treated
employees – are more than willing to look the other way when questions of the
company’s ethics come up. For the most part, these affiliated companies and
people exist within Augustana (home of Andoran’s massive shipyards and prime
benefactor of the consortium’s inexpensive lumber) and Oregent (where the
consortium started and still maintains an office, where most of its directors
live, and where its immense forges and sawmills stand). In fact, Oregent only
exists because of the consortium, and nearly 8 jobs in 10 in the town exist –
directly or indirectly – thanks to it.
Syntira and her druidic allies (both the Greenfire Circle
and the Third Veil) have attempted on numerous occasions to make contact with
Thuldrin Kreed and establish some sort of discussion. Kreed has rejected every
attempt, often contemptuously. For obvious reasons, the fey queen and druids
hope the Lumber Consortium changes its ways, and to that end they occasionally
engage in sabotage and harrying tactics. Lately, dark whispers by lumberjacks
speak of fey also employing violent tactics, although, to date, there remains
little actual proof of this.
Silverers
Races in Darkmoon Vale
Religion
Night of Silver Blood
Silverers
Despite the hatred of werewolves in Darkmoon Vale, those who
live in the region realize that most lycanthropes are also people. As such,
most captured werewolves can expect to face a quick and painless beheading from
a silvered axe.
Not all Valers treat their lycanthrope enemies with such
reasoning and mercy, though. One movement in particular devised a cruel ad
excruciating way of both torturing and killing captured werewolves. Calling
themselves Silverers, members of this group (all of them common folk with a bit
of wealth, such as landed farmers or merchants) concoct a suspension consisting
of silver and wolfsbane. When a known (or suspected) werewolf is caught, Silverers
infiltrate wherever it is held and force the creature to drink the elixir. If a
werewolf is too strong for the Silverers to overpower and force-feed the
elixir, the Silverers first throw a dose of the liquid into its face, taking
the fight out of all but the most powerful lycanthropes.
A werewolf (or other lycanthrope) subjected to the
Silverers’ elixir dies in a most excruciating way. The silver in the elixir
attacks the werewolf’s body, causing an intense burning pain wherever it
contacts exposed flesh (such as the lycanthrope’s esophagus). Like a mild acid,
the silver eats away at a werewolf’s digestive tract, ripping away its stomach
lining and causing blood to pool in the creature’s stomach. Through the
werewolf’s weakened stomach walls, the silver leaches into its bloodstream,
where it quickly spreads throughout the creature’s entire body, causing severe
internal hemorrhaging that leads, eventually, to death. The entire process
takes roughly 2 minutes, during which time the werewolf is subjected to such
intense agony that most pass out after the first 30 seconds or so. Even after
death, the uncontrollable spasming caused by the werewolf’s body ripping apart
from within continues for hours. The woflsbane in the elixir serves no real
purpose other than as insurance against the creature’s survival.
When Silverers first made themselves known to the people of
Darkmoon Vale, the commonfolk initially celebrated their arrival. At last, the
Valers reasoned, someone was going to stand up to the werewolves and show them
how it felt to live in fear. That reaction changed to horror upon the
Silverers’ first public demonstration of their technique in Falcon’s Hollow.
When the test subject finally stopped screaming and lay silently dying on the
stage, the people of Falcon’s Hollow rose up in protest. No one complained
about the death of a werewolf, only in the method and gruesomeness of its
death. Today, Silverers stay hidden to avoid persecution from those opposed to
their practices.
Races in Darkmoon Vale
All of the common races live in or very near Darkmoon Vale,
although humans and dwarves dominate the region.
Humans: Most
humans in Darkmoon Vale come from Chelish stock, although Ulfen blood is
readily evident. Nearly every human ethnicity has some representation in the
vale, usually within almost-cosmopolitan Olfden.
Dwarves: The
dwarven influence around Darkmoon Vale is very strong, particularly in the
northern section of the region where the mountains give way to foothills. More
influential than even the ubiquitous humans, dwarves reigned supreme in the
northern parts of Darkmoon Vale for millennia – far longer than any other race.
Although they can no longer muster the numbers they possessed at the height of
their civilization, dwarves nonetheless continue to return to the Five Kings
Mountains. As part of that resettlement effort, many end up on the flanks of
Droskar’s Crag, which leads them into Darkmoon Vale. As a result, the stoutfolk
represent a relatively high percentage of the vale’s rural population. The
dwarves don’t frequently live in the human towns, but they do a great deal of
trade with Olfden (for foodstuffs and other supplies) and Piren’s Bluff (for
the raw ore mined nearby).
Elves: Never a
stronghold for elves, even at the height of their power, Arthfell Forest (and
later, Darkmoon Wood) was always seen as the sovereign home of Queen Syntira of
the fey. As a result, at most, the elves maintained a small enclave surrounding
its embassy. When the elves retreated from the world, though, that enclave
disappeared. Only in the past few years, as the elven presence on Golarion has
finally grown enough to warrant it, have the elves returned to Darkmoon Vale.
What they found here depressed them. As a result, a number of adventurous elves
came to the vale to work toward reuniting the forest and supporting the plight
of the fey. These goals, of course, make elves in the area unpopular with the
human majority, and even those elves who don’t know of or support the “elf
agenda” in the region face prejudice and anger.
Gnomes: As former
members of the First World and still connected somewhat to fey, gnomes find
Darkmoon Wood a comforting and welcoming place. Many gnomes serve Syntira as
spies, soldiers, alchemists, and diplomats. A fair number belong to the Greenfire
Circle and happily (if by no means skillfully) act as ambassadors and
go-betweens between the fey and the humans. In the towns of Darkmoon Vale,
gnomes do as they do in other civilized locations across Avistan: they try
desperately (but fail spectacularly) to fit in. Their racial oddness and
uncomfortable connection with fey make gnomes a distrusted lot in the vale, and
their overeager attempts to fit in wins them few friends and many enemies.
Half-elves: Despite
the tensions between humans and elves in the area, humans continue to find
elves breathtakingly beautiful and elves still find humans forever intriguing.
As a result, every few years, a half-elf is born in Darkmoon Vale. The most
famous is Falcon’s Hollow’s sheriff, Deldrin Baleson. Of course, half-elves
born elsewhere also occasionally immigrate into the region, but the race
remains relatively rare.
Half-orcs: As a
wild, frontier area with an economy based on a labor-intensive industry, the
strength and toughness of half-orcs make them welcome lumberjacks and security
guards. For this often disparaged and hated race, Darkmoon Vale is a land of
opportunity, where hard work and a natural talent for thuggery makes
advancement truly possible. Indeed, one of the most powerful people in Falcon’s
Hollow is a half-orc, and he employs several other half-orcs as bouncers and
heavies (no one, not even the half-orcs, thinks Kabran Bloodeye does this out
of racial loyalty, but instead only because half-orcs make excellent bouncers
and heavies).
Halflings: Escaped
halfling slaves who brave the Aspodell Mountains tend to end up in Olfden.
There they work as they did in Cheliax, as house servants, chimney sweeps, and
other light laborers. In general, halflings are unpopular in Darkmoon Vale,
both because they carry the stigma of possibly being ex-slaves of Cheliax (an
area of contention between the neighboring nations of Andoran and Cheliax that
continues to cause boil-ups in border regions like Darkmoon Vale) and because
valers cling to a long-held belief that halflings don’t carry their own weight.
Of course, those who subscribe to this “lazy halfling” theory forget that
halflings require much less sustenance to live. Regardless, halflings know they
aren’t welcome in Darkmoon Vale, and many leave as soon as they can, resulting
in a relatively low number of them.
Religion
While not a particularly religious or spiritual bunch, the
people of Darkmoon Vale nonetheless pay lip-service to numerous divine
entities. Among the 20 most powerful and common gods of Golarion, only Gozreh,
Iomedae, and Sarenrae have managed to acquire “worshipers” here. They
frequently compete with older faiths for the hearts of Valers.
Asmodeus: Although
the worship of the archdevil Asmodeus is hardly welcome in Andoran, the
accepting tolerance exhibited by Cheliax makes his reverence along the border
almost a surety. Certainly, a number of Piren’s Bluff citizens bow to the
infernal god, as evidenced by the existence of the Pact Hall in that town.
Droskar: Of
course, any discussion of religion within Darkmoon Vale must include the cruel
dwarven god of toil. Although the dwarves originally attempted to hide their
conversion to the worship of Droskar, they eventually abandoned their poorly
kept secret and went so far as to name a mountain and various structures after
the god of toil.
Gozreh: Surprisingly,
the very lumberjacks who exploit nature and cause its destruction also
frequently bend knees to Gozreh, the god of nature. The loggers pray to Gozreh
in his aspect as the god of weather, entreating him for sunny (but not too hot)
skies and cool (but not cold) nights.
Iomedae: Thanks
to the unpopular temple of Iomedae in Falcon’s Hollow and Iomedaen paladins in
Adamas, the Inheritor has a disproportionally large presence in Darkmoon Vale.
The wide presence of her faith should not, however, be confused with
popularity, for her church lags behind those of Gozreh and Sarenrae in numbers.
Sarenrae: The
Dawnflower’s faith came to Darkmoon Vale with St. Elth, a pious and righteous
cleric of Sarenrae who fell during Baron Novotnian’s conquest of the region. A
relatively large temple of Sarenrae stands in Olfden.
Green Faith: Predating
the arrival of even Droskar’s church, older faiths have long held sway over
Darkmoon Vale. These ancient beliefs, collectively known as the Green Faith,
continue on in Darkmoon Vale despite the best efforts of churches of newer
deities. The Green Faith focuses on ritualized communing with natural forces,
particularly the Five Elements of Green – air, earth, fire, life, water. Most
of the druids in Darkmoon Vale (including the evil ones) practice some version
of the Green Faith.
Cults: Rumors say
that worshipers of Urgathoa and Zon-Kuthon hide among the populations of Olfden
and Falcon’s Hollow. The church of Iomedae staunchly refutes these claims, but
the whispers predate the Iomedaen temple and persist to this day. On the other
hand, these whispers only ever seem to begin when an unexplained murder or
disappearance occurs.
Night of Silver Blood
In the middle of the night, just as 11 Arodus turned into
the 12th, 4707, at the height of a full moon on a clear summer
night, an army of battle-hungry hobgoblins and hunched-backed werewolves swept
from Arthfell Forest. In the most coordinated werewolf attack Olfden had ever
faced, the army enveloped the town and immediately set to work building up
besieging fortifications and rolling in siege weapons. Trebuchet and catapults
rained down destruction on the town’s walls, while hobgoblin archers arced
burning arrows into the settlement, igniting the wood and thatched-roof
buildings within. Worse, the silvered weapons that Olfden’s defenders relied on
seemed to have no effect at all on the werewolves. Strangely, though, whenever
silvered weapons struck werewolves, the creatures seemed to bleed silver-colored
blood.
During the long night, three waves of werewolves, bolstered
by hobgoblin allies and led by Shadow Pack druids, assaulted the town walls,
striking from the west, the south, and the east. Olfden’s defenders, used to
raids from small groups of werewolves and unprepared for the massive and
well-organized assault (to say nothing of the strange silver immunity), very
nearly lost the walls at several breaches. Fortunately for the town, however,
the heroics of several individuals held the attackers at bay long enough for a
sortie of Diamond Regiment soldiers and Fangwatch rangers to break the siege.
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