This sort of unexpected development is exactly why the Dreadknights issue the signet you wear upon your right hand. You need not interrupt your mission in the easternmost reaches of the Brightsprings barony to inform your teacher of this interruption by the Voidborn. The foul works that brought the wretched abomination here can be speculated upon later. The land is not blighted with the taint of the abyss, it did not attempt to signal allies to reinforce it or warn of your approach.
Lone agents are hardly rare amongst the Void. Especially when attacking a target that was trying to move quietly rather than in force.
Borrowing the carriage door as a desk, you quickly write out a message to send to Dormandal. Then you draw forth an artifice of the Whisperer from your supplies, a simple cylinder used to encipher messages and rewrite it upon a second piece of parchment. Dormandal has its twin back in Brightsprings, so he will be able to decode the whole message once he receives it.
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Lord Domandal,
Encountered unexpected Voidborn forces while travelling to Whisperlode Mine. Identified as K'n-yan Ogrekind and a priestess turned Empty Vessel. Ogrekind seized shipment of silver from the Church, as well as the still beating heart of an unidentified magical. Based on size the heart likely belongs to a Giantkin. Possibly Cyclops? Local Giantkin are an unknown factor.
Suggest prioritization of fortifying Brightspring Village. Make use of Martin as you will. Proceeding on to Whisperlode Mine with force of Fifteen Revenants composed of local militias. Detlev Eisenmaul to provide support. Estimate potential awakening within Detlev near to completion of this mission based on his behavior patterns.
Any recommendations welcome. Ready to return if advised.
All Glory to the Divider Lords,
Saligia
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Afternoon swiftly becomes evening. You spend your night making the traitor's wife bite the pillow, getting spoiled rotten by your new maid, and using the [ugh, what a waste...][demonforge] as your dumping grounds for the desire to treat people roughly. The squishy scion makes for a great punching bag and a soft hug pillow.
When morning comes, you're quickly back on the road.
The vale rises into the eastern segments of the mountains, where the winding switch-backs give view of a sea of deep green pine interspersed with lakes of golden wheat that ripples in the winds. As the mine gets closer, the roads grow steeper and the switches more frequent, until the shallow cresting of a peak dips into a shelf two thirds of the way to the mountain top.
There on the shelf, the road guides you to the gate of a wooden palisade. A number of burly looking irregulars are guarding the gate, but when they see the banner that your skeletal squire bears, they straighten up and dip their spears, signaling for the gate to be open. Both give an awkward salute, and greet you with a simple, "Lady Dreadknight!"