A Perashdan enchanter has been kidnapped by notorious Halleck knights, and his daughter seeks to rescue him.
Mekhmed Yildram, a Perashdan enchanter from Silverwater did some business with a notorious knight (Sir Corvo MacFraine, one of the MacFraine Brothers), who left Dinas Halak without paying. Being a foreigner, Mekhmed was not a member of the local Wizard's Guild or the Enchanter's Guild, leaving him little legal recourse. Since the local magistrate was unwilling or unable to enforce the judgment (neither a local nor a guildsman), the craftsman rode to the knight’s land to demand payment. Now, he is a prisoner, forced to work for the knight in captivity.
The MacFraine family was once grand but has fallen far away from that. According to rumor, only the three cruel brothers and some of their last few followers live at their castle three days east of Dinas Halak. They are sometimes described as bandit knights, but they are protected from judgment by the MacFraine Clan's distant relationship with Prince Finnan, the ruler of Halleck itself.
Mekhmed’s daughter, Tiranda Yildram, has gone to the Armsman’s Guild and asked for their assistance. Most mercs are uninterested since the affair involves a dispute between an unconnected foreigner and a Halleck knight. Eventually, one of the agents suggested the job to Jad: " Hey, Perash, I got one right up your alley." They arrange a meeting between the PC's and Tiranda.
The group eventually arrived at the village of Braemoor, a shabby little hamlet with about a hundred people, including a priest, a smith, and a tavern owner. A bit past the village's northern edge lay the road to Castle McFraine, itself visible a half mile in the distance. The PC's were able to talk their way in as overnight guests, where they learned the following bits of information:
- Sir Corvo, who originally started the trouble, is clever and witty but probably not too wise. Impulsive and charismatic but prone to taking risks. The bandits drinking in the great hall seemed to be his "bros", and were probably mostly dangerous to the helpless.
- Sir Malaki is large, hostile, and not in full control of his temper. He suffered a head wound as a boy from combat and has not been quite all there since then. While some bandits were plainly social with him, nobody near him dropped their guard. All of them seemed to watch their tongues. The other bandits who were gambling avoided him altogether.
- Sir Ewan, the older liege lord of the castle, remained upstairs somewhere, seemingly wanting nothing to do with the rowdy friends of his brothers or the "overnight guests" (the PC's). This, plus the comment about being warned by "Grandmother", implies that Sir Ewan is cautious, intelligent, and probably tolerates his siblings' shenanigans only out of affection and a need for trustworthy allies.
- The storehouse was inhabited by someone or something that seemed to have some ability to control animals. Given that the resident cackled like an elderly madwoman and knew people's names through arcane means, it's a safe bet that this was "Grandmother". The PC's were spyed upon by a magic rat while they were in the great hall, and attacked by unusually persistent wolves after they'd left Castle MacFraine.
- There are an unknown number of proper men-at-arms at the castle, likely 8-10, though it is hard to tell. The "page" is probably one of them. They seemed loyal and competent enough for what they did... manning walls, keeping an eye on things, etc. They very likely follow Sir Ewan above the others, as he would be the one to pay them. They were equipped with adequately maintained mail armor, decent longbows and crossbows, and old but serviceable swords and polearms.
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