Smedjohn's Journal: Rusthome
Emerging from the depths, the party arrives in Rusthome—the proud dwarven stronghold and Smedjohn König’s birthplace. He leads his companions through its grand halls, from the sacred Temple of Moradin to a quiet visit with his ailing brother, Thorhej.
Their journey ends at "The Cog and Keg," a lively tavern where ale
flows as freely as stories. Amid laughter and forged steel, they are
welcomed as heroes.
After reporting to King Yngwild and checking in on my ailing brother Thorhej, his avian healer urged us to retrieve a rare herb—Birchthorne—to ease his suffering. With no time to waste, I led my companions out of Rusthome, setting our course for the human village of Redwater, where the herb might be found. Luthien, one of our party, seemed particularly eager; she claimed kinship to folk in the area.
But Redwater was troubled. Whispers of nightly attacks proved true when undead surged across the lake under cover of darkness. We rallied swiftly, defending the village with steel and spell. Seeking the source, we borrowed a painted boat—one Luthien had once decorated—and crossed to a nearby isle. There we found the culprit: a slain fey spirit tied to Luthien’s bloodline, its body cursed by a sentient sword that commanded the dead. We claimed the blade, wary of its dark will, and returned to Redwater to regroup.
At dawn, we set off again—this time with Luke Theydark, a sharp-eyed ranger who knew the land. He guided us to ancient ruins deep in the wilds, said to house the Birchthorne. But the ruins were held by a shaman who used the herb’s magic to dominate goblins and ogres. After a swift skirmish, the shaman fell to a single arrow loosed from the treeline. We claimed the Birchthorne and made our way back to Rusthome.
With herb in hand and threats behind us—for now—we took our leave of the mountain halls. I looked one last time upon the stonework of my home, then turned toward the tunnels ahead. There is always another path, another burden—and Moradin's forge still burns.
