Greetings fellow roleplayers and Hârniacs! Welcome back to my solo campaign in the Kingdom of Rethem where we play Baroness Essryd, head of House Gehwær. I really start to love this little sociopath.
FYI, I implemented a little mechanic (call it houserule or whatever) where I keep track of a mental stability using the Mythic Chaos Factor of each scene. I multiply the chaos factor by three and use the resulting value to generate an EML value for WIL checks. If Essryd is in control of the situation and the chaos factor is low, she tends to get her act together, if the chaos factor is high, she easily gets into rage or tends to questionable behaviour.
This easy system helped me a lot, beause I think just asking an oracle whether Essryd snaps or not was not that fun and realistic. Guess what?! There might have been some higher chaos factors recently.
Author’s note: After re-reading this part, I realized that there are two very similar names (Segric and Sigeric) … sorry for that. I swear that the procedure for giving NPCs a name wasn’t like: “You there, peasant … your name is Sam! And you in the back, ugly herb woman … you AND your grandmother are also Sam!”
WARNING: The following part of the campaign features violent and bloody scenes. Please be aware that it is not suitable for minors.
Scene #13 – Good company in a journey makes the way seem shorter
29 Núzyæl TR 720
Essryd meticulously commits the Earl of Tormau’s directives to memory, preparing for her clandestine meeting with Kuboran emissaries under the new moon on 1 Peónu. Her strategy involves a journey to Menekai, securing accommodation, and venturing into the surrounding woods early on 30 Núzyæl.
Her counselors insist she does not travel alone. Segric Gllâome, the sergeant-at-arms, organizes an escort of four discreet and loyal guards from Nurien Keep. With the group assembled, they embark for Menekai.
Concerned about drawing undue attention, Essryd worries their presence might be too conspicuous. However, Segric reassures her, recounting how frequent and inconspicuous visits by House Gehwær to this town are routine—an unmarked journey would raise more suspicion than a well-guarded one. Reluctantly yet pragmatically, Essryd concedes that the protection and familiarity of her companions will be invaluable in maintaining their anonymity and purpose.
Upon reaching Menekai in the early evening, Essryd’s entourage secures lodgings at a reputable inn. The night is marked by hearty meals and convivial beverages—beer and wine flow freely.
Segric observes with fondness how Essryd mirrors her father’s demeanor, effortlessly fostering camaraderie with her guards. With an unpretentious elegance, she engages in several rounds of spirited drinking games, further solidifying the bond and morale of their small expedition.
Scene #14 – No one who loves the woods stays on the path
30 Núzyæl TR 720
With meticulous preparation, Essryd confirms all arrangements for the upcoming meeting. She re-checks the pristine condition of her father’s sigil ring, understanding its significance to establish her identity and authority.
Aware of Kuboran perceptions regarding gender, she opts for practical, authoritative attire: robust riding pants, heavy boots, a quilted top offering both warmth and protection, and her hair braided tightly to minimize feminine markers.
As dawn breaks, the group enjoys a hearty meal before heading northwest towards the Forest Hundred of Keserin. Despite the chill wind picking up, they remain dry upon reaching the suspected ruin—a relic amidst the forest.
Seeking shelter from the gusting winds as dusk deepens, they find refuge in one of the few intact rooms within the ruins. Standing outside the precarious structure, Essryd contemplates the oppressive darkness of the new moon night in Keserin’s heart when a sudden noise breaks the silence. Instantly alert, she spins around, sword drawn and poised for any threat emerging from the shadows.

Essryd’s commanding call pierces through the night’s stillness. Her guards and Segric emerge swiftly, weapons at the ready.
A haggard figure emerges from the underbrush, flanked by others. With a gravelly voice, he confesses his expectation of another presence, his menacing advance toward Essryd filled with palpable threat.
Essryd’s unwavering stance speaks volumes. She asserts with authority that her father, like the rest of her family, was tragically assassinated. As the Kubora approaches, testing her composure, his gaze shifts to Segric and the guards behind her.
With a deliberate motion, Essryd raises her hand, prominently displaying the sigil ring—a symbol of her legitimate succession and leadership in House Gehwær. This act of revelation halts the menacing advance, forcing an acknowledgment from the Kuboran emissary.
Bridei, the Kuboran emissary, steps forward until he stands inches from Essryd, locking eyes with a piercing intensity.
With an unexpected familiarity, he addresses Segric directly, expressing pleasure in seeing him once more. This revelation momentarily shifts the tense dynamics, hinting at past interactions or alliances that may complicate their present encounter.
An arched brow directed at Essryd, Bridei remarks on the unexpected presence of a woman in place of Llewellyn Gehwær.
Segric steps closer to Essryd and Bridei, his voice carrying both conviction and defiance. He asserts unequivocally that Essryd’s capabilities and virtues more than qualify her for leadership of House Gehwær.
Bridei’s snort carries derision, his words dripping with contempt for what he perceives as an effeminate House instead of a robust Clan. The term “House” leaves his mouth with palpable distaste.
In response, Essryd steps forward, her presence filling Bridei’s field of vision. Her voice quivers, not from fear but from anger. She declares that it is a clan then, reclaiming their heritage through defiance.
A subtle flicker of respect crosses Bridei’s face. He murmurs that the cat indeed has claws and acknowledges Essryd’s strength and resolve.
With a sweeping gesture towards the entrance of the ruin, he signals the commencement of negotiations begun by her father. Both parties concur to continue their discussions every second new moon henceforth, sealing this new chapter in their alliance with mutual understanding.
With solemnity, Bridei vows to spread the news among the Clans, clarifying that the leadership of Clan Gehwær now resides with Essryd. The emphasis on “Clan” serves as a declaration of respect and acknowledgment, restoring their ancestral honor within Kuboran circles.
Scene #15 – A bad conscience is easier to cope with than a bad reputation
3 Peónu TR 720
A flicker of concern crosses Essryd’s mind, questioning whether Segric might have detected her underlying urgency to return swiftly post-meeting. This urgency stems from the tragic assassination of her family one month prior—a pivotal event marking the commencement of her covert quest for retribution.
In stark defiance of the counsel offered by Uncle Ynyr and Earl Lynnaeus, Essryd resolves not to adhere to a composed facade. Their advice, though prudent, fails to quell the volcanic fury simmering within her. The thirty-day interval has been less a period of mourning than an incendiary incubation.

Her emotions are not those of sorrow; rather, they fuel a primal fire driven by violation and disrupted order. Every attempt by others to evoke sympathy only serves as a reminder that someone dared to breach her sphere of influence and disrupt her equilibrium. This seething resentment transforms her into an uncontainable force eager for eruption, ready to avenge the incursion upon her family’s sanctity.
Selecting a striking dress from her wardrobe, Essryd stands before a polished silver plate, her reflection revealing determination. She hums softly while applying vermillion lip color with deliberate care, her ring finger leaving a precise trace on her lips.
Gazing out the arched window at the setting sun, she mentally rehearses her schedule: an hour’s ride to Techen, adjusted for the inconvenience of riding sidesaddle. Her mind sharpens on the notes collected about Chinot, son of Sigeric Carucenus—the architect of her family’s downfall. This day of revelation marked a solemn oath within Essryd: she vowed to eradicate his lineage in retribution.
Methodical and chillingly composed, she decides each month’s 3rd day will witness the elimination of one member, allowing Sigeric sufficient time for mourning between losses—a calculated torment designed to mirror her enduring grief.
Descending the stairs, Essryd hears Moire’s soft yet earnest greeting. Internally scolding herself for the reminder this encounter brings—a whisper of conscience that she finds inconvenient. Unable to meet Moire’s eyes, Essryd acknowledges her presence with a terse nod.
Preemptively ordering Gwyngad to ready her horse an hour before departure, she sets in motion her plan. As she rides through the keep’s gate, Sigeric’s probing query about her destination prompts only a brief acknowledgment: she is headed to Techen and will return later.
Aware of potential surveillance by Segric’s watchful eye, Essryd remains vigilant, acutely conscious that shadows may follow. Yet, driven by purpose, she rides resolutely toward Techen, her mind steadfastly focused on the tasks ahead, despite the ever-present scrutiny.
Scene #16 – All women are capable of murder … given the right circumstances
As dusk deepens over Techen’s streets, Essryd takes her position in the shadowed alley, the dim light from a nearby tavern casting a faint glow. Her patience pays off as Chinot Carucenus emerges—exactly as anticipated, his routine predictably leading him into vulnerability.
Having meticulously observed this pattern days prior, Essryd notes Chinot’s inflated pride in his social prowess, particularly his effect on women, yet his glaring weakness: an infantile tolerance for alcohol. This flaw now places him squarely within her reach.
As Chinot drunkenly acknowledges Essryd’s presence, he shifts direction toward her with stumbling confidence. She suppresses a grin at his evident foolishness.
His advances are laced with crude compliments, their elegance comparable to the rank odor of stale ale and piss. Essryd smiles disarmingly, engaging him in flattery as she casually loops an arm around his neck. He slurs an offer to retreat to a private corner for “acquaintance.”

Leading him towards the small bridge with practiced nonchalance, Essryd guides him precisely to the location she had covertly scouted during her earlier stay in Techen mid-Núzyæl—an isolated spot tailor-made for their impending encounter.
Unaware of his imminent fate, Chinot pulls Essryd closer by her hips, his drunken bravado mistaking her compliance for consent. With feigned grace, she halts him, a finger tracing playfully along his ribs as she loosens and removes a hidden hairpin.
Her voice mingles with dark charm while sliding her fingertip methodically between his ribs, she casually queries if this might be the precise spot to reach his heart most easily. His baffled expression remains fixed as Essryd, with practiced precision, plunges the slender pin deep into his side.
Her calculations prove accurate; the thin wound gushes rhythmic spurts of blood. Satisfaction flickers in her eyes as she observes Chinot’s life ebb away under her meticulous execution.
Feigning concern for the hour, Essryd mentions with a soft pout that the evening is growing too dark and her father’s insistence on returning home before nightfall. With ease, she extricates herself from Chinot’s grasp as his lifeless form crumples to the ground.
She melds into the shadows of the night, leaving only an echo of whispered vengeance in the silent alley.
To be continued …
Thank you for following this campaign (or “saga” as a dear redditor called it). I hope you liked how the story evolved … I personally loved it. I really enjoy playing Essryd like in the last scenes. And I find it quite funny how the Mythic oracle always pulls Moire out of the hat like a magician does with a rabbit. In the most unexpected of all situations Moire completely ruins Essryd’s ride of the valkyries and transforms her version of Elizabeth Báthory to a clod teenager.
So: one down, three to go, right? I hope to see you in the next part of this campaign.
Sources used:
– HârnMaster Kèthîra (Keléstia Productions Ltd.)
– Kingdom of Rethem (Columbia Games Inc.)
– Kubora Barbarians (Columbia Games Inc.)
– Mythic GME 2nd Edition (Word Mill Games)