Reviewed by Barry Little -
October 19, 2007
ESRB Rating: M (Mature 17+)
The Elder Scrolls IV: Oblivion
is undoubtedly one of the most popular,
single-player RPGs that ever hit the PC. Official
and user-created mods that enhance the experience is
one of the reasons it remains among the top-selling
RPGs. This week, Bethesda Softworks released the
Fighter’s Stronghold - DLC 6—the last, official
plug-in for Oblivion. And for this week only,
it’s absolutely free! Let’s take a look…
Fighter’s Stronghold
provides the fourth of three DLC houses tailor-made
for specific Elder Scrolls IV characters.
Vile Lair
was released for evil-doers (vampires and
assassins).
Thieves Den
for (surprise, surprise) thieves. And
Wizard’s Tower
(Frostcrag Spire) for mages,
wizards and other characters specializing in magic.
Like the other house plug-ins and
unlike the “generic” homes throughout Cyrodiil in
the game that your character usually must pay for
outright, as soon as you locate your new
digs, you can move right on in—no Speechcraft game to raise dispositions
to purchase the deed from the town’s duke, duchess
or butler, and no playing Ghostbusters to
vacate other-worldly spirits from the premises. Of
course, you do have to shell out some coin to
furnish the place, and there are usually a few
mini-quests involved to uncover some useful items.
Best of all, there’s also a fascinating back-story
involving the history of the house and its previous
owner(s) that tie in nicely to the Elder Scrolls IV
universe. Fighter’s Stronghold is no
exception.
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From October 15th to October 21st, you
can
download the Fighter's Stronghold for free.
The 10.3MB plug-in takes less than a minute
to install. After that, all you have
to do is activate it under Data Files
on the Oblivion Startup Screen. One
utility that I highly recommend is
Timeslip's
Oblivion Mod Manager shown in the last
screenshot, which allows you among other
useful things, to tweak the load order of
all your mods to avoid any conflict issues.
Absolutely a must-have utility for
any serious Oblivion player! |
Fighter’s Stronghold
provides warrior/adventurer types with a beautiful
castle named Battlehorn Castle, located on
the outskirts of Chorrol in the scenic Colovian
Highlands, near the borders of Cyrodiil and
Hammerfell. A shade over 10MB to download (and free
of the usual trashy DRM—at least for now, anyway) once
installed, you receive a journal entry that
Battlehorn Castle is under siege by marauders. The
castle’s commander has been killed, and the
surviving defenders are offering it as a reward for
anyone who comes to their aid in repelling the
attack. With the location of the castle conveniently
marked on your map, you sharpen your sword at the
nearest smithy, and ride off into the sunset to save
the day.
Darius could see the castle from
the distance as he raced up The Black Road on his
mount Spirit. He slowed the horse to a trot, and
then stopped him as soon as he spotted the bodies
lying in the middle of the road. Dismounting, Darius
took Spirit by the reigns and left the road, finding
cover behind a rock formation next to it.
“Ssshhh!” Darius pressed a finger
to his lips and said to his horse who was becoming
uneasy. Spirit immediately calmed down and remained
still. Partially hidden by the tall grass around him
and using the rock formation as cover, Darius kept
low as he made his way towards the road where the
bodies were.
The three dead men were clad in
steel armor, killed by Daedric arrows. An ambushed
patrol. Darius recognized the coat of arms on the
shield lying by one of the men. It was identical to
the one on the flags unfurled at the front of the
castle up ahead.
Movement in the grass near another
embankment of rocks on the opposite side of the road
caught Darius’ eye. The Marauder Archer was a female
High Elf. Her blonde hair and the yellow-gold
coloration of her Elven cuirass made her difficult
to spot as she lie in wait for her next kill. Darius
notched his bow with one of his Silver arrows. The
three lives she had just claimed would be her last.
Darius drew the arrow back as he took aim. The
muscles in his arms became steel. The world around
him was momentarily shut-out. Nothing existed except
the target, and the slow, steady beating of his
heart.
Darius made a whistling sound like
a bird. The High Elf drew one of her Daedric arrows
from the quiver with blinding speed, notching it in
her bow as her eyes scanned the area like a hawk for
the source of the sound. She spotted the Redguard
through the grass on the other side of the road a
millisecond too late. The steel in Darius’ arms
relaxed. There was a brief, low-pitched howl of
metal guided by wood and feathers as the arrow
streaked through the air, followed by the sound of
Elven plating being pierced and a mercifully quick
cry of pain. Then silence. Staying low and using the
cover of the rocks and high grass, Darius stayed low
and made his way towards Battlehorn Castle’s front
gate, and the fighting.
The Marauder Battlemage was using
her Disintegrate Weapon spell on the bars of the
front gate in the hope that they could be weakened
enough for her two Orc and Nord compatriots to break
through them. The castle was down to less than a
handful of defenders. Her other High Elf Archer had
one of them pinned in the tower, while her Imperial
Archer tried to keep the other one in the courtyard
occupied. He fired off another arrow at the Battlemage, but missed as the Imperial Marauder
drove him back behind cover with another volley of
her arrows.
“Hurry up! I’m running out of
arrows!” she shouted to the Battlemage.
“Then kill the
miserable little bastard before he puts an arrow
down my throat!” the Battlemage shouted back,
letting her magicka recharge before attacking the
bars of the gate again with her spell.
The Imperial would have been more
than happy to oblige—except she suddenly found
herself dead.
One of the Orcs heard her cry out
as she fell to ground with an arrow in her back. He
also saw the other archer lying by the roadside
entrance to the castle who had also been silently slain by an
arrow.
“What in Oblivion—“
He never finished the sentence. An
arrow seemed to come out of nowhere, finding its
mark dead-center in his chest, while the Nord
standing next to him spun around with his axe at the
ready just in time to suffer the same fate. The Detect Life enchantment on the
Marauder Battlemage’s helmet picked up the
“signature” of Darius’ body hidden in the tall grass
next to the rocks.
“There!” she pointed out his location. “Kill him!”
Drawing their weapons, the Orc and Nord charged
Darius’ position.
“Damned witch,” Darius muttered,
glaring at the Battlemage as he drew his sword and
shield. “So much for the element of surprise…” He
invoked his Adrenalin Rush power and sprang from
cover on his two assailants like a mountain lion
pouncing on its prey.
Darius kicked the Nord in his
chest before he could even think abound bringing his
Glass Claymore down upon his head to split it open
like a ripe melon. The blow disarmed the Nord and
sent him flying backwards, skidding across the
cobblestone road with such speed and force, sparks
flew from the seat of his Ebony Greaves.
The Orc felt as if his Daedric
War Hammer struck a mountain when it collided with
Darius’ enchanted Hammerfell Shield. The burly
Redguard barely flinched from the blow, but his Fine
Iron Longsword staggered the Orc Marauder when he
tried to block it with his hammer. Darius was
merciless as his barrage of devastating blows with
the sword weakened each of the Orc’s attempts to
block them with his hammer. Letting out a savage war
cry, the marauder made a desperate lunge and swing
with his hammer, hoping to knock the Redguard’s head
from his shoulders. Darius dropped his shield as he
ducked under the swing of the hammer. Holding the
sword with both hands, he drove it up and through
the Orc’s belly to the hilt. More than half of the
blade exited through his back as Darius lifted and
held him off the ground by the sword handle until
the Orc stopped screaming, twitching and
kicking—which wasn’t long—then dropped him into his
own pool of blood. Darius unsheathed his sword from
the Orc’s body and grabbed his shield.
Not having the good sense to just
lie their quietly and die, the Nord Marauder was
back on his feet, charging Darius with his claymore
poised to cut him in half. The Nord swung with
enough power and fury to cut down several heavily
armored men over and over, but he could not break
through Darius’ shield as he feigned and circled
him. The horrific sound of hardened volcanic glass
against enchanted iron driven by unyielding flesh
and muscle echoed and thundered through the air
again and again.
“Is that all you got?!” the Nord
taunted, driven into a blind, murderous rage at his
inability to land a killing blow against his Redguard opponent, whose leer mocked and taunted him
as he expertly blocked every strike of the Claymore
while keeping his sword ready for the kill. “I’ve
fought mud crabs fiercer than you!”
Before the Nord could draw his
claymore back for another strike, Darius spun
towards the outside of his enemy with his shield
still in the guard and block position, and lashed
out with his sword. There was a brief, sickening
sound of razor-sharp iron slicing through flesh and
bone, followed by a violent spray of blood. The
Nord’s body suddenly stiffened, and his claymore
fell to the ground—followed by his head.
“You should have stuck with
fighting mud crabs,” Darius said to the Nord’s
headless body that dropped to its knees before
falling over.
The Marauder Battlemage let loose
a volley of lightning and fireball spells that would
have electrocuted and broiled Darius on the spot,
had he not been wearing an amulet his daughter gave
to him as a gift that allowed him to resist magical
attacks and reflect spells. The amulet didn’t stop
the spells from knocking the Redguard off his feet
and sending him flying through the air into the
nearby bushes, his shield flying one way, his sword
another. He felt as if he had just been dropped into
the lava pits of Oblivion and walked through a
thunderstorm at the same time—and he couldn’t move.
The magic in the amulet struggled to prevent any
physical damage to his body, as it sent flashes of
purplish, sparking light over his skin. When his
vision slowly shifted back into focus, he saw the
Battlemage standing directly over him. She reached
down, yanked the amulet from around his neck, and
tossed it over her shoulder. Her hands began to
glow, crackling with energy and burning with
white-orange flames. An evil smile spread across her
lips.
“Time to die, my troublesome
friend!”
Suddenly, the Battlemage
stiffened, her eyes going wide as the murderous
power surging through her hands ceased. She began to move
her mouth but no words came out, only blood. She
fell to her knees, and Darius saw a man in steel
armor standing right behind her, glaring at her.
When she keeled over on her face, that’s when he saw
the Steel Shortsword buried to the hilt in her back.
Darius looked over at the Breton’s lifeless face.
Even with her enchanted helmet, he could tell that
she wasn’t a bad looking woman. What a waste…
The man in the steel armor helped
Darius up to his feet while another standing nearby
handed him his amulet.
“Thanks,” Darius said.
“No,” the man replied. “It is we
who owe you thanks. If you hadn’t come along when
you did…”
“We’re all that’s left of Lord
Kelvyn’s Knights of the True Horn,” the other one
said. “There are only two more Battlehorn
Men-At-Arms inside. And the Smith.”
Darius was stunned. “That’s it?
And what of Lord Kelvyn?”
“This way,” he said solemnly.
They took him over to the castle’s
front gate. Darius didn’t really notice all of the
bodies until now—marauder and castle defenders
alike. It must have been some battle. Among the
dead, was a Redguard in steel battle raiment. It was
Lord Kelvyn. Beside him was a shield bearing the
Battlehorn Castle coat-of-arms. His hand was still
on the sword than was buried in the chest of the
marauder lying next to him. Darius felt a pang of
sorrow. If only he could have gotten here sooner...
“This is indeed a dark day for all
of us left. But I thank you for risking your own
life to help us.” He handed Darius a sealed
envelope. “Here, take this. It’ll tell you all you
need to know. As the newest master of the castle, I
bid you welcome.”
Darius whistled twice towards the
road. His horse Spirit came galloping from behind
cover and stopped in front of the gate.
“You can keep your horse there,
sir,” the second knight told him, nodding to the
stable in the castle courtyard. Spirit bobbed his
head and struck the ground twice with a hoof as if
in agreement. He probably was tired of being out in
the rain and chased by bandits, wild animals,
Ogres and Minotaurs out to kill them both, Darius
though with a smile. He opened the envelope and read
its contents—a Last Will and Testament penned by
Lord Kelvyn. His face turned grim.
“As the new master of the castle,
what are your orders?” the first knight asked.
Darius looked over at Lord
Kelvyn’s body. “Get everyone together. We should see
to it that Lord Kelvyn and any other fallen Knights
of the True Horn are given a proper burial. Then
we’ll secure the castle as best we can for the
night.”
The second knight nodded towards
the bodies of the marauders. “What of them?”
Darius glared at their bodies and
noticed a group of Ogres in up in the hills who had
been watching the fighting. He could make out three
of them, but there were probably more of the hulking,
cannibalistic brutes lurking among the rocks.
“We’ll take whatever weapons,
armor and anything else useful from them. Then dump
them along the roadside in the bush.” He glanced up
into the hills again. “They’ll be gone by morning…”
Once you’ve repelled a small band of
marauders, one of the surviving Battlehorn
Men-At-Arms will give you Lord Kelvyn’s will, which
officially makes you the new lord and master of
Battlehorn Castle.
According to the will,
Lord Kain of
Lainlyn, Hammerfell was forced to split-up his
Knights of the True Horn and send them into exile
after failing to unseat the tyrant Baron Shrike
(with a name like that he could hardly be anything
else but a tyrant), in the hopes that they could one
day be called back to liberate their land. Lord
Kelvyn’s father Jaren, was one of those
knights, establishing Battlehorn Castle as a
place of refuge where they would also prepare for
the day when they would receive word to return home.
As you can probably guess that message from Lord
Kain never came. Although Lord Kelvyn took the reins
from his father, he was eventually overwhelmed by
the financial and logistical burden of keeping the
estate running. The frequent and increasing number
of attacks by marauders didn’t help matters, either.
To restore Battlehorn Castle
to its former glory, you’ll need to seek out an old
friend of Lord Jaren’s—a Dunmer named Nilphas
Omellia. Located in the Imperial City’s Market
District, Omellia holds most of the castle’s
valuables in storage and on account. You’ll need to
throw some gold his way to get it back, as well as
hire the essential personnel needed to keep the castle
up and running, and secure.
Battlehorn Castle
has just about everything you would expect it to
have for the well-to-do warrior and adventurer. A secret treasure vault, a trophy room,
a large and majestic master dining room. Your posh,
private bedroom has its own study and library, and
you’ve got display cases to show off your favorite
armaments and other valuables. There’s also a wine
cellar, servants quarters, training room and a
garrison for a full complement of your Battlehorn
Men-At-Arms. The castle’s blacksmith has his own
cottage (and pet wolf). And there’s a good sized
stable with a fence for your horses in the front
courtyard. The guard towers can be quickly accessed
outside the castle. So if you’re being pursued by
enemies you can take cover inside the castle and
drop the main gate, then dash to one of the towers
to safely snipe at them. Your Battlehorn Men-At-Arms
have Silver arrows as part of their arsenal. If they
happen to be in the towers when you duck inside and
close the gate behind you, they’ll engage any
pursuing enemies on sight from the towers. Of
course, you can also access the towers from inside
the castle as well. On a clear day, the view from the
central tower section is absolutely grand.
What castle doesn’t have its own
secret passageways—and darker secrets? During your
initial exploration of Battlehorn Castle in
the Fighter’s Stronghold DLC plug-in, not
only will you discover secret passageways that
provide shortcuts to the basement and access to the
aforementioned treasure vault that is chocked with
storage containers to stash armor, weapons and all
of your loot from adventuring. You’ll also learn the
fate of Lord Kain, and the location of a secret,
underground grotto within the bowels of the
castle itself which holds more than just an
enchanted sword and shield leveled to your
character. Suffice it to say, that if you’re
familiar with the Mages Guild faction quests from
the original
Elder
Scrolls IV
game, you’re in for
quite a surprise!
Clearly, you don’t want to find
yourself falling into the same trap that the late
Lord Kelvyn did when it comes to the upkeep of your
new property. Even if your character has accumulated
quite a bit of capital from quests and loot-sweeping
in Cyrodiil’s ruins, forts, caves and mines, there’s
nothing wrong with a few friendly, helping hands
that will allow you the luxury of focusing on more
hero-oriented (and profitable) tasks. When you
purchase your castle upgrades from Nilphas Omellia,
any personnel required for the upgrade are
automatically “hired” and included in the package.
Retired from the Imperial Legion,
Captain Athon is retained to command your
Battlehorn Men-At-Arms. He will make sure that the
garrison is at full strength, hiring additional men
as needed. Your Men-At-Arms will follow their own
routines of eating, sleeping, patrolling the castle
grounds and standing watch. You can command them to
follow you as you would any other friendly faction
NPC. Their combat stats and skills are a little
better than those from Oblivion’s factions and the
Knights of the Nine DLC and the Shivering Isles
Expansion Pack—but not much. Their behavior under
fire is pretty much the same as all the other
“escort” NPCs. Stealth is not their forte, and don’t expect
them to survive any protracted brawls with
higher-leveled enemies that you should be dealing
with. If any of them get killed in the “line of
duty” Captain Athon will simply hire a replacement.
Of course, being a former Imperial Legion commander,
Captain Athon is a lot tougher and more skilled than
any of the “generic” Men-At-Arms. But chances are, he
still isn’t going to be as tough or skilled as
your character. And if you lose him, you’re not
going to have anyone to command the garrison and
hire replacements. Best to let the good Captain
enjoy his retirement making his rounds, keeping the
grunts in line, and handling the new-hires.
Not only will Arena Champion
Shagrol gro-Uzug set up your training room,
he’ll be your sparring partner using either a
dagger, one-handed or two handed weapon. He’s pretty
tough—but after all, he is an Orc. The worse
you can do is knock him unconscious—but don’t
worry—he won’t hold it against you (I wouldn’t try
my luck outside the training room if I were
you, though).
When you buy your trophy hall
upgrade, taxidermist Melisi Daren is part of
the deal. Bring her the ingredients on the
list she gives you of Cyrodiil’s most feared
animals, mythical creatures and Daedric beasts.
You’ll be rewarded with impressive, larger-than-life
replicas that will make Battlehorn Castle the talk
of all Tamriel. She’ll need a day to complete each
replica, but true works of art can’t be rushed.
Your bedroom, library and study comes
with a maid—Rona Benanius. Not only does she
keep everything tidy for you (well, in theory
anyway), she’ll provide you with food and drink
while she’s on duty. Best of all, she’s not the
annoyingly chatty type like one particular maid I
know in Skingrad…
Speaking of food and drink, the
former head chef of the Tiber Septim Hotel,
Plautis Rusonius joins the staff of
Battlehorn Castle when you purchase the kitchen
area. He’ll keep everyone else fed and serve meals
in the great dining hall, during the usual hours,
and will be more than happy to whip something up for
you after hours.
Most of the better houses in Oblivion
have a wine cellar. But how many of them have an
on-staff vintner? Not only will Talan
keep your wine cellar fully stocked, but he will
provide you with a list of alchemical ingredients
that grow in the wilds of Cyrodiil he can use to
brew up special wines for you that do everything
from enhance your strength, agility and personality
to increase your resistance to diseases. So how did
he get so good? His sister is the famous Tamika
of Tamika’s Vineyards in Skingrad (it’s hard to play
Elder Scrolls IV and not come across bottles
of her renowned wines). You’ll also find two huge
barrels in the cellar; one for mead, another for
cheap wine. Each barrel contains enough mead or wine
for 20 bottles, and dispenses one bottle at a time
into your inventory each time you “use” it. Once the
barrel is empty, you’ll have to wait a day for Talan
to “replenish” it. A perpetual supply of booze. No
wonder the marauders kept trying to raid the place!
Once you’ve got everything situated
and your new home furnished, you’ll get a note from
Nilphas Omellia in the Imperial City, who offers you
a deal on an ancient Dwemer Forge that will
temporarily add the Dwemer Fireheart skill to
your character, boosting their Armorer skill fifteen
points whenever they stand near it. Purchasing the
forge completes the “quest” for buying all the
furnishings for your new home.
So what happens after you've purchased
everything? Well, the Fighter’s Stronghold DLC
is just a house add-on, albeit the most elaborate
one that Bethesda has released to date. You’ll find
three skill books that are also interesting reads. A
day after you’ve bought everything for the castle,
Lord Kelvyn’s Chest will appear at the foot
of your bed containing Lord Kelvyn’s Bulwark—a
steel shield bearing the castle’s coat-of-arms with
leveled Fortify Health, Endurance and
Block enchantments. Nilphas Omellia becomes
another Imperial City merchant you can trade with on
a regular basis. Your staff performs their daily
routines and honors your usual requests. Now that
your new domicile is revitalized and up to full
military strength, the word is out that there’s a
new sheriff in town (or more accurately, in the
castle) who’s a hell of lot tougher and meaner than
the old one. So that army of marauders who were so
intent on overrunning and seizing Battlehorn
Castle have wised-up and gone back to robbing
and terrorizing hapless travelers along Cyrodiil’s
roads and being the Imperial Legion’s problem. Other
than that, it’s business as usual for your hero or
heroine.
If you have Erik Peter’s
Book Placement Mod,
Beancounter’s
Decorator Assistant v1.1
mod (and the enhancements for this mod by
Muhandes
and
ArchGaden);
Cinnamon & Trey Leavens
The Black Cat Jewelry Store - Daedric
Statues mod, and
Andrea_23’s
[ENGITA] Reznod Mannequins HD
mod, the Fighter’s Stronghold DLC provides a
good foundation if you’re really into personalizing
your character’s home. You’ll probably want to
re-arrange the books on the shelves of your library
and study. Bethesda didn’t do quite as neat a job as
they normally do—most of the books are arranged with
large, unsightly gaps between them.
The castle blacksmith Niels
can repair armor and weapons, which is great for
low-level characters with minimal Armorer skills
that may be short on repair hammers at the time.
Higher level characters with advanced Armorer skills
who stay stocked-up on repair hammers probably won’t
have much of a reason to deal with him—especially
after you’ve purchased the ancient Dwemer
Forge—unless you feel like being sociable and pop
into his cottage once in a while to say hello (and
catch the latest rumors). Still, somebody has
to keep the armor and weapons of your Battlehorn
Men-At-Arms in shape, I suppose. If your character
has a high Mercantile skill, you’ll get the usual
option of investing 500 gold in Niels’ shop—even
though he doesn’t have as much as a single repair
hammer to sell.
Even if it was no more than a simple
retexturing, I think that the Battlehorn
Men-At-Arms
deserved something more “elite” looking than the
somewhat bland and generic steel armor and shields.
It also would have been nice if Bethesda had
included a travelling merchant or an adventurer from
Lainlyn who would drop by and sell your character a
nice set of enchanted Knights of the True Horn armor
and weapons (perhaps ones used by Lord Kain himself)
that are more fitting for the new master of
Battlehorn Castle.
Still, these are relatively minor
things, and I don’t doubt that it won’t be long
before Oblivion’s Über-talented modding
community comes out with some mods of their own for
this mod—similar to ones that have shown up for
other Bethesda DLC plug-ins.
Although Bethesda’s last official
plug-in for Oblivion doesn’t quite go out with the
jaw-dropping “BANG!” that many of us would have
hoped for, the Fighter’s Stronghold - DLC 6
is a definite must-have for
the Elder Scrolls IV-faithful. And for
this week only
(October 15th through
October 21st), you certainly can’t beat
the price.
Father;
It is wonderful to hear from you
again! Congratulations on your acquisition of
Battlehorn Castle and your retrieval of the Talon of
Akatosh. I daresay that any marauders foolish
enough to assault the castle now won't live long
enough to regret it! I have just returned to Priory of
the Nine and I am currently overseeing garrison
operations before our next assignment. The Council
of Elders sent us on an earlier mission to
investigate rumors that remnants of the Mythic Dawn
were forming an alliance with Necromancers and were
organizing in numerous enclaves along the borders of
Northern Cyrodiil.
Unfortunately, it was not a rumor.
Their combined numbers are far greater than anyone
could have imagined. Many bandits and marauders, who
individually were a nuisance at best, are starting
to join their ranks. Even worse, a large number of
rogue Conjurers and Wizards from the Mages Guild are
also involved. We were discovered before we could
quietly withdraw to warn the Council of this new
threat. Although we inflicted heavy casualties as we
finally evaded the fanatical Mythic Dawn and
Necromancer hordes, it was not without a price—four
of my finest Knights were lost in battle. My heart
has never been heavier. Not since
Garlas
Malatar have I witnessed so much death and
bloodshed.
Under the circumstances and based
on what you uncovered about Lord Kain within
Battlehorn Castle, I am now thoroughly convinced
that Lord Kelvyn’s demise is no coincidence. The
authorities in Hammerfell and the Imperial Legion
are on alert along the borders, but I fear they are
no match for this new unholy alliance. Please remain
vigilant!
Still no word from
Jaiden or her
whereabouts. My sources inside the Mage’s Guild and
the Fighter’s Guild in Bravil have told me that a
giant, bizarre-looking
stone head with
some type of portal that recently appeared in the
middle of the Niben
Bay might be involved in Jaiden’s disappearance.
Wherever she is, I pray to Talos that she is safe.
I know it must have been difficult
for you to give up your dream of becoming Cyrodiil’s
Grand Champion in the Arena. But I can think of no
cause that is more noble than restoring Battlehorn
Castle to its former glory, nor a man and warrior no
better to revive and lead the Knights of the True
Horn during the dark days ahead that we all face. If
Mother were still here, I know that she would be as
proud of you as I am. Take care, and may the Nine
watch over you. I hope to see you soon.
Love,
Ashante
