**TOOTH-BREAKER ORDERS**
**For the Taking of Two-Legs**
By command of Red-Tusk and the Deep Friends.
Strong ones are needed. The Deep Friends pay well. Weaklings are not worth rope or food.
---
### Places to Watch
**Stone Road East of Kirkliston**
- Merchant wagons pass every third or fourth day.
- Look for robe-wearers, map-carriers, and old men with books.
- One book-man escaped before. Break legs if needed.
**The Raven's Pass Trail**
- Travelers often move in small groups.
- Take the thinker before the fighters if possible.
- If no thinker is present, take the largest fighter.
**The Old Shrine by the Stream**
- Wandering priests and hedge-wizards stop there.
- Easy to seize at night.
- Leave no tracks.
**South Farmsteads**
- Good source of labor stock.
- Young and healthy preferred.
- Do not waste rope on the old.
---
### Desired Captives
**First Choice**
- Wizards
- Sages
- Priests
- Readers of strange books
- Those carrying scrolls
**Second Choice**
- Smiths
- Carters
- Miners
- Strong fighters
- Men and women with broad shoulders
**Do Not Take**
- Sickly
- Crippled
- Very young
- Very old
---
### Questions for Captives
Ask until answers are given:
- Where are the old tunnels?
- What lies beneath the broken stone?
- Who keeps maps of the deep places?
- Where are the sealed doors?
- Who knows the language of the dark ones?
- Who has seen the black pit?
If they lie:
- Remove food.
- Use iron.
- Ask again.
---
### Delivery Instructions
Travel only by night.
Avoid the road north.
Cross the dead stream and follow the broken stones.
Leave offerings at the watcher-mark.
Bring all captives to the **Cold Mouth**.
The Cold Mouth lies:
> Beyond the last fields.
> Beyond the thorn hills.
> North of the village of men.
> Where the earth split and never healed.
> Where the black water runs beneath the roots.
The Deep Friends will collect them there.
---
### Final Mark
_"More thinkers. More strong ones. The Deep Friends hunger for answers."_
Below the text is a crude symbol depicting a jagged sinkhole or open maw. Several arrows point northward, and a rough sketch appears to show a route beginning near Slaytonthorpe and ending at an unlabeled location hidden among hills and broken ground. The map is imprecise but strongly suggests a rendezvous somewhere north of the village, perhaps near an abandoned quarry, sinkhole, or cave entrance.