**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.