Cormoran
A giant bandit lord in the service of Laewendas, holding the territory just north of Mindel Cromelon's slivers of land beyond the Palisade. Said to be "as large as a keep" (the party guesses 50–60+ ft), he stomps and leaps across the land — covering huge distances in single bounds and crushing flat whatever he lands on, like lightning falling from a clear sky. The settlement of Marmoth suffers him most and survives by paying him a pittance; the Keep Grow Inn does the same ("he's big and he's fair… we pay him his pittance and he leaves us be"). One of "Laewendas's special folks."
(Named after the Cornish-folklore giant Cormoran, per the GM. Rendered "Cormoran," "Cormoran," "Cormoran," "Comoran," "Cormoran," and "Cormoran" within one session.)
Session 22
- His handiwork found on the road: a Reclamation militia scout, Tony, and his horse squished two-dimensional inside a single giant footprint overnight. Only two prints existed, ~100 ft apart — confirming he travels in great leaps.
- A two-faced border signpost marked the party leaving Mindel's territory and entering Cormoran's; his tracks pointed northeast toward Marmoth, while the party turned northwest toward Ponterford.
- Locals at the Keep Grow Inn describe him as tolerable so long as he's paid; the GM flagged him as a figure who "needs to die at some point."