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Fantasy Throne of Heaven

Names
Endonyms (Vampires): Aishites/The Ascendant (Masters or Ones)

Exonyms (Vampires): Vampires, Strigoi, Shtriga, Bloodsuckers (All considered as insults)

Bloodline: Aishites of Bloodline Tiresias

Names:
Endonyms: Tiresians, The Star-Seers, The Star Born, Celestians

Exonyms: The Mad Clan, Mad-blood, Ruiners of Nahrim

Symbology:
Symbol: Typically a crescent moon with the sun positioned within the circle formed by the crescent, surrounded by astrological symbols. Comes in different variations based on the specific coven, and some may use totally different symbology.

Alternative symbols are often wolves and owls, sometimes present together and with the moon, or lions and eagles, sometimes present together and with the sun.

Colors:
Moon aspect: Black, Blue, Silver, White Sun aspect: Orange, Red, Yellow, Gold

Motto: Varies by Coven

Childe of Tiresias: “To see the future is to choose it”

Clan Ambrosia: “Power from the vices of mortals”

Artifacts and Locations
Eye of Tiresias - a disembodied eye with the optical nerves still attached. It’s blue iris matches the purported eye color of Tiresias and is said to have been recovered from the ruins of the Observatio Astrum-Fatum. It glows a soft blue very faintly and will move to follow and observe others after rooting itself in its container using its nerves.

As the story goes, at the conclusion of the ritual, led by Tiresias, that doomed the kingdom of Nahrim, a great blue light engulfed the Progenitor, causing his body to spasm as his flesh was turn off in wisps of pure-magic, in a flash of a second leaving behind a singular eye as rifts to the Astral-Sea opened around the Observatory.

Has been lost for several centuries.

Lens of Seer-Sight - A lens recovered from the ruins of the Observatio Astrum-Fatum, said to reveal the true nature of everything observed through it

It is a purple crystal lens rimmed by gold etched with thaumaturgic symbols. Formerly used in the 4th observatory to help observe the auras of celestial bodies.

The Observatio Astrum-Fatum - In order to buy the favor and assistance of Tiresias and his Childe, Aisha showered him with the funds to build the observatory he had seen in his visions, one which allow him to fix the elixir or complete his unified theory of magic.

The observatory was said to have been built on a point of astral significance within the city, on the top of a rocky dune with an astral well dug within it. 6 separate observatories with golden telescopes linked by underground pathways which collectively could be used to gaze at any celestial body, visible or not. They served to channel astral energy to a central ritual chamber. It is said that it is within this ritual chamber that Nahrim was doomed. Located within the ruins of Nahrim.

Ritual Sites of Gomorrah - The Vampiric city of Gomorrah was founded far after the fall of Nahrim, in a time when many had given up the dreams of outright Vampiric sovereignty. Not a full fledged kingdom like Nahrim, the city-state still served to inspire future attempts at Vampiric rule. Formed by the Conqueror Rogum Subastris, it avoided the fury of mortals through the use of the Lanuae Astra, a device capable of teleporting the entire city and its people to pre-made astral ritual sites. After the disappearance of the city; believed purposeful by some in an attempt to safeguard it, believed a sign of its ultimate destruction by most, a few remaining ritual sites are maintained in the hopes that the city will someday return.

Sextant of Anastasia - An astrological divining tool used by the Tiresian Seer-Mage, Anastasia as a “key” to control her machine, the Lanuae Astra. It was constructed from Star-Stone and Platinum with thaumaturgic engravings and diamond-lenses. The sextant was found partially melted and fused with the machine in the remains of Gomorrah.

Shadow of Gomorrah - When the city of Gomorrah vanished for a final time, whisked away to a location unknown, all that was left was the melted Lanuae Astra and black “burns” etched into the landscape where buildings and people once stood moments before. Currently located in present day Nurbellium

Lanuae Astra - The great machine used to teleport the city of Gomorrah to the ritual sites. Said to have been an intricate thing of lenses, mirrors and crystals that harvested and focused the energy of celestial bodies, sending the city traveling through the constellations to its new location. Now a melted pile of star-stone, metals and glass.

Bloodline Culture
Terms:

Childe - The progeny of a vampire

Sire - The vampire that gave the subject the Dark Kiss

Dark Kiss - Otherwise called the Blessing, or the Sip of the Chalice, this refers to the act of turning someone into a vampire

Ascension - Otherwise called “Rebirth” or being “reborn”, it is another term for being turned into a Vampire

Nahrim - Refers to both the ancient and fallen Vampiric Kingdom or to the concept of a Vampiric Paradise, a place where vampires needs not hide in the shadows and can feed freely and easily

Alternatively, can be used to refer to the concept of an unattainable dream, especially one which will ruin the dreamer if sought after.

Old Blood - Refers to vampires “ascended” before or during Nahrim

New Blood - Refers to vampires born after Nahrim

Diablerie - The consumption of a vampire's soul by another vampire. Almost universally seen as a heinous act by vampires, most who commit this act are hunted and put to final death. There are very rare circumstances in which vampiric law allows such a thing, officially at least.

Dementor - A vampire which has committed Diablerie

Parry high, parry low. The sharp clink of two blades making contact. Step forwards and under, a quick flick of his wrist, a slash across theirs, a blade clattering the ground. Repeat.

Two opponents stand before him, postures speaking just as loud as their poised blades. Keep moving, circling, never letting them surround him. Take careful, measured stabs, testing their boundaries, always moving. Draw the first in, fake an opening. Side-step, forward, stab. A single remains. The rest follows routine, Parry high, parry low…

A rapier thrusts into imagined foes, a short figure dancing around a candle-lit room edged in furniture as immaculate as it is unused. It is a dance as much as it is combat, feet shuffling and wrist snapping in a mesmerizing pattern that would make even Caolin’s Rose blush. The Kobold at the rooms center is what small children believe they are when they wave a stick about, just without the clumsiness that sees rooms destroyed.

Panting, the milk-white dragonling takes a pause. Gods, if lizards could sweat, he would be. This is why he preferred to practice in the gardens, out in the cool mountain air. The Lady insisted on keeping her Manor warm, almost steaming, to keep the cool of her skin closer to the warmth of life. Normally a great comfort to the Lizard; but heavy exercise, warm rooms, and layered clothing does not mix well…

But no matter. In the heat of battle, he could not simply sit down for a breather. A Knight could not rest until the enemy was slain and his charges kept. The Kobold forced himself back into action, ignoring his own labored breathing and aching muscles.

Dead to the world, he could not hear the subtle clearing of a throat, the louder polite cough did not even pierce his focus, a book knocking against the back of his head… THAT did get his attention.

Rubbing the back of his head, the fencer stopped his dance and turned towards the doorway to the small side-room, seeing a familiar figure within its frame.

It is Julian Le Rouge, the Chamberlain of this particular estate of The Lady. His pale face was contorted into rage, a black vein bulging in his forehead as if his heart still pumped blood. Despite the recess given to all servants for the day, he is still dressed his part; a black doublet embroidered with flowers in golden thread- and not merely gold in color mind you- and breeches to match. In fact, the Kobold had never known Julian to dress down for any occasion.

“What in the Sovereign's dead name are you doing?” His voice was a shouted whisper, laced with every bit of venom the man could muster. He stomped over, without actually stomping or risking damage to the elaborate carpet or disturbing the quiet, with barely restrained murderous intent to the Kobold and glowered down on him.

“Have you no sense?!” He demanded, and then continued before the kobold could respond. “Do you not know how foolish you are lizard? Let me enlighten you as to what sharp little toys do the walls and furniture.”

A clawed hand raked out, tearing a scratch through the Kobolds’ own doublet.

“It tears them, much like I so desperately want to do to you.” The Chamberlain was nearly frothing at the mouth in his restrained rage.

The Kobold hissed, batting the man's hand away. He had JUST sewn himself this doublet, and now it was ruined. It was his time to be angry.

“I’d like to see you try. I am the Page of our Lady, and I must keep up my skills with the blade.” He says the last with a swelling of pride, as if the title meant anything to anyone besides himself.

Julian just rolled his eyes. “Your not even a real fucking Page…” His hand pulled down his face, as if to wipe away his annoyance. “Anyways, Pages don’t carry blades.”

With supernatural speed, Julian lashed out, trying to rip the rapier from the Kobold’s grasp. But with a reflex that surprised even the Chamberlain, the Kobold’s hand carried the blade out of his reach and then brought it to his throat.

“Try that again” The defiant Page warned through gritted fangs.

Julian’s eyes flashed a mixture of shock and… consideration, but ultimately, he seemed mostly unphased and simply pushed the rapier to the side.

“Just don’t play with your toy inside, Lizard. I can’t have you damaging anything.” The whole situation had him drained, and he simply wanted to be done with it.

The Kobold said nothing, but did sheath his blade.

“Thank you kindly. Now begone, servants have the day off. Go frolic with the other Kobolds of the other houses. I hear them causing trouble all the time.”

Thoroughly annoyed, but feeling he had made his point, the Chamberlain took his leave of the Kobold, gone off to do whatever it was the man did when there weren’t servants to harass or guests to entertain.

The Kobold for his part, kept his blade sheathed, not wanting to push the man to actual murder.

He briefly considered going back to the quarters that were kept for him here, where he certainly had some sewing supplies lying around, but dismissed the idea. He wanted to practice stabbing others, not stab himself with needles. But, sticking to whatever unspoken agreement he felt he had made with the Chamberlain, he settled with simple daydreaming and mock-fighting, this time also imagining his own blade along with that of his enemies’.

He wandered the empty Victorian halls of the Manor, a Knight strolling the halls of his own estate, occasionally fighting off bandits, rescuing maidens, giving speeches and accepting awards from the Councilors of the land.

So engrossed was he in his fantasies that he forgot that he was supposed to be hiding from the main areas of the Manor, a fact he did not remember until he strolled into the foyer where a single figure stood.

As soon as the small Kobold passed the threshold of the main entryway, tucked behind a grand set of stairs, a crushing wave fell upon him. A sudden, primal fear dragging his frolicing to a creeping stop.

The scales and flaps around his neck began to rise, an instinctual response to intense fear, a desperate attempt to make the Kobold appear large and threatening, a feat impossible to achieve given the figure standing before him.

Lord Montague Navarro stood to the side of the foyer, leaning over a small side table, his eyes mercifully cast downwards to the letter he seemed to be penning.

If he had noticed the Kobold, he gave no indication of it. A mercy, as fear gripped the tongue and body of the Knight-hopeful, who could not but stand rigidly still, eyes downcast, as if trying desperately to avoid the ire of some predator.

A few, stretched out moments of silence passed, punctuated only by the scratchings of quill on paper.

Finally done with his letter, the Lord of the Blue City produced an envelope, wax and seal from his pockets, using the candle atop the table to melt the wax and press the seal.

Turning, the Lord finally took notice of the Kobold, who felt as if he was shrinking beneath his gaze. "Tsk, I ought to have sent you to that madwoman.” The Lord said nonchalantly, pausing just a moment as if considering. “No matter” He chuckled, waving his hand to dismiss the idea. “Your timing is still divine darling, she has you well trained. Take this and be quick." He strode forward, pressing the letter into his hands, before promptly turning and leaving the estate.

The Kobold stood there, still frozen in place, until slowly, the heavy presence of the Lord finally decided to depart with him.

Suddenly, Oliver and the horses did not seem quite all that bad.

The Ambrose Society
“The sightless masquerade”

When a mortal man has all the money he can spend and then some, when he has reached the highest station his birth allows, when his bed chambers are filled with the girls of his dreams, he has it all. Yet, he shall lay, surrounded by the splendor of his world, unsatisfied.

The mortal soul is an endless pit of hungering desire that can never be filled. Even the most exotic pleasures become dulled by excess until they are utterly mundane. A constant feed of new stimulus is required to sate their desires, if only for a time. This is what drives the self-destructive urges of man that seems to enrapture and fell even the greatest of kings.

The Ambrose Society simply seeks to exploit- fulfill these desires in a safe way. One which will keep their well-deserving clientele constantly sated, feeding them more and more while never letting them sink into self destructive debauchery. At least, not enough to ruin all the fun.

***

The Ambrose Society sells itself to the elite merchants, nobles, politicians and other noteworthy socialites of the realm as an elite institution that is both an endless masquerade of pleasures and entertainment as well as a neutral grounds for “keeping old money old”.

What is done and who it is done with is forever kept a secret. It is a place to start and end affairs, explore one’s desires and indulge in the less *proper* pleasures in life without fear of recourse. All must don the mask, and at least pretend they do not know who the others are. While on their grounds you are among peers. It is the ideal place to form lasting alliances, to keep the Old Money Old.

The Ambrose Society is an invite-only high-society country club that is an “open secret” amongst the elite of nations in which it operates. It’s name is known within high circles, and even some of its members. The society is careful to let just enough slip out to give it a mystique, a forbidden lure to attract clientele while still keeping the damning specifics a secret. Just public enough to avoid suspicion, just secret enough to bend and break modern conventions of decent and morality without recourse. A dangerous tight-rope balance that hangs between scandal and criminals

The society finds its niche in the unspoken, though never unenforced, psuedo-anonymity of its members and activities, and it’s constant pushing of societal bounds and moral constraints in a slowly ever expanding delve into debauchery. Every member is given a safe space in which to explore the hedonistic depths of their souls, guided by a hidden hand that controls the speed and trajectory of their descent. Reeling them back up as necessary, guiding them towards less destructive pathways. Keeping them always just satisfied. A constant drip of pleasure.

The sacred neutrality of the Commons and the surrounding Grounds is kept by the “Masked Mistress” (Lady Alcina) and her masked servants “The Blind Watchers”, “The Accountants” and “The Rule Sayers”. They ensure that the nobles play nice, their presence and activities are kept a secret, and help facilitate mutually beneficial relationships and business dealings for all. They are the enforcers, the neutral mediators, and the adjudicators. They remain silent unless such speech is absolutely necessary and simply watch over the night's proceedings. Other masked servants called Hands attend to the needs of the clientele and the society.

The Hands
Mundane servants that serve the needs of clientele. The wait staff, the cooks, the personal butlers and more. They speak, though the polite amount that a good servant should. Responding politely when spoken to, offering suggestions and answering questions regarding the amenities. They are dressed in fanciful Venetian masquerade masks covering their eyes and mid face, though leaving the rest unobscured. They wear brined feathered hats and dress in simple white ruffled shirts with flowering necks and puffy sleeves, covered by a black vest and complimented by knee length breeches and stockings.

These constitute the staff the help the pleasurable activities occur, not those that constitute the activities of the night themselves.

The Blind Watchers
The silent guardians of the Masquarade. Posted at every entrance, patrolling every perimeter, watching every guest. Though they are ever present, they are quickly forgotten as the nights’ activities go into full swing, fading quietly into the background. They do not speak. They do not interact with the guests. They do not even respond. Their duty is to simply watch without seeing.

The Blind Watchers are the incognito guards of the Ambrose Society. They keep a look out for prying eyes that should not be there and ensure that all remains civil within the Masquerade.

They dress in outfits reminiscent of Caolin Duelists, fit with masks covering their entire faces and rapiers and pikes, depending on if they guard the interior or exterior.

The Accountants
The accountants are the businessmen and lawyers kept on retainer by the Society. They help coordinate dealings between society members, building business relations and settling disputes. They are who help keep the old money old.

The Rule Sayers
Some guests forget themselves when they are in the Masquarade. Lost to the frenzy of passion, they may slight another member or worse yet, break the few rules of the Masquarade. The Rule Sayers are those who determine if and when a client has broken one of the rules and if and how they should be punished. They are the judge, jury and executioners of the Society, answering only to The Lady herself.

The Masked Lady
The “Lady of the Masquerade”, the not so secret object of desire of many within the Society who organizes this whole little thing.

Contrary to the name, this does not refer to one person. Rather this refers to a group of 5 distinct, but equally beautiful mistresses. Each seems to have an equal say in what goes on within the Masquerade, seemingly in competition with one another over who should rule, taking in various clients as pawns in their games against one another, often to the… physical delight of the clients.

Their identities outside of the Masquerade, as with the identities of all the Societies “staff” is one of the actual and truly kept secrets of the society. It does not die to wonder either, as those who get too close to the truth may find themselves in… unfavorable positions.

The Splendors of the Masquerade
A simple overly fancy and expensive whore-house would not have the same allure, dedicated clientele or mystique that the Ambrose Society has. There’d be simply nothing it could offer that others couldn’t. Pretty girls who are good at pretending? Why, you can get that anywhere…

No, the Ambrose Society is no simple whore-house. Yes, it has it Dolls; though they are not the dainty, obedient damsels of other such places. The Society's Dolls are tall women, dressed in black and lace, much like their lady. And just as appearance takes after their Mistress, so does their “bedroom manners”... If one is to have a Brothel, it may as well stand out amongst the dirty things on the streets.

Then is it a debaucherous country club? Almost. Prime among the theme of the Ambrose Society is The Hunt. An old tradition, both amongst Vampires and their prey. The Societies secluded locations serve a dual purpose: privacy, and ample hunting grounds. These grounds are well stocked, with exotic beasts imported from across the realms carefully stocked throughout the lands. But not in cages, ready to be released as the staged hunt nears its finale. No, that is too simple and boring. All hunts at the Society are real, as is the danger. It is only the expertise of the Masked Huntsmen, who lead bumbling clientele through old forests, that sees the hunt's success. Brave unknown men and women who put their tracking skills and their lives on the line to bring their Clients the most thrilling and true hunts they can ever experience; in comfort at least. Stories to tell in the lounge, with less exaggeration than usual needed.

Games, of course, are a staple of the grounds. Jousting, Polo, Croquet and the range. Gambling is of course to be had within it’s halls. Exotic foods? That goes without saying.

But this yet is… all mundane. None of it truly defines what the Society is, what its purpose is.

At its core, the Society is about control. The maintenance of the status quo when it benefits its members and its change when it does not. Stifling would be upstarts, and seeing the fall from grace of those who stepped too far out of line. Forming relations; always at the expense of those outside of our glamoured halls.

And at the top? Sits the Society and it’s Masked Ladys. The truest goal of the society is not to benefit it’s members. It is to rule them; and through them, the industries, cities and nations they represent. As the drinks flow, and the money comes, the Elite who flock to the society come to find their estates tied intimately to the Society. It is subtle. Slow, almost mutually beneficial. Almost. The deals are never quite as generous as they seem. New members are quickly inundated with connections to the Old Blood of the society, who wrap them up in their own estates, equally wrapped up in the workings of the Masked Lady.

Puppets who have their own Puppets, a spider web of control with Lady Alcina at it’s center. That is what the Society is.

ACTIONS:
1. The Legion of Doom Assembles!

2.
it assembled a second time!
 
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Gofrit
Turn 3
Heyitsjiwon Heyitsjiwon


Finally.. after so much time, effort and magic invested, the swamp of Ditmarsh begins to change. They aren't really able to call more then a few Okami, who, for the most part, just wander the swamps doing their own thing in their packs [and quickly rising to the top of the food chain], but the swamp does start to transform. Not in radical, extreme ways like the swamp of their neighbors, but in a smaller, more gradual way. Many of the most disease carrying of the insects [such as certain mosquitoes] are killed off by a strain of spore that ends up growing which causes rampant infertility in them. Among the Willows, a tree that has long suffered in the current climate, the Weeping Oak, starts to thrive. As it grows and spreads, the Weeping Oak gives Ditmarsh a steady source of hardwood which allows them to build sturdier buildings. The Weeping Oaks, and their large vines, start to give the ground a bit more 'firmness' to it that would allow more buildings to be placed and even some roads so long as they followed the natural curves of the land. It isn't the radical change, Ditmarsh will remain a swamp, one that is not very pleasant to live in, but at least it was starting to become less outright hostile to human life. Building will still not be easy, nor will it be especially easy to really make Ditmarsh stand out, but it is a great leap in the right direction..

Among the new prospects they have, which do they focus on to cultivate? Whisper's Thistle, an easily grown plant that adores the water and can be refined into some truly potent poisons? Arnac Sac, a rather unpleasant name for a foul tasting red fruit that is easily grown in Ditmarsh, while foul tasting, they are incredibly addicting and act as a hallucinogenic.. but if they're going to sell it, they may want to workshop a more appealing name or perhaps they wanted to plant King's Vine. These strange vines react extremely well to being turned into 'Vine Men' and 'Vine Ogres', it is also more likely to attract a King's Vine. Vine Men/Ogres are creatures that occur both naturally and made through magic rituals, they are living beings made of.. vines. They are mindless.

Decision Point
1. Whisper's Thistle
2. Arnac Sac
3. King's Vine

Amage has some considerations for her sigils and is open to Gofrit adding his input into her choice.. Should she go with Horse, Owl or Serpent?

Decision Point
1. Horse
2. Owl
3. Serpent

No new people of note arrive in Ditmarsh, or emerge from those that already live there... However, searching for ruins of the vanir goes a bit better as deep in the swamp, in a strange stone building that was previously buried in the murky waters, there is a large metal door that is closed.. Perhaps Gofrit can open it? Or perhaps it should be left closed.

Action 2

SECRET SECRET SECRET SECRET​
 
The Herde

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Military Power
4

Economic Power
0

Unique Resource
Airag

Resources
Granite

Perks
Nomads
As a nomadic tribe, it is harder for herde to set up 'trade deals' that are rather permanent in any real means. Whenever the herde enters a region you may decide if they come as Traders or Raiders... with the implications of both being obvious. As the Herde gains a reputation, this may change and the option maybe picked for them.

Raid and Plunder
The Herde has the ability to freely raid and plunder.. Due to the Herde's sheer speed, being all cavalry, it is very hard to 'pin them down'. The Herde may decide if it is plundering the land [and so avoiding more fortified settlements] and the chance of being intercepted and forced to a fight is exceptionally low, or if it will be burning all of it and so attempting to conquer cities, towns and forts where a battle is guaranteed.

The Riders of the Harvest
Whenever the Herde enters a large battle, and a battalion does exceptionally well, I will note them. You will then give them a name and that 'batallion' will become something of a 'heroic unit', gaining unique abilities or higher stats to reflect their status. Groom many heroic units, push the ones you have to new heights and dominate the field of battle. Be warned, if one such unit dies, it will create a wave of panic in the rest.

Units

Commanders

Studs
Studs are 'priest' that can draw their lineage back to the legendary four centaur of old, and they have the unique fur coat to match. Some are a deep bloody red, some an inky pitch black while others are a sterling pearl white. Studs aren't quite the leaders that Warhorses are, but their presence is inspiring as they chant about the legends of old to inspire their fellows. Studs are Level 1 Death Mages.

Warhorses
Magnassia was filled with many tribes before they were unified by Baroqee at the cost of their leaders. With the chieftains killed, command has fallen to those who wield the greatest experience on the battlefield, the great warriors and veterans of the tribes who have seen the most conflict. What 'kind' of Warhorse it is depends on what unit it is assigned to, a Warhorse within a Minotaur Unit is assumed to be a Minotaur. Generally, Centaur Warhorses are the best leaders, Minotaur Warhorses are the greatest warriors and Sataur Warhorses are the most cunning.

Elite Units

Minotaurs
Minotaurs are immensely large and powerful taurs. They are the things of nightmares and so cause Fear especially as they are charging towards a squishy line of two-legged creatures that thought they could stand in their way. Minotaurs use immense great axes to reap a blood toil, cleaving through armor and crushing opposition. Minotaurs have an internal desire to 'feast', to consume the flesh of their prey and gorge themselves.. as such, Minotaurs have Frenzy [Be warned, as cavalry with frenzy, this means they may charge without orders]. Minotaurs are.. not cheap.

Harpies
The Harpies are not 'really' part of the Herde, but instead they follow the Herde looking to snatch up victims that the Herde misses or lure enemies to the Herde so that they may snap a few morsels up for themselves. These 'beautiful' bird women are ferocious fighters, but their real value comes in the fact they are natural fliers making them exceptionally quick and hard to pin down. Harpies can attempt to 'sing' to lure enemy out of formation and towards them, disrupting lines.

Basic Units

Sataur Raiders
Sataur Raiders are a light, unarmored cavalry unit that is very quick on their hooves but lack the sheer punch of their larger cousins. Being part goats, they ignore any terrain penalties and may ride free and fast over any obstacle in their path. Sataur Raiders are armed with spears and short bows that they use to harrass the enemy. While they aren't likely to win a skirmish trade, their sheer speed makes them great for flanking or charging light infantry that are exposed and are fairly cheap for what they are.

Centaur Warrior
The Centaur Warrior is the tried and true Centaur Warrior and make up the bulk of the warriors. They wear light leather lamellar armor, use powerful recurve bows and carry large lances and swords for when they come thundering into melee. They can skirmish, they can charge headlong into combat, they can run around the flanks, there is little a Centaur Warrior cannot do, but they are more expensive then most 'basic' units of other nations.

The Awakened
Sataur tend to be a mischievous bunch.. They are the real 'party animals' of the Herde, dancing and singing under the moon as they dance and drink deep the Airag. This has the strange effect of luring men and women into their parties where they end up discarding their clothes and 'giving in' to the savagery of life. These Awakened don't have much of a real purpose outside of doing chores and other light work, in between the Sataur parties, but on the battlefield they are the only 'infantry' the Herde really has. They are unarmored [and unclothed most of the time] and use simple wooden spears and shields. They are brave, but not great fighters and tend to be undiciplined. Their greatest perk is.. they're free.

Godbound

Image


Name
Baroqee
'The Great Uniter, Death, The Pale Mare and the Coming of the Four Horsemen'

Race
Centaur

Word
Famine

Power
Balancing of the Scales
Land ravaged by Baroqee find that it never recovers. Crops seem to wilt and wither on the vine, waters turn rancid and disease spreads throughout the land. Baroqee permanently lowers the economic prosperity of any land that she successfully raids as population stalls and starts to die off. If a land is plundered enough, it becomes a land of death where it actively becomes hostile to the living. Only an opposing word, such as Fertility, can even attempt to reverse this effect.

Gifts

Greater Gifts


Mistress of Carrion
All Carrion Birds [Vultures, Crows, Etc] will obey Baroqee. They listen to her commands and will follow her will [although they follow their instincts and so aren't suicidal]. Baroqee may see and hear through any carrion bird within a mile of her position. Baroqee may cast the spell: Raven's Feast for free.

Raven's Feast - A massive unkindness of Ravens descends upon the site of a battle and gorges themselves on the flesh of the fallen. They then return to the caster where their stomachs are ripped open and death gems harvested. Amount of gems depends on the size of the battle they feast upon.


Wither
Baroqee can force all enemies within 100 feet to 'Wither'. This will cause constant damage to foes as their bodies begin to atrophy and wither to nothing. As their strength fails, so too will their prowess... Unworthy are helpless against this while Heroic and Worthy take a test each round, if they fail, not only do they take damage but their might is lowered as well. [They regain their might the next game turn... if they survive]

Lesser Gifts

Wheat to Barley, Hoof to Dust
Whenever Baroqee and the Herd pillage a province, they roll twice for loot and take the better rolls. If the Herd is ever forced to retreat or flee a battlefield, they count their retreat as an Organized Withdrawal.

Dead Scar
Baroqee can drain the life from the ground beneath her hooves and channel that into the herd. This leads a massive 'dead scar' wherever the Herd has been, but doubles their map movement.

Equipment

Shimmermail
This chainmail is lightly enchanted with Air Magic. Whenever someone successfully hits the wearer, roll a dice. On a 4+ the hit is ignored. Every time you fail the test (1-3), it gets harder to pass as the shimmer stops being so distracting. So first fail, becomes 5+. Second fail, 6+. Third fail and the glamour vanishes.
The enchantment resets every game turn.



Turn 3

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How long had the valley stood? How long had each rock and stone that made it's walls rested stoically within this cradle of life. An academic mind might have asked such questions and a keener one might have been able to answer, the passage of time growing more present as another layer fell in a cloud of dust.

Bezt quickly attached the ropes to the fallen slab and gave it a tug. "All good!" she cried.

Ahead Joster grunted, the Sataur pulling the slab alongside his brother Grisnir across the ground with minor effort.

Bezt looked behind her, towards her elder. Scrutinizing the slab as it passed him, the Centaur exhaled noisily. "Another!" cried Tavian, in an angry tone.

Humala stamped her foot and charged, the minotaur hurtling towards the cliff side. With a crunch, the she beast crashed head first into the rock, a crack travelling up the face like lightning. Horns embedded in the stone, Humala twisted her head to free herself, the white of her hide turning grey in the shower of dust and shrapnel.

Tavain watched with growing frustration. The old man was still on edge it seemed.

Death had visited them earlier today. The Centauride remembered how Tavian had been smacked across the head for trying to recant the Slipnirs origin's again to their Great Uniter. Though Bezt herself took pride in their history, Tavian's high and mighty tone whenever he spoke of it certainly could prove grating and certainly not a way to talk to their cold and brooding Leader. The coming of the four horsemen had killed far greater horsemen than he for her goals.

With a pop, Humala escaped the stone and hastily backed away.

"Bezt!" she shouted, shaking her head back and forth to clear the dust.

Bezt had already began her run up and in one swift motion turned and kicked the epicentre of her Humula's gore with her back legs.

Bezt eyed the growing scar and hurried backwards. "Back!"

Within moments the stone gave way again, more violently this time. Bezt could feel a tremor beneath her hooves. "Everyone back!" she cried, looking up and down the line at the other groups of work horse. "Back now!!!"

There was hesitation from those nearby but they all complied.

Bezt almost backed into the approaching Tavian, the old man bellowing into her ears as he stomped alongside. "Stupid girl! What are you doing?!" He hooked Bezt's mouth with a few of his fingers, pulling her face to his. "Why did you pull back the line? Do you think your old man a Rime Fur too, is that it?"

Often used as a slur by the Slipnir for any stoneworker that was not of their ilk, an old reference to one of the Lost Tribes, the Slavd. Once ancient and embittered rivals to one another, their memory ironically had only been kept alive through the annals of their enemies. Used as cautionary tales and curse words by the stone masons to embody shoddy workmanship and false promises, to trust a rime fur to a task was to set yourself up for disappointment.

There was little time to respond, as another tremor, greater than the first rumbled beneath their hooves. The whole section of stone that they had been working for weeks, that had stood countless centuries before, fell. Completely and utterly.

Jaws dropped, and many whinnied in disbelief. Tavian's hands fell to his side, his body falling limp as he looked at a great hole within the rock. Three times their height and just as wide, the blackness within seeming to travel deeper into the valley itself like a thing of myth.

Tavian's mind was awash with the possible ramifications but he could only mutter one word weakly.

"Tantaurs"

Orders
1. SECRET
2. More stone will be gathered with a focus on Granite. Hard heads and strong legs will forgoe the use of traditional excavation tools (Stone Masonry used)
 
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Inziim
Turn 3
Trektek Trektek

The Crimson Salts shelters go up and are soon flooded with sapient skeletons eager for just one more hit, just a single other sniff... It is heartbreaking, the sheer amount of them, how desperate they are.. How strong the criminals and smugglers have gotten. Offering false hope and ruining what lives they have. A task for is assembled containing mostly elves and some humans as they are less likely to engage in Crimson Salts, the elves do exceptional work in cracking down on the trade, but no matter how many drug dens they seem to hit, another seems to pop up.. With the shelters in place, a lot of their income should be cut off [even if the smuggler's are not losing much as the government is buying what the gangs used to buy]. It is as if they keep getting other means of support...

Many captives are taken, both from the gangs, smugglers and seemingly outsiders, with them brought to Inziim.. Well, their bodies.. It is hard to hide secrets from a Lich as there is little stopping them from bringing back the soul of the victim and forcing it to tell what it knows.. Inziim learns much... With the shelters in place, and the elven taskforce doing its work, things should stabilize within Ysrendelle so long as nothing more happens, so long as nothing tips the scales of balance.. In fact, if nothing 'rocks the boat', as it were, it may settle down entirely. If not, the 'heart' of this corruption, this rot, may have to be ripped out.

The massive body of the Jotun is laid outside the walls of the city, exactly where it was left since the battle... The bones have been examines, tested and Inziim has had plenty of time to ponder what he could do with the bones.. As a powerful lich, he had all the magic to do it, but the question was.. did he have the means to really make this something incredible or would he keep it simple and trust in the Jotun's natural skeletal toughness.

Decision Point
1. Raise the Jotun as is, creating a Longdead Giant. A truly massive skeletal behemoth, it is 'basic', but the bones of a Jotun are incredibly strong and, bare skeleton or not, it will be a powerful entity.
2. Spend 1 or 2 EP... Spending 1 would allow Inziim to reinforce the jotun's joints with metal to greatly strengthen it.. but 2... Two would let him coat every single bone with liquid metal turning it into a naturally armored skeleton, more over, he could even enchant the new 'metal bones' or they could be inscribed with runes or anything else the imagination demands.
3. Use a Death Gem... and turn it into a Jotun Wight.

You do NOT have to decide this turn. Or next turn. Or any time. The second you decide, and spend the 'cost', you will gain it. So you can get what ya want now, or hold off until you're ready.​
 
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Turn 3 - Outskirts of Akthubit

Harnald loaded up his equipment on to the back of a battle wagon as the Company of the Oak prepared to move out. As he secured the Staff of Storms, the monstrous head of the storm demon stared back at him with its cold, lifeless eyes and his mind wandered back to their confrontation. Harnald was lucky to have survived and he knew it. He was woefully unprepared, it had overpowered him so easily, dominated their fight. He had only managed to emerge victorious when the spirits of his slain comrades had come to his aid. Their fallen forms forging themselves into a weapon so he might vanquish the monster. His wounds were severe, to continue the fight was tantamount to suicide, but he trusted in them as they had trusted in him and where he failed, together they succeeded. Harnald knew if he was to confront something like that again, he would need something to balance the odds. Fortunately enough, he was approached by a mage who would do just that for him, experimenting on the creature's severed head to create a powerful item.

However, Rati had been most displeased about his arrangement with the mage. Harnald had jested with the squirrel that he might turn it into a house for her but she seemed to have taken his remark to heart and grown rather attached to the ugly thing. When the unsuspecting mage came for the head, he found himself set upon with storm-like ferocity by Rati. The situation escalated quickly after that forcing Harnald to step in to calm things down and prevent either party from coming to any real harm. When the head had been returned to him, now mounted upon a staff, Rati expressed her disapproval by gnawing away at the rod with her teeth, leaving numerous notches and divots behind. The base of the staff itself had been chiselled into an almost needle sharp point. Harnald had only managed to stop her from destroying it completely by promising to get her something else but she had remained in a foul mood with him ever since. He had tried shopping around the various markets in Akthubit for a gift but nothing seemed to satisfy her, no matter how expensive, or inexpensive, it was, she just turned her nose up at all of them. Harnald hoped that he might find something that took her liking during their expedition.

The hairs on the back of his neck suddenly stood up. Harnald paused. Rati was watching him, he could feel it. Her contemptuous gaze burning a hole into the back of his head. He dared not turn around lest he potentially incur her wrath and so just hurried packing up the last of his provisions for the journey ahead before rushing off to help some of the other men.

Actions
1: SECRET
2: SECRET
 

Turn 3​

The Shadows Lengthen...

[[HEACARTA VALLEY, TERRITORIES OF ANADALE]]

Cassidy made her way through the valley, the rocky expanse giving purchase to little except her footsteps and the occasional tree or bush. I'm surprised you've bothered coming out here. Thought there was nothing you didn't have in the city.

She paused for a moment, admiring the few. The sun was a few fingers above the mountains, and gave the stones of the valley a near blinding glare, outlined and filigreed by the sparse vegetation. "There are some sights you don't see, for one. And some things you just can't have." Her hand traced the stem of a fern before moving on.

It really was a beautiful landscape. Maybe the mines will start on the other side of the mountain.



[[THE GROUNDS OF ROUNDS, HAMMAR'S RISE, OPEN SESSION]]

The crowd was relatively peaceful. A few rowdier members tried breaking some windows anyways, but more so out of sport than fury. The high windows of the state buildings were fair too ostentatious for the political climate of Gil-Galit (that is, the one of the last 50 years or so), and the act of shattering them became far more a point of pride than their presence for most.

Plus, with the shutters drawn, getting them to crack proved to be far more of a challenge.

On this day, as the occasional stone flew overhead, the High Councilman addressed those assembled.

"Ladies, gentlemen, sundry, we are at a pivotal moment in history once again. Fires have been flaring up throughout the realm, and we stand as of yet untouched by the flame. In such a time, do we dare to cling to our hats and turn up our noses? Or do we lend a needed hand, and lift the world to new heights?"

There was a shattering of glass, and a ragged cheer from the crowd. A lucky shot to the crown of a window managed to break the whole pane apart, the shard tumbling to the ground below.

"It looks like aiming higher, then," he said, to a groan from the people. Elected officials aren't permitted a sense of humor. Not even ours.

"But truly, all of you, what would you have us do? This 'dragon emperor' seems, if nothing else, a big deal, and a massive threat to everyone's way of life should all the rumors be true. I believe it prudent that the Republic answers the call, and think a regiment of our finest would have lots to offer in this fight. We have independently confirmed many details of the Archivium's report, and there is good reason to believe that this threat will spread to even our lands. The council has agreed that some material response is certainly needed, but discussion about what to do is still ongoing. So what say you?"

The crowd had grown quiet throughout this speech, as they realized that this was a bit more than the usual public reports. After a loaded moment, a tinker raised a bandaged hand. "If we send out our Reds, what's to say something doesn't come up here?"

"Nothing at all. But we do have a few options to help that...."



[[777 ADDLESON AVENUE, HAMMAR'S RISE, WORKSHOP OF THE WONDERSMITH]]

The plan was simple, really.

1.) Dig up a ton of metal. What mines there are in Gil-Galit would have to be massively expanded, and several more digs would need to begin from scratch, but between the efforts of the enigmatic Dr. Glass and requesting several professor's aid for this endeavor, they should be able to locate where the good ore is before they begin.

The actual digging would be done by a combination of professionals, hard labor, summoned cave grubs, and a few other tricks currently in the works. Being a mage of quality has it's advantages.

2.) Build up a reserve of viable steel and other materials. Delicious, delicious reserves. To be used where needed, be it armor, weapons, or more. The best part about a stockpile of metal, is that it's terribly heavy, and as such, can't be hit too hard, especially if appropriately guarded.

3.) Begin work on the auxiliary unit. A show of good faith to line the walls and battlements of our cities, a supporting to help the True Patriots defend our fair homes. The design really could be improved upon; it wouldn't do to leave it as it is. No, whatever fool cooked up the idea of clockwork soldiers really did not think it through very well at all....

Gazing at the crushed "prototype" he built for Sullivan the Shifter filled him with equal measures of annoyance and glee, as the calculations danced through his mind. A little gnat with grand prizes. That gets in people's heads, and could be anyone. That makes them waste all their hard effort spent on snapping a good trap shut.

The gears clunked forward once again; the voice box (and unnecessary extremities) had been removed rather quickly. Only the lurching heart of iron and tension remained; he could practically taste the thrum of the clock spring, the power that it conveyed....

Well, well. He'll just have to work a little harder.


Other plans (hopefully not actions):
Grabbing the death gems generated last turn and this turn from Moorholm.
Trying to negotiate passage of 1 MP of troops south to aid in the campaign against the dragon emperor.


ACTION 1: CRAFTING/RITUALS
The Workshop of the Wondersmith is open once again; inspiration has struck again at last.

Appropriate rituals for this turn are likely to:
A) try and summon some cave grubs to aid in the mining efforts (if no earth gems are required).
Then:
(Site of Power ritual uses all mana)
B) Cast Astral Probing to try and find any sites of Astral power in the lands controlled by the Republic.

As far as items, we'lllll see what we can get sorted out.

ACTION 2: STRIKE THE EARTH! (Spending 2 EP)

The force of Gil-Galit's industrial might (such as it is) is being thrown into a massive expansion of it's mining efforts. It is hoped that some amount of ritual casting (Earth magic 3, supported by Earth 2 professors) will aid in the location of useable Ore within the ranges of Gil Galit. That, combined with the expertise of local miners and the Order of the Craft (who will be compensated for their efforts), and hopefully with the aid of cave grubs to do much of the blunt work, will hopefully result in some good returns.

In the defense of God (me) and Country (mine), a majority of the Steel (if available) will be put towards state reserves for weapons, armor, and a first iteration of clockwork soldiers for supplementing the defense of the major cities of the Republic. The more precious metals will be in part distributed to the craftsmen involved, (the vast majority heading to Glass, of course). The EP is being spent on buying off the labor, experts, and industrial capacity needed for this operation.

(Relevant: 2 EP, Earth Magic 3, Earth 2 professors, Magically Adept, Leadership, Melting Pot, maybe curse of unmaking to unravel the earth)
 
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Han Liuyang
Turn 3
ThatWhichShouldBe ThatWhichShouldBe

There was an abundance of lost and forgotten temples in the Great Akula, it was rather a part of the local life. So the issue wasn't finding one, it was finding which one. Scouts are sent out, Han either teleports to Kozan to search their archives or uses the stone to constantly pester Nomolos for details [Nomolos may soon regret his communication stones with the amount of calls he receives from everyone] to try and get as much detail as possible. Many are listed as possibilities and those begin to get weeded out. A place to train needs to be far enough away to be secluded, yet close enough to not become a burden on supply. It must be empty, or, empty enough to be easily cleared and prepared and it needs to have, preferably, some special significance or purpose if it is to be a place of prestige that the warrior monks can train and meditate at.

There was the fallen temple of the Sovereign, deep in the south, it was a grand temple half submerged in the delta, but it was built long, long ago by a city that fell in war. The temple, to this day, is beautiful, at least, the parts above the water. The marble walls and pillars are covered in sweeping ivy vines, beautiful stained glass windows and murals cover the walls and ceilings... It is said that even thin veins of Silverite run through the sweeping floors to truly give it an otherworldly feel. At the heart of the temple lays the statue of the Sovereign. A great golden statue of the King of the Gods, sat upon a grand throne.. How the temple remained unlooted is a mystery, but there are rumors that the temple has a protector, perhaps an Angel of Heaven, who punishes those who enter the temple with ill intent.

A small, but opulent, shrine is discovered in the south. It is dedicated 'To the First'. Many in Akula believe that to be the Titans, but a quick reference with Kozan reveals that to not be the case. It is dedicated to the first Vampires and the ancient city of Nahrim. The original 'First Born' and their queen Aisha, those that drank from the blood chalice and those that gripped immortality at the cost of their humanity. Many of the vampires believed themselves to be akin to gods, and so, in their prime, shrines and temples were not uncommon and most were destroyed falling the fall of Nahrim. But this shrine escaped such a fate. Within its dark walls, an uneasiness remains. Many innocents were slain and sacrificed within its halls, and it was cleansed by a group of holy warriors using Silverite weaponry.. Does this temple represent the dark hunger for power or the slaying of evil? The triumph of darkness or the redemption of light? There are rumors of someone living within this shrine. Someone old and strong enough to force out scouts or thieves.

The last is a grand shrine overlooking a plateau. It is large but oddly shape as it is less 'a' shrine and more three shrines that have been mashed together. It is known as the 'Temple of Elemental Harmony'. It was built there long, long ago celebrating peace between the Elemental Planes. Long before the Sovereign took ownership of this world, when the Titans and Elementals were shaping it.. The old King of Fire grew ambitious and attempted to claim it for himself. The King of Earth opposed him and the two fought a terrible war that nearly destroyed all that had been built. The intervention of the Queen of Air forced peace and the Fire King was imprisoned within the Hells [a new fire king has since risen]. Upon this spot, the shrine was constructed and an Archon of Fire, Earth and Air are said to dwell within, to provide security to this place of neutrality.. This shrine has stood since.. Protected by the elements from brigands, conquerors and time.

Decision Point
1. Temple of the Sovereign
2. Blood Shrine of Nahrim
3. Temple of Elemental Harmony

[If you wish to do this as the scene, pick one and you may go and meet with whomever still calls this place home. If you plan on tearing down the old icons, let me know as that will be sending quite the statement]

[Action 2]
Hospitals, clinics and shelters are built around the city, using the gold of Akthubit [and they do not hesitate to make sure there are some sigils of Akthubit around just so people know who is helping], many were hurt or left homeless after the riots and so giving them a place to mend, a place to rest and food goes a long way in settling down the fires in the city especially when the more sore of their demands were met. Fear is still rampant, but that is to be expected considering the situation, and the shrines and temples to the 'gods that were' are still packed full of people praying for salvation or forgiveness, but the overall morale of the city seems to have stabilized.

Add Perk
Silver City Chirurgeon
Any battles fought within the Silver City, or the Great Akula, will have less casualties for their forces as they are able to bring them into the hospitals and clinics to get them treatment. [Less likely to lose MP based on battlefield losses]

[Bonus Action]
Orders are given to the smiths to begin to create weapons capable of defeating the automatons of this 'Dragon Emperor' which is no easy task. They quickly learn that piercing and cutting weaponry doesn't preform all that well as they are quite durable, but blunt weapons seem particularly effective at crumping them.. after a few swings [whomever made them made them well].

Two trains of thought comes from this.. Two methods that could be used to improve the weaponry of the city guard..

Decision Point
1. Replace the guando of Yinwèi the with chúi and shields. The chúi is a heavy warhammer that would prove quite capable against the automatons and the shield would better help them endure long drawn out combats where the automatons would otherwise simply 'outlast' them. [Whenever you purchase a battalion of Yinwèi, you'd get the option of taking the glaive variant or the hammer and shield]
2. An inspired blacksmith wishes to use a small amount of silverite to wrap around a shell of soft steel. This would allow them to give the Yinwèi silverite-edged guando weaponry but use far less silverite then normal. This technique is not exactly new or revolutionary, and the weaponry would be vulnerable to breaking more then normal, but it would give the Yinwèi magical blades that could better fight evil [which these things seem to be]. However, it would take a lot of silverite to replace the weaponry of the guard, and make enough for replacements.. Doing this would remove Silverite for 1 Turn.​
 


Turn 3
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The former famed duelist of Caolin, Aldonza Falcona, found himself summoned to La Masion du Marionnettes for dinner by the Lord of Caolin, the one and only Montague Navarro. Or, rather, by a letter brought by one of his guards, but those were just details, really. Had this letter arrived just a scant few months earlier, Aldonza would have been strutting through the grand doors, fashionably late, and his arrival would have been the talk of the city. As it was, he was nearly late from trying his hardest to find a shirt that wasn’t reeking of booze, and none of the guards or servants paid him much mind as they directed him from the front gate to the foyer. Through one door, then another. Then up a flight of stairs and through another hall. On and on he went, swearing that he had passed the same set of stairs at least twice, but always there was another servant or guard to direct him onwards. Until, finally, with the direction of a red scaled kobold, he ended up in a massive gallery.

He had walked so long getting here, and this singular room (though it felt a disservice to call it something as simple as that) was so large that he couldn’t help but feel that he had stumbled into one of Caolin’s famed galleries by mistake. A massive fresco of a blue sky with wisps of clouds hung far, far overhead, and along the embellished bright blue and deep gold walls were various fine oil paintings- all of the Lord of Caolin himself.

In each painting he is wearing a different costume, each, Aldonza slowly realizes, are snapshots of his most prolific roles. Lord Theodore, The Duke, Rusalka, Antonio Gutiérrez, Radamès, and the newest addition, Calaf, among many others. There are so many of them, in fact, and each so lifelike that Lord Navarro’s eyes seem to follow him as he enters the room, sending a shiver up his spine. He is so engrossed in the oddness of it that he almost doesn’t see the subject of the paintings standing in the center of the room watching him.

“So good of you to join me at last, darling. Do come over this way, it’d hardly do to shout all night,” Montague Navarro’s voice rings out, clear and musical as he gives a small flourish of his hand, as if pulling Aldonza across the room towards him. The man is as dazzling and resplendent in person as one would expect from a Lord of Caolin, shimmering in silver and red with a black feathered hat.

Aldonza does his best to walk over casually, but still feels like he’s moving too quickly. A silent mantra of, “Don’t trip. Don’t trip,” playing through his head. Oh, that would be rich, wouldn’t it? Aldonza, the Tumbling Whirlwind, once again flat on his ass when he was finally due to receive the recognition he deserved.

That was what he was doing here, wasn’t it? There could be no other reason that Lord Navarro would invite him for dinner of all things. He would receive an apology for the unfortunate events of the Grand Duel, and perhaps the Lord would even bestow upon him a new title, to cover up the ridicule he’s been facing ever since. To help forget the sneers and jeers of mockery in the streets. To forget the way that there always seemed to be a leg trying to trip him in the bars every night.

That was most certainly the reason.

“Darling, it’s so good to finally see you. Though, after your critique of my Wondersmith’s craftsmanship I was expecting a far more put together man to come walking through that door,” Lord Navarro delivers his blunt insult with a smile, making Aldonza stumble just as he reaches him.

“Lord Navarro, it is a privilege as Caolin’s finest and most charming duelist to share a… table, with you,” So hurried was he to meet the man and dive past the comment that he is only realizing now that the room is entirely void of furniture, much less anything to eat upon. “Truly, as a champion of the people I am glad that the Lord of Caolin has granted me such time and influence.”

Lord Navarro looks him over then, smile growing into a grin, “Ah, Lord of Caolin. I always liked that title. Do you know how the last Lord of Caolin died, darling?”

Aldonza blinked in surprise, unsure if Lord Navarro was actually looking for an honest response or not. That was, what? Fifteen? Sixteen year ago now? Hardly even worth thinking about when there were far more interesting things happening in Caolin nearly every day.

After a moment, Lord Navarro raised an eyebrow before continuing, “No, that is an actual question; I honestly can’t remember how I killed him. I think I might have pushed him off a bridge.” He waves his hand as if brushing the whole ordeal aside, “But the point is, he was an entirely unremarkable little man. What stories that are told of him are few and only half remembered.”

Aldonza opens his mouth as if to say, well, anything to that. It’s a joke made in poor taste, sure, but he just as quickly snaps it shut when Lord Navarro’s gaze drifts over him again. There is something not quite right when he looks at him like that, and Aldonza can’t place it other than it makes his stomach turn.

“Not like you darling, of course. Aldonza the Jester, Aldonza the Tumbling Whirlwind- my, such titles!” He’s grinning again, but Aldonza can only find that he is glued to the spot. “Not entirely undeserving either, after all, they were so generously gifted by my talented knight. You know, that is another thing that astounds me about you mortals. Such a talent for gifting names and titles, why, you hardly put any thought into it at all and it sticks. Perhaps not forever, no, you’re a touch too short lived for that, but for a few years to, oh, say a century or so. And they’re so hard to lose as well.”

“Thank you, my Lord?” Aldonza feels offended, but he’s not sure if it’s from Lord Navarro bringing up his still all too fresh humiliation or if it’s from the tone of his voice.

“Oh, of course, darling,” He smiles, all sickly sweet and places a firm hand on Aldonza’s shoulder, “After all, you mortals have gifted me some of my favorite titles over the years. Except for ‘Taker of Childe,’ that one I was never fond of, and it rather stuck,” He trails off, looking upwards contemplatively before suddenly perking up again, “What mortals don’t consider is just how impractical it is to actually kidnap, well, anything! Sure, it’s quite easy to just go and grab somebody, but it’s all the little bits after that, and it really just isn’t worth the trouble.”

“Lord Navarro? Aren’t we going to have dinner sometime tonight?” Aldonza’s tongue feels like lead in his mouth. What he had first thought had started off as a sort of joke has very clearly spiraled into something far more serious, and he knows deep in his bones that he doesn’t want to be a part of it.

“Hm? Oh, yes,” Lord Navarro laughs lightly and smiles, all teeth that suddenly look far too sharp, “I do suppose it’s about time for dinner. Do me a favor darling, hold still.”

In his final moments, Aldonza Falcona, the Tumbling Whirlwind of Caolin, is capable of little else except the profound feeling of regret and terror as his shrill scream is suddenly silenced by teeth the size of swords separating his head from his body.


Action 1: Now in Silver! After performing research in the Library of Kozan, and with the help of Han, Montague and his troupe will travel to the Silver City to put on an opera for its people. Additional details will be sent to the DM. [Relevant perks: Word of Puppets, Air 5, Actor, Magically Adept, Leadership, Kozan Research.]

Action 2: Enter the Bone Dome. Once more with the assistance of Han, Montague and his troupe will travel to Ysrendelle to perform for Inziim and his people. Montague is leaving the puppets in Caolin for this stint, and is instead putting on a play to reduce the number of bodies needed. Additional details will be sent to the DM. [Relevant perks: Air 5, Actor, Magically Adept, Leadership, Bone Dome.]

-Act 1-

The play begins with a peasant man by the name of Bartholomew being informed that his only brother has “Died!... Under mysterious circumstances,” and that, according to the will, everything will be going to him, including ownership of the incredibly successful Creative Carrion theater troupe. Upon arriving, Bartholomew discovers the city to be incredibly dour and that the actors of the theater troupe are in similar spirits, as one points out the bloodstain of Bartholomew’s late brother still on the stage. The troupe is set to have their opening performance of That Which Is and Was in one week, and with the brother gone there is no one to play the lead role. The play will flop, and the troupe will fall into disgrace. Thinking, “How hard could it possibly be?” Bartholomew rises to the challenge, to the uncertainty of the troupe. The scene ends with Bartholomew standing on the bloodstain and ducking to retrieve the script book just as a knife is thrown from offstage, missing him by a hair and leaving him none the wiser.

The next scene begins with Bartholomew painfully struggling through his lines during practice, causing the members of the troupe to leave one by one, declaring that they will not perform unless things turn around. Seeing him all alone onstage, a handsome young man, a stage hand for the theater, comes up and offers him some advice. What follows is a sweet back and forth between the two. Bartholomew asks him why he doesn’t take to the stage himself, and he admits to having intense stage fright. They linger a moment longer before they part.

The following scene is the run through one day before the opening night. Bartholomew is noticeably better, and the stage hand pops in and out of the scene, an encouraging presence. The troupe dismisses, and one actor lingers, confiding in Bartholomew that he didn't think he had it in him, but he's really shaping up to be one of the greats. At that moment a rock is hurled across stage from in the wings, as Bartholomew ducks to pick up a fallen prop it misses him and ends up braining the actor and killing him stone dead. In shock and disbelief, Bartholomew picks up the rock to find a note attached reading, "Screw you!" The stage hand rushes in, distraught. He asks Bartholomew if he will cancel the show. Bartholomew looks at him sternly and says that the show must go on, and tells him to give a hand carrying the body.

-Act 2-

Bartholomew is bent over a worn book, intoning a ‘spell’ as the stage hand watches from the side. Slowly the actor rises once more, to Bartholomew’s relief, saying that his brother had always been the better necromancer between them. The stage hand expresses concern, saying whoever threw that rock might not be deterred so easily, but Bartholomew waves him off.

As the next scene begins, the actors perform part of a play within a play. The newly risen actor stumbles around slightly, and as they knock into another actor they push her into Bartholomew’s spot, only for a sandbag to fall from above, crushing her. Bartholomew acts through his shock, and as she is brought offstage a moment later that same ‘spell’ is heard again before she comes stumbling back out. As the scene is wrapping up, a large piece of the set nearly falls on Bartholomew, who plays it off hilariously. As they take a mock bow, it immediately dissolves into them being astounded by the reception, saying it was their best received performance in years.

It’s then a montage of more performances, the stage hand coming in and out, (Bartholomew’s biggest fan), the livening of the town with each successful performance, and more outrageous ‘deaths’ on stage as the undead continue to get beaten, followed by increasingly quicker necromancy bringing them back up to speaking their lines. Not all is well, however, as the remaining living members of the troupe, worried about the recent ‘accidents,’ resign, leaving Bartholomew distraught.

-Act 3-

The final act begins with the stage hand comforting Bartholomew onstage. Bartholomew laments that though they’ve guarded every door, this mysterious killer hasn’t stopped and now the theater is doomed to fall into obscurity. The stage hand once again begs Bartholomew to cancel the performance, but he is determined to still go through with it. In his desperation, the stage hand reveals that Bartholomew’s brother had scorned a minor noble of the First City. This noble seeks the utter destruction of the theater troupe, a prized gem of the city, and with it gone so too will leave the hope and joy of the country. What's more, he will be in attendance tonight if the play continues, to kill Bartholomew himself.

Bartholomew is shocked that the stage hand knows this, and with further questioning, the stage hand reveals that he has been working for the nobleman to stop the troupe at all costs, but he has grown genuine affection for Bartholomew these past few months and cannot bear to see him killed. Outraged, Bartholomew storms out, threatening the stage hand with arrest should he ever see him again.

Bartholomew manages to collect the remaining members of his troupe, and after giving a truly heartfelt speech displaying his love for each of them and this city that they support, they agree to help him in his plan. It is time for the show to begin.

As the actors deliver their lines, there is the growing sense of tension, until one actor suddenly pulls Bartholomew aside just as a sandbag fell in the same spot as in Act 2. This continues into a trend, all prior attempts on his life are repeated and either his actors pull him to safety (playing off the actions hilariously), or it is a soft hit to one of the undead actors, who continues on. Finally, all the actors are on stage as they lift their arms to take a bow, and there is a shout of rage as a wealthy looking man charges onto the stage pointing a crossbow at the troupe.

He flies into a frenzy, saying how he will stop at nothing to destroy this troupe, when in the very moment he is firing at Bartholomew, the stage hand swings in and takes the bolt. As they fall into Bartholomew’s arms, the rope they held onto is released, and a massive pile of sandbags falls onto the nobleman. A moment later one of the actors declares him, “Dead!... Under mysterious circumstances!” The stage hand comments that he’ll be alright, and seems to have finally made it on stage after all. As he is lifted up, the troupe takes their bow, bringing the tale to an end.

Free Action! Sent to DM

Additional Rolls:
Yours is the city of arts. Every turn, there is a chance someone will create an artistic masterpiece be that a painting, sculpture or muscial piece. These can bring the city great prestige and could potentially be leveraged for wealth. A famous, renown city doesn't need the most gold or army in the world if they have other means to influence those around them. Encourage this growth to increase the chance of masterworks.
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Nomolos
Turn 3
Crocodile Crocodile

Bardic College

It is hard to call anything that happens in Kozan 'construction' as other places would know it. There are no large buildings going up, no grand architecture to carefully sculpt.. All of that is already here, within the carcass of this once great Dwarf Thaig. So when Archivum orders 'construction', its more akin to recovery and restoration. The dwarves are not strangers to music and the arts, and a large section of the hold used to be devoted to just that, not only the construction of instruments but also plays, operas and concerts.. The stonework in this section designed to provide acoustics while isolating them from each other chamber, the perfect place for a bard college even if those stuck in the 'early' rooms with those who cannot yet hold a tune may wish the dwarves had not been quite so skilled at making sure everyone within could hear.

It was certainly an interesting decision. Kozan was hardly the destination for people who wanted anything else but knowledge, but for aspiring singers and actors? It was far down the list of places to go. Much higher were places like Nurbellium or Caolin, but this was the first time a place had been constructed purely for the sake of music. Actors and musicians tended to be self-taught or learned through experience under tutors or groups that accepted them [or they could afford to pay]. Most universities were for nobility or magic.. The fact it is free inspires many poor and desperate to make the journey across the lands to Kozan to learn, to follow their dreams and inspirations.. The Bardic College is a success.. In time, many regions will start to have bards showing up from all walks of life, even those who'd normally never have been able to afford it [ LucasGhost LucasGhost be sure to note that you now get a bonus to your odds of a great artist showing up in Caolin, a +20]. The ones who remain swear oaths to Kozan and end up moving onto their next education..

Due to Kozan's abundance of knowledge, especially on lost or forgotten arts, adding in music to magic helps them unlock Spellsinger. All Kozan Mage Commanders, and Nomolos, gain Spellsinger as a skill. Spellsinger allows three things.. The first, is it allows the option to take twice as long to cast a spell but at half the fatigue [very good for those extremely big spells], certain spells can only be done by spellsingers and the last is it grants access to the special choir communions... A Choir Communion is the strongest kind of Communion. 'Slaves' within it will simply pass out rather then die allowing for communions to be pushed hard without fear of losing vital lives. This is a powerful skill, guard it zealously.

Many bards, who do not become mages, do often return back to Kozan to tell them stories they've learned in their travels so those can be written down before heading back out again.. The bards that do this tend to be the poor who could never have become actors or musicians without their help and see it as a small price to pay to repay this kindness. You may use an action to request information from regions from your bards, who will tell you what they know or have learned through stories, fables and other such things.

Action 2


If there is any place to look for ancient or lost knowledge, it is Kozan.. and the Generals of the Dragon Emperor certainly fit the bill. Some are harder to find then others.. He knows there was one with the Great Akula, which was the home of Baihu, and learns there is another in the Caliph [more specially the region known as Xicala], there is one within Bondar and two within Akthubit.. One belonging to a general, the other, of course, being the Dragon Emperor, himself. But where, exactly, those temples are within those nations is.. hard to say. Nomolos is certain he can discover more about the generals and the location of their temple, exactly, if he focuses... but the question remains.. who is he going to focus on?

Pick Two
1. Baihu
2. Xiao Yiren
3. Meilin
4. Yichen​
 
King Farator of Aventalor
Well. That attempt at finding a peer was... Disappointing. He's not even able to call the man an enemy, he was just a feeblr, delusional little parasite. Farator has, however, heard of someone much stronger, able to bring people back from the dead. He can only hope that this will be more fruitful.

Actions
Farator will go to speak to Kiyan with a small retinue.

His scholars will search through all their old history records to try and better understand the nature of the Mhorgan Ryu throne

They'll also start seeking an island to make a good welcoming area for visitors, or refugees in the future. If none can be found, theyll start planning out a constructed platform.​
 
The Herde
Turn 3

Twist Twist

Action 1
SECRET SECRET SNEAKY BEAKY SECRET SECRET HIDE YOUR DAUGHTERS SECRET SECRET

Action 2
The Herde, while digging with their noggins [quite literally in the case of minotaurs], try to explore the large opening in the quarries they uncovered but both expeditions have gone missing and no word has ever returned from them. Next turn, or any turn after, you may spend an action to go and see what happened in there [Rolled too low to get to do it this turn and isn't an actual event so doesn't proc for free]

However, some progress is still made in their renewed effort to gather stone. While they do not find any new stone, they do get exceptionally better at cutting, moving and using the granite they do gain.. But where do they place their focus? On builders? On sculptors? On miners?

Decision Point
Pick 1
1. Builders: Buildings made of granite can be made to a grander scale and are less likely to face trouble [I roll twice and take best result]
2. Sculptors: Various taurs begin to use large hunks of granite for aritstic expression, carving them into shapes and beings. [Gain Trade Good: Art which is fairly desirable by NPC nations {and those that know how to use it} and is a great jump into possible Golem/Construct production if you gain/have earth magic]
3. Miners: Granite becomes an Abundant Resource [More to use, More to trade, More to sell].
 
Dr. Glass
Turn 3
LecternOfJasper LecternOfJasper

Within Gil-Galit the town of Chanios has gone silent. No one has seen or heard from any of their people or traders in some time and rumors of foul things being afoot spread when traders and caravans heading to the town also go missing, never to return. A scouting party is sent to investigate and do not return. A larger scouting force is sent.. and do not return. A third attempt is made but they are given clear instructions to not approach or enter the town, but to get as close as is safely possible and return with any information they can. Worries that they too have vanished grow as the days past before the party finally returns. They were not able to get close enough to see people or what transpired, but they report seeing massive crystal formations having erupted out of the town shaped like.. trees?

The question remained what to do now? Dr. Glass was exhausted and tapped out of any possible mana, so it may be exceedingly dangerous to go alone, but it would take some time to call upon his allies or gather a small force and even longer to gather a large military response.. Was time a factor? Or did it even matter? Would it perhaps be better to simply set a watch around the town and wait until next season to deal with whatever dwelled within? Perhaps whatever happened would resolve itself in time

Decision Point
1. Dr. Glass goes, himself and alone, now.
2. Dr. Glass takes awhile to assemble a small team [NPC Commanders/Heroes or other players]
3. Gil-Galit assembles a military force to retake the town and investigate
4. Let it be and bide your time to recover before moving on it

Negative Event Has Transpired

Additional Note
Diplomacy with NPC nations cost an action, so if you wished to get permission to march an MP through Nurbellium or to sail up the river along Bondar to Akthubit, you'd need to spend an action to meet with one of them.

Action 1
Glass cast Arcane Probing.. His mind is pulled from his body as he travels Gil-Galit on the very border of this realm and the Astral Sea. He soars over the lands, from the hills and mountains, to the valleys and dark caverns of his lands. It is all.. void and dark. Blurred and unclear, but there he sees a great glowing beacon of light, of power and is pulled towards it.

Decision Point
Pick 1
1. Liquid Mirror
In a cavern, an immense mirror is discovered. It cannot seem to be moved and is 'latched' to the cavern wall. Its surface shimmers and seems to be rolling on itself as if it was all made of quicksilver. Gain 1 Astral Pearl a turn and may cast the spell Astral Window as a free action every turn. A small group can attempt to 'step' through the Mirror to appear in any spot you are viewing however there is a chance that they will be cast into the Astral Sea instead.

2. Androzeal, Lord of Clams
Off the coast of Gil-Galit, an immense clam of titanic proportions is discovered under the water. This massive being boggles belief with its sheer size and its shell is thicker then any armor could ever hope to be. Once ever few months it 'opens' its mouth and a swimmer can slip in to collect its bounty.. Gain 1 Astral Pearl and 1 Water Gem a turn.

3. Stellar Array
On the top of a mountain within GIl-Galit, there is a strange Vanir device that was constructed made of golden metal and various mirrors and reflective metals that seem to 'capture' the light of the stars and direct them into a glass bowl at the center. Its original purpose has long been lost and whatever magic makes it work is ancient Vanir magic and well beyond the means of the mortals to replicate, however, the lights it gathers seem to pool and coalesce into an Astral Pearl.. but there always seems to be just a little but extra of this strange liquid that can be bottled in a crystal vial and kept although what use or purpose it has is currently unknown. Gain 1 Astral Pearl and 1 Vial of Liquid Starlight a turn.

[To be clear, this isn't a 'the other two are there just unfound', this is a 'whatever you didn't pick never existed at all']

Dr. Glass is Exhausted. His mana and stamina are utterly depleted. He cannot aid with the search and expansion of mines, however he may still craft items as that is more his 'Artifice' divine power.

Action 2
A veritable horde of wealth has been spent on finding new mines and expanding existing one, even more wealth has been brought in by an outside investor, along with, experts who would also help scour Gil-Galit for special resources that have been left untapped and unexplored. This colossal undertaking goes exceptionally well. Within the Heacarta Valley numerous iron veins are discovered but those are hardly worth noting compared to what else they find.. Deposits of Opals are uncovered and mining operations to unearth and get them shipped back to Hammer Rise for cutting and jewelry immediately start, but even among the Opals, some seem to be particularly valuable as some seem to be 'Spirit Stones', strange Opals that seem to constantly shift and change colors and patterns depending on who is holding them. These Spirit Stones are exceptionally gifted at holding Astral and Death enchantments and so are often used as adornments or as focal pieces in magical jewelry. Gain Opals [Spirit Stones] and Fine Jewelry

But even that is not what truly excites them, the prospectors from their foreign investors discover veins of Mithril... This precious silver metal is exceptionally strong for its weight and is renown for being able to hold enchantments superbly well. The immense amount of economic power thrown at this mining operation allows for the new mithril mines to be set up very rapidly and done at a far, far greater scale then would normally be. Gain Abundant Mithril

[NOTE: Your Foreign Investors are talking HALF of what you are producing. Which means normally you'd have a passive production of 4 Mithril and 2 Opals, but after their cut, it is 2 Mithril and 1 Opal.]​
 
Chepura
Turn 3

Ingrid shifted, her new form still a massive adjustment from that of a standard, if weak, human body. Long had she been weaker than those around her, her own innate magic sapping the strength from her limbs even as age had done the rest. And yet now? Now she was among the strongest of the swarm! Her decision to take this, Gift of the Chitin as she had heard other converted beings call it, had perhaps been taken under force, a decision between it and a certain death. And yet now? She wasn't young again, far from it, but she had strength, far more than she had ever had as a human. Far more than was truly even natural for any normal being, a strength almost on par with the fire that seemed to purr under her skin at all times. And yet, she could feel it. That new and strange connection to her Queen Goddess Ṯ̵͚̏ĩ̶̢̩t̷͕͔̿ǎ̴̖̋n̸͇̰̊e̸͕̠͗̊s̷̫̓s̷̰͓̎ that seemed to almost force her to follow every command that she was given, and she didn't mind it. She knew that something wrong with that, that she should feel horrified at the lack of true freedom, and yet she welcomed the loss like it was an old friend. Oh Ğ̶̩̻o̵͓̩͂d̸̰̐̀s̴̖̈ ̷̤͐͠p̵͙̖̉̽l̷̮̈e̶͖̾a̵̙̥͘͝s̴̢̗̈͘e̵̮̋ ̸̺̘̐̃ḻ̷͂e̶͖͖͛͂ṯ̴̱̈͠ ̵͈̱̽h̴̙̯̆̚e̴̳̿͂r̶̛͇̱͑ ̷͖̣̒g̶̲̎́-̷̟̀

Ingrid shifted, till attempting to adjust to her new form, letting her mind wander to her new queen as she did.​

The girl whimpered, watching as a facsimile of an old woman was stabbed through the throat as soon as she had started to thrash. She watched as a darkness seemed to flow down the weapon, revealing itself in fits and bursts as the leg of a giant spider. As she watched the darkness flowed into the wound, further corrupting the flickering image and turning it a darker and darker color. When the darkness stopped flowing the leg was retracted back into the shadows that surrounded her.

All around her the girl could see the shadowy forms of others, an unknown amount of them that had once shone with a faint blue light. And now? Now they were naught but shadows, they're once free minds destroyed and turned to naught but playthings for the thing that controlled her. And another was being added to them slowly.

"Soon little one, you will be added to them another plaything for me," the voice came from above her, a cacophony of noise that just barely resembled a feminine tone. Looking up, the girl watched as the monstrous creature leaned into her view. A mismatched face with dozens of eyes on one side and only a single one on the other, splotches of fur, chitin, and leathery hide covering small portions of it. As more and more of the things body came into view she could see its body remained much the same, mismatched portions from almost every insect in the world forming different portions of it. Wings from butterflies and wasps, from beetles and flies, stingers from a variety of creatures, legs and arms from just as many, all forming the being that controlled her body. "I will take your divinity for myself, and I will revive my brothers and sisters into this world!"

As the being cackled above her the girl closed her eyes tightly, tears rolling down her face. And, unseen by either, her light blue aura seemed to turn Golden for a bare moment.​

Actions

Action 1: Chepura will cast the ritual Haruspex to attempt to find Nature sites within Hivehome

Action 2: SECRET

Movement: USED FOR SECRET STUFF


Trade Deals:
Gofrit - Archymaw Silk - All Units produced through end of turn 3
Wasp Venom - Six Units - Currently 4/6 Sent

Resources:
Archymaw Silk - All units used for trade
Wasp Venom - All units used for trade
Wasp Honey - Used for Auction (Regain use Turn 4)​
 
Turn

⌜۞⌟☾ Kiyan Taric ☽⌞۞⌝



Action 1 : Recruit soldiers

Action 2 : REDACTED


⌟⌜۞⌟⌜۞⌟⌜۞⌟Order Details⌞۞⌝⌞۞⌝⌞۞⌝⌞


  • - 2 gold
    - Defiant, and Weeding out bad apples (if usable I do to convince people to trust me a bit more when I say they have a chance to have a better life if they get into the army. And that Akthubit need it people to rise up to defend it)
    - Montague play critical success to renown and patriotism. (I will not stop milking this as much as I can. Tell me when it become useless otherwise I will keep writing it lmao)
    (Aim to raise MP)

    Negest Nebawe Kiyan Taric order for it to be a mass recruiting.

    Everything is done to encourage new recruits to join the army. Volunteers are accepted. And the advantages and opportunities one would receive if they were to join the army are advertised.

    Everyone not up to standard or that prove to be unsuitable is refused. Kiyan order that all of her generals in charge of this make sure that the new recruits are chosen for their skills, potential, character, and not nepotism. Being firm about making sure this process is as meritocratic as it can be.

    And those that are accepted will be trained accordingly. Great resources are spent so those new soldiers training won't be lacking and they will receive the proper equipments needed to do their job.


⫷⫸⫷⫸⫷⫸⫷⫸⫷⫸⫷⫸⫷⫸⫷⫸⫷⫸⫷⫸⫷⫸
Hush, little one, close your eyes and dream,

In the land of whispers, where stories gleam.

Under the moon's gentle golden ray,

Let me sing you a tale from far away.

- Common opening of traditional akthubian fairytale.

⌜۞⌟⌜۞⌟⌜۞⌟⌜۞⌟⌜۞⌟⌜۞⌟⌜۞⌟⌜۞⌟⌜۞⌟⌜۞⌟

A long time ago. Mesqala. City of plenty. In a palace away. Residence reserved for the common consorts.
Night.


Outside 2 guards stayed unaware of what went on behind the closed doors they stood at.
The youngest of the two, Tesfaye, nickname Tes by everyone wife included, was praying for it all to end soon. Masking his boredom under an unflappable expression.
For his part Haatim, the oldest and thus the one in charge. Seemed to think of naught but his duty. Experience made his face incapable of emoting when he was on the job. Or outside for that matter. His mind stayed just as sharp however, at least better then that ati next to him thinking he was doing a good one. Wet'ati these days, not even able to pretend correctly.

Fortunately for his younger, the large corridor was empty as it should at such an hour. And he could bet both of his hands it would stay that way seeing what happened.

It was drab. White wall, white tiles. Some blue and green tapestries with circle and rectangle intertwined in abstract pattern. Here and there. The bright emblazoned shields. Hanged on each side of the doors, the sole thing that caught the eyes. A steel eagle opening it wings. Prepared to hit. The most striking details behind the bird. The red band cutting through the black background. Plain, simple, deadly.
Countless Taric had died to get that plash of red on it.

All the 2 fellows knew was that these doors better be defended well.
No servants would dare say it. Especially not now. But it was a fact that the room behind was the sole one afforded such a privilege. Beside the noble consorts. All the other doors on this wing of the Palace only saw the guards faces when their Meri was in there.

Looming. Throwing out the rare servants, more often door-to-door scammers—also named travelling merchants—selling baubles, cheap trinkets, and empty dreams to the maids or the mistresses they served.
Guarding say mistresses whenever they wanted to go outside. To who knew where or at whatever time they wanted.
Tesfaye developing a burning need for Akthubit high class. To also adopt that weird practice some rich abylian merchants had. Where they forbad their women from going out. For who knew what rich weird people reasons.
Maybe then he could stop buying so much coffee beans. And his wife would stop complaining about having to roast so many.

A 5 days a week, 2 days off, rotating day and night shifts routine. Days off for religious feast included plus 1 months holidays you can take whenever. You stand guards for 3h usually, unlucky and you get 8h until another squad take over. You either get to helping consorts with whatever—and you stay as long as they need you—or you're lucky and can knock off outta here. Since only the best at swinging a sword or whatever you prefer to kill people can work for Taric. Reputation excellent. Loyalty no doubt. No one will do you the insult of checking over what you do beside your Captain. Whose job it will be to do more then make you regret whatever problem you caused. Tesfaye was warned.

Haatim told the youngster that for a largely glorified sentry job. He won't find better conditions or even a quarter of that fat wage they get. For just staring menacingly at street urchins getting too close. Whenever a consort felt like risking it all. And going to the markeplace.

That was all they had to do.

Aside from disposing of the children and their mother who lost the game.
Or whose worth became equal to a grain of sand Tes heard.
Not that it ever happened in the 3 years he had worked here.

Once. Outside of work, when it was just the two of them drinking some cheap tella in an equally cheap tellabet. Chatting with the rest of the squad.
Among all that noise, Haatim told him common consorts ain't worth nothin'. Except if their door near the wing of the nobles one.
Merchants or, noble but not legal, daughters were put there. Married for some of that wealth. Or for the bastards, often a favor to the family. The old guard telling Tes those wenches were more ill-tempered then the actual wenches.
Too low to say anything about being put with rabbles.
Too high to accept being next to courtesans, dancers, their former maids, or sometimes the slaves the Meri buy on a whim.
Blow up in everyone face all the time as a result. Especially yours.
Servants can get out of this with just a slap. But ya will stand there and hear 'em hurl every complain and insult they can think of when ya do ya're damn job. Say protocol that tell ya to either shut it. Or repeat phrases they drilled into your skull and keep at it. Till' they calm down and storm off furious. At how even lowly guards can ignore 'em as much as the Meri. Or ya have to shove 'em away. Tesfaye had looked at his aroge puzzled. Before the man replied that sure ya can't touch 'em normally. But if ya order is to keep 'em from going in some place. You keep 'em from going in that place come the rain or the heat. Just make sure if ya can't help it they only have a few light scratches to cry about. They whine the most when it's bruises.
That's when Tes started to get it.

If ordered to get rid of 'em for good. Procedure was to throw 'em out. Didn't matter who they were.
Usually it go nice and easy. For the majority their contracts with the Taric or the Meri just ended.
It's merely helping someone move out. Tes jested if that was how his aro knew 50 ways to handle precious and fragile cargos. Like ivory hairpins the size of his pinky or whatever rare pigeons with fancy names a few liked to keep as pet.
The old guard told him deadpan that this wasn't all he learned to carry.
The rest that didn't wanna move out. Well. Those you "carry" 'em, throw 'em and their things out on that carriage. Where they then will be thrown out on that street proper if Sovereign have pity. The rest, they change owner or get auctioned off to the slavemasters. Anything from a noble family like the Taric fetch a nice price.

Haatim then went silent. And told Tesfaye those women are lucky this ain't the Abylid Caliph. But he can't blame 'em for making his work more tedious when they refuse to go quietly.
In those case, as he emptied his tella. The weary guard explained that you check in—Tes knew what that meant—You keep your hand to yourself after and off those jewels. Lest you want it cut. One wait, the other call the undertakers acolytes and the maids. They come in. They clean that room. You check it again. Twice. Some real sly one in the bunch. You get out and you report.

So far his aroge only found 5 that offed themselves and the kids. From something else then good'ol poison. Can be real nasty if ya ain't used to it since their amateurs. But often it just fail so ya don't have to worry much.
Ain't allowed for 'em to have solids ropes.

Both men drunk a lot that night.

So this time, their master cared. A lot. Tesfaye hear the gossip directly from his aro. A rare thing with Haat, as he liked to call the older man to tease. Whose natural state and way of beings was either. Above his pay grade. Don't care. Under his pay grade. Don't care. With only what's equal to it worth caring.
Which was what they were doing now. Haat liked to tell the ati that even if he had the power to hear everything. He should keep his mouth shut like it was sewn.

And being put among the squads in charge of protecting the Meri new favorite was one of those case he better care.

Not that their master stayed passive when something happened in his betesebi. But. Who would say it was out of love ? None that would work long for the Taric.

Tesfaye quietly thanked the gods for all the practice he acquired prior to being assigned here.
Consorts knew only one person, the Meri of the betesebi, could give them that order. Their captain, their lover, brother and father for as long as they breathed in this palace—God being reserved to their Meri as say captain would tell them—Could not have made them moved an inch.

And yet, the first few months they had to close the way with their spears to 8 of them. Coming one after the others. Some protested about the day of visit not being respected, other tried to get them to give their Imebeti some gifts, some just tried to monologue at the door as if she would respond or hear anything. But the majority just threw them a haughty glare and some barbed words before running off.

One however. Had almost put the holy Sovereign fear into Tesfaye. Professional soldier since he was but a lad taken off the street, killed more men, women, and children then he can count, and literally fought his way to that "elite" post he was standing in right now.
She came in one early morning. A pretty woman by all standard, black brown hair in an elaborate updo, deep brown eyes, her features balanced and elegant. Like the aristocratic marble busts everywhere. Tall, dignified, but contrary to those of firm stone, slight of built. And it didn't escape the man how her servants were so close. It was as if their Imebeti could need arms to support her anytime. Noble if her luxurious dress, big gems and jewelries, the quiet graces her manners had or her large entourages of maids and personal guards. Left any doubts.
Tes had never seen anything other then his and his squad wing, the common consorts wing where he was, any other wings say common consorts had the right to go, and the main entrance and exit where he would rather have been at this moment. Haatim was playing his role perfectly. And Tesfaye followed him without a doubt. Both guards staying as still and emotionless as usual.
What scared the young lad most was how the woman had a sort of confidence in her ways. One that he learned quickly could only be born out of real power. Power a person was sure could not be taken away. No.
Would NOT let anyone take away.
This wasn't the norm. If not implicitly, wings were sectioned off officially. Common consorts wouldn't dare go where the nobles one dwelt unless they wanted a reason to get a lashing. Not just verbal.
For noble one. Well, why would they see any interest in looking at "bronze" while they were silver ? Not that they would be above punition. Or rather a verbal slap of the wrist and some—truly trivials in his opinion—privileges taken away for a few days. Maybe a week if the Meri's in a bad mood.
The woman had stood there rooted in the spot. Barely glancing at them. Her posture upright and relaxed. But her stare made him uneasy. It didn't leave the doors. Doors that lead to a vast and richly decorated room. With a bed on which his pregnant Imebeti was sleeping. Unaware and unconcerned about anything. At least until they would have to tell her.

Then just as quickly as she had brought a chill to the vast corridor. She turned around. Adjusted the long shawls around her shoulder and marched away like a breeze.

Not minutes, but 2h at least, passed. The silence tense. The corridor empty again as usual. Tesfaye mind was running wild when for the first time since he was here. His aroge broke protocol. Turned his head to face him and whispered his name. Tes did not believe the old veteran could show signs of whatever would pass as worry or anxiety. And yet Haatim eyes bore into him. If you want to leave he began. Prepare for it now all you say is you feel like moving to something else, that's all. He said in one breath but then continued. If you want to stay, or you can't leave for whatever reasons. Haatim had paused. Then be my opposite. Don't try to stay out of it. Secretly listen to gossips, all the time, learn every consorts names, their servants names, where they go, what they like, who they are, every of them. Most importantly get close to your Imebeti, serve her, loyally, don't take any bribes to scheme against her but make it clear you won't be a part of any underhanded plans she has, do what your captain tell you and only what you're captain tell you, the Meri is always fair to his employees, especially his guards since he's a Taric, you won't get in any serious trouble as long as you can prove you just did your work and only your work. You hear me ? The old guard abruptly cut his frantic lecture, staring at Tesfaye. The young man. Taken aback. Nodded. But without thinking he muttered. Just who was this lady ? Haatim face fell, his expression schooled itself back into an expressionless mask. So low anyone not hanging on his every words would miss it. He let out.

The Misiti.

Per akthubian law you could have 4 noble consorts, and as many commoners one as your palace could fit and your noble consorts and wife could stand. Your one and only legal wife.

Your Misiti.

Tesfaye grew silent again. Haatim eyes never leaving his own. His aroge waiting for him. Tes was indeed a curious man. One that needed this job more then his aro would ever know. He bite his lips. And breaking the tense silence he asked. Does she fear it will be a boy ?

Without missing a beat Haatim said. No. A girl. She want it to be a boy. At Tes surprise. Before he could say anything. The old guard continued. Even he heard the rumor he said sarcastic. The little boy the Misiti gave the Meri 2 years ago. He's worse then his sisters. But was still a boy. And Taric were traditionalist, Haatim told Tesfaye. They liked for their heir to have that name. And Taric is and has always been a man name.
That boy could only be able to hold a wooden stick and he would still be the werashi. If not because their Meri coveted the seat of Geta of his Gosa. Then his elders insisting not to anger Gosa Ashanti—at least for now—starting by the one they married him too. Tesfaye raised an eyebrow, visibly confused. But why still ? Why would she fear for it to be a girl.

His aroge shook his head at him. He would need to learn a great many things. If he wanted to grow old enough that he could call someone ati one day. Starting by the fact their Meri had an heir now. Want it or not. His werashi was his priority.
If his favorite has a boy. Then the Meri can't dote on him. And by extend his mother. At least not without his wife seizing any chance she get to complain to her elders. Her husband is making her lose face, and endanger their betesebi by neglecting her son for another. One not even from a noble consort. If she played it right she could even reach the Taric elders.
But. If it's a girl. Everyone will gently and nobly, tell the Misiti to get lost. A jealous wife is unbecoming. As her husband is openly doting on that girl and his favorite. As much as he damn want to. Haatim explained.
Although legally not forbidden. Factually it's unlikely a girl will ever be anything else then married off. Or more common for child of commoner without wealth. Sent to the army like her other siblings. Where she will be a captain, and if she's truly gifted, a commander. But not higher. Not a general. And certainly not the Nebawe. A status Tes can guess a family like the Taric. Especially this one and the Meri they served. Would covet more then anything.

Tes let out a silent oh. So, their Meri would want for it to be a girl too ? Haatim let out a chuckle. Surprising his ati as much as the Misiti visit. If not more. The old guard told him that their Meri, Taric Eshetu, former Nebawe of King Thoth II. Would be ecstatic if his favorite had a girl.
Telling Tesfaye to imagine if after his elder married him. And forbad he took noble consorts per their contract with the Gosa. After years of trying. She give you twin girls and die in childbirth.
Your elders as an apology for wasting your time. Let you pick a new girl. Among all the betesebim of the Gosam they have deemed suitable. So you pick one. Thinking her family was a perfect match. But more importantly. That she was lovely and you are besotted. Lucky you. She love you just as much. She's pregnant soon. Finally, you're going to have a chance to try for the seat of Geta. A position everyone know you're so close to having. You couldn't be happier. And it's a stillborn. Sad. But it happen right ? And it happen again and again. Until she finally give you twin that make it past their 1 year. Girls. At this point you have taken noble consorts too. Unfortunately for you, now your daughters are proof your wife can give you "living" children. One that breathe. Boy or not. Unless by some Sovereign miracle the family you married into. As powerful as yours. Do something your elders deem worthy of risking divorce. You're stuck.
Haatim paused and asked Tesfaye again. Imagine. She finally give you the boy you wanted. But he's barely a newborn and you have to pay another army of healers and mages. To make sure he don't join all his stillborn siblings the next day. You can dream but good chance your son won't ever be good enough. Not to reach anything else then commander. If you pull some strings and your elders want to save face. Now your son is set to be second in command to another betesebi from Taric. One of your younger brothers. Since you're the eldest. Brothers who had the luck to have plenty of legal, healthy daughters and sons. Good at doing the one thing your family is built on. And who will never stop pushing it in your face. That you. The precious werashi and golden child of your late father.

Ended up with this.

Only one boy who you were confirmed when he was but 7 month. Sovereign know how, inherited one of the worse disease a Taric could have. At best he'll just be constantly tired and in pain like his sisters. But with what Haatim heard. Healers or not. He may well go blind !
Tesfaye interjected. Wait. He hear that the daughters of the Meri—
Yes. Haat interrupted him. Easily tired, everyone believed they were just a bit delicate like their mother. Nothing potions and good training can't fix.
But as they aged their symptoms became more and more apparent. The Misiti tried to hide it as much as she could. But now with the crisis they are having recently. One of his swornbrother who retired told Haatim even his part of the wing would know soon. The Misiti was already pregnant with the werashi when her daughters started getting worse though.
But everyone knew this would be her last child. Not because all those pregnancies took a toll on her. Or that the elixirs and mages to have those 3 living children had been expensive. And well, would no doubt continue to be as long as they lived.
His aroge didn't say more. Their presence near their Imebeti said enough.
Tesfaye stayed silent. Dazed by all he was learning. Yedemi manesi ? He asked rhetorically. Haatim nodded. Tesfaye looked at his aroge before looking at the doors they were guarding. This time it was the wet'ati eye that bore into his elder. A second passed. And in silence both men turned their head away and went back to being statues.

The child behind those doors would have a hard life.
⫷⫸⫷⫸⫷⫸⫷⫸⫷⫸⫷⫸⫷⫸⫷⫸⫷⫸⫷⫸⫷⫸
 
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1706117819988.png
Turn 3



Jek passed out after his feast with Emmony. It was the first time he had real food in days and his first meal that wasn’t maggot-ridden trail rations. He awoke probably a day and a half later under the watchful eye of Emmony. “Sleep well?” she asked.
1706119540528.png He rubbed his head and cracked his neck. Suddenly, panic hit his gut. He’d missed his first meeting with his new warband! A string of curses erupted from his mouth as he grabbed his trail pack and hefted his newly acquired falchion over his shoulder. The knight dashed like a madman down to the lake, where he was greeted by his new lieutenant- Ogrul. The ogre flashed a toothy grin when he saw the duo cresting over the hill. “Well well. It looks like our sleeping beauty finally woke up!” he shouted with a laugh.

Emmony snapped at him, “That’s no way to talk to your new leader.”

“I’m just taking the piss, calm down woman. We do things differently than the blacksteel knights. More fun, more drinking, more fuckin’.” He turned to Jek. “Don’t worry, I covered for your scrawny ass AGAIN. I told em’ we were negotiating with the steel bank for our loan.”

Jek could barely follow this conversation. A pleasant migraine was causing his temples to throb, and he could have sworn there were whispers at the periphery of his hearing. He simply nodded to Ogrul. “Thank you. How much time we got?”

“I told the boys it’s gonna take a week. I had no idea what you and your girlfriend were doing in the woods,” he said with a smirk.

Emmony snarled and took a step towards Ogrul. Jek laughed and playfully shoved the imposing ogre. “Ogrul, you’re a foul man.”

“Someone’s gotta keep the spirits up!”

The steel bank was, obviously, the financial wing of the blacksteel cathedral. They managed to be even more uptight than the knight-order, and half as efficient. Many fledgling warbands begged them for support in exchange for a cut of the spoils. When Ogrul mentioned the bank earlier in the morning, Emmony felt a slight pit in her chest. She complained the entire way down, not wanting to step foot in that “den of cowards.” Unlike her father, she was fully willing to admit she was feeling apprehension and anger at her kin. These few days of exile were some of the most fun of her life. And now she was waltzing back into the belly of the beast with two oafs at her side. The selfish part of her wanted to wait outside, but she knew what the bank was capable of. “These morons will get chewed up without me,” she thought to herself.

When they reached the massive gothic doors of the bank, they met two hulking blacksteel knights clad in full plate. Jek was puzzled by this. The remaining keep was unguarded, relying on its labyrinthine interior full of traps to deter trespassers. As Jek tried stepping past them, one of the doormen roughly shoved him. He had a particularly foul body odor, indicative of a knight who spent most of their time in his armor. The smell was so foul that Jek’s eyes began to water. Imagine that- a man who spent so much time around goblins he was called “the goblin” was getting disgusted by another man’s stench. It was an intense combination of feces, sweat, and some other mysterious substance that Jek was too tired to question. “Can you move?” he sighed.

The shover smirked. “Yeah, I can. But there’s an entrance fee for all three of you. 3 for you, 3 for the gargoyle, and 8 for that stinking ogre of yours.”

Ogrul held up a finger and gave his classic toothy smile to the doorman. “You sir, smell like shit. Even my mom didn’t smell that bad, the whore.”

The shover rubbed his chin and gave an exaggerated thinking expression. “Alright, 16 gold for your fee.”

A fierce migraine continued to pound Jek’s head, and the whispers got slightly louder. “We don’t even have three gold between all of us. Why do you think we’re at the bank?” he snapped.
With an infuriating mock pouting expression the shover replied, “Aww, too bad. I guess you can’t leech off our teat today!”
1706119696223.png His continued disrespect for the backbone of Moorrholm caused a seething heat in Emmony’s chest. Such disrespect to another knight, even one from a different tradition, was disgusting to her. How many warbands had failed because of arrogant men like him? Scum like him made everyone weaker, and the other blacksteel officials simply didn’t care. Emmony sighed and shoved between Ogrul and Jek. “Let us through.”

As soon as the shover smirked again, it was over for him. Before he could even offer a retort, Emmony grabbed him by the throat with her massive talons. “Wait here,” she told the others.

While midair, Emmony began doubting her course of action. Assaulting a blacksteel knight was a pretty big deal. Assaulting an on-duty blacksteel knight? One guarding the steel bank? Well, if she weren’t already exiled, she would have been. So be it. Men like him poisoned the well long ago.

He thrashed and writhed in her grasp, gasping for air. “Please put me down, I’m sorry.” His hands gripped at her cold talons, his blacksteel gauntlets harmlessly clattering around. For the first time in his life, he felt true fear. They were high up in the sky at this point and the wind was whipping between the cracks in his armor. She was going fast, and making no efforts to give a smooth flight. On occasion, she’d do a crack aerial maneuver just to rough him up a bit.

Eventually, they reached a winding lake where the cathedral dumped its waste. His face paled under his helmet. “Please…no,” he whispered, knowing full well it fell on deaf ears.
She circled the lake, thinking to herself out loud. “Hmm..do I throw you in from up here? Dredge you through like a chicken breast through batter? I have so many options…”

“Look, I’m sorry I tried getting a fee from your friends. I had to do it! We have to charge people or else everyone and their mother comes in. Please, I won’t tell anyone.”

Emmony continued circling and gave a long “Hmm,” savoring this man’s pleas. “Well, I have a strong feeling a man with your UPSTANDING character would tattle to Father anyway. So I think I shall go with the funnier option.”

Pleading and reason weren’t working. Time for plan B. “I have a direct line to Gawain himself! I will have you exiled or killed for such treacherous behavior!”

“You don’t. If you did, you’d know it takes a herculean effort to get that lazy fuck to move- let alone actually punish one of his children,” she said, barely containing a laugh. “Now then, I’m sick of talking to you. I hope they taught you to swim in that nice armor!”

She giddily dropped the man into the lake. Her chest flooded with excitement, and she did a few loop de loops midair. The blacksteel knights had been gripped by hubris ever since Father awoke. Shaking things up was the only way they’d survive the coming storm.

When she returned to the bank, Jek was practically tearing his hair out and pacing around, Ogrul was smoking something from a pipe, and the other guard was gone. Jek immediately accosted Emmony. “What did you do? You screwed us!” he said, looking almost manic.

Ogrul took a long drag from his pipe. “Calm the fuck down.”

“Yea calm down,” Emmony said with a smirk. “They won’t do anything. I’m sacred, remember? Now let’s secure a loan.”

The trio walked into the mouth of the bank. It was even more well-manicured than the main branch of the fortress- something that shouldn’t be possible. The familiar smell of incense permeated the long hallways and torchlight danced on the walls and caused shadows to frolic and play amongst themselves. The place was strangely bereft of the temple cats, which contributed to the sensation that this place was less “home” to Emmony. Everyone here was even more stone-faced than the typical fortress residents. Tapestries depicting currencies from across the continent clung to the walls. Men hurriedly pushed past the trio, muttering to themselves about investments and loans. It felt like a shrine to money more than anything else.
Emmony pushed the trio through several more guards before arriving at the main wing of investment bankers. Rows and rows of polished wood desks filled the room, with equally similar facsimiles of men poring over parchment scrolls. A few looked quite annoyed at the intrusion. Emmony paid no mind and pushed through them, looking for her “quarry.” Ogrul occasionally leered at some of the scrawnier ones, venting his jealousy for their easy lives.
1706119212863.png
“This is gonna go horribly,” Jek thought to himself. This seemed incredibly out of character for Emmony, although he only knew her for a few days. It was a common belief that the children of Gawain were just as stoic as he was. Perhaps she was an exception to the rule. Either way, this would come back to bite. They were just cogs raging against a well-oiled machine designed to turn a profit. As soon as they reached the imperious doors to some bigwig’s office, Jek began to sweat hard under his furs.

Emmony didn’t bother knocking and just slammed through the doors. A portly man sat with his feet kicked up at a mahogany desk. On the desk was a gold embroidered plaque reading “Herr Donovan, esq.” His office had high ceilings, with bookshelves stretching equally high. It all smelled like dust. The books seemed to range from finance ledgers to farmer’s almanacs. The portly man quickly rearranged himself to look more professional and tipped his top hat to Emmony. “I wasn’t expecting company. But a child of Gawain is always a welcome sight.” His face twitched when his gaze landed on Ogrul and Jek. “What are these swamp degenerates doing here?”

Jek gave a bow so deep it was almost prostration. “We are here to secure a loan for my new warband, Mr. Dono-”

With a raised hand, Donovan cut off Jek. “I am not listening to you, because I had no appointment with you. I’d rather hear from the scion of my honorable lord.”

Emmony “felt” bile rising in her throat. Why was she more worthy to speak just because of her lineage? She politely replied “I am here for the same reason. We are hunting a lesser divinity that threatens these lands. He insults my father simply by existing, and we must purge him for his arrogance.” The tone and cadene flowed naturally from her throat. Now she was speaking like a “proper” scion. Like a slave to her fate.

Donovan slammed his hands on the table. “A filthy demon is terrorizing the countryside!” he said, face getting red. “Why don’t we just send in blacksteel knights to purge it? Why rely on greedy barbarians who will spend this money on booze and whores?”

“The honorable knights are spread thin, Herr Donovan. The swamp folk are expendable. With my divinely inspired leadership, I will turn this flock of sheep into missiles to enact my father’s vengeance. They will die in the mud trying, or flay the serpent’s scales with impunity.”

And with that, Donovan was convinced. The group secured a loan, although a more accurate term would be “free money.” Emmony’s speech was quite effective, although Ogrul kept mocking her haughty tone of voice, much to her chagrin. The roasting session lasted well into the night when the group was purchasing booze and whores to increase the morale of the new warband in the coming weeks.




ACTIONS



1. Train the Femboys: The great Montague Navarro has petitioned our heroic Gawain to train the "knights" of Caolin. Enter Lord Bardolph, the Halfdane. He rides into Caolin on a mighty hydra with over a hundred barbarians in tow. A few scions of Gawain accompany him. It is his job to make these Caolinite femboys into a real fighting force. This will be a long three months. Montague is paying Gawain 1 EP for this service up front, and is giving Lord Bardolph 2 EP to spend on equipment. His first order of business will be buying the following for the troops: high-quality spears, high-quality daggers, decent bows, decent arrows, trail gear, decent shields, e-tools, and anything else that would be of use to an effective military. He will spend a week setting up a training course with makeshift dummies, obstacle courses, and other things to simulate combat conditions.

Bardolph is a well-respected knight who trains barbarians. The barbarians with him are there to aid in the training process, as he cannot personally instruct Caolin's entire military.

The training will be difficult but useful. Recruits will be randomly sorted into squads and taught that they are no longer able to act like lone wolf musketeers. Everything will be done with the squad. Everything from eating to recreation to training. They will be taught shield, spear, and bow tactics. They will be taught to march, survive, and fight like braided knights. They will also undergo physical conditioning. The training regimen will be at minimum 8 hours a day, with Sundays off. On Sundays, recreation will be done with the squad.

2. ENT FACTORY: Gawain is a military cudgel. But other weaker nations seem to have cooler things than him! It's time to start swampmaxxing. You know what I've mentioned in fluff a few times but never used? Willow ents. It's time to start breedin' em. Maybe even get some sick turbo willow ents out of it. I am USING A SWAMP WITCH CHARGE to make a ENT FACTORY. Basically, it's a place where ents can be grown at an accelerated rate and taken into the blacksteel fold. This swamp is their home now... and they shall be instruments to defend against the coming apocalypse. Ents are living things. Something like the herd would love to trample and wreck the swamp and kill everyone. The blacksteel knights want to stop this. Seems like there's mutual interest there. Maybe it will make the cute goth swamp elves not be so salty....but tbh we both know they're gonna get salty over this. You think Gawain gives a fuck though? No. And if they monkey's paw him too hard, he might have to do a little genocide. Or not. Dude's sleepy. Ok ent factory. Let's GOOO

Also since Favian is SO nice, he's gonna toss em' an EP for anything they need to work on this. The fortress has deep pockets when it needs them....also Favian is gonna get something nice for Dasrya. Hmm...He will gift her a chess set he carved from bones. The king for the black side is made from blacksteel, and the queen for the white side is made from albino hydra bone. All told, it would be an incredibly valuable gift purely from a monetary perspective. (ok now that I think about it, this would be a cool scene )

3. SECRET FREE ACTION

Resources
2 swamp witch charges
2 EP






 
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Montague
Turn 3
LucasGhost LucasGhost

The arrival to the Silver City was rather tame, compared to most other visits by Montague. There was no glitter [well, not much], no massive display or fanfare. Instead, a dense fog rolled before the city gates.. There was a massive crack of thunder and from the fog emerged the one, the only, Lord Montague Navarro. There was a silence, a revered and stunned silence [as the guards tried to figure out if this was the one they were told was coming] before there was a loud blaring of trumpets as a small squad of Kobolds sprung out of the fog and started to dance around Montague playing a small tune as handfuls of small, and little, amounts of glitter were thrown into the air to fall into the fog and vanish. A kobold emerged before the group and unfurled a scroll and began the introductions....

....


The play was to be set in one of the larger venues that the ancient city has. Its situated in the merchant quarters, higher in the city, open to the ocean and the beautiful lights of sunset that paint the entire area in a warm glow. The area is made of carefully placed stones, hand cut many hundreds of years ago when the city was still in its infancy. Numerous stone steps act both as their namesake and as seats for the viewers. This open stage is often used for 'street' plays, something that is meant to reach as large a audience as possible, one that could easily come and go. Normally it was for aspiring artist who could not get into the better venues, the ones that would have more prestige, but that wasn't the goal of this play. The goal was to inspire, to lift the spirits of the people of the city and so Montague's glory can be shared. What could lift spirits more then seeing one of his magnificent plays?

The stage is set and the play begins. A small play with only a few actors. The story of a Merchant Prince, brave but clever. One who aspired to earn fame and wealth for his family, one did not let the monks in the temple stand in his way or people's doubts bring him down. The play is slow, focusing more on the emotional turmoil and struggle of the Merchant Prince, great care is put on every movement, every expression. It is a play that requires care and attention to really understand the depth of the protagonist's misery. His ambition, for gold and fame, to make sure his family is safe, is the very thing that destroys and pulls it apart. The Prince would not accept a debt unpaid from a fellow Prince, and the duel they fought cost him his wife. The Prince would not listen to the monks 'from high' who did nothing but stare down at him and hand him petty platitudes, eventually proved him right as his son was driven to madness by the expectations the Prince placed upon him.. His last remaining family member was his daughter, his beloved daughter, the apple of his eye. It was for her he did all this, it was for her he suffered and toiled so she could be happy.. But when she wishes to marry a commoner, and so destroy all the carefully laid deals and plans, that it all comes tumbling down. Refusing, she elopes and the Prince hires mercenaries to track her down. She, and her husband, are slain and when the Prince is given the corpse of his daughter, he collapses in sorrow. The people of the Silver City rise up in revolt! Burning and destroying the estates of the other Princes angry at the unjust nature of it all! The play ends as the mob draws close, as the grief struck man finally realizes that he did itn ot for his family, but for himself. An excuse for his own insatiable greed.. The Prince stands before the doors to his estate, ready to meet his end with the noble and diginity with that he led his life...

At least, that is how the play was supposed to go, but it simply wasn't 'landing'. The people weren't connecting with it, the common folk of the city had trouble understanding the intention of this small play. One that put the weight on the actors, their subtle movements and actions more so then grand stage sets or action. This created a sense of boredom and people started to make jokes and jest at the play and its actors. First small, whispered to one another then it grew and grew until hecklers started to shout out insults and jeers.. The fact the play was unintentionally insulting them all did not help. In it, the Merchant Princes were vain greedy fools [which wasn't inaccurate], the monks were self-righteous fools staring down their nose but rarely helping [which wasn't inaccurate] and the people were irrational violent mobs waiting for an excuse [which wasn't inaccurate]. Boredom, mean spirited jokes and that slight touched nerves made the atmosphere heavy and outright hostile. But the play went on, perfectionist to his core... Until something flew from the crowd. Something large. Something red.

Splat


A tomato is thrown from the crowd and smashes into the side of Montague's face. The red stark against his flesh as the bits of rotten tomato slowly fall down to patter against the floor.. Within the crowd, a group of youths have brought an entire crate and are preparing to grab more, urging others to join..

What does Montague do?

Crisis Averted [Turned into street game]

Action 2


Unlike the Silver City, Montague arrived in his usually style. Descending from the heavens, music playing, was Montague Navarro. Below him, scores of skeletons, their ones glittering and as resplendent as starlight, danced. Their motions were odd and, at times, jerky as if they were images being placed over one another rather then anything 'real'. A group of kobolds came as well, their little instruments play as the group made their descent, the lead kobold pulled out a gilded scroll and unfurled it and began to read off Montague's many names and titles..

But Ysrendelle was not like the other nations Montague had visited. In those, he had simply arrived to surprised, confused and enthralled people who spotted him on his day to day.. But here? Here he was expected. Desired. Colorful banners hung from the walls as cheers went up all along its length as Montague appeared. Long awes passed through the lines of citizens as the glittering skeletons danced, as lights and sparks flew across the sky and danced over the ground. A red carpet, lush and certainly very expensive for this kingdom out of the way, rested before the gate and led in, all carefully prepared for their esteemed guest.. When Montague landed, he was flooded by elves and skeletons, those who were well versed in the arts and had time to study them. Those who knew what a once in a lifetime, even an elven lifetime, genius Montague was. They wanted to talk to him, shake his hand, listen to his stories... It was.. awhile before Montague actually made it into the city. While not everyone knew of him, such as many of the humans, it did not matter as the excitement was infectious and the giddy nature of their leader, Inziim, at meeting Montague, to the point an entire massive amphitheater was constructed, had already made Montague famous even to the ignorant of his work. Even Caolin could not compare to this excitement for Caolin had grown somewhat used to him, and as a city of expression, it wasn't uncommon for grand stunts and events to happen, but out here? Out here he was the single bright star in a dark night and he sparked all the brighter for it.

The play was an incredible success, so much so that the people demanded he do it again. And again. And again. So that more people could come to see it! This sparked not only ticket sales but a general market rush [ Trektek Trektek LucasGhost LucasGhost both gain 1 EP]. The play, simple yet well done as it was, sparks something of an artistic revolution within Ysrendelle [ Trektek Trektek pick between Painting or Sculpture. You will get a unique one]. If allowed and encouraged to grow, it may cause famed artist to come to Ysrendelle or even have them travel to Caolin! Morale in Ysrendelle soars and the worry of gangs and drugs is greatly lessened as they lose themselves in the simple enjoyment that is well done entertainment. An elven man, a ranger, approaches Montague and request that he be allowed to accompany Montague and his trope. His sister was an actress, and although she long passed in the war against Flaustan, seeing their plays reminds him of her and he'd offer his bow in return for that feeling.
 
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Farator
Turn 3
Eliasdagood Eliasdagood

The archives of Aventalor are scanned, but nothing really seems to come up about the throne.. Which makes sense, in a sense, as few beings were ever allowed near them so most of the information is 'and there is a throne'. One scholar manages to discover that the throne wasn't always there and only appeared later, well, long ago by their standards, before humanity had even begun to walk upon Elysium. The thrones seemed to have appeared right before the Vanir disappeared, there is likely a link there, but such knowledge is not known in their archives. It seems the only place that would have that knowledge was Kozen, the greatest source of information in the known world. Perhaps a trip there could be beneficial? Perhaps its Explicators know of the throne?

While that may have been less then what Farator wanted, finding an island in their ocean that could be used to meet land walkers was much easier done. There were many islands, large and small, known and forgotten, that littered their homeland. Scouts are sent to each one to examine them to see which is the most suitable. Finally a large one is uncovered that is.. paradise. Lush plant life, a small mountain, a large flowing waterfall. A veritable paradise. But how much investment did the King wish to put into this island? Did he leave it as is, people merely staying in their tents and trusting in the natural beauty of the island to carry it through? Did he invest wealth into it and turn it into a lovely place to stay, a place that would allow his guest to relax? Or did he really wish to go heavy with the gold and turn this into a great resort. A place not where people stay, but where people flock hoping to stay? A place where mermaids and sirens could engage their curiosity [and massively drive up attraction to it]?

Decision
1. Leave the island as is.
2. Spend 1 EP renovating the island
3. Spend 2 EP creating a resort island where people will wish to flock to.
4. Your idea.

EDIT:
Option 3 Selected

An immense series of structures are built, numerous small 'cabins' for people to have privacy.. The architecture is beautiful, as befitting the wealth poured into the project. White stone walls that seem to emerge right up from the sand, humble brown roofs that blend into the tree-line and mountains beyond and draw the eyes back down to the large ornate sweeping stained windows. A single large dock leads out into the ocean, the island 'curling' around a naturally forming cove, to allow entrance into this paradise. Above the dock, is a large gilded sign that, in opals, reads 'Welcome' in the ancient tongue of the Naga. The crystal blue waters beg to be dived in, the mountains beckon to search them.. The trees along the grove of the resort contain large juicy fruit just waiting to be plucked.. This paradise island is a natural wonder of the world and Farator simply enhanced its beauty.

Merfolk are taken on to serve within, each one more then happy to in order to sate their natural curiosity of the outside world, these beautiful men and women are just as fetching as the island and they are certain to be a big hit with nobles and guest that visit. Sirens are hired as bards and musicians, to serenade the guest and make their stay.. almost like a trance. The finest chefs are hired from the Caliph and Republic to make food for those who stay.. The island quickly becomes known as the Jewel of Aventalor,, or often simply called 'The Jewel'.

Farator may invite NPC nations to him and be certain to get some member of some esteem [even if its just because they want to enjoy the resort]. Farator may also use an action to attempt to spy on any nation he wishes as the merfolk and sirens try to pick up private conversations guests of that nation have [Including player nations]. While making deals, on the island, Farator will gain a bonus to persuasion.​
 
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Chepura
Turn 3
Dest Dest

It is a fairly 'normal' day for Chepura when she sees a large Orc making its way through the forest towards her, seeing him through the eyes of many of her insects.. When the Orc gets close enough to the Hive, it beings to shout, 'Oi! Da Big Boss says ya made a deal wiv dem Waspys? Boss says ya giv honey, and ya can have da lads.'

..... Takes a bit to figure out exactly what its shouting, but it seems their 'Big Boss' desires the honey. In return for honey, and every honey they ever produce [Turn 4 on, the honey is theirs], they're willing to ally with Chepura which would give her access to the Orcs and even some Ogres of Hivehome.. So long as the honey is paid, and nothing is done to agitate them, it seems Chepura may gain yet another 'allied force' although it is likely they will be claiming their share of battlefield loot if it comes down to it.

Does Chepura accept the deal or send the Orc back?

A Good Event has happened to you


Haruspex is Cast Chepura has been 'tapped out' of her mana


Spreading her mind through her lands, through the eyes, antenna and feet of her insects, Chepura swims through the possibilities. To find a site of magical power, a place that concentrated the raw forces of the universe and could do strange or powerful things...

Decision Point
Pick 1

The Weeping Tree
An immense tree stands at the heart of Hive Home, if looked at closer, its bark almost resembles that a face, that of an old lady. Once a season, amber tears well up in its eyes and roll down its bark before falling free into the dirt below. This strange amber will 'condense' into a Nature Gem, however, there is always just a bit of the amber left over that can be collected and taken. It produces 1 Unit of Eternal Amber. Like all sites of power, it is the only thing that produces that commodity, if not picked, it will vanished from this world.

The Ivy Gate
A large gate of Ivy emerges from the ground and seems to weave into itself. At the start of every season, the Ivy Gate will awaken and a portal will be created within.. This portal can be used to travel to the Faewilds, the Garden or the Primal Realm. This gate will remain open for the season and so there is a chance something from those may enter this world [Most Primal Realm beings are too large to fit]. As this portal is 'open', it can be used to go to that plane of existence and safely return from it [Returning from other planes being the harder part]. At the end of the season, the portal collapses and leaves behind a Nature Gem.

Ancient Ritual Site
This ancient ritual site is carved into the floor of a cave, the runes and inscriptions are so varied and strange that they hurt to look at. The magic here is old, very old. This place empowers the person standing within giving them the Master Ritualist ability. Master Ritualist allows them to cast a ritual spell at one path level higher then they actually have [so a Air 5 could do a Air 6 spell while there]. Once claimed, the Ritual Site is 'bound' to Chepura and only people she allows may use it [So sell access to it] and this access can be revoked at will. While using Gems to cast a ritual, there is a 20% chance that gems are not consumed.

[To be clear, this isn't a 'the other two are there just unfound', this is a 'whatever you didn't pick never existed at all']

Action 2
SECRET SECRET SECRET SECRET SECRET​
 
Kiyan
Turn 3
Arnalia Arnalia

A mass recruitment drive is started, but the standards are rather high. High enough that many men and women cannot quite match, and those that can, often have more secure jobs in trades of on their farms and so aren't quite as willing to leave to join the military, but still, enough people are gathered to grow the armed forces. Gain 1 MP. One of the Generals, a rather daring one by the name Gelila, goes against his Warrior Queens wish and forms a 'Reserve'. This 'reserve' are made up of men and women who don't quite make the cut, but are still good enough to serve when needed. They could be trained and taught to hold a spear as well as anyone, and while they may not be as solid on the line as others, when pressed up against the wall, any help was better then none. He may be risking his life and position doing this, but he is certain that the kingdom will have need of these and the Warrior-Queen will understand... Hopefully.

Gain Reservist
Whenever Akthubit is the 'Defender' in a war [Meaning you were invaded, if you start the fight and get beat up and pushed back, this doesn't apply], the Warrior Queen can call upon the Reservist to aid. When she does this, the point cost of the Sacred Shields is cut in half [can field far more of them then normal], but their leadership drops by 1 [will need officers to keep them holding].

Action 2
SECRET SECRET SECRET SECRET SECRET
 
Gawain
Turn 3
Wew the Polymath Wew the Polymath

The Barbarians in Caolin is an.. interesting time. The Barbarians, themselves, while often talking up how they miss their swamp and all the danger, find it quite lovely. Caolin is a fairly liberated place, and the Barbarians are all rather large and strong.. Many Barbarians have quite good luck with attracting partners as both, barbarian men and women, were 'exotic'. This, coupled with them trying to push the Duelist around led to numerous duels in the streets and alleys, drunk brawls over whose that wench really wanted to sit on and why no stinky barbarian filth was telling them what to do. The fights vary, the barbarians do exceedingly well in the group fights and drunken fist fights, including one where a barbarian woman flung a duelist so hard he went out the window of the tavern and through the window of the store across the street but the duelist do far, far better in actual armed duels where many barbarians die after having holes punched into them [turns out muscles are great but don't help stop the blood from leaking out].

The Caolin captains do not help with the matter as many of them got their position through wealth or connections and had no real talent, or desire, for this sort of hard labor. They fan the anger and the rage, point out all the times they overstepped or how they are swaggering around in this city, their city, like they own the place.. Conflict grows and grows until an idea is put forth by the barbarian captains. An exhibition. Proof that a group of soldiers, fighting with discipline, could easily defeat he duelist. The age of the 'warrior' had long since passed, it was now the age of the soldier and it was time for Caolin to realize that. It was a bold plan, a risky plan, as if the duelist won, it would undermine everything. They approached Montague with this plan who aided by offering a prize to the winners to help get the duelist to the field.. The battle took place and the duelist were easily dispatched. Some of the more veteran barbarian knights thought it was.. strange. They had seen the duelist fight, perfumed pampered wimps they may be, they were damn good with those blades, seeing them lose so fast was.. well, did it matter? No. Not really.

With the duelist defeat, their reputation was in shambles, their legend shattered. There are still a few duelist, lone warriors of great skill that call Caolin home, the fad and glory of large amounts of duelist jostling for fame and personal glory is over. Caolin no longer has Duelist.
With the Duelist removed, the training could progress. The militia are drilled and transformed, earning enough skill to feel safe and confident enough to join the Caolin standing military most becoming Color Guard. Lose Militia, Gain 1 MP

Two EP have been invested, what is left over from the Militia can be spent elsewhere..

Decision Point
LucasGhost LucasGhost
1. Upgrade the gear of the Color Guard to make them sturdier
2. Give the Whistling Birds actual Bows. [They will gain whistling arrows and retain their unique ability]
3. Attempt to reorganize the Captains to remove the nepotism.

Action 2
Dasrya is very flattered with the gift, seeing it as a thoughtful gesture. She offers to play a game with Favian before he leaves.. One game turns to two which turns to many and before it sets in, they have been sitting for hours at the grove playing chess. Whenever Dasrya wins a match, Favian wins the next. Perfectly matched in their skill to the point the very act of playing becomes incredibly enjoyable, the company simply makes it more so.

The request for an 'Ent Farm' is taken back to the coven.. What they are asking for may be possible, through Hag Magic, but it is doubtful they will like the price it demands. The Elves offer to do something weaker, but similar, in its place that would be more manageable. The Willow Ents, themselves, are incredibly insulted by this, the idea of trying to 'breed' them like they do hydras or other beast of burden is considered extremely disrespectful as if they, themselves, lacked any sort of free will.

The Hags say that it is not just 'life', the Willows are Nature and Death... To breed more life, one must also cause death. The Hags are capable of making this 'Ent Farm', but in doing so, they will require a hefty price, not just for their magic, but to make it possible. The barbarians of the land will start to die, their babies born still, their sick growing sicker, their wounded bleeding out, and in return, their life will be siphoned into this 'farm' to create the Willows, to speed their growth. Sooner or later, the 'Barbarians' of the land will be gone, nothing more then fodder for the spell as Moorholm becomes a land of death, but Gawain will have his Ents.

Dasrya says that her people are willing to offer.. something less extreme. They cannot grow Willows, as the price to do so is, in their opinion, too high and outside of their skills, but they could grow smaller Treants [about the size of Ogres] and Wood Wraiths [Man sized beings of wood]. While they are not as powerful as the Willows, they also won't slowly kill all the people in the land to do so.

Decision Point
1. Take the offer of the Hags.
2. Accept the offer of Dasrya and the Swamp Elves
3. If you have a counter-offer/idea you wish to present
 
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Lady of Maelúir Síocháin❜
turn 3: fall
The fall equinox celebration was in full swing, the air alive with a soft melody and the gentle hum of murmured chatter. The sweet scent of autumnal flowers permeated the atmosphere as Siofra twirled gracefully under the canopy of shimmering leaves, reveling in the joyous ambiance of the fae gathering. It had been a while since she had danced, and she relished the sensation of being in control of her own movements. Her energy pulsed through her veins, her magic strengthened by her studies with Isadari. Though the dark elf did not linger after their lessons concluded, Siofra remained grateful for the invaluable mentorship she had received.

As the melodic tunes of the fae musicians echoed through the enchanted forest, a figure emerged from the crowd, causing many to gather around him—it was none other than Lord Caspian, adorned in resplendent autumnal attire.

Popular as the fae lord was, Siofra had no interest in him. Taking this time to relax after being in high spirits, Siofra made her way to the refreshments table, grabbing a glass of wine. With a small sip, her eyes lit up happily. Wine from her homeland would always be number one in her heart. Other wines never compared to its robust flavor. However, as Siofra enjoyed her solitude, she felt a certain gaze upon her.

She tried to ignore the approaching fae, his movements thumping in her ears, but the stars didn't align with her.

"Care to dance, Lady Siofra?" Caspian inquired, delicately taking her hand in his, kissing her palm. "The moonlight looks ravishing on you tonight," he continued, his eyes gleaming with mischief.

An internal groan almost escaped her as she slowly moved her hand away. Hiding her discomfort, she maintained her composure, pressing her lips into a thin smile. "How kind of you to offer, Lord Caspian. Unfortunately, I must decline your grand gesture."

Caspian chuckled, undeterred. "Ah, but you wound me, fair lady. I assure you, the dance would be unforgettable."

As Siofra opened her mouth to retort, her attention wavered once more. Her ears perked as small murmurs rippled around them. Looking past Caspian, Siofra's eyes searched the crowd only to land on none other than Grimtoof and the Leonar. To others, an unwelcome, rowdy pair had appeared on the outskirts of the celebration, their presence drawing various expressions of emotions ranging from disgust to curiosity. Siofra felt alarm bells ringing in her head. Though she had no reservations about her friendliness towards them, she knew of the ongoing dispute between her kin and the Beastskins.

Unfazed by the distraction, Caspian continued his attempts to engage her. "You are truly the most enchanting fae in this forest. Do you not feel the spark between us?"

Shaking her head, at the corner of her eyes, she noticed sheaths slowly being drawn. With any sudden movements or wrong eye contact, Siofra feared blood would be shed. As Grimtoof and the Leonar approached the edge of the gathering, seemingly looking for her, they appeared hesitant. It was odd for Grimtoof to be reserved, often one to barge into places.

Sensing the delicate play at hand, she turned her attention back to Caspian. "Lord Caspian, I appreciate the flattery, but my heart belongs to the revelry of the equinox. If you'll excuse me, I must attend to other matters."

With a polite nod, she gracefully slipped away from Caspian, leaving him with an unfulfilled invitation. As she moved towards Grimtoof and the Leonar, a small sense of panic appeared across her features.
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"Say it again! I dare you!" A boisterous hiccup punctuated the challenge.

"For what? You heard it. My turnips are bigger!"

"Why, I oughta, you stole it from --"

Standing in the doorway, Siofra gasped, taking in the sight and the argument passing between Arlo and Halfred. The room was in disarray, a chaotic aftermath of the hobbits' enthusiastic celebration. The table, once neatly set with an array of autumnal dishes, now had plates scattered across its surface, some with half-eaten remnants of pies and roasted vegetables. Chairs were toppled, their usually organized arrangement now in complete disarray.

The air was thick with the warm aroma of autumn spices, and the occasional sound of a wine glass tipping over added to the chaos. Spilled wine formed dark stains on the wooden floor, contrasting sharply with the vibrant hues of fallen leaves that had been tracked in earlier.

Turning towards Grimtoof and the Leonar, Siofra harshly whispered, "What happened?"

"Er, Boss. Dem hobbits took drink. Got 'em all riled up, ya know?" Grimtoof shrugged.

With a small head bow, the Leanor explained, "Milday, they found Master Thraden's stash and wanted to celebrate the equinox."

The sound of a crash startled her out of her small interrogation with Grimtoof and the Leonar.

"Why I oughta what? I'll have you know, my turnips are the envy of Gloine Luí (Amberglow)!" Halfred proclaimed, gesturing dramatically with a half-empty wine bottle.

Arlo, holding his prized crop in hand, responded with a tipsy grin, "Turnips, you say? Ha! My carrots could beat your turnips in a race any day!"

After a few moments of ushering Arlo and Halfred away from each other before they completely destroyed the house, Siofra took her time soothing the two to sleep while Grimtoof and the Leanor were under orders to assist in cleaning the hobbit hole. Although Grimtoof grumpily dragged his feet, the Leonar managed to make it a game between whose side was cleaner quicker. Siofra couldn't decide between the two pairs which she wanted to take care of for the rest of the night but eventually managed to leave all of them be for the night.
dbeqdnc-30646a09-711b-4d81-8704-8e7cd90fe0cf.png
Whether the night was never-ending, Siofra knew she wouldn't be able to sleep a wink again. Her thoughts often ran rampant, especially if there wasn't some issue she was dealing with in the present. But, it was rather quiet—too quiet—on her way home.

"Golfrax?" Siofra called out, wondering where that baby dragon had flown off to.

Nearing her courtyard, Siofra made her way to a small, sprouting tree named Sprig. The young Ent stood with a slender yet resilient trunk, its bark adorned with vibrant moss that added a touch of woodland charm. Sprig's leaves, still in the early bloom of youth, danced in the breeze, casting a gentle, verdant glow. He was positioned near her windowsill. Siofra enjoyed his company, adding a lively and natural ambiance.

"Have you seen Golfrax, Sprig?"

With small eyes gazing up at her, Sprig shook their head. "I am Sprig."

"Haven't heard from him?" Siofra questioned further.

Narrowing their eyes, Sprig responded, "I am Sprig!"

"Thank you, Sprig." Siofra reached over and gently gave a pat before opening her doors and making her way inside. As she made herself comfortable, Siofra looked at the wine gourd in her hand, smiling to herself as she prepared to take a sip.

"Boo!"

Jumping, nearly dropping the wine, Siofra whipped her head around only to Golfrax. "There you are!"

Golfrax scoffed, a puff of smoke escaping his nostrils, "It is! I am the powerful, the pleasurable, the indestructible, Golfrax!"

Shaking her head lightly, Siofra nodded, going along with his antics, "Are you still upset?" She made a playful pout and shrugged, gesturing with her hands as if to say, "What can you do?"

"Upset? Me? Never! These petty affairs hardly concern a dragon of my stature." Golfrax extended his wings wide, as if proudly displaying his regal demeanor.

"I would have thought you'd wanted to practice your aim."

"Aim? My aim is perfect! YOU need practice. That is beneath me." Golfrax huffed, his tail flicking dismissively.

"But, Lord Caspian would have been a great choice to filet."

"He is not worthy to call filet. Bring me some geese." Golfrax opened his mouth wide, snapping it shut in a mock-chomp, emphasizing his desire for a tasty meal.

"Maybe we need to work on our gestures more, Golfrax." Siofra raised an eyebrow in a teasing manner, gesturing with a flourish, as if encouraging more dramatic expressions from the dragon.

"Gestures? The audacity! I don't stoop to such primitive tactics."

Sighing, Siofra knew she wouldn't win this argument tonight and decided to leave it be. While it would have been nice if Golfrax was on the same page as her, especially when it came to scaring away suitors, Siofra wondered how she would be able to train him and get him to trust her more. It was clear the two could not see eye-to-eye, not with his ego. But perhaps. . . there was a way.
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Action 1: Use an earth gem to summon a dragon
Action 2: Train le dragons? Dun dun dun
 
Siofra
Turn 3
deer deer

Few beings were bold enough to try and summon a dragon. Even fewer were crazy enough to do it twice. Unbeknownst to Golfrax, Devourer of Sheep, Geese and, someday, Squirrels, his lackey and number one henchwoman Siofra was summoning another of his kind. The earth gem, so precious and desired by so many in this world, was raised into the air, the sun reflecting off its surface as she chanting the arcane ritual, as the words of power slipped from her lips and tore through the air and flattened the land around her. With a single yank, her elegant fingers dug into the gem and it shattered, sprinkling the magic across the land. A few moments passed.. some more.. and she heard it. The flapping in the window. A great shadow covered her, as it blotted out the sun. It drew closer.. And closer, its wings beating in the wind, the light reflecting off its brilliant scales to create an almost painful glare. It tucked in its wings and slammed into the earth before her. Dust kicked in the air and Siofra was forced to lift her hands to cover her eyes.. When she lowered them, she saw it... And it was just as small as Golfrax... A dragon child. Its scales were a lustrous bronze and seemed to catch and reflect the sun. A fin ran down from the middle of its head down to its shoulder blades.. Wait, no, it wasn't quite the same size. They were almost certainly of similar ages, but this dragon seemed a bit bigger. No, that wasn't right, it was bulkier. More robust. Solid, like the Earth from which it drew power while Golfrax was slimmer, sleek and fast. It was likely this dragon was a bit 'stronger' then Golfrax while Golfrax was no doubt faster and the better flier.

"When you summon one as beautiful as I, it is expected for you to bow," a voice slipped out from its muzzle. A feminine voice. It was a she.

Already well versed with dealing with little dragons, Siofra lifted her jaw, “And when you meet someone like me, *you’re* supposed to bow. If we are at a crossroad, why don’t we give a hand on the shoulder as a sign of good faith”

The dragon snorted, a stream of acid flying out that melted the grass between them, "You touch me? I'm Artasia, the beautiful, the divine, the conqueror of goblins and kobolds, liberator of the coin purse of the fat merchant, the terror of sheep and geese."

Artasia looked Siofra up and down for a few moments before the dragon gave another large sigh, this time a small puff of brown fog slipped out of her maw, "Your kind always learn so slow, but I am nothing if not magnanimous and patient, I shall make a good henchwoman out of you yet."

Well, that was over with, now how was Siofra going to introduce Artasia to Golfrax...

Gained Artasia, the Earth Dragon
Artasia
Heroic
Martial 3, Earth 2
[Dragon]

She shares most of the same abilities as Golfrax, however she does not have True Flight [she still flies]. Instead Earth Dragons have two different breaths. The first is Draconic Acid which can melt.. well, just about anything. The other is drawn from their inherent power over earth magic, their 'Rust Breath' which lets them instantly rust metal items [such as weapon and armor] to the point they literally disintegrate off people. Earth Dragons are particularly feared by wealthy adventures because of this power.

Action 2
Training Montage

As expected, the two dragons did not like one another, especially because Siofra was 'their' henchwoman and, moreover, they could not share the same title! Golfrax was the devourer of sheep and geece! How could this Artasia be the terror of sheep and geece? It was nonsense! The sheep and geece could not be terrified by her if they were being devoured by him, it was common sense! Clearly Earth Dragons, being inferior, just did not understand. While in Artasia's perfect opinion, Golfrax was too flighty for his small brain to understand that any fool with a mouth too big for their mind could eat a sheep or a goose, it took a real dragon to inspire terror in them.

Such bickering had become incredibly common.. and they competed even more. They brawled and wrestled, which Artasia always won, or they raced and tried to prove who was the best hunter, which Golfrax always won. They often demanded Siofra to pick who won and who was the best since 'even someone as common and lowly as their henchwoman could see which of them was supreme!'... Siofra had yet to find an answer that satsified both.

But Siofra did come up with a clever scheme.. She couldn't get one to train on their own, but if she turned training into a competition? The second she realized this, she made progress by leaps and bounds as they unknowingly did her bidding and trained in their efforts to outdo the other. Individually, the training would have been doomed to failure, but combined like this? It was perfect. Balanced. [10 + 10 = Nat 20, too good a combo with this scenario to pass up]

With Grimtoof barking encouragement, and often trying to wrestle both at once, which, as powerful as the orc was, never worked out for him, the two young dragons improved..

Their Might increases to 4. Their Magic Path increases by 1 [Golfrax is Air 3 now, Artasia is Earth 3].

EDIT:

Siofra's masterful handling of the dragons and her.. odd ability to keep calling children has sparked a new skill in her.

[Dragon Marked]

Dragons.. seem to like her. While they'll never admit so out loud or to her, at least not in a way that implies she holds any sort of power over them, Dragons are less inclined to attack Siofra and more inclined to hear her out. However, be careful. Dragons are very jealous and possessive creatures and a large dragon may like Siofra so much they decide to keep her to themselves. [Bonus when dealing with Draconic Kind]
 

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