More things! It's silly, really, I decide to take the rest of the evening off, and then something else comes to mind! Oh well.<br/><br/>Firstly, as a follow-up to my comment on skills. Feel free to describe the results of your own successes. Your characters are definite badasses. I don't want to get in the way of that or dictate exactly how that happens. Combat, of course, is a little more restrictive, but we'll cross that bridge when we get to it. Or hack it to bits. Also, if you fail at some point when you'd really like to succeed, please PM me. Fate has options for making failure more interesting, or turning it into success at a cost. Both are better than "well, I failed to open the door, so lemme roll again ... and again ... and again."<br/><br/>Secondly, two clarifications about Dra Sirdu and Point Respite:<br/><br/>Traveling to or from Dra Sirdu is dangerous and difficult, and communication is fairly limited. I mentioned Welterforge's 4 trips because that is an exceptional trait. Ships mysteriously run aground, or they crash into difficult-to-track reefs. Mists come and go at random and spontaneous intervals. I'd probably rate a safe journey across Superb (+5), while a return trip would be Epic (+7),<em>if the weather was favorable</em>. Oddly, however, this danger doesn't seem to increase that much with larger fleets. A group of four ships and a group of fifty ships might each lose two going across. This is why the Fleets are relevant, and why they deserve their own capitalization. In-world, long-distance magical communication is difficult and spotty at best, and Dra Sirdu makes it even more so. Some messenger pigeons were brought across for important messages, and they seem to have an easier time navigating the Graveyard, but getting access to them will be difficult.<br/><br/>Point Respite, itself, isn't a very normal town. It's at once a frontier town and a military fortress, with three notable population groups. The military is the largest, though soldiers fill many jobs usually done by civillians. Civilians, including merchants, skilled laborers, and the like, are noticeably in the minority. The Second Fleet brought across the third group, which actually outnumbers the civilians, and is only somewhat smaller than the military presence: penal laborers.<br/><br/>Brought across in huge, packed ships, these unfortunate individuals are effectively slaves, and include humans and non-humans of both sexes. Anyone found guilty of a serious enough crime can be sentenced to life service, it is in fact a much more common punishment for "capital" crimes than execution. The faces and backs of these prisoners are ritually scarified, which serves as a dual purpose. Not only does it make them instantly recognizable, it is also (should it become relevant) effectively an extreme consequence (a consequence that is so devastating that it<em>takes the place of another one of the character's aspects</em>) that can be invoked (have a fate point spent on it) to instantly determine the penal worker's location relative to the invoker, or to support any action that would lead to their recapture.