Claimants of the Forsaken Lands
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							<h1 class="p-title-value"><span class="label label--lightGreen" dir="auto">Fantasy</span><span class="label-append">&nbsp;</span>Claimants of the Forsaken Lands
	
	

	

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					<div class="bbWrapper"><div style="text-align: center"><span style="font-size: 22px"><b>Claimants of the Forsaken Lands Turn 1</b></span><br>
<span style="font-size: 15px"><i>Harvest Season (Fall) Month 1</i></span><br>
<br>
Harvest season has started in the Forsaken Lands. For most of the realm, this is a time of wealth and prosperity as the farmers start to bring in their yearly harvest. This is when most players will have their highest income and most coin. Harvest Season last through the fall, three turns, and will end once Winter begins. For the majority of you, your income will drop considerably come Winter, make sure you ration and spend well.<br>
<br>
Read your intros carefully to discover where your main source of income comes from, what possible dangers exist and consider ways to expand your wealth, expand your influence and expand your reach across these Forsaken Lands for you never know what new dangers the turn of the season shall bring.<br>
<br>
[On Buildings, most buildings will not have a set cost. If you have access to a resource that helps with building, say, lumber and you want to make a palisade, you will pay a fraction as much as someone who has to import the lumber because they are in a terrain that lacks large amounts. Generally, the larger the building, the more expensive and longer it'll take. You can pay more by using more laborers or importing material to speed up the process [at increased cost]. <u><i>You do not have to pay for buildings all in one go</i></u>. You can set aside a certain amount of coin to be used for a building, and I will tell you, on your next turn, your progress. You can freely build something expensive by throwing 100 gold at it here and there. If you use more coin then is needed, it will be refunded.<br>
<br>
Every village, except for Twister's, can be assumed to have a small number of craftsmen buildings needed to keep a village going, ie, seamstress, basic town smithy, a tannery, etc. These buildings allow for the crafting of basic tools, clothing and necessities needed for living.]<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
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<b><span style="font-size: 18px">Helbaron</span></b><br>
<br>
Helbaron, once a relatively quiet village nestled in the rolling foothills near the sand swept mountains, is now a bustle of activity and filled with whispers of a questionable deity. A new religion has been growing within Helbaron based around a strange being made of shadows known as 'Tegbaron' who descended from the heavens to guide them to a better future. Not all believe in this, seeing this 'Tegbaron' as a daemon or false idol come to lead them astray, this discourse has been growing within Helbaron and if swift action is not taken to mend the rift, the small village could be torn apart in the strife of conflict. This rift did not truly appear with Tegbaron, his appearance merely exasperated it. There has always been a rift between the Shepherds and the Farmers, both believing they had a larger claim to the lush farmland of the hills. This resentment had simmered just below the surface since the founding of Helbaron, and now that the farmers had thrown their lot in with the cult and Tegbaron, the rift is now all but unsurmountable.<br>
<br>
Even with the undercurrent of resentment, it is a bustling time within Helbaron for not only is it the first month of Harvest Season, but it is also time for the biannual auction. Shepherds throughout the lands of Helbaron bring in their sheep and their saved wool to sell both, the wool and sheep then taken out of the land and into nearby lands or beyond to be sold once again. The new lord, or 'god', of Helbaron should spend their coin wisely as it will be some time before the auction comes around again.<br>
<br>
[Once every six turns, you will receive a large amount of money from sheep. You will not gain this wealth again till turn 7 assuming nothing happens to village, the shepherds or their valuable sheep]<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Helbaron Population</b><br>
418<br>
<br>
<b>Cult Members</b><br>
278 [65% are members of the cult.]<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
100% Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Sheep<br>
<br>
<b>Terrain</b><br>
Hills<br>
<br>
<b>Income </b><br>
745 Gold, 6 Silver (570 gold is purely from sheep)<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
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<span style="font-size: 18px"><b>Foalsfort</b></span><br>
<br>
Foalsfort is less a village and more a collection of tents and primitive shelters made of loose sticks and leaves. As befitting the name, every single person that calls this place home is a child, a refugee from Grand Abbey Orphanage that burnt down not too long ago. Foalsfort lacks any real organization or direction, the children within surviving off a series of gardens started by a particularly bright one of their number and scavenging in the forest. As it is the Harvest Season, the forest is providing enough food and resources to keep them alive, especially when coupled with the bounty of their gardens, but winter is coming and the children lack both sturdy, warm shelter and leadership.<br>
<br>
Unlike most other villages in the realm, Foalsfort does not have a 'tax', instead all the children bring what they find to the stash to share... For the most part. There is a small number of children who keep personal, hidden, caches. While they are in a forest abundant in very valuable Ironwood, Foalsfort lacks any real tools to attempt to harvest the trees and its bounty, nor do they have any real means to defend themselves and it is only a matter of time before they are discovered by one of the less savory aspects of the Forsaken Realm.<br>
<br>
Foalsfort, the home for the lost children of the Grand Abbey Orphanage, stands on the edge of the abyss. Will they rise up and become a tale of legends or fall and become another sad tale of those lost to this misbegotten land?<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Foalsfort Population</b><br>
67<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%100 Children<br>
<br>
<b>Taxation</b><br>
Village 95% [Collective]<br>
<br>
<b>Resource</b><br>
Lumber (Ironwood)<br>
<br>
<b>Terrain</b><br>
Forest<br>
<br>
<b>Income</b><br>
21 Gold, 4 Silver, 2 copper<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<span style="font-size: 18px"><b>Icewick</b></span><br>
<br>
Icewick. What madman would start a village here? A place so high and deep in the mountains that it is covered in snow even in early Fall. The knowledge that winter will come and be much worse sends shivers down the spines of most of the residents, at least, more shivers then the frosty air already adds. The village of 'Icewick' is less a village and more a collection wagons and primitive built shelter to ward off the worst of the cold.. as well as they are able.<br>
<br>
The exiled prince of Ironhold, a failed master of ships, a failed master of coin and now a failed navigator. The promises of lush fields has turned to ash in the mouths of all that followed Thesius, and in its place nothing more then ice and rock.  Discontent had been growing even before they arrived to this place, but now it has been steadily climbing. The rations brought from Ironhold are quickly depleting and the actions of the hunters are only delaying the inevitable doom of starvation. Already coughs start to wrack the old and the young as sickness begins to worm its way into the young village, something must be done. And it must be done soon.<br>
<br>
The knights that accompanied the Prince, along with their destriers, are currently fine, having plenty of fodder for their steeds and taking the majority of what 'good' rations remain. They do not require payment as there is expectation of lands that await them once the realm has been 'settled'... but few of them are eager to own land in this frozen wasteland. The longbowmen are a bit more discontent, eating weak gruel and thin soups, their pay lower then before to stretch out the finances, but for now, they obey.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Icewick Population</b><br>
437<br>
<br>
<b>Demographic Breakdown:</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
100% Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Fur<br>
<br>
<b>Terrain</b><br>
Mountain<br>
<br>
<i>Revenue</i><br>
128 Gold, 9 Silver<br>
<br>
<i>Upkeep</i><br>
40 Gold, 5 Silver<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span><br>
<br>
<b>Income</b><br>
88 Gold, 4 Silver<br>
<br>
<b>Military</b><br>
8 Knights w/ Warhorses<br>
36 Longbowmen<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b>Nehekara</b><br>
<br>
Nehekara, the jewel in the desert, or, well, it could be if it survives. The lands that Nehekara were built on were already lived on prior to the arrival of the Anubite to this realm, it was home to the Salters. Not far from Nehekara is a large, flat desert field with numerous wells dug in. These wells go to a deep source of water that is said to be all the way in the Underdark, this underground water has an incredible salt content. The water is pulled from the depths and then spilled into large, carefully maintained stone grooves. As the water evaporates into the hot air, the salt condenses and is left behind for the Salters to gather. This salt is known as 'Forsaken Pink', a highly valuable and pure salt. While such salt is extremely valuable, the Salters, and in turn Nehekara, are at the tail end of a very long distribution chain. The salters make the salt, and then it is bought at cut throat low rates by the 'Salt Mongers', a conglomerate of Caravans, that take the salt to the various ports and mountain passes and out to the world at large where they resell it at high prices. The salters, in the past, have tried to renegotiate, but it has never gone in their favor. The Salt Mongers, stop paying them, and already poor and in need of coin, the Salters tend to quickly fold, any caravans or traders the Salters try to contact, to work around the Salt Mongers, are 'dealt' with by hired mercenaries. If Nehekara is to profit from the salt, something needs to be done.<br>
<br>
The Salters make up the majority of the population and while used to being 'second class', it is not a position they enjoy and they feel like 'second class' to the Anubite. The Anubite came to this land, finding the oasis on which Nehekara is built around, and started to make it their home including a small series of farms built around the oasis using the fresh water to grow some more heat tolerant produce. The salters inevitably found themselves working as servants and laborers to the Anubite and it wasn't long before one of the Anubite rose to declare itself the 'leader' and that all had to pay taxes to them. Will the caste system settle? Will something be done about it? Will the Salters take matters into their own hand? Only time can tell.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Nehekara Population </b><br>
414<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
40% Anubite/60% Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource </b><br>
Salt Fields<br>
<br>
<b>Terrain</b><br>
Desert<br>
<br>
<b>Income </b><br>
171 Gold, 9 Silver<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b>LightHome</b><br>
<br>
Nestled deep in the mountains is the small dwarven settlement of LightHome, created for the single purpose of being the site of great discovery, the final resting point of the research expedition from MountainHome. Of course, the whispers of it being nothing more then an exile for an errant son of an errant house continued all the way from MountainHome, the presence of the Disgraced Guard doing little to elevate such whispers as who wants to travel with such honorless brigands? The morale of LightHome is mixed, many see it as a chance at a new beginning, free from the stifling traditions that sought only to hold back the march of progress, of science! Others, especially the servants and laborers, miss their home and see this as being caught up in the fighting of the noble houses and that they are surely to die in the Forsaken Realm as all had done before them, and not only would they die, they'd have to die while enduring the endless positivity of their other half.<br>
<br>
Still, happy or not, the dwarves went about their work with the single minded determination and stalwart work ethic that only their kind can do, quickly turning the sport into a small, welcoming settlement. There is enough flat land to have some farms, but not much and many a dwarf pine for the day when they can find some proper tunnels to start making some proper stone bread, and some trees that can serve as lumber. The lumber isn't as much use in trade as it could be as there lacks any major river nearby for them to sail it down stream, the easiest way to move such things, but it provides some profit and building material. The real treasure, as all dwarves know, lies within the mountain. It was here, at LightHome, that iron ore was discovered and it was here that they made their home. Dwarf miners toil and chip away at the mountain, bringing the precious ore back to town where it is sold off to traveling merchants.<br>
<br>
However, it is ore that is being sold. LightHome lacks facilities to smelt it down and refine it into proper steel, or even iron ingots, and they certainly lack the proper facilities to turn that steel into proper arms and armor. The iron ore provides some profit, but its hard for any proper dwarf to not look at all that unprocessed iron and feel a bit restless at the possibilities being lost.<br>
<br>
[You have one 50 pound keg of blackpowder remaining. This is enough for 400 musket shots. I'll be keeping track so don't worry too much about counting. It cost 75 gold for a single 50 pound keg and 150 for a 100 pound keg. Blackpowder is very expensive!]<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
429<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 Men and Women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
100% Dwarf<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Iron<br>
<br>
<b>Terrain </b><br>
Mountain<br>
<br>
<i>Revenue </i><br>
120 Gold, 2 Silver<br>
<br>
<i>Upkeep</i><br>
32 Gold, 2 silver<br>
<i><span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span></i><br>
<br>
<br>
<b>Income </b><br>
88 Gold<br>
<br>
<b>Military</b><br>
23 Disgraced Guards<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b>Azdanur</b><br>
<br>
Azdanur, a pretty little village tucked in the rolling hills near the edge of the Forsaken Realm. The village had escaped notice for most of its existence, and when it hadn't, the inhabitants were wise enough to get help when needed such as from the Order of Silver. With their old saviors and allies lost and in need of a home, and Azdanur more then willing to have constant protection, it was a deal where everyone prospered when they joined hands. While a few people aren't quite as happy to lose their independence as others, especially when they have to start paying 'taxes' to the Order of Silver so they can rebuild, the majority are content with the protection believing this could be the dawn of a new, better, day one where they don't have to tremble in the night.<br>
<br>
A little smaller then other villages of its size, Azdanur has its blessings, fertile farmland wraps around the village, weaving in and out of the hills, as the farmers harvest their grains. There is plenty of room and fresh grass for possible future livestock herds and the large hill Azdanur rest on gives it a commanding view of its surroundings, but the true treasure of Azdanur lays just behind it. A large pit goes deep into the ground and it is here that the Aether-Kissed Marble is found. This beautiful white marble has thin silver veins that run through it that almost seem to sparkle and glow when looked at. This rare marble is extremely valuable not only thanks to its beauty but its sensitive to the Aether. Mages find their powers come more naturally to them when binding the strands near them and the marble reacts more readily to enchantment and change. How a village could have such a valuable material and not be a sprawling industrial city? Ignorance and greed.<br>
<br>
The peasantry of Azdanur were simply unaware of the marble's worth and the trade caravans that courted it away were none to eager to share that information, in fact, it seems Azdanur has been 'trapped' in a series of binding legal contracts with a few large caravans and trading companies that give them control over the exportation of the uncut and unprocessed marble. If Azdanur is to truly prosper with its rare gift, the contract holders will need to be dealt with, or perhaps, a cunning leader could even find a loophole or grounds for a more favorable renegotiation. If all else fails, what strength do contracts truly have in this forsaken realm?<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
382<br>
<br>
<b>Demographic Breakdown:</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
80% Human/20% Other [Dwarves/Halflings/Other]<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Aether-Kissed Marble<br>
<br>
<b>Terrain</b><br>
Hills<br>
<br>
<b>Income </b><br>
166 Gold<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b>Occiden Marag</b><br>
<br>
The small village of Occiden Marag sits on the shore of the Arling River, the major river running through the Foraken Realm and rest just within the border of the Marlow Forest. The Arling River is a slow flowing river making it ideal for travel, trade and fishing which many of Occiden Marag's residents have taken to. Between it, and the decent number of small farms and farmsteads built around the fertile shores, Occiden Marag is spoiled for food and it is unlikely they will be facing any shortages anytime soon. The local forest lacks any real treasures that have been found so far, a standard assortment of soft and hard woods. Thanks to the river, if the people of Occiden Marag were to make trade partners with villages down the stream, perhaps even the port town of Skallig, they'd be able to float the lumber down the river at much greater profits as, currently, any trade is done overland in one of the few carts they have or is bought by caravans, their large size and weight make such transportation costly and not very profitable.<br>
<br>
Hunters and gatherers are finding good hauls within the forest even as Karl the Wanderer patrols its realm, keeping an eye out for any threats. He has found several tracks so far, from wolves, a bear as well as one pair of large tracks he has never seen before, but they do not appear to be heading to the village, but he could follow them if the village felt it was needed. The tensions between Aetherlings and the humans who are not yet part of their faith and culture is low, Ada the Confessor, has done well in keeping the peace between them and is well liked by most people in the village, even those that find the Aetherlings, and the humans who adopted their ways, as odd and off-putting and she is frequently consulted for all manner of ailment and is, seemingly, always happy to help, even in such cases as Old Man Thomas who has shown her the same sore for the ninth time this month.<br>
<br>
While there is a lot of room for improvement, especially when it comes to better utilizing the Arling River, life in Occiden Marag is mostly peaceful and flurishing.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
400<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
60% Aetherling, 40% Human<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Arling River<br>
<br>
<b>Terrain</b><br>
Forest<br>
<br>
<b>Income </b><br>
130 Gold<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b>Port Zolond</b><br>
<br>
Port Zolond is less a port and more a village with a small 'pier' that is about ten feet long. The name is not for what it is, but for what it <i>could </i>be. A prosperous free port where goods, no matter how  illegal, can flow in and out. Where mercenaries, pirates, traders, inventors and rogue mages can find work, give work and cut out a living in a thriving port that is the beating heart of trade for all of the Forsaken Realm. That is what it could be. For now? For now it is a small fishing village that has its fair share of drunk and disorderly. Even before Nym and his Gilded Blades arrived and claimed the village, it had its share of troubles. Its populace was a very diverse group with the person in charge being whomever could afford to pay the three Ogre siblings [Krug, Budge and.. Magdalena] at the time which was most often the wealthiest farmer of Zolond, the Respectable, Honorable, Most Courageous, Halfling Master Theodore Hotpot. This all changed when Nym and the Gilded Blades arrived. Magdalena, exceptionally large <i>and </i>smart, for an Ogre knew better then to try to fight an entire well armed regiment and stood by as they claimed the town, although the trio of ogres still hang around to growl menacingly at whomever comes their way as they await their next employer. Theodore Hotpot still kicks up a small fuss here and there, but mostly, far from the earshot of any of Nym's 'goons'.<br>
<br>
Despite the change in leadership, and one that is seemingly cemented, Zolond is still a den of ruffians. Orcs and Half-Orcs get into brawls in the street, to which the Gilded Blades tend to watch and take bets on the victor, only stepping in when it gets out of hand or things of actual value are threatened. Goblins skulk in the shadows, testing wild inventions, stealing whatever isn't nailed down and having a rather nasty habit of pranking the other inhabitants. None of them have gotten brave enough to try to prank their new lord.. Yet. Most of the work in the town comes down to three things: Farmers, Fishermen and Miners. A small series of farms rest outside of Zolond with all of them being owned and worked by humans and halflings, neither one of them seemingly to trust the other denizens to do the work, or simply, preferring to 'keep to their own kind'. What humans aren't farmers, join the goblins and some other races in fishing the shallows of the ocean, they don't catch anything truly noteworthy, but the fish and occasional shell fish do help to keep the town fed even if the constant smell of rotting fish can be nauseating to those not used to it.<br>
<br>
The last work is the hardest and tends to fall upon the poorest of the town, which also happens to be the Orcs and Half-Orcs, which work the quarry pit just beyond the village's crest. This quarry is filled with limestone, a strong, sturdy stone that doesn't hold a lot of material value, as it can be difficult to transport large distances, but is great for building. Some profit is made selling the quarried and cut bricks over land, as well as to a few merchant ships that stop by now and then, but the pay is low and the work is hard. Still, if there was any work needed to be done in stone, they have more then enough to go around.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
412<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
40% Human<br>
35% Orc/Half-Orc<br>
10% Goblin<br>
9% Other<br>
5% Halfling<br>
1% Ogre<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Limestone<br>
<br>
<b>Terrain</b><br>
Coastal<br>
<br>
<i>Revenue </i><br>
126 Gold, 6 Silver<br>
<br>
<i>Upkeep</i><br>
42 Gold<br>
<span style="font-size: 12px"><i>(You only pay them wages, Mercs buy their own food and pay their own equipment maintenance)</i></span><br>
<br>
<b>Income </b><br>
84 Gold, 6 Silver<br>
<br>
<b>Military</b><br>
42 Gilded Blades<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b>Nova Empearal</b><br>
<br>
Nova Empearal, a beautiful name for the small village tucked in the mountains. The village rest in the gully of the great Cloud Spire mountain, a truly massive mountain that seems to pierce the sky and is the largest mountain of the sandswept range. When the morning light hits it, the mountain seems to glow with an ethereal, almost heavenly, light. It is said that, in the Age of Gods, the Goddess of Light, herself, liked to visit and stay at this mountain along with her heavenly host. If this is true or not has been lost to history, but every villager likes to believe this is the case and it is hard not to be overwhelm with its beauty whenever the light hits the rocks just right. The village of Nova Empearal is a peaceful one that has, so far, avoided attention from monster or bandit, there isn't much farmland around, and what little there is, goes mostly to feeding the people along with what game can be found in the wilds. A few of its citizens take to the clusters of trees to have lumber, but the selling of lumber doesn't make anyone much wealth as they lack any means to easily transport the heavy goods, so a lot of it gets used for fires and building. The true worth of Nova Empearal is in the silver. Discovered when the village was founded, the silver vein has been a gift from the gods, the rare, and valuable, ore letting the village prosper even if the work, itself, is back breaking.<br>
<br>
The mining of silver is very valuable, but Nova Empearal lacks any means to refine it into ingots, much less, refine it into more valuable commodities like fine jewelry, or even, the very brave whisper, coins. To make coins would bring great wealth, but coinage tends to be a signal of rulership, of ownership, and to create coins cast by the village would be to issue a challenge to all around, including the neighboring kingdoms, and so remains a pipe dream or drunken rant of the more boisterous citizen. Still, the silver of the mountain holds so much promise that has yet to be tapped... And so much danger. Nova Empearal has managed to escape notice through sheer luck, the caravans that come to gather the silver doing a decent job at keeping where they got it hidden, having no desire to lose their source and have to renegotiate existing contracts or deals, but it is only a matter of time before people find out there is silver to be had up here and such wealth will attract many undesirables, bandits, mercenaries, rival aspiring claimants and.. darker things.<br>
<br>
Nova Empearal plays a dangerous game, can it push its silver resource to its fullest potential? Will others came to take what they have especially if they learn how defenseless the village is? Hard to say, Nova Empearal could just be another failed settlement in the Forsaken Lands or it could become something truly special as befitting the beauty of their home.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
418<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
90% Humans, 10% Other<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Silver<br>
<br>
<b>Terrain</b><br>
Mountains<br>
<br>
<b>Income </b><br>
198 Gold, 2 Silver​</div></div>
				
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					<div class="bbWrapper"><span class="bbcode-justify"><span style="font-family: 'Spectral';"><span style="font-size: 26px"><b><div style="text-align: center">Arakis​</div></b></span>
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	    			<ul class="tabsBbTitles mainTabsBb"><li class="bbTab active"><a data-xf-click="bbTab" data-tab-id="tab_1736445312" data-tab-container-id="tabContainer_1736445312" href="javascript:">Post</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445313" data-tab-container-id="tabContainer_1736445312" href="javascript:">Stats</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445314" data-tab-container-id="tabContainer_1736445312" href="javascript:">Spells</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445315" data-tab-container-id="tabContainer_1736445312" href="javascript:">Magic Items</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445316" data-tab-container-id="tabContainer_1736445312" href="javascript:">Background</a></li></ul>
	    			<ul class="tabsBbContent"><li class="bbTabContent" id="tab_1736445312" style="display: list-item;"><span class="float-left"><div class="bbcode-height-restrict" style="height: 340px;"><div class="bbImageWrapper  js-lbImage" title="d86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg" data-src="/proxy.php?image=https%3A%2F%2Fimages-wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2Fcbfc9e55-f453-4c12-83b8-e99189a97def%2Fd86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg%3Ftoken%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2NiZmM5ZTU1LWY0NTMtNGMxMi04M2I4LWU5OTE4OWE5N2RlZlwvZDg2em81bS0yMjIyZjJkYi02YzlkLTQ4MDItYjg3My05MmM5ZjgxZWJkOTMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.qI3vZIAVC9fSC57qm0kcjHRt8QDLuQM6R9-4W5q9svc&amp;hash=5c97a9c465fb737ebdc515ea12be9939" data-lb-sidebar-href="" data-lb-caption-extra-html="" data-single-image="1">
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	</div></div></span><div style="max-width:100%; height:340px; padding:5px; overflow:auto; border: 1px solid;"><span style="font-size: 18px"><b>New Beginnings</b></span><br>
<br>
The sands of fate had turned against Arakis and his followers, manipulated by the jealously of those who longed for his position and power. Yet, even after the darkest of turns the former Archpriest had managed to start something with the potential to be truly amazing. <br>
<br>
Before him in his humble, sandstone home stood one of his dearest friends, Amun. He had formerly been a farmer but his excellence in cookery earned him a spot among Arakis' household. He knew the former Archpriest better than most and he knew that what had happened on that fateful night was not by his hands. That is why he followed him across the scorched desert to begin anew.<br>
<br>
"The construction goes well," Amun said with a nod. "We don't expect any delays in getting the school built."<br>
<br>
Arakis stared out from his window across the village he had created. Several small buildings, a smattering of homes and then the fields. It was a far cry from his old home but it was a wonderfully humble beginning.<br>
<br>
"That is most excellent news," Arakis said, turning to present Amun a smile. "We are in your debt Amun, me so more than most."<br>
<br>
Amun scoffed loudly and let out a laugh soon after.<br>
<br>
"Forgive me for laughing but you still say the funniest things," he replied as he approached the table between them with a most solemn tone. "You owe me and the others nothing. We could have stayed but we all chose to follow you because we know who you truly are."<br>
<br>
Arakis couldn't hide the smile as he nodded gently in gratitude for his words.<br>
<br>
"Thank you Amun. Please...pass my thanks to the farmers, I need to attend to some important matters but I will visit the construction as soon as I can."<br>
<br>
Amun bowed before bidding farewell, leaving Arakis deep in thought.<br>
<br>
It wasn't long until there was a knock at the door, emerging from behind it was a small group of humans who sheepishly entered.<br>
<br>
"Ah...welcome. Please be seated everyone," Arakis instructed, "we have much to discuss."</div><br>
<fieldset class="bbcode-fieldset">
<legend>Actions</legend>
<span><span style="color: #aaaaaa"><b>Action 1</b><br>
<span style="color: #ffdd11"><b>☥</b></span>School of Magi | <i>A place primarily used for learning and developing magical prowess, but is also being used to identify any individuals with magic potential - 50 Gold</i><br>
<br>
<b>Action 2</b><br>
<span style="color: #ffdd11"><b>☥</b></span>Meet with Humans | <i>Arrange a meeting with the leaders of the humans in Nehekara to discuss the current living arrangements and the Salt Mongers.</i></span></span>
</fieldset></li><li class="bbTabContent" id="tab_1736445313" style="display: none;"><span style="font-size: 18px"><b>Current Stats</b></span><br>
<br>
<div class="bbcode-progress"><div class="bbcode-progress-text">Wounds - 14/14</div><div class="bbcode-progress-bar" style="width: calc(100% - 6px);"></div><div class="bbcode-progress-bar-other"></div></div><br>
<div class="bbcode-progress"><div class="bbcode-progress-text">Fate - 3/3</div><div class="bbcode-progress-bar" style="width: calc(100% - 6px);"></div><div class="bbcode-progress-bar-other"></div></div><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Power</legend>
<span><span style="color: #aaaaaa"><b>3</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Weapon Skill</legend>
<span><span style="color: #aaaaaa"><b>25</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Ballistic Skill</legend>
<span><span style="color: #aaaaaa"><b>25</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Strength</legend>
<span><span style="color: #aaaaaa"><b>26</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Toughness</legend>
<span><span style="color: #aaaaaa"><b>42</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifier</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Agility</legend>
<span><span style="color: #aaaaaa"><b>27</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Intelligence</legend>
<span><span style="color: #aaaaaa"><b>50</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Perception</legend>
<span><span style="color: #aaaaaa"><b>45</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Willpower</legend>
<span><span style="color: #aaaaaa"><b>49</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Fellowship</legend>
<span><span style="color: #aaaaaa"><b>16</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers </i><br>
</span></span>
</fieldset><br></li><li class="bbTabContent" id="tab_1736445314" style="display: none;"><span style="font-size: 18px"><b>Core Spells</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Glowing Light</legend>
<span><span style="color: #aaaaaa"><b>CV | 3</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Can cause any item in your grasp to glow with the light of a lantern for one hour or until you let it go.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Sounds</legend>
<span><span style="color: #aaaaaa"><b>CV | 4</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a phantom noise with volume ranging from a whisper to a roar. You can choose the type of noise and the volume, the spell can reproduce any noise but speech. The noise can last 10 seconds.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Drop</legend>
<span><span style="color: #aaaaaa"><b>CV | 4</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Compel a target to drop whatever they are holding. The subject can resist it with a Will Power test</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Marsh Lights</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a number of distant lights that could be mistaken for torches or lanterns. They can be sent off in any direction [within 100 yards], they disappear into nothingness if they go past your line of sight. Concentration Spell: You may not cast any other spells while Marsh Lights is active.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Dart</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Bolt of magical force with a range of 16 yards. Damage 3.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Sleep</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Your touch causes an enemy to fall into a slumber for 1d10 rounds unless a successful Will Power test is made. This is a touch spell [must pass a Weapon Skill test].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Aethyric Armour</legend>
<span><span style="color: #aaaaaa"><b>CV | 5</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Weave the strands of the aether into an invisible barrier to shield yourself. Gain number of armor points equal to the magic power used to cast it for 6 rounds. This cannot be used with actual armor and putting on armor will cause this effect to immediately end</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Blessed Weapon</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Can enchant one melee, thrown weapon, or ammunition [up to 5 shots]. These items gain no direct combat bonuses but do count as magical making them very useful against ghost and other ethereal targets. Last 1 hour.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Lock</legend>
<span><span style="color: #aaaaaa"><b>CV | 7</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Enchant one lock or bolt that you can touch for 1 week. This magic lock cannot be picked or forced open during this time. [Beware, the item, itself, can be broken. A magically locked door can still be smashed apart, etc].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Alarm</legend>
<span><span style="color: #aaaaaa"><b>CV | 8</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a silent alarm on one spot you touch. If a creature comes within 2 yards, you will be mentally alerted instantly no matter how far you are. This will wake you up if sleeping. It provides no identity of who tripped it, only that someone has. You can only have 1 magic alarm at any time. Last until triggered or you cast another.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Heaven</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Starshine</legend>
<span><span style="color: #aaaaaa"><b>CV | 22</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You call down the light of the stars [Can be used in daytime or indoors], the area is illuminated by soft light that reveals all that is hidden. Any darkness, magical or mundane, is banished, the invisible is made visible, hidden or disguised characters are exposed and secret areas (doors, chambers, etc) are revealed. Starshine last for 1 week.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Greater Portent of Amul</legend>
<span><span style="color: #aaaaaa"><b>CV | 18</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You read signs and divine clues about what the future holds. For the next 24 hours, you gain two rerolls that you may use for whatever you wish. Unlike Portent of Amul, you may use these rerolls to force your opponent to reroll as well. You may not gain more rerolls from this spell until both have been used or expired.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Life</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Father of Thorns</legend>
<span><span style="color: #aaaaaa"><b>CV | 14</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You cause thorns and briars to burst from the naked earth with 48 yards in a wall. Anyone within the area who tries to move through takes a Damage 4 (D10+4) hit. You, and only you, are not effected within this area. The thorns and briars retreat back into the earth after a number of rounds equal to the power dice used to cast.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Woodshape</legend>
<span><span style="color: #aaaaaa"><b>CV | 16</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You allow a willing creature to take the shape of a tree. The type of tree depends on the character of the individual, a melancholic person may transform into a weeping willow while an evil being may turn into a black oak. The target maintains the form of a tree for as long as they wish and may voluntarily end it at any time. While in tree form, the creature can see and hear as normal and may communicate with you, or other trees.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Illusion</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Pot of Despair</legend>
<span><span style="color: #aaaaaa"><b>CV | 24</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You conjure a black pit within line of sight that has a 24 yard radius. All enemies within believe they are plunging to their death in a bottomless chasm, screaming in terror all the while. They must pass a Will Power test to resist this effect, those that fail are considered Helpless but may take another test each turn. Pit of Despair last the number of rounds as the power dice used. [Helpless opponents may not defend themselves and so are hit automatically in combat. All damage rolls are maxed against Helpless foes].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Doppelganger</legend>
<span><span style="color: #aaaaaa"><b>CV | 18</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You create a perfect copy of yourself anywhere within line of sight. You can hear and speak through this shadow version of yourself, it can freely move anywhere within your line of sight and you may cast through this illusion. Enemy must pass a Perception Test to decipher its true nature. Illusion last for D10+Power Dice Used.</i></span></span>
</fieldset><br>
<br>
<br></li><li class="bbTabContent" id="tab_1736445315" style="display: none;"><span style="font-size: 18px"><b>Magic Items</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Staff of Inhotok</legend>
<span><span style="color: #aaaaaa"><b>Bound Spell | Greater Portent of Amul </b><br>
<span style="color: #ffdd11"><b>☥</b></span>Impact | <i>When rolling for melee damage, roll 2d10 and pick the best.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Slow | <i>Opponents get +10% to parry or dodge blows from this weapon.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Magical | <i>Magical weapons will never break [outside of the most extreme circumstance] and can hit ethereal units.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Spell Storage | <i>You may store a spell within the staff that has a Casting Value of 20 or less. This spell will last forever or until a new spell is stored within. You may unleash the spell within as a free action [which could allow you to cast twice in a round], once unleashed, the staff has a game turn recharge until that spell can be used again.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Untapped Potential | <i>Magic swirls in this staff, its essence eluding you. It holds some secret or potency it has not yet revealed.</i></span></span>
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	</div></span><span style="font-size: 18px"><b> Character Details </b></span><br>
<br>
Age: 173 years<br>
<br>
Race: <br>
Anubite - Long-lived bipedal creatures whose appearance is far more intimidating than their demeanor. <br>
<br>
Personality:<br>
A solemn being who has been wronged and as a result  is slowly being eaten away by the urge for revenge. He battles the growing darkness daily, trying to remain on the path that he knows is just and true. He wants to continue to be a role model and benevolent leader to his people.<br>
<br>
Skills:<br>
Magic - A key facet of the Archpriest's role is to master the use of magic. Over a century of practice has led to some semblance of skill. He has the capability to use most forms but has a particular penchant for the Heavens, Life and Illusions [Shadow &amp; Heavens] styles of magic.  <br>
<br>
Potions and Poisoncraft - Sometimes magic needs to make way for more physical means. Archpriest's pass on the knowledge of potions and poisons, meaning they can create cures as effectively as they can develop toxins.<br>
<br>
Equipment/Personal Possessions:<br>
Archpriest Staff - Equal parts status symbol and polearm, it is a tribute to the God of God's, Inhotok, leader of the Khemrian pantheon.<br>
<br>
Assorted crafting items - An assortment of items to be used in the creation of potions and poisons.<br>
<br>
Past/Current Profession: Archpriest to the Pharoah<br>
<br>
Family:<br>
His entire family was executed on the night Khaemt turned his world upside down.<br>
<br>
History:<br>
Arakis spent the first twenty years of his life learning the way of the priests. He was born under the blood moon and due to custom was believed to be the next Archpriest as chosen by the gods themselves. He was no more than a standard priest until his forty sixth year when the previous Archpriest died after a long, complicated illness. At this moment Arakis felt his entire world change.<br>
<br>
He would spend the next one hundred years taking care of the royal family and social elites. Fine tuning his magic to protect them, his potion skills to heal them and poison craft to defeat their foes. He was adored by all but a few and it was they that would see to his downfall.<br>
<br>
Arakis awoke in a pool of blood, surrounded by the corpses of the Pharoah and his wife. The chill cries of his only child, Amuhn, roused Arakis from his slumber. His head was blurred and the previous twenty four hours non-existent in his memory. The footsteps of guards charging towards him echoed through the ornate corridors of the palace, he had to run.<br>
<br>
As he fled he spotted a lone priest leant against a pillar nonchalantly, a smile forming as he watched Arakis running. Khaemt raised a hand and waved sarcastically for a moment before pointing towards Arakis. He yelled out, "Guards! Guards! The Archpriest has slain the Pharaoh!"<br>
<br>
For the rest of that night Arakis did what he could to avoid capture, eventually finding himself in the deep desert. Along the way he had managed to find some of his attendants but they were nothing more than cooks or handmaidens.<br>
<br>
After walking for two nights and one day the group found an oasis not far from the River Osht. It was here that Arakis would found Nehekara.<br>
<br>
Village Name: <br>
Nehekara - A village of small size that sits next to a lush oasis.<br>
<br>
Desired Starting Terrain: Desert<br>
<br>
Retinue/Unique Perk:<br>
A small group of faithful and trusting attendants followed Arakis as he fled Khemri. They range from cooks to handmaiden's, servants to initiate priests. He does retain the magical item of his former position, the Staff of Inhotok.<br></li></ul>
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					<div class="bbWrapper"><div style="text-align: center"><i><a href="https://www.rpnation.com/attachments/1662876791096-png.1021061/" target="_blank"><img src="https://www.rpnation.com/data/attachments/958/958191-a2e3579999d841d3a200b6dc1bd66498.jpg" class="bbImage " style="" alt="1662876791096.png" title="1662876791096.png" width="126" height="100" loading="lazy"></a><br>
<br>
Pilgrim-robed <br>
heart on a journey <br>
becomes quiet.</i><br>​</div>Irving sat along the riverbed. Distant from the village, he was met with tranquility. The sun kissed his skin with its intimate warmth. He gazed into the river and observed its flow. Down and down the water rolled, along the bank of the Arling River. So silent were these lands that one could almost forget how deadly they were. The Aetherlings had made much progress. They had undergone a long journey to reach these lands and even here, danger potentially lay in every corner. So far, they had been blessed. They had found this piece of fertile ground near a river, surrounded by trees. The river and the forest provided plentiful bounty. Yet, there was still much to do. They would be well fed, but could they produce enough food to store and save for the winter? Irving knew that they would have to build additional root cellars and granaries to make sure that they would have enough food stocked. Yet, to build they would need much lumber to build with. The forest provided plenty, but it was labor intensive. Simply shaping felled trees was a time consuming ordeal in itself. Additional steps had to be taken to improve efficiency of the village's lumber production. Why spend their limited manual labor when before him... Irving could simply witness the infinite strength of the river spirit. Yes, the river flowed slowly, yet it never stopped. The water could be harnessed to further help the village.<br>
<br>
A twig snapped behind Irving. He called out "Hail, Lady Ada. I thank thee for promptly answering my call. Come, join me." as he dipped his hand into the river to feel the water gently press against his fingers. Ada the Confessor walked out of the foliage and gently sat upon the ground next to Irving. "Hark, the river spirit graces us with its wisdom and bounty." Ada said as she watched Irving seemingly play with the water. Irving smiled and replied "We are blessed." as he looked at Ada only to see a man silently approaching from behind her. "Ahh, Karl. You have arrived as well. Come, come... let us begin the council." Karl silently walked up to the others, but instead of taking a seat proceeded to find a nearby tree to lean upon and stay on his feet instead. Irving cleared his throat and said "I have summoned you both today to discuss our plans. We have finally established a stable village, yet it is far from safe or prosperous. While we did not come to make riches, we must obtain the means to continue our sacred quest. Knowledge, magic, and special talent are not cheap goods that can be purchased at discount."<br>
<br>
Irving continued "Thus, we must continue to grow our humble settlement. I plan to lead our people in the raising of a watermill to help us process felled trees quicker into useable lumber and timber. We will need those materials to build our settlement and establish bountiful warehouses and granaries. Further... we will have to think about the future. While it would be a convenience to build ships and attempt to establish trade with those down the river... These lands are not without danger. We may want to consider building a wooden palisade or wall around the settlement. In addition... it would be prudent to train all able bodied men to be able to take up arms and serve as a militia if needed in emergencies. Karl, you mentioned seeing large prints that you do not recognize? These lands are likely filled with strange and potentially dangerous creatures. We must remain vigilant."<br>
<br>
Karl grunted in agreement and gave a quick nod. Irving then spoke "Karl, I will entrust thee with picking some of the most capable hunters of our village and going out on a patrol around our lands and scout. We must be certain that we are not under imminent threat, and learn what more lies in the lands around us. We would be fools to blindly walk into the wild." Irving looked to Ada and said "Lady Ada, I will ask you to join me and our craftsman in building water mills. More efficient labor will be crucial for us to obtain both the time and resources to continue exploring for the solution to the Maelstorm." Lady Ada replied "While I am not formally trained in the matters of architects, I am well learned in the maths and do what I can to help the people." Irving smiled and rose from his seat. "Let us proceed, then. The spirits are not the ones to favor the idle and lazy."<br>
<br>
---<br>
<br>
Actions:<br>
<br>
1. Scouting/Exploration of the lands around/nearby the village<br>
<br>
2. Construction of various watermills to process things like logs, grains, etc. quicker and more efficiently (50 Gold)</div>
				
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			<h5 class="userTitle message-userTitle" dir="auto" itemprop="jobTitle">Imagination will bring us everywhere</h5>
			

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					<div class="bbWrapper"><div style="text-align: center"><span style="font-family: 'tahoma'"><span style="font-size: 26px">Nova Empearal</span></span><br>
<a href="https://www.rpnation.com/attachments/1662885991343-png.1021077/" target="_blank"><img src="https://www.rpnation.com/data/attachments/958/958207-45edb36ee643042440c998cf156237ea.jpg" class="bbImage " style="" alt="1662885991343.png" title="1662885991343.png" width="161" height="100" loading="lazy"></a><br>


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			<div class="bbCodeBlock-content"><b>Village Population</b><br>
418<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
90% Humans, 10% Other<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Silver<br>
<br>
<b>Terrain</b><br>
Mountains<br>
<br>
<b>Gold Reserve: </b><br>
65 Gold, 2 Silver</div>
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</div>Araquiel was sitting under the tree as day broke and the ethereal light of the mountain shone on the surroundings. He hummed a song that he used to sing in the 5th mountain as well as dreaming of what was to come. His future, the future of the village, and his people.<br>
<br>
The situation back in the village was peaceful, but it wouldn't last for long. The silver, a blessing by the Gods as the villagers say, is at the same time a curse due to their weakness. They do not have the power to claim it for themselves, at least for now. Sooner or later, the situation will turn bad, outsiders will discover the presence of the mine and wish to claim it for themselves.<br>
<br>
The humming stopped and Araquiel opened his eyes, his golden iris matching the golden light from the mountains. "And so I must act."<br>
<br>
He stood up and looked at the skies and sneered, his angelic aura of innocence completely disappearing and replaced with scorn. "I will brave through all the trials and one day, you will kneel before me, mother. Living as a mortal for years has given me more wisdom than centuries of living in the Seven Mountains. I was naive, but not anymore."<br>
<br>
Actions:<br>
Order 1: Creation of Paper Charms<br>


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			<div class="bbCodeBlock-content">9 Barrier Paper Charms are created.<br>
4x 1 Week Charms - 40 Gold<br>
3x 1 Hour Charms - 15 Gold<br>
2x 1 Month Charm - 40 Gold<br>
Total Expense: 95 Gold</div>
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Order 2: Talk with the Caravan Leaders<br>
Total Expense: 40 Gold<br>​</div></div>
				
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					<div class="bbWrapper"><div style="text-align: center"><span style="font-size: 26px"><b>Port Zolond</b></span><br>
<a href="https://www.rpnation.com/attachments/port-zolond-village-jpg.1021174/" target="_blank"><img src="https://www.rpnation.com/data/attachments/958/958304-318e891122e772d0932e64862a349a42.jpg" class="bbImage " style="" alt="Port Zolond Village.jpg" title="Port Zolond Village.jpg" width="164" height="100" loading="lazy"></a>​</div><hr><div style="text-align: center">Nym  sat in his office regarding the map of the settlement he'd had made to consider courses of action. He'd moved in quickly to assert power with his private little force of sellswords. The Gilded Blades were reliable and well trained, considering the effort he'd invested into hiring them in the first place. It was time to put them to use and perhaps keep them a little preoccupied as he worked his skills to convert the little village into a future trade hub. The first order of business was to know about the surrounding area so as to better respond to issues.<br>
<br>
The major issue right now was to make sure the Gilded Blades and others might put more money into his coffers. He had one of the local stone masons working up plans for an extensive tavern to be build called The Last Gasp, its sign to be a skull with playing cards for teeth and dice in the eye sockets set to 1 and 6 to show all fortunes were welcomed there. He hoped to recoup lost pay from his mercenaries while also getting money from the locals and visitors. It would also give a little more business to the local fishers and farmers due to the need for food. Drink would have to be imported but that was just a cost of doing business until they could get a brewery going.<br>
<br>
He muses to himself, thinking he'd have the pleasure workers organize and appoint a leader amongst themselves. Happy workers made things easier and would be encouraged to extract secrets from those they did business with. Flesh was good business but knowledge was too even if it might just be a warning to head off some trouble. He needed to exert control over the town but being iron fisted was costly and troublesome. Better to be insidious and become too necessary for the village to function by being the major owner or investor in all successful businesses he could.​</div><hr><div style="text-align: center">Actions<br>
1. Explore the areas around Port Zolond and its its outlying lands.<br>
2. Build The Last Gasp: Stone tavern of good quality sized for local, sailor and trader business. Gambling hall and Bordello with food and entertainment. (50 Gold)​</div></div>
				
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					<div class="bbWrapper"><div style="text-align: center"><b><span style="font-size: 26px"><u>Logrim BlazingHand</u></span><br>
<br>
Turn 1</b><br>
<br>
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<br>
It was to become the place of vast discovery. LightHome was to be a beacon of Scientific and Magical Discovery. A combination of Runecraft with the ingenuity of Dwarven technology. Already it was something that he, Prince Logrim sought to bring forth to all the people. Not just Dwarvenkind. Though of course they would get to be its first recipients.<br>
<br>
He would make sure that those under his care would receive the benefits of what they were trying to do and so that they could see what he had to offer. He wished for all of them to be stronger for it. To have the freedom to act in a way that would give them the most ability to perform at their best.<br>
<br>
Some called this outpost a “soft exile” that sort of thinking was preposterous. Was it an exile to be given resources and a contingent of fine warriors from across the Dwarven Lands and sent to the Forsaken Lands to improve quality of life there? Logrim didn’t think so. After all, the first Dwarves to settle the Forsaken Lands could easily shift the balance of power within the world. And he was going to be the cause.<br>
<br>
This would benefit all that came along. The Science would prove well worth it.<br>
<br>
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	</div><br>
<br>
<b>Logbook of Dwarven Miner, Boron<br>
<br>
<i>Day 5</i></b><br>
<br>
<i>“We struck into the mountain today and found the Iron Ore. It be a proper MountainHome now. They be calling it LightHome. That we be spreading the Light to the Forsaken Lands. But what do I care about that? I be a Miner, littered in the dark.”</i><br>
<br>
<b><i>Day 7</i></b><br>
<br>
<i>“Lots of Iron Ore in this Mountain. It be an even better pick than me and the boys thought. Once we get a proper Dwarven Brew set up, we’ll have to celebrate. It be a good mining location that we’ll have for a while.”</i><br>
<br>
<b><i>Day 10</i></b><br>
<br>
<i>“The boys be telling ghost stories of a previous expedition into the Forsaken Lands. The Dwarves there were swallowed up be some creature called the SoulStealer. That they Dug Too Deep. Bah! Like I be believing such nonsense. All the same, I be keeping me holy symbol of Dwager close by.”</i><br>
<br>
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	</div><br>
<br>
<b>Plans coming Together</b><br>
<br>
Logrim stood pacing around a table. His Uncle Hazzim thumped a heavy hammer on the table.<br>
<br>
“Laddie. You can’t keep waffling on this matter. Iffin we don’t be having a way to smelter the Iron Ore, it’ll go to waste. And all of your technological experiments will be for naught. Plus….”<br>
<br>
He watched as Logrim ceased pacing and crossed his arms over his chest, the young man almost pouting.<br>
<br>
“.....It’ll be  not only a better show of wealth, but also raise morale in the town. There are many that are saddened with their current lot out in these Forsaken Lands.”<br>
<br>
Logrim waved a dismissive arm. “And there are many that are happy to be out of the stifling grip of Traditional Dwarven Values that slowed down progress and crushed the fun out of life, Uncle.”<br>
<br>
Hazzim Smirked. “Aye, Laddie. You’re not wrong there. But a Smelter station would allow everything to improve for the better.”<br>
<br>
The Prince released his arms from across his chest and started fiddling with the rifle at his back. “Aye Uncle. You’re not wrong. Very well. We shall begin construction of a Smelter facility. And in order to raise spirits, open up a new tunnel for Stone Bread Creation.”<br>
<br>
Hazzim gave a deep bow. “It shall be done, my Prince.”<br>
<br>
He gave a wink before heading off to follow the orders.<br>
<br>
“We shall get this place fully up and running yet. And when my father hears of this, he will show great pride. I just know it.<br>
<br>
<b><u>Actions:</u></b><br>
<br>
<i><b>Action 1: Spend 50 Gold to Build a Smelter and Refining Facility<br>
</b></i><br>
<b><i>Action 2: Spent 20 Gold to open up a few new tunnels for creation of Stone Bread and other Tunnel Based Food products</i></b>​</div></div>
				
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					<div class="bbWrapper"><div style="text-align: center"><a href="https://www.rpnation.com/attachments/azdanur-jpg.1021184/" target="_blank"><img src="https://www.rpnation.com/data/attachments/958/958314-a876b1861f5c1d1291703707b2cd79b8.jpg" class="bbImage " style="" alt="Azdanur.jpg" title="Azdanur.jpg" width="185" height="100" loading="lazy"></a><br>
<span style="font-size: 22px"><b><i>Azdanur</i></b></span>​</div><hr><div style="text-align: center">'A thousand curses upon these blasted greedy merchants,' Kaiden scowled, listening to the report from one of the villagers about the village's current affairs. "You have done well to inform me of our standings Berius, go now to your wife and child and have some rest before the workday begins anew."<br>
<br>
"By your leave," the human is quick to leave, eager to see his family after a long day toiling in the fields.<br>
<br>
"Gideon, remind me why I agreed to lead this village again?" Kaiden turns to his companion in the room, not at all surprised to see the giant of a man just barely awake. Truly, the man could train others like no one Kaiden had ever met but he was unable to sit through any kind of meeting and pay attention.<br>
<br>
"Because our order is down to me, you, and Alice. The rest are either trainees who aren't worth a thing in a fight or dead," the normally cheerful man's face darkened a bit, but he was quick to smile once more. "Take heart though, for now that we have our place here, we can truly call ourselves an order of fair knights!"<br>
<br>
"So you say my friend, but I would hardly call this village the like of some of the castles and strongholds that other orders can claim as their own."<br>
<br>
"Then we will simply have to make it as such my friend! Now come, let us walk the village and see if we can't find a place for a training field, perhaps you will even clear your head enough to figure out a way out of these contracts we appear to be under!"​</div><hr><div style="text-align: center"><b>Actions</b><br>
1. Establish a training ground so that a basic militia might be trained<br>
<i>"You call that fighting? I'll show you fighting!"</i><br>
<br>
2. Examine the contracts that the village is under in order to attempt to find a loophole<br>
<i>"You're born. You suffer. You die. Fortunately, there's a loophole." -Billy Graham</i><br>
<br>
<b>Village Population</b><br>
382<br>
<br>
<b>Demographic Breakdown:</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
80% Human/20% Other [Dwarves/Halflings/Other]<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Aether-Kissed Marble<br>
<br>
<b>Terrain</b><br>
Hills<br>
<br>
<b>Income</b><br>
166 Gold​</div></div>
				
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					<div class="bbWrapper"><div style="text-align: center"><b><span style="font-size: 26px"><span style="color: rgb(40, 50, 78)">Tegbaron</span></span></b><br>
"And so a journey starts"<br>​</div>So a little experiment may have landed old Tegbaron in his current situation one that the shadeling regretted immensely, but he was here now and he had people who looked up to him sure they where fairly cultist but when you resembles the "Master" so much and crashed into their church even Tegboran had to admit he very much would have through the same in there shoes, right now he had bigger less philosophical fish to fry. The locals where prideful of their professions sheep and farming, both with their idea of who should own the land frankly Tegboran hopped he could get them to work together the village would be stronger economically with both parties at least not in an antagonistic relationship, the farmers had already thrown their support behind him however that was a good thing it meant people would ve able to eat. But afford other things... unlikely without the support of the Shepard's, <br>
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Action: speak with both shepard and farmers to assess their concerns properly <br>
<br>
Spend 200 gold on improving town general inferstructure and conditions</div>
				
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					<div class="bbWrapper"><div style="text-align: center"><b><u><span style="font-size: 22px">CƎNSUS</span></u><br>
<br>
Foalsfort Population</b><br>
67<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%100 Children<br>
<br>
<b>Taxation</b><br>
Village 95% [Collective]<br>
<br>
<b>Main Export</b><br>
Lumber (Ironwood)<br>
<br>
<b>Land</b><br>
Forest<br>
<br>
<b>Income</b><br>
21 Gold, 4 Silver, 2 copper<br>
<br>
<br>
<div class="bbImageWrapper  js-lbImage" title="6a26658edb459e84fed94d099e3a185a.png" data-src="/proxy.php?image=https%3A%2F%2Fi.postimg.cc%2Fj2T89q9b%2F6a26658edb459e84fed94d099e3a185a.png&amp;hash=de13fff76f3809e188d46ca1a53d4a69" data-lb-sidebar-href="" data-lb-caption-extra-html="" data-single-image="1">
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	</div><br>
<br>
<br>
Demitri tossed and turned in his slumber, the first rays of the Sun shining through the numerous gaps and hollows of his twiggy tent. Rolling to the side, the young lads attempt to catch some much needed sleep was thwarted, his leafy mat affording little protection as a rock grazed his forehead. Instinctually he shot up, eyes wide open as he let out a pained grunt.<br>
<br>
"You okay in there?"<br>
<br>
Demitri rubbed the small nick on his head, as a fair haired, fair skinned face poked through the door. "I'm fine, Adam" Demitri answered, glancing up at his friend<br>
<br>
The same age as Demitri, Adam was a few inches taller than him, with lanky arms and legs and an unruly mop of hair on his head. Always happy and chipper, Adam had seemingly taken to their new circumstances remarkably well, walking around the camp half naked all the time with a big smile on his face. "Great. Guess I can come in then now that your up and all."<br>
<br>
Without hesitation, Adam entered the tent, forcing Demitri to scoot backwards in the sticky shelter, the enclosed space having barely enough room for the two of them. Inches away from each other, Demitri couldn't help but notice his friends quickly growing muscles. With broad shoulders and a strong chin, Adam would surely grow up into a handsome man. Demitri wasn't too sure he would grow up in the same way. With a square face, long hair and some stubborn puppy fat Demitri still had some growing to do.<br>
<br>
If they survived that long.<br>
<br>
With the Grand Abbey Orphanage, the only home they ever known, gone in a terrifying inferno, alongside the pious nuns and monks that has served as the guardians, the helpless children had been left to fend for themselves in this Forsaken Land. With it being almost a month with no sign of rescue, their hopes of survival were quickly dimming.<br>
<br>
  Demitri rubbed the sleep from his sullen, sagging eyes as Adam spoke to him.<br>
<br>
"Marta wants to see us" he said, Adam's eyes twinkling.<br>
<br>
Demitri's hand dropped from his eyes, hanging limply. "Really?!"<br>
<br>
The crush of nearly every boy in the Orphanage, including Demitri, Marta was the nicest and kindest person you could ever meet. Willing to do anything for anyone, Marta had helped nearly every child at one point or another, even helping the Sisters to raise some of the younger ones, back in the Abbey. She was also really pretty....<br>
<br>
"No lie?" asked Demitri.<br>
<br>
Adam leant back in mock offence, hand to his chest. "I was raised in the Abbey same as you so you should know lying is a Sin."<br>
<br>
Demitri looked at him, questioningly.<br>
<br>
"Fine. I swear by her Immaculateness"<br>
<br>
"Then we better be going then." exclaimed Demitri, jumping to his feet, his shabby shelter shaking as it almost came down round their ears.<br>
<br>
Adam slid out backwards as Demitri hurried out, taken off after his friend who had already quickly got to his feet.<br>
<br>
Seeing a steadily growing amount of children as they neared their meeting place with Marta, Demitri's thoughts of this being a private meeting quickly vanished. With the crowd thickening with every step, Demitri could hear the raised voices of some of the children. By the sounds of it, the situation was starting to heat up.<br>
<br>
Following Adam as he pushed through the crowd, Demitri's heart skipped a beat as he saw Marta's face light up as she waved at him.  Standing on top a log in a small clearing, she jumped down at the boys approach, grabbing the hem of her skirt as she walked over. With her deep green skin, and rich earthy coloured hair, the half Orc, Marta seemed made for the forest despite her ancestors mountainous origins.<br>
<br>
"Morning Demitri" beamed Marta.<br>
<br>
Without hesitation or inquiry, she began to groom Demitri like a doting mother, dusting down his raggy brown tunics and pants. Demitri cheeks went red in embarrassment at her fussing but he wasn't going to say no to such attention.<br>
<br>
"I appreciate you bringing him Adam." she thanked, pulling a twig from Demitri's long hair. Noticing his cut, she tutted and licked her thumb, wiping it over the wound. "I'll have a look at that later" she stated. "After the meeting"<br>
<br>
"What meeting?" asked a confused Adam, as he ran his fingers through his own hair.<br>
<br>
Busy with Demitri, Marta didn't reply to the question, giving Demitri one last look over instead. Happy, she turned on her heel, and spoke to the anxious crowd from atop the log.<br>
<br>
"Boy's settle down! Please!" Marta shouted.<br>
<br>
From the clearing Demitri could see two lads, one big and one small and only slightly younger than him, close to a shoving match. "I agree that these problems need sorting but unless we have one clear voice and a focused direction, we won't get anywhere" She looked at the crowd "What we need is a leader!"<br>
<br>
"And I suppose your going to be leader" snapped one of the fighting boys. Short and squat, the lad seemed to compensate with a big mouth.<br>
<br>
"No." calmly stated Marta. "I suggest a vote"<br>
<br>
"What's a vote" squeaked a girl no more than eight years of age, with strawberry blonde hair and freckles on her cheeks.<br>
<br>
"It's an important process, where you choose someone you think would make a good leader. Someone like Father Tate from the Abbey, but you can pick this time." answered Marta, warmly<br>
<br>
There was a murmur from the crowd. "Sounds fair" chimed Adam<br>
<br>
"I suggest we choose people with experience and knowledge. People we think could really help us set a good foundation for our camp."<br>
<br>
"Can't we just wait until we get rescued?" asked one of the children<br>
<br>
There was another murmur from the group. "Well we can't be certain when that is, and as Tlitos and Neeso mentioned we have certain issues that need addressing right away. With a strong and fair leader we can do that. And by having a vote we know that everyone had a voice in choosing one."<br>
<br>
Everyone looked at one another and nodded, Marta's speech seemingly settling the issue. "I'll cast the first vote. And I choose Demitri."<br>
<br>
With everyone turning to him as Marta pointed him out, Demitri could only look on wide eyed "Wha..." he stuttered<br>
<br>
"He's calm, collected and intelligent. And he has experience working in the township as a stable hand."<br>
<br>
"What's a stable hand?" asked the same little girl from earlier.<br>
<br>
There was a twinkle in Marta's eye as she heard the question, as if hoping someone would ask "He worked with horses."<br>
<br>
The little girl stared at Demitri, jaw agape. Looking out through crowd, a lot of other young girls seemed to have the same reaction.<br>
<br>
<i>Uh oh</i><br>
<br>
"If you think Demitri would make a good leader please raise your hand." asked Marta<br>
<br>
Demitri's stomach dropped as hands began to raise.<br>
<br>​</div><b>Turn Actions:</b><br>
A vote, mainly a show of hands, will be held to determine leadership of Foalsfort. Residents knowledge in both useful and essential crafts and occupations will be discussed in the hopes of forming a reputable town council.<br>


<div class="bbCodeSpoiler">
	<button type="button" class="bbCodeSpoiler-button button--longText button" data-xf-click="toggle" data-xf-init="tooltip" data-original-title="Click to reveal or hide spoiler" id="js-XFUniqueId42"><span class="button-text">

		<span>Spoiler: <span class="bbCodeSpoiler-button-title">The Vote</span></span>
	</span></button>
	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content">Demitri is guaranteed to win, it just depends on how good the margin is. What I'm thinking is roll a d100 to determine how much of the vote Demitri actually gets, e.g a roll of 30 is 30% of the vote, 50 is 50% etc. with certain buffs or negatives applied depending on the result. If possible, could I use a Fate reroll if the number's a bit low?</div>
		</div>
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					<div class="bbWrapper"><div style="text-align: center"><b><u><span style="font-size: 26px">In the Frozen Wastes</span></u></b><br>
<br>
<a href="https://www.rpnation.com/attachments/1663208320762-png.1022375/" target="_blank"><img src="https://www.rpnation.com/data/attachments/959/959505-a016e1404c56b0e58cf634eaccfd57a3.jpg" class="bbImage " style="" alt="1663208320762.png" title="1663208320762.png" width="162" height="100" loading="lazy"></a><br>
<br>
<span style="font-size: 15px">    Thesius wondered whether the sour liquid in his goblet was wine or piss, before deciding that it was probably vomit. He drank deeply. <i>If I closed my eyes, I could be tasting sweet Albanese in a glassy solar, </i>he thought. Instead, he was here in a ripped pavilion with his buttocks scraping up freezing dirt and his head cradled between two large barrels. The drink did not taste good, but anything was better than sobriety. <i>I wonder what my father would think if he saw me now and knew what I had done. Laugh?</i> Thesius quickly took another sip. The homing birds had all died from the cold, so no one could inform his father of what happened. <i>As if I would ever let them do that. </i>Regardless, it was more comfortable to lie here and do nothing than to face his men. <i>They are my men, though. My responsibility.</i> <i>My fault. </i>They had all trusted him, and he had led them straight into death. <br>
<br>
    Thesius had begun to drink before his men had halted the wagons and built his pavilion, and he had not stopped since. Has it been a day? A week? A year? Thesius could not tell. All he knew was that they had left Ironhold in the summer, so winter must be coming soon. When that time comes… they were all going to die. <i>And my men know it, too.</i> At first, he had heard people shouting, but they were all quiet now. <i>They are waiting for the cold to deliver their sweet fates, just like me.</i> No one had bothered to check on him. In fact, all his men could be dead already. Or they could’ve ditched him to continue on in the knee-high snow. <br>
<br>
    All except one. The pavilion's entrance flipped open, letting in a gust of freezing wind. In stepped a man with a kind-looking face marked by wrinkles, a messy beard, and a frown. He was dressed in several leather tunics, each layered on top of each other. They were lined with fur pelts of varying sizes, sewn awkwardly onto the arms and legs. <br>
<br>
    “... Remus?” Thesius could not believe what he was seeing. “Where is your armor?”<br>
<br>
    “Too cold for that. Unless you want to freeze me and eat me later, like some of the longbows are saying.” Remus said. He stepped in and closed the pavilion’s flap. “You smell like shit.”<br>
<br>
    “Pardon me, my old friend. I was just about to take a steaming bath.” Thesius replied. A bout of laughter burst from his lips. <i>Where did that come from?</i> But Remus did not even smile. <br>
<br>
    “Faron and Valentus are running things. They’ve tucked us between two hillsides and arranged the wagons and pavilions close together, to protect from the wind. Hunters have been sent to collect all the meat and fur they can before the animals migrate down the mountains for winter.” Remus glanced at Thesius’ barrels before scanning him up and down. “We have provisions for perhaps a fortnight or two right now, more with rationing. Perhaps it will be enough to make it through the mountains.”<br>
<br>
    <i>As long as you don’t ration my wine.</i> “Do whatever you like, Remus. But please, come and have a drink first.” Thesius raised his goblet. Some of the wine splashed and stained his cloak.<br>
<br>
    Remus didn’t seem to hear him. “When we stopped, Faron and Valentus argued constantly. Faron wanted to take our chances and push onwards, before winter comes. Valentus said we should cut our losses and turn back. Faron called Valentus a coward and said that a true fighter would press on, and then they would continue shouting. Now, both of them sulk quietly, consolidating power. Most of the camp supports Valentus, but Faron is your second-in-command and controls the military. But our support wavers as the days pass - the longbowmen starve while the knights freeze, and we all dream of home. If I were Faron, I would murder Valentus, slaughter his supporters, take the food and march off now, while he still has our loyalty. I would be surprised if Faron is not already planning on doing so - he refuses to let the longbowmen use the horses to scout, preferring to keep them both close at hand. Thesius, if we do not act, Faron will make another Karthold.”<br>
<br>
    Thesius looked at his goblet and then drank it all. “Then act, Remus. I am done giving orders.” <br>
<br>
    There was a long silence after that. He saw Remus’ eyes, unwavering and sad. Thesius could not blame him. <i>The man is the last of his house. He’s hitched everything to my wagon, and look where I brought him. </i>Thesius expected him to yell or to shout, but the man did neither.<br>
<br>
    “I have a present for you,” Remus said quietly. “Something that might help you make your decision.” And with that, he stepped out of the pavilion.<br>
<br>
    In came a woman. She had a comely face - a narrow nose, a small mouth. Two pretty eyes. She was dressed in layers of wool clothing and wore a shawl of orange diamonds. It made her look like a wide cloud with the sun glowing on top. Despite the thick wool, the woman hid her arms underneath her shawl, shivering. <br>
<br>
<i>Of course Remus knows exactly what I need.</i> The thought brought a smile to Thesius' lips. He tried to stumble to his feet, and fell over onto the barrel, dropping the goblet onto the dirt. “Come here, girl.” He mumbled. The woman did not move. <i>Didn’t Remus pay her already? </i>Thesius looked at her again, more closely this time. He saw a tear dripping slowly down the woman's reddened face, and Thesius realized that she was frowning. The woman stared back at him, unblinking. <br>
<br>
He had enough. “You hear well? I <i>said </i>-”<br>
<br>
The woman’s hands grasped something round within her shawl and threw it at him. She missed. It hit the edge of a barrel with a <i>clunk</i>. <br>
<br>
Thesius watched as it slowly rolled across the floor. Like the woman, it was also wrapped in wool cloth. The cloth soaked up dirt when finally, the cloth unrolled completely, all brown and dusty. The room was cold, but Thesius felt sweat creep up his back the moment when he saw the frozen baby emerge, naked, from its woolen home to face him, its face partially covered in shadow.<br>
<br>
    A thin metal knife had been stabbed into its temple. It jutted into the dirt, halting the baby with a sudden jerk. On that side, the baby was caked in a layer of thick blood. The other side was charred - a series of blackened scales. <i>She had tried to burn her son, </i>Thesius realized<i>, but it was too cold. And now she’s given him to me. My responsibility. </i>The scales and bloodied skin were all shrunken in, compressed onto the baby's skeleton. Thesius could count every bone.<br>
<br>
    But worst of all was its face. Through the darkness, Thesius could make out some of its features. Its mouth hung open. A hole had opened in the neck where the fire had burned through it. The forehead had turned purple. And across its face was a heavy imprint of a slender hand. The fingernails dug into a cheek, leaving five little crescents in the skin. <i>How long did she hold him, after he died? </i><br>
<br>
Then, the eyes. The cold had frozen them unnaturally open. They stared at Thesius in reproach, in accusation, seeking answers. Why did <i>it</i> have to die this way? Could anything have been done? <i>My fault. </i>Another gust of wind blew in from the pavilion's open entrance. The torch’s light flickered, and Thesius saw the eyes clearly for the first time. They were both as black as pitch. </span><br>​</div><span style="font-size: 15px"><b><u>Actions</u></b></span><br>
<br>
Two longbowmen, dressed as warmly as possible and each with a fortnight of rations, will take two horses and scout the extent of the mountain pass. How long will it take to make it out? Are there any nearby civilizations? Somewhere without snow? Caves?<br>
<br>
<span style="font-size: 15px">Take all the chisels and hammers and pick and plows, even, and see if the skilled worksmen can carve out a small alcove in the mountainous rock. </span></div>
				
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	<div class="message-userContent lbContainer js-lbContainer " data-lb-id="post-11461144" data-lb-caption-desc="Cosmo · Sep 17, 2022 at 10:36 PM">

		

		
	


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					<div class="bbWrapper"><div style="text-align: center"><span style="font-size: 22px"><b>Claimants of the Forsaken Lands Turn 2</b></span><br>
<span style="font-size: 15px"><i>Harvest Season (Fall) Month 2</i></span><br>
<br>
The harvest season is in full swing! Farmers work their fields in a hurry trying to get all of their work cut and collected before it starts to wilt. Millers are hard at work converting grain to flour and the various animals of the wildness are preparing for a long winter as the trees start to change their color and leaves begin to fall. The caravans bring no dire threats or large news, the Forsaken Lands are calm and peaceful.<br>
<br>
For now.<br>
<br>
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<br>
<b><span style="font-size: 18px">Helbaron</span></b><br>
<br>
Helbaron, despite the ruckus and failure of the first meeting between farmer and shepherd, is still a quiet, prosperous village. The buzz of the sheep auction is over, as is, the influx of trade and coin, but the farmers are still bringing in their harvest so the village can still expect to gain a solid amount of coin for a bit longer. While the buzz of commerce has slowed, the buzz of construction has grown. Forty laborers toil day in and day out to complete their task, of improving the infrastructure of the village. The dirt and gravel roads are being regraveled and leveled, holes that naturally occurred from animals digging, carts kicking up pebbles and the natural settling of rain is being filled. This road work is not expensive, but it is very labor and time intensive. The people of the village chatter excitedly about the upcoming projects when some of the older buildings and storefronts will receive their uplifting, including, the not so well kept secret plans for renovating the old shrine.<br>
<br>
The renovations aren't quite as well received by those living outside the village, such as the shepherds, as they are migratory by nature and don't tend to enter the village save for the purchasing and selling of goods and the fact that most of the coin for this work is surely coming from the tithes they had to pay, it would be very easy for the more dogmatic of their number to use this as evidence of how the 'Daemon' intends to use them and their labors for the good of the farmers and itself. But, so far, the tension has seemingly not increased from before. Things are still very chilly, but no conflict or violence has broken out between the groups yet.<br>
<br>
There has been a very small influx of immigrants [8], but the flow isn't as strong as it could be both because of the unseen, but easily felt, tension between the villagers and the fact that the cult worshiping some shadow being is a bit uncomfortable for new arrivals. Helbaron grows, but slowly.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Helbaron Population</b><br>
426<br>
<br>
<b>Cult Members</b><br>
290 [68% are members of the cult.]<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
100% Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Sheep<br>
<br>
<b>Terrain</b><br>
Hills<br>
<br>
<b>Current Projects</b><br>
<i>200 (35 gold used so far) gold for infrastructure [19%]</i><br>
<br>
Much of infrastructure work done is on the village streets and the various dirt paths that lead to and from the village. While such work is very time consuming and labor intensive, it doesn't require much material value to do as its mostly bringing in gravel and releveling them and filling holes [They are not trying to implement stone, brick or cobbled roads] nor does Helbaron have any bridges or other expensive logistical features that would need to be repaired. Of course, there are bolder plans to renovate some of the older buildings and storefronts to make it more attractive for traders or people looking to settle down, but that will come later and will consume much more coin then the preliminary road work with the final goal being to renovate the old shrine to make it befitting Tegboran.<br>
<br>
<i>Revenue</i><br>
176 Gold, 4 Silver<br>
<br>
<i>Upkeep/Expenditure</i><br>
200 Gold<br>
<br>
<b>Income </b><br>
-23 Gold, 6 Silver<br>
<br>
<b>Treasury</b><br>
722 Gold<br>
<br>
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<span style="font-size: 18px"><b>Foalsfort</b></span><br>
<br>
Foalsfort needed direction, guidance, so they did what adults often could not do and settled it with a discussion and a vote. To everyone, but Marta's, surprise, Demitri won. Demitri wasn't the most handsome or strongest of the boys, in fact, he didn't seem desiring for the position at all, but Marta saw something in him that no one, least of all, himself could see. Marta was extremely liked by all the children of Foalsfort, the closest thing most ever had to a mother, even compared to the sisters at the old orphanage. So when she spoke in Demitri's favor, many others followed suit. Be it boys who voted for him in hopes that their support would be noticed by their crush, or small children who voted for Demitri in the hopes that a 'stable hand' in charge meant there would soon be horses for them to pet, either way, twenty-seven hands raised for him.<br>
<br>
Others were nominated, for their popularity or their skill such as Marta, who despite wanting Demitri to be in charge, still managed a respectable thirteen votes. Adam, always popular for being rather good looking and good natured, received eleven. Kahmen, who had always been rather clever and sharp, received nine while Neeso got six votes. If someone was counting the hands closely, they'd know that only sixty-six people voted yet there was supposed to be sixty-seven people. One person had not voted, they had abstained, or perhaps, they had never shown up to the meeting at all. It was not hard to guess who that person was.<br>
<br>
The biggest changes that Foalsfort saw this month came in the form of tools. Kahmen had always been clever, but now it really seemed to shine. He created 'axes' out of wood, sharp stones and twine, he showed Neeso how to create small traps including snares, so Neeso could lead his 'boys' hunting, capturing rabbit and other small game.. Kahmen was even able to create knives. He did not do this using chip stoned, as it broke too easily and was hard to maintain an edge, instead Kahmen found sticks of very, very dense wood [Ironwood], and shaped them to be knives. Pounding and treating their edges until they could cut through plant, cloth and animal flesh. These tools were proving to be a massive help to the others.  [Gain access to Poor Quality Daggers, as many or few of your people may have these]<br>
<br>
Armed with the traps of Kahmen, Neeso has had great success in capturing rabbits, squirrels and other small animals. It was a bit of a learning experience, cleaning and preparing an animal, but the wooden knives proved quite adept the job. A lot of the younger kids, and some of the older ones, are a bit squeamish at the sight, but meat was a <i>welcome </i>edition to their food stocks and bellies.<br>
<br>
Perhaps there was hope after all?<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Foalsfort Population</b><br>
67<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%100 Children<br>
<br>
<b>Foalsfort Council</b><br>
Demitri (40%)<br>
Marta (20%)<br>
Herbalist Adam (16%)<br>
Tinkerer Kahmen (14%)<br>
Hunter Neeso (9%)<br>
<br>
<b>Taxation</b><br>
Village 95% [Collective]<br>
<br>
<b>Resource</b><br>
Lumber (Ironwood)<br>
<br>
<b>Terrain</b><br>
Forest<br>
<br>
<i>Revenue</i><br>
40 Gold, 8 copper<br>
<br>
Expenditure/Upkeep<br>
-<br>
<br>
<b>Income</b><br>
40 Gold, 8 copper<br>
<br>
<b>Treasury </b><br>
61 Gold, 5 Silver<br>
<br>
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<br>
<span style="font-size: 18px"><b>Icewick</b></span><br>
<br>
Eight people died before they could set out their journey. Seven of those were old, taken by sickness after days of struggling against it, but the most painful had been the infant who had been claimed by the frost. It seemed Oberon had been watching his little ones as that was the only infant to go, although there was some close calls. The barbarian woman, Nasrin, was just as barbed tongued with civilians as she was the bowmen and knights, especially with Remus who she considered to be an 'insufferable fool', although she seemed to be <i>slightly </i>kinder to Avery and Thesius, although if anyone would want to talk to a someone who'd happily spend half the time insulting them was another question. While she may not have won friends, it was undeniable that her help was invaluable. She opened the stocks of her home and allowed them to empty them, while it was a drop in the bucket as supplies for two did not quite go far for over four hundred, the gesture was still felt by the common people. Keeping to her word to 'do what she could' she led hunting parties into the forest and greatly expanded their food reserves, it was almost as if she could 'smell' the deer, elk and boars of the forest but she certainly seemed to know the beast paths that crisscrossed the mountains. Her advise on the underground tubers also turned out to be a godsend for they were nutrient rich, although their flavor was rather terrible. Some of the knights refusing to even touch them and sticking to meat and rations.<br>
<br>
People still could not eat their fill, but for the moment, it seemed starvation would be held at bay. The tension of the camp, which had seemed ready to boil over, had simmered down. It was still there, whispers in the back, daggered eyed looks that checked if anyone was listening, but there was the faintest scent of 'hope' in the air. The caravan was once again moving, they had a direction, that direction may only be known to a shrew tongued barbarian, but it was something and in the darkness of the world, people would grab onto the tiniest ray of light.<br>
<br>
The only question was... where were they going? She had said the pass would be covered in snow before they arrived, and when questioned, she reconfirmed this. The men of Ironhold, the Marcelli, where not going to where the map said. They were going to a MountainHome, an ancient keep built by the dwarves in ages past when they first tried to colonize this land. It was lost to time, and it was claimed the woke up the 'SoulStealer' by digging too deep, and too greedily. The MountainHome was now empty.. of dwarves, at least. Its tunnels ran deep into the mountains and one of them, which she knew but did not say how she knew, led to the base. They would need to get to the MountainHome and <i>then </i>traverse its dark depths to reach their promises land. They had to do both of these things before the winter set it, or they would all die.<br>
<br>
It was a bleak proposition.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Icewick Population</b><br>
429<br>
<br>
<b>Demographic Breakdown:</b><br>
50/50 men and women<br>
%14 Elderly<br>
%25 Children<br>
%61 Adults<br>
-<br>
100% Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Fur<br>
<br>
<b>Terrain</b><br>
Mountain<br>
<br>
<i>Revenue</i><br>
155 Gold, 1 Silver<br>
<br>
<i>Upkeep/Expenditure</i><br>
40 Gold, 1 Silver<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span><br>
<br>
<b>Income</b><br>
115 Gold<br>
<br>
<b>Treasury</b><br>
203 Gold, 4 Silver<br>
<br>
<b>Military</b><br>
8 Knights w/ Warhorses<br>
35 Longbowmen<br>
<br>
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<br>
<b>Nehekara</b><br>
<br>
The small village of Nehekara, hopefully someday the Jewel of the Desert, was still a peaceful village. There may have been some resentment between the Saltmongers and the new Anubis arrivals, but nothing had broken out into violence nor was there any reason to believe it would. While the relation was very frosty, things seemed to still be civil, at least for now. The harvest season was still ongoing and so the small amount of farmland around the oasis was still producing valuable product and grain for the village and, as always, the saltmongers worked under the burning sun to produce their salt that would be soon to be collected by the Green Dragonborn Nithra. If Arakis was to turn this village around, to truly help it prosper, he'd have to fix the relations with the naturally distrustful saltmongers, or break them and bring them to heel, and deal with Nithra. Did he try to renegotiate? Perhaps offer favors? Build his wealth and hire an army in an attempt to deal with her or demand a better deal? Or did Arakis have some other cunning plot known only to their well educated mind? It was hard to say, but there was a palpable tension in the village almost as if they could feel that, something, was likely to go down soon. Something that could decide the fate of hundreds, possibly, thousands.<br>
<br>
During the building of the school, Arakis went about testing the magical capabilities of the Anubites, as they'd be more then willing to test, both because of their admiration of their leader and the fact magic did not carry the same taboo in their culture. To have magic was to be closer to the gods and to be blessed, as far as they were concerned. Still, magic was extremely rare, and of those Arakis looked at, only a single youth was shown to be sensitive and, little wonder, it was one of the young acolytes that had followed him to this land. Still, young talent was young talent, clay that could be shaped and molded into something wonderful.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Nehekara Population </b><br>
415<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
40% Anubite/60% Human<br>
<br>
<b>Potential Magically Adept Students</b><br>
1 Anubite<br>
[Have not been able to test humans yet]<br>
<br>
<b>Saltmonger Trust</b><br>
Canann - Hesitant<br>
Thorli - Hesitant<br>
Attia - Distrusting<br>
Arden - Very Distrusting<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource </b><br>
Salt Fields<br>
<br>
<b>Terrain</b><br>
Desert<br>
<br>
<b>Current Projects</b><br>
<i>50 (23 gold used so far) gold for School of Magi [58%]</i><br>
<br>
The work on the School of Magi goes well, much of the foundation is set and the walls are starting to be worked on. For the most part, this is the cheapest part of the work as it is a very low cost, but high labor work and time work. Sand is gathered from around the oasis, wetted and patted to find the clay within it. The clay is then pounded and any impurities removed from it before the clay is slammed into a mold to shape it. After removal, the clay brick is then fired in a kiln to harden. As Nehekara lacks a single large clay pit, the gathering, shaping and firing does take a bit of time. The layout of the School of Magi is far from grand, looking to be a single level with eight bedrooms for apprentices, a single large room for study and classes, with two side chambers for a potential library and magical application facility. This school could, in theory, receive renovations and 'upgrades' to both its size, appearance and facilities in the future.<br>
<br>
The most expensive process of building will be coming soon. When the furnishing of this school will be done. Furniture wasn't cheap, but even beyond that, to furnish the study and magical application facility would be very expensive as the various apparatus were exotic, rare <i>and </i>expensive. It was estimated to cost a single wizard fifty gold for enough instruments for them. If the School of Magic expected more then a few students, they'd likely need to spend a hundred to a hundred and fifty gold to fully equip its facilities [this will not furnish the other rooms, such as the bedrooms] unless Arakis could make deals or find another solution.<br>
<br>
<i>Revenue</i><br>
172 Gold, 3 Silver<br>
<br>
<i>Upkeep/Expenditure</i><br>
-50 Gold<br>
<br>
<b>Income</b><br>
122 Gold, 3 Silver<br>
<br>
<b>Treasury </b><br>
294 Gold, 2 Silver<br>
<br>
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<br>
<b>LightHome</b><br>
<br>
There was something soothing about the smell of charcoal and the ringing of hammers and pickaxes. It was the sound of progress, of work, of the future. Numerous small 'beehive' like smelters dotted the outskirts of the mines where raw ore was being processed into bloom iron. The 'skeleton' of the foundry that would someday process that bloom iron into wrought iron was already underway and, if someone squinted really hard, they could see the numerous small holes in the ground where furrows were dug. The small amount of wrought iron they had was shoved in those with charcoal to be turned into steel after a very time consuming process. It wasn't much, but any 'proper' dwarf couldn't wait to get their hands on some steel. It wasn't 'good dwarfish' steel, as that would need some crucible steel which would allow even the creation of steel alloys, but for now, it was a start! That they had managed to get started on this after only a month sat right with most of the dwarfs. Even the most common of them, and Logrim's biggest detractors, had to admit that for all the dwarf seemed to have his head in the clouds dreaming of 'science' and 'innovation' the fact that the first things he did was work on proper iron and stonebread meant that he had his head on right.<br>
<br>
It would be a bit before stonebread could be made, as the root needed time to grow, and while secretly, most dwarves were a bit relieved by that, the boisterous bravado of 'not being able to wait to eat some proper stonebread' had already started including brags about who could eat the most stonebread without needing to soften it with ale or water. Perhaps a bit surprising was when a group of humans, families including children, showed up at LightHome with nothing but the clothes on their back. It seems they had been traveling to a village in the grasslands to make a new life, when they ran into a bit of trouble. They were offered a place to stay at LightHome, as while it may have been all dwarves now, that wasn't what Logrim had in mind when he established this town. It would be a town for all, where any member of any race could settle and ply their trades and skill for the betterment of all. After a week or so, the grateful humans decided to settle in LightHome for good [Gain 21 Human Immigrants].<br>
<br>
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<br>
<b>Village Population</b><br>
450<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 Men and Women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
96% Dwarf<br>
4% Humans<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Iron<br>
<br>
<b>Terrain </b><br>
Mountain<br>
<br>
<b>Current Projects</b><br>
<i> 50 [43 gold used so far] for Smelters [100%] and Refining Facility [33%]</i><br>
<br>
The smelters are fairly easy to build. Just some cut stone made into small 'beehives' that are then loaded with charcoal, the iron ore is melted and then combines with naturally produced slag and becomes 'Bloom' Iron. Bloom iron requires a <i>lot</i> of work to be made useable. Lots of heating, hammering and shaping, however, bloom iron is one of the most common sources of processed iron and is what most people in the world are used to working with, shaping it to wrought iron for their purpose. While the dwarfs can't help but shake their hands at the 'shoddy' metal, they understand it is the first step on the road to masterworks. The Refining Facility is taking longer, as it is less a refining facility, and more a large foundry. In the future, bloom iron will be brought here to be heated, beaten and shaped into more valuable wrought iron. The frame of the building has been set up out of hardwood and other readily available materials. The construction of the foundry, itself, won't be too bad, just time consuming, the expensive part will be the equipment on the inside. An investment of 50 gold will get the basics installed and likely enough to process half of the incoming bloom iron, while an investment of 100 will get it fully equipped and capable of producing wrought iron out of all the bloom iron the smelters produce.<br>
<br>
To make steel, there are numerous 'furrows' dug into the ground where the iron can be heated along with charcoal, the carbon from the charcoal will mix into the iron and become steel... eventually. The metal has to be taken out, heated, beaten, shaped, and then put back into the furrow for.. about 20-30 times before the steel is finished. Currently, Logrim is 'borrowing' the local smithy to make some amounts of wrought iron to be processed in these furrows. Once the iron foundry is fully operational, he'll be able to produce more steel in these furrows.<br>
<br>
<b>You gain 1 unit of steel a turn [Keep track of your steel!]</b><br>
<br>
<i>20 (5 Gold used so far, 15 gold refunded) for Stonebread (Completed)</i><br>
<br>
This was a supremely easy task, doubly so because it took no time from your laborers as it was done mostly by the miners. There are already caves in the mines, shafts where iron ore wasn't found, so all too easy to do this. What little gold was used was mostly for paying the miners to clear it out, even the ground a bit, and carry in the dirt and seeds. Stonebread is made from Dwager Root, named after the Dwarven God, for its role in their society. Dwager Root can grow in almost any temperature conditions, needs no light [too much light will even kill them] and generally just needs good ol' 'fertilizer' to grow. The root is highly toxic unless dried, grounded up and made into a 'flour'. This flour is then baked into a 'bread', kinda. Stonebread is rather famous for looking like bread and tasting like stone. Only the most hardy of creatures will eat it, such as Dwarves, Orcs and.. Trolls. The best, and worst, kept secret of the Dwarves is how they actually don't much like it either, but Stonebread is a cultural food where they all pretend to enjoy it as any 'proper dwarf' loves their Stonebread. Stonebread is <i>very </i>useful as it can be grown all year round and a loaf of Stonebread can keep for several years if stored properly in a dry location. It has zero commercial value as <i>nothing </i>would ever pay to eat this.<br>
<br>
<i>Revenue </i><br>
142 Gold, 6 Silver<br>
<br>
<i>Upkeep/Expenditure</i><br>
87 Gold, 2 silver<br>
<i><span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span></i><br>
<br>
<b>Income</b><br>
55 Gold, 4 Silver<br>
<br>
<b>Treasury</b><br>
143 Gold, 4 Silver<br>
<br>
<b>Military</b><br>
23 Disgraced Guards<br>
<br>
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<br>
<b>Azdanur</b><br>
<br>
Azdanur is flourishing. With the renegotiated contract with Saleel finished, including the task he gave to clear the bandits, coin is, for the first time, flowing into the village. Marble miners and craftsmen are finally able to sell their goods for much closer to their actual value and the Order of Silver is free to profit from the taxation of it. The village has also seen a large burst of growth as along with the thirty freed slaves from the bandit fort, more people joined, they had come to Azdanur after news of the slavers defeat and had hoped to find their loved ones. For a few, this wish was granted and they were united, but for most, it was the sad realization that their loves ones were no longer here. Many continued on their way, either having lost hope or still seeking to find their lost ones, but seventeen of these people stayed behind to help Azdanur build either for the hope of a fresh start or in means to repay them for removing such filth from these lands and avenging their lost ones.<br>
<br>
A training guards was quickly scrapped together so that the squires could learn once again, including a very intense course on how to not lose their weapons, and a call was put out that a militia would be started and that the Order of Silver was looking for volunteers.. Upon the appointed day, the three remaining, full, members of the Order arrived to the training field and were met with over half the village. It was as if every abled man and woman had signed up... And it turned out to be exactly that. Every. Single. Man and woman had shown up to do their part. Including many teenagers, children and elderly folk that had to be turned away. The fighting spirit and raw intensity Azdanur had was breathtaking, as if every soul in it was determined to never allow anyone, or anything, to take advantage of it. The only problem was training and equipping so many, one can only wonder if Gideon would be up to it. There simply wasn't enough trained squires [that could act as sergeants] or of Gideon to go around, and so the militia would need to be trained in 'batches'. If there was going to be any hope of getting them all settled [Trained and <i>kept </i>trained] the training ground would need to be greatly expanded and Gideon would need to receive some much needed support.<br>
<br>
<i>Note on Training</i><br>
2 [down from 3] turns for first batch of trained militia, 4 [down from 6] turns for squires to advance in skill<br>
<br>
<br>
<b>Decision Point</b><br>
Reyna Ardar has already created her first masterwork, almost as if the elven woman was bursting with inspiration that needed to be let out. In honor of the Order of Silver, who made this possible, her first masterwork has been dubbed, 'The Unknown Squire'. It is a woman in leather vestments with the sigil of their order on her chest. In her extended arm is a longsword that is thrust into the air and in her other hand, she reaches down as if to pull up any who stand before the statue. The peerless statue has silver veins running down its surface and almost seem to shimmer and shine in the light.<br>
<br>
Reyna has freely donated this statue to the Order of Silver as it seems she is far more interested in making art then in what happens to it after she is finished. The order may sell this statue to Saleel for a  very high price, or they may keep it and set it up at the village square. If it is set up at the village square, <i>all </i>Azdanur Militia will gain 'Inspired' [Reroll panic and fear checks] when defending their land.<br>
<br>
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<br>
<b>Village Population</b><br>
429<br>
<br>
<b>Demographic Breakdown:</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
80% Human/20% Other [Dwarves/Halflings/Other]<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Aether-Kissed Marble<br>
<br>
<b>Terrain</b><br>
Hills<br>
<br>
<b>Current Projects</b><br>
<i>5 gold spent on Training Ground (Completed)</i><br>
<br>
The training grounds really aren't much to look at. It is a clear, emptied field with some straw and wooden targets, for both melee and ranged. There are a few 'sparing' squares that are little more then churned up dirt with some wooden planks nailed down to act as the border. Some large rocks were brought in to act as weights so squires, and militia, can lift them to build some muscle. There is plenty of room so they can run sprints or other aerobic exercises to build up the necessary endurance and various water trough for trainees to dunk their heads and cool off. The Order of Silver was clever enough to build the Training Ground near an existing water well so they did not need to dig a new one so their aspiring warriors can stay hydrated.<br>
<br>
<i>Revenue</i><br>
342 Gold, 3 Silver<br>
(+ 65 bandit gold)<br>
<br>
<i>Upkeep/Expenditure<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span></i><br>
131 Gold, 5 silvers<br>
<br>
<b>Income </b><br>
210 Gold, 8 Silvers<br>
<br>
<b>Treasury</b><br>
376 Gold, 8 Silvers<br>
<br>
<b>Military</b><br>
15 Squires<br>
Chip<br>
17 Hunters<br>
[Similar to militia only they have hunting bows already are a bit more trained)<br>
<b><i>198</i></b> Untrained Militia<br>
<br>
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<br>
<b>Occiden Marag</b><br>
<br>
The village was a buzz with the discovery of a large group of Kobolds living nearby, but even more so by the discovery of Amalthea, a white dragon that lived as their ruler. The dragon was exceptionally young, especially by Aetherling measure, being little more then the dragon equivalent of a child, but a dragon was a dragon. The Aetherlings had met and spoken with a being of legend that very, very few people in the world could ever hope to do much less get on terms to make regular trips to it. Indeed, Amalthea seemed to quite enjoy Ada's visits, she never seemed to have much patience for Ada's beliefs, but she quite enjoyed the stories, even made up fables and children's tales seemed to intrigue the young dragon to no end. It is little wonder considering Amalthea likely spent decades alone with the only company being Kobolds who tended to not be a source of stimulating conversation.  On Kobolds, Zuhsa had made herself at home, able to easily sleep in the corner of a room, or sometimes the foot of a bed if she was lucky, and was fairly liked by the majority of the village. She was quirky, energetic and seemed perpetually in a good mood. Her singing, while a bit jarring at times, quickly grew on most people and she made the gatherings and village meetings a bit more entertaining, now if only she didn't talk about how amazing and beautiful Amalthea was every few minutes. Zuhsa does her best to help around the village, but is often only good for general, and very light, labor.<br>
<br>
Ada and Irving made great progress on the waterwheels, they had all the lumber they needed to really do the materials, but some of the finer work inside, such as the metal fixings and more precise wooden instruments, did prove a bit more costly. Between their shared expertise, they were able to quickly, and efficiently, guide the workers to get jobs done faster and cut down massively on trial and error. Watermills are very touchy things, if something is off, even by a bit, it will greatly lessen its output, but all such situations were avoid or quickly spotted by one, or often both, of them. Ada also made great progress in growing the Aetherling culture and beliefs, swaying more and more of the humans who lived among them to adopt their beliefs.<br>
<br>
There was one bit of hiccup in the prosperous harvest month, a group of fifteen refugees arrived in town. It seemed they came from a small hamlet a further up the river and were forced to flee when a monstrous spider emerged from the forest and began to kill and devour the people. The last thing the terrified villagers saw was the large hideous creature setting webs all over the hamlet. These refugees are very shaken and have no where else to go and are currently living on the outskirts of the village. They have taken odd jobs to help out, many of them becoming lumberjacks and fishermen, to do what they can to help and earn their way. The hamlet is a fair distance away, so there seems to be very little direct risk, no more tracks have been found nearby, and it does seem like, while they have a new, although distant, dangerous neighbor, nothing is happening. A watch is set up to keep an eye on their northern borders to ensure it stays that way.<br>
<br>
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<br>
<b>Village Population</b><br>
416<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
63% Aetherling<br>
36% Human<br>
Less than 1% Kobold [Zuhsa]<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Arling River<br>
<br>
<b>Terrain</b><br>
Forest<br>
<br>
<b>Current Projects</b><br>
<i>50 Gold (Worked Paused, 40 more gold needed for construction [Time also used for month]) for Watermills (60%)</i><br>
<br>
Plans are put underway for the construction of some watermills, they have to be spaced a bit apart to avoid backwater, but there is plenty of room along the river line. Of the three planned grain mills, two are finished and the third is being worked on. As the Arling isn't a fast flowing river, Ada and Irving quickly scrap plans for a single large lumber mill that could quickly process entire trees, without wasting any time or coin on trials, and instead make plans for building two smaller ones that could cut processed lumber down into smaller, more manageable and even planks that would be ideal for building and trading.<br>
<br>
The two finished mills already get a lot of use by the farmers as the water mills are able to produce flour at a far faster rate then the slow, painful manual grinding that was used before and the flour is of a much higher quality containing less hard grains when baked into bread.<br>
<br>
<i>Revenue</i><br>
165 Gold, 1 Silver<br>
<br>
<i>Upkeep/Expenditure</i><br>
50 Gold<br>
<br>
<b>Income </b><br>
115 Gold, 1 Silver<br>
<br>
<b>Treasury</b><br>
245 Gold, 1 Silver<br>
<br>
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<br>
<b>Port Zolond</b><br>
<br>
The Gilded Blades were in a good spirits, not just because of their victory over the Murlocs but because of the survival of 'Fortunate Miles' who is something of a mascot among the mercenaries now. How can anyone in the Gilded Blades have bad luck with Miles around to suck it all up? There is even jokes about making Miles the 'Standard Bearer' for when they have to go into real scraps. For his part, Miles takes it in good spirits, and is exceptionally loyal to his employer, Nym, for the tales of how Nym stuck by his side and kept death at bay something most people would never do with their mercenaries, after all, dead mercenaries didn't need paying. This rather sums up the Gilded Blades' opinion on Nym overall. While the Gilded Blades are paid on the lower end of the spectrum for mercenaries, Nym all but founded them, and they have served for him for so long that they really don't mind it because, they know, the coin will always come in [and steady work is rather hard to find in their line of profession] and when push comes to shove, Nym will have their backs if they have his.<br>
<br>
Port Zolond churns on, fights and scraps in the streets between citizens and sailors, goods and services are being sold, the trade ships and caravans still come and go [although in far less quantities then would be desired], and life goes on. The Ogre Trio still wanders the street, growling at everyone that comes near, and the halflings in the fields are still mostly quiet, seemingly content, for now, to bring in their harvest and eat their fill of their hard work. Eight new half-orcs joined this month and quickly found low paying jobs in the quarry.<br>
<br>
Nym's decision to chum the waters with the soft squishy, and very smelly, leftovers from the murlocs was an inspired source. It served as a stark reminder that fish are cruel and cannibalistic as the local fish swarmed the shores of Port Zolond to <i>feast </i>on the fishmen. Fishermen are pulling up fish left and right to the point that some fishermen jest that it has 'gotten almost too easy'. For the next three turns [this one included, so two remaining], Port Zolond will receive double income from fishing.<br>
<br>
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<br>
<b>Village Population</b><br>
420<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
39% Human<br>
36% Orc/Half-Orc<br>
10% Goblin<br>
9% Other<br>
5% Halfling<br>
1% Ogre<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Limestone<br>
<br>
<b>Terrain</b><br>
Coastal<br>
<br>
<b>Current Projects</b><br>
<i>50 Gold (21 gold used so far) for The Last Gasp: Tavern/Bordello/Gambling Hall (41%)</i><br>
<br>
So far, the expenses have been kept to a minimum, after all, Port Zolond has all the stone they could ask for, so making a building out of stone was an easy enough task. The issue wasn't money so much as it was labor. Stone was an amazing material, once something was built out of stone it <i>lasted</i>, and, stone was a wonderful insulator so owning a stone building was quite the luxury. The main drawback to stone was the time. It took time to cut and process the stone blocks, the labor to move the stone blocks and building with them was back breaking and time consuming. Luckily, the fact it was orcs and half orcs doing most of this, it wasn't as bad as it otherwise would be as both are fairly robust people with high physical strength and endurance which helped greatly with the speed. The Tavern will be two stories and have a separate wing, strangely built with no windows so it was hard to tell what time it was, for the gambling hall. While the building, itself, likely won't be too bad, the furniture will carry a bit of a price tag and it will need a constant influx of ales and spirits to shove down the gullet of its patrons. Lacking any large source of local lumber to have their own carpenters do it, much of it will have to be imported. It will cost an estimated 85 gold [assuming nothing happens to the caravan or merchant ship] to bring in the furniture once the building is complete.<br>
<br>
<i>Revenue </i><br>
176 Gold, 6 Silver<br>
(+36 gold from stolen goods)<br>
<br>
<i>Upkeep</i><br>
92 Gold<br>
<span style="font-size: 12px"><i>(You only pay them wages, Mercs buy their own food and pay their own equipment maintenance)</i></span><br>
<br>
<b>Income </b><br>
83 Gold, 6 Silver<br>
<br>
<b>Treasury</b><br>
170 gold, 2 Silver<br>
<br>
<b>Military</b><br>
42 Gilded Blades<br>
<br>
<b>Important Note</b><br>
Nym regains 1 Magic Power [Back up to 1]<br>
<br>
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<br>
<b>Nova Empearal</b><br>
<br>
Nova Empearal was as beautiful as always, the smell of morning dew as the morning light crest the mountain was something people could breath in deeply and... Ew, what was that? The Troll. A very shabby, and hastily constructed, 'Troll Pen' had been put up near the far edge of the village. Little more then a few 'logs' used as fences over a dug in mud pit where the troll spent most of its time sitting, popping and eating... A rather vile, disgusting creature, it seemed content to stare off into spare lost in whatever thoughts it didn't have or stumble around its pit looking for something to eat. Currently, it was eating trash and leftovers from the villagers who have begun to use the pit as something akin to a 'rubbish pit' as whatever goes in is likely to end up into the troll's belly. Outside of dumping their garbage, the only person that comes around is Roselie to begin 'training'. It is hard to say how much of it is really 'training' as the Troll doesn't seem capable of comprehending advanced orders and how much of it is simply beating the fear of the small blond hobbit and her whip into the creature so it knows 'better'. Either way, from the savage grin on her face, it seems Rose really doesn't mind and would likely whip and beat the creature even if there was no tangible benefit.<br>
<br>
Yimiko seemed very removed from the people of Nova, she did not really speak save to request for things or gain information. When she wasn't on patrol, she tended to stay in her chambers. A few, very brave and quickly chided, servants report that she spends more of her free time sitting down with her eyes shut. The five guards she has with her spend the majority of the time patrolling the village, checking the outskirts and otherwise 'keeping an eye' on things. They are a bit more talkative and some have even enjoyed some level of kindling friendship with the villagers. Although Araquiel is plagued by a rather angry farmer who is very upset with one of the guards, Hibiki, for 'befouling' his eldest daughter and demands 'satisfaction'. It is hard to guess what 'satisfaction' is, could be the forcing of marriage between them, wanting this Hibiki executed or punished, or if the farmer is demanding some sort of duel of honor. Yimiko is aware of it, and seems content to allow Araquiel to take the lead on it, but her one good eye seems to hold weight, as if she is uses this chance to judge the leader of Nova Empearal.<br>
<br>
Nova saw a sudden burst of immigrants that moved to town, nineteen of them in total, and they happily took up work in the silver mines.<br>
<br>
<br>
<b>Decision Point</b><br>
Araquiel is approached by Roselie who askes if there is anything 'special' he wants to start feeding the troll.<br>
<br>
Trolls often gain unique qualities if they spend a long time eating a certain resource, a troll that eats a lot of stone, for instance, will find their hides becoming stonelike and hardened, making them harder to hurt. A troll that eats a lot of slime, fish and other 'murky' things will develop 'slippery' slimy skin that will make blows glance off.<br>
<br>
This does not cost an action, if Araquiel wants to keep his troll as a 'standard' troll he has that option and may transform it later [just let me know], but he could gain something interesting if he feeds the troll special, or rare, resources. Depending on the resource, it could incur an upkeep cost though as trolls eat <i>a lot</i>!<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
437<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
90% Humans, 10% Other<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Silver<br>
<br>
<b>Terrain</b><br>
Mountains<br>
<br>
<i>Revenue</i><br>
213 gold, 4 Silver<br>
<br>
<i>Upkeep/Expenditure</i><br>
137 Gold<br>
<i><span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs [Rose])</span></i><br>
<br>
<b>Income</b><br>
76 Gold, 4 Silver<br>
<br>
<b>Treasury</b><br>
274 Gold, 6 Silver<br>​</div></div>
				
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					<div class="bbWrapper"><div style="text-align: center"><b><span style="font-size: 26px"><span style="color: rgb(40, 50, 78)">Tegbaron</span></span></b><br>
"a quest begins "<br>
<a href="https://www.rpnation.com/attachments/1663475740466-png.1023166/" target="_blank"><img src="https://www.rpnation.com/data/attachments/960/960296-c0056f50fae9bfd293586f3c23f09fe6.jpg" class="bbImage " style="" alt="1663475740466.png" title="1663475740466.png" width="139" height="100" loading="lazy"></a>​</div>things were not going well his infrastructure plans had.. seemed to cause an additional rift in the people due to the shepherd's nomadic nature it probably made them feel left out.. of course, they did.. they'd not be satisfied but they were necessary for the survival of the town as much as the farmers were, yet his presence has simply made more hate arise.. he wondered if even a god could fix this sort of situation.. though perhaps not.. The Masked Lady was probably giggling at these turns of even needless to say he'd need to look around the local area to assess anything else that may be of value.. touting it as a pilgrimage to the locals to explain his possible absence for some time <br>
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actions: <br>
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2) spend some time in the shrine to see if the master of mirrors might bestow teg with some wisdom</div>
				
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		<img src="/proxy.php?image=https%3A%2F%2Fimages-wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2Fcbfc9e55-f453-4c12-83b8-e99189a97def%2Fd86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg%3Ftoken%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2NiZmM5ZTU1LWY0NTMtNGMxMi04M2I4LWU5OTE4OWE5N2RlZlwvZDg2em81bS0yMjIyZjJkYi02YzlkLTQ4MDItYjg3My05MmM5ZjgxZWJkOTMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.qI3vZIAVC9fSC57qm0kcjHRt8QDLuQM6R9-4W5q9svc&amp;hash=5c97a9c465fb737ebdc515ea12be9939" data-url="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/cbfc9e55-f453-4c12-83b8-e99189a97def/d86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2NiZmM5ZTU1LWY0NTMtNGMxMi04M2I4LWU5OTE4OWE5N2RlZlwvZDg2em81bS0yMjIyZjJkYi02YzlkLTQ4MDItYjg3My05MmM5ZjgxZWJkOTMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.qI3vZIAVC9fSC57qm0kcjHRt8QDLuQM6R9-4W5q9svc" class="bbImage" data-zoom-target="1" style="" alt="d86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg" title="" width="" height="" loading="lazy">
	</div></div></span><div style="max-width:100%; height:340px; padding:5px; overflow:auto; border: 1px solid;"><span style="font-size: 18px"><b>The First Student</b></span><br>
<br>
The school structure was coming along well considering the process that was in place meant clay production was inefficient. Arakis watched it grow and it was far more humble than any school he had seen in his former home. There we no lavish statues of gold and the walls were left clay brown. The fact was a roof was all that was needed to craft a competent wizard. All the flash decoration he had grew up around was far more about ego than practicality.<br>
<br>
In between watching the structure come together, he had begun trying to identify potential students amongst the Anubite community. There was still hesitation amongst the humans, which he understood. Yet it was important for the long the goals and overall survivability of Nehekara that students were in training.<br>
<br>
Fortunately Arakis found a young female, still coming of age who showed some promise. She stood a two full feet shorter than Arakis with several more years of growth to come, but she was dedicated and eager.<br>
<br>
"What is your name daughter?" Arakis asked. Anubite teachers often referred to their students as sons and daughters given the reality they would shape the child's life as much, if not, more than their own parents. <br>
<br>
The child looked at Arakis, the nervousness she felt obvious to anyone who might see her. A mixture of excitement, worry, joy and three hundred other emotions meant she shook like a blade of grass in the wind.<br>
<br>
"My name is Nailah," she said, just about able to force the words out.<br>
<br>
"Well Nailah, it appears that you have been blessed. I can sense the winds of magic around you."<br>
<br>
The girl looked shocked, her mouth shape and only a stutters and distorted breathing could be hear as she struggled to speak. Arakis smiled and tried to calm her down.<br>
<br>
"It's okay...I reacted much the same way as you when my teacher first told me of my own blessing. It is not something to fear, as with adequate training you will be able to safely use your power to better the lives of you, your family and all of us in this village. You are the first blessed person I have found here and I would be honoured if you would take a place in my school."</div><br>
<fieldset class="bbcode-fieldset">
<legend>Actions</legend>
<span><span style="color: #aaaaaa"><b>Action 1</b><br>
<span style="color: #ffdd11"><b>☥</b></span>Anubite Smithy | <i>Entrust the Anubite smithy with repairing/replacing damaged and broken tools. As part of the process, request for Canann to send several prospective human youths/young adults to the smithy to assist the Anubite in repairs with potential apprentices to be selected from them.</i><br>
<br>
<b>Action 2</b><br>
<span style="color: #ffdd11"><b>☥</b></span>Explore | <i> Explore areas around Nehekara.</i><br>
<br>
<b>Magi School Construction </b><br>
<span style="color: #ffdd11"><b>☥</b></span>Continue Construction | <i>Furnish the living areas so that students will be able to immediately move in, in readiness for project completion. In addition, furnish the library and begin to stock shelves with books and tomes - X Gold. </i></span></span>
</fieldset></li><li class="bbTabContent" id="tab_1736445318" style="display: none;"><span style="font-size: 18px"><b>Current Stats</b></span><br>
<br>
<div class="bbcode-progress"><div class="bbcode-progress-text">Wounds - 14/14</div><div class="bbcode-progress-bar" style="width: calc(100% - 6px);"></div><div class="bbcode-progress-bar-other"></div></div><br>
<div class="bbcode-progress"><div class="bbcode-progress-text">Fate - 3/3</div><div class="bbcode-progress-bar" style="width: calc(100% - 6px);"></div><div class="bbcode-progress-bar-other"></div></div><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Power</legend>
<span><span style="color: #aaaaaa"><b>3</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Weapon Skill</legend>
<span><span style="color: #aaaaaa"><b>25</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Ballistic Skill</legend>
<span><span style="color: #aaaaaa"><b>25</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Strength</legend>
<span><span style="color: #aaaaaa"><b>26</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Toughness</legend>
<span><span style="color: #aaaaaa"><b>42</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifier</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Agility</legend>
<span><span style="color: #aaaaaa"><b>27</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Intelligence</legend>
<span><span style="color: #aaaaaa"><b>50</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Perception</legend>
<span><span style="color: #aaaaaa"><b>45</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Willpower</legend>
<span><span style="color: #aaaaaa"><b>49</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Fellowship</legend>
<span><span style="color: #aaaaaa"><b>16</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers </i><br>
</span></span>
</fieldset><br></li><li class="bbTabContent" id="tab_1736445319" style="display: none;"><span style="font-size: 18px"><b>Notes</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Nithra</legend>
<span><span style="color: #aaaaaa"><b>Salt Monger Leader</b><br>
<span style="color: #ffdd11"><b>☥</b></span> Green Dragonborn | <i>Information says she is a green Dragonborn so likely has noxious breath.</i><br>
<span style="color: #ffdd11"><b>☥</b></span> Moneybags | <i>Has enough coin to be are to afford a small mercenary army.</i><br>
<span style="color: #ffdd11"><b>☥</b></span> Guards | <i>Has at least 20 guards.</i><br>
</span></span>
</fieldset><br></li><li class="bbTabContent" id="tab_1736445320" style="display: none;"><span style="font-size: 18px"><b>Core Spells</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Glowing Light</legend>
<span><span style="color: #aaaaaa"><b>CV | 3</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Can cause any item in your grasp to glow with the light of a lantern for one hour or until you let it go.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Sounds</legend>
<span><span style="color: #aaaaaa"><b>CV | 4</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a phantom noise with volume ranging from a whisper to a roar. You can choose the type of noise and the volume, the spell can reproduce any noise but speech. The noise can last 10 seconds.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Drop</legend>
<span><span style="color: #aaaaaa"><b>CV | 4</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Compel a target to drop whatever they are holding. The subject can resist it with a Will Power test</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Marsh Lights</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a number of distant lights that could be mistaken for torches or lanterns. They can be sent off in any direction [within 100 yards], they disappear into nothingness if they go past your line of sight. Concentration Spell: You may not cast any other spells while Marsh Lights is active.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Dart</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Bolt of magical force with a range of 16 yards. Damage 3.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Sleep</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Your touch causes an enemy to fall into a slumber for 1d10 rounds unless a successful Will Power test is made. This is a touch spell [must pass a Weapon Skill test].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Aethyric Armour</legend>
<span><span style="color: #aaaaaa"><b>CV | 5</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Weave the strands of the aether into an invisible barrier to shield yourself. Gain number of armor points equal to the magic power used to cast it for 6 rounds. This cannot be used with actual armor and putting on armor will cause this effect to immediately end</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Blessed Weapon</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Can enchant one melee, thrown weapon, or ammunition [up to 5 shots]. These items gain no direct combat bonuses but do count as magical making them very useful against ghost and other ethereal targets. Last 1 hour.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Lock</legend>
<span><span style="color: #aaaaaa"><b>CV | 7</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Enchant one lock or bolt that you can touch for 1 week. This magic lock cannot be picked or forced open during this time. [Beware, the item, itself, can be broken. A magically locked door can still be smashed apart, etc].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Alarm</legend>
<span><span style="color: #aaaaaa"><b>CV | 8</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a silent alarm on one spot you touch. If a creature comes within 2 yards, you will be mentally alerted instantly no matter how far you are. This will wake you up if sleeping. It provides no identity of who tripped it, only that someone has. You can only have 1 magic alarm at any time. Last until triggered or you cast another.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Heaven</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Starshine</legend>
<span><span style="color: #aaaaaa"><b>CV | 22</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You call down the light of the stars [Can be used in daytime or indoors], the area is illuminated by soft light that reveals all that is hidden. Any darkness, magical or mundane, is banished, the invisible is made visible, hidden or disguised characters are exposed and secret areas (doors, chambers, etc) are revealed. Starshine last for 1 week.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Greater Portent of Amul</legend>
<span><span style="color: #aaaaaa"><b>CV | 18</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You read signs and divine clues about what the future holds. For the next 24 hours, you gain two rerolls that you may use for whatever you wish. Unlike Portent of Amul, you may use these rerolls to force your opponent to reroll as well. You may not gain more rerolls from this spell until both have been used or expired.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Life</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Father of Thorns</legend>
<span><span style="color: #aaaaaa"><b>CV | 14</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You cause thorns and briars to burst from the naked earth with 48 yards in a wall. Anyone within the area who tries to move through takes a Damage 4 (D10+4) hit. You, and only you, are not effected within this area. The thorns and briars retreat back into the earth after a number of rounds equal to the power dice used to cast.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Woodshape</legend>
<span><span style="color: #aaaaaa"><b>CV | 16</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You allow a willing creature to take the shape of a tree. The type of tree depends on the character of the individual, a melancholic person may transform into a weeping willow while an evil being may turn into a black oak. The target maintains the form of a tree for as long as they wish and may voluntarily end it at any time. While in tree form, the creature can see and hear as normal and may communicate with you, or other trees.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Illusion</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Pot of Despair</legend>
<span><span style="color: #aaaaaa"><b>CV | 24</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You conjure a black pit within line of sight that has a 24 yard radius. All enemies within believe they are plunging to their death in a bottomless chasm, screaming in terror all the while. They must pass a Will Power test to resist this effect, those that fail are considered Helpless but may take another test each turn. Pit of Despair last the number of rounds as the power dice used. [Helpless opponents may not defend themselves and so are hit automatically in combat. All damage rolls are maxed against Helpless foes].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Doppelganger</legend>
<span><span style="color: #aaaaaa"><b>CV | 18</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You create a perfect copy of yourself anywhere within line of sight. You can hear and speak through this shadow version of yourself, it can freely move anywhere within your line of sight and you may cast through this illusion. Enemy must pass a Perception Test to decipher its true nature. Illusion last for D10+Power Dice Used.</i></span></span>
</fieldset><br>
<br>
<br></li><li class="bbTabContent" id="tab_1736445321" style="display: none;"><span style="font-size: 18px"><b>Magic Items</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Staff of Inhotok</legend>
<span><span style="color: #aaaaaa"><b>Bound Spell | Greater Portent of Amul </b><br>
<span style="color: #ffdd11"><b>☥</b></span>Impact | <i>When rolling for melee damage, roll 2d10 and pick the best.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Slow | <i>Opponents get +10% to parry or dodge blows from this weapon.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Magical | <i>Magical weapons will never break [outside of the most extreme circumstance] and can hit ethereal units.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Spell Storage | <i>You may store a spell within the staff that has a Casting Value of 20 or less. This spell will last forever or until a new spell is stored within. You may unleash the spell within as a free action [which could allow you to cast twice in a round], once unleashed, the staff has a game turn recharge until that spell can be used again.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Untapped Potential | <i>Magic swirls in this staff, its essence eluding you. It holds some secret or potency it has not yet revealed.</i></span></span>
</fieldset><br></li><li class="bbTabContent" id="tab_1736445322" style="display: none;"><span class="float-left"><div class="bbImageWrapper  js-lbImage" title="p5kEO3-anubis-egypt-png-.png" data-src="/proxy.php?image=https%3A%2F%2Fwww.transparentpng.com%2Fthumb%2Fanubis%2Fp5kEO3-anubis-egypt-png-.png&amp;hash=c22fea7204c26051a864e34366c3658e" data-lb-sidebar-href="" data-lb-caption-extra-html="" data-single-image="1">
		<img src="/proxy.php?image=https%3A%2F%2Fwww.transparentpng.com%2Fthumb%2Fanubis%2Fp5kEO3-anubis-egypt-png-.png&amp;hash=c22fea7204c26051a864e34366c3658e" data-url="https://www.transparentpng.com/thumb/anubis/p5kEO3-anubis-egypt-png-.png" class="bbImage" data-zoom-target="1" style="" alt="p5kEO3-anubis-egypt-png-.png" title="" width="" height="" loading="lazy">
	</div></span><span style="font-size: 18px"><b> Character Details </b></span><br>
<br>
Age: 173 years<br>
<br>
Race: <br>
Anubite - Long-lived bipedal creatures whose appearance is far more intimidating than their demeanor. <br>
<br>
Personality:<br>
A solemn being who has been wronged and as a result  is slowly being eaten away by the urge for revenge. He battles the growing darkness daily, trying to remain on the path that he knows is just and true. He wants to continue to be a role model and benevolent leader to his people.<br>
<br>
Skills:<br>
Magic - A key facet of the Archpriest's role is to master the use of magic. Over a century of practice has led to some semblance of skill. He has the capability to use most forms but has a particular penchant for the Heavens, Life and Illusions [Shadow &amp; Heavens] styles of magic.  <br>
<br>
Potions and Poisoncraft - Sometimes magic needs to make way for more physical means. Archpriest's pass on the knowledge of potions and poisons, meaning they can create cures as effectively as they can develop toxins.<br>
<br>
Equipment/Personal Possessions:<br>
Archpriest Staff - Equal parts status symbol and polearm, it is a tribute to the God of God's, Inhotok, leader of the Khemrian pantheon.<br>
<br>
Assorted crafting items - An assortment of items to be used in the creation of potions and poisons.<br>
<br>
Past/Current Profession: Archpriest to the Pharoah<br>
<br>
Family:<br>
His entire family was executed on the night Khaemt turned his world upside down.<br>
<br>
History:<br>
Arakis spent the first twenty years of his life learning the way of the priests. He was born under the blood moon and due to custom was believed to be the next Archpriest as chosen by the gods themselves. He was no more than a standard priest until his forty sixth year when the previous Archpriest died after a long, complicated illness. At this moment Arakis felt his entire world change.<br>
<br>
He would spend the next one hundred years taking care of the royal family and social elites. Fine tuning his magic to protect them, his potion skills to heal them and poison craft to defeat their foes. He was adored by all but a few and it was they that would see to his downfall.<br>
<br>
Arakis awoke in a pool of blood, surrounded by the corpses of the Pharoah and his wife. The chill cries of his only child, Amuhn, roused Arakis from his slumber. His head was blurred and the previous twenty four hours non-existent in his memory. The footsteps of guards charging towards him echoed through the ornate corridors of the palace, he had to run.<br>
<br>
As he fled he spotted a lone priest leant against a pillar nonchalantly, a smile forming as he watched Arakis running. Khaemt raised a hand and waved sarcastically for a moment before pointing towards Arakis. He yelled out, "Guards! Guards! The Archpriest has slain the Pharaoh!"<br>
<br>
For the rest of that night Arakis did what he could to avoid capture, eventually finding himself in the deep desert. Along the way he had managed to find some of his attendants but they were nothing more than cooks or handmaidens.<br>
<br>
After walking for two nights and one day the group found an oasis not far from the River Osht. It was here that Arakis would found Nehekara.<br>
<br>
Village Name: <br>
Nehekara - A village of small size that sits next to a lush oasis.<br>
<br>
Desired Starting Terrain: Desert<br>
<br>
Retinue/Unique Perk:<br>
A small group of faithful and trusting attendants followed Arakis as he fled Khemri. They range from cooks to handmaiden's, servants to initiate priests. He does retain the magical item of his former position, the Staff of Inhotok.<br></li></ul>
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					<div class="bbWrapper"><div style="text-align: center"><span style="font-family: 'tahoma'">Nova Empearal</span><br>
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			<div class="bbCodeBlock-content"><b>Village Population</b><br>
437<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
90% Humans, 10% Other<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Silver<br>
<br>
<b>Terrain</b><br>
Mountains<br>
<br>
<i><b>Revenue</b></i><br>
213 gold, 4 Silver<br>
<br>
<i><b>Upkeep/Expenditure</b></i><br>
137 Gold<br>
<i><span style="font-size: 9px">(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs [Rose])</span></i><br>
<br>
<b>Income</b><br>
76 Gold, 4 Silver<br>
<br>
<b>Treasury</b><br>
274 Gold, 6 Silver</div>
		</div>
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</div>Araquiel kindly smiled at Roselle and replied without hesitation, "Feed the troll Silver. I'm interested in what kind of troll variation will result from this."<br>
<br>
"Silver upkeep for a troll, it's going to be expensive." Roselle replied with an expression that says, 'are you sure?'. Araquiel just chuckled and nodded, "I'm interested to see what kind of traits a Silver Troll would have. Perhaps it would surprise us and our troll friend here will prove to be more of an asset."<br>
<br>
"I guess it would be nice." Roselle tried to imagine a Troll clad in silver scales and started to become excited. Araquiel seeing the halfling excited simply chuckled before adding, "I would also like you to prepare yourself and the troll for battle, you might be needed soon. I received news that there are bandits nearby. We will take care of them."<br>
<br>
"Bandits? With just us? That's crazy!" Roselle looked at Araquiel as if he was crazy. Araquiel shook his head and simply replied, "Just trust me, I have my own plans. I expect you to follow them and I guarantee we will seize victory. Now, go back and continue training the Troll."<br>
<br>
Roselle stared at Araquiel for a couple of seconds before she left. Araquiel called for his assistant as soon as the halfling left, "Take 10 Gold from the treasury and buy me a standard sword from the caravans. Also, summon the farmer to my office. It is time to address that issue."<br>
<br>
The farmer arrived a couple of minutes after Araquiel's assistant left his home office. Araquiel let him explain the issue again before replying, "If you want Hibiki executed or punished, that is out of the question. They are our guests who are protecting our village."<br>
<br>
"If you want Hibiki to be married to your daughter... That is not our choice. It is the choice of either Hibiki or your daughter to marry. If they decide to do so then I will gladly officiate their wedding."<br>
<br>
"If you want a duel of honor with Hibiki then you are free to do so. Who am I to stop you? After all, it is a personal matter and all I could do is mediate. If you decide to do so, I will not help you fight nor provide you with anything aside from my good wishes."<br>
<br>
"Now, all of these options are under the assumption that Hibiki did not force your daughter. If he did, that would mean he has committed the crime of rape and all crimes in this village must be punished. So, tell me with all your honesty, my fellow villager, did Hibiki force himself unto your daughter?"<br>
<br>
[If Hibiki did commit the crime, Araquiel will punish him, but will first inform Yamiko about it.]<br>
<br>
Actions:<br>
Order 1: Explore The Surroundings of The Village<br>


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			<div class="bbCodeBlock-content">Aimed at the information provided by Cendeb.<br>
<br>
Target: Village and Bandits</div>
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</div><br>
Order 2:<br>
Magic Academy + Paper Charm Training<br>


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			<div class="bbCodeBlock-content">Araquiel will inspect all the villagers and train those with the potential for Paper Charm Magic. At the very least, they must have the potential to be able to create paper charms to support Araquiel's plan to create a paper charm industry. Even being able to create 1-hour paper charms will do.<br>
<br>
Araquiel, being the Village Head, is busy with other important matters and thus cannot support the creation of the industry alone.<br>
<br>
Edit: A Magical Academy will also be built. A budget of 100 gold is set aside for this. (Take as much as needed)</div>
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Free Action 1:<br>
Feed the Troll silver.​</div></div>
				
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					<div class="bbWrapper">Industrious progress began to dot the riverbed as a few buildings along the river began to be accompanied by spinning wheels. Pushed by the slowly flowing yet steady river, these wheels  provided labor and freed up others from menial tasks of painstaking grinding grains into a fine powder and soon would help turn lumber into more usable pieces of plank. 40 more golds worth of materials was all that was needed to finish up this project, and it would gladly be spent. However, the village's excitement and jubilation about meeting a dragon and the construction of these mills were soon grounded to a halt as refugees from upstream arrived in the village. Their hamlet had been attacked by a giant spider... it was the likely creator of the tracks that Karl had spotted and had ambushed those adventurers.<br>
<br>
Alarms went off in everyone's heads. It was clear that this giant spider was dangerous. However, it was a manifestation of the spirits. It could potentially be pacified through non-violent means. In fact, word began to spread that Ada was planning a ritual to commune with the local spirits and thank them at the end of the season for the bountiful harvest and blessings that they had been blessed with. Yet, the Aetherlings could not be naive. There was true evil and malice in the world that could not be reasoned with. They were fortunate that the kobolds were true to their faith in Amalthea and only sought to please her. Many had heard vicious tales of cunning kobolds who were little better than barbaric raiders. The village could not stand idly by when potential threats lay close to the village limits.<br>
<br>
Yet, the village could not also afford to be willfully blind. They had to explore to prosper and continue on their sacred quest. So far, the only directions away from the potential predation of the giant spider was towards the east away from the forest and south down the river. The Aetherlings had heard of a large port town near the mouth of the river... Skallig. There they would likely be able to find much more talent and information that could be useful in their journey. Yet, the Aetherlings knew little of how far this town was and it would be foolish to simply float down the river in a boat without establishing friends and rest stops along the way. Thus, the idea was put forward to begin exploring down the river.<br>
<br>
---<br>
<br>
Summary:<br>
<br>
Project: Remainder of the 40 gold required is spent to finish construction of the unfinished mills.<br>
<br>
Action 1: Due to the lack of martial training that most of the village has, yet the looming need for safety ever foreboding, the decision was made to rally and train volunteers (male adults) in the art of archery and polearms/spears since Karl and the 20 hunters of the village are skilled with them and could teach others. This step to militarization would begin with the construction of an archery range where hunters and volunteers could be given and practice with bows, spears, and javelins. The most skilled/naturally gifted volunteers will be offered paid full time positions as Guardsmen (Current max quota of 20) while the less skilled would still be offered incentive to come to training to form the backbone of a militia. This project is allocated 150 gold for the construction of the archery range, equipment, and recruitment incentive bonuses to entice people to become guardsmen or part of the militia.<br>
<br>
Action 2: Travel South to explore down the river in search of friendly villages and towns to establish trade relations with.</div>
				
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					<div class="bbWrapper"><div style="text-align: center"><b>LightHome<br>
<br>
<span style="font-size: 26px"><u>Logrim BlazingHand</u></span></b><br>
<br>
Turn 2<br>
<br>
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<br>
Prince Logrim was happy as he was looking at a map of the tunnels within the mountain. It was something that had been upgraded recently and showed not only the areas where the Stone Bread was being made, but also how well the mining and processing it also proceeding.<br>
<br>
He smiled as he began to think how things would be able to move along once steel was flowing out from the smelters. They would be able to construct large machines that could make things easier. The thoughts that rambled along his mind were things that people might think that he was mad.<br>
<br>
But of course, there were those whom thought that the construction of the Rifle was a thing of madness. And that has led to the protection of many a MountainHome and the defeat of enemies long before they were in range of the Dwarven Army.<br>
<br>
Soon enough, they could have many kinds of long range and even close range weapons in order to protect the advanmcents that will make LighHome a place of wonder.<br>
<br>
Transport along rails at high speeds using metals and steam would make trade easier among the many clans and villages assembled all around.<br>
<br>
As he thought these ideas, his Uncle Hazzim cleared his throat. The young Prince had been so lost in his imaginations that he hadn’t heard him come in. A smile crossed his face.<br>
<br>
“How can I help you Uncle?”<br>
<br>
Hazzim bowed slightly before giving a wide grin of his own.<br>
<br>
“The humans that had arrived have decided to settle in our town.”<br>
<br>
Logrim chuckled.<br>
<br>
“Why, that is most wonderful news Uncle. I can hope that this is the first of many people that will come together to join our community. Their arrival will make LightHome all the stronger and give more diverse ideas. Hmm.”<br>
<br>
Logrim began to stroke his beard as Hazzim placed his hands behind his back.<br>
<br>
“We shall have to reach out elsewhere as well. Perhaps it is time that we finally reached out to our neighbors.”<br>
<br>
“It shall be done, my Prince.”<br>
<br>
And with that, Hazzim left quiety as the Prince continued to stroke his beard and went back to his own thoughts of future technologies they could grow.<br>
<br>
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<br>
<b><span style="font-size: 26px"><u>Logbook of Dwarven Miner, Boron</u></span></b><br>
<br>
<i>Day 35<br>
<br>
“I’ve heard tell of the smelters being constructed for the Iron Ore to become Steel. That’s good. What we mine should go towards good products, not shoddy ones. The better, the more proud we miners can be.”<br>
<br>
Day 42<br>
<br>
“I hear tell of some humans that were passing through with nothing. Poor sods. On their way to a holy land with just the clothes on their back. Too bad they don’t have a Prince or a Lord looking out for them. But I do be thinking that humans act without thinking. Ah well. There are new tunnels to dig.”<br>
<br>
Day 48<br>
<br>
“Humans decided to stay. Guess they decided that they liked having a Prince to protect them after all. Good for them. Now we are working alongside some human miners. It be a weird thing. How do they mine without feeling the rock? Also, their eyes are ill suited to the darkness and they need more light than we do. Human I’m working with calls himself Jeff. He wields a pickaxe like a newborn babe, but he at least has some good stories.”</i><br>
<br>
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<br>
<b><u>The Foundry</u></b><br>
<br>
The Foundry was coming along nicely, but it needed more of an investment in order to become fully functional. Logrim knew that it would take most of their money in order to get this project up and running. But once it would be finished, they could move on to other more adventurous projects. They needed the proper metals to make the larger projects that he was envisioning.<br>
<br>
It was something that needed to get done. And he knew his people would be happier for it. Already he had been informed of the murmuring of his competence at getting a forge and smelerting facility up and running so quickly after the founding of their own town.<br>
<br>
So this act could only endear him further. As long as he had the support of his people, the pride would follow once they showed the world how they could create new and better technologies from dwarven engineering and science combined with Runes.<br>
<br>
<i><b>Action 1: Spend 10 Gold to to fully outfit the Foundry with Everything it needs<br>
</b></i><br>
<b><i>Action 2: Send out a Scouting Party to locate and greet neighbors for setting up trade and business deals. Also possibly offer protection if the village is in need of it.</i></b>​</div></div>
				
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	<div class="message-userContent lbContainer js-lbContainer " data-lb-id="post-11462264" data-lb-caption-desc="Dest · Sep 19, 2022 at 3:15 AM">

		

		
	


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					<div class="bbWrapper"><div style="text-align: center"><a href="https://www.rpnation.com/attachments/azdanur-jpg.1023561/" target="_blank"><img src="https://www.rpnation.com/data/attachments/960/960691-a876b1861f5c1d1291703707b2cd79b8.jpg" class="bbImage " style="" alt="Azdanur.jpg" title="Azdanur.jpg" width="185" height="100" loading="lazy"></a><br>
<span style="font-size: 22px"><b><i>Azdanur</i></b></span>​</div><hr><div style="text-align: center">"Fifteen more repetitions lads and lasses, then we can take a break!" Gideon called out across the training yard, getting a ragged cheer from the various tired men and women at work doing various exercises. "Remember, today you may think what you are doing is hard, but you do it to defend your families!"<br>
<br>
"Ah, basic training. Am I ever glad we finally got to start learning to use our swords!" the squire who spoke, a man named Dolf, winced as Gideon's eyes fell upon him.<br>
<br>
"Ah! Dolf, come! You and I will be sparring as a demonstration for our soon to be militia!" the giant of a man smiled cheerfully, a hint of mischief in his eyes as he watched the panic bloom across the other man's face.<br>
<br>
Shawn and Dave shivered from the stones they were sitting on, watching their 'ally' get thrashed by the older warrior. The duo jumped as they heard a chuckle from beside them, their eyes finding another squire as they turned.<br>
<br>
"And that is why we keep our mouths shut if we don't want to be fighting Gideon during training," the young woman turned to the former bandits, a light grin on her face. "A pleasure to finally properly meet you two, I am Kirsten."<br>
<br>
"Dave, and this is Shawn," the man was cautious around any of the other members of the order, Kaiden's threats of his death still at the forefront of his mind.<br>
<br>
"You two can calm down, none of us are going to kill you unless you start any trouble," the duo looked on their other side, another squire taking a seat on another rock next to them. "While you two aren't going to be anyone's favorite any time soon we aren't cold-blooded killers."<br>
<br>
"Patric! Shouldn't you still be resting?" the female squire was quick to move to the other's side, checking the bandages that partially covered his arms and peeked up from under his tunic.<br>
<br>
"I had to get out and about for a bit, I was getting stir crazy helping Lady Silvan so she sent me away till I could sit still," the man pushed away her hands gently, fixing his eyes on the duo. "As I was saying, most of the village knows your story by now so don't expect to be welcome until you prove yourself. Most of us were surprised when Kaiden recruited you, and even more so when he recruited the goblin, but we all trust him to do what he thinks is best for the order. You two are going to be judged though, so I hope you put forward your best effort to show you are willing to repent."<br>
<br>
"Kirsten, Dave, Shawn! Get over here for training!" Gideon's call made the entire group's eyes shoot to him, the now bruised Dolf laying on the ground groaning next to him. "That means now! Lag behind and you'll be joining Gavron in his laps of the village!"<br>
<br>
"Yes sir! Come on you two, I don't want to run that much any time soon!"​</div><hr><div style="text-align: center">"It's beautiful Reyna, I'm amazed by how quick you were able to create something this large," Kaiden walked around the statue, observing it from all angles as it sparkled in the sun.<br>
<br>
"Thank you Kaiden, I'm quite proud of it," the elven woman smiled serenely, a light sparkle contained within her hair from the dust of the marble.<br>
<br>
"As you should be, it shall stand within the town square for so long as we lay claim to it," the grandmaster of silver rested his hand upon the statue's base, feeling the elven letters which spelled its name.​</div><hr><div style="text-align: center">"No, it would be too easy to arm twenty men and women. <i>Instead, </i>we are going to arm the entire bloody village!" Alice threw down her list in a huff, scowling at the lack of weaponry contained on it. "Can't discourage them he says, just do your best he says. Well, I'd love to see Kaiden arm nearly two hundred soldiers <i>with nine weapons spare."</i>​</div><hr><div style="text-align: center"><b>Actions</b><br>
1. Start construction of basic walls to protect the village<br>
<i>“The strength of walls depends on the courage of those who guard them.” - Genghis Khan</i><br>
<br>
2. Explore surrounding terrain to ensure that no threats are nearby.<br>
<i>“Exploration is curiosity put into action.”- Don Walsh.</i><br>
<br>
<b>Village Population</b><br>
429<br>
<br>


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	<button type="button" class="bbCodeSpoiler-button button--longText button" data-xf-click="toggle" data-xf-init="tooltip" data-original-title="Click to reveal or hide spoiler" id="js-XFUniqueId74"><span class="button-text">

		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Demographic Breakdown</span></span>
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	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content">50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
80% Human/20% Other [Dwarves/Halflings/Other]</div>
		</div>
	</div>
</div><br>
<b>Taxation</b><br>
50%<br>
<br>


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	<button type="button" class="bbCodeSpoiler-button button--longText button" data-xf-click="toggle" data-xf-init="tooltip" data-original-title="Click to reveal or hide spoiler" id="js-XFUniqueId75"><span class="button-text">

		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Resources</span></span>
	</span></button>
	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content">Aether-Kissed Marble</div>
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	</div>
</div><br>
<b>Terrain</b><br>
Hills<br>
<br>


<div class="bbCodeSpoiler">
	<button type="button" class="bbCodeSpoiler-button button--longText button" data-xf-click="toggle" data-xf-init="tooltip" data-original-title="Click to reveal or hide spoiler" id="js-XFUniqueId76"><span class="button-text">

		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Treasury</span></span>
	</span></button>
	<div class="bbCodeSpoiler-content">
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			<div class="bbCodeBlock-content">376 Gold, 8 Silvers<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Armor of Gurak</span></span>
	</span></button>
	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content"><i>Very</i> heavy and cumbersome armor, built for an Orc. Will get -20% agility for any non-orc that wears it [-10 for an orc] counts as Armor Point 4.</div>
		</div>
	</div>
</div>

<div class="bbCodeSpoiler">
	<button type="button" class="bbCodeSpoiler-button button--longText button" data-xf-click="toggle" data-xf-init="tooltip" data-original-title="Click to reveal or hide spoiler" id="js-XFUniqueId78"><span class="button-text">

		<span>Spoiler: <span class="bbCodeSpoiler-button-title"> Axe of Gurak </span></span>
	</span></button>
	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content">A <i>very</i> large, but well made, axe. This axe may only be used by someone with a Strength of at least 40%. The user will have -5% agility, but have +1 Damage. This has Slow and Impact.</div>
		</div>
	</div>
</div>9 Unused Swords/Axes/Maces<br>
  8 suits of gamberson<br>
6 crossbows<br>
3 suits of chainmail<br>


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	<button type="button" class="bbCodeSpoiler-button button--longText button" data-xf-click="toggle" data-xf-init="tooltip" data-original-title="Click to reveal or hide spoiler" id="js-XFUniqueId79"><span class="button-text">

		<span>Spoiler: <span class="bbCodeSpoiler-button-title"> 1 suit of nice looking scale</span></span>
	</span></button>
	<div class="bbCodeSpoiler-content">
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			<div class="bbCodeBlock-content">Medium armor, [Armor Point 3], seems to be a masterwork and you can't fathom who'd leave it behind. As a masterwork, it will not hurt your agility.</div>
		</div>
	</div>
</div></div>
		</div>
	</div>
</div><br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Military</span></span>
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			<div class="bbCodeBlock-content">15 Squires<br>


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	<button type="button" class="bbCodeSpoiler-button button--longText button" data-xf-click="toggle" data-xf-init="tooltip" data-original-title="Click to reveal or hide spoiler" id="js-XFUniqueId81"><span class="button-text">

		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Squire Names</span></span>
	</span></button>
	<div class="bbCodeSpoiler-content">
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			<div class="bbCodeBlock-content">Gavron, Aurem, Forgrin, Shawn, Dave, Rodrick, Patric, Townley, Dolf, Kirsten, Arietta, Marvelle, Godiva, Halley, Eliza</div>
		</div>
	</div>
</div>Chip<br>
17 Hunters<br>
[Similar to militia only they have hunting bows already are a bit more trained)<br>
<b><i>198</i></b> Untrained Militia<br>


<div class="bbCodeSpoiler">
	<button type="button" class="bbCodeSpoiler-button button--longText button" data-xf-click="toggle" data-xf-init="tooltip" data-original-title="Click to reveal or hide spoiler" id="js-XFUniqueId82"><span class="button-text">

		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Militia Names</span></span>
	</span></button>
	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
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					<div class="bbWrapper"><div style="text-align: center"><span style="font-family: 'book antiqua'"><span style="font-size: 26px">Port Zolond</span></span><br>
<a href="https://www.rpnation.com/attachments/port-zolond-village-jpg.1023259/" target="_blank"><img src="https://www.rpnation.com/data/attachments/960/960389-318e891122e772d0932e64862a349a42.jpg" class="bbImage " style="" alt="Port Zolond Village.jpg" title="Port Zolond Village.jpg" width="164" height="100" loading="lazy"></a>​</div><hr><div style="text-align: center">The fishing boom for Port Zolond pleased Nym considering the source of the uptick in fish output. It would certainly help cover the costs the settlement might have to deal with for the most part as he continued to make plans for investment and expansion. To make a true port city required various things but one of those was a deeper harbor space. Plus he wanted to plunder whatever minerals, treasure and corpse might be hiding in they bay at this time. How wonderful he had a full force of skeletons to animate now that a whisper of his power had returned. They would be perfect, sleepless workers to do such awful work while keeping them close in case he need undead cannon fodder to help with defenses. This also meant he could let the Gilded Blade recuperate from the Murloc raid for now. He'd taken to keeping Miles, Konrad and Tera around as his personal retinue for the time being.<br>
<br>
Other matters were needing to be handled and the Ogres had been something of a concern, until Nym again opted to turn a problem into a solution. The Last Gasp would need some fearsome types to keep the rowdy visitors in line. Three ogres was perfect for that, considering Magdalena might like having some turf to run while getting a cut of the action. Nym was pleased with this agreement since it meant they would help complete the Last Gasp while ensuring a firm grip on the location action. This might also help pull in more income for the visiting sailors and even his own mercenaries.<br>
<br>
That left the concern for a major commodity. Alcohol. A port needed its own supply of alcohol with a tavern coming in and the docking of ships. More trade for the town meant more flow of coin into his own purse and that of locals. Expansion of funds meant a flow of profits for all which could feed into the growth of Port Zolond. He also wanted to get some major construction finished before winter or a potential storm season hit. He was wary of straining his funds... but the dredging could solve this. Or not. But he wanted to get those dead men working and remind the town he was the power beyond his small private army.​</div><hr><div style="text-align: center"><b>Actions</b><br>
1. Animate Dead to animate 18 Murloc Skeletons and 6 Human Skeletons for 24 Skeletons who are to dredge the bay for minerals, bodies and any foreign objects.<br>
<br>
2. Build a Brewery for business and trade (75)<br>
<br>
Free: Hire Ogre Triplets to work the Last Gasp and help its construction (35)​</div></div>
				
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			<h5 class="userTitle message-userTitle" dir="auto" itemprop="jobTitle">And turns. But some delightful ^</h5>
			

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					<div class="bbWrapper"><div style="text-align: center"><b><u><span style="font-size: 22px">CƎNSUS</span></u><br>
<br>
Foalsfort Population</b><br>
67<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%100 Children<br>
<br>
<b>Taxation</b><br>
Village 95% [Collective]<br>
<br>
<b>Exports</b><br>
Main: Lumber (Ironwood)<br>
Minor: Daggers (Poor Quality)<br>
<br>
<b>Land</b><br>
Forest<br>
<br>
<b>Income</b><br>
40 Gold, 8 copper<br>
<br>
<b>Wealth</b><br>
61 Gold, 5 Silver<br>
<br>
<b>Government</b><br>
Elected Officials<br>
<i>(Demitri 40%<br>
Marta 20%<br>
Adam 16%<br>
Kahmen 12%<br>
Neeso 9%)</i><br>
<br>
<br>
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<br>
With introductions out of the way, and a name finally settled for their little retreat, the council could finally move on to needed business. While not the greatest, fiercest or the most inspiring name, it was a name that most of the children could get behind in one way or the other. The council session was being done out in the open, with any of the kids from the gathering whom chose to stay free to listen or participate, which many did when it came to naming the plot of land.<br>
<br>
With horses put in their heads, a number of little girls eagerly proposed all manner of equine words. Pony, Horsie, Unicorn, Prancer and while all 'good' suggestions, they were not names for a settlement. The boys fared only slightly better in their suggestions with words like castle, guards, knight, king with the latter quickly leading to other suggestions from the girls such as princess and fairy. Neeso had jumped on the word castle, offering Fort instead which garnered support from both sides, mostly the male population, after a simple explanation to those unsure.<br>
<br>
"A fort is like a castle, and both are homes to kings, princesses and knights." he had smugly stated.<br>
<br>
Marta had given him a subtle look, as if gauging his intentions before weaving the discussion back to the earlier suggestions, that of horses. Under his mop of hair, Demitiri pursed his lips, as he offered a suggestion "What about Foalsfort...?"<br>
<br>
Adam, standing beside him, had given an approving nod "It's got a nice ring to it"<br>
<br>
There was another inquiry from the stands, as to what a Foal was. Demitri cleared his throat and gave an explanation. "It's a young horse. Depending on the breed they can grow up into strong, powerful stallions or beautiful mares. With a little training when their young you can get yourself a friend for life."<br>
<br>
  There was an agreeable murmur from the crowd, with words such as strong and powerful a big hit with the boys, though the actual context in which they were used might have been lost on some of them, and horses were always a plus for the girls.<br>
<br>
"Sounds good." smiled Marta "A fitting combination with Neeso's and everyone's suggestion."<br>
<br>
She looked at Neeso as she said his name, the young man looking out with self assuredness at the crowd. With Neeso seemingly satisfied, she quickly moved the conversation to a vote. With an almost unanimous approval their small camp was christened Foalsfort. And so the newly elected council, undertook their first task, a proposal by Marta.<br>
<br>
"I'd rather not have the youngsters have to go out into the woods to do their business. While some are happy to have minders, some of the shy ones are really struggling with it, leading to accidents in camp. It would be really nice if we had a dedicated facility for ablutions, so no-one has to venture into the forest just to relief themselves. It would also help with changing and washing the babies."<br>
<br>
As if on cue, a little boy no more than four, waddled towards the council. With legs thick with mud from an eventful play session, the toddler made a bee line for Marta. "Marta. I need to go potty" he asked quietly, tugging at her dress with his free hand as he held his bottom with the other.<br>
<br>
Crouching down to his level, Marta looked him in the eye. "Okay Palio. Take my hand and we'll be off in just a moment."<br>
<br>
Holding the boy's hand she looked at the members of the council "I'll be back soon" she reassured, before wandering away with Palio.<br>
<br>
"She raises a good point. We don't really know what's out in them woods and no one wants to get taken unaware with their pants down."<br>
<br>
It was a darkly humorous thought, one that made Demitri almost chuckle, though Neeso had stated it as a matter of a fact. Standing across from him in the clearing, Demitri could see him scratching away at his chin, as thick coarse hair the colour of pitch slowly grew in. <br>
<br>
One of the boys who were fighting earlier, Neeso had been the shorter of the pair, and had gained a spot on the council for his hunting skills. A rat catcher's apprentice for the township the other side of the mountain, the dwarven lad's small size had given him an advantage in hunting the vermin. With the tricks of the trade scalable for the smaller wild game, it wasn't a hard sell for the boy to earn some votes.<br>
<br>
"A bonfire and a few torches would be a good idea for the camp. Keep the beasties away during the night and give us some light if there's any trouble." <br>
<br>
Demitri nodded along, happy to let Neeso do his thing.<br>
<br>
"Kahmen, think you can lend a hand with the latrine?" asked Demitri to their resident Tinkerer.<br>
<br>
With dust coloured hair and sun soaked skin of a desert dwelling tribe she had never known, the talented teenager had been elected to by her peers for her sharp intellect. Staring down her narrow nose as she worked the piece of Ironwood on her lap, Kahmen bobbed her head from side to side in thought before quickly answering "Sure. I can think of something."<br>
<br>
"That gives me an idea too..." voiced Adam, the signs of his brain hard at work clearly visible on his face. "Might need your expertise, Demitri, if you'd be willing to lend a hand"<br>
<br>
Demitri eyed his friend warily, though he wasn't giving anything away. "Okay Adam. Sure"<br>
<br>
"Hey! If your all helping with the Latrine who's going to help me get wood for the fire?" exclaimed Neeso.<br>
<br>
An awkward silence fell over the meeting. Adam shifted his gaze around uncomfortably, as Demitri tried to offer an answer to the waiting Neeso.<br>
<br>
"I'll help" called out a voice from behind them.<br>
<br>
Turning around the group was met with the dark gaze of a wild haired young man.... <br>
<br>​</div><b>Turn Actions:</b><br>
A Public Latrine will be made, with facilitates for the younger children and babies to be bathed and changed in. Project will be overseen by Marta and the Tinkerer (Kahmen) (Poor Quality Daggers used) . Waste will be converted into a Compost Pile to help the garden alongside other natural byproducts such as animal bone and rotting plants. Demitri will till the pile while the Herbalist (Adam) will see to it's proper application. (Beacon of Hope used if applicable)<br>
<br>
A bonfire and torches will be made to protect Foalsfort from wild animals and the cold, being lit at nighttime and watched over by Virgil. (Poor Quality Daggers used)</div>
				
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					<div class="bbWrapper"><div style="text-align: center"><b><span style="font-size: 22px">Somewhere in the Mountains</span></b><br>
<br>
As the horse-drawn carriage trudged through the pass, Thesius could feel every bump on the road as the wheels rolled past them. Even though the carriage had been lined with fur, it was still freezing cold on the inside. Thesius laid on a small mattress built into a wall opposite a long bench. Thesius looked towards it. On that bench was a man whose few hairs on his head were as white as snow. A long, pointy beard stretched downwards towards his stomach. Despite his age, his movements were fluid and graceful. The man carried a small leather sack, from which he reached in and produced a handful of squirming black sausages.<br>
<br>
Leeches. The old man pointed at his leather boots, coated with fur. Thesius nodded, leaned forwards, and started taking them off. Even now, it still does not hurt. Underneath the boots were white cloths, bandaged tightly around his soles. He took those off too, revealing a set of toes whose nails were colored purply black. Thesius wiggled his toes in the air.<br>
As the old man took a step towards his toes, Thesius felt a twinge of uncertainty. Miles had been Ironhold’s physician for decades, even before Thesius was born. But the man had more experience with wounds and cuts then with fever and frostbite. When Miles had warmed Thesius’ feet up by a fire, the pain had been nearly unbearable. And was it even worth it? Even now, I feel my toes slowly freezing again. <br>
<br>
“Miles, are you sure about this?” Thesius muttered. The old man stepped forward and placed two leeches on each foot. They were freezing cold, slobbering wet towels on Thesius’ skin. Thesius grimaced.<br>
<br>
The old man replied, “My lord, the purple color comes from the bad blood within. Just like a fever, we will need to suck out the bad humors in order for the feet to heal.” Miles looked at Thesius, seeing his lord’s pained expression. “Next time, maybe you shouldn’t rush out without fur lining your soles.”<br>
<br>
Miles was right, Thesius knew. It had been a mistake to venture out unprepared. In his steel armor, he felt as if it were a giant ice cube surrounding him. Although, it had been a surprise to find his feet black and swollen. He remembered his feet hurting for the first day or two of the mission, but then could feel nothing. <br>
<br>
The thought of his failure came unbidden. So did the words. “Nasrin lied to us. She pretended it would still have been that giant monster. It was only her father…” And when I tried to carry his corpse… <br>
<br>
Miles sat down on the opposite bench. He leaned backwards onto the wooden wall. “My lord, if you would permit a word.” Miles said, paused, then went on. “You care too much of what others think, Thesius. You should do what you think is best - if that was to go and fight that monster, so be it. Even if it does not turn out the way you expect.” <br>
<br>
Thesius watched the leeches run over his feet. It tickled. “My father said that a good king must act strong. Otherwise his men quickly lose faith.”<br>
<br>
“Aye, and the best way to act strong is to be strong. Weak men cannot be strong for long, even if they try. Focus rightly on the correct decisions, more so than the image you project, and you will find that men’s words will shift to the right direction.” Miles replied, as he rubbed his hands on a cloth, soaking up the slime from the leeches.<br>
<br>
The carriage jerked to a sudden stop. Miles stood up and flipped over the weighted cloth that was hung over the window. The cold air let in, and Thesius let out a cough. Miles stuck his head outside, but Thesius could see what was happening already. The carriage was traveling in between two mountains. The path, which started about ten horses wide, had been slowly constricting. Now, Thesius could see the rock only a couple of feet away. He put on his boots, and then stood up. His toes screamed pain in protest. <br>
<br>
“Order the men to demolish this carriage, Miles. I will make the rest of the journey on horseback.” Thesius said. Miles nodded, as he shouted an order to the men outside.<br>​</div><b>Turn Actions</b><br>
<br>
- Order the men to start building collapsible fur tents (preferably with Nasrin's help) during breaks out of any extra furs they can muster.<br>
- The rest of the capable should all be out stockpiling tree roots and hunting for the winter.</div>
				
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	<div class="message-userContent lbContainer js-lbContainer " data-lb-id="post-11469119" data-lb-caption-desc="Cosmo · Sep 25, 2022 at 5:36 PM">

		

		
	


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					<div class="bbWrapper"><div style="text-align: center"><span style="font-size: 22px"><b>Claimants of the Forsaken Lands Turn 3</b></span><br>
<span style="font-size: 15px"><i>Harvest Season (Fall) Month 3</i></span><br>
<br>
Most of the leaves have fallen and the drab grey cloudy skies are becoming more and more common across the land. People begin to bundle up in thicker clothing as the chilly winds of early winter begin to blow down from the mountains. Winter will be here soon [next turn]. Farmers hurry to get the last of their crop harvest before the first frost comes and kills the rest. Winter is a hard time in the Forsaken Lands. Income is greatly reduced, people tend to stick more indoors to wait out the cold, and sickness can settle in and easily ravage a village. Many people are already paying homage to Oberon and other such gods to guard their hearths and homes over the coming winter and safeguard them from sickness.<br>
<br>
Use this chance to finish what must be finished and prepare, for winter is coming.<br>
<br>
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<br>
<b><span style="font-size: 18px">Helbaron</span></b><br>
<br>
The village of Helbaron has been a constant buzz of activity since the great infrastructure work began, finally, near the end of the Harvest Season, the actual road work has been completed. The people of Helbaron have received a few pleased comments and notices from the caravans that come through, as although they are still dirt and gravel, the fact they are now filled in with no holes does make it easier on the carts. Work is going to begin soon for the actual buildings along the main street and there is a small buzz over who gets to have their store and homes fixed first, but it is a seemingly harmless discussion. The farmers are bringing in the last of their haul for the Harvest Season ends soon and winter is coming. The ending of the Harvest Season will hit Helbaron <i>hard </i>as the vast majority of Helbaron's income comes from wheat and sheep, starting next month, Helbaron will be receiving very little income.<br>
<br>
The defeat of the sand tremor sent ripples through Helbaron, not only was the beast defeated, it was defeated by Tegbaron along, clearly, a sign of his divinity. The defeating of the beast swelled the belief in him in the town as the cult is very, very close to reaching critical mass. The shepherd have been quiet, for while Tegbaron did avenge one of their number, it seems they see their control slipping away quickly and aren't sure what to do about it, whatever happens will likely come to head soon.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Helbaron Population</b><br>
426<br>
<br>
<b>Cult Members</b><br>
315 [74% are members of the cult.]<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
100% Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Sheep<br>
<br>
<b>Terrain</b><br>
Hills<br>
<br>
<b>Current Projects</b><br>
<i>200 (70 gold used so far) gold for infrastructure [38%]</i><br>
<br>
The road work is finally complete, it took awhile as it is just a lot of labor and busy work, however, now that is over work should happen much more rapidly. This faster work will also cost more though as unlike filling the holes in the roads and releveling them, repairing the stores and some of the more worn down houses requires much more gold in terms of material and tools., the towns people are quite excited for this work and there is some disagreement over who gets to have their house and/or shop fixed first.<br>
<br>
<i>Revenue</i><br>
176 Gold, 4 Silver<br>
<br>
<i>Upkeep/Expenditure</i><br>
0 Gold<br>
<br>
<b>Income </b><br>
176 Gold, 4 Silver<br>
<br>
<b>Treasury</b><br>
898 Gold, 4 Silver<br>
<br>
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<br>
<span style="font-size: 18px"><b>Foalsfort</b></span><br>
<br>
Foalsfort was going through some rapid changes thanks to the new leadership. Things were actually getting built. Not stick and fur huts and lean-tos, but actual things with a purpose. The latrine proved a bit difficult to build until Kahmen had a brilliant idea. Instead of trying to build a bucket, which required finding a stump and hacking and craving away at it with their ironwood knives, a difficult and time consuming process that would require constant cleaning and replacement [something no one wanted to do], what if they just.. made a hole? A hole that had a hollowed stump for a seat. A hole that dropped underground? A few feet away, a tunnel was dug that ran diagonally from the surface to under the latrine, because Kahmen said something about there not being enough air if they tried to dig straight. At the bottom of this hole, and directly underneath the latrine, furs, sticks and leaves were arranged that would... 'catch' the waste and the ends could be easily brought together and the furs dragged out of the hole and over to the garden for repoopising, as the youngest of their members liked to giggle and call it. The latrine itself was much like the other buildings, little more then logs and sticks erected to make something 'close enough' to a building, its walls were then covered with leaves, pine needles and furs to keep it insolated with the added bonus that the furs could be 'opened' to let the smell out when it needed to air. The 'baths' were far, far more primitive. Little more then wood lugs that had been hacked and bashed until there was a 'hollow' space in it. It didn't hold water forever, as it would leak, but it did allow the older kids a place to bathe the smallest of their members as well as quickly wash their clothes and themselves [although they could not enter]. To start making real baths, sinks and furniture, they'd need more advanced tools. Still the latrine was a giant success, helped immensely by Marta's advice and leadership, including one moment when an unfortunate boy slipped and fell down the hole and into the.. pit. Thanks to Marta's quick thinking, he avoided ridicule and an unpleasant nickname [Rolled crit fail, but a high success which offset fail] not just for allowing people to stay within Foalsfort to use the rest room, but the waste would help the garden flourish. The garden won't see the full bonus of this till next year as winter is coming very, very soon.<br>
<br>
A large central bonfire is built and kept going by Virgil, oddly, at times, when the fire goes low, it suddenly flares back up despite no fuel being added. Peculiar, but nothing that other children think is worth looking into. A 'barrier' of torches are made and are closely watched as a fallen torch, or loose ember, in the middle of a forest could be a very dangerous situation. The children can be reasonably sure that the common beast would avoid the heat and fires that surround their camp. Still winter will be very cold, so something more will need to be done. Neeso's idea is to hunt more, to gain more, and possibly hunt more dangerous prey, to get thicker furs for blankets while Kahmen believes they should build a large central structure around the bonfire where they could all sleep to have better access to its heat for winter. Both ideas could work, but which does Demitri prefer? Or does he have his own idea?<br>
<br>
There has been something odd going on in Foalsfort.. Some of the youngest of the children have been behaving oddly. They don't play anymore, instead sticking to Marta and some of the other kids that show more paternal instinct. When anything comes that serves to distract Marta and the others, or tries to separate the children from her, they tend to react very negatively, demanding Marta 'make them leave'. Virgil isn't sure, but he does believe he saw something move in the darkness, just beyond the torch light but he couldn't tell what it was, but Neeso has noticed a strange stench around the outskirts of the camp, like something is rotting. In addition, Demitri has had some odd dreams of late. A man.. Or a woman, it is hard to tell. Some nights he is sure it is one, but then the next, he is certain of the opposite. They are obscured in darkness, but they keep reaching a hand out to him, a hand the bid for him to take. Each and every dream ends the same, "When hope fails and fear takes your heart, reach out to me and say my name."<br>
<br>
[A 1 was rolled, you had an event happen to you. You may auto-resolve it, or do it. Just tag me for which ya pick and if you wanna do it, just tell me what time would be good for you and I'll try to be on then! You will not need to use an action to address this, specific, issue.]<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Foalsfort Population</b><br>
67<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%100 Children<br>
<br>
<b>Foalsfort Council</b><br>
Demitri (40%)<br>
Marta (20%)<br>
Herbalist Adam (16%)<br>
Tinkerer Kahmen (14%)<br>
Hunter Neeso (9%)<br>
<br>
<b>Taxation</b><br>
Village 95% [Collective]<br>
<br>
<b>Resource</b><br>
Lumber (Ironwood)<br>
<br>
<b>Terrain</b><br>
Forest<br>
<br>
<b>Completed Projects</b><br>
Latrine (Fertilized Garden)<br>
Wall of Torches<br>
<br>
<i>Revenue</i><br>
42 Gold, 2 Silver 4 copper<br>
<br>
Expenditure/Upkeep<br>
-10 Gold<br>
<br>
<b>Income</b><br>
32 Gold, 2 silver, 4 copper<br>
<br>
<b>Treasury </b><br>
93 Gold, 7 Silver, 4 copper<br>
<br>
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<br>
<span style="font-size: 18px"><b>Icewick</b></span><br>
<br>
The trip was a difficult one, another person, an infant, froze to death in the icy nights, however, with Narsin's help, many others survived [Narsin reroll saved 15]. With Thesius personal coach torn down and used as kindling, it sent a strong message: they would make it, or they would all die here. There was no going back.  This did not help with the frostbite Thesius was suffering, but to everyone's surprise, Thesius frostbite stabilized <b>[Passed Challenging -10 Toughness test]</b>, assuming they were able to make it to the fallen dwarf MountainHome and get away from the snow, Thesius would make a full recovery, however, for now, his foot is blackened and causes a lot of issue in moving <b>[-10 Agility for this turn]</b>. With Narsin's assistance, collapsible tents were made using the fur they had been harvesting in their hunts. These tents were not better then the ones they already had, but they were smaller so many had taken up the practice of setting up the smaller fur tents inside of their larger tents. The true value of these tents would be in the month to come, as the MountainHome was likely to not be spacious enough in many areas for four hundred people to set up an entire encampment, but with the smaller fur tents, that would be easier to carry, they'd always have a place to sleep.<br>
<br>
The people were urged to double time it on their gathering, to increase the food supply as much as possible before they entered the MountainHome, as once within, food will not be a likely thing to come by [You will burn through food (treasury) to keep your people fed while in the MountainHome]. Many tubers were dug up, but many people nearly got frostbite in their fingers as they dug, but quick intervention by the more learned among them stopped that from happening. As the weeks went on, they drew closer. Narsin even pointing out the mountain to which the entrance lay, and soon they'd pass the point of no return. The point where turning back would be impossible even for a few men on horseback, still, what did that matter? They were nearing their goal, and assuming Narsin was not lying, they would have their path to the grasslands that was promised...<br>
<br>
<b>Betrayal</b><br>
<br>
It happened at night, a shout of warning, the smell of burning, the camp was on fire as people screamed. Thesius emerged from his tent and was met with two allies who had come rushing to check on him, their own weapon in hand... But before both of them, stood another familiar foe, a blade in their hand. Thesius would have to fight. If he lost, the expedition would be lost. If he won, the cancer would be cut out from his forces and he could continue on to the MountainHome.<br>
<br>
<b>Decision Point</b><br>
<br>
Thanks to your good rolls, you are ahead of the betrayer, as such, the vast majority of knights [and so Longbowmen], and are Thesius' side, however the betrayer knows that to and has burnt the camp to sow confusion while he assassinates Thesius. Because you had four degrees more then the traitor, you will select two allies to have with you, can be Remus/Leo/Narsin, etc. This is a battle and so will be fought. In order to win, Thesius needs to eliminate, or subdue, all the assassins or survive 12 combat rounds [2 in-game minutes] for reinforcements to arrive.  Tag me in discord when you're free to do this encounter.<br>
<br>
<b>This is a special battle, if you lose this, your journey is over. Fate or no fate. Pick your companions well. </b><br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Icewick Population</b><br>
428<br>
<br>
<b>Demographic Breakdown:</b><br>
50/50 men and women<br>
%14 Elderly<br>
%25 Children<br>
%61 Adults<br>
-<br>
100% Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Fur<br>
<br>
<b>Terrain</b><br>
Mountain<br>
<br>
<b>Completed Projects</b><br>
Collapsible Fur Tents [20 gold spent]<br>
<br>
<i>Revenue</i><br>
176 Gold, 7 Silver<br>
<br>
<i>Upkeep/Expenditure</i><br>
60 Gold, 1 Silver<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span><br>
<br>
<b>Income</b><br>
116 Gold, 6 silver<br>
<br>
<b>Treasury</b><br>
320 Gold<br>
<br>
<b>Military</b><br>
8 Knights w/ Warhorses<br>
35 Longbowmen<br>
<br>
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<br>
<b>Nehekara</b><br>
<br>
The hiring of Melian's Desert Rangers was met with equal parts hope and wariness. Had the Saltmongers traded one iron fisted ruler with an iron fist for another? There was some whispers, such as from Canann, that Arakis could not be expected to deal with Nithra without some sort of military backup. Luckily for Arakis, Melian was very polite and professional, her Waabooz did not cause trouble in the town and when they did drink, they tended to do so in their own camp which made her settling in happen with relative ease. Before they could begin training people, Arakis would need to either start drafting or taking volunteers for a military or militia. Also a place to actually train the soldiers would help immensely. The repairing of the rakes took most of the month, but the anubite smith was able to do it, he did get two human 'apprentices', but both human teenagers were just as unsure of the arrangement as the anubite, but they did as they were bidden. Almost none of the iron from the rake was reusable being far too pitted and corroded by the extreme salt content of the water they rest in, if the village had some smelters, some of the iron could perhaps be salvaged. Still the repairing of the rakes, even with the importation of iron, was considerably cheaper then it would have been to pay retail, doubly so when Nithra was likely to price gauge them. The fact Arakis delivered on his initial promise helped trust a bit, but most were still waiting for the other boot to drop, and it was all too easy for his detractors to point out that Arakis, himself, would also make more money for fixing the rakes, so it was a long term investment, nothing more.<br>
<br>
The school is 'finished', save for the very expensive training room where the various expensive machines, sigils and instruments that would allow for 'relative' safe experimentation with the strands would be built. Until this is built, magic training cannot truly begin as Nailah cannot safely begin her first steps into the world of magic. There was a rather surprising discovery made by Arakis during his wanderings of the countryside, a large outcropping of stone. As most of the land was a wide, open expanse of desert, to find such an outcropping of stone was quite the surprise, on closer inspection, veins of golden like metal shimmered. For a second, there was hope that it was gold... But no, it was copper. Copper is a valuable trade good, after all, a coin is made from it. It has more value in its raw and processed from then Iron, but unlike Iron, Copper cannot then be made into weapons and armor [at least, the kind people would want to buy] that skyrockets iron's value. In addition to the copper, turquoise deposits were found along with the copper. Turoquise, especially desert turoquise, is known to be especially beautiful and valuable. No one is working the newly found copper yet, but it wouldn't be too difficult to make, or acquire, basic mining equipment and get to work [If you do this, I'll pull workers away from other tasks to mine copper].<br>
<br>
Nithra will be arriving to Nehekara this turn to collect her due. Arakis can talk to her, attempt an ambush, or bide his time until he has gathered more forces for a stronger negotiation position, all of these options carry risk, so Arakis should choose wisely.<br>
<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Nehekara Population </b><br>
415<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
40% Anubite/60% Human<br>
<br>
<b>Students</b><br>
Nailah [Anubite]<br>
<br>
<b>Saltmonger Trust</b><br>
Canann - Neutral<br>
Thorli - Neutral<br>
Attia - Hesitant<br>
Arden - Very Distrusting<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource </b><br>
Salt Fields<br>
Copper (Turquoise)<br>
<br>
<b>Terrain</b><br>
Desert<br>
<br>
<b>Current Projects</b><br>
<i> 100 gold used so far gold for School of Magi [99%]</i><br>
<br>
The School is 'complete'. The actual training room where a mage can start to experiment with the strands in 'relative safety' has not been completed, but the chambers for six students and the library are done. The library has some books, but none of them are truly special, being some of the more 'common' magic tomes available, mostly general introduction, applied theories and history books. In order to begin teaching actual magic, the training facility will need to be finished. This will cost 50 gold for just Arakis and Nailah, but if the school wants enough to train Arakis and the future students, it will take 150 gold and 'finish' the School of Magi.<br>
<br>
<i>42 Gold used to Repair Rakes [100%]</i><br>
<br>
It was a bit more expensive then originally thought as the tools couldn't really be reforged. Due to the extreme salt content of the water these rakes spend most of the day in, when the metal rake finally gives in, the metal is so corroded and pitted that it is worthless to try and use it for anything else. Perhaps if the village had a smelter, it would be possible to melt it down and salvage some, but as is, the rakes had to be made from imported iron. The sheer number needed wasn't cheap, however, the smith was able to do it for a little under a third of the cost of retail [and retail is likely cheaper then what Nithra would have charged]<br>
<br>
<b>Completed Projects</b><br>
Repaired Saltmonger Rakes<br>
<br>
<i>Revenue</i><br>
182 Gold, 8 Silver<br>
<br>
<i>Upkeep/Expenditure</i><br>
-162 Gold<br>
<br>
<b>Income</b><br>
20 Gold, 8 Silver<br>
<br>
<b>Treasury </b><br>
315 Gold<br>
<br>
<b>Military</b><br>
<i>Melian's Desert Rangers</i><br>
10 Tatou Riders<br>
25 Waabooz Warriors<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b>LightHome</b><br>
<br>
The expedition to DeadLight had gone well, while Logrim hadn't been able to establish a foothold in the Merchant's Quarters like he had wanted, they didn't even make it to the Merchant's Quarters, the expedition was undoubtedly a success. Not only did they recover a lot of coin to further the advancement of LightHome, but Logrim had uncovered something far more valuable, a lost Master Rune. He also learned quite a bit about DeadLight and, in turn, SpireHold. He learned of the dangers that lurked even just on the upper levels although there was some questions as to what horrible monster was in the Merchant's Quarters that they missed.. Bands of racist dwarves with forked beards prowled it seeking to kill and eliminate any 'Umgi' they found, and if they were all as tough and skilled as the small band Logrim fought, they could prove to be an issue especially if their rot had stretched far into DeadLight. There was also a chance for him to set up, or join in on, the blacksmithing operation in DeadLight, after all, lots of adventurers went in and out of SpireHold, there was bound to be a lot of coin in some fine dwarf crafted steel.<br>
<br>
The humans who arrived had settled in nicely, while there was some issues of culture shock, there has been no incidents of note. Although the humans have quickly learned to stay far, far away from Stonebread much to the laughs and jeers of the dwarves who... eat it while keeping to the sacred dwarf tradition of pretending to enjoy the taste for the sake of the ancestors. Still, there is some value to this cultural need to pretend to enjoy the Stonebread. Stonebread can be grown underground, once turned into bread, it can last years without going bad [not even the insects seem to enjoy it], and so is the perfect food for fighting famine or enduing sieges. Both of these contributing greatly to why dwarf MountainHomes are so difficult to take, it wasn't usually possible to starve them out and fighting in the labyrinthian Dwarf MountainHomes, in tight quarters, against the stocky, strong, low-center of gravity dwarves was not something almost any race wanted to engage it.<br>
<br>
Still, there lay a lot of possibilities in this land, both for righting the wrongs of old such as reclaiming SpireHold, even if some of his fellows thought it impossible, to exploring more of this wild, untamed land and, of course, the unstoppable march of progress that Logrim would bring to the world.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
450<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 Men and Women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
96% Dwarf<br>
4% Humans<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Iron<br>
<br>
<b>Terrain </b><br>
Mountain<br>
<br>
<b>Current Projects</b><br>
<i> 150 [120 gold used so far] for Smelters [100%] and Refining Facility [74%]</i><br>
<br>
Work on the foundry goes well, if no laborers are taken to other jobs, it is assured that the foundry will be completed before winter arrives. Already there is an improvement in Wrought Iron produced, and in turn, the amount of 'refined' Iron that Logrim has to turn into proper steel for proper dwarf arms and armor. Once the foundry is fully complete, the only iron that will leave LightHome will be the far more valuable Wrought Iron.<br>
<br>
<b>You gain 2 unit of steel a turn [Keep track of your steel!]<br>
<br>
Completed Projects</b><br>
Smelters<br>
Stonebread<br>
<br>
<i>Revenue </i><br>
334 Gold, 6 Silver<br>
(+192)<br>
<br>
<i>Upkeep/Expenditure</i><br>
172 gold, 2 silver<br>
(-40 purchases in event)<br>
<i><span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span></i><br>
<br>
<b>Income</b><br>
162 Gold, 4 Silver<br>
<br>
<b>Treasury</b><br>
305 Gold, 8 Silver<br>
<br>
<b>Military</b><br>
23 Disgraced Guards<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b>Azdanur</b><br>
<br>
The month had been a very busy one for Azdanur, from the people coming and going from the town, to train in their duties as the militia as well as the constant sounds of construction as a large wooden wall is going up to surround the small village and keep it safe. The oddest things of all happened to the squires, they went to sleep one night as.. themselves and woke up entirely different. Their personalities and memories remained unchanged, Eliza is still Eliza, but she is also different. Her body is stronger, covered in strong muscles, and she even feels smarter. Able to grasp things faster then she was just the day before, she is faster, tougher, even more charismatic as if leading has become second nature, an instinct... And her skill with a blade has grown immensely. Before Eliza, and the other Squires, were little better then militia, but now? Now they can stand toe to toe with any member of the Order of Silver and even win some. It was as if their bodies had learned everything they would ever need to over night. Many squires have questions as to the missing eye of Kaiden, and now that they are all smarter, they have managed to put two and two together. Gideon's warnings of the demons in the house who makes deals, Kaiden's missing eye and their sudden power.. They all know Kaiden made a deal for them. This has had a mixed reception, some are happy, flattered even, that Kaiden would sacrifice his eye for 'them', while the others see it as a devil's bargain, to give something so precious to a dangerous entity rather then do it the 'true' way was surely to come back to haunt them. Either way, the deal was made and, as far as they know, cannot be undone. As for the entity that called itself 'Angie', one day the cottage was there, the next it was gone. Someone, or something, had made the final deal and so Angie took her leave as she said she would. The ground was completely undisturbed as if nothing had ever been there, much less, an entire cottage. Whispers were abound as to what Angie truly was, but only a few knew the truth, the few that Alice decided to share the information with.<br>
<br>
Training began in earnest now that Gideon had much needed support to act as sergeants, so skilled now that they could take over entire sections of it with little need of his personal input. The raw number of militia still means they have to be trained in batches, the training grounds simply aren't large enough to do them all at once, however the well trained squires can be trusted to keep the militia trained, so the fear that by the time the last batch was trained, the first batch would now be untrained [from no practice] was gone. Once trained, the militia would stay trained so long as the squires were a high enough number to keep it so.<br>
<br>
Reyna did not create a masterwork this turn.<br>
[Rolled 853, need 900+]<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
429<br>
<br>
<b>Demographic Breakdown:</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
80% Human/20% Other [Dwarves/Halflings/Other]<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Aether-Kissed Marble<br>
<br>
<b>Terrain</b><br>
Hills<br>
<br>
<b>Current Projects</b><br>
100 [80 gold used so far, estimated final cost will be 400 gold] for Wooden Walls [20%]<br>
<br>
The Order of Silver, worried about reprisal from the figure known as 'Rokzog', ordered the construction of a large wooden wall to encircle Azdanur. Construction has begun and the wall is estimated to be around twenty feet, not ideal, as thirty would be preferable, but would take longer. To solve this issue, The Order of Silver implemented the effective, and low cost, solution of digging a ten foot ditch in front of the walls making its height now thirty feet and providing an obstacle for siege weaponry and difficult terrain for infantry to have to contest with if they wanted to get to the walls, themselves. It would be a simple matter, if a siege was threatened, to implant stakes and other defensive obstacles in the ditches to further hamper enemies. The wooden walls will be complete with ramparts and battlements that can be walked and fought on. The battlements will be five feet wide, only large enough for two people to stand comfortably as it is not an especially wide wall. The interior of the wooden wall is filled with gravel to reinforce the wooden structure and give it some 'weight' to help protect it against catapults and other such weaponry. Construction of the wooden wall will take some time unless extra gold and manpower is directed to finish it. Winter and summer are great building times as many of the farmers won't have anything to do and so can be hired as extra labor with the right incentives.<br>
<br>
<b>Completed Projects</b><br>
Training Field<br>
<br>
<i>Revenue</i><br>
277 Gold, 3 Silver<br>
<br>
<i>Upkeep/Expenditure<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span></i><br>
136 Gold, 5 silver<br>
<br>
<b>Income </b><br>
140 Gold, 8 Silvers<br>
<br>
<b>Treasury</b><br>
517 Gold, 6 Silvers<br>
<br>
<b>Military</b><br>
15 Squires<br>
Chip<br>
17 Hunters<br>
[Similar to militia only they have hunting bows already are a bit more trained)<br>
<b><i>198</i></b> Untrained Militia<br>
<br>
<b>Military Training</b><br>
1 turn for first batch of trained militia<br>
Squires are at their 'max' for training.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b>Occiden Marag</b><br>
<br>
Occiden Marag was a flurry of work as the final watermills were built, farmers and lumberjacks flooded into town to have their work processed by the rapidly working watermills. Farmers had the last of their crops milled into fine flour that was then given to Irving as tax or taken back to their farm as the case may be. Lumberjacks refined the trees down into more manageable chunks, including removing the bark, and then let the watermills quickly process them into fine, even sized planks, perfect for building with or stacking to make transportation for sell easier. A training field, although primarily an archery range, was quickly established as well. It doesn't take all that much to find a mostly flat land and then set up a few targets and dummies, after all. The field is nothing advanced nor is it particularly large, so Karl will need to train the recruits in 'batches', but it worked find as the poor blacksmith and fletcher had the mother of all orders placed in, so would take them time to actually create the Bows, Shields and Spears needed for the guardsmen and militia. They should be able to keep pace with the training process and have each batch of guardsmen and militia's equipment ready for when they finish 'basic' training, so a process that'll take three months for the first batch.<br>
<br>
The guardsmen are made up almost entirely of fishermen, and a few laborers, who quite their jobs and took up work as soldiers for the better pay and to defend their home. Between the Guardsmen and Militia they have about 3/4ths of the adult men of the village 'under' arms. There isn't a whole lot more rooms for them to grow outside of taking in women or getting that last chunk of abled bodied men to join the militia. The spider to the north and what happened to Ichern, and the rumored village even further below them, was ample enough reason for many many to join the militia, if only for safety's sake. Trade goes to and from Ichern, but nothing too grand as neither has any special resources the other doesn't have access to, but still, it is good to have as they can cover the shortfall of the other if there is a particularly harsh season. Irving's refusal and disposal of the wizard is met with approval by the entire village. The Aetherlings, of course, not happy with the wizards who misuse the spirits for their own ends, as that old man was clearly doing, and the humans just flat out not liking or trusting magic so glad to see their leader seems to have a similar opinion. With this support, there is a surge of support and Ada is able to convert a large chunk of the humans to following the Aetherling religion and cultural trends.<br>
<br>
Nearing the start of the third month, a large river barge is spotted rowing down the river, but it stops to anchor off the village and a rather dapper looking skeletal figure calls for the village of Occiden Marag to pay tribute for the use of his beautiful river. If they do not pay tribute, they will be forced to take the tribute from the village.<br>
<br>
[A 1 was rolled, an event has happened to you. As they are contacting you, you do not need to spend an action to address it]<br>
<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
416<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
68% Aetherling<br>
31% Human<br>
Less than 1% Kobold [Zuhsa]<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Arling River<br>
<br>
<b>Terrain</b><br>
Forest<br>
<br>
<b>Current Projects</b><br>
<i>90 Gold for Watermills (100%)</i><br>
All five watermills are now complete, farmers are bringing the last of their harvest in to have the grain grounded up into flour and the lumberjacks are bringing in the timber to be processed into nice, even planks, perfect for building with, or, stacking and selling.<br>
<br>
<i>5 Gold for construction of a Training Ground (100%)</i><br>
The archery range isn't hard to do. Just clearing a field and creating some straw targets. Some obstacles are put in for easier exercise including wooden logs that could be lifted to build strength, at the risk of someone pulling their back or thighs. A few 'target dummies' are made from wood that people training with a spear can poke and prod at to get some form of melee training including a 'fighting' pit for some form of sparing to be done. Luckily, Karl is a good enough fighter, in both melee and ranged, that the militia can learn from him to become true soldiers in the future.<br>
<br>
<b>Completed Projects</b><br>
Watermills<br>
Training Field<br>
<br>
<i>Revenue</i><br>
208 Gold, 1 Silver<br>
(+10)<br>
<br>
<i>Upkeep/Expenditure<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span></i><br>
263 Gold<br>
[A lot so doing a break down: 40 for waterwheels, 5 for field, 240 for equipment, 28 for guardsmen pay and food]<br>
<br>
<b>Income </b><br>
- 114 Gold, 9 Silver<br>
<br>
<b>Treasury</b><br>
140 Gold, 2 Silver<br>
<br>
<b>Military</b><br>
20 Untrained Guardsmen<br>
20 Hunters<br>
1 Kobold [Zuhsa]<br>
60 Untrained Militia<br>
<br>
<b>Military Training</b><br>
3 turns for first batch of trained Guardsmen/Militia<br>
<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
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<br>
<b>Port Zolond</b><br>
Port Zolond was seeing a lot of construction and people were very excited both by the promise of an inn, filled with hookers and blackjack, but also by the concept  of a brewery. Alcohol tended to be a bit pricy in the Forsaken Realm as it often had to be imported from far distances, so most people made due with 'homemade' spirits which tasted foul and tended to be more akin to rotgut then an actual drink. The idea that Port Zolond could be home to their own special brand of beers, wines or spirits was quite the novel idea. Not only could they sell it, and keep the inn well stocked, the people, themselves, could likely acquire a fair amount at a 'discounted' price. Neither structure had been completed yet, but it was only a matter of time, the wealthier folk in Zolond were especially excited for drunk sailors were dangerous, but also exceedingly stupid and so would buy things they normally wouldn't and with the Ogres in charge of the tavern, that took care of the 'Stupid' part well enough. Magda had already started to refer to The Last Gasp as 'her' inn, eyeing it like a troll eyes a pie, heaven save any drunken sailor that tries to cause a mess in 'her' inn.<br>
<br>
The only hiccup was.. the skeletons. The people of Port Zolond, like most fine people in the world, distrusted magic. Magic was foul, it corrupted, it attracted daemons, it destroyed the world and so its users were equally distrusted. The vast majority of people were unaware that the Dark Elf, which made it even worse, was not only a mage but a necromancer. Seeing the dead walk into the ocean and return back with buckets full of sand and coin, or even bodies, did not put them at ease. Still, this is Port Zolond where many of the outcast of the Forsaken Realm had gathered, so there was more leniency then normal, but a Dark Elf Necromancer... That could be too far for many. So far, order is being maintained thanks to the Gilded Blades and the three, rather large, imposing ogres, but the people are disturbed by the dead that walk among them. Perhaps they will grow used to them in time. Perhaps.<br>
<br>
<b>Dredging Results</b><br>
<i> [50% dredged, may attempt to dredge it again if desired]</i><br>
The skeletons worked 'hard', well, as hard as a puppet control by magic could which was rather hard if not a bit clumsy, dredging Port Zolond's bay with various tools, nets and even a few buckets. Various coins were found, some likely dropped from pockets while others were likely tossed into the sea as some sort of religious custom of sailors praying for a safe voyage and so 13 gold worth of coins were recovered. In addition, various goods such as pearls and other such jewelry, likely tipped over a boat long ago, was discovered [46 gold value in pearls and jewels]. As one could expect from a town like Port Zolond, numerous humanoid corpses were dug up, most were bound in chains or otherwise held down clearly murder victims. Some of the bodies had flesh on them.. at least, under water, but the sea was cruel to flesh and between the fish feasting on them and being removed, the majority of the flesh fell right off the bones. As such, Nym recovered 24 humanoid skeletons include a few smaller ones that most of the people have taken to assuming are halfling for their own sanity. The bay was 'dug' deeper thanks to the skeletons removing so much sand and silt, enough to possible accommodate larger vessels if they had a larger dock to suit them.<br>
<br>
Some other larger bone pieces were pulled out from the water. It was... interesting. Some appeared to be some kind of giant and others obviously came from a massive shark. Nym could almost certainly mix and match these massive bones to create something special, a Bone Golem. [You may spend an action putting together a Bone Golem if you so desire].<br>
<br>
<i>One more turn remaining for double fishing income</i><br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
420<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
39% Human<br>
36% Orc/Half-Orc<br>
10% Goblin<br>
9% Other<br>
5% Halfling<br>
1% Ogre<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Limestone<br>
<br>
<b>Terrain</b><br>
Coastal<br>
<br>
<b>Current Projects</b><br>
<i>50 Gold (50 gold used so far) for The Last Gasp: Tavern/Bordello/Gambling Hall (99%)</i><br>
<br>
With the Ogre's help, The Last Gasp was 'completed'. Well, the actual structure was. Until it could be fully furnished, it was just a rather large, impressive stone building sitting near the docks. Need 85 gold to bring in the furniture and finish the tavern and open it for business. You do not need to do an action for this, just declare it in the post.<br>
<br>
<i>75 Gold (10 gold used so far) for a Brewery (13%)</i><br>
<br>
Much like The Last Gasp, the brewery is being made of stone, which takes awhile. However, unlike the Tavern, the brewery will be smaller and not need specialized chambers for bedrooms or a gambling hall which will help. Not as much work was done on the Brewery as otherwise as much of the labor went to finishing the Tavern for the month. Much like the tavern, the actual building, itself, will not be as expensive as what is inside, merely time consuming to build. However, seventy-five gold will cover the expenses for construction, so now it is just a matter of waiting for it to be complete. As Winter is about to start, if Nym so desires, he can hire farmers, who will soon have little to do at home, to help with the construction if it is something he feels he needs to rush.<br>
<br>
<i>Revenue </i><br>
199 Gold 6 silver<br>
(+59 for dredging)<br>
<br>
<i>Upkeep</i><br>
132 Gold<br>
<span style="font-size: 12px"><i>(You only pay them wages, Mercs buy their own food and pay their own equipment maintenance)</i></span><br>
<br>
<b>Income </b><br>
67 Gold, 6 Silver<br>
<br>
<b>Treasury</b><br>
237 gold, 8 Silver<br>
<br>
<b>Military</b><br>
42 Gilded Blades<br>
24 Skeletons<br>
[18 Murloc, 6 Humanoid]<br>
3 Ogres<br>
<br>
<b>Important Note</b><br>
Nym regains 1 Magic Power [Back up to 2]<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b>Nova Empearal</b><br>
<br>
Nova Empearal is still the quiet beatiful place it has always been. Construction is underway for a Magic Academy, although this has caused some discontent and stirring in the general populace. People don't like or trust magic, seeing it as wrong and dangerous, the people who enjoy the tranquil beauty, and peace, of Nova aren't exactly thrilled that Araquiel wants to turn this quiet haven into a breeding ground for magic which they believe to be foul in its very nature. They are content with Araquiel and his own 'studies', because Araquiel is rather charming, but this magic academy is pushing the boundaries for many of the people living there. The traders from Grensbrook arrive as promised and collect much of the silver shipments and take them back to their village where the Engram family works to turn them into fine jewelry that can be sold to caravans. Grensbrook is certainly getting the better end of the deal, and making the most money out of this partnership, as silver that has been refined and turned into jewels are worth far more then the raw silver ore Nova is putting out. This is seen as 'fine' by the people as Grensbrook is also shouldering the larger risk of collecting the silver shipments and transporting them back, and it seems their leader, Alywn is seen as a charming young woman by the few from Nova that have met her, so everyone sees this trade deal as a 'good call' from their leader.<br>
<br>
Cendeb returned and quickly made himself at home by eating a few of the local delicacy's and purchasing his normal order of silver ore. Cendeb stopped by to give Araquiel a hefty bag of 33 gold, the profit for the sold charm, but sadly the charm was sold to a rather eccentric collector, so it is doubtful that will be a constant buyer for future charms. Cendeb wasn't able to get into any high end magical auctions, but as he said, he did warn Araquiel that he may not have the clout to do so in the first place. Still, 33 gold is a decent return on the investment and certainly better then nothing. Cendeb also returned with two mercenary contracts: The Companions of the Grave and The Grimblades.<br>
<br>
<b>Companions of the Grave</b><br>
The Companions of the Grave are a small group of hedge knights who were the losers in some civil war in one of the smaller Middle Kingdoms and have taken to acting as mercenaries after their lands were stripped from them. They have sworn to travel, and fight together, until the grave takes them all. They are a small mercenary company, more of a band then anything. There are 6 knights in the company, who all are reported to have courser [light warhorses] and a handful of attendants. The Companions of the Grave will demand a 60 gold sign on bonus and 5 gold a month [30 gold a turn] in a three month contract however their contract stats they are free to take any captured prisoners of war as personal chattel. From what Cendeb says, they are highly trained, discipline and loyal to the contract but have a reputation for being cruel and arrogant.<br>
<br>
<b>Grimblades</b><br>
The Grimblades are a halberdier mercenary from the Middle Kingdoms. They suffered pretty heavily in a battle awhile back, but they made it out in, relatively, one piece. They are well armed and trained as they are professionals. There are 32 members in the Grimblades and they will demand a 40 gold sign on bonus and 2 gold a month [64 gold a turn] in a three month contract. From what Cendeb says, they are a mercenary regiment with a solid reputation for bravery.<br>
<br>
______<br>
<br>
Araquiel seemed to not really want to deal with Hibiki one way or the other so mostly took a 'non-stance stance'. The farmer insisted the guard took his daughter in force, the daughter could not really speak and instead simply cried and withdrew into herself during the process while Hibiki insisted on his innocence. As no proof could be gathered that he forced himself upon the woman, there was no grounds for a true trial [as it was rather hard to convict people of such acts without witnesses, which there were none and tends to be a he said/she said scenario with the wealthier of the two usually winning]. Enraged and with little else to do, the farmer decided to go for a 'trial by combat' and as expected, was cut down by Hibiki as the daughter screamed in sorrow and terror. Hibiki was now 'innocent' as per the laws of the gods.<br>
<br>
Yumiko does not seem impressed with Araquiels more passive stance to this issue. The next time Hibiki is seen in the village, he is missing several fingers from his left hand and has a mark carved into his cheek, supposedly, done by Yumiko. It is hard to tell if she cares about the verdict so much as if she cares about Araquiel doing decisive action.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
437<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
90% Humans, 10% Other<br>
<br>
<b>Potential Magically Adept Students</b><br>
1 Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Silver<br>
<br>
<b>Terrain</b><br>
Mountains<br>
<br>
<b>Current Projects</b><br>
100 gold for  (31 used so far) for a Magic Academy [31%]<br>
<br>
The construction of the Magic Academy goes. Lumber is slowly processed into planks and then those planks are used to form the walls, floor and, someday, roof of this new academy. It is shaping up to be a large building with multiple rooms for personal bed chambers, six planned, with another chamber to act as a library, a central 'common' room and the last will be for magical application. The building, itself, will cost a bit due to just time needed and material, but the true cost will come once that actual structure is complete, the magical equipment and devices needed for 'safe' magical experimentation are not cheap. It cost a wizard 50 gold to get such equipment for just them, to outfit this academy with them? Likely looking at 150 gold needed to outfit such a room to its fullest extent. The people of Nova Empearal aren't quite as excited as Araquiel by this academy for magic is disliked and distrusted by the vast majority of people in the world, especially humans. Most of the people of Nova want very little to do with magic and see this academy construction as a bad omen. Winter is coming, so if extra coin is thrown at the project, farmers could be tempted to come to town to work on it in their free time.<br>
<br>
<i>Revenue</i><br>
275 gold, 2 Silver<br>
(+33)<br>
<br>
<i>Upkeep/Expenditure</i><br>
126, 2 Silver<br>
<i><span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs [Rose])</span></i><br>
<br>
<b>Income</b><br>
149 Gold<br>
<br>
<b>Treasury</b><br>
423 Gold, 6 Silver<br>​</div></div>
				
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<br>
Irving sat in the grand hall of the village manor, which was a bit of a generous term as it was more of a larger house (compared to the other houses in the village) where most of the administrative business of the village took place than a wealthy domicile for a Lord. Sat at the table with Irving were Karl and Theresa, in the midst of a serious discussion. "The Giant Spider is a looming threat that we cannot ignore forever, yet it clearly is a major threat that may be beyond our abilities... the fact that it wiped out the village to the north... bodes ill." Irving said to the two. Theresa replied "Winter arrives soon. Like all creatures, it will likely hibernate or at least be less active during the cold and that would be our time to strike." Irving inquired "Do spiders hibernate?" An awkward silence fell in the room before Karl finally spoke up "Some do. Others find shelter and remain largely dormant to conserve energy." Irving frowned slightly as he then replied "Even then... a fight with the spider even when its in a torpor does not sound like it would be in our favor. I wonder if it would be possible... to tame the spider somehow and instead feed it with a steady stream of meat. We could then attempt to harvest its silk, spirits know that it would help our meager coffers and enable us to buy proper equipment for the guards and militia. More importantly, it would be a safe way to render the threat of the spider to a more manageable level. A spider that is provided for is one that won't hunt of out necessity." The other two grunted in acknowledgement. "Regardless, I believe you are right to say that winter will be our best chance to deal with this spider, in one way or another. Karl, when the time comes, I ask that you go north to the attacked village. Hopefully, you will be able to find tracks that will lead you to the Spider."<br>
<br>
Karl nodded in silence as Irving then cleared his throat and then continued to speak "Now, we have started to train a guard and militia, but with so many volunteers and not many people to train them. It appears we will have to prioritize and make due with the situation. Karl, can you focus on training the Guards and then train the militia? We need an active guard first and foremost. Perhaps, Ichern would be able to send an instructor or two among their own guard or hunters to aid us in training the guards and militia. Then once our own guard are trained, then they could also help train our militia." The meeting continued for a while as the three discussed logistics surrounding the protection of the village.<br>
<br>
---<br>
<br>
Irving stepped out of the manor and out into the crisp air. Winter was certainly approaching as the air had a certain refreshing aspect to it as it was accented with the smell of wood fires, freshly cut wood, and harvested produce. There seemed to be a flurry of activity and cheeriness around the village. There was excitement in the air, and for good reason. They had gone through much the last few months and came out with newly found friends and allies, not to mention that they foiled the plans of a diabolical wizard. The harvest was coming to a close and the people were well provided for and stocked up for winter. They were not rich by any means, but they were flourishing. What more could they ask for? People walked by, greeting Irving. Their recent actions gained them a lot of trust among the people, both Aetherling and Human. Not far from the manor, in the center of the village, Irving spotted Ada, preparing for the harvest ritual, an annual ritual that they performed to commune with and thank the local spirits for their generosity and to seek their guidance and boons for the coming year. Fish scrap would be buried in the fields and forests to thank the spirits of the earth. Game blood and offal would be offered to the river to thank the river spirits. There would be a feast, dance, music and happy times dedicated to the spirits. Finally though perhaps the most important, Irving, guided by Ada, would undergo an entire day of prayer and meditation to achieve a state of communion with the spirits to offer his thanks in person and to gain their wisdom. Incense would burn to evoke the spirits and the Dreamgrass would be smoked to ease the communion in the middle of the village.<br>
<br>
Things were truly looking up for the village. That is until a runner came up to Irving "Bailiff! Bailiff! There is a skeletal figure who came on a large barge from upstream! He demands we pay tribute for using the river or else. What shall we do?" Irving frowned slightly and said "This is quite a sudden appearance, but regardless they are a messenger and our guest. We will not be rude or drive them away without hearing what they have to say. Please, escort him to the manor where we will receive them like any guest or visitor."<br>
<br>
---<br>
<br>
With the village 73 gold worth of goods and coins poorer, things became abundantly clear to Irving that they would not have as much bounty as they initially hoped. Yet, they would not be deterred. While construction projects and other capital intensive projects would have to be put on hold for now, Irving sat with Ada in the manor to discuss plans and ideas. "Our warehouses and stockpiles are leaner than I hoped now. Thank the spirits that we still have one more month to prepare for the winter." Irving commented as he looked over a simple report. "What can we do to better preprare...?" It was then that Ada spoke with resolute steadiness and said "Why not further develop our bonds with the spirits and our new friends? The spirits will provide, one way another with this one last harvest. And if we find ourselves in need, then we may rely on our friends and allies and place our trust in them."<br>
<br>
Irving looked at Ada with a raised brow and said "The spirits do not favor the idle." Ada retorted "We will not be idle. Nay, we will spend our time and attention to share with our new friends and to teach them our ways and learn from them as well. The Harvest is a time for us to give thanks and appreciate the gifts that the spirits gave us. Let us break bread with them and pray with them so that we may show each other our appreciation and bring us closer together."<br>
<br>
Irving's lips pursed together slightly as he considered the sage's wisdom. He couldn't find a gap in the logic. A relationship was not a firey burst of excitement. Nay it was slow, and steadily maintained like a campfire. It needed consistant maintainence to grow warmer. Even though the Aetherlings had saved the village of Ichern, they had not grown closer together through time and shared experiences. While he still felt uncomfortable with the numbers, perhaps Ada was right. Perhaps, this was a time to have faith in the spirits and their friends, a time to grower closer and share during a festive atmosphere. Irving took a deeo breath before speaking "Very well, I see the wisdom in your words. This End of Harvest Festival will not be a display of productivity and wealth, but rather a time of sharing and friendship. It appears I will have to send messengers to invite our friends to our celebrations."<br>
<br>
---<br>
<br>
Summary:<br>
<br>
Karl is asked to focus on/prioritize training the Guards first and then the militia.<br>
<br>
Event: Meet with skeletal figure<br>
<br>
Actions:<br>
<br>
1. End of Harvest Festival and Ritual: To celebrate, thank and commune with the local spirits and receive their wisdom and boons. 50 Golds worth of materials is dedicated to this project. The villagers of Ichern are invited to partake in the festivites as guests and experience Aetherling culture in an attempt to begin culturally integrating them.<br>
<br>
2. Hearts and Minds: A cultural exchange program is established to send representatives led by Ada and gifts to Ichern and the Kobolds/Amalthea to develop closer bonds and spread goodwill. Ada will also take the time while visiting their friends and allies to serve as a travelling healer to do some humanitarian work and help any injured or ill. This project is meant to synergize with the Festival and help with the process of integration. 50 gold is allocated to this project.</div>
				
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					<div class="bbWrapper"><div style="text-align: center"><span style="font-family: 'book antiqua'"><span style="font-size: 26px">Port Zolond</span></span><br>
<a href="https://www.rpnation.com/attachments/port-zolond-village-jpg.1025734/" target="_blank"><img src="https://www.rpnation.com/data/attachments/962/962864-318e891122e772d0932e64862a349a42.jpg" class="bbImage " style="" alt="Port Zolond Village.jpg" title="Port Zolond Village.jpg" width="164" height="100" loading="lazy"></a>​</div><hr><div style="text-align: center">Nym regards the trident he kept hanging behind his desk, right where he could grab it in case of trouble. It was a trophy from eliminating thieving Murlocs but also now served a practical purpose in giving him a personal weapon while he was out in the field. Right now though it seemed more just a focal point for his thoughts. The Ogres had done the trick in helping to complete the Last Gasp but now he needed to get it filled with the various items to make it work. An expensive propostion but winter was almost here and that meant business would be booming. The Brewery was the new project to be completed, giving Port Zolond something unique in the Forsaken Realms. Local alcohol. He hoped to produce various types but honestly anything local was a gold mine. Who wouldn't want more affordable drinks, doubly so in the misery of winter?<br>
<br>
The local laborers would have to be paid for the accelerated work, but that was worth it not only to raise local morale but to start generating profits. He'd heard the whispers about his necromancy and knew he should tread carefully. He could bully the locals but it seemed better to win them over or at least disarm their anxiety. This was the dance of power that Nym had loved to play when he'd served House Zolond. He'd taken pride in it, but now he got to do it for himself and savor the outcomes. Five small skeletons had been among those found. He would bury them in the local graveyard which he had pointedly not plundered for corpses. He would have them given full ceremonies and rites on his coin since he felt worry they could have been children. Along with that, he would give those dead a wake party to draw the locals together in community and also to celebrate the growing business that the town would be seeing as it continued to build up. So what if he was using skeletons? Most of those take were already dead, murdered or bandits. The sea had already claimed its bounty from them, those bones had work to do for the town.<br>
<br>
That left the curious larger bones found and Nym never turned down an opportunity for something useful. A Bone Golem would give him more muscle and labor power in the town. That aside he continued to present himself more as a business man. Sure, he could probably slaughter the town and raise a horde... but that wasn't profitable. Bad business as he would say so publicly. The Dead were just an investment but he would continue to pointedly honor the local cemetery and burials. Only criminals would get the penalty of becoming <i>permanent employees</i>. The trick was to appear fair on some level and interested in the well being of the community. That was true in a certain sense for if this place did not flourish, he would have no resources to to his true work. To study the depths of necromancy and perhaps learn from the hunger of the Leviathan.​</div><hr><div style="text-align: center"><b>Actions</b><br>
1. Animate the 19 Adult Humanoid Skeletons to add to the Dredge Team and continue operations to complete the work.<br>
2. Construct a Bone Golem and put it to work with the Dredge Team.<br>
<br>
<b>Free Actions</b><br>
-Funeral Rites for the 5 Child-sized skeletons to be buried in the town cemetery (Tied into Festival Costs)<br>
-Fall End Festival to celebrate the harvest and growth of the town, along with saying farewell to the young dead (40 Gold)<br>
-Hire Laborers to accelerate completion of Brewery (10 Gold)<br>
-Purchase Furniture/Finishing of the Last Gasp (85 Gold)​</div></div>
				
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					<div class="bbWrapper"><span class="bbcode-justify"><span style="font-family: 'Spectral';"><span style="font-size: 26px"><b><div style="text-align: center">Arakis​</div></b></span>
    			<div class="tabsBb" id="tabContainer_1736445314">
	    			<ul class="tabsBbTitles mainTabsBb"><li class="bbTab active"><a data-xf-click="bbTab" data-tab-id="tab_1736445323" data-tab-container-id="tabContainer_1736445314" href="javascript:">Post</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445324" data-tab-container-id="tabContainer_1736445314" href="javascript:">Stats</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445325" data-tab-container-id="tabContainer_1736445314" href="javascript:">Notes</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445326" data-tab-container-id="tabContainer_1736445314" href="javascript:">Spells</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445327" data-tab-container-id="tabContainer_1736445314" href="javascript:">Magic Items</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445328" data-tab-container-id="tabContainer_1736445314" href="javascript:">Background</a></li></ul>
	    			<ul class="tabsBbContent"><li class="bbTabContent" id="tab_1736445323" style="display: list-item;"><span class="float-left"><div class="bbcode-height-restrict" style="height: 340px;"><div class="bbImageWrapper  js-lbImage" title="d86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg" data-src="/proxy.php?image=https%3A%2F%2Fimages-wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2Fcbfc9e55-f453-4c12-83b8-e99189a97def%2Fd86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg%3Ftoken%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2NiZmM5ZTU1LWY0NTMtNGMxMi04M2I4LWU5OTE4OWE5N2RlZlwvZDg2em81bS0yMjIyZjJkYi02YzlkLTQ4MDItYjg3My05MmM5ZjgxZWJkOTMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.qI3vZIAVC9fSC57qm0kcjHRt8QDLuQM6R9-4W5q9svc&amp;hash=5c97a9c465fb737ebdc515ea12be9939" data-lb-sidebar-href="" data-lb-caption-extra-html="" data-single-image="1">
		<img src="/proxy.php?image=https%3A%2F%2Fimages-wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2Fcbfc9e55-f453-4c12-83b8-e99189a97def%2Fd86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg%3Ftoken%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2NiZmM5ZTU1LWY0NTMtNGMxMi04M2I4LWU5OTE4OWE5N2RlZlwvZDg2em81bS0yMjIyZjJkYi02YzlkLTQ4MDItYjg3My05MmM5ZjgxZWJkOTMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.qI3vZIAVC9fSC57qm0kcjHRt8QDLuQM6R9-4W5q9svc&amp;hash=5c97a9c465fb737ebdc515ea12be9939" data-url="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/cbfc9e55-f453-4c12-83b8-e99189a97def/d86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2NiZmM5ZTU1LWY0NTMtNGMxMi04M2I4LWU5OTE4OWE5N2RlZlwvZDg2em81bS0yMjIyZjJkYi02YzlkLTQ4MDItYjg3My05MmM5ZjgxZWJkOTMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.qI3vZIAVC9fSC57qm0kcjHRt8QDLuQM6R9-4W5q9svc" class="bbImage" data-zoom-target="1" style="" alt="d86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg" title="" width="" height="" loading="lazy">
	</div></div></span><div style="max-width:100%; height:340px; padding:5px; overflow:auto; border: 1px solid;"><span style="font-size: 18px"><b>TIme Before Bloodshed</b></span><br>
<br>
Arakis sat alone in his home waiting for the moment to come, the one that would would see him face combat for the first time in his life. He had seen bloodshed, but he had never been the one attempting to let it. He was a pacifist at heart but the situation called for someone made of sterner stuff, a kind heart and soft soul would only result in Nehekara being under the book of Nithra until she died of old age. Firm action needed to be taken.<br>
<br>
He scribed a letter addressed to no one recipient, but rather for anyone who may read it if he was to fall.<br>
<br>
<i>I had lived my life for the Pharaoh and for my fellow anubites, yet that was all taken from me by someone had I had long called friend. I had to flee my home and I was blessed to be accompanied by my closest friends who left their home to help protect me. I can never quantify in words what their loyalty has meant to me.<br>
<br>
Arriving in Nehekara and our continued living here has been difficult. I have tried to befriend the humans but I imagine the appearance of an anubite, combined with their constant let downs by outsiders, is what has made it nigh on impossible. They trust me so little that they would not even tell me what difficulties they face to allow me to help. It matters not, I will help them even if they do not wish it. <br>
<br>
The humans are as important to the success of Nehekara as anyone else. Their culture and ours combined will only provide delicious fruits for future generations to feast from. Yet, to get there I must conduct an act that can only be described as murder. While I have logically explained to myself that it must be done for the betterment of everyone in Nehekara, it still doesn't stop the stain from dirtying my soul.<br>
<br>
I pray that should I fall, forgiveness can be found before the Gods.</i><br>
</div><br>
<fieldset class="bbcode-fieldset">
<legend>Actions</legend>
<span><span style="color: #aaaaaa"><b>Action 1</b><br>
<span style="color: #ffdd11"><b>☥</b></span>Set ambush against Nithra | <i>Ambush Nithra</i><br>
<br>
<b>Action 2</b><br>
<span style="color: #ffdd11"><b>☥</b></span>Create training facility | <i>Create a training facility for melee combat training. Speak with the human and anubite villagers and ask for volunteers. The safety of the village is everyone's concern after all. Build to a decent standard so as not to impact training quality.</i><br>
<br>
<b>Magi School Construction </b><br>
<span style="color: #ffdd11"><b>☥</b></span>Complete Construction | <i>Spend enough gold to fully equip the school to true completion. - 150 Gold. </i>[/I]</span></span>
</fieldset></li><li class="bbTabContent" id="tab_1736445324" style="display: none;"><span style="font-size: 18px"><b>Current Stats</b></span><br>
<br>
<div class="bbcode-progress"><div class="bbcode-progress-text">Wounds - 14/14</div><div class="bbcode-progress-bar" style="width: calc(100% - 6px);"></div><div class="bbcode-progress-bar-other"></div></div><br>
<div class="bbcode-progress"><div class="bbcode-progress-text">Fate - 3/3</div><div class="bbcode-progress-bar" style="width: calc(100% - 6px);"></div><div class="bbcode-progress-bar-other"></div></div><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Power</legend>
<span><span style="color: #aaaaaa"><b>3</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Weapon Skill</legend>
<span><span style="color: #aaaaaa"><b>25</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Ballistic Skill</legend>
<span><span style="color: #aaaaaa"><b>25</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Strength</legend>
<span><span style="color: #aaaaaa"><b>26</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Toughness</legend>
<span><span style="color: #aaaaaa"><b>42</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifier</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Agility</legend>
<span><span style="color: #aaaaaa"><b>27</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Intelligence</legend>
<span><span style="color: #aaaaaa"><b>50</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Perception</legend>
<span><span style="color: #aaaaaa"><b>45</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Willpower</legend>
<span><span style="color: #aaaaaa"><b>49</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Fellowship</legend>
<span><span style="color: #aaaaaa"><b>16</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers </i><br>
</span></span>
</fieldset><br></li><li class="bbTabContent" id="tab_1736445325" style="display: none;"><span style="font-size: 18px"><b>Notes</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Nithra</legend>
<span><span style="color: #aaaaaa"><b>Salt Monger Leader</b><br>
<span style="color: #ffdd11"><b>☥</b></span> Green Dragonborn | <i>Information says she is a green Dragonborn so likely has noxious breath.</i><br>
<span style="color: #ffdd11"><b>☥</b></span> Moneybags | <i>Has enough coin to be are to afford a small mercenary army.</i><br>
<span style="color: #ffdd11"><b>☥</b></span> Guards | <i>Has at least 20 guards.</i><br>
</span></span>
</fieldset><br></li><li class="bbTabContent" id="tab_1736445326" style="display: none;"><span style="font-size: 18px"><b>Core Spells</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Glowing Light</legend>
<span><span style="color: #aaaaaa"><b>CV | 3</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Can cause any item in your grasp to glow with the light of a lantern for one hour or until you let it go.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Sounds</legend>
<span><span style="color: #aaaaaa"><b>CV | 4</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a phantom noise with volume ranging from a whisper to a roar. You can choose the type of noise and the volume, the spell can reproduce any noise but speech. The noise can last 10 seconds.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Drop</legend>
<span><span style="color: #aaaaaa"><b>CV | 4</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Compel a target to drop whatever they are holding. The subject can resist it with a Will Power test</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Marsh Lights</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a number of distant lights that could be mistaken for torches or lanterns. They can be sent off in any direction [within 100 yards], they disappear into nothingness if they go past your line of sight. Concentration Spell: You may not cast any other spells while Marsh Lights is active.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Dart</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Bolt of magical force with a range of 16 yards. Damage 3.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Sleep</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Your touch causes an enemy to fall into a slumber for 1d10 rounds unless a successful Will Power test is made. This is a touch spell [must pass a Weapon Skill test].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Aethyric Armour</legend>
<span><span style="color: #aaaaaa"><b>CV | 5</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Weave the strands of the aether into an invisible barrier to shield yourself. Gain number of armor points equal to the magic power used to cast it for 6 rounds. This cannot be used with actual armor and putting on armor will cause this effect to immediately end</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Blessed Weapon</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Can enchant one melee, thrown weapon, or ammunition [up to 5 shots]. These items gain no direct combat bonuses but do count as magical making them very useful against ghost and other ethereal targets. Last 1 hour.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Lock</legend>
<span><span style="color: #aaaaaa"><b>CV | 7</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Enchant one lock or bolt that you can touch for 1 week. This magic lock cannot be picked or forced open during this time. [Beware, the item, itself, can be broken. A magically locked door can still be smashed apart, etc].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Alarm</legend>
<span><span style="color: #aaaaaa"><b>CV | 8</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a silent alarm on one spot you touch. If a creature comes within 2 yards, you will be mentally alerted instantly no matter how far you are. This will wake you up if sleeping. It provides no identity of who tripped it, only that someone has. You can only have 1 magic alarm at any time. Last until triggered or you cast another.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Heaven</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Starshine</legend>
<span><span style="color: #aaaaaa"><b>CV | 22</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You call down the light of the stars [Can be used in daytime or indoors], the area is illuminated by soft light that reveals all that is hidden. Any darkness, magical or mundane, is banished, the invisible is made visible, hidden or disguised characters are exposed and secret areas (doors, chambers, etc) are revealed. Starshine last for 1 week.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Greater Portent of Amul</legend>
<span><span style="color: #aaaaaa"><b>CV | 18</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You read signs and divine clues about what the future holds. For the next 24 hours, you gain two rerolls that you may use for whatever you wish. Unlike Portent of Amul, you may use these rerolls to force your opponent to reroll as well. You may not gain more rerolls from this spell until both have been used or expired.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Life</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Father of Thorns</legend>
<span><span style="color: #aaaaaa"><b>CV | 14</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You cause thorns and briars to burst from the naked earth with 48 yards in a wall. Anyone within the area who tries to move through takes a Damage 4 (D10+4) hit. You, and only you, are not effected within this area. The thorns and briars retreat back into the earth after a number of rounds equal to the power dice used to cast.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Woodshape</legend>
<span><span style="color: #aaaaaa"><b>CV | 16</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You allow a willing creature to take the shape of a tree. The type of tree depends on the character of the individual, a melancholic person may transform into a weeping willow while an evil being may turn into a black oak. The target maintains the form of a tree for as long as they wish and may voluntarily end it at any time. While in tree form, the creature can see and hear as normal and may communicate with you, or other trees.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Illusion</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Pot of Despair</legend>
<span><span style="color: #aaaaaa"><b>CV | 24</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You conjure a black pit within line of sight that has a 24 yard radius. All enemies within believe they are plunging to their death in a bottomless chasm, screaming in terror all the while. They must pass a Will Power test to resist this effect, those that fail are considered Helpless but may take another test each turn. Pit of Despair last the number of rounds as the power dice used. [Helpless opponents may not defend themselves and so are hit automatically in combat. All damage rolls are maxed against Helpless foes].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Doppelganger</legend>
<span><span style="color: #aaaaaa"><b>CV | 18</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You create a perfect copy of yourself anywhere within line of sight. You can hear and speak through this shadow version of yourself, it can freely move anywhere within your line of sight and you may cast through this illusion. Enemy must pass a Perception Test to decipher its true nature. Illusion last for D10+Power Dice Used.</i></span></span>
</fieldset><br>
<br>
<br></li><li class="bbTabContent" id="tab_1736445327" style="display: none;"><span style="font-size: 18px"><b>Magic Items</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Staff of Inhotok</legend>
<span><span style="color: #aaaaaa"><b>Bound Spell | Greater Portent of Amul </b><br>
<span style="color: #ffdd11"><b>☥</b></span>Impact | <i>When rolling for melee damage, roll 2d10 and pick the best.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Slow | <i>Opponents get +10% to parry or dodge blows from this weapon.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Magical | <i>Magical weapons will never break [outside of the most extreme circumstance] and can hit ethereal units.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Spell Storage | <i>You may store a spell within the staff that has a Casting Value of 20 or less. This spell will last forever or until a new spell is stored within. You may unleash the spell within as a free action [which could allow you to cast twice in a round], once unleashed, the staff has a game turn recharge until that spell can be used again.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Untapped Potential | <i>Magic swirls in this staff, its essence eluding you. It holds some secret or potency it has not yet revealed.</i></span></span>
</fieldset><br></li><li class="bbTabContent" id="tab_1736445328" style="display: none;"><span class="float-left"><div class="bbImageWrapper  js-lbImage" title="p5kEO3-anubis-egypt-png-.png" data-src="/proxy.php?image=https%3A%2F%2Fwww.transparentpng.com%2Fthumb%2Fanubis%2Fp5kEO3-anubis-egypt-png-.png&amp;hash=c22fea7204c26051a864e34366c3658e" data-lb-sidebar-href="" data-lb-caption-extra-html="" data-single-image="1">
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	</div></span><span style="font-size: 18px"><b> Character Details </b></span><br>
<br>
Age: 173 years<br>
<br>
Race: <br>
Anubite - Long-lived bipedal creatures whose appearance is far more intimidating than their demeanor. <br>
<br>
Personality:<br>
A solemn being who has been wronged and as a result  is slowly being eaten away by the urge for revenge. He battles the growing darkness daily, trying to remain on the path that he knows is just and true. He wants to continue to be a role model and benevolent leader to his people.<br>
<br>
Skills:<br>
Magic - A key facet of the Archpriest's role is to master the use of magic. Over a century of practice has led to some semblance of skill. He has the capability to use most forms but has a particular penchant for the Heavens, Life and Illusions [Shadow &amp; Heavens] styles of magic.  <br>
<br>
Potions and Poisoncraft - Sometimes magic needs to make way for more physical means. Archpriest's pass on the knowledge of potions and poisons, meaning they can create cures as effectively as they can develop toxins.<br>
<br>
Equipment/Personal Possessions:<br>
Archpriest Staff - Equal parts status symbol and polearm, it is a tribute to the God of God's, Inhotok, leader of the Khemrian pantheon.<br>
<br>
Assorted crafting items - An assortment of items to be used in the creation of potions and poisons.<br>
<br>
Past/Current Profession: Archpriest to the Pharoah<br>
<br>
Family:<br>
His entire family was executed on the night Khaemt turned his world upside down.<br>
<br>
History:<br>
Arakis spent the first twenty years of his life learning the way of the priests. He was born under the blood moon and due to custom was believed to be the next Archpriest as chosen by the gods themselves. He was no more than a standard priest until his forty sixth year when the previous Archpriest died after a long, complicated illness. At this moment Arakis felt his entire world change.<br>
<br>
He would spend the next one hundred years taking care of the royal family and social elites. Fine tuning his magic to protect them, his potion skills to heal them and poison craft to defeat their foes. He was adored by all but a few and it was they that would see to his downfall.<br>
<br>
Arakis awoke in a pool of blood, surrounded by the corpses of the Pharoah and his wife. The chill cries of his only child, Amuhn, roused Arakis from his slumber. His head was blurred and the previous twenty four hours non-existent in his memory. The footsteps of guards charging towards him echoed through the ornate corridors of the palace, he had to run.<br>
<br>
As he fled he spotted a lone priest leant against a pillar nonchalantly, a smile forming as he watched Arakis running. Khaemt raised a hand and waved sarcastically for a moment before pointing towards Arakis. He yelled out, "Guards! Guards! The Archpriest has slain the Pharaoh!"<br>
<br>
For the rest of that night Arakis did what he could to avoid capture, eventually finding himself in the deep desert. Along the way he had managed to find some of his attendants but they were nothing more than cooks or handmaidens.<br>
<br>
After walking for two nights and one day the group found an oasis not far from the River Osht. It was here that Arakis would found Nehekara.<br>
<br>
Village Name: <br>
Nehekara - A village of small size that sits next to a lush oasis.<br>
<br>
Desired Starting Terrain: Desert<br>
<br>
Retinue/Unique Perk:<br>
A small group of faithful and trusting attendants followed Arakis as he fled Khemri. They range from cooks to handmaiden's, servants to initiate priests. He does retain the magical item of his former position, the Staff of Inhotok.<br></li></ul>
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<b>Helbaron</b>​</div><br>
winter.. oh how tegboran hated winter... people kept dying and his people were to blame "a shadeling steals the cloaks of those unaware" an old saying often told to children to make sure they didn't go and get lost without something warm on but of course they where to blame.. same with them stealing firewood so they could sneak into your huts at night and eat your soul or whatever nonsense people kept attributing to them, least he had more luck then the other month aside form possibly attracting the attention of a.. rather distasteful deity.. or something by pure bad luck... hed killed a huge worm seemed to have calmed the Shepards down.. but.. still winter would be hard on everyone he'd need to get some sorta proper medical care together and a stockpile.. just incase.. perhaps offering the shepherds a share would help settle old grudges.. or knowing his luck cause more animosity until some other big monster showed up that he'd be force to fight alone and in this case possibly die.. oh well those where through for the present he'd need to look towards the future.. <br>
<br>
<br>
<br>
<br>
action1) 100 gold to set up a winter hospital in case of a disease outbreak alongside shelters and winter previsions<br>
action2) make an offer to the shepherds to stick around the village for the winter<br>
<br>
<i>Revenue</i><br>
176 Gold, 4 Silver<br>
<br>
<i>Upkeep/Expenditure</i><br>
0 Gold<br>
<br>
<b>Income</b><br>
176 Gold, 4 Silver<br>
<br>
<b>Treasury</b><br>
898 Gold, 4 Silver<br>
<br>
<br>
inventorty: 4 monster leather</div>
				
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					<div class="bbWrapper"><div style="text-align: center"><a href="https://www.rpnation.com/attachments/azdanur-jpg.1025961/" target="_blank"><img src="https://www.rpnation.com/data/attachments/963/963091-a876b1861f5c1d1291703707b2cd79b8.jpg" class="bbImage " style="" alt="Azdanur.jpg" title="Azdanur.jpg" width="185" height="100" loading="lazy"></a><br>
<span style="font-size: 22px"><b><i>Azdanur</i></b></span>​</div><hr><div style="text-align: center"><i>Screams could be heard echoing in the distance, the light of flames flickering across the faces of the gathered men and women as they fought. With a final swing of his sword a man felled the enemy in front of him, giving him a moment to breath and take in the rest of the battle around him. At a glance he was not encouraged by what he saw, the dead bodies of his allies almost outnumbering those of his enemies with more being added at a rapid rate. Even as he watched another of his brothers fall, he charged back into the battle and allowed the haze of battle to fall over his mind once more. He did not know how long he fought, nor how many he killed. The only thing that he knew was that he was alive and still able to fight whoever challenged him. As the night wore on the screams lessened until there was naught but silence upon the field of battle.<br>
<br>
"Kaiden! Get over here!" the call of one of the members of his Sword snapped him out of his haze, his eyes being drawn to the waving form of Gideon Aurel. Kaiden staggered toward his friend, stopping in shock as he got closer and saw what the other man wanted him to see. The fallen form of their grandmaster was surrounded by the vast majority of the remaining high command, swords still in hands. The smaller man shook it off and moved forward quickly, moving to check each of the men in turn to check if any of them still lived.<br>
<br>
"Kaiden, Gideon, come to me..." both men's eyes snapped to the voice, their grandmaster forcing the words out with great difficulty. Kaiden was the first to reach him, propping the injured man up against his leg. "You must... live... on... I name you High Champion Kaiden. Lead... Lead with pride."<br>
<br>
"I will Lord Arian, now rest my lord," as the older man closed his eyes Kaiden lowered him back to the ground, taking up his sword and turning back to his friend once more. "Come Gideon, we must find out what happened to Alice, Walsh, and Maiya. I fear that we may have lost them with the rest, but we have to hope."<br>
<br>
"Aye, now let us go, High Champion."</i>​</div><hr><div style="text-align: center">Kaiden stared down at the sword in his lap, his now single eye taking in the symbols engraved upon it for the thousandth time. With a deep sigh he reached up and felt the patch that covered his eye, the new accessory something that he was still struggling to get used to.<br>
<br>
"Kaiden, come to bed," the spellsword jumped, shocked out of his memories, and looked up, taking in the sight of his wife with a smile. "You've been staring at your sword for far too long now."<br>
<br>
"I know Vivian, I just lost myself in my thoughts," he stood and sheathed the sword, putting it down on the table before he approached and drew her into a brief kiss. "I wonder, does Lord Arian regret his choice? Does he believe that I made the wrong choice?"<br>
<br>
"I don't know my love, but I know you have at least partially achieved your goal," Vivan smiled at her husband, leaning into his arms. "You, Gideon, and Alice are no longer the only true members of the order. You are well on your way to restoring the family that saved you to glory."<br>
<br>
"Perhaps, or perhaps I've doomed us all to the pits of hell with my rash decision," Kaiden drew her against his chest and breathed in her scent, truly relaxing for the first time in what felt like months.<br>
<br>
"Believe in hope love, for hope will never abandon you so long as you believe in it."<br>
<br>
"I will have to trust in hope then my love, for I fear without it we will drown in despair."​</div><hr><div style="text-align: center">"Welcome, honored squires of the Order of Silver. Today is the day which some of you have long awaited, the day which you are truly accepted into the order," Kaiden stood atop a makeshift stage, little more than a wooden box, and looked upon the group of squires in front of him. "I will not lie to any of you, normally you would be squires for far longer than you have been. I'm sure all of you have heard rumors or drawn your own conclusions as to why you are all suddenly stronger and have skills you did not have before. This is due to a deal I made with what we believe to be a Djinn, a kind of magical creature who makes deals with individuals at a price. I understand how some of you may feel about this, but I do not regret my decision nor the loss of my eye. Are there any questions before we proceed with the ceremony?"<br>
<br>
"High Commander! What of our promotion, is it not a requirement to be able to use magic to become a Knight of Silver?" Townley stepped forward, the tallest among the squires voicing the question that many of them had.<br>
<br>
"You are not being promoted to knights, but instead you will become Sergeants of Silver. This is one rank below Knights of Silver but otherwise will have no bearing on how any of you will be treated, as you are all achieving your ranks at the same time there will be no division among any of you," Kaiden nodded to the younger man, allowing him to step back in line.<br>
<br>
"What about me and Dave? We never asked to be no 'Silver Sergeants' or whatever the hell you're trying to make us!" the former bandit Shawn was the next one to step forward, glaring at the man who had forced him into service.<br>
<br>
"You will not be expected to do any more than you already have begun to do and will have an increase in your pay, I'd think you would be happy with that," the High Champion glared the bandit back into line, still not quite having forgiven him for stabbing his shoulder. "Any more questions? No? Then we shall begin. Each of you raise your left hand."<br>
<br>
As the fifteen men and women followed Kaiden's instructions, Alice and Gideon stepped forwards from beside him and produced a small pile of silver rings each. They began walking down the line and handing each squire a ring that would fit them as best as possible from the fairly limited choices.<br>
<br>
"These rings you are receiving are one of the two marks of the order, the other being a tabard which you will be given later, and are relics of members long passed," Kaiden raised his own left hand, showing the silver ring that gleamed on his finger. "You will wear these rings at all times, and should you be able to call upon any of the strands of magic the ring will act as your focus. Gavron, Arietta, Forgrin, Shawn, and Godiva, you will be known as Sword Sentinel. Aurem, Dolf, Eliza, Rodrick, and Kirsten, you will be known as Sword Justice. Dave, Halley, Patric, Townley, and Marvelle, you will be known as Sword Liberty. Each of you will work with your Sword, live with your Sword, and, should the need arise, die with your Sword on the field of battle. As you all gain experience a leader will be chosen for your Sword, they will be in charge of commanding the Sword when a senior Knight is unable to and will report directly to us. The remaining four members of each Sword will be assigned sixteen members of the militia. Each of you will be in charge of training your assigned members and commanding them should battle occur."<br>
<br>
"Sir! What of the remaining six militia members?" Kirsten steps forward, drawing an appreciative glance from Kaiden at her quickly done math.<br>
<br>
"The six most promising members will be offered the opportunity to join us as squires, should they refuse the next in line will be offered the same until we have six squires in total," the older spellsword closed his eye for a moment. "Each of you remember, you are now all true members of the Order of Silver. You are dismissed."​</div><hr><div style="text-align: center">Alice scanned the report in front of her and nodded, signing off on the release of 160 extra gold to go to the walls project in order to have more workers start on it.​</div><hr><div style="text-align: center"><b>Actions</b><br>
1. Attempt to discover if any members of the village or sergeants has a connection to any of the strands of magic<br>
<br>
2. Begin crafting of homemade spears (Goal of forty)<br>
<br>
<b>Current Projects</b><br>
100 [80 gold used so far, estimated final cost will be 400 gold] for Wooden Walls [20%]<br>
<br>
<b>Completed Projects</b><br>
Training Field<br>
<br>
<b>Village Population</b><br>
429<br>
<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Demographic Breakdown</span></span>
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			<div class="bbCodeBlock-content">50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
80% Human/20% Other [Dwarves/Halflings/Other]</div>
		</div>
	</div>
</div><br>
<b>Taxation</b><br>
50%<br>
<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Resources</span></span>
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			<div class="bbCodeBlock-content">Aether-Kissed Marble</div>
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</div><br>
<b>Terrain</b><br>
Hills<br>
<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Treasury</span></span>
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			<div class="bbCodeBlock-content">517 Gold, 6 Silvers<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Armor of Gurak</span></span>
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	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content"><i>Very</i> heavy and cumbersome armor, built for an Orc. Will get -20% agility for any non-orc that wears it [-10 for an orc] counts as Armor Point 4.</div>
		</div>
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</div>

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		<span>Spoiler: <span class="bbCodeSpoiler-button-title"> Axe of Gurak </span></span>
	</span></button>
	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content">A <i>very</i> large, but well made, axe. This axe may only be used by someone with a Strength of at least 40%. The user will have -5% agility, but have +1 Damage. This has Slow and Impact.</div>
		</div>
	</div>
</div>9 Unused Swords/Axes/Maces<br>
  8 suits of gamberson<br>
6 crossbows<br>
3 suits of chainmail<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title"> 1 suit of nice looking scale</span></span>
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			<div class="bbCodeBlock-content">Medium armor, [Armor Point 3], seems to be a masterwork and you can't fathom who'd leave it behind. As a masterwork, it will not hurt your agility.</div>
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	</div>
</div></div>
		</div>
	</div>
</div><br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Military</span></span>
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			<div class="bbCodeBlock-content">15 Sergeants<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Sword Sentinel</span></span>
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	<div class="bbCodeSpoiler-content">
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			<div class="bbCodeBlock-content">Gavron, Arietta, Forgrin, Shawn, and Godiva</div>
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	</div>
</div>

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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Sword Justice</span></span>
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	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content">Aurem, Dolf, Eliza, Rodrick, and Kirsten</div>
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</div>

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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Sword Liberty</span></span>
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	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content">Dave, Halley, Patric, Townley, and Marvelle</div>
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</div>Chip<br>
17 Hunters<br>
[Similar to militia only they have hunting bows already are a bit more trained)<br>
<b><i>198</i></b> Untrained Militia</div>
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					<div class="bbWrapper"><div style="text-align: center"><b>LightHome<br>
<br>
<span style="font-size: 26px"><u>Logrim BlazingHand</u></span></b><br>
<br>
Turn 3<br>
<br>

		
		
	


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<br>
Prince Logrim was deep in thought, looking over the map. Their nearest neighbor of DeadLight was trapped within a state of depravity that gave rise to conflicting schools of thoughts. <br>
<br>
The Upper Echelons of the Rich sought only to make coin on the ruins of their previous MountainHome, something that was in itself disgraceful when they should try to raise an army and retake their rightful place under the mountain. If he had been able to make such progress with such a small group, a larger force should be able to clear it out in a few months time.<br>
<br>
The racist zealots of the Forked Beard would be helpful in this task, but unfortunately, they despise all those that are not dwarf and any dwarves that support good relations with other races. They want to restore the MountainHome, but at too great a cost. Other races can help keep us strong and bring in new ideas. They only wish to restore the old ways.<br>
<br>
Then there are the people that are caught in the middle. Those that wish for the restoration of their MountainHome, but don’t have the power to it. They are the ones most hurt by the Nobles and the Forked Beard.<br>
<br>
The long term goal is to overthrow the Nobility of DeadLight and rip out the cancerous growth of the Forked Beard. Possible paths include digging down into the old MountainHome once the army is strong enough in numbers and advanced technology to do so. By cleansing their home and restoring it to its former glory, they might become great allies or even a protectorate of LightHome.<br>
<br>
Time will tell based on how this unfolds.<br>
<br>
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<br>
<b><span style="font-size: 26px"><u>Logbook of Dwarven Miner, Boron</u></span></b><br>
<br>
Day 70<br>
<br>
“I be hearing tell that the Refining Facility for the Ore that we are mining is almost complete. Me and the boys can’t wait for Wrought Iron to be distributed among the works of our people. It be the only proper metal to be using in this day and age.”<br>
<br>
Day 76<br>
<br>
“I hear tell of a city called DeadLight that taxes and taxes everyone and and everything that moves back and forth or even makes the tiniest bit of profit. That be no way to live. That sort of greed be for Humans. No offense to Jeff or his ilk. Not us proud and true dwarves. The pride shown in our work and craftsmanship should be better than that much coin weighing down a pocket. As the old proverb goes, ‘If a shaft be filling with water, those with nothing in their pockets be able to rise to the top and escape, while those weighed down by Pretty rocks will sink to the bottom.’”<br>
<br>
Day 82<br>
<br>
“I hear down the grape vine that they are going to be building an entire mine cart system to go through the mines and the town. That sounds like a dream. Should hopefully increase how quickly we can cart everything out of these mines to get refined.”<br>
<br>
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	</div><br>
<br>
<b><u>Better Relations</u></b><br>
<br>
Logrim called in his Uncle Hazzim once more to discuss necessary on goings with the settlement and its people.<br>
<br>
“...And now onto other matters, Uncle. I believe that after my experiences dealing with the Forked Beard zealots, that I need to make even more overtures with the humans that are living in my domain in order to make them feel much more welcome and to make this place a home that they will wish to be a part of for generations.”<br>
<br>
Hazzim stroked his beard as Logrim spoke. “And how do you plan to do this my Prince?”<br>
<br>
“I will import in food and animals that will make them feel more accustomed to their way of life and I shall throw a celebration marking the humans becoming a part of the LightHome community as I feel that we need to celebrate the differences that make us all the stronger.”<br>
<br>
Hazzim nodded. “A wise move indeed. Perhaps that might even bring in more humans to our domain and increase the workforce for your later projects.”<br>
<br>
Logrim’s eyes widened. “Yes. I suppose that the advanced rotating guns capable of firing many shots at once would require additional hands. But we will have to work on acquiring a steady source of Powder. Now, please make sure that these things will be underway.”<br>
<br>
“Yes, my Lord.” Hazzim bowed and left the room.<br>
<br>
“There is so much to do. And with Winters soon upon us, hopefully it will be a light one.”<br>
<br>
<b><u>Turn Actions</u><br>
<br>
<i>Action 1: Construct a system of Mining Carts and rails that move through the town and mines to ease transport of goods and people. Allocate 10 members of the Disgraced Guards to protect the workers during construction.<br>
<br>
Action 2: Acquire Food and Animals that will help make sure the humans feel more at home to better integrate within the LightHome community. Throw a celebration in their honor to aid in that camaraderie and integration. Include Ales, Food, Contests, Songs, and Dances.<br>
</i></b><br>
<i><b>Continuing Tasks: Finish Building Refining Facility</b></i>​</div></div>
				
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			<h5 class="userTitle message-userTitle" dir="auto" itemprop="jobTitle">Imagination will bring us everywhere</h5>
			

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					<div class="bbWrapper"><span style="font-family: 'tahoma'">Nova Empearal</span><br>
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			<div class="bbCodeBlock-content"><b>Village Population</b><br>
437<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
90% Humans, 10% Other<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Silver<br>
<br>
<b>Terrain</b><br>
Mountains<br>
<br>
<i><b>Revenue</b></i><br>
275 gold, 2 Silver<br>
(+33)<br>
<br>
<i><b>Upkeep/Expenditure</b></i><br>
126, 2 Silver<br>
<i>(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs [Rose])</i><br>
<br>
<b>Income</b><br>
149 Gold<br>
<br>
<b>Treasury</b><br>
423 Gold, 6 Silver</div>
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</div>Araquiel looked at the leafless trees and sighed. Winter is coming, an always challenging season for the village. Food will be scarcer which means lesser income for the village. It's a good thing they were able to have a sizeable reserve, but it's gonna take a drastic drop this winter as Araquiel has multiple projects planned and he approved the hiring of the mercenaries. <br>
<br>
Expensive, but it's necessary. The village has barely any military power aside from him, the halfling, and a dumb troll. The village needs defenses against threats and those mercenaries will fill the gap. The Companion of The Graves is expected to arrive next month and when they do, he plans to immediately set out with them to deal with the remaining bandits. He shouldn't leave a job half-done. <br>
<br>
His thoughts then wandered Grensbrook and its young leader. Everything he said to the lady was true, he desires the unification of both villages to face greater threats in the forsaken realm and to be able to grasp bigger opportunities. He wonders how we will bring about unification. Perhaps he will go with the flow... or perhaps he could take more drastic actions. He'll continue to observe the following months and see if the situation changes. <br>
<br>
Actions:<br>
Order 1: Construct Smelter and Foundry<br>


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</div>Order 2: Prepare for Winter<br>


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<br>
Preparations for Winter are to be made. Medicines, blankets, and other essentials are purchased from Cendeb and other merchant caravans.</div>
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</div><br>
Free Actions:<br>
Hire the Grimblades<br>
Hire the Companion of The Graves<br>
Continue Construction of Magic Academy (Extra gold will be provided to expedite the construction, additional 50 gold on top of the initial 100 gold).</div>
				
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<span style="font-size: 22px"><u><b>The Melting Mountains</b></u></span><br>
<br>
It had been a few hours since the mutiny, but the scent of burning fur still hung in the air of Leo Magnus’ small tent. He had stuffed his nose with parchment in response, to no avail. A skinny man with a thin face, pointed chin, wide-brimmed graying mustache and a nasty scar that dug into his blind right eye, Leo Magnus could pass as a lieutenant for any army. Indeed, to his dismay, that was the role that Marsk had commanded him to play.<i> I only wrote what I thought was true, and now I am here</i>, Leo thought, <i>forbidden by the lord to write or read</i>. <i>At least soon I will freeze to death.</i> He was the commander of the longbowmen for the expedition, but, in truth, he could not stand the brutish, simple-minded grunts that dominated the military. <br>
<br>
It was a stroke of luck for him, in this case. He had placed his tent off in the vanguard, far from the temporary military barracks that had caught the worst of the flames. <i>It was a wise move to segregate myself</i>, Leo reflected. The fires had consumed the camp, rising higher and higher to dance with the stars in the dark sky, until someone had put down the mutiny and began to extinguish them. Just as quick as the fires began, they had ebbed and fallen back into smolders in hurried exhaustion. Leo had done some of the work himself - next to him sat an empty bucket, still damp with the melted ice that was used to extinguish his now-singed tent and the ones bordering it. Afterwards, Faron had commanded the men and women to all return into their tents. <i>Even me, </i>Leo noted.<br>
<br>
He sat alone now. Leo was surrounded by luxury - a padded chair lined with fur, a Besset rug with a beautiful diamond print, and a warm brazier burning softly in the center. But all of that had not been enough to scratch the <i>itch</i>. In front of him was a parchment, a quill, and ink stored in a curvy glass bottle. They were supposed to be for official messages, but no one was keeping track of the commander’s papers. Leo looked down at the parchment, on which he had finished jotting down a draft. His style was unique. Each word was painted in thick, broad strokes, and each mark of punctuation was a forceful blot, as if the writer was intently fighting the parchment through a sword’s slashes and thrusts. <br>
<br>
There was the certain date (<i>The Age of Reclamation, 76th day of Fall, Year 2336</i>), the uncertain events (the fires, the mutiny, the attempted assassination - or so he’d heard), and the flowery language that tied both together (<i>Never before had a wreath of flame served as a warning that winter had finally arrived)</i>. Leo looked at it all with a level of satisfaction. <i>And yet, something is missing</i>, he thought. A pungent metaphor, perhaps. Or a satisfactory connection made visible. For a while, he twiddled with the words, crossing some out, replacing others. He reframed and reformed, regurgitated and rambled. Nothing seemed to work. <i>It reads like a summary. </i><br>
<br>
The writer sighed. Leo leaned back onto his chair. He let his mind run and loosened its leash. <i>Is Thesius still alive?</i> The man had been pulled from the brink. Had he gained enough strength to quash a rebellion? Or had another upstart, perhaps Faron, pulled the lord from power? Thesius, prince of Ironhold, would have experienced losing it all, twice. Leo knew what that was like, but only once. <i>At least Faron would remove his head shortly afterwards. </i><br>
<br>
The tent flap lifted. Leo looked at the opening and saw Avery’s handsome face with his curly red locks enter into the tent. He held a small envelope with a brown seal depicting a roaring bear. The boy was composed and useful - he had been promoted in the recent days following the incident with the beast. <i>This was the man that stood against that monster and did not flinch to do his duty.</i> Furthermore, he was literate. That had been a good trait then, but it was not a good trait now. Leo stood up in between Avery and the parchments and took the letter. “From Thesius, my lord,” Avery said. Leo broke the seal with a finger and read it. <br>
<br>
<i>The mutiny has been crushed. Valentus and his co-conspirators are dead or captured. Three townsfolk were executed in connection with starting the fire. Gather your men and prepare to march. Winter arrives soon. <br>
<br>
Thesius Marcellius </i><br>
<br>
    After a moment, Leo passed on the message to Avery. Avery replied with a “Of course, my lord,” and left the tent promptly. As Leo watched Avery leave, he could not help but wonder if that youth, under all his calm, was as fearful as he was for the journey to come.<br>
   <br>
[WIP]<br>​</div><u>Turn Actions</u><br>
<br>
Begin to train 3 longbowmen into squires for knights (including Avery). With Valentus' death, there's an empty suit of armor that needs to be filled.<br>
<br>
Interrogate living assassin. What does he know about the conspiracy? Is it completely rooted out? What connections does it have to ironhold?</div>
				
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			<h5 class="userTitle message-userTitle" dir="auto" itemprop="jobTitle">And turns. But some delightful ^</h5>
			

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					<div class="bbWrapper"><div style="text-align: center"><b><u><span style="font-size: 22px">CƎNSUS</span></u><br>
<br>
Foalsfort Population</b><br>
67<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%100 Children<br>
<br>
<b>Buildings/Dwellings</b><br>
Latrine (Fertilized Garden)<br>
Wall of Torches<br>
<br>
<b>Taxation</b><br>
Village 95% [Collective]<br>
<br>
<b>Exports</b><br>
Main: Lumber (Ironwood)<br>
Minor: Daggers (Poor Quality)<br>
<br>
<b>Land</b><br>
Forest<br>
<br>
<b>Revenue</b><br>
40 Gold, 8 copper<br>
<br>
<b>Wealth</b><br>
93 Gold, 7 Silver, 4 copper<br>
<br>
<b>Government</b><br>
Elected Officials<br>
<i>(Demitri 40%<br>
Marta 20%<br>
Adam 16%<br>
Kahmen 12%<br>
Neeso 9%)</i><br>
<br>
<br>
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<br>
"Bit of an odd one, ain't he?"<br>
<br>
Demitri yawned under the cover of trees, shifting his tired gaze to Adam. "Hmm..?"<br>
<br>
"Virgil" said Adam quietly, motioning with his head as they watched their junior poke the last few embers of the bonfire "Gives me the willies"<br>
<br>
Demitri looked at the thirteen year old boy. Slightly chubby, with clothes two sizes to big for him and wavy, almost curly blonde hair, Virgil looked quite innocent on the outside. But the lad had a permanent scowl, and dark eyes that sent shivers down your spine whenever he looked your way. Which was often, with Virgil seemingly on alert at all times, looking out with suspicion at nearly everything.<br>
<br>
Neeso had originally tended the fire alongside Virgil, but after one night with him, Neeso had quickly left him to it. Now the only one who seemed to spend time with him was 'Plum', though the boy sat on the opposite end of the bonfire, far away from their other build and casting his own glances.<br>
<br>
"Well he's good with the fire." remarked Demitri, rubbing his eyes "And Virgil has proven very dependable"<br>
<br>
Demitri remembered standing alongside the thirteen year old, not days ago, facing down a monster. While Demitri had been worried about Marta, Virgil had appeared to him to offer information. Information that had led to the finding of a strange trail, and a shocking revelation that encompassed the whole of Foalsfort. As beyond that trail was the home of the terrifying Mother, who had spirited away the children of Foalsfort to replace them with her own insatiable brood. While Virgil had fought valiantly to allow the captive children's escape, Demetri had floundered in the encounter, waving his weapons with ignorant abandon with only fortune throwing the embers of his torch upon her. Or perhaps misfortune as the flames hungrily consumed her.<br>
<br>
Something he deeply regretted. And the cause of his self induced insomnia.<br>
<br>
Letting out a mighty yawn, Demitri was hastily pushed into the bushes by Adam lest they attracted Virgils ire. "Shhhh!" Adam scolded, pressing his finger to his best friends lips.<br>
<br>
"Sorry" muttered Demitri, rubbing his eyes.<br>
<br>
"Why are you doing this to yourself Demitri? Every day you're either out hunting with Neeso's lot or helping Kahmen with the tents. When was the last time you got some sleep?"<br>
<br>
Sleep was the furthest thing from Demitri's mind. Whenever he closed his eyes, all he saw was flames and his recent failures, the grey faces of helpless children burnt into his brain.<br>
<br>
Returning home after their meeting with 'Mother', Demitri's group and the lost children had returned to find their fellow's in disarray, 'Mother's' children, the captives copies, now revealed to them all. Fear permeated the camp, quickly becoming anger, a fury that could not be quenched. Even with Marta's plea's and Demitri's own reservations, the children of Foalsfort were having none of it and so Demitri had taken it upon himself to quell the riotous rabble, promising swift retribution. A retribution that never came, as the stable hand secreted them back to their cavernous home in an attempt for an eventual integration and an understanding.<br>
<br>
Adam came to know the secret, when all attempts to help by Demitri and Marta, the first to know the secret, had failed, providing the sorrowful poison to which Demitri had given the creatures to peacefully end their lives. It was at their burial site, known only to Marta and himself, that Demitri had chosen to 'hunt', though his attempts to do so were unabashedly hollow.<br>
<br>
Demitri yawned again, covering his mouth with his balled hand and offering only a simple shrug. Adam scrutinised his friend for only a moment before coming to the realisation of what ailed him.  "Ahh" said Adam, looking at him, knowingly "Still punishing yourself ey?"<br>
<br>
Adam helped Demitri to a sitting position behind the bush, sitting down beside him. "Nothing that happened that day was your fault. In fact everyone is grateful for what you did. For both sets of children.."<br>
<br>
Demitri said nothing.<br>
<br>
"Well I guess it wasn't all you. I did shepherd and lead the children home after all"<br>
<br>
Demitri was not so tired as to not roll his eyes at the comment, Adam grinning cheekily before he bumped his friend with his shoulder. After a few moments, Demitri spoke in but a whisper.<br>
<br>
"But I was the one who robbed them of their mother"<br>
<br>
Adam quickly retorted "Yeah, because she kidnapped our friends"<br>
<br>
"I could have at least try reasoning with her, get her to release them peacefully"<br>
<br>
"Was this before or after she attacked you"<br>
<br>
Demitri's shoulders sagged and he went quiet, unable or unwilling to offer a response.<br>
<br>
Adam sighed "Demitri, I'm just as to blame as you are. Don't forget who gave you the 'you know what'"<br>
<br>
He looked to the heavens, as Adam contemplated his own part in the event. He could Demitri stifle a yawn before he spoke.<br>
<br>
"But I'm the one who...."<br>
<br>
"Your the one who did all he could, Demitri. Nothing less, nothing more" answered Adam adamantly.<br>
<br>
Looking at his friend, Adam knew this was something Demitri had to follow through with by himself. No matter what Adam said or did, Demitri would still dwell on the matter until he himself came to some internal resolution. Adam got to his feet.<br>
<br>
"I would say stop beating yourself up but I know you're going to regardless, just try to get some sleep please"<br>
<br>
He squeezed Demitri's shoulder and went to leave, stopping as a quiet voice whispered to him.<br>
<br>
"Thank you Adam"<br>
<br>
Leaving the brush, Adam lingered by the treeline as he thought of the warring Demitri. Letting out a sigh, he heard Demitri's voice behind him and the rustling of leaves.<br>
<br>
  "Actually Adam before you go, I wouldn't mind your help on something..." asked Demitri<br>
<br>
Adam looked at his tired and sombre friend. "I'll help" he easily offered, a glint of mischief in his eyes "As long as you swear to get some sleep afterwards"<br>
<br>​</div><b>Turn Actions:</b><br>
The hunter (Neeso) and Demitri will hunt larger animals, their Furs being used to line/ cover the buildings of Foalsfort where upon they will be overseen by Marta. Tents will be moved closer to the central bonfire as well. (Poor Quality Daggers used) (Unnamed Sword (Spear Form) used).<br>
If applicable 'Mothers' cage will be used and baited (small game/ flora) to lure in prospective prey with the Herbalist (Adam) using his knowledge to attract and dull the prey within. The Tinkerer (Kahmen) will reinforce the cage if she is not busy with the next action<br>
<br>
A canopy/cold frame will be made over the garden, with the beds line with small stones and covered in mulch and dead leaves to hopefully preserve the garden through the winter. Larger vegetables or plants will be covered by fur blankets if applicable. Kahmen and Demitri will help in the build (Poor Quality Daggers used) (Unnamed Sword (Hammer form used)</div>
				
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					<div class="bbWrapper"><div style="text-align: center"><span style="font-size: 22px"><b>Claimants of the Forsaken Lands Turn 4</b></span><br>
<span style="font-size: 15px"><i>Winter Month 1</i></span><br>
<br>
Winter has come to the Forsaken Lands. Winter is, generally, the roughest time of the year. Most of the people will spend their days huddled in doors, with their families, surrounded by fires. Only the largest, and wealthiest, caravans continue to travel in this time so the price of any caravan purchases are also much higher then they otherwise would be. Sickness tends to spread very rapidly in this time of year, so extra care must be taken to avoid it as a sickness that grows rampant can fill a graveyard far faster then any foe. As Winter goes on, this will tend to get worse as the snows start to fall heavier, it gets even colder and food becomes more sparse driving things that tend to stay secluded in the wilderness into the towns and villages to prey on fresher meat.<br>
<br>
[In Winter, negative events can happen on a 1-2. On Month 3 of winter [turn 6], it'll be 1-3 with high odds of it being something that causes plague, sickness or damage to food stores].<br>
<br>
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<b><span style="font-size: 18px">Helbaron</span></b><br>
<br>
Winter had come to Helbaron and with it most of the activity in the village had come to a stop. There were still laborers who wrapped themselves in their warmest clothes to brave the snow to continue work on the construction projects, but by and large, most of the people remained in doors. Tegbaron's attempted to reach the Shepherds failed [Failed Fellowship Test] and they refused and stayed outside. This would not be the first winter they had spent outside of the village and they had their own ways of dealing with the cold, so it was unlikely they were going to suffer overly much being removed from the village. The winter season did slow down the conversion rate to a crawl as there simply wasn't as much interaction going on for people to spread the good word about the belief of Tegbaron.<br>
<br>
The most peculiar thing that the people of Helbaron had noticed lately was fires in the distance, many of them. Like a dozen camp fires all arranged out at once, but who in the world would come out in the wilderness so late in the year?<br>
<br>
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<br>
<b>Helbaron Population</b><br>
426<br>
<br>
<b>Cult Members</b><br>
315 [74% are members of the cult.]<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
100% Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Sheep<br>
<br>
<b>Terrain</b><br>
Hills<br>
<br>
<b>Current Projects</b><br>
<i>200 (80 gold used so far) gold for infrastructure [43%]</i><br>
<br>
Normally the work on the buildings, themselves, would be going much faster then the work on the roads, but now that that the work is being divided between this and the hospital, work is going very slow. While both are being worked on, progress is not split with most of the work being down on 'setting up' the new project.<br>
<br>
<i>100 [30 gold used so far] for a winter hospital along shelters and winter provisions [15%]</i><br>
<br>
Winter provisions aren't really hard to secure as the peasantry already has their own, so creating a stockpile for the town is really just the treasury of its leader, Tegbaron as most of the treasury is made up of crops that have been preserved for trade anyways, so the rough estimate of how much winter provisions they have should the worst occur is just.. the treasury amount. Most of the people don't truly understand what a 'hospital' is, but mostly just assume it is going to be a separate building farther away from the town where those sick can be sent and kept away from everyone else to die in solitude. How many of them will do this is another matter as the love of family is strong and the belief that one should stay and help their family is equally strong, so they'd likely need a good reason for why this hospital is any better. Work on the hospital and additional shelters proceeds <i>exceedingly </i>slow. There is already a major construction project going on in Helbaron, and now the work is being divided between the two.<br>
<br>
<i>Revenue</i><br>
33 Gold, 4 Silver, 5 Copper<br>
<br>
<i>Upkeep/Expenditure</i><br>
100 Gold<br>
<br>
<b>Income </b><br>
- 66 Gold, 6 Silver, 5 copper<br>
<br>
<b>Treasury</b><br>
831 Gold, 4 Silver, 5 Copper<br>
<br>
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<span style="font-size: 18px"><b>Foalsfort</b></span><br>
<br>
Life for the standard kid of Foalsfort seems to have, more or less, settled down after the horrible run in with the 'Mother' and her spawn. Many of the youngest members, those who were abducted, are now terrified of the dark, being trapped in the pitch black cavern for days, and so are extremely grateful that the tents are being moved closer to the firepit so they'll always have light. Many of these children have taken to sleeping either together or trying to sleep with those they feel comfortable and safe around such as Marta, Adam and Demitri. It is a question if these children will ever fully recover from their mental scars, but they seem resilient and through time and with care, they should return to their normal hyperactive selves in time.<br>
<br>
Not many of them talk about the month prior and what happened, although, true to form, some of the older children, typically boys and typically of the hunting group, brag about how they weren't scared and how they would have handled it, but outside of such 'lockeroom' bravado, most seem content to forget it that are able. Hardly surprising, fear and desperation can do horrible things to even adults who are prepared for it, much less children who should never have to be faced with such dilemmas.<br>
<br>
'Mothers' Cage, as some of the council members have dubbed the cage, worked well. Kahmen was able to reinforce it with more ironwood and using her sticky sap, she was able to help Adam adhere dead leaves, grass and other things to it to help conceal it. The bait Adam put in it did seem to work as after a few days, they discovered a 'deer', or, well, they thought it was a deer, but Neeso pointed out that it was, in fact, an antelope. Of course, that was about as far as his knowledge went, but in the typical fashion of the young, he took great pride in knowing and sharing what he knew and they didn't. Still, the cage worked and Kahmen believes she can create more if they wanted to set up more such traps around the forest to try and capture more large animals [May use an action to build such traps, will improve hunting].<br>
<br>
Even better, Kahmen was able to use the tendons of the antelope, sticky sap, along with some wood, to create a bow! Of course, as the bow was made with very crude tools, the bow itself is crude, but it is, indeed, a bow. If more such traps are built, Kahmen can likely build as many bows as they want. [Note: These bows aren't the best, being Damage 1 and having the 'Poor' quality, -5 ballistic skill, however these bows will still hit about as hard as the wooden knives with the added bonus of being able to stay out of melee].<br>
<br>
In addition, using the 'sticky sap' she made for the tents, and the tendons of the antelope, she has discovered how to make Shields. She believes she can line them with fur to make them even tougher. [If you make shields without fur, they will be 'poor', be destroyed if they successfully parry anything but cost nothing. If you use fur to line them, they will count as Normal but they will cost 2 gold for each you make, and you must build the cages first].<br>
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<br>
<b>Foalsfort Population</b><br>
67<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%100 Children<br>
<br>
<b>Foalsfort Council</b><br>
Demitri (40%)<br>
Marta (20%)<br>
Herbalist Adam (16%)<br>
Tinkerer Kahmen (14%)<br>
Hunter Neeso (9%)<br>
<br>
<b>Taxation</b><br>
Village 95% [Collective]<br>
<br>
<b>Resource</b><br>
Lumber (Ironwood)<br>
<br>
<b>Terrain</b><br>
Forest<br>
<br>
<b>Current Projects</b><br>
<br>
<i>20 [20 Gold Used] for Insulating and Consolidating Existing Structures [100%]</i><br>
<br>
As the shelters of the children tend to be little more then bound sticks and logs, moving them is not particularly hard to do. In fact, with the older kids working all day, moving them closer around the central bonfire can be done in a few days. It would have been one, but the youngest of the children insisted on helping and so what had started out as work had quickly turned into keeping them from underfoot and that turned into just enjoying the rest of they day with a few games and chatting. Still, that had been a much needed rest day considering what had happened prior. The only true work and 'expense' this had was using their gathered furs to cover them which took a bit to figure it out, but luckily, Kahmen was to the rescue creating some sort of sticky 'sap' mixture that let them adhere the furs to the sticks. The rickety stick homes now resemble more akin to proper tents.<br>
<br>
The work on the garden was attempted, but no matter what they tried to do, it only seemed to make it worse. During the first snow, the winter canopy collapsed down and so the garden became swamped with snow, what plants had survived quickly died [Rolled a 100 on a d100, crit failure]. It seems if they were to keep the garden going through winter, something more would need to be done, but Kahmen had yet to come up with a solution to this pickle.<br>
<br>
<b>Completed Projects</b><br>
Latrine (Fertilized Garden)<br>
Wall of Torches<br>
Insulated Homes<br>
<br>
<i>Revenue</i><br>
13 Gold, 4 Silver, 2 Copper<br>
<br>
Expenditure/Upkeep<br>
-40 Gold, 1 Silver<br>
[As you are a 'Collective', the children have not prepared their own food, and will instead be eating the 'stocks' saved up. So your treasury. They are currently eating 20 gold and 1 silver a month. This is a rationed amount, and small, but as everyone is children, this isn't the worst]<br>
<br>
<b>Income</b><br>
-26 Gold, 7 Silver, 8 Copper<br>
<br>
<b>Treasury </b><br>
65 Gold, 9 Silver, 6 Copper<br>
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<b><span style="font-size: 18px">Icewick: Into the MountainHome</span></b><br>
<br>
Thesius and his expedition have entered the fallen MountainHome, said to have been taken over by.. something in the ancient times when they dug too deep, too greedily. Narsin has agreed to lead them through it, to one of the exits at the base of the mountain, but when questioned, she confesses she has never been through it herself. She merely knows that it does lead through and plans on using her rather sharp senses to lead them through it. Probably not the most inspiring of answers, but Narsin had yet to fail, so perhaps it was not the worst of answers. The expedition was no longer a 'settlement', but a caravan. Moving as one through the massive caverns and halls of the MountainHome after entering the great gates that no doubt once stood strong and proud. The halls were pitch dark, no light save for their own torchlight and campfires when the stopped to rest. They could occasionally make out massive braziers high above them, resting near beautifully carved pillars or arches where fires used to be. Fires that would have lit up the entire MountainHome for as far as the eye could see. to be in a MountainHome would have been a novel experience for anyone, but especially so for the people of Ironhold who tended to keep to themselves and did not even believe in the tales of monsters that prowled the ancient forest and dungeons of the world. Each pillar they passed, each mural they found, was a work of art. Crafted by hands far more skilled then the clumsy paws of man. A man could almost loose themselves tracing the intricate works of the dwarves who once lived within this spiraling place... If only the darkness wasn't so oppressive. If only noise didn't seem to echo and distort in the long tunnels. If only the knowledge that millions of tons of rock was right over their heads just waiting to fall wasn't always lurking in the back of their minds, they could have enjoyed it more.<br>
<br>
The frosty top of the mountain had provided some resources, such as meat, furs and the root vegetables, but here? Here they had nothing, well, almost nothing. Narsin had quickly discovered a race of blind, pale rabbits that turned out to be fairly easy to catch and good eating, but no sign of any mushrooms or other edible plants and because of how sparse the mountains had been to them, Thesius had little choice but to open the larder and subsidize the meals of the people to offset what little food they had. The rationing was fairly strick, but at least it was much warmer here then out there. In fact, now that they were out of the Frostbite, his leg made a full recovery [You passed the Toughness test last turn, and so are healed. If you had failed, you would have tested again at -20. A failure here would have meant burning a fate forever or losing the leg in amputation, so good pass last round].<br>
<br>
Still, something wasn't right about these halls. And it wasn't just because they were rather foreboding and the men of Ironhold were not used to being unground. There were.. noises. In the deep. The men and women could not help but feel they were being watched.  Likely nothing more then paranoia and superstition, but Narsin approached Thesius one 'night' and told him she believed something was watching and following them. She had not discovered what, but she could smell it.<br>
<br>
And it smelt rotting.<br>
<br>
[I'll DM you about the questioning later]<br>
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<br>
<b>Icewick Population</b><br>
423<br>
<br>
<b>Demographic Breakdown:</b><br>
50/50 men and women<br>
%14 Elderly<br>
%25 Children<br>
%61 Adults<br>
-<br>
100% Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
None<br>
<br>
<b>Terrain</b><br>
Mountain<br>
<br>
<b>Completed Projects</b><br>
Collapsible Fur Tents [20 gold spent]<br>
<br>
<i>Revenue</i><br>
30 Gold, 6 Silver<br>
<br>
<i>Upkeep/Expenditure</i><br>
107 Gold, 3 Silver, 5 Copper<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span><br>
<br>
<b>Income</b><br>
-77 Gold, 3 Silver, 5 Copper<br>
<br>
<b>Treasury</b><br>
242 Gold, 6 Silver, 5 Copper<br>
<br>
<b>Military</b><br>
7 Knights w/ Warhorses<br>
3 Squires<br>
32 Longbowmen<br>
<br>
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<br>
<b>Nehekara</b><br>
<br>
Winter has come to Nehekara. Winter is not a bad time in the desert as day times are surprisingly pleasant. Sickness is not as prevalent in the desert winters as they are elsewhere and snow isn't an issue they have to worry about. Still, winter isn't the best time around as while the days are now pleasant, the night temperatures are <i>quite </i>frosty and so kills most planets that are growing along the oasis, in fact, if the oasis is looked at, during the right time of night, ice can be seen growing across its surface destined to melt once the sun rises once again. The Saltmongers are no longer working either as it is no longer hot enough to evaporate the water faster then it slinks back through the stone and into the ground. While some efforts are made, it is mostly by the poorest of the Mongers, if one can imagine such a thing, but by and large, they, along with the farmers, are at home with their families as they wait out the winter. In most places, crasftsmen also find their jobs not paying as well as people have less money to make purchases and so their skills often go unused, this is especially true for Nehekara as the Caravans are no longer coming. While in other parts of the world, only the largest caravans travel, the desert isn't so bad in winter and so caravans do not stop their trips, but they are all avoiding Nehekara. The copper and turquoise veins are still untapped but could be a valuable resource to start collecting.<br>
<br>
The caravans are avoiding Nehekara because news of the murder of Nithra has spread fairly wide in the Caravan circles as Nithra was a fairly well-known, an wealthy, caravanner. While Nehekara may have had their reasons for doing it, the world at large isn't so understanding of their situation. They see a murdered trader who was killed in cold blood while working a preestablished contract. Nehekara is seen as a bandit stronghold where they will kill and rob any who come to close, and for those that don't believe that, they are unwilling to take the chance that the news is wrong and test that theory for fear of being added to the tally. However, the Saltmongers are incredibly happy, some taking the time to stop by the impaled head of Nithra to spit on it or the ground before it. For the foreseeable future, unless something changes, they are willing to trust Arakis and follow his lead.<br>
<br>
Construction on both the Training Grounds and School of Magi are completed.<b> [You may now use actions to research spells]. </b>Despite Arakis never having much luck with the whole 'talking to people' thing, his attempt at recruiting Anubite and Humans into the militia went surprisingly well. He was able to get his point across of the town being vulnerable and that the people should be trained to defend it to ensure another Nithra can never come and take advantage of them. As such, a decent chunk of the adults of the village signed up and agreed to be trained by the Waabooz. [Passed Fellowship by 1 Degree].<br>
<br>
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<br>
<b>Nehekara Population </b><br>
415<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
40% Anubite/60% Human<br>
<br>
<b>Students</b><br>
Nailah [Anubite]<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource </b><br>
Salt Fields<br>
Copper (Turquoise)<br>
<br>
<b>Terrain</b><br>
Desert<br>
<br>
<b>Current Projects</b><br>
5 [5 gold used] for a Training Ground [100%]<br>
<br>
Training Grounds aren't difficult to do especially when they live in a desert so have ample 'flat' land to utilize. Some obstacles are created for endurance and strength training, some of the valuable straw they grew prior is turned into dummies both for melee and ranged, and a well is dug to tap into the underground water [but not the saltmonger water] to ensure those who train under the heat do not die of dehydration. The Training Grounds are nothing fancy, but they do the job of letting people train, so the Waabooz should have no issue training the militia. Training will be done in batches unless the training grounds are expanded to allow for more to be trained at once.<br>
<br>
<b>Completed Projects</b><br>
School of Magi<br>
Training Field<br>
Repaired Saltmonger Rakes<br>
<br>
<i>Revenue</i><br>
237 Gold, 8 Silver<br>
(+211)<br>
<br>
<i>Upkeep/Expenditure</i><br>
-225 Gold<br>
<br>
<b>Income</b><br>
12 Gold, 8 Silver<br>
<br>
<b>Treasury </b><br>
327 Gold, 8 Silver<br>
<br>
<b>Military</b><br>
100 Untrained Militia<br>
<br>
<i>Melian's Desert Rangers</i><br>
10 Tatou Riders<br>
25 Waabooz Warriors<br>
<br>
<b>Military Training</b><br>
First batch of Militia in 3 turns.<br>
Nailah advances in 6 turns.<br>
<br>
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<br>
<b>LightHome</b><br>
<br>
Winter has come and the mountains are <i>cold</i>. Because LightHome is situated in the mountains, ti will be colder, they will receive more snow which means there is a much greater chance for sickness and disease for LightHome. Dwarves are naturally hardier then humans, so it may not come to much, but they are still vulnerable to sickness and disease regardless of being a bit more resilient then others. As the cold has settled in, the farmers, of what little farmland LightHome had, is gone for the year, so income will not be gained from farms. However food isn't likely to be an issue as LightHome still has access to stonebread which, much to the deep seated dismay of everyone, can grow year round safely in the tunnels of the mines. LightHome isn't going to be as effected by the winter, in terms of their economy, as many other villages as now that the wrought iron refinery is built, the majority of their income now comes from the mines [with some assistance from the timber]. So while the loss of the farms will be felt, it is still likely to be a profitable winter. However care should be taken if any large projects or purchases are to be made as the mountains are treacherous in the winter and only the largest, or truly insane, caravans will risk being trapped in snow storms to visit those that live there.<br>
<br>
The winter celebration went well, the people's spirits are high and everyone is hopeful for the future, especially the iron ore finally being turned into something almost worthy of respect, Wrought Iron. It isn't true steel, but as that would take some coal crucibles, that is seen as 'okay'. After all, Wrought Iron was still valuable and highly sought after. If Logrim had a mind, he could start setting up a weapon or armor shop and have that iron turned into weapons and armor which would sell for far, far more then the iron itself. [Restriction on poor to normal quality gear still applies].<br>
<br>
Thanks to the celebration, that went rather well, the people's spirits are high and this can be utilized in one of two ways:<br>
<br>
1. Gain a reroll to <i>any </i>roll you wish to make. This reroll will last until used. You must remember you have this as I almost certainly will not.<br>
<br>
2. Double the iron income for a single turn.<br>
<br>
<b>Decision Point</b><br>
The caravan who brought the cats and dogs, also brought a few 'war hounds' that can be purchased and trained. These war hounds are very large and exceedingly muscular. They are already trained for war so are ready for use. You can buy a breeding pair to attempt to breed war hounds as part of the military and town defense. A breeding pair will cost 60 gold. Of course, buying two breeding pairs [he only has four war hounds], would greatly increase the rate at which you could get the dogs and cut down on any in-breeding issues [But can also breed them with local dogs as well]. The trader offers a discount and will sell both pairs [4 wardogs] for 100 gold.<br>
<br>
There is no penalty for turning this down but this chance is not likely to come again.<br>
<br>
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<br>
<b>Village Population</b><br>
450<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 Men and Women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
96% Dwarf<br>
4% Humans<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Iron<br>
<br>
<b>Terrain </b><br>
Mountain<br>
<br>
<b>Current Projects</b><br>
<i>200 [6 Gold Used] for Rails through the mines and town [3%]</i><br>
<br>
The rail project hadn't really been worked on yet. Instead, the laborers had decided to focus on finishing the Wrought Iron Refinery, so what little labor that could be spared went to the rail network. However, the rail network is looking very expensive. Not just for the carts, but for the actual rails, labor and lumber. A lot of the ground in the town is going to be need to leveled and the stepper sides of the mountain need to be filled and evened out so the carts can be more easily pushed up and over or do not come down with so much acceleration that they threaten to come off the rails or flatten any poor fool who gets in their way. Coupled with the rails eating up a <i>lot</i> of the future wrought iron and the time for the smiths who are already working on a mold to try and make this faster, coupled with the smith having to make hundreds of iron nails to drive the rails and wood into the ground and all the lumber that has to be cut perfectly even, hard to do by hand, so that the rails can lay flat but not against the ground so they have proper support.<br>
<br>
The rails won't be automated or anything of the like, so people riding it would probably be riding it for fun [even if they claim they aren't], but the true value will be in moving heavy loads such as ore, ingots and timber around the town using the wonder that is wheels, along predestined paths, over somewhat flat and traversable land, to speed this up. This is especially true in the mines where ore can be brought out, tools loaded in and brought back in a single trip where dozens of dwarfs would have had to lug it out in sacks before. If this is completed, every income source that is applicable will receive a boost, but it'll take awhile.<br>
<br>
Current plans are for an extensive rail network that goes just about everywhere, roughly 50 gold in cost could be cut from the cost if it is a rail network that simple goes through the 'main' street of the town to the mines.<br>
<br>
<i>30 [30 Gold Used] for a celebration and purchase of animals [100%]</i><br>
<br>
The celebration goes off just fine, the songs aren't quite good as no one is an actual musician so it shapes up to be a bunch of drunken dwarven miners singing ol' mining songs in their tongue, but by the time the singing is underway, most of the people are well fed and had taken a liberal amount of ale and so are quite content to laugh at it. Ales and food are used, but not as much Ale or Food as anyone wanted as a truly grand celebration enough to feed and get four and a half hundred people truly hammered and stuffed would be.. more then the treasury would ever want to pay. Still, there are now small animals running around the town, such as cats and a handful of dogs that have been adopted by the humans.. for the most part. One dog, a small, muscular and grumpy thing was adopted by a Dwarf miner and while no one says it out loud, jokes about them looking the same are abound.<br>
<br>
<b>You gain 3 unit of steel a turn [Keep track of your steel!]<br>
<br>
Completed Projects</b><br>
Smelters<br>
Wrought Iron Refinery<br>
Stonebread<br>
<br>
<i>Revenue </i><br>
117 Gold, 6 Silver<br>
<br>
<i>Upkeep/Expenditure</i><br>
-262 Gold, 2 Silver<br>
<i><span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span></i><br>
<br>
<b>Income</b><br>
-145 Gold, 4 Silver<br>
<br>
<b>Treasury</b><br>
160 Gold, 4 Silver<br>
<br>
<b>Military</b><br>
23 Disgraced Guards<br>
<br>
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<br>
<b>Azdanur</b><br>
<br>
Winter has come to Azdanur, a large portion of their wealth comes from farmers, and winter has quickly put a stop to that, however luckily for Azdanur, now that the marble is actually turning a profit, their economy will not be crippled now that the snow has come. Still, snow has fallen and the weather has turned incredibly cold as most people stay in their homes, near their fires and bundled up when they can to avoid sickness. The wall is going up and the first batch of militia has finished their training under Gideon, while they are not proper soldiers, at least they know what end of the spear to thrust at the foe and how to properly draw a bow even if they can't seem to hit the broad side of a barn. Still, they are inspired to defend their homes and are certainly better then nothing. Once the blacksmith finishes with the spears, they will even be armed.. with poor spears, but certainly beats the tools they've been using for now.<br>
<br>
Kaiden, Alice and Gideon spent some time inspecting the village for people with magical potential, only one person was found in the village with magical potential, and one of their squires had potential as well but that was known [fluff-wise]. Until a place has been created for them to properly train their magic, they will not be able to train in this to unlock their potential however Gideon is confident he can get them ready to go once such a place has been created [Your training reduction will apply to magical study and training]. Such a place would also be very useful for the three of them to enhance their own skills and deepen their connection to the Aether.<br>
<br>
It was a mostly quiet time in Azdanur, or, well, mostly. People have begun to appear in Azdanur, farmers who tended to live on the far outskirts only coming in to trade or train in the militia, bringing word to Kaiden that their family members [All women] have been disappearing at night. It is believed six women have disappeared so far. They haven't been seen since.<br>
<br>
Reyna did not create a masterwork this turn.<br>
[Rolled 747, need 900+]<br>
<br>
It is winter, you rolled a 2, an event has happened to you. You do not need to spend an action to deal with it, just let me know in discord if you want to handle it or not. You may do it through adventure or auto-resolve.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
429<br>
<br>
<b>Demographic Breakdown:</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
80% Human/20% Other [Dwarves/Halflings/Other]<br>
<br>
<b>Magic Potential</b><br>
1 Villager [Member of the Militia]<br>
1 Squire [Feel free to pick]<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Aether-Kissed Marble<br>
<br>
<b>Terrain</b><br>
Hills<br>
<br>
<b>Current Projects</b><br>
<i>260 [200 gold used so far, estimated final cost will be 400 gold] for Wooden Walls [50%]</i><br>
<br>
The construction of the Wooden Walls continues, it is speed up greatly by the extra money Alice had thrown at it to be used to hire additional laborers, mostly the Farmers who are now out of work for the season as they wait for winter's end. While winter has allowed for more laborers to be hired, it does have its difficulty. The ground is much harder to dig making it much harder to drive the wood into the ground and dig the trenches in front of it, coupled with this, it is so cold that most of the workers have to stop to warm themselves up here and there as snow has begun to blanket the ground. Still, progress has gone very well and half the village is now guarded by a wall. Not much use until the other half is built, but it is a comforting sight.<br>
<br>
<i>90 [90 gold used so far] for 40 'poor' spears [50%]</i><br>
<br>
Work on the spears has begun, but the blacksmith is a bit overwhelmed by the sheer amount of work he has ahead of him. A proper weapon smith, probably a large one, will need to be built and staffed if some quality weapons are to be churned out in large enough numbers to equip the sheer mass of militia in any reasonable time frame. Although Alice is helping where she can and has reduced the price by 10%.<br>
<br>
<b>Completed Projects</b><br>
Training Field<br>
<br>
<i>Revenue</i><br>
114 Gold, 9 Silver, 5 Copper<br>
<br>
<i>Upkeep/Expenditure<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span></i><br>
- 294 Gold<br>
<br>
<b>Income </b><br>
-179 Gold, 5 Copper<br>
<br>
<b>Treasury</b><br>
338 Gold, 5 Silvers, 5 Copper<br>
<br>
<b>Military</b><br>
15 Squires<br>
Chip<br>
17 Hunters<br>
[Similar to militia only they have hunting bows already are a bit more trained)<br>
40 Trained Militia<br>
158 Untrained Militia<br>
<br>
[Militia can only be trained further if they are 'hired' and turned into actual soldiers]<br>
<br>
<b>Military Training</b><br>
2 turn for second batch of trained militia<br>
Squires are at their 'max' for training.<br>
<br>
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<br>
<b>Occiden Marag</b><br>
<br>
The visit of Captain William Bones hadn't been the best, but Occiden Marag had made it through and from what they learned from Ichern, Captain William Bones tended to sail this part of the river, so sooner or later, he would return and so he would likely have to be dealt with, one way or the other. But at least, for now, they were safe. Winter had set in and Occiden Marag wasn't overly fond of winter. Most of their income came from farming, especially, as the water wheels could churn out fine flour for them to sell. Now they relied heavily on fishermen and lumber to get them through. The building of the lumbermill was a good call as that has helped a lot in relieving some of the financial woes of winter. As far as the people of Occiden Marag are aware, the Arling River does not freeze, so at least they can count on that for food if anything were to happen. Still sickness and the gold are a constant concern people need to be wary of as Aetherlings are no more immune to disease then a 'standard' human, but with Ada around, that should help with dealing with any sickness that does rise as she is very knowledgeable in both diseases and how to treat them.<br>
<br>
The festival was a roaring success as the people of Ichern arrived, and a fair few of them at that, and they even helped pay for the festival by bringing their own goods and gifts which helped relieve the weight on the village coffers. A large chunk of the people of Occiden Marag converted over fully and embraced the ways of the Aetherlings in light of the success and even many of the people of Ichern seemed open to them. At the very least, Ichern does not seem to be wary of the Aetherlings or their beliefs. As winter comes in, having Ada travel between the Kobolds, Occiden and Ichern could be a god send to stop the spread of disease and cure those that fall ill, but the roads are dangerous and travel in winter can be perilious, so if Ada wishes to keep doing this, she should be wary! In return for the gifts, and Ada's company, Amalthea offered the village a favor. It is hard to tell where the boundary of this 'favor' begins and ends, it is unlikely she is to part with any of her treasures, for instance, but it is a wonder as to what Amalthea would do or what they could gain from this.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
416<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
80% Aetherling<br>
19% Human<br>
Less than 1% Kobold [Zuhsa]<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Arling River<br>
<br>
<b>Terrain</b><br>
Forest<br>
<br>
<b>Current Projects</b><br>
100 [100 Gold Used] for Festival and Hearts and Minds [100%]<br>
<i>Fellowship passed with 3 degrees</i><br>
<br>
The Festival goes extremely well, many people from Ichern did come to the festival and as per the custom they brought some of their own goods to the festival which helped 'pay' for it. The gifts and goods they brought equaled around 38 gold. While it didn't totally offset the cost, it certainly helped. While the people of Ichern weren't really sure about the whole 'giving to the spirits', Ada was successfully able to link it to similar festivals they have where goods are given to their gods and that they, in truth, weren't so different. Food was had, Ichern even provided music in the form of a young woman with a lovely lute that she strummed and sang as various people danced. This helped both villages become closer and Ada has made inroads in Ichern with spreading their beliefs.<br>
<br>
Ada traveling back and forth with a few others to provide aid and gifts was well received. Ichern especially had many sick or in need of help after spending some time under the wizard's enthrallment, especially when it came to mental aid that Ada was able to help greatly with. The kobolds were happy to receive gifts, but as much of it was food and other such things, the kept the lion share, but Amalthea still enjoyed Ada's visits as she always did, happy to listen to stories, even ones she had already heard, as a nice way to pass the time. In return for the gifts Ada brought, even if they were mostly for the Kobolds, Amalthea offered Ada, and Occiden Marag a favor, that they may call in on. Mind this is a favor, so if anything too large is asked, she will reject it, but the favor of Amalthea could be a useful thing to have.<br>
<br>
<b>[Gained 1 Favor you can use with Amalthea. Keep track of this!]</b><br>
<br>
In addition, because of how successful the Festival/Interactions were, you may pick one of four options:<br>
<br>
1. 2 Rerolls, these last forever until used.<br>
2. Double income from Lumber for two turns.<br>
3. Double build speed for a turn [you may pick when you turn this on]<br>
4. A one time bonus to training/equipment that will finish the first batch of militia.<br>
<br>
<b>Completed Projects</b><br>
Watermills<br>
Training Field<br>
<br>
<i>Revenue</i><br>
108 Gold, 1 Silver<br>
(+38)<br>
<br>
<i>Upkeep/Expenditure<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span></i><br>
-201<br>
(-73)<br>
<br>
<b>Income </b><br>
-92 Gold, 9 Silver<br>
<br>
<b>Treasury</b><br>
47 Gold, 3 Silver<br>
<br>
<b>Military</b><br>
20 Untrained Guardsmen<br>
20 Hunters<br>
1 Kobold [Zuhsa]<br>
60 Untrained Militia<br>
<br>
<b>Military Training</b><br>
2 turns for first batch of trained Guardsmen/Militia<br>
<br>
<br>
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<br>
<b>Port Zolond</b><br>
<br>
Winter had come, but luckily Port Zolond rest on the Carrion Sea Coast. The Carrion Sea was a fairly warm sea. Some theorized it was because of an underwater current that kept it from becoming too cold while others claimed it was the influence of the Malestorm upon the waters, either way, it was extremely unlikely for Port Zolond to see snow. The temperature would drop low enough to kill what crops the farmers could, or knew how, to grow, but it wasn't going to ever get cold enough for snow. While disease and sickness was a risk, it wasn't anymore of a risk anymore then it was at any other time of the year. Still, profits of Port Zolond did take a hit as farms made up a respectable chunk of the town income, but it wasn't as bad as it could have been especially with the brewery and tavern both opening up together enjoying a surge of visitors from locals and visitors. If they could find a way to attract larger ships, and a constant flow, of them, they could have something truly great on their hands.<br>
<br>
The bay was fully dredged and could be reasonably deduced to now both be clear of whatever was worth taking and was now deep enough for larger ships to come much closer to shore then they otherwise would. Port Zolond still weren't totally sure about all these skeletons and undead, especially the fact that Nym was a dark elf necromancer, a more fitting evil combination was hard to think of, but so far Nym had not done anything to hurt the town, if anything, the tavern and brewery had been a large bonus. The festival that was thrown, and the much less excitable funeral, was also great and helped improve Nym's standings. Port Zolond had a long way to go, but so far, things were looking up.<br>
<br>
[Your Brewery will produce a set amount each month, on the first of spring and the first of autumn, every year, the brewery will release spirits to the market which will provide an income boost on those turns.].<br>
<br>
<b>Dredging Results</b><br>
<i> [100% dredged]</i><br>
<br>
The dredging wasn't quite as successful as last time. In fact, some of the skeletons were nearly 'destroyed' when some large creature rose out of the sandbank and tried to devour it. Luckily, the Bone Golem stepped on it.. There wasn't much left of the creature and it was hard to tell if it was intentional or pure luck that the Golem stepped right there when it did. As for 'goods', six more skeletal bodies were recovered. Much like the previous attempt, even those with flesh when under water seemed to almost 'dissolve' as the flesh fell from the bones when they were removed from the sea water. Along with this 36 gold worth of goods was recovered from the bottom. What was surprising was a large chest was pulled from the depths, the Bone Golem able to lift it and bring it out. A chest was odd, a locked chest in the ocean was weirder but a locked iron chest was extremely peculiar. The metal chest is rusted, but it seems to still be shut tight and the lock holds strong. There are carvings in the chest. It has not been opened.<br>
<br>
<b>Gained Locked Iron Chest</b><br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
420<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
39% Human<br>
36% Orc/Half-Orc<br>
10% Goblin<br>
9% Other<br>
5% Halfling<br>
1% Ogre<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Limestone<br>
Beer/Spirits<br>
<br>
<b>Terrain</b><br>
Coastal<br>
<br>
<b>Current Projects</b><br>
<i>50 [50 gold used] for Funeral Rites/Festival [100%]</i><br>
<br>
Despite its reputation for being unruly and rambunctious, during the funeral rites for the unknown children, or possibly halflings, was very solemn. It was hard to tell if it was because the Gilded Blades were there as guards, if it was because the three ogres and a large Bone Golem seemed to also be on watch, or if it was because the people of Port Zolond actually felt some remorse for the possibility of the lives that had been taken that certainly did not deserve to be taken. Either way, the fact Nym showed he would not be using children as undead monstrosities was a welcomed olive branch. If his claims that he would be turning only criminals and such were true, which was a 50/50 as he seemed to be honest but he was a dark elf, then perhaps there wasn't as much to fear as there could be... But then again, it was a dark elf necromancer.<br>
<br>
The festival went well! Some houses were damaged, a few doors broken, one man went home with a broken arm, but that was all 'within the line' for a town like Zolond. There was a point where the party almost went too far and broke into a full town brawl, especially with the beer from the new brewery flowing into town, but it was brought back from the brink by Nym and the Gilded Blades and kept from spiraling [Passed Fellowship].<br>
<br>
The festival was a success, as such, you may pick one of these options:<br>
<br>
1. 2 rerolls that last forever and may use them whenever.<br>
2. Build twice as fast for 1 turn [may select when to use this].<br>
3. Increase personal reputation/trust with Port Zolond.<br>
<br>
<br>
<b>Completed Projects</b><br>
The Last Gasp: Tavern/Bordello/Gambling Hall<br>
Brewery<br>
<br>
<i>Revenue </i><br>
133 Gold, 2 Silver<br>
(+36)<br>
<br>
<i>Upkeep</i><br>
-192 Gold<br>
<span style="font-size: 12px"><i>(You only pay them wages, Mercs buy their own food and pay their own equipment maintenance)</i></span><br>
<br>
<b>Income </b><br>
-58 Gold, 8 Silver<br>
<br>
<b>Treasury</b><br>
179 gold<br>
<br>
<b>Military</b><br>
42 Gilded Blades<br>
43 Skeletons<br>
[18 Murloc, 25 Humanoid]<br>
3 Ogres<br>
1 Bone Golem<br>
<br>
<b>Important Note</b><br>
Nym has regained all his magic power!<br>
<br>
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<br>
<b>Nova Empearal</b><br>
<br>
Winter is always a rough time in the mountains, even for Nova Empearal which lies within the slightly warmer Sunswept Mountains. Heavy snow fall is to be expected and sickness and disease are almost certain to follow at some point. Most of the people spend their days indoors, huddled with their families and around fires. Well.. they try. Nova is unlike most villages, the bulk of their income comes from a single source, silver. Very little comes from anywhere else, especially, the small amount of farmland they actually have, so their finances don't see <i>that</i> much of a change compared to many others. Which is great for the coffers, not so great for the poor miners who have to work in the freezing weather, but silver doesn't mine itself. Along with these miners, many farmers had been hired by Araquiel to do some basic laborer and construction work in their off time to try and speed up construction. It did help a lot, but only the smelter was finished as they were divided between many, many projects. Gold is great, but there was only so many hands to go around even if gold was thrown. At least the smelters were finished and now silver ore could be processed into much nicer to look at ingots. This didn't really increase their individual value too much, but certainly made it easier to move which meant more could be moved at a time and so more wealth to be gained. Grensbrook certainly appreciated it as it made it much easier on them to take shipments down to their village for refinement and then to turn them into jewelry.<br>
<br>
The Companions of the Grave arrived near the middle of the month, all six of them wearing heavy armor and mounted on their war horses, they struck quite the imposing figures... but they were mostly unpleasant to be around. They tended to boss around the villagers seeing them as little better then peasants, and young women and men have done their best to avoid being caught alone by any of their number.<br>
<br>
Rokzog and his caravan arrived, trudging up the snow with the sheer persistence only a mad orc could have. Most caravans stopped in the winter, and those that didn't, tended to avoid the mountains for it became treacherous and could easily trap them in snow, but Rokzog was apparently made of sterner, or more insane, stuff. Rokzog gave Araquiel 24 gold for the charm he took earlier, he did not actually go and sell it, instead, he had 'given' it to a 'friend' and so gave Araquiel a pittance in return.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
437<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
90% Humans, 10% Other<br>
<br>
<b>Potential Magically Adept Students</b><br>
1 Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Silver<br>
<br>
<b>Terrain</b><br>
Mountains<br>
<br>
<b>Current Projects</b><br>
<i>20 [20 Gold used] for Smelters [100%]</i><br>
<br>
The smelters are fairly easy to make. The tricky part comes from getting the charcoal, but that can be made as there are enough trees around to do so. Numerous bee hive like smelters, made of stacked stone, and lit by charcoal line the landscape. Each one slowly melts the silver down into a mold. This does nothing for making the silver, itself, more valuable, but does improve the value slightly, in a roundabout way, by making it easier to transport [ingots being nice and stackable] and so more can be moved at a time.<br>
<br>
<i>80 gold [5 gold used] Foundry [1%]</i><br>
<br>
Work on the foundry goes very, very slowly. While Araquiel may have offered incentives to attract farmers to come and work as laborers for extra coin, there was simply more work to be done then there was laborers. They managed to finish the smelters, and get something down for this, but work has barely started. However, another 70 gold will be needed if they want to fully finish the Foundry as it will require some specialized equipment brought by the caravans to smelt and refine the silver. The Foundry, once purchased, is capable of refining other metals as well.<br>
<br>
<i>150 gold for (71 used so far) for a Magic Academy [71%]</i><br>
<br>
Construction of the Magic Academy continues, the outside of the academy is now finish and work has begun on the interior, the flooring, setting up the rooms, furnishing them, etc. This is a time consuming process, but the extra hired help works. It is very likely if they were not being torn in many directions trying to do three projects at once, this Magic Academy would be almost finished. Fifty gold was added which is enough to finish a room large enough for Araquiel to begin experimenting with magic [once it is complete], but if he wants a fully functional academy that can train other mages in the art, it will require another 100 gold to finish.<br>
<br>
<i>50 [50 used] for Prepare for Winter [100%]</i><br>
<br>
Araquiel wasn't able to purchase much from Cendeb, it seemed it was both a mixture of limited supplies <b><i>and</i></b> Araquiel managed to do something, or say something, it was hard to say what he did, that insulted Cendeb, likely some odd custom from the Middle Kingdoms. He was able to get some supplies, but not as much as he'd have wanted. [Crit failure on fellowship]<br>
<br>
<b>[Slightly reduces chance of plague]</b><br>
<br>
<i>Revenue</i><br>
211 Gold, 7 Silver, 5 Copper<br>
(+24)<br>
<br>
<i>Upkeep/Expenditure</i><br>
-346 Gold, 2 Silver<br>
(you don't pay the 64 per turn for the grimblades yet)<br>
<i><span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs [Rose])</span></i><br>
<br>
<b>Income</b><br>
-134 Gold, 4 Silver, 5 Copper<br>
<br>
<br>
<b>Treasury</b><br>
289 Gold, 1 Silver, 5 copper<br>
<br>
<b>Military</b><br>
6 Companions of the Grave<br>
32 Grimblades [Not here yet]<br>​</div></div>
				
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					<div class="bbWrapper">Deafening silence was all that could be heard in the village of Occiden Marag. The sun began to dawn as rays of light began to pierce through the stripped branches of the trees that surrounded the village. People, seeking to stay warm, took an extra minute to get up from their blankets and warmth as they mentally prepared for the cold day. The winter had been gentle so far, but that was no guarantee in the future. Many folk were now finding themselves with extra time now that the fields no longer had to be tended to. They would serve as extra hands for building during the winter. The spirits had at least blessed them with plenty of wood to be able to build and create with. A blessing that Irving would not take for granted, his feet crunched the slightly frozen ground as he left the manor and took a look at the village. The fields were barren and blanketed with a thin layer of morning dew that had frozen over the night. The bounty of the earth had to rest. It became more evident that the village would now have to heavily rely on the river and the trees.<br>
<br>
People began to stir as they crunched the ground under their foot. The sound of the lumbermills then began to slowly fill the village. More planks and processed lumber would steadily leave the lumbermill and stockpiled. How could the village profit from this? They could build fine buildings, but that was not a good or service that they could sell. Irving looked towards the river as he watched fishermen begin to cast their rods and nets. It was then that the answer became obvious, ships and boats. A dock or shipwrightry could allow the skilled woodworkers in the village to make small fishing boats for the fishermen to help them fish in deeper parts of the river or anywhere there may be plentiful fish. Small ships and boats could also make transportation down the river safer and faster. They could likely even sell some of these small ships to their neighbors. A proper facility to build ships would also enable the village to consider building larger ships such as longships or barges or even offer travelers and merchants to repair their ships. This construction project would also benefit from the extra labor that the farmers would offer. Feeling satisfied, Irving withdrew to the manor to attend the morning council meeting.<br>
<br>
---<br>
<br>
In the great hall, Irving sat surrounded with familiar faces. Karl, Ada, and Teresa joined him at the table, but with a guest... one of the refugees from the northern village that was attacked by the giant spider. The group were speaking with the refugee, trying to get as much information that they could from him about the village, and the attack. Details about the giant spider remained sparse, but at least they could find out about the layout of the village, the leaders, the location, and the overall locale. They planned to conduct an expedition to the north to check out the destroyed village, search for anything valuable, but most importantly giant spider tracks and then hopefully track the spider down to its lair. From there, there was still debate if they should try to slay the beast or perhaps appease it by continuously feeding it so that it wouldn't have to stray to the village in search of food. However, now seemed the safest time to approach the giant spider as it was likely in a semi-dormant state if not hibernating.<br>
<br>
---<br>
<br>
Summary:<br>
<br>
1. Construction of a dock/shipwrightry to begin building of small personal crafts for commercial use and enable the production of larger ships in the future. This project is intended to take advantage of the surplus of labor available in the village and the planks/processed lumber that the village produces. This project is given 100 gold worth of materials for its budget.<br>
<br>
2. An expedition north to the destroyed north village to examine what happened and attempt to track down the giant spider. This expedition will consist of Karl, 10 Hunters, one of the refugees and Irving.</div>
				
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				Last edited: <time class="u-dt" dir="auto" datetime="2022-10-03T23:39:24-0400" data-time="1664854764" data-date-string="Oct 3, 2022" data-time-string="11:39 PM" title="Oct 3, 2022 at 11:39 PM" itemprop="dateModified">Oct 3, 2022</time>
			
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					<div class="bbWrapper"><span class="bbcode-justify"><span style="font-family: 'Spectral';"><span style="font-size: 26px"><b><div style="text-align: center">Arakis​</div></b></span>
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	</div></div></span><div style="max-width:100%; height:340px; padding:5px; overflow:auto; border: 1px solid;"><span style="font-size: 18px"><b>The First Victory</b></span><br>
<br>
Arakis returned to Nehekara at the head of the returning mercenary army. They were battered and bruised but all returned. Their capabilities were far beyond anything that could have been expected and now they would be passing that knowledge on to the people...after some deserved rest of course.<br>
<br>
People emerged from their homes sheepishly to observe the returning army, filled with worry if things had not gone to plan. Yet when they caught sight of the severed dragonborn's head gripped firmly in Arakis' head, reactions varied. Some cheered, others sobbed from relief but what they all shared was a relief that the proverbial noose around their neck had been removed. There was concern by rumours that caravans had blacklisted Nehekara but that was concern for another day.<br>
<br>
Arakis was not one for gratuitous displays but the head of Nithra needed to be on show if for nothing more than to show the people he was a man of his word. He had first provided the tools requested and now he had given the village freedom to forge its own future, no longer forced to give almost everything to Nithra. It would be difficult to get caravans to return but having taken Nithra's caravan itself, once they had trained fighters then they would be able to start their own trade routes.<br>
</div><br>
<fieldset class="bbcode-fieldset">
<legend>Actions</legend>
<span><span style="color: #aaaaaa"><b>Action 1</b><br>
<span style="color: #ffdd11"><b>☥</b></span>Spell Research | <i> Research offensive spells.</i><br>
<br>
<b>Action 2</b><br>
<span style="color: #ffdd11"><b>☥</b></span>Create Mine for Copper and Turquoise | <i>Create mine, tools and required infrastructure for the mining of copper and turquoise veins.</i><br>
<br>
</span></span>
</fieldset></li><li class="bbTabContent" id="tab_1736445315" style="display: none;"><span style="font-size: 18px"><b>Current Stats</b></span><br>
<br>
<div class="bbcode-progress"><div class="bbcode-progress-text">Wounds - 14/14</div><div class="bbcode-progress-bar" style="width: calc(100% - 6px);"></div><div class="bbcode-progress-bar-other"></div></div><br>
<div class="bbcode-progress"><div class="bbcode-progress-text">Fate - 3/3</div><div class="bbcode-progress-bar" style="width: calc(100% - 6px);"></div><div class="bbcode-progress-bar-other"></div></div><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Power</legend>
<span><span style="color: #aaaaaa"><b>3</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Weapon Skill</legend>
<span><span style="color: #aaaaaa"><b>25</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Ballistic Skill</legend>
<span><span style="color: #aaaaaa"><b>25</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Strength</legend>
<span><span style="color: #aaaaaa"><b>26</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Toughness</legend>
<span><span style="color: #aaaaaa"><b>42</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifier</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Agility</legend>
<span><span style="color: #aaaaaa"><b>27</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Intelligence</legend>
<span><span style="color: #aaaaaa"><b>50</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Perception</legend>
<span><span style="color: #aaaaaa"><b>45</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Willpower</legend>
<span><span style="color: #aaaaaa"><b>49</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Fellowship</legend>
<span><span style="color: #aaaaaa"><b>16</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers </i><br>
</span></span>
</fieldset><br></li><li class="bbTabContent" id="tab_1736445316" style="display: none;"><span style="font-size: 18px"><b>Notes</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Nithra</legend>
<span><span style="color: #aaaaaa"><b>Salt Monger Leader</b><br>
<span style="color: #ffdd11"><b>☥</b></span> Green Dragonborn | <i>Information says she is a green Dragonborn so likely has noxious breath.</i><br>
<span style="color: #ffdd11"><b>☥</b></span> Moneybags | <i>Has enough coin to be are to afford a small mercenary army.</i><br>
<span style="color: #ffdd11"><b>☥</b></span> Guards | <i>Has at least 20 guards.</i><br>
</span></span>
</fieldset><br></li><li class="bbTabContent" id="tab_1736445317" style="display: none;"><span style="font-size: 18px"><b>Core Spells</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Glowing Light</legend>
<span><span style="color: #aaaaaa"><b>CV | 3</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Can cause any item in your grasp to glow with the light of a lantern for one hour or until you let it go.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Sounds</legend>
<span><span style="color: #aaaaaa"><b>CV | 4</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a phantom noise with volume ranging from a whisper to a roar. You can choose the type of noise and the volume, the spell can reproduce any noise but speech. The noise can last 10 seconds.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Drop</legend>
<span><span style="color: #aaaaaa"><b>CV | 4</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Compel a target to drop whatever they are holding. The subject can resist it with a Will Power test</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Marsh Lights</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a number of distant lights that could be mistaken for torches or lanterns. They can be sent off in any direction [within 100 yards], they disappear into nothingness if they go past your line of sight. Concentration Spell: You may not cast any other spells while Marsh Lights is active.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Dart</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Bolt of magical force with a range of 16 yards. Damage 3.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Sleep</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Your touch causes an enemy to fall into a slumber for 1d10 rounds unless a successful Will Power test is made. This is a touch spell [must pass a Weapon Skill test].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Aethyric Armour</legend>
<span><span style="color: #aaaaaa"><b>CV | 5</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Weave the strands of the aether into an invisible barrier to shield yourself. Gain number of armor points equal to the magic power used to cast it for 6 rounds. This cannot be used with actual armor and putting on armor will cause this effect to immediately end</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Blessed Weapon</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Can enchant one melee, thrown weapon, or ammunition [up to 5 shots]. These items gain no direct combat bonuses but do count as magical making them very useful against ghost and other ethereal targets. Last 1 hour.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Lock</legend>
<span><span style="color: #aaaaaa"><b>CV | 7</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Enchant one lock or bolt that you can touch for 1 week. This magic lock cannot be picked or forced open during this time. [Beware, the item, itself, can be broken. A magically locked door can still be smashed apart, etc].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Alarm</legend>
<span><span style="color: #aaaaaa"><b>CV | 8</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a silent alarm on one spot you touch. If a creature comes within 2 yards, you will be mentally alerted instantly no matter how far you are. This will wake you up if sleeping. It provides no identity of who tripped it, only that someone has. You can only have 1 magic alarm at any time. Last until triggered or you cast another.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Heaven</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Starshine</legend>
<span><span style="color: #aaaaaa"><b>CV | 22</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You call down the light of the stars [Can be used in daytime or indoors], the area is illuminated by soft light that reveals all that is hidden. Any darkness, magical or mundane, is banished, the invisible is made visible, hidden or disguised characters are exposed and secret areas (doors, chambers, etc) are revealed. Starshine last for 1 week.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Greater Portent of Amul</legend>
<span><span style="color: #aaaaaa"><b>CV | 18</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You read signs and divine clues about what the future holds. For the next 24 hours, you gain two rerolls that you may use for whatever you wish. Unlike Portent of Amul, you may use these rerolls to force your opponent to reroll as well. You may not gain more rerolls from this spell until both have been used or expired.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Life</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Father of Thorns</legend>
<span><span style="color: #aaaaaa"><b>CV | 14</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You cause thorns and briars to burst from the naked earth with 48 yards in a wall. Anyone within the area who tries to move through takes a Damage 4 (D10+4) hit. You, and only you, are not effected within this area. The thorns and briars retreat back into the earth after a number of rounds equal to the power dice used to cast.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Woodshape</legend>
<span><span style="color: #aaaaaa"><b>CV | 16</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You allow a willing creature to take the shape of a tree. The type of tree depends on the character of the individual, a melancholic person may transform into a weeping willow while an evil being may turn into a black oak. The target maintains the form of a tree for as long as they wish and may voluntarily end it at any time. While in tree form, the creature can see and hear as normal and may communicate with you, or other trees.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Illusion</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Pot of Despair</legend>
<span><span style="color: #aaaaaa"><b>CV | 24</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You conjure a black pit within line of sight that has a 24 yard radius. All enemies within believe they are plunging to their death in a bottomless chasm, screaming in terror all the while. They must pass a Will Power test to resist this effect, those that fail are considered Helpless but may take another test each turn. Pit of Despair last the number of rounds as the power dice used. [Helpless opponents may not defend themselves and so are hit automatically in combat. All damage rolls are maxed against Helpless foes].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Doppelganger</legend>
<span><span style="color: #aaaaaa"><b>CV | 18</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You create a perfect copy of yourself anywhere within line of sight. You can hear and speak through this shadow version of yourself, it can freely move anywhere within your line of sight and you may cast through this illusion. Enemy must pass a Perception Test to decipher its true nature. Illusion last for D10+Power Dice Used.</i></span></span>
</fieldset><br>
<br>
<br></li><li class="bbTabContent" id="tab_1736445318" style="display: none;"><span style="font-size: 18px"><b>Magic Items</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Staff of Inhotok</legend>
<span><span style="color: #aaaaaa"><b>Bound Spell | Greater Portent of Amul </b><br>
<span style="color: #ffdd11"><b>☥</b></span>Impact | <i>When rolling for melee damage, roll 2d10 and pick the best.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Slow | <i>Opponents get +10% to parry or dodge blows from this weapon.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Magical | <i>Magical weapons will never break [outside of the most extreme circumstance] and can hit ethereal units.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Spell Storage | <i>You may store a spell within the staff that has a Casting Value of 20 or less. This spell will last forever or until a new spell is stored within. You may unleash the spell within as a free action [which could allow you to cast twice in a round], once unleashed, the staff has a game turn recharge until that spell can be used again.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Untapped Potential | <i>Magic swirls in this staff, its essence eluding you. It holds some secret or potency it has not yet revealed.</i></span></span>
</fieldset><br></li><li class="bbTabContent" id="tab_1736445319" style="display: none;"><span class="float-left"><div class="bbImageWrapper  js-lbImage" title="p5kEO3-anubis-egypt-png-.png" data-src="/proxy.php?image=https%3A%2F%2Fwww.transparentpng.com%2Fthumb%2Fanubis%2Fp5kEO3-anubis-egypt-png-.png&amp;hash=c22fea7204c26051a864e34366c3658e" data-lb-sidebar-href="" data-lb-caption-extra-html="" data-single-image="1">
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	</div></span><span style="font-size: 18px"><b> Character Details </b></span><br>
<br>
Age: 173 years<br>
<br>
Race: <br>
Anubite - Long-lived bipedal creatures whose appearance is far more intimidating than their demeanor. <br>
<br>
Personality:<br>
A solemn being who has been wronged and as a result  is slowly being eaten away by the urge for revenge. He battles the growing darkness daily, trying to remain on the path that he knows is just and true. He wants to continue to be a role model and benevolent leader to his people.<br>
<br>
Skills:<br>
Magic - A key facet of the Archpriest's role is to master the use of magic. Over a century of practice has led to some semblance of skill. He has the capability to use most forms but has a particular penchant for the Heavens, Life and Illusions [Shadow &amp; Heavens] styles of magic.  <br>
<br>
Potions and Poisoncraft - Sometimes magic needs to make way for more physical means. Archpriest's pass on the knowledge of potions and poisons, meaning they can create cures as effectively as they can develop toxins.<br>
<br>
Equipment/Personal Possessions:<br>
Archpriest Staff - Equal parts status symbol and polearm, it is a tribute to the God of God's, Inhotok, leader of the Khemrian pantheon.<br>
<br>
Assorted crafting items - An assortment of items to be used in the creation of potions and poisons.<br>
<br>
Past/Current Profession: Archpriest to the Pharoah<br>
<br>
Family:<br>
His entire family was executed on the night Khaemt turned his world upside down.<br>
<br>
History:<br>
Arakis spent the first twenty years of his life learning the way of the priests. He was born under the blood moon and due to custom was believed to be the next Archpriest as chosen by the gods themselves. He was no more than a standard priest until his forty sixth year when the previous Archpriest died after a long, complicated illness. At this moment Arakis felt his entire world change.<br>
<br>
He would spend the next one hundred years taking care of the royal family and social elites. Fine tuning his magic to protect them, his potion skills to heal them and poison craft to defeat their foes. He was adored by all but a few and it was they that would see to his downfall.<br>
<br>
Arakis awoke in a pool of blood, surrounded by the corpses of the Pharoah and his wife. The chill cries of his only child, Amuhn, roused Arakis from his slumber. His head was blurred and the previous twenty four hours non-existent in his memory. The footsteps of guards charging towards him echoed through the ornate corridors of the palace, he had to run.<br>
<br>
As he fled he spotted a lone priest leant against a pillar nonchalantly, a smile forming as he watched Arakis running. Khaemt raised a hand and waved sarcastically for a moment before pointing towards Arakis. He yelled out, "Guards! Guards! The Archpriest has slain the Pharaoh!"<br>
<br>
For the rest of that night Arakis did what he could to avoid capture, eventually finding himself in the deep desert. Along the way he had managed to find some of his attendants but they were nothing more than cooks or handmaidens.<br>
<br>
After walking for two nights and one day the group found an oasis not far from the River Osht. It was here that Arakis would found Nehekara.<br>
<br>
Village Name: <br>
Nehekara - A village of small size that sits next to a lush oasis.<br>
<br>
Desired Starting Terrain: Desert<br>
<br>
Retinue/Unique Perk:<br>
A small group of faithful and trusting attendants followed Arakis as he fled Khemri. They range from cooks to handmaiden's, servants to initiate priests. He does retain the magical item of his former position, the Staff of Inhotok.<br></li></ul>
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					<div class="bbWrapper"><div style="text-align: center"><b><u>LightHome</u><br>
<br>
<span style="font-size: 26px"><u>Logrim BlazingHand</u></span><br>
<br>
Turn 4</b><br>
<br>
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<br>
Prince Logrim was deep in thought, looking over LightHome from his balcony wearing his thick fur coat. The cold from the winter on the outside was much different than the normal cold that proceeded within a MountainHome. <br>
<br>
In the long run, he would have to do something about this. Devise a method to help keep as much of the snow away from the town itself within the future and keep much of the surrounding area much more free and protected from the ravages of this dangerous season.<br>
<br>
But that would be for another time. For now, he looked out at the slow pace of construction for the railways. It was slow going and would be continuing slow going. But it was something that was worth it, as he had told his Uncle earlier in the day.<br>
<br>
—------------------------------------<br>
<br>
“My Prince, we could save about 50 Gold from the enormous cost of the 200 Gold required to create the rails to your specifications. It’ll be a huge problem for the budget in the coming months. If we just cut back towards going from the mines through the main street, it’ll be far less labor intensive.”<br>
<br>
Logrim waved his hand dismissively. “Bah! Uncle, you think far too small. Do you think that this is just for transportation of the irons and ores? For now that may be the case, but in the time ahead, I plan to eventually have these as much more maneuverable and safer for the population. I plan to make bigger and better transportation on these rails. This is merely the first step.”<br>
<br>
Hazzim looked as though he was about to say something, but suddenly thought better of it. When the Prince had that look in his eyes, there was nothing that he could do to dissuade him from his path. It was those sorts of lines of thoughts that made his Father to exile him from the MountainHome.<br>
<br>
“....so you see, it will be a most wondrous thing, Uncle. We stand on the precipice of greatness and now is the time for things to begin now that the forges are in place.”<br>
<br>
Hazzim gave a slight tug of his own beard. “Yes, my Prince. Another matter to bring to your attention, The caravan that has the dogs and cats for sale also has two breeding pairs of War Hounds. They could help improve our defenses and in the long run, they would multiply very quickly. They are offering a discount for buying both pairs even.”<br>
<br>
Logrim’s eyes lit up as his imagination ran wild. “Yes! We shall purchase them. Place Turin and Lila in charge of them. They would do well being put in charge of a command.”<br>
<br>
“Right away, my Lord.” Hazzim gave a bow and exited to inform first the caravanner about the purchase and his son and daughter as to their new responsibilities.<br>
<br>
—-----------------------<br>
<br>
As the Prince continued to look out on his land, he thought about all the things that his coming inventions would bring. Protection, Security. Ease of Life. He would be able to help the nearby MountainHome regain their livelihood and perhaps even manage to change the world.<br>
<br>
Would his inventions bring Happiness or Chaos? Only time would tell. They say that there is a thin line between genius and madness.<br>
<br>
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<br>
<b><span style="font-size: 26px"><u>Logbook of Dwarven Miner, Boron</u></span></b><br>
<br>
<i><b>Day 98</b><br>
<br>
“The celebration was the grandest one that they’ve thrown in LightHome. Sure it wasn’t the Grandest celebration that I’ve been to, but it was the thought that be counting. And the Prince certainly has the thought for such a dreamer.”<br>
<br>
<b>Day 105</b><br>
<br>
“Some cats have wandered into the mines. I keep hearing their howling mewls. They want some milk. Go away kittens. I ain’t got no milk here for ye.’”<br>
<br>
<b>Day 114</b><br>
<br>
“Once that cart system is in place, me and the boys are gunna be racing to see who can have the fastest time to make it from the mines to the town. Fastest with a heavy load of ores buys the next round of drinks for the rest of the lads. I be having a fool proof secret in the works. Won’t even be telling you journal.”</i><br>
<br>
<div class="bbImageWrapper  js-lbImage" title="1qlqJ7_JM1kiBpY6TRpn_K8-ugj7VzSgjUp1YkD0b8PxT5XWWuFvFyXd-PowNWC-ZvCEI3KEYYX_E43HmvXFVNW17k_lh6mggHnOvHEQof4roxcgy0OmVGWcWLNK5fhECtho5gy9luGPTp_329XftaQAHTAZBpXD0F8YqSBWgh-YxvfVqD8bee9Gig" data-src="/proxy.php?image=https%3A%2F%2Flh6.googleusercontent.com%2F1qlqJ7_JM1kiBpY6TRpn_K8-ugj7VzSgjUp1YkD0b8PxT5XWWuFvFyXd-PowNWC-ZvCEI3KEYYX_E43HmvXFVNW17k_lh6mggHnOvHEQof4roxcgy0OmVGWcWLNK5fhECtho5gy9luGPTp_329XftaQAHTAZBpXD0F8YqSBWgh-YxvfVqD8bee9Gig&amp;hash=0bbaf793fda06899372bc394af6bab61" data-lb-sidebar-href="" data-lb-caption-extra-html="" data-single-image="1">
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	</div><br>
<br>
<b><u>The Weapon that Could Save A Nation</u></b><br>
<br>
Logrim was at his workshop. It was time. He had envisioned this creation for many years and now was the time for him to make it or at least give a first attempt on the matter. Now that he has an infrastructure in place, the weapon must be attempted.<br>
<br>
He would make sure that he had all the materials and even the appropriate runes for its placements. It would be a weapon that could help protect the settlement. But that would just be the first step.<br>
<br>
Its eventual pathway could be a version that would be mounted to a minecart and pushed through into the MountainHome that of SpireHold that belongs to DeadLight. It could be an ultimate weapon against the creatures of the dark.<br>
<br>
It could be a salvation of a people.<br>
<br>
Possibly his people. If their Lords won’t reclaim their birthright, it would be up to him.<br>
<br>
<i><b><u>Turn Actions</u><br>
<br>
Action 1: Logrim sets up a Weapons Shop in Town. A few select pieces will be brought to DeadLight to attempt to make a deal with the blacksmith shop there to get in on the business.<br>
<br>
Action 2: Logrim will attempt to construct a weapon emplacement that is capable of firing multiple rounds at once. Will use Steel, Rune of Forging and Rune of Accuracy in its construction<br>
</b></i><br>
<b><i>Continuing Tasks: Construction of Rails</i></b>​</div></div>
				
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					<div class="bbWrapper"><span style="font-family: 'tahoma'">Nova Empearal</span><br>
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			<div class="bbCodeBlock-content"><b>Village Population</b><br>
437 +4 Dwarves<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
90% Humans, 10% Other<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Silver<br>
<br>
<b>Terrain</b><br>
Mountains<br>
<br>
<i><b>Revenue</b></i><br>
211 Gold, 7 Silver, 5 Copper<br>
(+24)<br>
<br>
<i><b>Upkeep/Expenditure</b></i><br>
-346 Gold, 2 Silver<br>
-120<br>
-100<br>
<i>(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs [Rose])</i><br>
<br>
<b>Income</b><br>
-255 Gold, 4 Silver, 5 Copper<br>
<br>
<b>Treasury</b><br>
69 Gold, 1 Silver, 5 copper</div>
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</div>Araquiel watched with a kind smile as Rokzog's caravan set off. Once they disappeared from his sight, his smile also quickly disappeared and was replaced with a sneer and an expression of disgust. Rokzog, the orc, is getting too dangerous.<br>
<br>
The next time he will return, he will surely go for Alwyn and Grensbrook, which means war for the entire mountain as he absolutely will not allow the slaver to get his hands on his people. Yes, he already claimed the villagers of Grensbrook as his own, as he intends to unite both villages from the start. It seems that he needs to make preparations.<br>
<br>
He called for The Companions of The Grave to accompany him to Grensbrook. He sympathizes with them as both parties are considered 'fallen' but he is a bit unused to the behaviors of these former nobles. He had ample experience with nobles before his fall except all of them cowered before his feet, kneeling and begging.<br>
<br>
---<br>
<br>
Araquiel returned to Nova Empearal from Grensbrook with the happy news of marriage and the inevitable unity of the two villages. The villagers were happy for him and some volunteered to help Araquiel prepare which he gladly accepted. <br>
<br>
Once he finished mingling with the villagers, he approached the four dwarves and asked if they were comfortable. He yet again assured them that they are not slaves anymore and instead free dwarves. In exchange, Araquiel hopes they could maybe settle in the village and help. However, they are free to go whenever they want. <br>
<br>
After some small talk, he requested for them to accompany him and survey the silver mines, to see if they could notice something 'more' from it, and should there be none, they will survey the surrounding areas instead to see if they could find other resources.<br>
<br>
<br>
Actions:<br>
Order 1: Diplomacy with Rokzog and Alwyn<br>
<br>
Order 2: Survey the Mines and Mountains<br>
<br>
Free Actions: Finish the Magic Academy (Additional 100 gold for the materials). Prioritize the Magic Academy before moving to the Refinery.</div>
				
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					<div class="bbWrapper"><div style="text-align: center"><span style="font-family: 'times new roman'"><span style="font-size: 26px">Port Zolond</span><br>
<span style="font-size: 22px">Turn 4 (Winter)</span></span>​</div><hr><div style="text-align: center"><div class="bbImageWrapper  js-lbImage" title="Port Zolond Village.jpg" data-src="https://www.rpnation.com/attachments/port-zolond-village-jpg.1025734/" data-lb-sidebar-href="" data-lb-caption-extra-html="" data-single-image="1">
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	</div></div><hr><div style="text-align: center">Winter was finally here. Nym ponders that as he took the trident down from its hooks, hefting it thoughtfully before giving a bit of a savage grin. He was going to be paying a visit to a couple of villages he had leads on to start expanding the reach of his settlement. The first steps were to find resources or outlying settlements to establish a bit more trade and outreach. His first months here were productive. The bay was ready for piers, but he would have to work on building up trading goods. Glass was his current plan but that would be for later to build.<br>
<br>
Self sufficiency continued to be his desire as one needed a colony to even profit in any way. The town now had beer and entertainment for the locals, his troops and those who would come to do business. What matters after that was making sure the winter months were perhaps less intense for his people. The main means of achieving that was to get an Alchemist setup to provide some local potions and medicines along with various useful other products like glues and solvents for the craftsfolk in the village.<br>
<br>
This had lead to a conversation with the former ruler, Hotpot. The fat halfling was plied with some of the new beer and perhaps the offering of some discounts in the Last Gasp for some shared information. It was distressing to discover a fort of monster hunters were close. These Knights of Dawn concerned him as he assumed they would immediately designate him a target. The good news was the two villages that were close by as well, which was not his focus. Nym could trust his various minions to keep order while he was off trying to drum up business and contacts for the town.<br>
<br>
He still was taking some precautions, having the newfound chest secured and tightly chained down with its lock covered to prevent someone from toying with it. He was puzzling over the markings, wary that the chest was potentially a binding vessel rather than any source of treasure. He'd while away the winter deciphering it after he finished playing merchant diplomat. Every coin he could muster for his plans was another coin to put towards an even larger hoard in the future.<br>
<br>
All that was left was to go forth with his escorts and hope to strike up some business. Any flow of goods would start the gears of commerce from which his true ambitions could begin.​</div><hr><div style="text-align: center"><b>Festival Outcome</b><br>
Increase personal reputation/trust with Port Zolond.<br>
<br>
<b>Actions</b><br>
1. Seek out the Grasslands Village and the Coastal Village (Hotpot Leads), bring barrels of beer as good will gifts.<br>
2. Construct an Alchemy Lab (90 Gold)<br>
<br>
<b>Free Actions</b><br>
-Post watch over concerns of Knights of Dawn fort​</div></div>
				
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					<div class="bbWrapper"><div style="text-align: center"><b><u><span style="font-size: 22px">CƎNSUS</span></u><br>
<br>
Foalsfort Population</b><br>
67<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%100 Children<br>
<br>
<b>Buildings/Dwellings</b><br>
Latrine (Fertilized Garden)<br>
Wall of Torches<br>
Insulated Homes<br>
<br>
<b>Taxation</b><br>
Village 95% [Collective]<br>
<br>
<b>Exports</b><br>
Main: Lumber (Ironwood)<br>
Minor: Daggers (Poor Quality)<br>
Bows (Poor Quality)<br>
<br>
<b>Land</b><br>
Forest<br>
<br>
<b>Revenue</b><br>
13 Gold, 4 Silver, 2 Copper<br>
<br>
<b>Wealth</b><br>
65 Gold, 9 Silver, 6 Copper<br>
<br>
<b>Government</b><br>
Elected Officials<br>
<i>(Demitri 40%<br>
Marta 20%<br>
Adam 16%<br>
Kahmen 12%<br>
Neeso 9%)</i><br>
<br>
<br>
<div class="bbImageWrapper  js-lbImage" title="6a26658edb459e84fed94d099e3a185a.png" data-src="/proxy.php?image=https%3A%2F%2Fi.postimg.cc%2Fj2T89q9b%2F6a26658edb459e84fed94d099e3a185a.png&amp;hash=de13fff76f3809e188d46ca1a53d4a69" data-lb-sidebar-href="" data-lb-caption-extra-html="" data-single-image="1">
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<br>
Demitri stood in an open field, the long grass brushing his legs as a gentle breeze rolled down from the hills. A butterfly fluttered by, landing on the stable hands finger for just a moment as if to say hello, before continuing on its way. Demitri couldn't blame it, it was such a lovely sunny day after all, as he watched it leave. In the distance, there was an elegant thump of hooves, with a rate and sound that could rival the finest dancer. Turning around Demitri watched the supple shape flow down the hillside, the powerful muscles and long legs powering the horse towards him. With a smile, Demitri opened his arms up to his favourite horse.<br>
<br>
"Winny" he cooed, as the horse pushed her head into his arms, letting the young man hug her neck. Her warm breath, warmed his body and his heart, as he squeezed her tight for what felt like a lifetime. Letting go of her, Winny stepped back and looked Demitri in the eye. Flicking her ear back behind her, she snorted, taking a step to the side. Demitri's smile grew wider, as a small foal was revealed, the stallion to be trotting up to him with eager impatience. Without hesitation, the foal touched it's nose to him, looking him deep in the eye.<br>
<br>
As he gazed deeply into the horse's eyes, a voice on the wind called to him.<br>
<br>
<i>Demitri</i><br>
<br>
Wanting to stay in this dream, but unable to ignore the voice that beckoned him, Demitri pulled himself away from the horses and his perfect open field.<br>
<br>
<i>Demitri</i><br>
<br>
"Farewell" he whispered as the horses slowly disappeared from sight, the field falling further and further away from him as light touched his eyelids.<br>
<br>
Feeling a gentle hand brush through his hair, Demitri smiled softly. Opening his eyes, he saw Marta hovering over him.<br>
<br>
"Good Afternoon" she beamed, flicking her eyebrow's upwards impishly.<br>
<br>
"M..Marta.." Demitri sleepily stuttered.<br>
<br>
"Good to see your finally getting some much needed rest" said Marta pulling her hand away as Demitri pulled himself upwards.<br>
<br>
She sighed "So I apologize for waking you up but I just thought you and me needed to talk."<br>
<br>
Demitri gulped as he got to his feet, his grogginess quickly dissipating as Marta spoke. "About everything that's happened"<br>
<br>
"Well, I promised Kahmen I'd help wit..."<br>
<br>
Demitri was cut off by one simple word from Marta's lips.<br>
<br>
"Please"<br>
<br>
And with that, Demitri sat back down, despite his awkward reluctance with his crush as of late.<br>
<br>
For the past month, Demitri had done all he could to avoid Marta. It had been nothing personal, it was just with everything going on lately the young lad had not wanted her to worry about him. She held the whole camp on her shoulders at times, well pretty much all the time, so Demitri was not going to add his burdens to such a load. Not too mention, ever since that week he collapsed in her tent, and their subsequent foray's into the forest together to visit 'Mother's' children, living and otherwise, Demitri was started to feel... 'things'... for the Orcish maiden.<br>
<br>
"I've noticed you've been avoiding me..." she stated with a meaningful glance, making Demitri freeze. "Every now and then, I catch you in the corner of my eye but every time I turn your gone."<br>
<br>
She smiled sadly.<br>
<br>
"Always hurrying off somewhere or discussing things with the others but yet.. never with me..."<br>
<br>
Demitri's knew what Marta was talking about, he had been avoiding her, hurrying about to keep his mind off alot of his problems lately. And the discussion's Marta spoke of was to not burden her with them though they had not been as helpful as he had hoped.<br>
<br>
Confiding in Adam had been easy enough, but to Demitri, it seemed, that he just didn't quite get it. Of course Demitri blamed himself for that, unsure and uncertain of his feelings. Kahmen had been a good sounding board for his problems, listening intently as she worked on her traps, offering no judgement and only a few poignant words about his predicament. While insightful, the words did little to soothe his conscious. And Neeso had been happy to offer his opinion on the matter, plainly, and sometimes bluntly, pointing out why his feelings were completely unwarranted. Demitri regretted having that conversation even now... More so, with Marta beside him.<br>
<br>
Demitri's chest tightened, as the realisation of his actions dawned on him. Everything he had done to save her from his troubles, his aloofness, his obstinance, all they had in fact done was make her worry and indeed add to her own problems.<br>
<br>
He reached out to the downcast damsel, attempting to utter an apology though her next words threw him slightly.<br>
<br>
"Do you loathe me for recommending you for leadership?"<br>
<br>
"No! No! No....?"<br>
<br>
Demitri had spoke without thinking, hastily trying to console her, though now that she mentioned it, what were his feelings towards his new role?<br>
<br>
Looking at the floor, brow furrowed, Demitri in all truthfulness had never thought about it. Though the mantle of leadership had been thrust upon him, the young man had no ill will against it. Instead he had felt a firm sense of duty in regards to the role. Albeit he was nothing special amongst the children, he had been chosen by them to be their leader, so he was going to do all he could for them. It was oddly that simple.<br>
<br>
Looking at the waiting Marta, Demitri answered. "I can honestly say no."<br>
<br>
Marta's features softened, obviously relieved.<br>
<br>
"Though I must admit it is hard at times."<br>
<br>
"I'm sure" consoled Marta, the two locking eyes together<br>
<br>
"I think you or Neeso or anybody else would be a much better fit as leader if I was really honest."<br>
<br>
"But that's where you're wrong Demitri, you have already proven yourself fit to lead. Especially now in the light of the incident with 'Mother'."<br>
<br>
Demitri's shoulders drooped slightly at the mention.<br>
<br>
"I've talked with the captive children, with Adam, with Neeso, with Virgil"<br>
<br>
Demitri's eyebrow raised at the oddity of that last bit.<br>
<br>
"And they all speak of your bravery, your kindness, your determination through it all"<br>
<br>
Demitri was flabbergasted by what he was hearing. Surely they weren't talking about him.<br>
<br>
"But I'm not any of those " he muttered.<br>
<br>
How could he be brave when the very thought of those events made him shudder, or kind when all he had done was kill, and he was surely not determined. If he was he would surely have not giving up on his attempts to help 'Mother', or at least her children, and they might still be alive.<br>
<br>
"But you are, Demitri. Truly. All these feelings you're having. This doubt, these feelings of regret..."<br>
<br>
Demitri grimaced. It seemed Adam had spilled the beans on his insomnia. No wonder, Marta was worried.<br>
<br>
"...that's what makes you a good leader."<br>
<br>
Marta took his hand, clasping it between her own.<br>
<br>
"Because of them I know you will never seek out violence if there is a peaceful option, nor will you rush blindly ahead without considering others. You just can't let them takeover that's al.l"<br>
<br>
Demitri looked down, embarrassed and chest all aflutter. Marta giggled.<br>
<br>
"But that's just my opinion."<br>
<br>
She let go of his hand, and for the next few moments, the pair just sat together companionably within the tent.<br>
<br>
"Feel better now?" asked Marta<br>
<br>
Demitri nodded, his posture far more relaxed.<br>
<br>
"Now don't you wish you talked to me sooner?" teased Marta.<br>
<br>
He shook his head jokingly, getting a playful bump in return. "Well I'll let you get some rest"<br>
<br>
Getting to her feet, Marta went to make her exit, wishing Demitri pleasant dreams. While plagued with bad dreams and restless nights previously, Demitri had no doubt his dreams now would be good ones. Perhaps he would return to his perfect open field again?<br>
<br>
Settling on to his mat, the young man wondered if Marta would be there too...<br>
<br>​</div><b>Turn Actions:</b><br>
Cages will be built to match 'Kahmen's' Trap, following the original specifications and design for use in hunting (Poor Quality Daggers used). The Hunter (Neeso) will use the bow (Poor Quality) during hunting, to familiarise himself with the weapon.<br>
<br>
A cart will be made to house the surviving vegetables from the garden, with the device filled with garden soil as to let the vegetables take root. The cart will be wheeled out during the day (Weather depending) and stored inside a tent close to the fire at night as to not freeze. A fur blanket will be attached to shield the veggies. <br>
The Tinkerer (Kahmen) and Demitri will oversee its build, while the Herbalist (Adam) sorts the veg (Poor Quality Daggers used) (Unnamed Sword (Hammer form used)</div>
				
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<div style="text-align: center"><b>Helbaron</b>​</div>Large camp-fire in the distance... not good only reason people would brave the winter unless it where shadlings... bandits prehaps.. teg let out a small sigh it would need to be investigated and the hospital explained to the populous.. many could read and thusly none here truly understand the importance of it when it came to illness but that was a matter got another day..  slowly the "god" would leave the village to confront the strange fires.<br>
<br>
1) investigate the fires in the distance <br>
2) try to explain the benefits of a hospital in the long term</div>
				
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<center><ol class="listInline listInline--customField" data-field="roleplaytype"><li><svg class="svg-inline--fa fa-user-group-crown rptypegroup" aria-labelledby="svg-inline--fa-title-f3lSpqjGZn2K" data-prefix="fas" data-icon="user-group-crown" role="img" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 640 512" data-fa-i2svg=""><title id="svg-inline--fa-title-f3lSpqjGZn2K">Group</title><path fill="currentColor" d="M144 144l0-16 160 0 0 16c0 44.2-35.8 80-80 80s-80-35.8-80-80zm-.1-124.9c-.3-.2-.6-.4-.8-.6L140 16 124.4 3.5C121.5 1.2 118 0 114.4 0L112 0c-8.8 0-16 7.2-16 16l0 23 0 3.2c0 0 0 .1 0 .1L96 144c0 70.7 57.3 128 128 128s128-57.3 128-128l0-101.7c0 0 0-.1 0-.1l0-3.2 0-23c0-8.8-7.2-16-16-16l-2.4 0c-3.6 0-7.2 1.2-10 3.5L308 16l-3 2.4c-.3 .2-.6 .4-.8 .6l-.1 .1c-10.2 7.5-23.8 8.3-34.9 2L238.9 4c-4.6-2.6-9.7-4-14.9-4s-10.4 1.4-14.9 4L178.9 21.2c-11 6.3-24.7 5.5-34.9-2l-.1-.1zM168 304C75.2 304 0 379.2 0 472l0 8c0 17.7 14.3 32 32 32l384 0c17.7 0 32-14.3 32-32l0-8c0-92.8-75.2-168-168-168l-112 0zm264-48c61.9 0 112-50.1 112-112s-50.1-112-112-112c-17.2 0-33.5 3.9-48 10.8L384 144c0 5.4-.3 10.7-.8 16c-2.4 24.3-10.3 47.1-22.4 67c-.5 .8-1 1.6-1.4 2.3C379 245.9 404.3 256 432 256zm39.4 256l137.8 0c17 0 30.7-13.8 30.7-30.7C640 392.2 567.8 320 478.7 320l-61.4 0c-2.4 0-4.8 .1-7.1 .2C452.9 356.8 480 411.3 480 472l0 8c0 11.7-3.1 22.6-8.6 32z"></path></svg><!-- <i class="fa-solid fa-user-group-crown rptypegroup" title="Group"></i> --></li><li><svg class="svg-inline--fa fa-flag rptypenationbuilding" aria-labelledby="svg-inline--fa-title-5iOvaur905UG" data-prefix="fas" data-icon="flag" role="img" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 448 512" data-fa-i2svg=""><title id="svg-inline--fa-title-5iOvaur905UG">Nation Building</title><path fill="currentColor" d="M64 32C64 14.3 49.7 0 32 0S0 14.3 0 32L0 64 0 368 0 480c0 17.7 14.3 32 32 32s32-14.3 32-32l0-128 64.3-16.1c41.1-10.3 84.6-5.5 122.5 13.4c44.2 22.1 95.5 24.8 141.7 7.4l34.7-13c12.5-4.7 20.8-16.6 20.8-30l0-247.7c0-23-24.2-38-44.8-27.7l-9.6 4.8c-46.3 23.2-100.8 23.2-147.1 0c-35.1-17.6-75.4-22-113.5-12.5L64 48l0-16z"></path></svg><!-- <i class="fa-solid fa-flag rptypenationbuilding" title="Nation Building"></i> --></li><li><svg class="svg-inline--fa fa-discord rptypeoffsite" aria-labelledby="svg-inline--fa-title-9w28Z1xJWfhi" data-prefix="fab" data-icon="discord" role="img" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 640 512" data-fa-i2svg=""><title id="svg-inline--fa-title-9w28Z1xJWfhi">Off-site</title><path fill="currentColor" d="M524.531,69.836a1.5,1.5,0,0,0-.764-.7A485.065,485.065,0,0,0,404.081,32.03a1.816,1.816,0,0,0-1.923.91,337.461,337.461,0,0,0-14.9,30.6,447.848,447.848,0,0,0-134.426,0,309.541,309.541,0,0,0-15.135-30.6,1.89,1.89,0,0,0-1.924-.91A483.689,483.689,0,0,0,116.085,69.137a1.712,1.712,0,0,0-.788.676C39.068,183.651,18.186,294.69,28.43,404.354a2.016,2.016,0,0,0,.765,1.375A487.666,487.666,0,0,0,176.02,479.918a1.9,1.9,0,0,0,2.063-.676A348.2,348.2,0,0,0,208.12,430.4a1.86,1.86,0,0,0-1.019-2.588,321.173,321.173,0,0,1-45.868-21.853,1.885,1.885,0,0,1-.185-3.126c3.082-2.309,6.166-4.711,9.109-7.137a1.819,1.819,0,0,1,1.9-.256c96.229,43.917,200.41,43.917,295.5,0a1.812,1.812,0,0,1,1.924.233c2.944,2.426,6.027,4.851,9.132,7.16a1.884,1.884,0,0,1-.162,3.126,301.407,301.407,0,0,1-45.89,21.83,1.875,1.875,0,0,0-1,2.611,391.055,391.055,0,0,0,30.014,48.815,1.864,1.864,0,0,0,2.063.7A486.048,486.048,0,0,0,610.7,405.729a1.882,1.882,0,0,0,.765-1.352C623.729,277.594,590.933,167.465,524.531,69.836ZM222.491,337.58c-28.972,0-52.844-26.587-52.844-59.239S193.056,219.1,222.491,219.1c29.665,0,53.306,26.82,52.843,59.239C275.334,310.993,251.924,337.58,222.491,337.58Zm195.38,0c-28.971,0-52.843-26.587-52.843-59.239S388.437,219.1,417.871,219.1c29.667,0,53.307,26.82,52.844,59.239C470.715,310.993,447.538,337.58,417.871,337.58Z"></path></svg><!-- <i class="fa-brands fa-discord rptypeoffsite" title="Off-site"></i> --></li></ol></center>
			
		
	
		
	

						
							

	

						
					
				
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	<div class="message-userContent lbContainer js-lbContainer " data-lb-id="post-11482853" data-lb-caption-desc="Dest · Oct 8, 2022 at 12:44 PM">

		

		
	


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					<div class="bbWrapper"><div style="text-align: center"><span style="font-size: 22px"><b><i>Azdanur</i></b></span>​</div><hr><div style="text-align: center"><br>
<a href="https://www.rpnation.com/attachments/alice-jpg.1029164/" target="_blank"><img src="https://www.rpnation.com/data/attachments/966/966294-6073ec986111adb2b6e7abe9cdf5d926.jpg" class="bbImage " style="" alt="Alice.jpg" title="Alice.jpg" width="100" height="102" loading="lazy"></a><br>
<br>
<b><i>THE LADY OF LIGHT</i></b>​</div><hr><div style="text-align: center"><i>Rattling chains, cries of pain and hunger, and the sound of death were all that the little girl had known her entire life. She had been born a slave with no free will of her own and she knew that she would likely die a slave just the same, such was the life of one such as her. It wasn't until they came that she felt the first flickers of hope blossom within her, that she first felt something that seemed to fill her with strength and lighten her soul. The day they came had begun much like any other, with a pittance of a meal that just barely kept her alive so long as she wasted nary a single crumb. She had then been herded with the rest of the slaves into the fields to care for the crops as the next harvest approached. It wasn't until the evening that things changed.<br>
<br>
The first sign that something was about to happen was the echoing sound of a hunting horn, every one of the nearby guards' heads snapping up to look for the source. The next? The arrows that sprouted from several of them who were in the open with no slaves nearby. The young girl felt something new within her as she watched the men fall and die, some sense of </i>satisfaction <i>she had never felt before. She watched as dozens of men clad in leather and wielding swords stormed the field around her and cut a bloody path through the meager guards. Her heart clenched though as she felt a hand grip her hair from behind.<br>
<br>
"Move and she gets it!" one of the final guards had grabbed her and shoved a dagger to her neck, holding her hostage. The girl felt anger, she was this close to freedom and now she was being used to stop anyone else from being freed? She hated this man, hated being under these </i>animals' <i>control, she hated not being </i>free. <i>As her anger peaked, she felt something burning deep within her. Almost as soon as she felt it, it began to course through her body and overwhelm her until she felt as if she was on fire. With a cry of pain she fell unconscious the last thing she saw being a bright and beautiful <b>LIGHT</b>.</i><br>
<br>
<br>
Alice shot straight up in her bed with a cry, her hand shooting to the silver ring she wore as a necklace. Tears streamed down her face as she shivered, the long-forgotten memories burned into her mind once more.<br>
<br>
'That damned necromancer! I thought I had healed, I thought I was free of these feelings!' the wielder of light forced herself to stand and grab her weapons, leaving the home she had taken as her own clad only in her sleep clothes. She went straight to the training grounds, finding her way there in the dark, and finally let loose all the anger, hate, and fear that she had buried deep within her as light swelled in her eyes.​</div><hr><div style="text-align: center"><br>
<a href="https://www.rpnation.com/attachments/spellsword-jpg.1029165/" target="_blank"><img src="https://www.rpnation.com/data/attachments/966/966295-ae99521d1412c5abfbf948c2baca6bc7.jpg" class="bbImage " style="" alt="Spellsword.jpg" title="Spellsword.jpg" width="135" height="100" loading="lazy"></a><br>
<br>
<b><i>THE HOME OF FIRE AND STEEL</i></b>​</div><hr><div style="text-align: center">Kaiden sighed, staring down at the graves that were still being dug in the cold hard dirt. Because of the order's mistakes and the slow speed at which they searched there were two more than there should have been, although there should have been none truly. Turning the one-eyed man continued his walk around the dark village, torch in hand, as he watched for any more kidnappings among the main village. As he approached the end of the route, he began to hear the ringing of a sword and saw flashing light at the training grounds.<br>
<br>
"Alice, what's she doing awake so late?" the man muttered to himself, turning and starting the short walk. As he approached, he quickened his pace once he saw how under clothed she was. He was quick to toss his torch to the side and catch her as she started to fall, shivering, into his arms. "What were you thinking!? It's the middle of winter!"<br>
<br>
"Couldn't sleep, memories too much," the woman panted out the word, barely able to speak properly. As her sword slipped from her fingers her hand shot to her necklace once more, grasping the ring like it was a lifeline. "Needed to forget."<br>
<br>
"Come on, Vivian would kill me if I left you alone now," Kaiden sighed, lifting her in his arms. "I know you miss Maiya, but you can't risk your life doing things like this. You still have those who care for you after all."<br>
<br>
"Thank you Kaiden, thank you," Alice leaned against him, trying take in some of his warmth as tears streamed down her face.​</div><hr><div style="text-align: center"><b>Actions</b><br>
1. Begin construction of a temple made of marble in order to work with magic more<br>
<br>
2. Give the eight women who were killed a proper funereal and ceremony in order to honor the village's loss<br>
<br>
<b>Current Projects</b><br>
<i>260 [200 gold used so far, estimated final cost will be 400 gold] for Wooden Walls [50%]<br>
<i>90 [90 gold used so far] for 40 'poor' spears [50%]</i></i><br>
<br>
<b>Completed Projects</b><br>
Training Field<br>
<br>
<b>Village Population</b><br>
421<br>
<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Demographic Breakdown</span></span>
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	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content">50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
80% Human/20% Other [Dwarves/Halflings/Other]</div>
		</div>
	</div>
</div><br>
<b>Taxation</b><br>
50%<br>
<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Resources</span></span>
	</span></button>
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			<div class="bbCodeBlock-content">Aether-Kissed Marble</div>
		</div>
	</div>
</div><br>
<b>Terrain</b><br>
Hills<br>
<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Treasury</span></span>
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	<div class="bbCodeSpoiler-content">
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			<div class="bbCodeBlock-content">338 Gold, 5 Silvers, 5 Copper<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Armor of Gurak</span></span>
	</span></button>
	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content"><i>Very</i> heavy and cumbersome armor, built for an Orc. Will get -20% agility for any non-orc that wears it [-10 for an orc] counts as Armor Point 4.</div>
		</div>
	</div>
</div>

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		<span>Spoiler: <span class="bbCodeSpoiler-button-title"> Axe of Gurak </span></span>
	</span></button>
	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content">A <i>very</i> large, but well made, axe. This axe may only be used by someone with a Strength of at least 40%. The user will have -5% agility, but have +1 Damage. This has Slow and Impact.</div>
		</div>
	</div>
</div>9 Unused Swords/Axes/Maces<br>
  8 suits of gambeson<br>
6 crossbows<br>
3 suits of chainmail<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title"> 1 suit of nice looking scale</span></span>
	</span></button>
	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content">Medium armor, [Armor Point 3], seems to be a masterwork and you can't fathom who'd leave it behind. As a masterwork, it will not hurt your agility.</div>
		</div>
	</div>
</div></div>
		</div>
	</div>
</div><br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Military</span></span>
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			<div class="bbCodeBlock-content">15 Sergeants<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Sword Sentinel</span></span>
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			<div class="bbCodeBlock-content">Gavron, Arietta, Forgrin (Magic Capable), Shawn, and Godiva</div>
		</div>
	</div>
</div>

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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Sword Justice</span></span>
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		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content">Aurem, Dolf, Eliza, Rodrick, and Kirsten</div>
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</div>

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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Sword Liberty</span></span>
	</span></button>
	<div class="bbCodeSpoiler-content">
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			<div class="bbCodeBlock-content">Dave, Halley, Patric, Townley, and Marvelle</div>
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</div>Chip<br>
17 Hunters<br>
[Similar to militia only they have hunting bows already are a bit more trained)<br>
40 Trained Militia<br>
158 Untrained Militia (1 Magic Capable[Fire])</div>
		</div>
	</div>
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	<div class="message-userContent lbContainer js-lbContainer " data-lb-id="post-11483943" data-lb-caption-desc="Cosmo · Oct 9, 2022 at 4:18 PM">

		

		
	


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					<div class="bbWrapper"><div style="text-align: center"><span style="font-size: 22px"><b>Claimants of the Forsaken Lands Turn 5</b></span><br>
<span style="font-size: 15px"><i>Winter Month 2</i></span><br>
<br>
Winter has fully settled in to the Forsaken Lands. All areas, save for the desert and coastal, are covered in snow and likely will be for the foreseeable future. Travel is becoming harder and being outdoors carries the risk of sickness and disease. Caravans have mostly stopped traveling, only the largest brave enough to continue, and so any attempts to purchase supplies or equipment from them will come with a larger price tag, a 'mark up', to reflect the natural scarcity of this time.<br>
<br>
The winter is now half over, however, the next month will be the 'peak' of winter, disease and negative events will be very likely, do your best to prepare for what may come.<br>
<br>
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<b><span style="font-size: 18px">Helbaron</span></b><br>
<br>
Helbaron had so far been spared any major issues, in fact, the biggest issue they've faced yet was a sand tremor which Tegbaron had easily dispatched with an ease that was almost startling. The Shepherds were losing influence, in fact, there was only a single core of die-hards left pushing the agenda while the rest were content to live 'at a distance' with Helbaron but keep the peace. The hospital was built and despite his best efforts, the people of Helbaron really weren't sure what its purpose was outside of a place to put the sick so it didn't spread, but that didn't make much sense, everyone knew people got sick because of their humors, separating them would do nothing! Still, he ordered it built, and so it was built.<br>
<br>
In other news, the weather was getting colder and colder, as more and more snow fell, and soon, the worst month of winter would be upon them, but as luck, and the gods, were smiling on them, perhaps this season wouldn't be so bad? ... Perhaps.<br>
<br>
Tegbaron, spotting the campfires in the distance, went to approach them to find out why they were there. Were they a caravan? Bandits who would need to be scared off? Some lost villagers or refugees? As Tegbaron approached, he noticed they were rather well armed and armored, they looked more like mercenaries then anything and they were prepared for a fight. Even as he approached, they were preparing their equipment, arming up and getting ready to set out, but where were they going? To hunt a monster, perhaps? Did they not know he had already dealt with the monster? Still, with them being so prepared, they could be wary of an attack so Tegbaron did not wander directly into the camp<b> [Perception Test Passed]</b>. But he could certainly help, maybe even get them to stick around as Helbaron was woefully undefended outside of himself. As he drew nearer, to try and hail the guard, they spotted him. The guard let out a shout of alarm and mercenaries began to pour out of their tents, weapons in hand. Crossbows began to rise in his direction <b>[Intelligence Test Failed].</b> Too late, did a memory come back to Tegbaron. A memory.. of rumors that the more die-hard shepherds were spending all their coin on hiring mercenaries to kill him... To 'save the village'... Oh. Shit.<br>
<br>
[[Event in discord! Tegbaron must fight for his life against mercenaries hired to kill him!]]<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Helbaron Population</b><br>
426<br>
<br>
<b>Cult Members</b><br>
315 [74% are members of the cult.]<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
100% Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Sheep<br>
<br>
<b>Terrain</b><br>
Hills<br>
<br>
<b>Current Projects</b><br>
<i>200 (80 gold used so far) gold for infrastructure [43%]</i><br>
<br>
Construction Paused.<br>
<br>
<i>100 [100 gold used so far] for a winter hospital along shelters and winter provisions [100%]</i><br>
<br>
With work on the infrastructure paused [Will need to spend an Action to resume construction], the workers, including farmers who had been hired to come in from their farms to earn a bit of coin, began work on the hospital in earnest. They still did not truly understand the purpose behind the building, despite Tegbaron's best efforts to explain <b>[Fellowship Failed]</b>, but if the god wanted it built, they'd build it. If it truly did help against sickness or not, well, that mattered less then the fact it was to be built. The structure was made of wood and built separate from the village, itself. It had numerous rooms and beds including closed off rooms for 'examinations'.  The hospital was large enough to hold dozens of villagers if it came down to it, although hopefully, it wouldn't need to be.<br>
<br>
<b>Completed Projects</b><br>
Hospital<br>
<br>
<i>Revenue</i><br>
33 Gold, 4 Silver, 5 Copper<br>
<br>
<i>Upkeep/Expenditure</i><br>
-10 Gold<br>
<br>
<b>Income </b><br>
23 Gold, 4 Silver, 5 Copper<br>
<br>
<b>Treasury</b><br>
854 Gold, 9 Silver<br>
<br>
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<br>
<span style="font-size: 18px"><b>Foalsfort</b></span><br>
<br>
It was cold in Foalsfort, but luckily, the larger homes near the central bonfire has done incredibly well at keeping the children relatively warm. It was still fairly miserable, but at least the children had each other to see them through the worst of the cold and discomfort. There wasn't much food being given for meals, which could come back to backfire if sickness settled in, but it was a necessary evil to stretch their limited supplies. IF they could just make it one more month without sickness, things should vastly improve once Spring arrived. Adam and Demitri worked on a means to try and save what remained of the garden, and unbelievably<b> [Passed a -10 check]</b>, they actually managed to do it. It was far from enough, barely a fourth of the output as normal, but it was far better then nothing as Adam had, somehow, managed to save many of the veggies from the cold. Bringing the cart in and out for the weather, and keeping it covered and warm, seemed to work for the most part. Considering how awfully the last attempted had gone that should have absolutely destroyed all of the vegetables, this was a massive improvement.<br>
<br>
This was compounded by further good news as Kahmen had a few more 'recipes' under her belt, her tinkering seemingly paying off very well. Not only did she discover how to turn the furs into clothing and armor <b>[Will have to pay 5 gold per fur armor you make]</b>, she also managed to teach two others how to do what she does. <b>[You have TWO kids you can specialize. Feel free to DM me their names, if you wish, and what specialization you want them to have]</b>. Coupled with the cages, Demitri and Adam managing to salvage the garden <i>and </i>Kahmen making such progress? This month was shaping up to go very well, there was nothing that could threaten this. Surely.<br>
<br>
... Well.. mostly. There was one issue that had arisen. It seemed their traps had, very, <i>very </i>briefly contained something large and angry that had torn its way free of the cages and was now loose nearby. It was likely this creature was incredibly disgruntled with their attempts at capture and care would need to be taken when venturing into the woods as one could only wonder what large beast this was.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Foalsfort Population</b><br>
67<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%100 Children<br>
<br>
<b>Foalsfort Council</b><br>
Demitri (40%)<br>
Marta (20%)<br>
Herbalist Adam (16%)<br>
Tinkerer Kahmen (14%)<br>
Hunter Neeso (9%)<br>
<br>
<b>Taxation</b><br>
Village 95% [Collective]<br>
<br>
<b>Resource</b><br>
Lumber (Ironwood)<br>
<br>
<b>Terrain</b><br>
Forest<br>
<br>
<b>Current Projects</b><br>
20 [20 Gold Used] for Kahmen's Traps [100%]<br>
<br>
Numerous large traps were placed around the forest, the placements picked by Neeso based on tracks and patterns he has noticed in some of the larger animals with bait added by Adam. These traps will help the hunters bring home meat and fur and there is a possibility each turn to capture something unique. The unique creature could be something the village could tame, or could offer a unique resource or sudden burst of 'supplies' from its harvesting. There is also a chance they trap, or annoy, a large dangerous creature.<br>
<br>
<b>Completed Projects</b><br>
Latrine (Fertilized Garden)<br>
Wall of Torches<br>
Insulated Homes<br>
<br>
<i>Revenue</i><br>
21 Gold, 2 Silver, 6 Copper<br>
<br>
<i>Expenditure/Upkeep</i><br>
-40 Gold, 1 Silver<br>
[As you are a 'Collective', the children have not prepared their own food, and will instead be eating the 'stocks' saved up. So your treasury. They are currently eating 20 gold and 1 silver a month. This is a rationed amount, and small, but as everyone is children, this isn't the worst]<br>
<br>
<b>Income</b><br>
-18 Gold, 8 Silver, 4 Copper<br>
<br>
<b>Treasury </b><br>
47 Gold, 1 Silver, 2 Copper<br>
<br>
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<b><span style="font-size: 18px">Icewick: Bowels of the MountainHome</span></b><br>
<br>
The MountainHome was still as dark and oppressive as ever. Some of the people couldn't help but marvel at the sheer scale of such a place. They had been walking through the dark tunnels for nearly a month and yet it still kept going. It seemed almost endless, how could anyone build such a place? A place that went so deep into the rock, a place that had such beautiful carved walls and immaculate floors.. Even after years, perhaps centuries, of abandonment, the place was still so well preserved. The dwarves who built this place were truly masters of their craft.. But there must have been thousands, perhaps tens of thousands, of dwarves living in this place. The idea that something could have chased them from these halls was a terrifying one. So far, they had managed to avoid stumbling upon anything foul, but it was hard to say how long their luck would last especially with so many women, children and carts rumbling along the halls.<br>
<br>
Nasrin took the lead, as she often did, scouting ahead and finding the correct paths to take. Well, everyone hoped it was correct as most of the tunnels looked very familiar and their only guide was someone using nothing more then instinct and her nose... Not exactly the most inspiring of methods. Were they going up? Down? Straight? It was hard to say, the tunnels were almost disorientating and some of the people were having night terrors as the constant darkness and isolation began to eat away at their sanity. Some woke up screaming in the night while others broke down crying, missing the sky. Humans, it seemed, were not meant to live under a mountain, away from the outdoors and the sky, for such long amounts of time, although there were a handful that seemed to enjoy it.<br>
<br>
For those that were close to their wits end, the picking up of the pace was good, and more over, the fact Nasrin was able to keep up with this new pace, never seeming to become overwhelmed or confused on direction, helped immensely. It was a wonder how the woman did it, it was almost unnatural. With the doubled pace, they are confident they could reach the exist soon [Next turn, you will reach the door and can exit assuming nothing happens].  But all was not well. The scouts sent to keep watch on the back are sure something is following. They were not able to see what it was <b>[Failed Perception]</b>, but something is coming....<br>
<br>
And it is gaining on them.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Icewick Population</b><br>
423<br>
<br>
<b>Demographic Breakdown:</b><br>
50/50 men and women<br>
%14 Elderly<br>
%25 Children<br>
%61 Adults<br>
-<br>
100% Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
None<br>
<br>
<b>Terrain</b><br>
Mountain<br>
<br>
<b>Completed Projects</b><br>
Collapsible Fur Tents [20 gold spent]<br>
<br>
<i>Revenue</i><br>
30 Gold, 6 Silver<br>
<br>
<i>Upkeep/Expenditure</i><br>
107 Gold, 3 Silver, 5 Copper<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span><br>
<br>
<b>Income</b><br>
-77 Gold, 3 Silver, 5 Copper<br>
<br>
<b>Treasury</b><br>
165 Gold, 3 Silver<br>
<br>
<b>Military</b><br>
7 Knights w/ Warhorses<br>
3 Squires<br>
32 Longbowmen<br>
<br>
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<br>
<b>Nehekara</b><br>
<br>
Nehekara's celebration over the fall of Niahra had since died down and the realization that they weren't getting caravans settled in. Without trade, the salt wouldn't be of any use even if the weather was hotter so they could properly get to work. Without trade, they would be unable to bring in the raw materials they lacked to build, create or flourish. Currently, things were being repurposed or scavenged to meet demand, but this could not continue forever. If trade was reestablished, either through caravans returning or the setting up of their own, Nehekara would stagnant and possibly even begin to fade away into the desert. Still, some things had been done, the copper mines have been brought up and running, although really, it is just people with newly created tools beating away at it to extra copper ore and turquoise. Still, the copper, with some refining, could help some of the metal woes of Nehekara for projects where it would be a suitable iron replacement.<br>
<br>
Arakis succeeded in his efforts to study his magical disciplines and even managed to create his own spells to add to his personal grimoire, expanding his personal capability. Nailah's studies continued and the militia training under Milena and the Waabooz also continued, progress was being made, and Nehekara could flourish if they ever had time to not be dealing with one crisis or another!<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Nehekara Population </b><br>
415<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
40% Anubite/60% Human<br>
<br>
<b>Students</b><br>
Nailah [Anubite]<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource </b><br>
Salt Fields<br>
Copper (Turquoise)<br>
<br>
<b>Terrain</b><br>
Desert<br>
<br>
<b>Current Projects</b><br>
150 Gold, 5 Silver [150 Gold, 5 silver used so far] for the Copper/Turquoise Mines [100%]<br>
<br>
It doesn't take much to start a mine, just tools and people... But there was a problem. Tools. Nehekara didn't exactly have metal to make tools, and while normally they could import some raw iron for the blacksmith to use, that currently wasn't an option. So in order to get the iron to make the tools, other things had to be repurpose... Things they likely didn't want to repurpose like unused tools, metal fixatures and other such things. Because of this scavenging, the 'cost' of this project was exponentially increased, but despite the very high price tag, the picks and spades needed to start the mine was completed. However, do beware, if Nehekara attempts to make anything that requires large amounts of iron, until they've sorted their caravan issue, the price will be even more astronomical. The copper will provide a constant source of goods and profits [once trade begins again], however the turquoise is a bit more hit or miss with how much profit it'll give [2d20+20 gold] as some seasons numerous fine turquoise will be uncovered, while others, the pickings could be more slim.<br>
<br>
<b>Completed Projects</b><br>
School of Magi<br>
Training Field<br>
Repaired Saltmonger Rakes<br>
Copper/Turquoise Mines<br>
<br>
<i>Revenue</i><br>
126 Gold, 2 Silver, 5 Copper<br>
<br>
<i>Upkeep/Expenditure</i><br>
- 220, 5 Silver<br>
<br>
<b>Income</b><br>
-94 Gold, 2 Silver, 5 Copper<br>
<br>
<b>Treasury </b><br>
233 Gold, 5 Silver, 5 Copper<br>
<br>
<b>Military</b><br>
100 Untrained Militia<br>
<br>
<i>Melian's Desert Rangers</i><br>
10 Tatou Riders<br>
25 Waabooz Warriors<br>
<br>
<b>Military Training</b><br>
First batch of Militia in 2 turns.<br>
Nailah advances in 5 turns.<br>
<br>
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<br>
<b>LightHome</b><br>
<br>
Logrim was working on a new project, he had lofty ideas, dreams about a weapon that could fire over and over, in rapid succession... But reality wasn't playing a long quite so easily. Such a weapon had many hurdles, the first of which was.. what turned it? Would it have an external power source? How could such a thing be made? Perhaps just a simple hand crank mechanism would be easier, but that was the easiest hurdle to get over. The hardest would be how such a weapon would work. It took time, lots of time, to reload a firearm. Wad, powder, bullet, packing it down, there was no actual way to 'rapid fire' such a weapon besides using many barrels, but even that would only allow someone to fire three to six times and then all the barrels would need to be reloaded and that would take an extreme time. Still! Logrim wasn't about to let a little thing like complications or mechanical limits stand in his way!<br>
<br>
So Logrim worked on figuring out how to get such a weapon to 'turn' and to test out multiple barrels... Befitting Logrim, he didn't nothing small, instead of a rifle, he went full in on trying to weaponize the rail system he had not yet completed, making a very large cannon.. Or perhaps, cannons would be a more apt word for it. Three large cannon barrels were forged, any lesser smith would never have been able to do so as cannon forging is far, far harder then many believe, but Logrim was no lesser smith. The barrels were 'bundled' together and using a very heavy crank lever, the barrels could be 'turned', each one lit in, theoretically, quick succession to rapid fire the cannon three times. The cannon could use standard shot or grapeshot, whichever the case may be...<br>
<br>
But there was a few problems. Primarily, the cannons were 'light' cannons, barely four pounders, this was done because a Cart is *not* exactly a stable platform, being far less dense then the cannons and awkwardly shaped with all the weight sitting <i>very </i>high up and forward. Anything heaver would cause the cart to tip up and over, or, blow itself off the tracks which was far from ideal. The lighter cannons didn't hit nearly as hard, but they were still very impressive firepower and would certainly ruin the day of most things hit by them, far stronger then a rifle at least. Another issue the new weapon had was... the rails. The weapon had a lot of kick which made the cart go sliding back after each shot, very unfortunate for anyone that was standing behind it. Logrim played with the idea of adding  a 'brake', but the cart lacked the mass to absorb the recoil, so a break would just lead the cart to tipping up and over again. So, for now, it would have to do.<br>
<br>
This new weapon wasn't quite named yet, but Logrim would surely think of something. The weapon would always require two people to 'crew' it, and it.. was not an easy weapon to reload, but it would hit hard. [Crew 2, Damage 7, Ammo 3, Reload 18 &lt;- Can fire three times before needing to reload, will take 18 rounds to reload if empty, so unlikely to be able to reload it in combat]<br>
<br>
<b>[[This weapon took 6 steel to make. 33 shots of blackpowder was used to test. Each time one of the barrels is fired, 11 shots worth of blackpowder is used [22 ounces of powder to project the 4 pound ball]]</b><br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
450<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 Men and Women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
96% Dwarf<br>
4% Humans<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Iron<br>
<br>
<b>Terrain </b><br>
Mountain<br>
<br>
<b>Current Projects</b><br>
<i>200 [30 Gold Used] for Rails through the mines and town [15%]</i><br>
<br>
Work on the rails continues, it is still slow, arduous wok especially in winter. While the extra workers pulled from the farms help, as does the wrought iron refinery working hard to create the rails, themselves, from the specially created molds. Still, it is a lot of iron going into this, and the workers aren't super thrilled to be working in the heavy, dense snow of the winter mountains. They spend almost as much time digging and clearing the snow away as they do laying the track! And that isn't even getting into how hard and painful the ground is to remove and level, being as hard and frozen as it is. But still, progress goes even if many of the dwarves wish they weren't doing this kind of work in the dead of winter! Not as much progress was done as they'd like because many of the workers were pulled off to begin work on the weapon smithy/shop.<br>
<br>
115 [30 Gold used] for a Weapon Smithy/Shop [70%]<br>
<br>
Logrim wanted to build a weapon smithy, a place to actually create quality weapons as the only one that had the skill to actually make weapons in a common blacksmithy was, well, Logrim and so unless Logrim wanted to spend all his days, every day, for the foreseeable future doing nothing but turning iron into weapons, an actual weapon smithy would need to be created so another dwarf could take over for him, leaving him free to experiment, create and runesmith. The actual building, itself, won't be too bad, roughly 40 gold for its construction. The real price will be in getting the tools and specialized equipment for the weapon smithy... This was not as cheap. Normally, they would expect to pay 50 gold for a caravan to bring it, but as they were in the mountains, in the dead of winter, this was much more expensive then normal and so a 'mark up' price would need to be paid. The equipment has not been ordered yet, so if Logrim wished to put it on hold to save coin, he could.<br>
<br>
<b>Completed Projects</b><br>
Smelters<br>
Wrought Iron Refinery<br>
Stonebread<br>
<br>
<i>Revenue </i><br>
117 Gold, 6 Silver<br>
<br>
<i>Upkeep/Expenditure</i><br>
-247 Gold, 2 Silver<br>
<i><span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span></i><br>
<br>
<b>Income</b><br>
-129 Gold, 6 silver<br>
<br>
<b>Treasury</b><br>
30 Gold, 8 Silver<br>
<br>
<b>Military</b><br>
23 Disgraced Guards<br>
[Name Pending] Cart Cannon<br>
Four Warhounds<br>
<br>
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<br>
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<br>
<b>Azdanur</b><br>
<br>
Things have been reasonably quiet in Azdanur this month, which is something to be thankful for especially considering what happened the month prior which was pain that still had not left the village, and likely wouldn't, for some time. Those eight women had been mothers, daughters and sisters.  Women who worked and toiled to ensure the village was safe and prosperous, not just through their jobs, but as people who had stepped forth to join the militia. Now? Now they were gone and no one felt that more clearly then their families. The funeral took place on a drab, cloudy day. The ground was covered in snow and the sky looked ready to bring down some more, but was holding off for now, perhaps out of respect or a solemn responsibility for the mortals that had lost their loved ones. Due to the nature of the necromancers work, the funeral was a closed casket affair, and many of the town had gathered to mourn the loss. Children and parents, alike, stood stoic, some wept with others merely looked on, more lives senselessly lost to the forsaken lands. There was some whispers that some of them could have been saved if the Order of SIlver had just moved faster, had been faster, but the blame truly lay with the Necromancer and his creation, and both, had been disposed of, so solace, or what little could be had, could be taken from that. The ceremony, despite being so morose, did not seem to lay the pain to rest <b>[Failed Fellowship Test]</b>. People were still happy such a ceremony was held, so public relation and opinion did not fall from the fallen members of the village, but no bonus was gained from it.<br>
<br>
In brighter news, the forty spears were crafted, enough to arm the first batch of militia that finished their training. Still, with a new batch about to be trained, one could only wonder the headache Alice must be constantly enduring to find methods and means to arm all these militia. Still, progress was being made and that was something [40 Poor Quality Spears Finished].<br>
<br>
If there was something truly worth celebrating it is that Reyna, being inspired by the recent events such as the building of the temple, and the funeral, has crafted a new masterpiece. This one doesn't get the option to sell, however, as it is a statue to a deity, standing guard outside of the temple and watching over the graveyard. This is a statue of Oberon, the bear god. The white marble is carved with such skill that people can swear they can see individual strands of hair. The bear statue is massive, nearly nine feet in height, and that is it sitting down. It is sitting on its hindquarters as it seems to be 'watching' all those that approach the temple. It looks as if, at any moment, the great statue will come alive and prowl among the citizens. Local children have taken to using the statue as a playground, of sorts, and for any other masterwork statue, this would be seen as a massive issue as they could possibly damage it and this was a masterwork piece by Reyna, after all. However, the elven woman just shrugged and replied that the Bear God would have it no other way. Reyna claims the inspiration came in a dream where all three gods approached her with an outstretched hand, or paw, in the case of Oberon. When she touched the great paw, a voice filled her mind and told her that.. in Azdanur's darkest moments to remember to return to the Temple, to Him, and if their cause was true, he would protect the hearth and home.<br>
<br>
Reyna did create a masterwork this turn.<br>
[Rolled 992, need 900+]<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
421<br>
<br>
<b>Demographic Breakdown:</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
80% Human/20% Other [Dwarves/Halflings/Other]<br>
<br>
<b>Magic Potential</b><br>
1 Villager [Member of the Militia]<br>
Forgrin<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Aether-Kissed Marble<br>
<br>
<b>Terrain</b><br>
Hills<br>
<br>
<b>Current Projects</b><br>
<i>260 [240 gold used so far, estimated final cost will be 400 gold] for Wooden Walls [60%]</i><br>
<br>
Construction of the wood walls continues, the pace has slowed considerably, but farmers are still coming in to help with construction. Winter has also proven to be something of an obstacle as the ground has become much harder and so digging the ditch and digging 'post holes' for the wall, itself, requires far more time and effort then they were originally prepared to do. More gold will soon need to be allocated to the wall for the construction, but once it is complete, the village will have a very useful, and potent, defense against threats and incursions. Especially as the wall can be upgraded later to stone if the village is willing to take the hit to their profit margins and treasury.<br>
<br>
300 [60 gold used] for a Temple [20%]<br>
<br>
Construction of the Temple is underway. The actual Temple, itself, will cost 90 gold, constructed almost entirely out of Aether-Kissed Marble, will cost 150 gold. This is actually remarkably cheap considering the sheer cost in material, such a temple would be almost unthinkable for almost anyone else in the world and it is only because of the quarry that such a thing is impossible. This building will be an exceptional landmark and a work of art, more over, as it will be made of Aether-Kissed Marble, it will be place of great magical power both for study and experimentation <b>[Will receive a large boost to training and magical research].</b> Coupled with the grand statue carved by Reyna, and this could very well be the single most beautiful structure ever built within the Forsaken Lands, in living memory, at least. On top of the hefty 150 gold, 150 additional gold will be needed for the actual tools, stations and implements needed for a large group of mages to use for both study, research and training. [You may pull gold that hasn't yet been used if you find yourself in need of gold.].<br>
<br>
<b>Completed Projects</b><br>
Training Field<br>
Statue of The Unknown Squire<br>
Statue of Oberon<br>
<br>
<i>Revenue</i><br>
114 Gold, 9 Silver, 5 Copper<br>
<br>
<i>Upkeep/Expenditure<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span></i><br>
-339 Gold, 5 Silver<br>
<br>
<b>Income </b><br>
-224 Gold, 5 silver, 5 copper<br>
<br>
<b>Treasury</b><br>
114 Gold<br>
<br>
<b>Military</b><br>
15 Sergeants<br>
Chip<br>
17 Hunters<br>
[Similar to militia only they have hunting bows already are a bit more trained)<br>
40 Trained Militia<br>
150 Untrained Militia]<br>
<br>
<b>Military Training</b><br>
1 turn for second batch of trained militia<br>
Squires are at their 'max' for training.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
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<br>
<b>Occiden Marag</b><br>
<br>
The jury was still out with the Albino Arachyaw, it had attacked Irving, but only after Irving had spent a long time poking around at its 'treasures'. Was it provoked or had it always intended to attack them eventually? Most amazing of all was the fact Irving was capable of escaping from being tied up and poisoned was nothing short of miraculous. Of course, the fact Karl and the Hunters had lost their nerve once the spider had gotten too close hadn't been ideal, but it was hard to blame them. Even in the Aether, a figure as nightmarish as the Albino Arachyaw wasn't exactly common and not everyone had the strength of will of Irving to stand their ground. One could only ponder at what the meaning behind what happened to Irving, he had taken the dream weed and tried to delve deep into universal truth, but instead, he had merely left himself open as prey. Perhaps doing it in such a dangerous position had its drawbacks? But if they weren't willing to risk the drawbacks, the downsides, could they truly consider it a leap of faith? Would the spirits be appeased by anything less? Perhaps the real question was... what now? Was the Arachyaw content to stay where it was? It had not seemed to follow Karl or the Hunters when they fled, nor had the scouts placed seen any sign of it coming closer, did they wish to try and kill it, if they even could, did they want to keep feeding it? Or would greed win out and they'd make another attempt at taking the silk it left behind as they've been trying to do and just take more precaution with how much they were willing to risk?<br>
<br>
The village was still run and organized by Ada and Karl, so Irving being stuck in a comatose state for so long did not negatively effect the village, however few switched between culture as Ada was far too busy running between the villages dealing with rising medical issues and taking more control of the running of village while Irving was down to really hold sermons and lessons about the spirits and their place in this world. Work on the dock and shipwright hadn't truly begun, instead a warehouse had been put up to start dry aging the wood so it could be used to build boats once the shipwright was actually completed. There was an added benefit for this warehouse, the dry aged wood would sell for more then the green wood currently being sold, so the village would see an increased profit from their lumber efforts.<br>
<br>
Not everything was going so well though, there had been rumors of a woman in white that had been wandering the nearby forest on moonlit nights. She seemed almost ethereal, disappearing into smoke when people drew too close. Still news of this lady in white spread rapidly in the town with some of the Aetherlings certain she was a spirit that had come to guide them in this trying time. A group of seven had left to go and convene with her, but none of them have returned.<br>
<br>
[[You had an Event happen to you, you do not need to spend an action to attempt to address it]]<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
416<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
82% Aetherling<br>
17% Human<br>
Less than 1% Kobold [Zuhsa]<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Arling River<br>
<br>
<b>Terrain</b><br>
Forest<br>
<br>
<b>Current Projects</b><br>
100 (40 Gold used so far) for a dock/shipwright (65%)<br>
<br>
Ten of the gold was used just to entice farmers to come and do some extra work as while it was a bit pricey, most people didn't really want to leave their warm homes to stand out in the bitter cold and work on some construction projects, especially, when it became clear they'd need to enter the icy cold river to do some of the work on the future pier. The first thing they did wasn't actually directly connected to the shipwright <i>or </i>the pier, the first thing they did was set up a large warehouse. This warehouse had a single purpose, to air dry all the processed lumber and planks that were coming in for boat building. While some people had suggested leaving them out and covering them to save money and time, this was quickly discarded not just because the winters, the wet autumns but also because they were next to a very large river, so the air was naturally very humid which would negatively effect the air drying. So, the warehouse was erected to to store and dry them. This warehouse will also give a boost to lumber as air dried wood is more valuable then the green wood planks currently being sold.<br>
<br>
<b>Completed Projects</b><br>
Watermills<br>
Training Field<br>
<br>
<i>Revenue</i><br>
556 Gold, 6 Silver<br>
(+ 494 gold)<br>
<br>
<i>Upkeep/Expenditure</i><br>
-203<br>
(+ 75)<br>
<i><span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span></i><br>
<br>
<b>Income </b><br>
353 Gold, 6 Silver<br>
<br>
<b>Treasury</b><br>
400 Gold, 9 Silver<br>
<br>
<b>Military</b><br>
20 Untrained Guardsmen<br>
20 Hunters<br>
1 Kobold [Zuhsa]<br>
60 Untrained Militia<br>
<br>
<b>Military Training</b><br>
1 turn for first batch of trained Guardsmen/Militia<br>
<br>
<br>
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<br>
<b>Port Zolond</b><br>
<br>
Port Zolond was in good spirits despite the chilly weather [although, as always, no snow fell upon the coast]. Not only did they have a fairly fun festival, trade had been reestablished with the village of Locke. The trade wasn't amazing, mostly being cheese and milk for beer and what stone could be transported over, still, it did help some of the local economy and it was certainly better then no trade! Moreover, should Port Zolond ever have the coin, and the need, horseflesh could be purchased from Locke and that would certainly be a powerful, and useful, addition to their forces should such a need ever arise. Nym's popularity was.. pretty good, exceptional when it was taken into account that he was a Dark Elf Necromancer, but so far, Nym had kept his word and seemed a 'straight shooter'. While many were still waiting for the other shoe to drop, and likely would be forever, they were content to follow his lead in most things so long as it didn't end with the Port being burned to the ground.<br>
<br>
A watch was established on Fort Dawn... But there was a problem. The plains of the grasslands, where the Fort was situated on, were rather flat and lacked any cover. So, perhaps, they could have kept a watch on them by pretending to be travelers going back and forth to avoid detection, but that is not what they did. The gilded blades, instead, simply set up a small camp and kept watch, the notion that Fort Dawn maybe watching them never seemed to enter their minds. It seems very likely that Fort Dawn has not only seen them, but is now likely very curious as to why someone sent people to keep an eye on their fort and movements. <b>[Stealth Failed, Int Failed, Fort Dawn passed a perception with.. considerable degrees]</b><br>
<br>
The alchemy lab was constructed fairly quickly, all things considered, this is extremely impressive when one recalls the building was being constructed out of limestone, all they needed was for the more expensive pieces to make it to the Port. They would be brought by ship, over the ocean, surely safer then overland travel. Any day now, they would arrive and the Alchemy Lab would open. Any day now... After a few weeks passed, it became clear that something had happened to the ship. Attacked by pirates? Maybe ran afoul of the storm? Had their captain been so foolish as to veer close to the Maelstorm? Had they been ripped off? Questions arose until a man was discovered washed ashore, he was barely breathing and screaming, "Q... q.. kin! rakin!," The words left his mouth as a jumped mess, but from his injuries, including the large red welts as large as his chest, it was highly likely the ship was preyed upon by a mighty Kraken. Krakens were some of the mightest lords of the depths and often preyed on ships, they tended to stick around hunting grounds for a few months before moving on to find fresh prey. This meant a Kraken, or at least, they believed to be a Kraken, had set up a hunting ground just off their coast. For the foreseeable future, the beast would lurk and any ships coming to Port Zolond would be unlikely to make it. The man that washed ashore quickly succumbed to his injuries <b>[Gain 1 Human Corpse] </b><br>
<br>
[[An Event has happened to you! The Sea Monster has established a hunting ground. You can attempt to deal with this, if you have a plan of action, and may do so without spending an action, or you can wait it out. Unless the sunken ship is recovered, through whatever means you may have {Could be impossible} the fifty gold used on the Alchemy Lab for the equipment will be lost to the depths]]<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
420<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
39% Human<br>
36% Orc/Half-Orc<br>
10% Goblin<br>
9% Other<br>
5% Halfling<br>
1% Ogre<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Limestone<br>
Beer/Spirits<br>
<br>
<b>Terrain</b><br>
Coastal<br>
<br>
<b>Current Projects</b><br>
90 [90 used so far] for Alchemy Lab [99%]<br>
<br>
The actual Alchemy Lab is not exceptionally large, being a modest sized building built, like so many others, from limestone. While it would normally take awhile to build, construction was helped by the Ogres and Undead acting as menial labor so the actual skilled labor can put their efforts where it would best be needed. All they needed was for the actual expensive equipment to be brought in to fill it out and then the Port would have their own Alchemy lab where potions, tonics and other such odds and ends could be created!.... The equipment would be coming soon, on a ship, and nothing could ever go wrong with that.<br>
<br>
<b>Completed Projects</b><br>
The Last Gasp: Tavern/Bordello/Gambling Hall<br>
Brewery<br>
<br>
<i>Revenue </i><br>
110 Gold, 7 silver<br>
<br>
<i>Upkeep</i><br>
-189 Gold, 1 Silver<br>
<span style="font-size: 12px"><i>(You only pay them wages, Mercs buy their own food and pay their own equipment maintenance)</i></span><br>
<br>
<b>Income </b><br>
-78 Gold, 4 Silver<br>
<br>
<b>Treasury</b><br>
100 gold, 6 Silver<br>
<br>
<b>Military</b><br>
42 Gilded Blades<br>
43 Skeletons<br>
[18 Murloc, 25 Humanoid]<br>
3 Ogres<br>
1 Bone Golem<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b>Nova Empearal</b><br>
<br>
The town of Nova was now in the deathly grip of winter, and in the mountains, even the sunswept mountains, this was particularly bad. Snow covered nearly every surface, and in some areas, was feet deep making travel extremely difficult, if not impossible, for bulker transports [like Wagons]. No caravans will be coming this turn or likely next turn until the spring thaws come. Moving to nearby locations, like Grensbroke, will be difficult and dangerous, but theoretically doable if such an emergency was needed. On Grensbroke, Nova Empearal is practically a buzz with news of the wedding. While Alwyn had only been to Nova a few times, she was seen as a intelligent, dedicated young woman and so had made a good impression on the village and while no one in Nova had said anything, most found it odd that such a charming young man, like Araquiel, was unwed. The fact the two villages would grow closer, their leader was marrying someone who seemed like they could be a positive influence on the village <i>and</i> the lineage and future of the villages was secured was a large morale boost to both villages. The only problem with this was now both villages were expecting a rather impressive spring wedding to match the occasion and would be very disappointed if it didn't match their growing expectations.<br>
<br>
The four dwarfs were very useful in directing the miners in how to 'properly swing their picks' and how to more efficiently extract metal from the veins. While Araquiel had 'freed' them and told them they could leave, that was a bit of a mute point considering they were stuck in the mountains, with no supplies, in the middle of winter, so they weren't really trusting the human's intentions<b> [Failed Fellowship]</b>.  But it sure beat being enslaved by Rokzog and his ilk, so it was still an improvement. Araquiel asked them to go deeper into the mines, into some of the more unexplored caves to survey for new minerals or possible goods, something the dwarfs would be quite adept at doing. They gathered some supplies and ventured deep into the mountain. That was a week ago and they haven't been seen since [Rolled 46 on a D1000]. Did they run? Did they die in some cave-in? Was there something else lurking within the mountain? Did Araquiel wish to send troops to investigate, or investigate himself, or did he wish to board up the section of mines they disappeared it and write it off?<br>
<br>
In lighter news, the Grimblades finally arrived with a Cendeb who didn't plan to stay longer then a few days as he wanted to try and get back through the mountains before it was too late. The Grimblades are professionals armed with halberds and breastplates. They seem stern, disciplined and a bit dour. They seem to keep their own camp a bit separate from the village unlike the Companions who barged their way into people's homes.<br>
<br>
[This is NOT an event. So if you want to address it, you'd need to spend an action].<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
441<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
90% Humans, 10% Other<br>
<br>
<b>Potential Magically Adept Students</b><br>
1 Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Silver<br>
<br>
<b>Terrain</b><br>
Mountains<br>
<br>
<b>Current Projects</b><br>
<i>80 gold [5 gold used] Foundry [1%]</i><br>
<br>
No work on the foundry is done this turn, normally this would count as a 'pause', but through sheer luck and will power, one lone man meandered about and kept it going. No work was actually done, but he did manage to still collect a paycheck for doing nothing which was impressive really when one considered it. Wait, no, he collected a paycheck for all the workers that were supposed to be there... [Lose -15 gold, Foundry does not count as 'paused', work was directed to Magic Academy instead, passed a D1000].<br>
<br>
<i>250 gold for (250 used so far) for a Magic Academy [100%]</i><br>
<br>
The Magic academy is completed. The wooden structure is fairly impressive, all things considered, being large enough to house multiple students with various extra rooms for studies, recreation and a rather large room filled with arcane instruments that would allow a student to, mostly, tap into the Aether without blowing themselves to bits. Mostly. There is always the chance such a thing could occur, after all, the Aether obeyed none but their own whims, but it was far, far safer and would allow for students to actually gain experience binding the winds and weaving their spells. Now that the Magic Academy was completed, the magically attuned human within Nova could begin their training to, one day, become nothing more then a charm making machine for Araquiel, but it sure beats being a lumberjack or a miner.<br>
<br>
<b>Completed Projects</b><br>
Smelters<br>
<br>
<i>Revenue </i><br>
216 Gold, 7 Silver, 5 Copper<br>
<br>
<i>Upkeep/Expenditure</i><br>
-326 Gold, 1 Silver<br>
<i><span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs [Rose])</span></i><br>
<br>
<b>Income</b><br>
- 129 Gold, 3 Silver, 5 Copper<br>
<br>
<b>Treasury</b><br>
159 Gold, 7 Silver<br>
<br>
<b>Military</b><br>
6 Companions of the Grave<br>
32 Grimblades<br>
<br>
<b>Training</b><br>
1 Magically Attuned Human [6 Turns Remaining]<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b><span style="font-size: 18px">Argenté</span></b><br>
<br>
Argenté was a decent sized village situated on the coast of the Forsaken Land. Like most of the coastal areas, it bordered on the great grasslands that dominated most of the landscape. The village had two primary sources of income, the first was fairly normal for villages everywhere in the world, farms. Farmland stretched around Argenté for a ways in all directions save for that which was claimed by the sea. Sadly, it was winter, so the farms weren't producing anything at the moment and, instead, farmers stayed aside, spending the short days and long nights with their families. The second source of income was pearls. Most shorelines had the chance at getting pearls, but Argenté was special. The currents of the Carrion Sea brought untold amounts of mollusk to its shores. Untold thousands every year, nearly as fast as Argenté could shuck them, more came, brought on by the tides. Gathering pearls was always a gamble, hundreds of mollusk had to be shucked just to get a chance at a single pearl, and the size, quality, color and shape all varied. The gathering of pearls was truly feast or famine, but still, the mollusk, themselves, provided a constant source of high quality food for Argenté. While some other profit was made from laborers and fishing, farming and pearls were what Argenté was known for with caravans coming from all over to get their hands on them.<br>
<br>
Now, the question remained, why would a village with such a profitable resource allow a sixteen year old, her knight and a handmaiden take it over? In truth, the village was all but handed to her. For within Argenté there was two 'great families', the Köhlers and Laurent. The Köhlers were the most prominent farming family in the area and most of the farmers had looked to them for leadership since the village was founded while the Laurent had managed to corner the market on pearls. Every person that shucking the pearls? Did so under the pay of the Laurent. These two families built Argenté and, once upon a time, were allied through marriage and purpose, but that was long ago. Now there was a blood feud that ran between them. A blood fued that has only grown, especially with the murder of Arrigo Köhler and the abduction, and disappearance, of Catalina Laurent. Fighting has broken out in the streets between guards of the family, people are waiting for the hammer blow to fall..<br>
<br>
In this tense period, Dina Bélanger arrived by boat. Outcast by her family, with only a single guard and a handmaiden to her name, she had to set up a new life, a life of danger, a life of freedom within the Forsaken Lands. Through charm and the legitimacy of her bloodline, she managed to secure some support, and with the leadership of both families broken, and blood on the horizon, most of the town folk turned to her and asked her assistance. It seems bizarre, for hundreds of people to turn to a sixteen year old woman, barely more then a girl, and asking her for help, but odder things have happened in this realm. Now the only thing left was to see if Dina could manage it. Could she handle the mess between these two families? Would she need to remove them? Could she bind their loyalty to her and bury past grievances or would she have to pick one over the other and bring the conflict to a bloody end?.. Whatever she did, she needed to act fast before it spiraled out of control, only then, once Argenté was secured, the rest of the Forsaken Lands could be tackled.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Argenté Population</b><br>
426<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
100% Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Pearls<br>
<br>
<b>Terrain</b><br>
Coastal<br>
<br>
<b>Current Projects</b><br>
-<br>
<br>
<b>Completed Projects</b><br>
-<br>
<br>
<i>Revenue</i><br>
108 Gold, 2 Silver<br>
<br>
<i>Upkeep/Expenditure<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs [Rose])</span></i><br>
<br>
<br>
<b>Income </b><br>
108 Gold, 2 Silver<br>
<br>
<b>Treasury</b><br>
408 Gold, 2 Silver<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b><span style="font-size: 18px">Colova </span></b><br>
<br>
Colova rest on the coast of the Forsaken Lands, touching the Carrion Sea and resting below the great frost tipped mountains of the north. Colova is oddly warm, almost humid, by the standards of most of the rest of the lands. A bit smaller then other villages, Colova has always been very vulnerable and survived, mostly, by hoping no one of note noticed they were there in the first place! The small village made their living almost entirely through farming and fishing, and in the depths of winter, the farms were not providing anything and so the budget was rather tight. So tight that when they received a new, very dangerous, neighbor, they could do nothing to resist it. This neighbor was a Mountain Hydra. A massive five headed reptilian monster with an immense dragon like body. It had the ability to breath poisonous clouds that paralyzed those in its path before it gobbled them up, almost whole. The hydra was a young member of its species, but still, even a young hydra was a walking typhon of destruction. They were lucky, for now, in that they had escaped the Hydra's wrath, but it was only a matter of time before the great beast started to wander into town and devouring the people.<br>
<br>
It was in this dark time that a young, for her kind, Half-Elf arrived, Eyva Vess. The half-elf had arrived with quite the entourage which caused more then a bit of panic in the town as four mages arriving with two large spotted cats and nine large wolves was not exactly normal for Colova. Made worse by the natural distrust people have towards magic and those that practice it. The Half-Elf may have been beautiful, nice and very charming, but it was likely all an act to lure them in before she cast some horribly spell to tear their souls out and use it for some evil experiment. With the Hydra out there, and mages now inside, the village truly was doomed..<br>
<br>
When Eyva offered to speak to the Hydra on their behalf, a few of the braver souls laughed at the notion, but in the end, they gave her leave to do so. After all, what was the worst that could happen? If they were lucky, they would kill one another! Imagine their surprise when Eyva not only succeeded but returned with the massive creature in toe that seemed to have taken a liking to the half-elf, doting on her as all five heads fought for affection and attention. Was this mage, perhaps, not so bad after all? Maybe... It was then that Eyva unveiled her second 'gift'. Contacts. In her travels, she had befriended more then a few merchants, one of those was a spice merchant from the south. Spices were <i>incredibly </i>valuable, some say, more then gold. If Eyva had leave, she could convince her contact to stop by Colova and make it their point of contact for the Forsaken Lands. The sheer amount of prosperity and wealth this promised was almost enough to leave the elders of the village drooling and the young pondering the possibilities.<br>
<br>
The Hydra, the spice contact and Eyva's charming, kind demeanor eventually won out and the elders approached Eyva and asked her to stay, to help their village get through the winter and beyond... Colova would follow Eyva, and hopefully, follow her to prosperity.<br>
<br>
[[<b>Important Note: </b>Your resource is Spice. Spice merchant will arrive twice a year, the first of spring and the first of fall. So he will be here to drop his goods off on Turn 7. It is winter, so your income is going to be pretty pitiful until spring, but you will receive a <i>large </i>influx of gold every time the spice merchant arrives]]<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Colova Population</b><br>
393<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
Varies<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Spice<br>
<br>
<b>Terrain</b><br>
Coastal<br>
<br>
<b>Current Projects</b><br>
-<br>
<br>
<b>Completed Projects</b><br>
-<br>
<br>
<i>Revenue</i><br>
39 Gold<br>
<br>
<i>Upkeep/Expenditure<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs [Rose])</span></i><br>
-18 Gold<br>
<br>
<b>Income</b><br>
21 Gold<br>
<br>
<b>Treasury</b><br>
321 Gold<br>
<br>
<b>Military</b><br>
3 Mages [Power Level 1]<br>
9 Wolves<br>
2 Jaguars<br>
Young Mountain Hydra<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b><span style="font-size: 18px">Mäkinen’s Legacy</span></b><br>
<br>
The bandits of Mäkinen’s Legacy were a shell of what they once were under Hega, Ivan's mother. In those days, they were a terror able to plague the caravans and nobles alike of the Middle Kingdoms, but there was one foe even Hega could not defeat, time. With her death, her great bandit force scattered as her lieutenants all scrambled for power, eager to get their paws on the last vestiges of her legacy and to claim fortune and glory themselves. Hega's only child, Ivan, is one such person. He lacked the influence to take over the bulk of Hega's old bandits and instead could only grab a faithful few and break off on his own, hoping to rebuild and prove that he was just as worthy as his mother. His quest to prove himself, to reestablish the legacy, and even attempt to surpass his mother has brought him to the Forsaken Land, the 'graveyard of civilization'. There were legends of mighty orcs and bandits who rose here, who wiped out all efforts to colonize before moving on to the rest of the world, and Ivan.. Ivan would surpass them all.<br>
<br>
Well, maybe. For now, his grand legacy was nothing more then freezing bandits huddled around campfires in the deep forest as they tried not to succumb to sickness and frostbite. Not only was it cold, especially for Kobolds and Beeravians, neither renown for their ability to handle the cold, Beeravians being insectoids and Kobolds being cold blooded, but they were running out of food. The winter hunting and gathering was not enough to feed, or pay, the bandits. They were running on a low 'cut' and heavy rations to stretch out the supply reserves of the group. Something had to be done... and something had to be done fast or they'd quickly run out. They needed a caravan to raid, a village to pillage, they needed anything to start building a reputation and start to get their supplies filled out.<br>
<br>
... And that wasn't the worst of it. Some of the bandits sent on patrol haven't returned. Nearly a dozen had been sent out, and not one had returned to camp. Was it some beast hunting them? Enemies they had no discovered? Whatever the case may be, if they did not find where those missing Bandits went, more were likely to go missing.. Well, or Ivan could just cut his losses, move camp and not worry about those people at all. After all, most of them were kobolds anyways.<br>
<br>
[An Event has happened to you, you may address it without spending an action if you so wish, or ignore it and move on.]<br>
<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Bandit Population</b><br>
148<br>
<br>
<b>Demographic Breakdown</b><br>
80/20 men and women<br>
%100 Adults<br>
-<br>
50% Kobold, 35% Human, 15% Beeravian<br>
<br>
<b>Cut</b><br>
50%<br>
<br>
<b>Terrain</b><br>
Forest<br>
<br>
<b>Current Projects</b><br>
-<br>
<br>
<b>Completed Projects</b><br>
-<br>
<br>
<i>Revenue</i><br>
53 Gold, 2 Silver<br>
<br>
<i>Upkeep/Expenditure<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs)</span></i><br>
- 93 Gold, 2 Silver<br>
<br>
<b>Income</b><br>
- 40 Gold<br>
<br>
<b>Treasury</b><br>
260 Gold<br>
<br>
<b>Military</b><br>
4 Falcons<br>
12 Hunting Dogs<br>
22 Beeravians Bandits<br>
52 Human Bandits<br>
74 Kobold Bandits<br>​</div></div>
				
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					<div class="bbWrapper"><span class="bbcode-justify"><span style="font-family: 'Spectral';"><span style="font-size: 26px"><b><div style="text-align: center">Arakis​</div></b></span>
    			<div class="tabsBb" id="tabContainer_1736445315">
	    			<ul class="tabsBbTitles mainTabsBb"><li class="bbTab active"><a data-xf-click="bbTab" data-tab-id="tab_1736445320" data-tab-container-id="tabContainer_1736445315" href="javascript:">Post</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445321" data-tab-container-id="tabContainer_1736445315" href="javascript:">Stats</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445322" data-tab-container-id="tabContainer_1736445315" href="javascript:">Notes</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445323" data-tab-container-id="tabContainer_1736445315" href="javascript:">Spells</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445324" data-tab-container-id="tabContainer_1736445315" href="javascript:">Magic Items</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445325" data-tab-container-id="tabContainer_1736445315" href="javascript:">Background</a></li></ul>
	    			<ul class="tabsBbContent"><li class="bbTabContent" id="tab_1736445320" style="display: list-item;"><span class="float-left"><div class="bbcode-height-restrict" style="height: 340px;"><div class="bbImageWrapper  js-lbImage" title="d86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg" data-src="/proxy.php?image=https%3A%2F%2Fimages-wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2Fcbfc9e55-f453-4c12-83b8-e99189a97def%2Fd86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg%3Ftoken%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2NiZmM5ZTU1LWY0NTMtNGMxMi04M2I4LWU5OTE4OWE5N2RlZlwvZDg2em81bS0yMjIyZjJkYi02YzlkLTQ4MDItYjg3My05MmM5ZjgxZWJkOTMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.qI3vZIAVC9fSC57qm0kcjHRt8QDLuQM6R9-4W5q9svc&amp;hash=5c97a9c465fb737ebdc515ea12be9939" data-lb-sidebar-href="" data-lb-caption-extra-html="" data-single-image="1">
		<img src="/proxy.php?image=https%3A%2F%2Fimages-wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2Fcbfc9e55-f453-4c12-83b8-e99189a97def%2Fd86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg%3Ftoken%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2NiZmM5ZTU1LWY0NTMtNGMxMi04M2I4LWU5OTE4OWE5N2RlZlwvZDg2em81bS0yMjIyZjJkYi02YzlkLTQ4MDItYjg3My05MmM5ZjgxZWJkOTMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.qI3vZIAVC9fSC57qm0kcjHRt8QDLuQM6R9-4W5q9svc&amp;hash=5c97a9c465fb737ebdc515ea12be9939" data-url="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/cbfc9e55-f453-4c12-83b8-e99189a97def/d86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2NiZmM5ZTU1LWY0NTMtNGMxMi04M2I4LWU5OTE4OWE5N2RlZlwvZDg2em81bS0yMjIyZjJkYi02YzlkLTQ4MDItYjg3My05MmM5ZjgxZWJkOTMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.qI3vZIAVC9fSC57qm0kcjHRt8QDLuQM6R9-4W5q9svc" class="bbImage" data-zoom-target="1" style="" alt="d86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg" title="" width="" height="" loading="lazy">
	</div></div></span><div style="max-width:100%; height:340px; padding:5px; overflow:auto; border: 1px solid;"><span style="font-size: 18px"><b>The Breakdown</b></span><br>
<br>
<i>What is this that I feel?! Nearly two centuries I have existed in this world, nearly two centuries focussed on magic, two centuries focussed on knowledge...and for what? Do the God's curse me? Am I nothing more than a joke to them?<br>
<br>
Inhotok, Great Protector of the Sun, Lord of Heavens, do you forsake me? Have I displeased you? You blessed me with the gift of magic and granted me great power...yet now when I need it most there is more chance of me convincing a stranger that I am not as fierce as my appearance implied. I have praised you for all of my life, I have dedicated my existence to show my people your greatness and to thank you for everything that you have blessed us with.<br>
<br>
Do I now have doubt? Is that what I feel? Do I doubt your existence? I pray that I don't. I pray that I simply have an illness that is clouding my mind. I pray that my words and my thoughts are just a malady that will clear with time and show me that my faith remains true and strong. <br>
<br>
Oh Great Inhotok, I pray for guidance...I pray for hope for my people...I pray for your blessing.</i><br>
<br>
Arakis wiped the tears from his eyes as he gazed as the humble stone statue in the form of Inhotok. He knelt holding his staff, named after the God himself, using it to push himself back fully upright.<br>
<br>
Times had been tough and he hoped that moving forward, maybe they would change...reality however was cruel...<br>
<br>
</div><br>
<fieldset class="bbcode-fieldset">
<legend>Actions</legend>
<span><span style="color: #aaaaaa"><b>Action 1</b><br>
<span style="color: #ffdd11"><b>☥</b></span>Time to Restart Trading | <i>Arakis has requested the use of a Tatuo to go in search of nearby villages or towns with which to begin trading. While away, the caravan he claimed from Nithra will be readied.</i><br>
<br>
<b>Action 2</b><br>
<span style="color: #ffdd11"><b>☥</b></span>Create Refinery for Copper | <i>Create refinery to process copper ore into a useable form. </i><br>
<br>
</span></span>
</fieldset></li><li class="bbTabContent" id="tab_1736445321" style="display: none;"><span style="font-size: 18px"><b>Current Stats</b></span><br>
<br>
<div class="bbcode-progress"><div class="bbcode-progress-text">Wounds - 14/14</div><div class="bbcode-progress-bar" style="width: calc(100% - 6px);"></div><div class="bbcode-progress-bar-other"></div></div><br>
<div class="bbcode-progress"><div class="bbcode-progress-text">Fate - 3/3</div><div class="bbcode-progress-bar" style="width: calc(100% - 6px);"></div><div class="bbcode-progress-bar-other"></div></div><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Power</legend>
<span><span style="color: #aaaaaa"><b>3</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Weapon Skill</legend>
<span><span style="color: #aaaaaa"><b>25</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Ballistic Skill</legend>
<span><span style="color: #aaaaaa"><b>25</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Strength</legend>
<span><span style="color: #aaaaaa"><b>26</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Toughness</legend>
<span><span style="color: #aaaaaa"><b>42</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifier</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Agility</legend>
<span><span style="color: #aaaaaa"><b>27</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Intelligence</legend>
<span><span style="color: #aaaaaa"><b>50</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Perception</legend>
<span><span style="color: #aaaaaa"><b>45</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Willpower</legend>
<span><span style="color: #aaaaaa"><b>49</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Fellowship</legend>
<span><span style="color: #aaaaaa"><b>16</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers </i><br>
</span></span>
</fieldset><br></li><li class="bbTabContent" id="tab_1736445322" style="display: none;"><span style="font-size: 18px"><b>Notes</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Nithra</legend>
<span><span style="color: #aaaaaa"><b>Salt Monger Leader</b><br>
<span style="color: #ffdd11"><b>☥</b></span> Green Dragonborn | <i>Information says she is a green Dragonborn so likely has noxious breath.</i><br>
<span style="color: #ffdd11"><b>☥</b></span> Moneybags | <i>Has enough coin to be are to afford a small mercenary army.</i><br>
<span style="color: #ffdd11"><b>☥</b></span> Guards | <i>Has at least 20 guards.</i><br>
</span></span>
</fieldset><br></li><li class="bbTabContent" id="tab_1736445323" style="display: none;"><span style="font-size: 18px"><b>Core Spells</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Glowing Light</legend>
<span><span style="color: #aaaaaa"><b>CV | 3</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Can cause any item in your grasp to glow with the light of a lantern for one hour or until you let it go.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Sounds</legend>
<span><span style="color: #aaaaaa"><b>CV | 4</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a phantom noise with volume ranging from a whisper to a roar. You can choose the type of noise and the volume, the spell can reproduce any noise but speech. The noise can last 10 seconds.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Drop</legend>
<span><span style="color: #aaaaaa"><b>CV | 4</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Compel a target to drop whatever they are holding. The subject can resist it with a Will Power test</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Marsh Lights</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a number of distant lights that could be mistaken for torches or lanterns. They can be sent off in any direction [within 100 yards], they disappear into nothingness if they go past your line of sight. Concentration Spell: You may not cast any other spells while Marsh Lights is active.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Dart</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Bolt of magical force with a range of 16 yards. Damage 3.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Sleep</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Your touch causes an enemy to fall into a slumber for 1d10 rounds unless a successful Will Power test is made. This is a touch spell [must pass a Weapon Skill test].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Aethyric Armour</legend>
<span><span style="color: #aaaaaa"><b>CV | 5</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Weave the strands of the aether into an invisible barrier to shield yourself. Gain number of armor points equal to the magic power used to cast it for 6 rounds. This cannot be used with actual armor and putting on armor will cause this effect to immediately end</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Blessed Weapon</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Can enchant one melee, thrown weapon, or ammunition [up to 5 shots]. These items gain no direct combat bonuses but do count as magical making them very useful against ghost and other ethereal targets. Last 1 hour.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Lock</legend>
<span><span style="color: #aaaaaa"><b>CV | 7</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Enchant one lock or bolt that you can touch for 1 week. This magic lock cannot be picked or forced open during this time. [Beware, the item, itself, can be broken. A magically locked door can still be smashed apart, etc].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Alarm</legend>
<span><span style="color: #aaaaaa"><b>CV | 8</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a silent alarm on one spot you touch. If a creature comes within 2 yards, you will be mentally alerted instantly no matter how far you are. This will wake you up if sleeping. It provides no identity of who tripped it, only that someone has. You can only have 1 magic alarm at any time. Last until triggered or you cast another.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Heaven</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Starshine</legend>
<span><span style="color: #aaaaaa"><b>CV | 22</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You call down the light of the stars [Can be used in daytime or indoors], the area is illuminated by soft light that reveals all that is hidden. Any darkness, magical or mundane, is banished, the invisible is made visible, hidden or disguised characters are exposed and secret areas (doors, chambers, etc) are revealed. Starshine last for 1 week.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Greater Portent of Amul</legend>
<span><span style="color: #aaaaaa"><b>CV | 18</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You read signs and divine clues about what the future holds. For the next 24 hours, you gain two rerolls that you may use for whatever you wish. Unlike Portent of Amul, you may use these rerolls to force your opponent to reroll as well. You may not gain more rerolls from this spell until both have been used or expired.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Life</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Father of Thorns</legend>
<span><span style="color: #aaaaaa"><b>CV | 14</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You cause thorns and briars to burst from the naked earth with 48 yards in a wall. Anyone within the area who tries to move through takes a Damage 4 (D10+4) hit. You, and only you, are not effected within this area. The thorns and briars retreat back into the earth after a number of rounds equal to the power dice used to cast.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Woodshape</legend>
<span><span style="color: #aaaaaa"><b>CV | 16</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You allow a willing creature to take the shape of a tree. The type of tree depends on the character of the individual, a melancholic person may transform into a weeping willow while an evil being may turn into a black oak. The target maintains the form of a tree for as long as they wish and may voluntarily end it at any time. While in tree form, the creature can see and hear as normal and may communicate with you, or other trees.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Illusion</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Pot of Despair</legend>
<span><span style="color: #aaaaaa"><b>CV | 24</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You conjure a black pit within line of sight that has a 24 yard radius. All enemies within believe they are plunging to their death in a bottomless chasm, screaming in terror all the while. They must pass a Will Power test to resist this effect, those that fail are considered Helpless but may take another test each turn. Pit of Despair last the number of rounds as the power dice used. [Helpless opponents may not defend themselves and so are hit automatically in combat. All damage rolls are maxed against Helpless foes].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Doppelganger</legend>
<span><span style="color: #aaaaaa"><b>CV | 18</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You create a perfect copy of yourself anywhere within line of sight. You can hear and speak through this shadow version of yourself, it can freely move anywhere within your line of sight and you may cast through this illusion. Enemy must pass a Perception Test to decipher its true nature. Illusion last for D10+Power Dice Used.</i></span></span>
</fieldset><br>
<br>
<br></li><li class="bbTabContent" id="tab_1736445324" style="display: none;"><span style="font-size: 18px"><b>Magic Items</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Staff of Inhotok</legend>
<span><span style="color: #aaaaaa"><b>Bound Spell | Greater Portent of Amul </b><br>
<span style="color: #ffdd11"><b>☥</b></span>Impact | <i>When rolling for melee damage, roll 2d10 and pick the best.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Slow | <i>Opponents get +10% to parry or dodge blows from this weapon.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Magical | <i>Magical weapons will never break [outside of the most extreme circumstance] and can hit ethereal units.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Spell Storage | <i>You may store a spell within the staff that has a Casting Value of 20 or less. This spell will last forever or until a new spell is stored within. You may unleash the spell within as a free action [which could allow you to cast twice in a round], once unleashed, the staff has a game turn recharge until that spell can be used again.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Untapped Potential | <i>Magic swirls in this staff, its essence eluding you. It holds some secret or potency it has not yet revealed.</i></span></span>
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	</div></span><span style="font-size: 18px"><b> Character Details </b></span><br>
<br>
Age: 173 years<br>
<br>
Race: <br>
Anubite - Long-lived bipedal creatures whose appearance is far more intimidating than their demeanor. <br>
<br>
Personality:<br>
A solemn being who has been wronged and as a result  is slowly being eaten away by the urge for revenge. He battles the growing darkness daily, trying to remain on the path that he knows is just and true. He wants to continue to be a role model and benevolent leader to his people.<br>
<br>
Skills:<br>
Magic - A key facet of the Archpriest's role is to master the use of magic. Over a century of practice has led to some semblance of skill. He has the capability to use most forms but has a particular penchant for the Heavens, Life and Illusions [Shadow &amp; Heavens] styles of magic.  <br>
<br>
Potions and Poisoncraft - Sometimes magic needs to make way for more physical means. Archpriest's pass on the knowledge of potions and poisons, meaning they can create cures as effectively as they can develop toxins.<br>
<br>
Equipment/Personal Possessions:<br>
Archpriest Staff - Equal parts status symbol and polearm, it is a tribute to the God of God's, Inhotok, leader of the Khemrian pantheon.<br>
<br>
Assorted crafting items - An assortment of items to be used in the creation of potions and poisons.<br>
<br>
Past/Current Profession: Archpriest to the Pharoah<br>
<br>
Family:<br>
His entire family was executed on the night Khaemt turned his world upside down.<br>
<br>
History:<br>
Arakis spent the first twenty years of his life learning the way of the priests. He was born under the blood moon and due to custom was believed to be the next Archpriest as chosen by the gods themselves. He was no more than a standard priest until his forty sixth year when the previous Archpriest died after a long, complicated illness. At this moment Arakis felt his entire world change.<br>
<br>
He would spend the next one hundred years taking care of the royal family and social elites. Fine tuning his magic to protect them, his potion skills to heal them and poison craft to defeat their foes. He was adored by all but a few and it was they that would see to his downfall.<br>
<br>
Arakis awoke in a pool of blood, surrounded by the corpses of the Pharoah and his wife. The chill cries of his only child, Amuhn, roused Arakis from his slumber. His head was blurred and the previous twenty four hours non-existent in his memory. The footsteps of guards charging towards him echoed through the ornate corridors of the palace, he had to run.<br>
<br>
As he fled he spotted a lone priest leant against a pillar nonchalantly, a smile forming as he watched Arakis running. Khaemt raised a hand and waved sarcastically for a moment before pointing towards Arakis. He yelled out, "Guards! Guards! The Archpriest has slain the Pharaoh!"<br>
<br>
For the rest of that night Arakis did what he could to avoid capture, eventually finding himself in the deep desert. Along the way he had managed to find some of his attendants but they were nothing more than cooks or handmaidens.<br>
<br>
After walking for two nights and one day the group found an oasis not far from the River Osht. It was here that Arakis would found Nehekara.<br>
<br>
Village Name: <br>
Nehekara - A village of small size that sits next to a lush oasis.<br>
<br>
Desired Starting Terrain: Desert<br>
<br>
Retinue/Unique Perk:<br>
A small group of faithful and trusting attendants followed Arakis as he fled Khemri. They range from cooks to handmaiden's, servants to initiate priests. He does retain the magical item of his former position, the Staff of Inhotok.<br></li></ul>
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					<div class="bbWrapper"><div style="text-align: center"><span style="font-size: 26px"><span style="font-family: 'book antiqua'">Port Zolond</span></span><br>
<span style="font-size: 22px"><span style="font-family: 'book antiqua'">Turn 5 (Winter)</span></span>​</div><hr><div style="text-align: center"><div class="bbImageWrapper  js-lbImage" title="Port Zolond Village.jpg" data-src="https://www.rpnation.com/attachments/port-zolond-village-jpg.1025734/" data-lb-sidebar-href="" data-lb-caption-extra-html="" data-single-image="1">
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	</div></div><hr><div style="text-align: center">Nym pinched the brow of his nose as he sat in his office, a bottle of wine sitting close by with metal goblet he's filled and been nursing for the moment. He could not believe the fortunes turning the way they had. His alchemy lab was on the precipice of completion, only to be sabotaged by a duck. To be fair, it was gigantic man-eating duck, but it was still a gods damned duck! So long as the damn thing hunted in the water, it would hinder his importing much needed materials and parts. Any plans to expand the village more would be delayed unless he focused on more practical workings. His thoughts were interrupted by the arrival of three Gilded Blades into his office.<br>
<br>
"Sir, what shall we do about Fort Dawn?" asked Miles even as Konrad and Tera stood behind him. He'd taken to keeping them as his personal guard and retinue after the Murloc raid. Miles perhaps was done as  reminder of his loyalty to his personal mercenaries. Konrad and Tera proven fighters. All three therefore he'd entered into his confidence. "I don't think Boris and Tukov were very clever about their postings so the Knights know we've been watching."<br>
<br>
"Yes, it was rather hard to miss the encampment, I imagine," Nym said a bit bitterly as he drinks his win and sighs. "Set a guard to watch for them. Those idiots have tipped our hand so now its best to be ready for inquiries, scouting or spying. Keep an eye on the farms. I want us to be ready to repel raiding or attack with the Knights of Dawn aware someone has interest in them. Those sort might elect to get aggressive."<br>
<br>
"You think they'll try something?" Konrad asked with a frown as he stepped up to look at his employer.<br>
<br>
"Oh I gurantee it. Doubly so after their precious weapons shipment fails to arrive," Nym said while poking at the glass bottle containing the wailing soul of the sailoer a bit vindictively. "No surprises for us. Be ready to move and respond. Besides, it'll give the Blades something to do and train for while winter is passing. You can't all be blowing your time in the Last Gasp."<br>
<br>
"As you say, sir, we'll go tell Captain Landon your orders," Tera said as the trio move to depart. They'd be back to take up their posts outside in the parlor after but for now Nym was left alone.<br>
<br>
"I do home the Lady is finding her amusement in this," Nym grumbled to the bottled soul who moaned miserably in response.<br>
<br>
"Yes, yes, I know its not her doing. You idiots like had cargo it smelled. Still to the the Quaken is real. That I'm even saying that. A gods damn fairy tale monster, a child's story is out there hindering my shipments..." <br>
<br>
The sailor's soul just moans more in response, beating against its bottle prison as Nym speaks to it.<br>
<br>
"So many souls I could have harvested... all that cargo... but that would be suicide while that damn thing is out there. I suppose I'll busy myself with matters at hand. I think I have some books to help with that chest. Never a point to pass up on buried treasure, right?"<br>
<br>
"AAAAAAAAAAHHHHH!" Screamed the muffled soul in muted terror from within its bottle.<br>
<br>
"Precisely," Nym mused as he starts to go through his book collection while sipping more wine, opting to find the bright side to his current predicament. He has deciphering to do and a new set of piers to start buidling. If all else he'd need the damn piers just to build a ship to engage the Quacken if it failed to depart in a few months.​</div><hr><div style="text-align: center"><b>Actions</b><br>
1. Study and decipher Iron Chest Markings<br>
2. Commence Construction of three stone piers​</div></div>
				
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					<div class="bbWrapper"><div style="text-align: center"><b><span style="font-size: 22px">Somewhere far, far away.</span></b><br>
<span style="font-size: 12px">Turn 4, Icewick</span><br>
<br>
The spotted deer squirmed uselessly against the four ropes that tied its thin legs and horns to the altar’s marble surface, polished to a smooth, glossy finish. The tussling made a ruffling sound echo throughout the cathedral’s tall slanted ceiling over the thousands of filled audience chairs, all staring blankly at the deer and Thesius Marcellius a few feet away. Thesius turned back to look at them, but the light from the torches that illuminated the stage could not pierce the darkness beyond. He could feel each heartbeat gushing blood to his hand. It held a handle wrapped with brown silk, topped with a shining blade two feet tall. Thesius turned his head back to the deer. The crowd was waiting.<br>
<br>
Thesius took a step forward. He got closer, but not close enough to perform his responsibility. Only now did he realize that his legs were short, as if they had been hacked off at the knee, and that the blade felt burdensome, even though he had trained with swords all his life. Thesius gave the blade a little wobble to check for his instincts and nearly fell forward. He clenched his teeth together and closed the rest of the distance.<br>
<br>
There was the deer, and there was the deer’s head. By now, the deer had stopped struggling. It looked at Thesius with its black eyes, helpless to its fate. It leaned its head into the altar’s surface, seemingly offering its neck. For a moment, Thesius did nothing. He could still feel the tendrils of fear grasping his heart. Then, Thesius felt his father’s warm hand squeeze his shoulder, even though he knew Marsk was nowhere near. <i>We are all waiting for you, Thesius, the prince of Ironhold. Myself, Minerva, our subjects. Oberon. Go ahead.</i> Marsk said. Thesius maneuvered the blade over the deer, letting the weight push its metal bite into the neck.<br>
<br>
The deer screamed. A shrill, unnatural shriek. The audience did not care, but Thesius jerked back the blade. That only hastened the cut. Thesius closed his eyes, clenched the blade and began to saw faster and faster. The deer began to struggle against the ropes again. It kicked and trembled and shook, and the ropes began to break, one by one. A hoof kicked Thesius in the stomach, and yet he continued.<br>
<br>
The blade scraped against something hard. Thesius opened his eyes, and saw the deer’s open neck, steaming and gushing blood. He saw the white, pointed bone of the spine and let out a gasp. Suddenly, he felt his throat clench up. He couldn’t breathe. The blade was dropped on the floor. There was no air in the cathedral’s wide expanse. The audience did not seem to care. Thesius turned. The exit, he knew, would be through the watchers behind him - the center aisle that separated the chairs. He melded his eyes shut once more and ran.<br>
<br>
He ran until it was all quiet, again. <i>Finally, I am free.</i> Thesius thought. He opened his eyes.<br>
<br>
There was the deer’s head in front of him, severed and implanted on a wooden stake, dripping blood. The world was black around him. The deer stared at him, disappointed. Then, it began to collapse into itself. The bones cracked and the skin was stretched. It slowly morphed into a human’s face. The evolution seemed to be a failure. There was too much skin, and it folded onto itself in broad, thick curves. The mouth gaped open, and Thesius could see that there was no tongue, or eyes, or nose. The hair was cluttered and balding. And yet, Thesius could still tell that it was his mentor, Valentus.<br>
<br>
<i>Perhaps the climate has been colder than expected, my lord.</i> It said, the voice coming out of its opened, unmoving mouth. <i>We are in the mountains, Thesius, if you couldn’t tell. You led me here, to my death. Kind, slow, and polite. Your men. Your pride. </i><br>
<br>
Thesius slumped forward onto his knees. <i>I followed the map. It led me here, to these wastes. And you held a sword to my throat.</i><br>
<br>
The face seemed to swirl again, mixing into a uniform solution before dissolving into another mask, this one a woman. <i>My mother, Minerva. </i>A warmth passed over Thesius’ skin. This time, the face was perfect and beautiful. Even with its mouth closed, the woman spoke.<i> I hope you are doing well, Thesius. There is much work for you, so do not worry. Cherries and strawberries are delightful things. Remember, dear, everything will be just fine.</i><br>
<br>
The face began to melt. It dripped the wrong way - upwards, into the air. There, it began to reform, and Thesius knew who it would be. <i>My father</i>. The face was caked with layers of dirt that hid the man’s features, except his bushy graying beard and two empty eye slits. Thesius stared at it, and it stared at him. Then, the face lunged forward and sunk its pointed teeth into Thesius’ neck.<br>
<br>
    When Thesius finally woke up on the floor in his beehive pavilion, empty wine bottles scattered around, he blinked, swallowed, and stood up. He took a couple steps, this time with legs that worked just right, and exited the tent.<br>​</div>Turn Actions:<br>
<br>
Extend the rear with longbow scouts mounted on saddle horses on lookout for any... queer things.<br>
Double the pace with Nasrin in front, looking for the exit.</div>
				
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					<div class="bbWrapper"><b>Colova</b><br>
Eyva is so excited! Finally, a larger village has accepted her and her little found family! It will be nice to have a real bed, though chances are said bed will be in the old barn that now houses her pack. <br>
<br>
Quintus (the rather unimaginatively named fifth head of the hydra) has shown displeasure when she's out of sight for long. Separation anxiety is a curious trait for a creature usually so solitary. Ah well! She has much to learn about her new friend, and it would seem her little pack has much to prove. <br>
<br>
For today, she and her pack will venture into the forest. Given how suspicious these people were of her, there's a decent chance they'll have missed resources or threats simply because they mean nothing to them. And also she knows her bestial companions will want to get a sense of their new territory, and what exists to hunt here. As much empathy as she has, she's not a fool. Every beast she has with her is a carnivore, a predator. She won't disrespect them by insisting they don't hunt.<br>
<br>
The mages will stay behind, and speak to the people of the village, both to ingratiate themselves, and to get an idea of what small problems might have sprung up while focus was on their new friend.<br>
<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Village stats</span></span>
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		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content"><b>Colova Population</b><br>
393<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
Varies<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Spice<br>
<br>
<b>Terrain</b><br>
Coastal<br>
<br>
<b>Current Projects</b><br>
-<br>
<br>
<b>Completed Projects</b><br>
-<br>
<br>
<i>Revenue</i><br>
39 Gold<br>
<br>
<i>Upkeep/Expenditure<br>
(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs [Rose])</i><br>
-18 Gold<br>
<br>
<b>Income</b><br>
21 Gold<br>
<br>
<b>Treasury</b><br>
321 Gold<br>
<br>
<b>Military</b><br>
3 Mages [Power Level 1]<br>
9 Wolves<br>
2 Jaguars<br>
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					<div class="bbWrapper">While Irving somehow returned from certain predation from the Arachyaw, he spent considerable time resting from his injuries. The village found its own footing despite the inactivity of their bailiff. They arranged a watch among the untrained guardsmen and the militia and life continued to hum along. Yet, within his bed, Irving had an uneasy reckoning with his own mortality. Yes, the Aetherlings were unperturbed by the tides of time for now. However, these lands were filled with peril, and in the event that Irving were to die or any of the others... there would be a gap in precious knowledge and skills. Irving ironically found himself recalling the metal wizard, Alcazard, in his desperate quest to find immortality so that his knowledge and mind could forever be preserved. He recalled his answer to Alcazard... that ones legacy could be passed on by ones own children and disciples. Holding his own wisdom in high regard, Irving came to the conclusion that he too had to begin addressing his mortality. But how would he do so? He was not a wizard capable of transferring his soul into a golem, though he had no interest in doing so. So far, he only saw one possible solution, to find his own disciples who could learn from him. Yet, Irving was not the only person in the village with a wealth of knowledge. There were others like Karl and Ada who had few peers in their specialties. In addition, there were many skilled woodworkers, builders, hunters and fishermen in the village whose knowledge were simply precious. Indeed, even Zuhsa had an uncanny ability to recognize valuable pebbles in a mountain of rocks, an enviable skill that miners would love to have. Ever person had much to share and teach. How could all this precious knowledge and legacies be preserved?<br>
<br>
Irving looked through a small window of his home and looked at the winter landscape. The snow was building up. Traveling for long distances was increasingly more perilous. Despite wishing to deal with the Arachyaw, winter was proving to be a greater concern... not to mention recent sightings of the lady in white. He had to encourage folks to stay home and close to the village as much as possible. It was then that Irving came to the conclusion, a school. A place where folks, particularly the youth, could learn basic skills such as letters and numbers and then proceed to directly follow and learn from a mentor. Further, with the winter getting more severe, Irving knew that he had to address the growing concerns of illness and the cold.<br>
<br>
The snow carpeted the forest. Little grew in the cold as any greenery suffocated under the oppressive blanket of white. Yet, Irving saw a curious, little squirrel in the tree line, digging into the snow and beginning to kick up the packed dirt onto the snow. It soon popped up from the hole, idly chewing on a bit of root. Irving turned his head to look at the door as he heard someone enter. Ada approached Irving with a wooden cup in hand. "Some wild onion and garlic tea tea, Irving. It is good to fight off the cold and good for your blood." Ada gently said with slight bags under her eyes, yet her eyes were focused and carefully scanned Irving for any signs of continued illness or malady. She had been busy taking on Irving's duties while he had been incapacitated and attempting to complete her own. Irving graciously took the cup and replied with a simple, yet all encompassing "Thank you." as he steadily looked into Ada's eyes. Ada returned a slight smile before she turned and left the room. Irving took a small sip of the steaming cup of tea, and was washed by a wave of warmth and energy. Irving took a deep breath and sighed. He watched his breath fly out of the window and towards the bright, clear winter sky. "Beautiful morning." Irving said to himself as he took another sip of the tea before he rose from his bed, ready to face this new day.<br>
<br>
---<br>
<br>
Free Actions:<br>
<br>
1. Expedition to explore the case of the lady in white and the missing people<br>
<br>
2. Spend 60 gold to finish dockyard/shipwright<br>
<br>
Actions:<br>
<br>
1. Establish an apprenticeship and education program where the youth can follow and gain first hand experience and guidance in learning skilled jobs in the village via the construction of a school. 100 gold.<br>
<br>
2. Construction of an apothecary to begin the production of medication, tinctures, potions, balms and etc. 100 gold.</div>
				
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<b><i><span style="font-size: 18px"><span style="font-family: 'Shadow';">Dina <i>Bélanger</i></span></span></i></b><br>
<a href="https://www.rpnation.com/attachments/1665347911511-png.1029483/" target="_blank"><img src="https://www.rpnation.com/data/attachments/966/966613-a78d41eeabb05cf4917ac9fa46d75bf3.jpg" class="bbImage " style="" alt="1665347911511.png" title="1665347911511.png" width="178" height="100" loading="lazy"></a><br>
<b><i><span style="font-family: 'Shadow';"><span style="font-size: 18px">Argenté</span><br>
Turn 5 (Winter)</span></i></b><br>
<br>​</div><span class="horizontal-rule bbcode-horizontal-rule bbcode-horizontal-rule- "></span><br>
Curious, wasn't it? How suddenly a person's circumstances could change in just an instant? It was something Dina Bélanger knew all too well. After all, was she not once the scion of a prestigious family, only to have all she had ever known stripped away from her after an illicit affair? At the very least, that's how the rest of the world saw it. Those that cared, anyways. But even as she had darted from the Isles, not a single bone within her body clattered with anything remotely resembling regret at the decision that she had made. It was one she would make thousand times over, regardless if it were the gods that willed her to. Shackled down and married to a complete stranger against her will was not a fate she was compliant to simply accept.<br>
<br>
<i>"I'm almost done, Dina."</i> Alaina's melodic voice brought her back down to earth and she sighed, eyes falling on the mirror in front of her. Reflected back through the plain glass were two girls, one nearly grown and the other steadily growing out of girlhood. The sensation of the brush combing undeviatingly through her hair was a calming one and for a moment, just a single moment, she could pretend like everything was as it should be. No arguments, no tears shed, no boats, not anything. <i>"Finished,"</i> As the brush was removed from her head and placed back in its holder on the vanity table, Alaina leaned downward next to her ear and whispered. <i>"You look lovely as usual."</i> She looked up, smiling warmly at her in response. There truly weren't many things she had to smile about anymore these days. But for the two people left in her life, she could.<br>
<br>
<span style="color: rgb(255, 192, 203)">"By the way, do you know where Kanis is? I haven't seen hide nor hair of him since yesterday."</span> To this, Alaina shook her head as she began flittering about the room, closing and opening any openable storage chests that had been left by the previous inhabitants, seemingly inscepting them.<i> "I'm afraid not. He's been.."</i> The woman paused, gesturing with one of her free hands to the air in a manner that was both directionless and offhanded. <i>"Out of it ever since we left from the Isles." </i>So, that was the problem, wasn't it? Kanis was facing homesickness. It did not come much as a surprise to her. For as much as he was so easygoing and fluid as the most calmest of waters, he was still human with every complicated emotion that came with being one.<br>
<br>
And unlike them, he had family back home who actually cared for him. So knowing he had given that all up, future prospects as a talented swordsman and a place where he could belong, had done inexplicable things to her. Loyalty was a hard quality to come by. Espesically when you couldn't afford to give anything but your own loyalty back in return. But she had just that. <span style="color: rgb(255, 192, 203)">"Mayhaps we'll come across him when it comes time for dinner?"</span> She questioned, more to herself than anything else, before rising out of the stool that some of the kinder townsfolk had taken the time to provide her with, amongst many of the other furniture that now sat within this dilapidated cruck house. Yes, a <i>cruck</i> house. The home of a peasant.<br>
<br>
Another thing that hadn't surprised her in the least. A far cry it may be in comparison to the sprawling estate she once lived in. However, it wasn't something that she considered ghastly. After all, she hadn't gone through all of that trouble of forcing the boat's caption, when there were less than unsavory means of coercion which could have been chosen, to change course from the Middle Kingdoms to the Forsaken Lands so that she could have comfort. <i>"That is true, Kanis is never one to stray too far." </i>Alaina stated resolutely, evidently having given up on whatever scrutiny she had been doing. Kanis never straying far? That was a fact she was immensely glad for in regards to their current circumstances. Despite the village being practically handed over to her upon her docking on Argenté's shores, her position was a precarious one at best.<br>
<br>
Only a fool would not understand why such a thing would ever occur. Argenté was a town in turmoil. Unstable and with an uncertain fate as it's two most influential families were openly feuding, fights even breaking out on the streets, the populace needed leadership. Even if said leadership arrived in the hands of a sixteen year old.<br>
<br>
Dina needed to act and do so swiftly. Time was ticking, the more she idled the more a risk of being ousted increased. <br>
<br>
Many things needed to be done. She could only hope she accomplished them fast enough.<br>
<br>
<span class="horizontal-rule bbcode-horizontal-rule bbcode-horizontal-rule- "></span><div style="text-align: center"><br>
Turn Actions:<br>
<br>
1. Go out with Alaina to mingle with the townsfolk of Argenté, gain familiarity with them and the town itself.<br>
<br>
2. Search for people that could be of a <i>particular</i> use to her cause.<br>
<br>


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			<div class="bbCodeBlock-content"><b>Argenté Population</b><br>
426<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
100% Human<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Pearls<br>
<br>
<b>Terrain</b><br>
Coastal<br>
<br>
<b>Current Projects</b><br>
-<br>
<br>
<b>Completed Projects</b><br>
-<br>
<br>
<i>Revenue</i><br>
108 Gold, 2 Silver<br>
<br>
<i>Upkeep/Expenditure<br>
(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs [Rose])</i><br>
<br>
<b>Income</b><br>
108 Gold, 2 Silver<br>
<br>
<b>Treasury</b><br>
408 Gold, 2 Silver</div>
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			<h5 class="userTitle message-userTitle" dir="auto" itemprop="jobTitle">Imagination will bring us everywhere</h5>
			

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					<div class="bbWrapper"><span style="font-family: 'tahoma'">Nova Empearal</span><br>
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			<div class="bbCodeBlock-content"><b>Village Population</b><br>
441<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
90% Humans, 10% Other<br>
<br>
<b>Potential Magically Adept Students</b><br>
1 Human<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Silver<br>
<br>
<b>Terrain</b><br>
Mountains<br>
<br>
<b>Current Projects</b><br>
<i>80 gold [5 gold used] Foundry [1%]</i><br>
<br>
No work on the foundry is done this turn, normally this would count as a 'pause', but through sheer luck and will power, one lone man meandered about and kept it going. No work was actually done, but he did manage to still collect a paycheck for doing nothing which was impressive really when one considered it. Wait, no, he collected a paycheck for all the workers that were supposed to be there... [Lose -15 gold, Foundry does not count as 'paused', work was directed to Magic Academy instead, passed a D1000].<br>
<br>
<i>250 gold for (250 used so far) for a Magic Academy [100%]</i><br>
<br>
The Magic academy is completed. The wooden structure is fairly impressive, all things considered, being large enough to house multiple students with various extra rooms for studies, recreation and a rather large room filled with arcane instruments that would allow a student to, mostly, tap into the Aether without blowing themselves to bits. Mostly. There is always the chance such a thing could occur, after all, the Aether obeyed none but their own whims, but it was far, far safer and would allow for students to actually gain experience binding the winds and weaving their spells. Now that the Magic Academy was completed, the magically attuned human within Nova could begin their training to, one day, become nothing more then a charm making machine for Araquiel, but it sure beats being a lumberjack or a miner.<br>
<br>
<b>Completed Projects</b><br>
Smelters<br>
<br>
<i>Revenue</i><br>
216 Gold, 7 Silver, 5 Copper<br>
<br>
<i>Upkeep/Expenditure</i><br>
-326 Gold, 1 Silver<br>
(you don't pay the 64 per turn for the grimblades yet)<br>
<i>(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs [Rose])</i><br>
<br>
<b>Income</b><br>
- 129 Gold, 3 Silver, 5 Copper<br>
<br>
<b>Treasury</b><br>
159 Gold, 7 Silver<br>
<br>
<b>Military</b><br>
6 Companions of the Grave<br>
32 Grimblades<br>
<br>
<b>Training</b><br>
1 Magically Attuned Human [6 Turns Remaining]</div>
		</div>
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</div><br>
Order 1: Exploration to Find the Dwarves<br>


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			<div class="bbCodeBlock-content">The dwarves are gone, most likely dead. Araquiel shook his head in disappointment as he thinks he just wasted 120 gold, a significant amount of money for a village as small as theirs. On the other hand, they were able to locate a dimensional gateway. Very dangerous, yes, but at the same time, if they find the right dimension, it could bring them immeasurable resources and riches.<br>
<br>
He unexpectedly also found a gate back to the Seven Mountains. It slightly made Araquiel emotional as he was so near home yet at the same time, so far. He even wondered if there was still a possibility for him to return. Part of him wants to, it's his home after all, but another part of him doesn't want to. It was related to his ambitious dream that he is sure is what got him banished.<br>
<br>
To be something more than an angelic spirit, to be more powerful, to be equal to her Mother... perhaps even more powerful. It's not bad to dream, right...?<br>
<br>
Araquiel shook his head to break him out of his stupor. Next month, he is sure that the Dimensional Gateway will be recharged and he can commence another round of dimensional expeditions. He is excited to see what this boon or perhaps curse will bring them.</div>
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Order 2: Research More About Yvonne<br>


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			<div class="bbCodeBlock-content">Araquiel's heart tightened after his deep meditation to recall old and ancient memories. He finally remembered what happened on this mountain back in the Ages of The Gods. Mother walked this land as Yvonne, accompanied by his angelic brothers and sisters. Together they defeated a Primordial Beast, but none of them came out from the battle. It was assumed they have fallen in the battle.<br>
<br>
After taking a deep breath to recollect himself, Araquiel's steeled his heart and thought of the possible fortunes that event may bring him and his village. Mother or Yvonne carried with her a powerful sword, aside from the body of her avatar, even the bodies of the angelic spirits and the primordial beast would prove to be useful should he get his hands on them. He feels bad at this thought but as a mortal, he must grasp all the opportunities he could.<br>
<br>
He gave orders to his agents to unearth any news that could be related to that ancient battle. He also sent a messenger for Grensbrook to ask Lady Alwyn to also obtain help him obtain some news.</div>
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Free Order:<br>
1. Continue Refinery Construction</div>
				
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					<div class="bbWrapper"><div style="text-align: center"><b><u>LightHome</u><br>
<br>
<span style="font-size: 26px"><u>Logrim BlazingHand</u></span><br>
<br>
Turn 5</b><br>
<br>
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<br>
Prince Logrim was admiring the new weapon that was created. A trio of very large cannons was but the first step to his automated multi firing weapon. Just the first step in defensive warfare of his settlement. It was a perfect stepping stone to other more powerful versions.<br>
<br>
But now it is built. The Prototype of his new weapons. And now it needed a name. Yes, a perfect name for what it is and what it does. The words spoke to him, as any good creation does.<br>
<br>
The Tri-Cannon<br>
<br>
It would be but the first of many. And others would become more refined. But this TRi-Cannon would be the first and have a special place in his heart.<br>
<br>
As he was inspecting his handiwork, Hazzim cleared his throat. Clearly he must have been standing there for some time before he decided that Logrim wasn’t going to notice him as he was admiring his latest work.<br>
<br>
“Yes Uncle. What can I do for you?” Logrim spoke through gritted teeth. He didn’t like to be interrupted from his inspections. Even if it was the third or fourth inspection of the day.<br>
<br>
“There has been some grumblings from the men about the construction of the rail system.”<br>
<br>
“This again? It will be completed in time. The delays are a clear indication of the weather.”<br>
<br>
Hazzim looked annoyed as he spoke. “Yes, my Prince. That is part of the grumblings. As the weather gets colder, it is getting harder and harder to set up the rails. With the heaviest part of the winter to arrive soon, perhaps it would be best to…..<br>
<br>
Logrim waved a dismissive hand. “....yes, yes. I see your point, dear Uncle. Relieve the workers until the warmer months. But it shall be completed eventually. I will turn my eyes towards other matters.”<br>
<br>
“Yes, my Prince.” Hazzim gave a bow as he left to enact the relief of the men from the rail project. <br>
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<br>
<b><span style="font-size: 26px"><u>Logbook of Dwarven Miner, Boron</u></span></b><br>
<br>
<i>Day 120<br>
<br>
“The rails have been stopped from completion. I hear its due to the harshness of the Winter. But bah! What sort of panzy would stop working just because of a wee bit of cold?”<br>
<br>
Day 136<br>
<br>
“I hear tell of bandit hordes roaming to the Southlands. Hopefully the disgraced guards would be up to the task of protecting us from harm. Of course, I here tell of a secret weapon called the Tri-Cannon which will help in defense of our lands. I also hear its one of the Prince’s new technologies. So I guess we’ll have to wait and see if it comes to that. ”<br>
<br>
Day 142<br>
<br>
“I found a strange rock with squiggles on it. I’ve put it in my pocket. I don’t know if it be runes or just random markings, but its mine. I’ve put in in my pocket next to me holy symbol for safety. Just in case.”</i><br>
<br>
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	</div><br>
<br>
<b><u>The Weapon that Could Save A Nation</u></b><br>
<br>
The Tri-Cannon was impressive. No one could deny that. But it uses up a lot of resources every time that it would be fired. That can be a logistical nightmare. However, it is a prototype for things to come. And those are usually made up of monstrous beasts that need to be corrected in their own way and manner.<br>
<br>
Logrim knew that with as much was expended on the TRi-Cannon, that with the harshness of winter approaching, he would need to help reassure the people once more. And he would do so, by assembling a brigade to insure that everyone remains safe, healthy. And warm throughout the harshest part of this winter time in this dangerous land.<br>
<br>
<i><b>Turn Actions<br>
<br>
Action 1: Logrim will take an apprentice and teach him how to become a skilled blacksmith such as himself in order to run the blacksmith shop<br>
<br>
Action 2: Logrim will assemble the Winter Brigade. The duties as such will be to travel in small groups of 3-5 and making sure that each household is warm enough, has enough food for the harsh months, is in need of improved medical care and is not snowed in/trapped within their abode.<br>
<br>
On Hold Tasks: Construction of Rails<br>
</b></i><br>
<b><i>Continuing Tasks: Blacksmith Shop</i></b>​</div></div>
				
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					<div class="bbWrapper"><div style="text-align: center"><b><i>Azdanur</i></b>​</div><hr><div style="text-align: center"><br>
<a href="https://www.rpnation.com/attachments/gideon-jpg.1030145/" target="_blank"><img src="https://www.rpnation.com/data/attachments/967/967275-90f7c8335c14f222ee60378df3855513.jpg" class="bbImage " style="" alt="Gideon.jpg" title="Gideon.jpg" width="100" height="131" loading="lazy"></a><br>
<br>
<b><i>A BEAST AMONG MEN</i></b>​</div><hr><div style="text-align: center">Gideon narrowed his eyes as he watched the training bout between the duo of militia trainees, the pair of men using padded spears to attack each other viciously. As one of the men finally caught the other in the chest he pushed him to the ground, holding his spear under his opponent's chin - <i><s>strike, maim, kill him</s></i> - and calling for surrender. The man on the ground - <s><i>weak, unworthy, <b>Prey</b></i></s> - struggled for a moment before letting out a sigh and dropping his weapon, signaling his acceptance of his loss. Claps and cheers began to ring out from the circle of other trainees surrounding the duo, forming a makeshift sparring ring for them.<br>
<br>
"Victor, Beldon!" Gideon stepped forward, raising the standing villager's hand - s<s><i>trong, worthy, <b>Predator</b></i></s> - above his head. "That ought to be enough training for all of you today, go get some rest and get warmed up before you all freeze to death!"<br>
<br>
As the villagers began to disperse, many of them returning to their homes for a warm meal while they could, Gideon turned to the remaining men and women standing on the field. Fourteen of the fifteen sergeants of the order - <i><s>friends, allies, <b>Pack</b></s></i> - had finished with their usual warmups and were now standing at attention at the far end of the field, the only member missing being Forgrin as he attempted to teach their goblin drummer - <i><s>weak, enemy, kill</s></i> - any kind of beat under the order of Kaiden - <s><i>liar, <b>Traitor</b></i></s>. With a single motion the entire group stepped forwards, claiming the spots that the villagers had just left.<br>
<br>
"Today I have a special treat for you all, Alice has agreed to spar with a duo of you at once in order to demonstrate why you must get used to the instincts that Kaiden's deal has given to you. Each of you may now be much stronger than you were, but that means nothing if you do not learn how to work with the muscle memory," the sergeants nodded, several of them appearing to barely pay attention to him. Gideon's eyes narrowed and he let a small feral grin show, the instincts given to him by his magic strand being released to the smallest degree. "Halley, Dolf. You two will be our demonstrations today, do try to keep up for a moment."<br>
<br>
As the duo stepped forwards with matching arrogant grins Alice strode onto the field, calmly staring the duo down. Once all three were ready the 'duel' began, Alice launching herself forward and immediately rapping Dolf on the side of the head and taking him out of the fight in one move. Halley moves to attack back, a panicked look on her face, but is unable to move properly in her surprise. With another smooth motion Alice uses her shield to backhand the younger woman, knocking her onto her back and knocking the sword from her grip. The fight had barely lasted ten seconds, the veteran of the order taking the two out with only two attacks.<br>
<br>
"And that is why you must all learn how to use your muscle memory," Gideon nodded to his friend, waving her to his side now that the demonstration was done. "Each of you will be sparring with each other until <i>I </i>am satisfied that you know what you are doing, so let's begin."<br>​</div><hr><div style="text-align: center"><br>
<a href="https://www.rpnation.com/attachments/alice-jpg.1030144/" target="_blank"><img src="https://www.rpnation.com/data/attachments/967/967274-6073ec986111adb2b6e7abe9cdf5d926.jpg" class="bbImage " style="" alt="Alice.jpg" title="Alice.jpg" width="100" height="102" loading="lazy"></a><br>
<br>
<b><i>THE LADY OF LIGHT</i></b>​</div><hr><div style="text-align: center">"Everything fit right? Nothing restraining or keeping you from fighting?" Alice walked around Kaiden, observing him flowing through various stances in his new scale armor. She did her best to ignore the familiar twinge of pain and sadness as her eyes caught the ring on his finger, her own growing heavy for a moment.<br>
<br>
"I believe so, we won't know for sure till I get into a proper fight but for now this will do," the one-eyed man concentrated for a moment and lit his sword up, holding it as he usually did in battle. "And the metal doesn't appear to heat up enough for it to be damaged by my flames, so that won't be an issue."<br>
<br>
"Kaiden, extinguish your sword now or I'll extinguish it for you," the light mage glared at her friend, doing her best not to scowl as he barely kept from burning several of the scraps of parchment that were on her desk. "Now get out of here, I need to take stock of the larder and decide what we are going to do about our gold reserves."<br>
<br>
Kaiden is quick to leave, not eager to feel the wrath of his friend so early in the day. As soon as he is gone Alice sits heavily in her chair, looking back at the notes and calculations that she had been taking care of. Tapping the edge of her inkwell, she thought about how best to divide the remainder of their treasure for the last, and most brutal, of the cruel winter months they had been dealing with. With a sigh she wrote out a final calculation before nodding, having reached her decision. They would have to leave the temple unfinished for now, it was far more important for them to get the wall finished and they were running out of time to have the farmers work as builders. Making one final note she portioned off the sum of 75 gold to go to the builders, wincing at how little gold that left them in their reserves.<br>
<br>
'That will have to do, I suppose I had better go check on the larder now. Let's hope we have enough food to last the month,' she stood and stretched, ready to get her work done before she had to go give Gideon his demonstration that afternoon.​</div><hr><div style="text-align: center"><b>Actions</b><br>
1. Establish a guard rotation with the militia<br>
<br>
2. Ensure that all citizens of Azdanur are kept fed and warm through the end of the season  <br>
<br>
<b>Current Projects</b><br>
<i>260 [240 gold used so far, estimated final cost will be 400 gold] for Wooden Walls [60%]<br>
300 [60 gold used] for a Temple [20%] (Putting on halt until wall is finished)</i><br>
<br>
<b>Completed Projects</b><br>
Training Field<br>
Statue of the Unknown Squire<br>
Statue of Oberon<br>
<br>
<b>Village Population</b><br>
421<br>
<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Demographic Breakdown</span></span>
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			<div class="bbCodeBlock-content">50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
80% Human/20% Other [Dwarves/Halflings/Other]</div>
		</div>
	</div>
</div><br>
<b>Taxation</b><br>
50%<br>
<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Resources</span></span>
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			<div class="bbCodeBlock-content">Aether-Kissed Marble</div>
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</div><br>
<b>Terrain</b><br>
Hills<br>
<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Treasury</span></span>
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			<div class="bbCodeBlock-content">114 Gold<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Armor of Gurak</span></span>
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	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content"><i>Very</i> heavy and cumbersome armor, built for an Orc. Will get -20% agility for any non-orc that wears it [-10 for an orc] counts as Armor Point 4.</div>
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		<span>Spoiler: <span class="bbCodeSpoiler-button-title"> Axe of Gurak </span></span>
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	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content">A <i>very</i> large, but well made, axe. This axe may only be used by someone with a Strength of at least 40%. The user will have -5% agility, but have +1 Damage. This has Slow and Impact.</div>
		</div>
	</div>
</div>9 Unused Swords/Axes/Maces<br>
  8 suits of gambeson<br>
3 suits of chainmail<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title"> 1 suit of nice looking scale [Equipped by Kaiden]</span></span>
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			<div class="bbCodeBlock-content">Medium armor, [Armor Point 3], seems to be a masterwork and you can't fathom who'd leave it behind. As a masterwork, it will not hurt your agility.</div>
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	</div>
</div></div>
		</div>
	</div>
</div><br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Military</span></span>
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			<div class="bbCodeBlock-content">15 Sergeants<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Sword Sentinel</span></span>
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			<div class="bbCodeBlock-content">Gavron [Sword], Arietta [Sword], Forgrin [Sword] (Holy Magic Capable), Shawn [Sword, Crossbow], and Godiva [Sword, Crossbow]</div>
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</div>

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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Sword Justice</span></span>
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			<div class="bbCodeBlock-content">Aurem [Sword], Dolf [Sword, Crossbow], Eliza [Sword], Rodrick [Sword], and Kirsten [Sword, Crossbow]</div>
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</div>

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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Sword Liberty</span></span>
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			<div class="bbCodeBlock-content">Dave [Sword, Crossbow], Halley [Sword], Patric [Sword], Townley [Sword], and Marvelle [Sword, Crossbow]</div>
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	</div>
</div>Chip<br>
17 Hunters<br>
[Similar to militia only they have hunting bows already are a bit more trained)<br>
40 Trained Militia<br>
158 Untrained Militia (1 Magic Capable[Fire])</div>
		</div>
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	<div class="message-userContent lbContainer js-lbContainer " data-lb-id="post-11490119" data-lb-caption-desc="Lazaro1505 · Oct 14, 2022 at 7:23 PM">

		

		
	


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					<div class="bbWrapper"><div style="text-align: center"><span style="font-size: 26px"><b><span style="color: rgb(235, 107, 86)"><u>Mäkinen’s Legacy</u></span></b></span><br>
<br>
<i>Some Unmarked Camp in the snowy forest:</i><br>
<a href="https://www.rpnation.com/attachments/2897eccc-2cf3-4aee-870e-c5b56c916d71-jpeg.1030870/" target="_blank"><img src="https://www.rpnation.com/data/attachments/968/968000-efc34dcba50a8eb86a709e85f91cff16.jpg" class="bbImage " style="" alt="2897ECCC-2CF3-4AEE-870E-C5B56C916D71.jpeg" title="2897ECCC-2CF3-4AEE-870E-C5B56C916D71.jpeg" width="197" height="100" loading="lazy"></a><br>
<br>
<span style="font-size: 15px">Deep within the snow covered forests within an unmarked area of the continent, the most apparent thing for a particular individual currently resting within one of many tattered and poorly made tents scattered within the icy winds flowing across the landscape… and that was the feeling of <i>‘numbeness’</i>. Yes, even someone like him, the leader of at least a hundred different men and women, multiple different races all in one camp attempting to survive in weather like this, wasn’t free from such conditions as well. After all, he wasn’t some delusional noble that thought of himself as a god or some long living being capable of shrugging off such a weather as in a mere afterthought… he was mortal, just like them… and he knew such fact.<br>
<br>
And yet, that didn’t stop him from his efforts at all. In fact, the sight that their own leader was going through the same hardships as them and still attempting to lead such a group… even to survive such a place, would certainly get them to understand his cause. Only giving a sigh as the cloth that was covering his body as well as the tent surrounding his form just barely kept the cold from being unbearable… ah, how much he has missed the days in which the warm comforting rays of the sun covered his form. And now, he has to deal with the pressing matter of trying to lead not only his group to survive the winter, but to uphold his promise of fame and money that would rival that of even his own mother’s legacy.<br>
<br>
Hega… while most would have feared such a name, or others respect her only due to her position or infamy, he himself knew there was more than meets the eye for his own mother. After all, if rumors about her were true… why would she even care to raise her own son, or better yet, keep them around for that matter. He wanted to follow in her own footsteps, try to make her proud for raising a wretch… like himself. And yet now, he was failing at such a goal… his people were beginning to starve, the many bandits that made up her group had separated from internal conflicts. Alon-<br>
<br>
Interrupting him from his thoughts was the arrival of an particular scaly individual entering his tent, the small form of the blue scaled Kobold nervously making their way into his tent was apparent. Only giving a sigh as Ivan stared right down at the Kobold, who only seemed to get more nervous from his glare. <i>“S-sir… I-I have a report from the s-scouting parties…” </i>the blue colored Kobold said in a high-pitched masculine voice. Ivan just simply straightened his posture and said in his usual tone, one that seemed to otherwise betray the current look one may have when seeing him for the first time <span style="color: rgb(235, 107, 86)">“Well, you have my attention now… Ignis… so go ahead, tell me. Don’t worry, I won’t bite… after all, Kobold meat would probably be a bit too chewy for my taste.” </span>as he gave a chuckle at what he said. Although Ignis didn’t calm down from what Ivan said, the kobold continued to speak… he was in here after all, he couldn’t back out now. <i>“While s-some of the hunting p-parties returned… s-some have g-gone… missing… something must have h-happened to them.”</i><br>
<br>
Only raising a hand to the dark green bandana covering his mouth, the bandit leader just gave a nod at such, before saying <span style="color: rgb(235, 107, 86)">“And I presume that they aren’t having a smoke break somewhere around there. After all, even in situations like this, I’m sure those numbskulls will find some way to slack off even if our very lives depended on it…” </span><i>“N-no sir… t-they have been missing for hours now…”</i> the kobold responded. Only beginning to raise up from his spot on the ground as he gave a simple whistle from his mouth, an ‘object’ from nearby had swooped right down onto his left arm, which was now extended out, seemingly to grab the object that flew straight in. Raising his right arm upwards, Ivan began petting the ‘object’ that landed onto his left arm, which was none other than a falcon sitting right onto his arm, it’s talons grasping onto the leather gloves that protected Ivan’s hands from its sharp grasp.<br>
<br>
While it wasn’t the first falcon Ivan had raised… he still had felt a personal connection to Hanz. After all, Hanz was not only useful scouting from above with their sharp eyes, but they were a great friend as well… one that would stay loyal to the end. With the falcon making a few clacking noises with its beak, Ivan then addressed Ignis once again, his own expression becoming more serious.</span><br>
<br>
<span style="color: rgb(235, 107, 86)"><span style="font-size: 15px">“Suppose someone has to find those idiots… Ignis, I shall be leaving soon enough with a gathered group of those willing to come as well as some Hunting dogs to track down the missing scouting groups. I need you to relay a message to the rest of the camp while I am gone… now, listen closely to what I shall be saying-“</span></span><br>
<br>
<span style="font-size: 15px">Actions:<br>
1. <i><span style="color: rgb(235, 107, 86)">“-In order to aid with the hunting efforts… we shall be <b><u>making traps</u> </b>alongside <b><u>assigning 4 hunting dogs</u> </b>to our hunting efforts in order to better our efforts at getting the necessary food in order to survive the cold winter…”</span></i><br>
<br>
2. <i><span style="color: rgb(235, 107, 86)">“After our search for the missing scouting group,  I shall assign my <b><u>scouting parties to instead look for sufficient sized caves</u></b> for our people to reside within as to protect themselves from the elements of the outside world. If we are unable to do such, then they are to find a reasonably sized cave for some bandits to reside within while the others <b><u>dig into the snow itself and place their tent coverings over the hole</u></b> as to better protect themselves from the cold…”</span></i><br>
<br>
Free Action:<br>
1. Gather a group of bandits (made up of:  Ivan, Ivan’s pet falcon, 2 hunting dogs, 7 Beeravian bandits, 10 Human bandits, and 13 Kobold Bandits) to begin their expedition out into the snowy forest as to figure out the reasoning for why the bandit scouting forces hasn’t returned yet, utilizing the hunting dogs to follow the path of the bandits who haven’t returned yet traversed in.</span><br>​</div></div>
				
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			<h5 class="userTitle message-userTitle" dir="auto" itemprop="jobTitle">The lord of randomness and the warp</h5>
			

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<b>Helbaron</b>​</div>dropping out of the mirror and rolling Tegbaron thought he was done for.. but.. no by some strange blessing he was alive.. the farmer were trying to kill him.. he thought the rumours were just that, rumours.. he was... well shaken.. he'd left the place undefended and he was over thinking things.. but now he had proof.. proof of the farmer's blatant betrayal of him and everyone here.. it wasn't bloodlust that fueled his action now.. no it was anger and fear, two emotions that were still very powerful in all regards. marching into the town centre he had something to do a speech.. at this point he had the evidence to truly condemn the shepherd's actions.<br>
<br>
"my people it has come to my attention, that the shepherds that oppose my presence here have attempted to sever my material from here, the campfires in the distance were mercenaries upon my approach, they immediately attacked, claiming they were here to kill ME, this will not be tolerated! what next form then? hire more mercenaries to shake you down? ransack your fields? they are not evil but, power goes to one's head and it's clear, the Shepards believe they have it! over all of us, they are misguided but dangerous... the time for talk has passed, they've struck the first blow and to remain idle now is only to ask for death" <br>
<br>
1) give a speech to the town informing them of the incident with the mercenaries<br>
2) pray to the god once again (hopefully not a dark god this time lol)</div>
				
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			<h5 class="userTitle message-userTitle" dir="auto" itemprop="jobTitle">Golden ball of bloody cuteness</h5>
			

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					<div class="bbWrapper"><div style="text-align: center"><b><b>Colova</b></b><br>
Eyva smiles, once more snuggled up with her pack. It's been hard work these last couple days, working to prevent future threats. She's damn glad she did, though. She made a new friend, if she can call Mor'Gal that, and those mind eaters had the potential to wipe out this little village if they reached the next generation.<br>
<br>
<span style="color: rgb(85, 57, 130)"><i>I</i> would <i>have been fairly upset if someone else joined our little game. I think it's better with just us, don't you?</i></span><br>
<br>
<span style="color: null">Eyva's expression sours.<br>
<br>
<i>You always show up when all I want is peace. Very rude. But yes, you're enough of a handful without additional parasites.</i></span><br>
<br>
<i><span style="color: rgb(85, 57, 130)">Additional! Now who's rude. Anyway, I can't help but notice that you haven't warned this lovely little town about me. How do you think they'll take it if they see me? See what kind of threat you really are to them? How would poor Quintus take it if you suddenly got mean to him?</span><br>
<br>
...<br>
.........<br>
..............bitch.</i><br>
<br>
<b>Orders</b><br>
Construction of a pig pen<br>
Seeing if we can't harvest salt from the ocean​</div></div>
				
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					<div class="bbWrapper"><div style="text-align: center"><b><u><span style="font-size: 22px">CƎNSUS</span></u><br>
<br>
Foalsfort Population</b><br>
67<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%100 Children<br>
<br>
<b>Buildings/Dwellings</b><br>
Latrine (Fertilized Garden)<br>
Wall of Torches<br>
Insulated Homes<br>
<br>
<b>Taxation</b><br>
Village 95% [Collective]<br>
<br>
<b>Exports</b><br>
Main: Lumber (Ironwood)<br>
Minor: Daggers (Poor Quality)<br>
Bows (Poor Quality)<br>
<br>
<b>Land</b><br>
Forest<br>
<br>
<b>Revenue</b><br>
21 Gold, 2 Silver, 6 Copper<br>
<br>
<b>Wealth</b><br>
47 Gold, 1 Silver, 2 Copper<br>
<br>
<b>Government</b><br>
Elected Officials<br>
<i>(Demitri 40%<br>
Marta 20%<br>
Adam 16%<br>
Kahmen 12%<br>
Neeso 9%)</i><br>
<br>
<br>
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<br>
"Cripes, these things are itchy" exclaimed Adam, draped in a sheet of fur and fidgeting atop the stump because of it.<br>
<br>
Hovering around him was Marta and one of Kahmen's newest apprentices Aarne. With short blonde hair that framed her plump face quite nicely, attention was quickly drawn to her youthful features and her single sapphire like eye.<br>
<br>
With all of their resident Tinkerer's epiphanies with the caught wildlife, Kahmen had seen it fit to teach two of their fellows her knowledge in the field. With Aarne proving adept with needlework, and Helle not minding getting her hands dirty, the two girls easily took on the roles of Tailor and Tanner respectively.<br>
<br>
From his vantage point, and on the tips of his toes, he could see the young Satyress appear, maybe more stumble, from behind the latrine carrying the dripping skin of some creature as she headed back to Kahmen's tent. Loath to know the specifics of why Helle went to the Latrine with her things, Adam was content in the knowledge that for every bit of flesh she worked with, he would in turn be getting some meat for his new soup. Using his finest vegetables alongside them, Adam hoped to save their stocks and stave off illness with his culinary creation.<br>
<br>
"Stay still Adam your acting worse than Palio" scolded Marta, as Adam fell back on his heels<br>
<br>
Standing beside her only a moment ago, the toddler had already broken away from Marta, seeming to be having fun in his new clothes, digging deep into a nearby snowbank with his hands as he plastered his legs with the soft snow. "Palio! Stop that!" Marta admonished "Aarne just made them for you and now you're getting them all wet!"<br>
<br>
With Palio distracting Marta, Adam spoke to his cyclopean clothier in a hushed tone.<br>
<br>
"Hey Aarne, if i give you a big bowl of soup think that'll let me get out of this?"<br>
<br>
Aarne looked up, indifferently, at him with her bountiful blue eye while Marta, used to handling more than one child at a time, was quickly on Adam again as she beckoned Palio to her side.<br>
<br>
"Oh no! Don't think you're going to get yourself out of this young man. Demitri told me about your grumbling so I decided to keep you under close watch." snapped Marta<br>
<br>
Adam looked around the clearing near the bonfire, small children and toddlers running around in it's light or patiently waiting in it's warmth. All the kids his age seemed to be inside their warm tents, he slowly noticed, leading to a embarrassing epiphany. "Hey, you lumped me in with all the little'uns, didn't you!?"<br>
<br>
Marta stood with her hands on her hips, a stern expression on her face as Aarne giggled below him. "If you arrived sooner Adam, you would have had your measurements taken and already been fitted like Demitri and Neeso and the rest of the hunting parties. But you didn't did you? And now your here under my watch like the rest of the youngsters"<br>
<br>
Adam sneered at Marta, as Aarne lifted his arm and measured the length.<br>
<br>
"If your going to be wheeling your cart around in the cold Adam, you're going to need to stay warm." chided Marta<br>
<br>
"Why do you think i'm making my special soup for?"<br>
<br>
Marta's expression softened. "While i'm grateful for that, a warm belly won't help if you going out all natural. You need some protection Adam."<br>
<br>
"I've got all I need" said Aarne, putting her fine string of rabbit hair in her pocket, looking between Marta and Adam.<br>
<br>
Adam was visibly relieved, shirking off his shawl before dropping off the stump. <br>
<br>
"Thank you Aarne" said Marta.<br>
<br>
"Yeah. Thanks" chimed in Adam as he quickly headed back to his tent and cart, and hopefully a nice pot of bubbling soup.<br>
<br>​</div><b>Turn Actions:</b><br>
To save rations and food stocks, a hearty soup of meat and veg will be made. Wooden bowls will be made from the nearby trees, with melted snow, small game and veg mixed together and boiled over the fires to make the soup. The Herbalist (Adam) will choose the more medicinally beneficial vegetables for the broth as a preventative measure against illness. (Poor Quality Daggers used)<br>
<br>
Fur clothes will be made for the children by the Tailor (Aarne) and the Tanner (Helle). This will be a gradual procedure, with the youngest and most vulnerable as well as the working children (Hunters, Councillors etc) provided them first, as to not deplete the current stocks so readily. Process will continue on until end of Winter.<br>
<br>
Marta and Kahmen will help in both endeavours if needed.<br>
<br>
(Demitri will accompany Neeso's hunting parties, the latter armed with the bow and Demitri his Unnamed Sword, as protection on their hunts from the loose creature. Hunts will be focused on the sites away from the escape site if possible)</div>
				
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					<div class="bbWrapper"><div style="text-align: center"><span style="font-size: 26px"><b>Bowels of the MountainHome<br>
<br>
<a href="https://www.rpnation.com/attachments/1665987980443-png.1031614/" target="_blank"><img src="https://www.rpnation.com/data/attachments/968/968744-b12fb96ccb5fc5b94c630ddaddfe6d8b.jpg" class="bbImage " style="" alt="1665987980443.png" title="1665987980443.png" width="178" height="100" loading="lazy"></a></b></span><br>
<br>
    <i>Of all the places I could’ve chosen, must I have chosen this fishbowl?</i> Thesius scowled. He had called the council to meet, away from the noises at camp. Normally, it would not have been a problem - but in these dwarven caverns, the thick air carried voices far through the swirling tunnels. The scouts had found this cave a quarter of a mile from camp where, although the echoes were still there, the common man would have little material for rumor.<br>
<br>
    Was it a cave? It was difficult to tell. If it was not, the dwarves had painstakingly carved out a perfect sphere of space, then smoothed it all. It must have been a massive undertaking - the space was gigantic, the one room perhaps ten times the size of Ironhold’s church. An intricate masterwork engraving of an elephant stretched over the ceiling, partially distorted by the curve. Underneath sat Thesius, Remus, Faron, and Miles in thick wooden chairs adjacent to a long table. Underneath them was another engraving. Five dwarves had been dancing merrily in a circle. A white liquid, seemingly defying gravity, flowed through the carved veins of the elephant downwards into the dancing dwarves. On top of it all, the room was lit by a mysterious light blue hue that originated out of nowhere, simply existing in the air. <i>It is a true masterwork</i>. Thesius could not believe the handiwork of the dwarven kingdom. <i>The tools, the expertise, it would have been truly incredible.</i> But a thought continuously dug into his mind. <i>If they were so powerful, how did this creature force them out…?</i><br>
<br>
    Remus, Faron and Miles were looking at him, waiting. For once in his life, Faron looked unnerved. He sat there, fingering his pendant of Oberon. The other two were nervous too, Thesius could tell, but they hid it better. The caves, the forced march had worn them all. At least it was not cold anymore.<br>
<br>
    “Your reports.” Thesius said, more of a statement than a question. “Remus, you first.”<br>
<br>
    “Sure. The squires have been training well, my lord.” Remus replied. “As you know, Avery has been assigned to steward for Leo, Alfdor for Faron, and Gormon for me. Alfdor appears to be the most promising, but it will be a long time before they truly master their swords. If we require additional forces, I would suggest we press the peasantry into service as spearmen. Neither would - “<br>
<br>
    Faron cut in. “Aye, neither would likely be fully trained by winter, but it is a good idea. I remind you, Remus, I am the marshal of this army.” He did not even bother to look at Remus.<br>
    Remus eyed him for a moment, shrugged, and replied curtly, “Of course, commander.” <i>Is this some boyhood fight, or another Valentus? </i>Thesius let the topic die. There were more pressing issues right now.<br>
<br>
    “What did the scouts say, Faron?” Thesius asked.<br>
<br>
    “They see broken stalagmites and vague tracks, but not the supposed beast. The caves are winding and tiresome for them and their saddle horses - confusion clouds their senses, my lord.” Faron caught Thesius’ look, and quickly added. “I would send more, my lord, but I have no more capable scouts left.”<br>
<br>
    The words echoed through the hall. <i>Left, left, left. </i><br>
<br>
    Thesius shook his head, ignoring the sound. “We must continue on, as quickly as possible then.” They had tried to map the caves out at first, which had become a futile exercise. It had been a wonder that no scouts had been lost, especially at the pace of their travels and the monster that lurked in the shadows. “Miles?” Thesius asked, looking at the physician.<br>
    “Nothing new, my lord. Your toes are healing well. The leeches are performing their task - if only I had more. Your soldiers and the common folk do not seem to be well. Nightmares and other… mental ailments have become frequent. I will do the best I can, but it is well that you know.” Miles patted his leather leech sack, rather proudly. “We also still have those fur tents.” Thesius nodded in response.<br>
<br>
<i>    And now, the fourth</i>. The seat was empty, however. Valentus had been the steward of the trip, calculating rations, bookkeeping, and sending messages.<br>
<br>
    “Valentus is gone.” Thesius said, as if his mentor was taking a short vacation and would be returning soon.<br>
<br>
    <i>Gone, gone, gone</i>, the cavern repeated back.<br>
<br>
    “We need a new steward. Have you found anyone?” He said, to no one in particular.<br>
<br>
    Remus tapped his fingers on the wooden table. “I have.” Remus replied, rather hesitantly. “A cripple from the common folk. Knows how to read words, and knows numbers even better. A merchant by trade. His name is Gernot. Gernot Mystra.”<br>
<br>
    “Do you trust him?” Miles asked.<br>
<br>
    “No.” Remus sighed. “But we need someone to do Valentus’ work. We do not have a spymaster, but I’ve asked around and Gernot seems to have an upstanding reputation. Whether that counts for anything is beyond me.”<br>
<br>
    “Give him the books, Remus. We’ll see how he fares.” Thesius waved his hand. “You’re all dismissed. Tell them to pack their things - we’re moving.”<br>
<br>
    They all nodded, pushed out their chairs, and stood up before exiting the sphere. For a moment, Thesius was all alone, still sitting in his wooden chair. He took this time to look around once more. The elephant was there, in its majestic glory, but when Thesius looked down, he could see that the weight of the chairs had crushed parts of the dwarven engravings on the floor. One of the legs on Miles’ chair had dug into the eye of a dwarf. Remus’ chair had flattened a stomach and cracked a leg of another. Faron’s had chewed through lips and a set of smiling teeth.<br>
<br>
    For Thesius, his dancing dwarf, arms and legs outstretched in joy had had its chest mashed to a pebbly pulp. Thesius looked at it, and for a moment felt that they had committed some grievous mistake. <i>They’re just some stone carvings</i>, <i>Thesius</i>. He thought to himself. <i>They didn’t save the dwarves from that monster, and they won’t save you now.</i> Thesius rubbed his eye with his hand. He had put his mother’s ring on, and the ruby mixed with the cave’s blue tint to produce a dull purple. He couldn’t be sure, but Thesius thought that the ruby was strangely warm.<br>
<br>​</div>Turn Actions:<br>
Exit the cavern as soon as possible<br>
Another scouting party. We'll try to map out what sections of the caves that we can, keep an eye out for any loot, and see if we can spot that monster.</div>
				
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					<div class="bbWrapper"><div style="text-align: center"><span style="font-size: 22px"><b>Claimants of the Forsaken Lands Turn 6</b></span><br>
<span style="font-size: 15px"><i>Winter Month 3</i></span><br>
<br>
It is the final month of winter. Somehow, through the blessing of the god or the luck of chance, this year has been light for sickness and disease. What little there was did not spread across the land and was quickly contained and treated, most unusual. Still, this month is greatly unpleasant, it is exceedingly difficult to travel, build or move around as it is incredibly cold, although not so much along the coast or the desert, and snow has fallen very heavily over most of the Forsaken Lands. But if the claimants can weather this month, spring is coming. Spring will not be as prosperous as the Harvest Season, as Planting Season isn't quite as great for the coffers, it is still a large improvement over winter.<br>
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<b><span style="font-size: 18px">Helbaron</span></b><br>
<br>
Snow coated Helbaron and made travel very difficult, a few people got sick, but those they did were moved to the hospital so it could not spread. Luckily, what few cases of sickness there were proved to be non-fatal, so no one was harmed by it. Truly, they enjoyed the protection of the great Tegbaron. News of the attack of the mercenaries brought outrage in the town. To do something so bold was unthinkable, to hire assassins? Who would they try to push around next? The shepherds had always held themselves apart, held themselves as 'better' then the others. The outrage convinced many that were sitting on the fence to side with Tegbaron as well as increased his personal cult following <b>[increased by 8%]</b>. What few remained neutral tried, and failed, to caution.. caution,  advising that it was a small minority of the shepherds that had done this, a die hard core of extremists just as the rumors had said so many months back <b>[Fellowship Failed]</b>. A mob was forming and they wanted blood. The only reason they did not leave to get it now was because they weren't <i>quite </i>sure where the Shepherds were camped and leaving into the dense snow was dangerous even at the best of times.<br>
<br>
Still, if Tegbaron had wanted to build an angry mob, he had done so. The mob consisted of the 14 hunters who called it home and 48 angry men armed with tools. it would be easy enough for Tegbaron to keep their angers stoked and ready to be unleashed, but would they be enough should the mercenaries return? The hunters, who hunted animals even in winter, had found what remained of the burnt camp and had followed their trails for a short while. Most of them seemed to have perished in the snow, but two were missing, A swordsmen and the 'Leader' that Tegbaron mentioned, with the large two handed blade. They likely made it back to their company and would be informing them of what transpired and it was only a matter of time before they realized Tegbaron was alive. They weren't likely to send a single squad this time..<br>
<br>
But when would they be back to strike? Almost certainly sometime in spring... Tegbaron didn't have as much time as he may have wished to prepare... But a trip to the temple was called for. Perhaps the Master of Mirrors could help him in this dark hour? [Small scene will be done for him praying so you can use your one reroll you gained from this turn for it].<br>
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<br>
<b>Helbaron Population</b><br>
426<br>
<br>
<b>Cult Members</b><br>
349 [82% are members of the cult.]<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
100% Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Sheep<br>
<br>
<b>Terrain</b><br>
Hills<br>
<br>
<b>Current Projects</b><br>
<i>200 (80 gold used so far) gold for infrastructure [43%]</i><br>
<br>
Construction Paused.<br>
<br>
<b>Completed Projects</b><br>
Hospital<br>
<br>
<i>Revenue</i><br>
33 Gold, 4 Silver, 5 Copper<br>
<br>
<i>Upkeep/Expenditure</i><br>
0<br>
<br>
<b>Income </b><br>
33 Gold, 4 Silver, 5 Copper<br>
<br>
<b>Treasury</b><br>
888 Gold, 3 Silver, 5 Copper<br>
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<span style="font-size: 18px"><b>Foalsfort</b></span><br>
<br>
The soap created doesn't stretch out rations any further as they were already at the bare minimum given to each child, but the soup, even without Adam's extra medicinal herbs, is healthier then what they were eating before. While it may not stretch out the food more, it does have many health benefits and is great for warming up the kids in the frosty nights <b>[Increased Resistance and Recovery from Sickness]</b>. Helle and Aarne work together to fashion some fur clothing [5 silver a piece compared to 1 gold due to tailor/tanner working on it rather then Kahmen] and manage to make enough for 30 of the children of Foalsfort. This is enough for the youngest, the hunters and the gathers. While it is pretty expensive to do so, it is seen as worth it as this is the hardest part of winter, the fur clothing is rather nice and is a much needed replacement for their own which is in tatters and spring is around the corner. While spring won't be as prosperous as Fall, severe rationing will no longer be needed so their stocks <i>should </i>grow <b> [30 children now have fur clothing]</b>.<br>
<br>
Demitri accompanies Adam out hunting, being sure to avoid the the ruptured cage before although none of the boys know what kind of beast it is, but they do know they probably want nothing to do with it. Still, they managed to capture a few rabbits and other such small animals with Demitri's bow and some snares. The large Kahmen traps managed to capture some larger pray such as a large buck that proved <i>quite </i>helpful to the diminishing food stores of the camp <b>[+10 Gold]. </b>In the distance, a lot of smoke was seen, but it was far enough away to not be a concern, but it is a wonder who started such a massive fire.<br>
<br>
Kahmen didn't seem to be struck by any inspiration this month, was a bit too cold for her blood, so nothing interesting or unique was created in this time.<br>
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<b>Foalsfort Population</b><br>
67<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%100 Children<br>
<br>
<b>Foalsfort Council</b><br>
Demitri (40%)<br>
Marta (20%)<br>
Herbalist Adam (16%)<br>
Tinkerer Kahmen (14%)<br>
Hunter Neeso (9%)<br>
<br>
<b>Notable Members</b><br>
Aarne [Tailor]<br>
Helle [Tanner]<br>
<br>
<b>Taxation</b><br>
Village 95% [Collective]<br>
<br>
<b>Resource</b><br>
Lumber (Ironwood)<br>
<br>
<b>Terrain</b><br>
Forest<br>
<br>
<b>Current Projects<br>
<br>
<br>
Completed Projects</b><br>
Latrine (Fertilized Garden)<br>
Wall of Torches<br>
Insulated Homes<br>
Khamen Traps<br>
Adam's Medicinal Soup<br>
<br>
<i>Revenue</i><br>
31 Gold, 2 Silver, 6 Copper<br>
<br>
<i>Expenditure/Upkeep</i><br>
-55 Gold, 1 Silver<br>
[As you are a 'Collective', the children have not prepared their own food, and will instead be eating the 'stocks' saved up. So your treasury. They are currently eating 20 gold and 1 silver a month. This is a rationed amount, and small, but as everyone is children, this isn't the worst]<br>
<br>
<b>Income</b><br>
-23 Gold, 8 Silver, 4 Copper<br>
<br>
<b>Treasury </b><br>
23 Gold, 2 Silver, 8 Copper<br>
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<b><span style="font-size: 18px">Icewick: Into the MountainHome</span></b><br>
<br>
The trip through the MountainHome was not getting any easy, in fact, the people suffering from the lack of light seems to only be growing. People are starting to suffer from panic attacks while others pick and scratch at their skin as nervous wrecks, opening up blood palms and forearms. But the knowledge they are getting close, that Nasrin is certain they will soon be out is giving them hope. Hope that this whole ordeal will be over. Hope that they will, once more, get to see the sun and feel the gentle wind against their cheeks.. although the nightmares from this place will stay with many for a long time.<br>
<br>
Among the floating lights and bizarre creatures unlikely anything they had ever seen, the scouts have found something. A large door that they were able to open, in it were treasure beyond imagining. Mountains upon mountains of gold, gleaming armor and weapons upon stands.. Enough wealth to buy a kingdom, more gold then likely lay in all of Ironhold. A Vault. An untouched, unlooted, forgotten vault of this once great dwarven MountainHome that stretched across the mountains. The wealth of this mighty kingdom, of this kingdom that dug too deep, too greedily, lay before them. Ripe for the taking. They could load the carts up with so much loot that they'd be set for a very, very, long time. The Knights and Longbowmen could, in theory, replace their equipment with mastercrafted dwarf items... And perhaps, just perhaps, within the vault lay the greatest of all prizes. A Runic Weapon. A weapon of a forgotten era, a weapon that defied logic and reason, a weapon worth fighting wars over. Perhaps this vault contained such a mythical item.<br>
<br>
... However, before the order could be given to search and seize, the scouts returned from the rear, their faces an ashen white, barely able to stammer what was coming... A monster of flesh and bone. A rolling mass of rot and death. The creature that devoured this kingdom. The beast from the deep.<br>
<br>
The Soul Stealer Has Found You.<br>
<br>
The smell of rot and decay has become overwhelming. It is hard to breath.<br>
<br>
The moans and scream fill the caverns behind the caravan, death comes for the Men and Women of Ironhold.<br>
<br>
Already screams can be heard in the distance, distorted inhuman screams as short, burly figures with inky black skin that <i>drip </i>onto the ground are surging from the darkness, their eyes a blazing red, their mouths hanging open to their knees an infernal light blazing in their bellies.. The previous occupants of the MountainHome, the slaves of the Soul Stealer and its vanguard come.<br>
<br>
Thesius must make a choice. He will have to muster his forces and hold back the tide so the slower parts of the caravan, the actual wagons, can escape the MountainHome, but before he did that... Did he wish to loot the vault, and if so, how thoroughly? Did they want to laeve and take nothing, getting a head start and not having to hold out against the beast and its children for long? Did they want to only take a few things? Did they want to reequip their soldiers and fill their pockets? Or did they want to take as much as they and their carts could carry?<br>
<br>
The more they loot, the longer they will have to hold against the monsters of the dark..<br>
<br>
[An Event has happened to you. The tight against the Soul Stealer, to hold it off till you escape, will happen for free and take no action. Tag me in discord when you wish to do this]<br>
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<b>Icewick Population</b><br>
423<br>
<br>
<b>Demographic Breakdown:</b><br>
50/50 men and women<br>
%14 Elderly<br>
%25 Children<br>
%61 Adults<br>
-<br>
100% Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
None<br>
<br>
<b>Terrain</b><br>
Mountain<br>
<br>
<b>Completed Projects</b><br>
Collapsible Fur Tents [20 gold spent]<br>
<br>
<i>Revenue</i><br>
30 Gold, 6 Silver<br>
<br>
<i>Upkeep/Expenditure</i><br>
107 Gold, 3 Silver, 5 Copper<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span><br>
<br>
<b>Income</b><br>
-77 Gold, 3 Silver, 5 Copper<br>
<br>
<b>Treasury</b><br>
165 Gold, 3 Silver<br>
<br>
<b>Military</b><br>
7 Knights w/ Warhorses<br>
3 Squires<br>
32 Longbowmen<br>
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<b>Nehekara</b><br>
<br>
Arakis attempt to go to a nearby village and establish trade had failed. He had done well, managed to eck out agreeable terms that owuld have let Nehekara trade, although at a bit of a cost, with an intermediator, but Arakis had decided to attempt to use magic, twice, in their sacred temple. They had not been so forgiving of that transgression. Only the gods know if such a flagrant flaunting of their customs could have been worth it. It seemed only two choices lay ahead of Nehekara, to abandon their civlity and become the bandit stronghold they had been accused of or go farther afield to try and find trading partners. If caravans would not come to them, they could go to them. It was, by some fortune, that Nithra's caravan was still in relatively good condition and could be turned to their use. It would take around thirty of the villagers to 'crew' this caravan, acting as hands and support for the journey. In addition, it would do Arakis will to assign guards to the caravan in its travels for the Forsaken Land was a dangerous place, but what guards? Did he assign the Rangers to it and leave Nehekara defenseless? Did he wait for the militia to be trained, turn some to actual soldiers and give them the weapons of Nithra's old soldiers?<br>
<br>
... Either way, when Arakis was ready to send the caravan, it would send, but he must first decide where it was going. [See below]<br>
<br>
<b><span style="font-size: 18px">Caravan Routes</span></b><br>
Caravan Routes available to you will be listed below. If something changes about this, I will post it in your next section to let you know! The top will be where it is going, then, underneath, details about it will be listed in this order:<br>
<br>
<b>Duration, Danger, Value.</b><br>
<br>
Duration says how long the caravan will be gone. Short is one month. Moderate is two months. Long is three months. Generally, the further away, or the harder the terrain to travel, the longer it will take the caravan.<br>
<br>
Danger represents how dangerous the trail is expected to be. This governs how likely they are to run into a threat as well as how powerful a threat could be. Caravans should always be guarded, especially if the danger is moderate or high.<br>
<br>
Value represent expected profits to be gained when, and if, the caravan makes it back.<br>
<br>
<i>Grasslands</i><br>
Short, Moderate, Small<br>
<br>
<i>Sunswept Mountains</i><br>
Moderate, High, Moderate<br>
<br>
<i>Middle Kingdoms</i><br>
Long, High, Very High<br>
<br>
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<br>
<b>Nehekara Population </b><br>
415<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
40% Anubite/60% Human<br>
<br>
<b>Students</b><br>
Nailah [Anubite]<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource </b><br>
Salt Fields<br>
Copper (Turquoise)<br>
<br>
<b>Terrain</b><br>
Desert<br>
<br>
<b>Current Projects</b><br>
100 [50 gold used] for a Coppery Refinery [???]<br>
<br>
A copper refinery would be a useful addition, perhaps they could start to make things out of copper to fill their iron deficit... but there was a massive issue. The equipment needed to actually run such a place isn't really capable of being produced by Nehekara. They'd need to either buy it from a caravan [which they cannot do] or send a caravan out to trade and get it. While they don't have the material to make it work, at the moment, they can at least contrust the actual building so when the material is bought and purchased, they can quickly get it up and running. Like almost all buildings in Nehekara, they are made of clay bricks baked in kilns with some lumber support. The price for the building, itself, is higher then normal as Lumber is normally imported to Nehekara and as that is no longer an option, lumber is at a premium.<br>
<br>
<b>Completed Projects</b><br>
School of Magi<br>
Training Field<br>
Repaired Saltmonger Rakes<br>
Copper/Turquoise Mines<br>
<br>
<i>Revenue</i><br>
107  Gold, 2 Silver, 5 Copper<br>
<br>
<i>Upkeep/Expenditure</i><br>
- 170 Gold<br>
<br>
<b>Income</b><br>
- 62 Gold, 9 Silver, 5 Copper<br>
<br>
<b>Treasury </b><br>
207 Gold, 8 Silver, 5 Copper<br>
<br>
<b>Military</b><br>
100 Untrained Militia<br>
<br>
<i>Melian's Desert Rangers</i><br>
10 Tatou Riders<br>
25 Waabooz Warriors<br>
<br>
<b>Military Training</b><br>
First batch of Militia in 1 turns.<br>
Nailah advances in 4 turns.<br>
<br>
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<br>
<b>LightHome</b><br>
<br>
The work on the smithy is completed, thankfully, and now Logrim can begin training his apprentice in the proper art of blacksmithing and weapon making, maybe, someday, the apprentice will grow up to be a proper runesmith! Training to be a runesmith is long, arduous and dangerous, but each runesmith is not just a smith without peer able to make weapons of legends, but runesmiths are the keeper of the dwarven legacy, of history, masters of the delicate art. To be a runesmith is to stand on the shoulders of giant, working hard to preserve the knowledge before it crumbles to dust under their feet. It is not a proffession to be taken likely by any dwarf.<br>
<br>
Snow has fallen very heavily, and it is all but impossible to leave their homes without spending a large amount of time shoveling and clearing out the snow. On some particularly bad days, everyone is snowed in, unable to even open their doors. Still, the Winter Brigade works hard to ensure everyone is taken care of, that no one runs out of food or falls ill without them knowing this. This hard work pays off <b>[Disease Avoided]</b> and the winter goes on without any loss of life, although a few people, especially those that make up the fire brigade, do fall ill at various times, but natural dwarf resilience allows them to push on. Fall below them, in the great forest that covers much of the Forsaken Lands, the scouts reported a large amount of smoke and at night the orange dull glow of a great fire could be seen, but it was some ways away and would likely fizzle out soon enough so was not a threat.<br>
<br>
However, one morning a roar echoes in the mountain. A.. very loud roar that shakes the stone under their feet. As one of the Disgraced Guard looks to the sky, they shout a warning as something is seen flying towards them. Something that grows larger and larger with every passing moment. Oh... whatever it is, it is <b><i>big</i></b>.<br>
<br>
[A negative event has happened to you, you do not need to spend an action to address this].<br>
<br>
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<br>
<b>Village Population</b><br>
450<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 Men and Women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
96% Dwarf<br>
4% Humans<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Iron<br>
<br>
<b>Terrain </b><br>
Mountain<br>
<br>
<b>Current Projects</b><br>
<i>200 [30 Gold Used] for Rails through the mines and town [15%]</i><br>
<br>
Pasued<br>
<br>
115 [115 Gold used] for a Weapon Smithy/Shop [100%]<br>
<br>
The Weapon Smithy is finally completed! It can turn wrought iron [and the small amount of steel from the bloomery] into common melee weaponry. Anything from swords to axes to warhammers to greatswords. It can produce things like crossbows as well. It does not have equipment refined enough for powder weapon creation [Firearms] outside of, perhaps, blunderbuss. It is also possible, but a little dangerous, to mix his weapon smithy with some blackpowder to make some explosives. Still! Weapons can now be made from wrought iron and sold by Logrim and his new apprentice, this will <i>greatly </i>increase the profits of the town as they are very iron rich.<br>
<br>
<b>Completed Projects</b><br>
Smelters<br>
Wrought Iron Refinery<br>
Weapon Smithy<br>
Stonebread<br>
<br>
<i>Revenue </i><br>
170 Gold, 4 Silver<br>
<br>
<i>Upkeep/Expenditure</i><br>
-32 Gold, 2 silver<br>
<i><span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span></i><br>
<br>
<b>Income</b><br>
138 Gold, 2 Silver<br>
<br>
<b>Treasury</b><br>
169 Gold<br>
<br>
<b>Military</b><br>
23 Disgraced Guards<br>
Tricannon<br>
Four Warhounds<br>
<br>
<b>Training</b><br>
Apprentice Smith [3 turns till complete]<br>
<br>
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<br>
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<br>
<b>Azdanur</b><br>
<br>
Azdanur is hard at work on construction even as the ground is covered in snow. It is a large risk, being as cold as it is, but it seems the Order of Silver wants to take as much advantage of the increased build speed as possible to get the wall down. It was hard to know when Rokzog would be upon them, if he ever was, and so that defense would be needed even if only half the trained militia actually had weapons. The efforts to ensure everyone was clothed and fed seemed to have paid off as Azdanur did not have any outbreaks of sickness nor did anything foul befall them in this trying season. Now that the worst was gone, they could look forward to spring where things would begin to approach normalcy and be free of most of the wretched snow and cold.<br>
<br>
A new batch of forty militia are trained and ready to fight and defend their homes, but they lack any weapons and so are currently using improvised weaponry [tools], but since the other half are using fairly poorly fashioned spears, they don't feel too put out by it. A guard rotation is set up and between the Sergeants and the 80 militia, there is certainly enough to keep a constant guard rotation in the town. They still rely on the hunters to keep an eye further afield, but it was better then nothing <b>[Increased Detection Inside Village]</b>. Chip, sadly, still cannot carry a beat to save his life, but he sure does give his hardest to.<br>
<br>
Progress is being made, but perhaps not fast enough if Rokzog is truly coming.. And if he is coming, he'd likely arrive sometime in spring. If that massive orc, Gurak, was considered weak, according to Chip, compared to Rokzog. One could only wonder how powerful a warrior he had to be, and if he brought a Giant.. Things could get difficult. But at least they'd be able to see a giant coming from far away! It was the small things that needed to be said to keep everyone above water especially in these dark times.<br>
<br>
Reyna did not create a masterwork this turn.<br>
[Rolled 558, need 900+]<br>
<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
421<br>
<br>
<b>Demographic Breakdown:</b><br>
51/49 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
80% Human/20% Other [Dwarves/Halflings/Other]<br>
<br>
<b>Magic Potential</b><br>
1 Villager [Member of the Militia]<br>
Forgrin<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Aether-Kissed Marble<br>
<br>
<b>Terrain</b><br>
Hills<br>
<br>
<b>Current Projects</b><br>
<i>335 [335 gold used so far, estimated final cost will be 400 gold] for Wooden Walls [84%]</i><br>
<br>
A <i>lot </i>of work is done on the walls. Without the temple construction to slow them, the farmers and laborers are able to throw themselves at their work, while the heavy snow fall is dangerous and they risk disease by so many being out in the cold, it seems the gods smile upon them this season as no such thing happens and a lot of work is completed. There is a chance, if the rest of the gold is moved over, that work could be finished on the wall and all of Azdanur would be protected!<br>
<br>
300 [60 gold used] for a Temple [20%]<br>
<br>
[On Pause]<br>
<br>
<b>Completed Projects</b><br>
Training Field<br>
Statue of The Unknown Squire<br>
Statue of Oberon<br>
<br>
<i>Revenue</i><br>
114 Gold, 9 Silver, 5 Copper<br>
<br>
<i>Upkeep/Expenditure<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span></i><br>
-114 Gold, 5 silver<br>
<br>
<b>Income </b><br>
4 Silver, 5 copper<br>
<br>
<b>Treasury</b><br>
114 Gold, 4 Silver, 5 Copper<br>
<br>
<b>Military</b><br>
15 Sergeants<br>
Chip<br>
17 Hunters<br>
[Similar to militia only they have hunting bows already are a bit more trained)<br>
80 Trained Militia<br>
110 Untrained Militia<br>
<br>
<b>Military Training</b><br>
2 turn for third batch of trained militia<br>
Squires are at their 'max' for training.<br>
<br>
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<br>
<b>Occiden Marag</b><br>
<br>
There was some sorrow in the village over the deaths of three of their own, but the Lady in White had been dealt with and put at peace. Despite the set backs with the angry spirit, Ada made some more progress in getting more people to accept the ways and beliefs of the Aetherlings. It seemed almost regardless of Ada's work schedule, she always managed to find some time to spread her belief, extra impressive considering she was still walking between villages and making stops at Amalthea despite the snow blanketing the ground and making travel very difficult. A small sickness outbreak did happen at Ichern, but with Ada's help, it was contained <b>[Passed Roll] </b>and died out before it was able to spread. With the shipright completed, they could start working on boats to take them further up or down the river, perhaps all the way to Skallig they were so bold.<br>
<br>
With spring around the corner, the village will soon start to reclaim more money. Not quite as much as in Harvest Season, but spring would be a more prosperous time which was good as some of the defenders of the town had finished their training. Twenty militia and twenty guards had learnt the very basics of combat and their weapons were complete at roughly the same time. The militia had their hunting powers and the guards had theirs along with their spears and shields. They were all fairly poor quality, but it was certainly better then any improvised weaponry that would otherwise have to use. With the hunters now having some support, perhaps more could be done, or would it be best to wait for spring and not tempt winters wrath? For a short while, it was somewhat difficult to breath as massive amount of smoke filtered in the air coming from the trees. With some luck, and favor of the spirits, great forest fire that started it did not come this way and, in a few days, the smoke cleared. However, there was a question of who, or what, started such a large forest fire in the dead of winter.<br>
<br>
An apprentice program was begun to have the children learn from their elders, perhaps, learn tips and tricks before they were lost forever. Time would tell how effective this program would turn out to be, but it is exceptionally well funded.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
413<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
86% Aetherling<br>
13% Human<br>
Less than 1% Kobold [Zuhsa]<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Arling River<br>
<br>
<b>Terrain</b><br>
Forest<br>
<br>
<b>Current Projects</b><br>
<i>100 (100 Gold used so far) for a dock/shipwright (100%)</i><br>
<br>
Along with the warehouse for lumber drying, a shipwright was built. The shipwright has numerous, large wooden beams that use rope and other supporting structures to hold up boats that are being worked on so that workers can easily go under them to check and finish construction. One created, the boat would be lowered onto logs and gently tugged into the river where it cold then be sailed as normal. A wooden pier was built that sticks out into the water, it doesn't go too far out, perhaps 50 feet in total, enough for a decent sized longship to dock and more easily be loaded and unloaded, or for a larger ship to anchor itself at the end and use it as the start of their boarding plan for a similar purpose. The Shipwright is large enough that longships could be made at it.<br>
<br>
<b>[You didn't need to spend 60 more gold, I already deducted the 60 you'd need when I first started this! So won't be taking that away, unless you wanted to use that 60 to try and upgrade the shipwright to make it larger to start working on large river barges?]</b><br>
<br>
<i>110 (10 Gold used so far) for a Apothecary (19%)</i><br>
<br>
The 'outline' of the Apothecary building has been built. Almost all of the labor went to working on the shipwright, but what people could be spared did what they could for the apothecary. The building, itself, won't take much and should, assuming nothing happens or massive construction projects are declared next season, be finished in the first month of spring. The main cost for the apothecary comes from the furniture and tools that will be needed to make it run. Almost all of these are too advanced and intricate to be made in Occiden [especially as many require glass], so those parts will be ordered from caravans and brought to the village to finish the job. All the gold needed has already been allocated, it is just a matter of finishing construction. [I took 10 more gold just to cover the entire cost, if you don't want that, let me know and I'll remove it].<br>
<br>
<b>Completed Projects</b><br>
Watermills<br>
Lumber Warehouse<br>
Shipwright<br>
Training Field<br>
Apprentice Program<br>
<br>
<i>Revenue</i><br>
75 Gold, 5 Silver<br>
(+ 6 Gold)<br>
<br>
<i>Upkeep/Expenditure</i><br>
-238 Gold<br>
<i><span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance)</span></i><br>
<br>
<b>Income </b><br>
- 162 Gold, 5 Silver<br>
<br>
<b>Treasury</b><br>
238 Gold, 4 Silver<br>
<br>
<b>Military</b><br>
20 Trained Guardsmen<br>
20 Trained Militia<br>
20 Hunters<br>
1 Kobold [Zuhsa]<br>
40 Untrained Militia<br>
<br>
<b>Military Training</b><br>
3 turn for second batch of trained Militia<br>
3 turns for Guardsmen to increase in skill<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b>Port Zolond</b><br>
<br>
The Quacken remains 'at feathers' in the ocean, blocking any attempts for boats to come in as it feast upon any foolish enough to try and eats.. well, whatever a giant monstrous tentacled duck eats <b>[Low Roll]</b>. Sooner or later, the Quacken would leave, but for now, it continued to be a plague upon Port Zolond. Truly, who thought a monstrous <i>duck</i>, of all things, would cause so much trouble. Simply outrageous. There was some good news, the work on the piers had begun and the tavern actually saw a lot of business, mostly, people driven to drinking after the fiasco with the Quacken, it seems a giant man eating beast is just the sort of thing to get men and women deep into their cups or into the local parlor guys and gal. Magda had no issue keeping order with the increased flow as, even a drunken sailor or laborer, half-orc or not, wanted to fight a angry ogre with a massive ship anchor hanging over their bar.<br>
<br>
The Iron Chest had proved to be quite the find, giving Port Zolond a nice influx of gold, a promising lead to an island that could contain great treasures and the plans for how to build a Molire Dreadnaught. The building of such a ship would be a colossal undertaking that could very well be beyond his ability, but if he were able to build it.. he could rule the Carrion Sea. The island mentioned also had great promise. Payment left behind by a Molire Archmage, perhaps one of those that had helped create the Malestorm in the first place? But the Island was perilously close to the Malestorm itself, which likely meant it was still untouched since the Fall, and they'd need to venture close to the domain of the Leviathan, luckily, it was just beyond, but one wrong turn, one bad storm, could be trouble, or.. what if the Leviathan moved to come to the ship? Nym had seen the beast, it was hard to say if he wanted to come close to it once again.<br>
<br>
One.. interesting thing of note was the sudden appearance of strangers, strangers who spoke rather well and certainly seemed to be asking a lot of questions about Port Zolond, its supplies, its defenses... and many, many questions about Nym, himself.<br>
<br>
[Negative Event has happened to you, you don't need to spend an action to address]<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
420<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
39% Human<br>
36% Orc/Half-Orc<br>
10% Goblin<br>
9% Other<br>
5% Halfling<br>
1% Ogre<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Limestone<br>
Beer/Spirits<br>
<br>
<b>Terrain</b><br>
Coastal<br>
<br>
<b>Current Projects</b><br>
<i>40 [40 Gold used so far] for Alchemy Lab [99%]</i><br>
<br>
The main building of the alchemy lab is done, just waiting on the interior bits to arrive. As the last shipment was destroyed by the mighty Quacken, a new shipment will need to be purchased. As it is the last month of winter, Nym could order it from overland transport [but at a mark up, 75 gold instead of 50], or wait for spring or for the Quacken to leave.<br>
<br>
<i>240 [55 Gold used so far] for three stone piers [23%]</i><br>
<br>
Work is underway for three large stone piers, work is a bit slow as they are working with stone which takes times to cut and process into the correct shapes. With the bay dredged and made deeper, it will also take longer to build the piers as they most go down deeper then before, however, this is good in the long term as what was removed was the top, unsecure, layer of silt that would likely have had to be removed anyways. Currently, the stone piers are planned on being 60 meters out in the sea and roughly five meters wide, these are considerable works that will take time. Time that will get worse as they get deeper into the water, but luckily, the raw material, itself, isn't too bad as almost all of it is locally sourced.<br>
<br>
<b>Completed Projects</b><br>
The Last Gasp: Tavern/Bordello/Gambling Hall<br>
Brewery<br>
<br>
<i>Revenue </i><br>
488 Gold, 6 silver<br>
(+ 372)<br>
<br>
<i>Upkeep</i><br>
-297 Gold<br>
<span style="font-size: 12px"><i>(You only pay them wages, Mercs buy their own food and pay their own equipment maintenance)</i></span><br>
<br>
<b>Income </b><br>
191 Gold, 6 Silver<br>
<br>
<b>Treasury</b><br>
292 gold, 2 Silver<br>
<br>
<b>Military</b><br>
42 Gilded Blades<br>
43 Skeletons<br>
[18 Murloc, 25 Humanoid]<br>
3 Ogres<br>
1 Bone Golem<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b>Nova Empearal</b><br>
<br>
It was hard to say if the journey into the mines had been a success or a failure. They had found a dimensional portal that could allow them to travel into the Aether, to sections that could hold insane wonders and treasures... or hold immense danger, but the four dwarves that Araquiel had 'hired' and freed were lost as was one of the guides they had brought with them to help them find their way through the mines. While the gold cost of the dwarves was regrettable, they were strangers and so their loss wasn't all that bad, but the loss of the guide, one Alfred Yorma, was much harder especially when knowledge that he had been abandoned in the Realm of Fire to be cooked alive and likely consumed by whatever horror was in there. The Grimblades didn't seem all that perturbed by one of their own being devoured by a flower, losing fellow mercenaries was part of the job, but they weren't quite so excited by the idea of exploring more dimensions. All the ones they had entered had been exceedingly dangerous so far, what if there were even <i>worse </i>destinations that they had yet to stumble into? Still, to use the portal or not, it would be within the mines.. Waiting.<br>
<br>
Araquiel's research into the resting place of Yvonne and her battle with the primordial beast was not found yet, but Araquiel was certain he could find it with more time, or perhaps, new resources that could point him in the right direction <b>[Failed Int Check, will receive a boost next time you do this to represent knowledge already gained]</b>. Much like the portal, such a place offered great rewards, but also possibility of immense danger, did Araquiel truly wish to tread upon those grounds and discover what was lost to time? Or was some things better lost to history?<br>
<br>
The people of Nova Empearal still eagerly awaited the grand wedding between Araquiel and Alwyn but seems to have settled on it likely being a spring wedding.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Village Population</b><br>
436<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
90% Humans, 10% Other<br>
<br>
<b>Potential Magically Adept Students</b><br>
1 Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Silver<br>
<br>
<b>Terrain</b><br>
Mountains<br>
<br>
<b>Current Projects</b><br>
<i>80 gold [54 gold used] Foundry [68%]</i><br>
<br>
Work on the foundry now begins in earnest with the Magic Academy finished. Much of the actual building has been built, but it has been a slow, lengthy process as snow is <i>everywhere </i>making building more difficult as well as gathering wood for the actual construction. 110 [70 if you wait for spring when it will be far, far, far easier for said caravan to actually get to Nova] more gold will still be needed if there are plans to finish the foundry as it will require some specialized equipment brought by the caravans to smelt and refine the silver.<br>
<br>
<b>Completed Projects</b><br>
Smelters<br>
Magic Academy<br>
<br>
<i>Revenue</i><br>
205 Gold, 8 Silver, 5 Copper<br>
<br>
<i>Upkeep/Expenditure</i><br>
-108 Gold, 2 Silver<br>
<i><span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs [Rose])</span></i><br>
<br>
<b>Income</b><br>
97 Gold, 6 Silver, 5 Copper<br>
<br>
<b>Treasury</b><br>
257 Gold, 3 Silver, 5 Copper<br>
<br>
<b>Military</b><br>
Rose<br>
1 Silver Troll<br>
6 Companions of the Grave<br>
31 Grimblades<br>
<br>
<i>Training</i><br>
Unnamed Student [5 Turns]<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b><span style="font-size: 18px">Argenté</span></b><br>
<br>
It has been an especially profitable season for <span style="font-size: 15px">Argenté, well, at least for the pearl collecting. The rest of the town didn't quite have such a productive season as it was still too cold to grow crops which make up a major portion of Argenté's income. Still, the fact enough pearls were found to make a profit is something to be proud of especially some of the larger, round white pearls which are quite beautiful and valuable. Perfect for necklaces, to be woven into dresses or whatever else an industrious mind can think of, the value of pearls can greatly vary not just on the pearl but how it is used. Soon enough, spring will arrive and planting season will begin. While not nearly as profitable as harvest season, the farmers will be working, at least in some fashion, and so profit will be made. </span>A few people have fallen sick, but not enough to arouse concern and the sickness went quickly with no loss of life. Even the elderly, which many expected to not make it, managed to pull through and will live to see the spring.<br>
<br>
Dina was able to glean much information about the Laurent family, and information of the village, itself, with the poor [so vast majority] going through rough times as both families prepare for confrontation that is likely to turn very bloody, very soon. It is likely both sides may turn to assassination or even hire mercenaries to 'settle' this issue and such violence could spread out to the rest of the village. If Dina intends to do something about this conflict, she will need to do something soon.<br>
<br>
Her efforts in gathering certain people has also proven fruitful, the question now remains how is she going to deploy and make use of them?<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Argenté Population</b><br>
426<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
100% Human<br>
<br>
<b>Taxation </b><br>
50%<br>
<br>
<b>Resource</b><br>
Pearls<br>
<br>
<b>Terrain</b><br>
Coastal<br>
<br>
<b>Current Projects</b><br>
-<br>
<br>
<b>Completed Projects</b><br>
-<br>
<br>
<i>Revenue</i><br>
205 Gold, 2 Silver<br>
<br>
<i>Upkeep/Expenditure<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs [Rose])</span></i><br>
-15 Gold<br>
<br>
<b>Income </b><br>
190 Gold, 2 Silver<br>
<br>
<b>Treasury</b><br>
598 Gold, 4 Silver<br>
<br>
<b>Military</b><br>
???<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b><span style="font-size: 18px">Colova </span></b><br>
<br>
Colova has been spared a fate worse then death, to be taken over by Mindeater Wasp and used as host as the insects grow and devour their brains and then force them to walk into their nest and throw themselves in so their bodies could be host for the next generation. With any luck, the colder air of winter will wipe out the Mindeater Wasp without a nest and this issue will be solved forever, however, if this doesn't happen, some village, somewhere, is going to have a very, <i>very </i>bad day, but Colova was the home of her and her small animal family and no matter what happened elsewhere, her new home had been protected. While her actions were certainly heroic, they are mostly unknown as Mindeater Wasp are very rare and the common people have no idea what she means when, and if, she ever talks about it, but they understand, at least, that she did some wizard stuff and things are safe.<br>
<br>
Mor'Gal was an oddity that would be harder to explain, so would she even bother? It was out there, somewhere, in the water and could be called upon if needed. Its ability on land was questionable, although it did seem to have the ability to walk on land a bit, but would it 'dry out' if on land too long? How did its body even work and was that something she, or anyone really, would ever want to know? Still, Mor'Gal was a large, presumably powerful amphibious monster and that was certainly never bad to have in the back pocket to deal with future threats.<br>
<br>
The pig pens were put up very easily and many people were already looking forward to the day when fresh pork, or even salted pork, would start flowing from the pens and onto their plate, after all, fish was nice, but some new things added to their diet would be lovely. As people in the town often gather sea water to boil it away and make salt, Eyva decided to try and do that on a larger scale to start gathering large amounts of salt that could then be sold to other parts of the world, mostly, to interior places in the Forsaken Lands without such a large access to the briny sea.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Colova Population</b><br>
393<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
Varies<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Spice/Salt<br>
<br>
<b>Terrain</b><br>
Coastal<br>
<br>
<b>Current Projects</b><br>
<i>20 [20 Gold Used] for a pig pen [100%]</i><br>
<br>
Turns out making a pig pen isn't especially hard. Some imported lumber is used to make a strong fence, to keep the boars in, then the area itself is prepared using water to keep the mud going so the boars have something to roll in and coat their skin to avoid sunburns. Luckily boars, and pigs, are very easy to feed since they will eat just about anything, so leftovers of the village or food that has become a bit inedible for people can easily be dumped into the pen. It will take some time for the boars to breed enough for it to become valuable, but, once it gets going, salted pork and leather could prove quite valuable. [Pigs/boars will have children every first month of spring and first of fall, same as the arrival of your spice shipments].<br>
<br>
<i>80 [80 gold Used] for Salt [100%]</i><br>
<br>
Work for the processing and gathering of salt water has began. The water is gathered and then boiled and strained over and over again until a small layer of salt is left that can be gathered and dried. This process has to be done a few times to get as much of the dirt and sand out as possible to get salt as pure as possible. None of this requires a ton of effort and is mostly just gathering the bits and pieces and organizing the work. This Salt won't be as valuable to other coastal cities as this is 'normal' salt and they make their own, however it will be quite valuable for people in the center of the land who do not have such an easy time of getting their own.<br>
<br>
<b>Completed Projects</b><br>
Pig Pen<br>
<br>
<i>Revenue</i><br>
46 Gold, 8 Silver<br>
<br>
<i>Upkeep/Expenditure<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs [Rose])</span></i><br>
-133 Gold<br>
<br>
<b>Income</b><br>
-86 Gold, 2 Silver<br>
<br>
<b>Treasury</b><br>
234 Gold, 8 Silver<br>
<br>
<b>Military</b><br>
3 Mages [Power Level 1]<br>
9 Wolves<br>
2 Jaguars<br>
Young Mountain Hydra<br>
Mor'Gal<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
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<br>
<b><span style="font-size: 18px">Mäkinen’s Legacy</span></b><br>
<br>
The search for the caves didn't go quite as smoothly as they planned, likely because they had to spend a large portion of the month running further away from the large forest fire they started and then resetting up camp before the bandits succumbed to frostbite and sickness. They managed to find a cave that could fit Ivan and some of the bandits Ivan liked more, as well as some of their supplies, and best of all, the cave <i>hadn't </i>been the home of a large angry bear like many of the human bandits were worried to find. The rest of the bandits were stuck outside, but digging into the deep snow and building their tents within did work. Snow was surprisingly decent at insolating heat in and between the snow walls and the trees, much of the cold wind and breeze could be blocked and kept the wind chill from tearing through the camp. <b>[Lowered Chance of Sickness]</b>.<br>
<br>
While they had started a forest fire, they had prevented whatever that sorceress had been trying to do and had slain her. Some of the bandits may have fallen, but they had saved those that were under her strange control and gave her a right kicking, so it balanced out the books in the end. They were still hemorrhaging supplies, but at least it had slowed down a bit, helped a bit by some of the recent deaths meaning less mouths to feed and the increase in hunting thanks to the traps. But the bandits were all itching for a big payday, something that would let them expand and live the high life especially after the fight with the sorceress had ended up with a whole lot of nothing as far as their rewards went.<br>
<br>
≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡<br>
<br>
<b>Bandit Population</b><br>
141<br>
<br>
<b>Demographic Breakdown</b><br>
80/20 men and women<br>
%100 Adults<br>
-<br>
50% Kobold, 35% Human, 15% Beeravian<br>
<br>
<b>Cut</b><br>
50%<br>
<br>
<b>Terrain</b><br>
Forest<br>
<br>
<b>Current Projects</b><br>
20 [20 Gold used so far] for traps [100%]<br>
<br>
Traps are easy to set up, although some more supplies are used to do so. Most of the traps are simple snares to catch smaller game or deadfall traps, fairly simple traps that can be set up with some tools, rope and time. They will help catch games and can be quickly set up whenever they camp in the future, there is also a chance for interlopers in the nearby area to trigger the traps.<br>
<br>
<b>Completed Projects</b><br>
Hunting Traps<br>
<br>
<i>Revenue</i><br>
63 Gold, 6 Silver<br>
<br>
<i>Upkeep/Expenditure<br>
<span style="font-size: 12px">(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs)</span></i><br>
- 108 Gold, 8 Silver<br>
<br>
<b>Income</b><br>
- 42 Gold, 8 Silver<br>
<br>
<b>Treasury</b><br>
260 Gold<br>
<br>
<b>Military</b><br>
4 Falcons<br>
12 Hunting Dogs<br>
20 Beeravians Bandits<br>
51 Human Bandits<br>
70 Kobold Bandits​</div></div>
				
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					<div class="bbWrapper"><span style="font-family: 'tahoma'">Nova Empearal</span><br>
<a href="https://www.rpnation.com/attachments/philipp-a-urlich-cpncept449-jpg.1031792/" target="_blank"><img src="https://www.rpnation.com/data/attachments/968/968922-467631febdf118c55fe13c954695a3cc.jpg" class="bbImage " style="" alt="philipp-a-urlich-cpncept449.jpg" title="philipp-a-urlich-cpncept449.jpg" width="161" height="100" loading="lazy"></a><br>


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			<div class="bbCodeBlock-content"><b>Village Population</b><br>
432<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
90% Humans, 10% Other<br>
<br>
<b>Potential Magically Adept Students</b><br>
1 Human<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Silver<br>
<br>
<b>Terrain</b><br>
Mountains<br>
<br>
<b>Current Projects</b><br>
<i>80 gold [54 gold used] Foundry [68%]</i><br>
<br>
Work on the foundry now begins in earnest with the Magic Academy finished. Much of the actual building has been built, but it has been a slow, lengthy process as snow is <i>everywhere </i>making building more difficult as well as gathering wood for the actual construction. 110 [70 if you wait for spring when it will be far, far, far easier for said caravan to actually get to Nova] more gold will still be needed if there are plans to finish the foundry as it will require some specialized equipment brought by the caravans to smelt and refine the silver.<br>
<br>
<b>Completed Projects</b><br>
Smelters<br>
Magic Academy<br>
<br>
<i>Revenue</i><br>
205 Gold, 8 Silver, 5 Copper<br>
<br>
<i>Upkeep/Expenditure</i><br>
-108 Gold, 2 Silver<br>
<i>(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs [Rose])</i><br>
<br>
<b>Income</b><br>
97 Gold, 6 Silver, 5 Copper<br>
<br>
<b>Treasury</b><br>
257 Gold, 3 Silver, 5 Copper<br>
<br>
<b>Military</b><br>
Rose<br>
1 Silver Troll<br>
6 Companions of the Grave<br>
31 Grimblades<br>
<br>
<i>Training</i><br>
Unnamed Student [5 Turns]</div>
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Order 1: <br>


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Order 2: Explore the Resting Place of Yvonne<br>


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Free Order:<br>
1. Continue Refinery Construction</div>
				
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	<div class="message-userContent lbContainer js-lbContainer " data-lb-id="post-11493310" data-lb-caption-desc="CaptainSully · Oct 18, 2022 at 9:22 AM">

		

		
	


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					<div class="bbWrapper"><span class="bbcode-justify"><span style="font-family: 'Spectral';"><span style="font-size: 26px"><b><div style="text-align: center">Arakis​</div></b></span>
    			<div class="tabsBb" id="tabContainer_1736445316">
	    			<ul class="tabsBbTitles mainTabsBb"><li class="bbTab active"><a data-xf-click="bbTab" data-tab-id="tab_1736445316" data-tab-container-id="tabContainer_1736445316" href="javascript:">Post</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445317" data-tab-container-id="tabContainer_1736445316" href="javascript:">Stats</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445318" data-tab-container-id="tabContainer_1736445316" href="javascript:">Notes</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445319" data-tab-container-id="tabContainer_1736445316" href="javascript:">Spells</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445320" data-tab-container-id="tabContainer_1736445316" href="javascript:">Magic Items</a></li><li class="bbTab "><a data-xf-click="bbTab" data-tab-id="tab_1736445321" data-tab-container-id="tabContainer_1736445316" href="javascript:">Background</a></li></ul>
	    			<ul class="tabsBbContent"><li class="bbTabContent" id="tab_1736445316" style="display: list-item;"><span class="float-left"><div class="bbcode-height-restrict" style="height: 340px;"><div class="bbImageWrapper  js-lbImage" title="d86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg" data-src="/proxy.php?image=https%3A%2F%2Fimages-wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2Fcbfc9e55-f453-4c12-83b8-e99189a97def%2Fd86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg%3Ftoken%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2NiZmM5ZTU1LWY0NTMtNGMxMi04M2I4LWU5OTE4OWE5N2RlZlwvZDg2em81bS0yMjIyZjJkYi02YzlkLTQ4MDItYjg3My05MmM5ZjgxZWJkOTMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.qI3vZIAVC9fSC57qm0kcjHRt8QDLuQM6R9-4W5q9svc&amp;hash=5c97a9c465fb737ebdc515ea12be9939" data-lb-sidebar-href="" data-lb-caption-extra-html="" data-single-image="1">
		<img src="/proxy.php?image=https%3A%2F%2Fimages-wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2Fcbfc9e55-f453-4c12-83b8-e99189a97def%2Fd86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg%3Ftoken%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2NiZmM5ZTU1LWY0NTMtNGMxMi04M2I4LWU5OTE4OWE5N2RlZlwvZDg2em81bS0yMjIyZjJkYi02YzlkLTQ4MDItYjg3My05MmM5ZjgxZWJkOTMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.qI3vZIAVC9fSC57qm0kcjHRt8QDLuQM6R9-4W5q9svc&amp;hash=5c97a9c465fb737ebdc515ea12be9939" data-url="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/cbfc9e55-f453-4c12-83b8-e99189a97def/d86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2NiZmM5ZTU1LWY0NTMtNGMxMi04M2I4LWU5OTE4OWE5N2RlZlwvZDg2em81bS0yMjIyZjJkYi02YzlkLTQ4MDItYjg3My05MmM5ZjgxZWJkOTMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.qI3vZIAVC9fSC57qm0kcjHRt8QDLuQM6R9-4W5q9svc" class="bbImage" data-zoom-target="1" style="" alt="d86zo5m-2222f2db-6c9d-4802-b873-92c9f81ebd93.jpg" title="" width="" height="" loading="lazy">
	</div></div></span><div style="max-width:100%; height:340px; padding:5px; overflow:auto; border: 1px solid;"><span style="font-size: 18px"><b>The Session</b></span><br>
<br>
Nithra's caravan was a decent template and while it was still in good order, it was a good idea to duplicate it as best as they could. Recent events had meant that trade was going to be from much further afield than hoped and with that came risk. While the first cohort was still training, it was important that hands weren't idle.<br>
<br>
"We need to ensure we are prepared for a worst case scenario. We don't want to potentially lose a caravan with no fall back option," Arakis said to carpenters. "So do what you can to replicate the caravan we have acquired."<br>
<br>
The carpenters nodded and set about their work while Arakis moved on to meet Melina. While his own people trained he had been out in the field himself, but he could use some training of his own. He had found himself wanting on the battlefield and he had hope that Melina would be able to help him, even a minor improvement to his talents would be something. While he was a somewhat capable mage, in the heat of battle he often struggled to unleash his full potential. Experience of battle was likely the best way to improve but with that currently not an option, training with the highly capable Melina was the next best thing.<br>
</div><br>
<fieldset class="bbcode-fieldset">
<legend>Actions</legend>
<span><span style="color: #aaaaaa"><b>Action 1</b><br>
<span style="color: #ffdd11"><b>☥</b></span>Use Nithra's Caravan as a Template to Create Another | <i>There should always be a contingency...</i><br>
<br>
<b>Action 2</b><br>
<span style="color: #ffdd11"><b>☥</b></span>Arakis to visit the Oasis with Melina | <i>Arakis to ask Melina to accompany him to the Oasis for some one on one combat training and to discuss the continuing arrangement.</i><br>
<br>
<b>To Be Completed</b><br>
<span style="color: #ffdd11"><b>☥</b></span>Copper Refinery | <i>Awaiting trade route to be able to complete. </i><br>
<br>
</span></span>
</fieldset></li><li class="bbTabContent" id="tab_1736445317" style="display: none;"><span style="font-size: 18px"><b>Current Stats</b></span><br>
<br>
<div class="bbcode-progress"><div class="bbcode-progress-text">Wounds - 14/14</div><div class="bbcode-progress-bar" style="width: calc(100% - 6px);"></div><div class="bbcode-progress-bar-other"></div></div><br>
<div class="bbcode-progress"><div class="bbcode-progress-text">Fate - 3/3</div><div class="bbcode-progress-bar" style="width: calc(100% - 6px);"></div><div class="bbcode-progress-bar-other"></div></div><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Power</legend>
<span><span style="color: #aaaaaa"><b>3</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Weapon Skill</legend>
<span><span style="color: #aaaaaa"><b>25</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Ballistic Skill</legend>
<span><span style="color: #aaaaaa"><b>25</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Strength</legend>
<span><span style="color: #aaaaaa"><b>26</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Toughness</legend>
<span><span style="color: #aaaaaa"><b>42</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifier</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Agility</legend>
<span><span style="color: #aaaaaa"><b>27</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers</i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Intelligence</legend>
<span><span style="color: #aaaaaa"><b>50</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Perception</legend>
<span><span style="color: #aaaaaa"><b>45</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Willpower</legend>
<span><span style="color: #aaaaaa"><b>49</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Primary </i><br>
</span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Fellowship</legend>
<span><span style="color: #aaaaaa"><b>16</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>No Modifiers </i><br>
</span></span>
</fieldset><br></li><li class="bbTabContent" id="tab_1736445318" style="display: none;"><span style="font-size: 18px"><b>Notes</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Nithra</legend>
<span><span style="color: #aaaaaa"><b>Salt Monger Leader</b><br>
<span style="color: #ffdd11"><b>☥</b></span> Green Dragonborn | <i>Information says she is a green Dragonborn so likely has noxious breath.</i><br>
<span style="color: #ffdd11"><b>☥</b></span> Moneybags | <i>Has enough coin to be are to afford a small mercenary army.</i><br>
<span style="color: #ffdd11"><b>☥</b></span> Guards | <i>Has at least 20 guards.</i><br>
</span></span>
</fieldset><br></li><li class="bbTabContent" id="tab_1736445319" style="display: none;"><span style="font-size: 18px"><b>Core Spells</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Glowing Light</legend>
<span><span style="color: #aaaaaa"><b>CV | 3</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Can cause any item in your grasp to glow with the light of a lantern for one hour or until you let it go.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Sounds</legend>
<span><span style="color: #aaaaaa"><b>CV | 4</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a phantom noise with volume ranging from a whisper to a roar. You can choose the type of noise and the volume, the spell can reproduce any noise but speech. The noise can last 10 seconds.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Drop</legend>
<span><span style="color: #aaaaaa"><b>CV | 4</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Compel a target to drop whatever they are holding. The subject can resist it with a Will Power test</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Marsh Lights</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a number of distant lights that could be mistaken for torches or lanterns. They can be sent off in any direction [within 100 yards], they disappear into nothingness if they go past your line of sight. Concentration Spell: You may not cast any other spells while Marsh Lights is active.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Dart</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Bolt of magical force with a range of 16 yards. Damage 3.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Sleep</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Your touch causes an enemy to fall into a slumber for 1d10 rounds unless a successful Will Power test is made. This is a touch spell [must pass a Weapon Skill test].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Aethyric Armour</legend>
<span><span style="color: #aaaaaa"><b>CV | 5</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Weave the strands of the aether into an invisible barrier to shield yourself. Gain number of armor points equal to the magic power used to cast it for 6 rounds. This cannot be used with actual armor and putting on armor will cause this effect to immediately end</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Blessed Weapon</legend>
<span><span style="color: #aaaaaa"><b>CV | 6</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Can enchant one melee, thrown weapon, or ammunition [up to 5 shots]. These items gain no direct combat bonuses but do count as magical making them very useful against ghost and other ethereal targets. Last 1 hour.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Lock</legend>
<span><span style="color: #aaaaaa"><b>CV | 7</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Enchant one lock or bolt that you can touch for 1 week. This magic lock cannot be picked or forced open during this time. [Beware, the item, itself, can be broken. A magically locked door can still be smashed apart, etc].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Magic Alarm</legend>
<span><span style="color: #aaaaaa"><b>CV | 8</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>Create a silent alarm on one spot you touch. If a creature comes within 2 yards, you will be mentally alerted instantly no matter how far you are. This will wake you up if sleeping. It provides no identity of who tripped it, only that someone has. You can only have 1 magic alarm at any time. Last until triggered or you cast another.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Heaven</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Starshine</legend>
<span><span style="color: #aaaaaa"><b>CV | 22</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You call down the light of the stars [Can be used in daytime or indoors], the area is illuminated by soft light that reveals all that is hidden. Any darkness, magical or mundane, is banished, the invisible is made visible, hidden or disguised characters are exposed and secret areas (doors, chambers, etc) are revealed. Starshine last for 1 week.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Greater Portent of Amul</legend>
<span><span style="color: #aaaaaa"><b>CV | 18</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You read signs and divine clues about what the future holds. For the next 24 hours, you gain two rerolls that you may use for whatever you wish. Unlike Portent of Amul, you may use these rerolls to force your opponent to reroll as well. You may not gain more rerolls from this spell until both have been used or expired.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Life</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Father of Thorns</legend>
<span><span style="color: #aaaaaa"><b>CV | 14</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You cause thorns and briars to burst from the naked earth with 48 yards in a wall. Anyone within the area who tries to move through takes a Damage 4 (D10+4) hit. You, and only you, are not effected within this area. The thorns and briars retreat back into the earth after a number of rounds equal to the power dice used to cast.</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Woodshape</legend>
<span><span style="color: #aaaaaa"><b>CV | 16</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You allow a willing creature to take the shape of a tree. The type of tree depends on the character of the individual, a melancholic person may transform into a weeping willow while an evil being may turn into a black oak. The target maintains the form of a tree for as long as they wish and may voluntarily end it at any time. While in tree form, the creature can see and hear as normal and may communicate with you, or other trees.</i></span></span>
</fieldset><br>
<br>
<span style="font-size: 18px"><b>Illusion</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Pot of Despair</legend>
<span><span style="color: #aaaaaa"><b>CV | 24</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You conjure a black pit within line of sight that has a 24 yard radius. All enemies within believe they are plunging to their death in a bottomless chasm, screaming in terror all the while. They must pass a Will Power test to resist this effect, those that fail are considered Helpless but may take another test each turn. Pit of Despair last the number of rounds as the power dice used. [Helpless opponents may not defend themselves and so are hit automatically in combat. All damage rolls are maxed against Helpless foes].</i></span></span>
</fieldset><br>
<fieldset class="bbcode-fieldset">
<legend>Doppelganger</legend>
<span><span style="color: #aaaaaa"><b>CV | 18</b><br>
<span style="color: #ffdd11"><b>☥</b></span><i>You create a perfect copy of yourself anywhere within line of sight. You can hear and speak through this shadow version of yourself, it can freely move anywhere within your line of sight and you may cast through this illusion. Enemy must pass a Perception Test to decipher its true nature. Illusion last for D10+Power Dice Used.</i></span></span>
</fieldset><br>
<br>
<br></li><li class="bbTabContent" id="tab_1736445320" style="display: none;"><span style="font-size: 18px"><b>Magic Items</b></span><br>
<br>
<fieldset class="bbcode-fieldset">
<legend>Staff of Inhotok</legend>
<span><span style="color: #aaaaaa"><b>Bound Spell | Greater Portent of Amul </b><br>
<span style="color: #ffdd11"><b>☥</b></span>Impact | <i>When rolling for melee damage, roll 2d10 and pick the best.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Slow | <i>Opponents get +10% to parry or dodge blows from this weapon.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Magical | <i>Magical weapons will never break [outside of the most extreme circumstance] and can hit ethereal units.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Spell Storage | <i>You may store a spell within the staff that has a Casting Value of 20 or less. This spell will last forever or until a new spell is stored within. You may unleash the spell within as a free action [which could allow you to cast twice in a round], once unleashed, the staff has a game turn recharge until that spell can be used again.</i><br>
<span style="color: #ffdd11"><b>☥</b></span>Untapped Potential | <i>Magic swirls in this staff, its essence eluding you. It holds some secret or potency it has not yet revealed.</i></span></span>
</fieldset><br></li><li class="bbTabContent" id="tab_1736445321" style="display: none;"><span class="float-left"><div class="bbImageWrapper  js-lbImage" title="p5kEO3-anubis-egypt-png-.png" data-src="/proxy.php?image=https%3A%2F%2Fwww.transparentpng.com%2Fthumb%2Fanubis%2Fp5kEO3-anubis-egypt-png-.png&amp;hash=c22fea7204c26051a864e34366c3658e" data-lb-sidebar-href="" data-lb-caption-extra-html="" data-single-image="1">
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	</div></span><span style="font-size: 18px"><b> Character Details </b></span><br>
<br>
Age: 173 years<br>
<br>
Race: <br>
Anubite - Long-lived bipedal creatures whose appearance is far more intimidating than their demeanor. <br>
<br>
Personality:<br>
A solemn being who has been wronged and as a result  is slowly being eaten away by the urge for revenge. He battles the growing darkness daily, trying to remain on the path that he knows is just and true. He wants to continue to be a role model and benevolent leader to his people.<br>
<br>
Skills:<br>
Magic - A key facet of the Archpriest's role is to master the use of magic. Over a century of practice has led to some semblance of skill. He has the capability to use most forms but has a particular penchant for the Heavens, Life and Illusions [Shadow &amp; Heavens] styles of magic.  <br>
<br>
Potions and Poisoncraft - Sometimes magic needs to make way for more physical means. Archpriest's pass on the knowledge of potions and poisons, meaning they can create cures as effectively as they can develop toxins.<br>
<br>
Equipment/Personal Possessions:<br>
Archpriest Staff - Equal parts status symbol and polearm, it is a tribute to the God of God's, Inhotok, leader of the Khemrian pantheon.<br>
<br>
Assorted crafting items - An assortment of items to be used in the creation of potions and poisons.<br>
<br>
Past/Current Profession: Archpriest to the Pharoah<br>
<br>
Family:<br>
His entire family was executed on the night Khaemt turned his world upside down.<br>
<br>
History:<br>
Arakis spent the first twenty years of his life learning the way of the priests. He was born under the blood moon and due to custom was believed to be the next Archpriest as chosen by the gods themselves. He was no more than a standard priest until his forty sixth year when the previous Archpriest died after a long, complicated illness. At this moment Arakis felt his entire world change.<br>
<br>
He would spend the next one hundred years taking care of the royal family and social elites. Fine tuning his magic to protect them, his potion skills to heal them and poison craft to defeat their foes. He was adored by all but a few and it was they that would see to his downfall.<br>
<br>
Arakis awoke in a pool of blood, surrounded by the corpses of the Pharoah and his wife. The chill cries of his only child, Amuhn, roused Arakis from his slumber. His head was blurred and the previous twenty four hours non-existent in his memory. The footsteps of guards charging towards him echoed through the ornate corridors of the palace, he had to run.<br>
<br>
As he fled he spotted a lone priest leant against a pillar nonchalantly, a smile forming as he watched Arakis running. Khaemt raised a hand and waved sarcastically for a moment before pointing towards Arakis. He yelled out, "Guards! Guards! The Archpriest has slain the Pharaoh!"<br>
<br>
For the rest of that night Arakis did what he could to avoid capture, eventually finding himself in the deep desert. Along the way he had managed to find some of his attendants but they were nothing more than cooks or handmaidens.<br>
<br>
After walking for two nights and one day the group found an oasis not far from the River Osht. It was here that Arakis would found Nehekara.<br>
<br>
Village Name: <br>
Nehekara - A village of small size that sits next to a lush oasis.<br>
<br>
Desired Starting Terrain: Desert<br>
<br>
Retinue/Unique Perk:<br>
A small group of faithful and trusting attendants followed Arakis as he fled Khemri. They range from cooks to handmaiden's, servants to initiate priests. He does retain the magical item of his former position, the Staff of Inhotok.<br></li></ul>
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<div style="text-align: center"><b>Helbaron</b>​</div>Winter was fast comming to a close and the Shepard's Mercenaries would be back so the best thing teg could do right now was to find his own... he didn't wish to throw the townsfolk life away so eagerly for himself he'd send hunters out to see if they could get Mercenaries in before spring arrived.. it was do or die... and well teg didn't really feel like dying nor did he want to see the town who held him in such high regard do so either...<br>
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<br>
1) search for mercenary contractors/hire <br>
2) search for mercenary contractors/hire</div>
				
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					<div class="bbWrapper"><div style="text-align: center"><b><u>LightHome</u><br>
<br>
<span style="font-size: 26px"><u>Logrim BlazingHand</u></span><br>
<br>
Turn 6</b><br>
<br>
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<br>
The Tri-Cannon worked, more or less. At least as a prototype. Logrim knew that he would need to craft bigger and better weapons to help them in their times of need.The Wyvern proved that much. There was a loss of life in the village. <br>
<br>
Three hunters and four civilians had lost their lives. All due to his own carelessness. If he had been better at organizing the evacuations, perhaps less people or even no people would have died. These were men and women who were just trying to live their lives in this gods forsaken place and now, here and now, he had caused them to die.<br>
<br>
It was his carelessness that was their undoing. He resolved that LightHome would grow to honor them with better weapons and armor to keep the people safe.<br>
<br>
The railway system will wait until the spring. But weapons and armor are for now.     It cannot wait. Not if they get attacked by another Wyvern or perhaps something worse like a Soulstealer.<br>
<br>
His people must be ready. HE, must be ready. The science will come and his runes will be strong. They must be strong.<br>
<br>
If not for him, then for all those that were under his care. To make sure that no more of his people would fall to the monsters of this realm.<br>
<br>
<br>
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<br>
<b><span style="font-size: 26px"><u>Logbook of Dwarven Miner, Boron</u></span></b><br>
<br>
<i><b>Day 156</b><br>
<br>
“What was a wee bit of cold to a dwarf? Aye, we are a hearty bunch, that. And with that Winter Brigade, no one would be in danger. Quite a smart idea. Especially for those humans. They don’t deal with the cold as well as we do.”<br>
<br>
<b>Day 162</b><br>
<br>
“That Wyvern trouble was a dangerous beast. People stumbling back and forth and getting crushed or eaten by it. Why, iffin I was out there, me and my trusty axe would have killed it dead quick and easy.”<br>
<br>
<b>Day 174</b><br>
<br>
“That strange rock, I think it might have been covered in runes. I only keep it safe in me pocket, looking at it when no one sees. Maybe I can figure out what it does.”</i><br>
<br>
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<br>
<b><u>Weapons of War, But For Defense</u></b><br>
<br>
Logrim knew he had to go back to the drawing board. The Tri-Cannon was a start, but now he needed to make something along the same line, but smaller and more compact. Something that could fit into the hands and be lifted by a singular individual.<br>
<br>
Using the research that he gained from the Tri-Cannon, he should be able to make some sort of progress. He needed to do this. He needed to protect his people from the dangers and craft better things to do that.<br>
<br>
In conjunction, he would improve his own armor. He had taken some heavy blows during the fight against the Wyvern. In some cases, blows that might have killed others and had killed others. But he needed to be even better protected. The advances he would make on himself would eventually be trickled down to the soldiers once the kinks were worked out with his prototypes.<br>
<br>
But, he did have to make something for the hero of the Hour. Hagrim, the member of the Disgraced Guards that charged forth and killed the mighty beast. He would get Wyvern scaled armor as a badge of pride. The man certainly deserved it.<br>
<br>
It was time to get working.<br>
<br>
<b><u>Turn Actions</u></b><br>
<br>
<i><b>Action 1: Logrim will use the Wyvern Scales to make a Plate Armor for himself and to use the remaining 3 Scales to make Medium Armor for Hagrim, the hero of the Day that finally struck down the Wyvern with his mighty blow. Will use the Rune of Forging and if possible, the Rune of Stone and Rune of Iron<br>
<br>
Action 2: Logrim will use the research and experience from building the TRi-Cannon and seeing how it worked in action to make a portable hand held Large Rifle that could fire multiple rounds at quicker speeds. He will use the Rune of Forging and the Rune of Accuracy.<br>
</b></i><br>
<b><i>On Hold Tasks: Construction of Rails</i></b>​</div></div>
				
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	<div class="message-userContent lbContainer js-lbContainer " data-lb-id="post-11496002" data-lb-caption-desc="Dest · Oct 20, 2022 at 11:47 PM">

		

		
	


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					<div class="bbWrapper"><div style="text-align: center"><a href="https://www.rpnation.com/attachments/azdanur-jpg.1032595/" target="_blank"><img src="https://www.rpnation.com/data/attachments/969/969725-a876b1861f5c1d1291703707b2cd79b8.jpg" class="bbImage " style="" alt="Azdanur.jpg" title="Azdanur.jpg" width="185" height="100" loading="lazy"></a><br>
<b><i>Azdanur</i></b>​</div><hr><div style="text-align: center"><br>
<a href="https://www.rpnation.com/attachments/gideon-jpg.1032594/" target="_blank"><img src="https://www.rpnation.com/data/attachments/969/969724-90f7c8335c14f222ee60378df3855513.jpg" class="bbImage " style="" alt="Gideon.jpg" title="Gideon.jpg" width="100" height="131" loading="lazy"></a><br>
<br>
<b><i>A BEAST AMONG MEN</i></b>​</div><hr><div style="text-align: center"><i>Thunk, thunk, thunk, </i>the axe <i>slammed</i> against the training log as Gideon practiced with it for the first time. The man wasn't fast, he knew that, but he had to get used to how much slower wielding the weapon made him, not to mention how unwieldy it was compared to the straight edge of his sword. <i>And yet I am doing more damage to the log than I could with most any other weapon I have tried, </i>the bear of a man let a smile grow as he allowed some of his more savage urges to come to the front, nearly launching the log off its stand with every hit and launching shards of wood into the air. With a final roar he buried it within the top of the log, splitting it completely in two. <i>Oh yes, I think this axe will do <b>nicely.</b></i><br>​</div><hr><div style="text-align: center"><br>
<a href="https://www.rpnation.com/attachments/alice-jpg.1032339/" target="_blank"><img src="https://www.rpnation.com/data/attachments/969/969469-6073ec986111adb2b6e7abe9cdf5d926.jpg" class="bbImage " style="" alt="Alice.jpg" title="Alice.jpg" width="100" height="102" loading="lazy"></a><br>
<br>
<b><i>THE LADY OF LIGHT</i></b>​</div><hr><div style="text-align: center"><i>More spears are going to be needed for this group of militia, and we need to start thinking about getting them all armored as well soon, </i>Alice let her thoughts roam to the current issues of supply. <i>Luckily Kaiden listened to me about getting the groundwork of a forge down, otherwise he might have kept putting it off for months. Now we just need to get spears, swords, shields, and bows made for all of them once it is built. </i>Alice sighed as she remembered the sheer amount of gold and supplies they would need to fully equip the small army that they had managed to form by accident, especially if they wanted to get them equipped in a timely manner. For now though she would just have to settle for ensuring the wall's builders were able to finish it before planting season began, the final shipment of gold would be portioned off for them.​</div><hr><div style="text-align: center"><b>Actions</b><br>
1. As Spring breaks have scouts search the area for any changes from winter or any resources that the village could use<br>
<br>
2. Lay the groundwork for a proper weaponsmith's shop<br>
<br>
<b>Current Projects</b><br>
<i>335 [335 gold used so far, estimated final cost will be 400 gold] for Wooden Walls [84%]</i><br>
<br>
300 [60 gold used] for a Temple [20%]<br>
<br>
<b>Completed Projects</b><br>
Training Field<br>
Statue of the Unknown Squire<br>
Statue of Oberon<br>
<br>
<b>Village Population</b><br>
421<br>
<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Demographic Breakdown</span></span>
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		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content">51/49 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
80% Human/20% Other [Dwarves/Halflings/Other]</div>
		</div>
	</div>
</div><br>
<b>Taxation</b><br>
50%<br>
<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Resources</span></span>
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			<div class="bbCodeBlock-content">Aether-Kissed Marble</div>
		</div>
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</div><br>
<b>Terrain</b><br>
Hills<br>
<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Treasury</span></span>
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			<div class="bbCodeBlock-content">114 Gold, 4 Silver, 5 Copper<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Armor of Gurak</span></span>
	</span></button>
	<div class="bbCodeSpoiler-content">
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			<div class="bbCodeBlock-content"><i>Very</i> heavy and cumbersome armor, built for an Orc. Will get -20% agility for any non-orc that wears it [-10 for an orc] counts as Armor Point 4.</div>
		</div>
	</div>
</div>

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		<span>Spoiler: <span class="bbCodeSpoiler-button-title"> Axe of Gurak </span></span>
	</span></button>
	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content">A <i>very</i> large, but well made, axe. This axe may only be used by someone with a Strength of at least 40%. The user will have -5% agility, but have +1 Damage. This has Slow and Impact.</div>
		</div>
	</div>
</div>24 Swords/Axes/Maces<br>
 8 suits of gambeson<br>
3 suits of chainmail<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title"> 1 suit of nice looking scale [Equipped by Kaiden]</span></span>
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	<div class="bbCodeSpoiler-content">
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			<div class="bbCodeBlock-content">Medium armor, [Armor Point 3], seems to be a masterwork and you can't fathom who'd leave it behind. As a masterwork, it will not hurt your agility.</div>
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	</div>
</div>40 Spears [Poor]</div>
		</div>
	</div>
</div><br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Military</span></span>
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			<div class="bbCodeBlock-content">15 Sergeants<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Sword Sentinel</span></span>
	</span></button>
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		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content">Gavron [Sword], Arietta [Sword], Forgrin [Sword] (Holy Magic Capable), Shawn [Sword, Crossbow], and Godiva [Sword, Crossbow]</div>
		</div>
	</div>
</div>

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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Sword Justice</span></span>
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	<div class="bbCodeSpoiler-content">
		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content">Aurem [Sword], Dolf [Sword, Crossbow], Eliza [Sword], Rodrick [Sword], and Kirsten [Sword, Crossbow]</div>
		</div>
	</div>
</div>

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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Sword Liberty</span></span>
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		<div class="bbCodeBlock bbCodeBlock--spoiler">
			<div class="bbCodeBlock-content">Dave [Sword, Crossbow], Halley [Sword], Patric [Sword], Townley [Sword], and Marvelle [Sword, Crossbow]</div>
		</div>
	</div>
</div>Chip<br>
17 Hunters<br>
[Similar to militia only they have hunting bows already are a bit more trained)<br>
80 Trained Militia<br>
148 Untrained Militia (1 Magic Capable[Fire])</div>
		</div>
	</div>
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	<div class="message-userContent lbContainer js-lbContainer " data-lb-id="post-11497245" data-lb-caption-desc="Twist · Oct 22, 2022 at 3:10 PM">

		

		
	


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					<div class="bbWrapper"><div style="text-align: center"><b><u><span style="font-size: 22px">CƎNSUS</span></u><br>
<br>
Foalsfort Population</b><br>
67<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%100 Children<br>
<br>
<b>Buildings/Dwellings</b><br>
Latrine (Fertilized Garden)<br>
Wall of Torches<br>
Insulated Homes<br>
<br>
<b>Taxation</b><br>
Village 95% [Collective]<br>
<br>
<b>Exports</b><br>
Main: Lumber (Ironwood)<br>
Minor: Daggers (Poor Quality)<br>
Bows (Poor Quality)<br>
Traps<br>
Shields (Variable Quality)<br>
Medicinal Soup<br>
<br>
<b>Land</b><br>
Forest<br>
<br>
<b>Revenue</b><br>
21 Gold, 2 Silver, 6 Copper<br>
<br>
<b>Wealth</b><br>
47 Gold, 1 Silver, 2 Copper<br>
<br>
<b>Government</b><br>
Elected Officials<br>
<i>(Demitri 40%<br>
Marta 20%<br>
Adam 16%<br>
Kahmen 12%<br>
Neeso 9%)</i><br>
<br>
<b>Employment</b><br>
Herbalist (Adam)<br>
Tinkerer (Kahmen)<br>
Hunter (Neeso)<br>
Tailor (Aarne)<br>
Tanner (Helle)<br>
<br>
<br>
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<br>
Cold steel met even colder nature, as Demitri shoved his shovel until the bitter blanket that enveloped nearly everything in sight, the last snow of winter falling thick and heavy on Foalsfort. With every heap of snow his shovel seem to glow, the sometime stable hand squinting his eyes in it's light at times as the lightning coursing within reacted with it's colder counterpart. Spinning on his heel Demitri gently threw the snow down to Adam below, the good natured naturist smoothing it down within the trench they had so diligently dug a few days prior, alongside their child comrades. They had developed a good routine so far, with the same familiar faces working alongside them though, every now and then, one of the children would have to disappear for their fitting.<br>
<br>
It had fallen on Demitiri to do most of the shovelling as he was the only one with the proper tools thanks to his Unnamed Blade. Though the other kids had tried to help with wooden bowls and Ironwood planks they had little effect on the burdensome banks of snow. Kahmen was busy at work trying to develop some proper tools for the job, but Demitri hadn't minded doing taking the load on his shoulders. Using the shovel was relaxingly familiar, almost therapeutic, reminding him of mucking out the stables back in the town of Monomyth. While not the most glamourous of jobs, it was still a necessary one and a task that Demitri took pride in doing well, especially when their was a new, curious foal in the paddock. Jumping about him and following him around as he worked, their mothers content to let Demitiri be in their presence as they explored, such things made Demitiri feel blessed in his labour.<br>
<br>
Now was no exception, as young babes frolicked and played nearby, happy in his company, and relishing the freedom their new clothes gave them. As did everyone as they steadily received their furry finery, the tattered clothes of old doing little to ease the chill of winter. The only exception was Adam, who was constantly at ends with the weather and his garment.<br>
<br>
"How can you stand these things?" moaned Adam.<br>
<br>
Scratching himself through his fur shawl, the Herbalist growled as he pulled it off himself and threw it to the ground. Again. It was almost like clockwork, smiled Demitri wryly.<br>
<br>
"Ah! That's much better" smiled Adam, his splotchy skin free to breath.<br>
<br>
Demitri hovered over him his shovel full of another load of snow. He beckoned Adam with the Unnamed tool, the light glinting off it. Stepping back Demitri dropped the snow in the trench. Getting on his hands and knees, Adam smoothed the snow.<br>
<br>
"Say Demitri, how bout I trade you my fur shawl for your shovel there? No offense to Aarne but I <b>Loath</b> this thing and that sword of yours would be mighty helpful in my garden come springtime"<br>
<br>
Dropping another load of snow, Demitri paused for a moment "I don't think it works like that, Adam" he replied, eyeing the Unnamed Sword.<br>
<br>
While everyone could tell it was an impressive item, the sheer awe he seemed to receive from wielding it the first few times by the other children making him blush at times, Demitri felt it was only such in his hands for some reason. Whether it was because of the recurring dream he had months ago, or some other unfathomable predetermination, the Sword felt like it was his alone. Though he would have been happy to share it with the others if he could.<br>
<br>
Adam rubbed his hands over his shoulders "Well no harm in giving it a whirl right? The more people who can use it their better surely?"<br>
<br>
Demitri couldn't fault the idea. "Okay then. Just a quick trial and then back to work."<br>
<br>
Adam's eyes lit up, as Demitri dropped the shovel into the trench. Before Adam could even reach out to grab it, the weapon shifted back into a sword as cold and lifeless as it was back in 'Mother's Cave. Undeterred, the young Herbalist tried to lift it but after a few efforts it seemed the ancient artefact was going nowhere. "Mind if I have a go too?"<br>
<br>
Both boys looked at their fellow workers, the small crowd of children looking on with eager curiosity. Adam looked up at Demitri, who nodded his consent. Stepping back Adam let them have each have a go. Without hesitation the big eared boy, Tancred, stepped forth. Small in size, his attempt to lift the sword proved futile and unfortunately unsurprising. Minding the little lad before him, the sizeable Fergus was next in an attempt. Towering over most of the other children, and with thick hair growing from his lips and armpits, Fergus was well on his way to adulthood though even the manly minor could do nothing to lift it. Hael tried last, letting his friends go first. With a dignified air about it, the young boy seemed like a good example of someone destined to hold such a sword but again the attempt was for naught.<br>
<br>
Demitri jumped into the trench and swept up the weapon with ease, the blade shining in his hands. "Looks like you were right Demitri. Seems the sword has only taken a <b>shining</b> to you." Adam joked.<br>
<br>
"Yeah. Sorry bout that guys" apologized Demitri<br>
<br>
"No need to apologize, friend" replied Hael, the rest of the work crew nodding their heads in agreement. "It would have been cool if one of us could use it but.."<br>
<br>
Hael shrugged.<br>
<br>
"Yeah what can you do about it" chimed in Tancred. "It's just nice to know you've got our backs with that thing"<br>
<br>
Demitri scratched the side of his face and smiled abashedly.<br>
<br>
"Well enough mushy stuff men. Lets get back to work" ordered Adam "I'm freezing over here"<br>
<br>
With a mixture of good humour and annoyance everyone went back to work, Fergus grabbing up Adam's fur shawl and lobbing it back at him with a splat. <br>
<br>​</div><b>Turn Actions:</b><br>
In an attempt to preserve food for the next winter, a trench will be dug and filled with ice/snow with food stocks being placed amid two layers of the wintery blanket. Food will be packed in fur if deemed helpful(?). Construction will be done on the shadiest part of the camp and furthest from the central pyre. Further construction of an additional insulated building to house/ sustain the frozen food will also be attempted. Demitri, Marta and the Herbalist (Adam) will help in this project (Unnamed Sword Shovel Form used)<br>
<br>
Kahmen will try to develop useful tools for the above as well for the coming Spring.<br>
<br>
(The process of making Fur clothes for the children will continue to it's completion (if possible) by the Tailor (Aarne) and the Tanner (Helle).)</div>
				
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	<div class="message-userContent lbContainer js-lbContainer " data-lb-id="post-11500066" data-lb-caption-desc="Crocodile · Oct 25, 2022 at 7:10 PM">

		

		
	


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					<div class="bbWrapper"><div style="text-align: center"><b><span style="font-family: 'times new roman'"><span style="font-size: 26px">Port Zolond<br>
Turn 6 (Winter)</span></span></b>​</div><hr><div style="text-align: center"><div class="bbImageWrapper  js-lbImage" title="Port Zolond Village.jpg" data-src="https://www.rpnation.com/attachments/port-zolond-village-jpg.1025734/" data-lb-sidebar-href="" data-lb-caption-extra-html="" data-single-image="1">
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	</div></div><hr><div style="text-align: center">"Little fish, little fish, what catch do you bring to me?" Nym mused as he sipped some wine from a goblet while regarding the best map he could put together of the port. He was rather annoyed to know someone was spying on him, but then again he had a good idea who it was. The Knights were poking about because his IDIOT minions had camped out in the damn open! He fumed at that fact and took a longer draw of his wine, feeling bitter about that even as the damn DUCK was still blockading his port!<br>
<br>
"One can never say the gods do not have a sense of humor," Nym growls as he sets his goblet down as continues to pour over the map. Already his scheme was in motion. He had the local Half-Orcs lined up to commence a bit of rowdy fun with the spies. This was more to make them likely to close ranks to protect one another. To confine themselves to a space. Then the Gilded Blades would move in to arrest everyone... before freeing the local heavies and paying them for their time. Half up front, half after for work like this to make sure they did their damn job. Honestly if they killed them it wasn't a loss... he had more bottles.<br>
<br>
"The Knights as so close yet I still need to find something to do with my time..." Nym sighed as he flicks one of the bottles on the desk and it howls at him in misery. He was eager to start more intense research into his art, but the defense of his new investments was needed to be organized. Plus that Barrow needed some serious attention before the warm season arrived when the Knights would start to move. If there were even as single Wight King in there to bend to his will, he would need it for the troubles coming his way. He moves his hand to ring a bell as his butler appears.<br>
<br>
"Tell the brutes and blades its time to get moving."​</div><hr><div style="text-align: center">Free Actions<br>
-Nym will set up the ambush and seizure of the spies to interrogate them.<br>
<br>
<b>Actions</b><br>
1. Prepare Port Zolond for potential attack.<br>
2. Explore the Barrow nearby​</div></div>
				
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				Last edited: <time class="u-dt" dir="auto" datetime="2022-10-25T19:30:56-0400" data-time="1666740656" data-date-string="Oct 25, 2022" data-time-string="7:30 PM" title="Oct 25, 2022 at 7:30 PM" itemprop="dateModified">Oct 25, 2022</time>
			
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					<div class="bbWrapper"><div style="text-align: center"><b><i><span style="font-size: 18px"><span style="font-family: 'Shadow';">Dina <i>Bélanger</i></span></span></i></b><br>
<a href="https://www.rpnation.com/attachments/1666770616478-png.1033794/" target="_blank"><img src="https://www.rpnation.com/data/attachments/970/970924-a78d41eeabb05cf4917ac9fa46d75bf3.jpg" class="bbImage " style="" alt="1666770616478.png" title="1666770616478.png" width="178" height="100" loading="lazy"></a><br>
<b><i><span style="font-family: 'Shadow';"><span style="font-size: 18px">Argenté</span><br>
Turn 6 (Winter)</span></i></b><br>​</div><span class="horizontal-rule bbcode-horizontal-rule bbcode-horizontal-rule- "></span><br>
Dina released a slow sigh of contentment as her body lowered into the warm water below, her hands acting as a form of support as they grasped firmly against the sides of the wooden tub, and became fully enveloped within its relaxing embrace. It had been a tiring few weeks. But nonetheless, weeks that she could look back on with pride at what she had accomplished during them. Splash, splash, splash, the breaking, and the motion of the waters followed the movements of her arms as they moved about on her naked skin, cleaning and freeing it from any clutches of grime. The main reason why things were actually progressing now was because of one laundrymaid Marlene Svatava.. It simply made her wish to grin giddily with joy so utterly like a child just thinking of the woman.<br>
<br>
It was thanks to her that she was gaining actual and valuable information regarding the case of Catalina Laurent. Absconding from the safety of her home so soon after Arrigo Köhler's death and having bloodstain on her sheets that possibly implied the loss of one's maidenhead? Dina did not believe that it was a mere coincidence. There was a cause and reason to every action in this world and the ones behind Catalina's own actions were appearing very clear. <span style="color: rgb(255, 182, 193)">"However, it isn't just Catalina I need be concerned over.." </span>Her quiet confession disappeared into the watching walls, her only companions in such a private moment. But it was true.<br>
<br>
Miss Laurent wasn't the only thing that required her utmost attention within the village. The majority of the townsfolk, who were poor, were experiencing extremely difficult times because of their wages being unfairly cut and both of the major families were in preparation for confrontation. Things had the potential to become real ugly soon. For everyone. She needed to find a way to fix this and fast. But how?<br>
<br>
Dina hugged her knees to her chest and for a moment, just a single moment, allowed herself to be completely and unconditionally vulnerable. She was scared. So so scared. There were times that she questioned her past decisions. If she hadn't chosen to fight against her fate then would she be here? Leading an entire village and people with only her wit and charm?<br>
<br>
The future was uncertain yet ever imminent.<br>
<br>
She could only hope those of Argenté didn't resent her too much if she failed in leading them.<br>
<span class="horizontal-rule bbcode-horizontal-rule bbcode-horizontal-rule- "></span><br>
<div style="text-align: center">Turn Actions:<br>
1. Through Marlene's word, have the townsfolk prepare however they can for the coming conflict between the Laurents and Köhlers.<br>
<br>
2. Send Alana out to charm or seduce a servant of the Laurents and Köhlers into giving up information regarding what might occur between both families.<br>
<br>


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		<span>Spoiler: <span class="bbCodeSpoiler-button-title">Argenté Village Stats</span></span>
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			<div class="bbCodeBlock-content"><b>Argenté Population</b><br>
426<br>
<br>
<b>Demographic Breakdown</b><br>
50/50 men and women<br>
%15 Elderly<br>
%25 Children<br>
%60 Adults<br>
-<br>
100% Human<br>
<br>
<b>Taxation</b><br>
50%<br>
<br>
<b>Resource</b><br>
Pearls<br>
<br>
<b>Terrain</b><br>
Coastal<br>
<br>
<b>Current Projects</b><br>
-<br>
<br>
<b>Completed Projects</b><br>
-<br>
<br>
<i>Revenue</i><br>
205 Gold, 2 Silver<br>
<br>
<i>Upkeep/Expenditure<br>
(Food, monthly payment, horse care, equipment maintenance, you only pay wages for mercs [Rose])</i><br>
-15 Gold<br>
<br>
<b>Income</b><br>
190 Gold, 2 Silver<br>
<br>
<b>Treasury</b><br>
598 Gold, 4 Silver<br>
<br>
<b>Military</b><br>
???</div>
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					<div class="bbWrapper">Irving stretched and yawned as he emerged from the manor house. Winter had been long and certainly cold, but given how much worse the situation could have been... the Aetherlings counted their few blessings. Ada had stamped a potential outbreak Ichern, which could have eventually spread to Occiden Marag. Yet, such a fate did not come and spring was around the corner. Life would return to the forest and bustle with activity, just in time for the Aetherlings to begin seriously exploring the river and seek new opportunities. Irving could feel a sense of excitement in the air. <br>
<br>
During their travels, the Aetherling encountered much. They witnessed even the most destitute of hamlets that were filled with little more than hovels and sheds. Yet, these buildings were often built with whatever was nearby that could be easily transported and gathered for little to no money. Typically this meant various branches and pieces of woods that could be scavenged. However, to have encountered the ruins of a hovel build out of sandstone? There had to have been an abundant source of sandstone nearby the ruins for a modest hovel to have been built out of stone. Irving KNEW there was stone nearby the village and the ruins. However, the larger question likely was what else? Villages never popped up in random spots. The location to build villages around had to have some sort of strategic or economic importance for people to gather in such locations. Occiden Marag was founded largely due to the abundance of wood in the forest and access to the river. What did the destroyed village have? Many questions were abound.<br>
<br>
---<br>
<br>
Summary:<br>
<br>
Free Action: Continue to build Apothecary (Already paid for)<br>
<br>
Actions:<br>
<br>
1. Survey/Explore the lands to the west of the village in search of the source of sandstone that was used in the ruined hovel and other resources that may be around.<br>
<br>
2. Commission light, small, agile multipurpose longships (karvi) that can be used as fishing boats around the village when they're not being used to explore or trade up/down the river. (100 Gold)</div>
				
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