Intro 11
[X] Continue up the coast.

You could just lie down on the sand and wait for the tide to come in and take you away, or you could actually try to figure out what is going on. You choose the latter, and with every step you take with your aching joints and seawater-soaked clothes you become more convinced that this was the wrong decision.

You catch a glimpse of the mainland beyond the dunes as you pass on to the next beach. What you see is an expanse of white grass, stretching towards a distant mountain peak. No obvious signs of habitation can be seen.

The next beach is much like the last, though it contains larger pieces of debris, including what you think is a piece of shattered keel, still sheathed in torn copperplate. Did it plow straight into the rocks at full sail, to take such damage?

You pause in your musings. On the wind, above the waves, did you- yes, there it is again. Voices, just over the next dune.

Peeking over the dunes, you see a flash of colour. You duck back down.

CRAFT
2 6
CHECK SUCCESS


CRAFT: Winter wool greatcoat, rose madder dye.

What does that mean?

WAR: Legionaries. Enlisted, the officers have scarlet.

Right. What now?

[ ] Approach them.
[ ] Hide and observe.
[ ] Flee.
 
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Intro 12
[x] Hide and observe.

You hunker down behind the dune and observe the legionaries. They are much too busy with their own affairs to be scouring distant dunes for peering faces. Just to be sure you angle yourself behind a scrubby patch of white grass.

You can make out three distinct groups. The legionaries are closest, trying to start a campfire and tending to various wounded on makeshift stretchers, almost forty of them, a quarter of which are wounded. You see the flash of a brighter red scarlet cloak on a small woman with bushy wheat-blonde hair.

Further away you can see a smaller group wearing a different uniform, shorter slate-blue jackets and undyed sennit caps. Navy sailors. Maybe twenty in all. They're picking over salvage and trying to make shelter out of a broken piece of hull.

The third group are harder to identify. There are only half a dozen of them. Their uniforms are a ruffled grey-green under a polished steel breastplate. They are huddled together, taking a meagre meal of dried rations.

NAVIGATE
6 5
CHECK SUCCESS


NAVIGATE: Ah, Palean bandieras. Good dining on the Pale, if you can get it. Have you visited?

You don't know, have you?

NAVIGATE: Oh, you simply must. It's quite lovely at this time of year, if you can avoid the bandits.

Where is it?

NAVIGATE: It's a Realm enclave in Calin, one of the few provinces that remained a satrapy after the rest of Calin turned coat for the Scavenger Lands.

WAR: An embattled land, producing tough and resourceful soldiers. Bandieras are fortification specialists. They must be here as auxilliaries.

This is all fascinating but it doesn't help you at the moment.

AWARENESS
5 5
CHECK SUCCESS

Laying on the sand, you feel a shift under you, a minute vibration, regular and subtle as the heartbeat of a mouse. You hear a distant clatter of metal on metal on a shift in the wind. Your mind narrows and resolves the possiblities before you even need to tell it to. You know with absolute certainty that almost a hundred armoured cavalry are moments from cresting the opposite hill, two hundred metres from this Realm encampment.

WAR
3 5
CHECK SUCCESS

A cavalry force of that size has no reason to gallop towards a friendly camp. If they mean violence, and you believe they do, then the unprepared forces in front of you will be slaughtered before they can even muster a defense. Their survival, if you wish it, relies on your decision.

[ ] Shout a warning.
[ ] Run into the camp and rouse a defense.
[ ] Stay silent and watch.

This is a consequential decision, please vote.
 
Intro 13
[x] Shout a warning.

None of them can hear the approach. They'd be doing something if they did. You have to act.

You stagger to your feet and shout out to them.

PRESENCE
2 3
CHECK FAILED


At the crucial moment you realize you haven't actually spoken aloud since you woke up. You feel a grinding sensation in your throat and chest, then double up coughing. Iron-grey salt water spills from your lips, scouring your mouth.

PRESENCE: No, this won't do at all! You have to project from the diaphragm! Make yourself bigger, assert dominance!

You are having a stressful time.

You right yourself, drawing another breath. A few of them are looking at you, most are not. What's one more bedraggled shipwreck survivor?

The blonde officer is looking directly at you. Her round face holds an expression of shock that you don't feel is warranted by a coughing fit.

You gesture desperately and mouth words that you can't vocalize. "Attack," you croak. You point to the horizon.

EMBASSY
1 6
CHECK SUCCEEDED

She understands enough to look for herself. She turns, hears something. She shouts orders to the assembled group.

The assembled groups are all well-drilled professional fighters, but exhausted and demoralized. They are picking up weapons and making for the dune incline, inland from their makeshift camp.

WAR: It's a sensible strategy, finding high ground to try to neutralize a cavalry charge's advantage, but with these numbers its questionable how much help it will be. The delay has weakened their chance to prepare. And they are leaving the wounded behind.

There's nothing to be done for them. They can't walk, and there is no time to move them to the high ground.

You see a pale yellow banner rising over the dune. The attack will be here in moments.

Your heart beats faster in anticipation of violence. Despite your ravaged body you feel invigorated, exultant. Your body remembers what your mind cannot.

They made us a sword.

[ ] Charge into the valley and defend the wounded.
[ ] Take up position in the formation.
[ ] Stay where you are and watch.
[ ] It is too much. Flee.
 
Intro 14
[X] Charge into the valley and defend the wounded.

Before you know what you are doing, you are dashing down the incline. You can't really feel your legs moving under you, only the vague sensation of impacts shaking your joints. At the same time the attackers crest the opposite dune.

How splendid they are in their raiments and harnesses! How fearsome are their longspears and axes, glinting with copper leaf in the winter sun! They are one score, now two, and more, a wave of magnificent violence, snarling faces and gleaming armour, sharp edges and trampling hooves.

You are comical before this, a tiny, bedraggled thing. Any observer can see that their merest effort will cast you down like the sands that scatter beneath them.

But you are already before them, already in front of the wounded. You pause to catch your breath, doubling up, holding up your hand as though to ask for respite. They almost pause from the absurdity of it. The outriders at the flanks pull away to a canter, unsure whether their leaders want to entertain this attempt at negotiating a surrender.

The leader doesn't slow. You focus on him, his armour is embossed with copper and gold, his helm bears a crown of stylized brass flame. His eyes are narrowed with hatred behind his visor. Your world does not slow, it is nothing so simple as that. Vision is about more than what the eye sees. Light that enters the eye forms only a fraction of the image that fills the mind. Much of it is a kind of focused imagination. You simply imagine more. The sky darkens, sound dims. You feel a closeness of pressure across your skin, in your inner ear. You see the hiss of Essence on his breath, like bubbles in deep water.

You notice, dreamily, that your adversary has thrown a weapon at you in his approach. It's a hatchet, with a fine edge of glittering steel and flattened striking face on the obverse. The haft is dappled ivory, like walrus tusk, skilfully carved into flowing, wave-like patterns. Under your fingers the tactile surface brings hazy memories of opium pipes and slow, melting days. You realize you are holding the hatchet in your hand.

The warleader's tasseled spear drifts past your head. You admire the ferocious vigor of his steed, a bay of fifteen hands. Its braided mane rings with tiny bells, like a distant temple calling prayers. You reach out to brush your fingertips against it. You remember summer.

With a flick of your arm, your stolen hatchet slices through the leather cinches affixing the saddle in place on the right side. By the time he has ridden past you, the leader is already sliding off the left side of his saddle as he tries to bring his horse around. By the time he is trampled under the hooves of his beautiful steed, you have killed three others and are midair leaping from one saddle to another.

They are scattering, panicked, unprepared for this kind of resistance. You break a neck. A lance has pierced your shoulder. You swing laterally, underhand, pulverizing a sternum and sending waves of shock through your arm, ignored. You duck under the hooves of a galloping horse and hurl a broken spearhead through a man's throat.

All this feels like it is happening to someone else. You look to the sky, and it is as though the eyes that they remind you of are looking down on you in judgement.

You are kneeling in the bloody ground, your legs unresponsive. Your surviving enemies have fled. You hear yourself breathing, a rusty, hollow sound.

The blonde woman is approaching, her expression unreadable.

You are so very tired.

[ ] Try to stand.
[ ] Try to speak.
[ ] Try to sleep.
 
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Intro 15

It is the easiest thing, under the circumstances. You don't even need to move your legs to tip forward. Your numb muscles relax by degrees, allowing you to fall to your side in the wet sand. You hear voices, but you can't hear what they say. That world is too far away now.

The non-voices, however, are back.

(VIII) THE WOLF: A valiant attempt, but another failure.

Who are you, again?

The creature does not answer. Maybe it doesn't know. True silence follows, for a time.

Are you dying? You're wounded. You killed people. You try to wrap your head around it.

(XVI) THE PRISONER: This is the way of the world. The proud do not endure.

Alright, who are you?

(XVI) THE PRISONER: Anger. Righteous rage! All that was denied you, I will place in your grasp, if only you would take it.

(XII) THE ANTITHESES: It's true, you should do sin. It's cool.

Oh for fuck's sake, how many of these assholes are there?

(II) THE SORCERER: I know it's confusing, but we're here to help. Most of us, anyway. We're here to help you make sense of things.

It mostly seems like you're just making things make less sense.

(III) THE SEA CAPTAIN: We're here on your journey, wherever you go.

(XXIV) THE STARS: Wherever you're headed.

(XXV) THE MOON: Whatever it does to you.

(XXVI) THE SUN: Whatever it costs.

(XXVII) CREATION: To the end of the world.

When will that be?

(VIII) THE WOLF: Whenever you want.

You don't want to think about that. You try to put it out of your mind, but your mind is all there is here. All you can do is tell the truth.

I don't want it to end just yet. I just got here.

(XXVI) THE SUN: Then you will need to do better.

How do I do that?

(XI) EXALTATION: Embrace power.

Up until now skill checks have been passed on a flat difficulty of 7. From now on you may face higher (or lower) difficulties depending on circumstances. Specializing in a skill gives you a +2 to pass checks using it, making it significantly easier.

Choose three abilities to specialize in.

[ ] Awareness - Sensory acuity and information-gathering knowhow. Know more about the world.
[ ] Craft - Knowledge of the material. Know how to make things and know how things are made.
[ ] Embassy - Language, etiquette and the many skills needed for society. Know how to move in high circles.
[ ]Presence - Of body and personality. Know how to make yourself heard and understood.
[ ] Integrity - Will, volition and empathy. Know your feelings and the feelings of others.
[ ] Navigate - The skills for travelling and the knowledge of having traveled. Know your place in the world.
[ ] Sagacity - Knowledge fundamental, academic and esoteric. Know more about more.
[ ] Stealth - Of intentions as well as movements. Know how to be a better criminal.
[ ] War - Strategy, tactics, dog-soldier experience and trivia. Know how to be a better soldier.

Also, choose one of the numbers who have been speaking to you to talk one-on-one next time you sleep.

Please take your time to vote.
 
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The Proud Do Not Endure 1
You are specialized in Awareness, Sagacity and Integrity. These abilities will have easier rolls and will make more non-roll observations in your dialogue.

PART 1: THE PROUD DO NOT ENDURE

The grey light of the waking world returns to your eyes, by degrees. It's moving. You're moving?

At first you have the curious sensation of walking without having control of your legs, but then you catch the smell of horse sweat and feel the padded saddle against your thighs, and know you are riding.

The blurred world resolves into focus. Ahead you see a damp dirt road, flanked on either side by salt-pale grasses. Beyond, you see cultivated fields, rows of broad leaves poking out of the dark soil.

???: "Steady, boss."

You turn suddenly to face the source of the voice and almost fall out of the saddle. You would have, if someone hadn't taken the precaution of tying a rope around your waist and securing it to the saddle's high-backed cantle.

What's a cantle, how do you know that?

SAGACITY: My dear, sometimes we just know things.

The Realm officer you saw earlier looks up at you. She's young, maybe early twenties, or even younger. Her round face is framed by bushy blonde hair, and darkened by the ruddy tan of someone pale working long weeks under a tropical sun. She looks quizzically at you, as though waiting for you to ask an obvious question.

[ ] You called me boss. Am I your boss?
[ ] Who are you?
[ ] Who am I?
[ ] How's it going?
[ ] Is this my horse?
[ ] Do you know what a cantle is?
 
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The Proud Do Not Endure 2

"Who are you?"

FINCHER: "Fincher, third talon." she shrugs. "Acting dragon, for all I know."

WAR: EASY
6 5
CHECK SUCCESS


WAR: Talonlords are legion lieutenants in charge of five scales of 25. Looks like she lost half her charges. If she's acting dragonlord, this would be all that's left of a larger field force of 500. She's not sure, which means she hasn't ruled out the possiblity of other officers surviving.

Anything else?

WAR: No mortal talon is that young. She has to be Exalted.

AWARENESS: Look at her again. The aspect markings aren't immediatly obvious, but her eyes are an unusually vibrant apple green, and her hair does have a curiously wheat-like quality to it.

FINCHER: "Yeah, I know, hell of a thing for a fresh recruit. Lucky me, right?"

SAGACITY: Fincher is a peasant name, a job description of someone who literally catches finches and sells them to rich people as songbirds. She's almost certainly a recruit from Pasiap's Stair, a peasant outcaste pressed into legion service on pain of treason. The curriculum is ten years, which puts at her mid twenties as a fresh recruit.

INTEGRITY: She doesn't seem very enthusiastic about it.

WAR: If you are her superior, or if you are in the navy, she should be addressing you by rank. If you aren't, why is she calling you "boss"?

[ ] What's the problem?
[ ] Sorry for your loss.
[ ] Am I in the legion?
[ ] You should know that I can't remember who I am.
[ ] Brief me on the situation.
 
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The Proud Do Not Endure 3
[X] Brief me on the situation.

"Brief me on the situation."

FINCHER: "I dunno, boss, it's hard to say what hit us. It was a bad storm, but something smashed up those galleys like nothing. Maybe the Raigis have sorcerers and called sea monsters on us?"

"Start at the beginning." You try to sound official. "Give me the full rundown on the legion mission here, and where it stands."

FINCHER: "Oh, right, right." she clears her throat. "Well, er, the imperial satrapy of Ashglass, on the isle of Hojahn, is under siege by Raigi rebel forces. Apparently the garrison commander and his deputy and the satrap are dead, somehow. We were called in to relieve the garrison and restore order."

She scratches the side of her nose as she talks.

FINCHER: "Which probably means fucking everything up and leaving the whole island in flames. That's usually how it goes when things are far enough out of hand that you need to call in the legion. Or so I hear."

"And now?"

FINCHER: "Now? We're two scales and one more of auxilliaries and wounded. We might hold a village if we got resupply. Ashglass is a city of twenty thousand, last I heard."

"Exalted?"

FINCHER: "Just us, and whoever is left in the garrison. I hear there's a local cadet house. Maybe a monk or two, for whatever that's worth."

You are Dragon-Blooded then. Someone brought up in the Realm heartlands would hesitate to acknowledge anything else as Exalted. It feels right.

"How far is Ashglass?"

"Close. We crashed on the northern promontory, blown off course. We were supposed to encamp on the saltplains and march northeast on the main road, but we've actually ended up closer. We'll be there by dark."

"Lucky us."

She chuckles humourlessly.

[ ] What do you know about my part in this mission?
[ ] Do you know who I am?
[ ] What's a promontory?
[ ] Why were you surprised to see me earlier?
[ ] Were those Raigis I killed earlier?
 
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The Proud Do Not Endure 4
[X] Why were you surprised to see me earlier?

"Why were you so surprised to see me earlier?"

FINCHER: "When you popped up over the dune to croak about an attack coming, you mean?"

"Yeah, then."

FINCHER: "Dunno boss, I didn't think anyone from any of the other boats survived. Uh, ships, I mean."

"Oh, we were on different ships?"

FINCHER: "Yeah, I'm not surprised you don't remember me. I was only on the flagship a couple of times for full officer's mess, and by the time that happened you were... you know..."

She looks at you expectantly. You don't actually know, but she is going to expect you to know anyway.

[ ] In the brig?
[ ] Intoxicated?
[ ] Out swimming?
[ ] Refusing to come down from the masthead?
[ ] Admit you don't know what she's talking about.
[ ] Say you don't want to talk about it.
[ ] Quickly change the subject.
 
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The Proud Do Not Endure 5
[x] Admit you don't know what she's talking about.

"I have to admit I do not remember what I did."

FINCHER: "Oh, wow. You were really out of it, huh?" she looks impressed. "You, uh..." she clears her throat. "Well, you were in the brig."

"Why was I in the brig?"

Her face flushes, she looks away.

INTEGRITY: She really does not want to be the one to have to tell you this.

FINCHER: "Uh, well, according to the captain you got into a bit of an argument. The navy captain, I mean."

"What kind of argument?"

FINCHER: "Apparently you got a bit drunk."

Her intonation conveys a depth of understatement.

FINCHER: "And you were kind of... lying around on the deck."

"Oh, okay."

FINCHER: "And one of the navy officers asked if you knew your way around a ship."

"Hm, yes."

FINCHER: "And... and this is them telling it, not me, apparently you started shouting that you know your way around a boat."

"I see."

FINCHER: "You just, again, according to them, I wasn't there... assaulted the captain and started screaming at him about how it's a boat and nobody cares about the difference between a boat and a ship."

"That does sound like something I would do."

FINCHER: "So... yeah, you were in the brig for most of the trip. You're lucky they didn't throw you overboard."

"Well, I seem to be feeling better now."

FINCHER: "Uh... yeah, I guess so."

INTEGRITY: AVERAGE
1 3
CHECK FAILURE


INTEGRITY: She seems sincere. She's convinced by your mental fortitude. Ask her what she thinks about the boat/ship controversy.

[ ] Did anyone happen to mention what my name was?
[ ] Why am I here, again?
[ ] That captain sounds like a real jerk.
[ ] I trust I have legitimate business being that drunk?
[ ] Tell me your opinions on the boat/ship controversy.
[ ] What the fuck is a promontory, though?
 
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