Through Smoke and Mist

Thirtieth Day of the Third Month 294 AC

A truce is swiftly agreed to, with neither side entering the domain of the other while Bloodraven observes the Sleeping King, or as you suspect, his shell filled with the will and power of the Green Court. Granted, you have assumed as your domain 'the whole world under the sun' which speaks more to rhetorical flourish than fact, but then you did just begin and hopefully end a war with a singular act of sorcery. At Soft Strider and Ser Dregaire's suggestion, you also lay out a preliminary offer that implies fealty of the court to you with individual fey able to choose instead to pledge to the Old Gods or swear not to enter the mortal world for a century.

That offer is probably too harsh on the face of it, not least because you can hardly enforce the presence or absence of Green Court fey across the breadth of the world, but then it is only your first offer. One must leave some room for bargaining, at least with those who can be bargained with, and you hope the Green Warden is one such.

***​

Alas, news from other corners of the shattered Court make for a less pleasing hearing. Tyene and company have not even been able to find the former Demesne of the Golden Seer, much less his corpse or eye in what they can only assume is a final gambit to deny his slayers any greater reward from the deed. Finding seers who did not wish to be found upon the ever-shifting paths of the Feywild is not a task of days, but weeks or months. Bloodraven has even suggested that it might be a better idea to let them find you once it becomes clear that those former members of the Court of Stars who bend the knee will greatly benefit thereby.

Speaking of fey who are of a mind to swear fealty, there is not much left of the erstwhile realm of the Crimson Blade, but of those who remain, a surprising number are open to pledging fealty on the spot. That is not so say Waymar didn't get into five duels to the death for a start, but it's more surprising how many of the warriors decided to take the opposite route.

  1. 107 Bulabar Engineers
  2. 13 Greater Glitterhaunt Guard (Paladin of Freedom 5)
  3. 38 Lesser Glitterhaunt Guard (Warrior 5)
  4. 9 Lesser Veela Kineticists (Kineticist 5)

Granted, the realm's over a hundred and fifty new citizens did not come without a cost, not only in the gold and other amnesties promised to seal the deal, but also in the loss of both hunter constructs to an ambush by a seemingly friendly fey who was instead plotting vengeance for the fall of the court. You are thankful that between Benerro's healing and Lady Caleris' wishcraft, no one else was lost.

Lost 2x Vigilant Hunters

Lost 188,1500 IM


News from the Shield Isles are far grimmer, with Marwyn's divination confirming that he and his company will have to face a full Deep One Raid in force in what was once the mist-shrouded isle that is the echo of the Arbor. Between the new Warstrider constructs, the dead krakens and other greater undead, the odds look slightly in your favor, however those same divination confirm that the Deep Ones do not intend to hold that corner of the Feywild as you had feared. So the question now presents itself, are the remains of the Orange Haze's domain worth getting into a true fight with the Deep Ones at this hour? Or as Ser Richard puts it, 'can you afford not to fight them' given how little you still know about the sorts of weapons they can bring to bear in a serious fight?

Do you give the go ahead for the advance into former Orange territory given what the divinations indicate?

[] Yes, you need to claim what you can and a fight itself would be and important learning experience

[] No, it's not worth the clash


OOC: I wanted to keep rolling through this, but the fight for the Misty Isle, even in the background, is going to require a clear head in the morning. On the plus side, you got a lot of former Crimson fey to sign on, mostly engineers based n previous reputation in that field. Not yet edited.
Here's an edited version of the chapter, @DragonParadox. Fixed the date from the 13th to the 30th again, too.
 
I wouldn't normally mind a fight with the Deep Ones, but I don't think now is the time to have it, at least not over the remains of the Orange's realm. That's a cold war that could rapidly go hot, and right on the eve of the conquest of Westeros, where we are going to be focused on other matters.
 
[X] No, it's not worth the clash

@Duesal, the Golden Seer was personally killed by a God. The corpse and eye were probably "eaten" by the divinely animated pool, and I expect the Merlin King considered it a good snack.
I don't expect us to ever get that eye.
 
[X] No, it's not worth the clash

@Duesal, the Golden Seer was personally killed by a God. The corpse and eye were probably "eaten" by the divinely animated pool, and I expect the Merlin King considered it a good snack.
I don't expect us to ever get that eye.
If that's really the case that's fine. The important part is that he's dead. Hopefully permakilled like the Queen was.
 
I'm leery of letting them walk off with whatever they wanted to get out of this, but the risk of this fight escalating while we are not in a good position to actually finish it is too big.

[X] Plan Readiness and Reconnaissance
-[X] Have them closely monitor the activities of the Illithid, but do not engage, unless there are indications that they have changed their plans and intend to stay or attack the Arbor.
-[X] Once they are gone, secure the remnants, take in any survivors left behind and use spells such as Touch of History to try and figure out what they wanted and what forces they brought.
 
I'm concerned about why the deep ones are willing to face us here. The opportunism makes sense, but not sticking around to force the Cold War to go hot over this prize unless it's of serious importance to them. Denying them what they want may be more valuable than whatever material gain we do make.

That's worth at least a little consideration here.
 
I'm leery of letting them walk off with whatever they wanted to get out of this, but the risk of this fight escalating while we are not in a good position to actually finish it is too big.

[X] Plan Readiness and Reconnaissance
-[X] Have them closely monitor the activities of the Illithid, but do not engage, unless there are indications that they have changed their plans and intend to stay or attack the Arbor.
-[X] Once they are gone, secure the remnants, take in any survivors left behind and use spells such as Touch of History to try and figure out what they wanted and what forces they brought.
I bet it has something to do with enchantment.
 
The tread of iron stops, the prayer falters, to slumber they all fall once by one, the priests cursing fey enchantment with their dying breath and in the dying of the light you catch a ray reflect the pipes and see that they are neither wood nor bone as satyr's pipes so oft are, but iron too.

They might be looking for the Orange Haze's iron pipes. Wouldn't surprise me if the pipes could supress/go through Mind Blank/other kinds of anti-enchantment protection.
 
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I'm concerned about why the deep ones are willing to face us here. The opportunism makes sense, but not sticking around to force the Cold War to go hot over this prize unless it's of serious importance to them. Denying them what they want may be more valuable than whatever material gain we do make.

That's worth at least a little consideration here.
They are not. They moved into territory that is neutral. If someone escalates tensions, then it's us.
 
I think if the Illithid are going to move on us, it'll be next month anyway. It's basically that, or they focus 100% of their effort on keeping their infiltrators useful rather than rooted out as a consequence of our being very aware of their existence and actively searching for them. They're more effective spies when people aren't even certain of their existence. With access to Qyburn, even the very esoteric and varied methods they have to insert spies become easier to spot assuming it mostly relies of recognizable active psionic phenomenon.

There's the issue of not having enough people on the ground with that knowledge, but easily solved once we get our hands on the Flesh Forge in Qohor, which will almost certainly have the means to research better detection for it.

It's... really even odds at this point. Either they'll attack, or they won't. But the very fact that there's pretty good odds that they won't, since in of itself it's a bit of a gamble on their part to attack us because there's no certainty they will get the option to do more than choose the ground we fight on, not actually limit our own options as to what we fight with, it might just not be worth it on their part.
 
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