Interregnum Years 5-6 Education Results
Despite a short attention span and frequent distraction, the tutors assigned to your care make significant progress teaching you the fundamentals of education. By the age of 6 you are fully literate in the hieroglyphs of Kemet and can do division and multiplication. You also show modest talent with weaving. Your uncanny intelligence is a source of hope to some, a surprise to most, and unnatural to others. The praise of your tutors risks making you conceited and prideful, while the Dowager Queen seems at a loss when she observes you reading a portion of the
Theogony of Memphet during one of her rare visits to oversee your education. You notice her coming around more frequently afterward, to praise you and offer toys and to have servants bring you rosewater and honey sweets.
Your mother is a more frequent visitor. She clings to the shadows when she enters your rooms at night and teaches you. You are Eurydice to her, and to her alone. It is a secret that the two of you share, a real True Name instead of the false True Name Satatumpere that your aunt claimed for you. She teaches you another language that sounds harsh and guttural to your ears, and is written in a very different angular alphabet. She calls it Atlantaen, and tells you it is a distant cousin of the Mynosians who bring olive oil and wine over the dark Northern Sea to the ports of Delta province. And she teaches you to be wary of others, not to expose your true feelings and thoughts even from a very young age. She tells you to put on a mask, and though you don't really understand that now, you learn to keep your face very still and to stifle a laugh or a shiver.
+2 Stewardship, +2 Learning, +1 Intrigue
Gain Trait "Poker Face" (+1 Intrigue)
Revealed Trait "Quick" (+3 to all stats)
Cat Crossed Your Path
1D100 => 12
Of course you follow the fluffy!
It breaks out of the storeroom and runs down the corridor with your royal self in pursuit. You dodge around the legs of a servant as you chase the wayward cat further into the palace. You're through storerooms deep into the palace when eventually you lose sight of your furry objective. You finally pause in a storeroom full of flax bales and weaving equipment. You realize, suddenly, that you are completely lost and have no idea where you are or where your handmaiden is, and you didn't even get to pet the cat some more.
You briefly consider simply finding a servant and telling them that you're lost.
But you see a broken loom nearby and take the heddle to play with. It's a sword! You head out of the room and run around swatting the heddle at invisible djinn and evil barbarians, and some not-so-invisible servants. Eventually an angry steward grabs your sword and demands to know what you are doing; you command him to escort you back to your room after he turns an interesting shade of pale on hearing your name. Your handmaiden thanks him effusively when you run into her as she frantically checked a sewing chamber and swears to never turn her back on you again.
Gain Trait "Impulsive" (+1 Martial, -1 Stewardship, -1 Intrigue)
Playmates
1D100+10 => (75 + 10) = 85
You ignore the servant children running around the room and instead stride into the garden toward the toy box. There are two boys and the girl; the girl clings a reed boat tightly against her chest, while the two boys taunt her to surrender it to them. They seem to think they deserve both boats just because they're boys. That won't do at all.
You command them to silence. You, Princess Meritamun, will resolve the matter with your royal authority!
The first boy laughs, and then gets quiet when the second, somewhat older boy grabs him by the shoulder and whispers in his ear. The girl looks at you with hope. Well, how can you fairly allocate the toys? Of course they all belong to you, really, but you need an idea.
You point at the boys and challenge them to a boat race. Girls against boys! Winner gets both reed boats to play with. That's fair, right? And what are they, afraid of losing?
They consent to the race. The other girl introduces herself as Tayuheret, the daughter of Meryawy the priest of Ra. He's one of your tutors, you remember. One of the less boring ones. He tells you stories about the gods. Not the really lame ones about Atum and the Primordial Waters either, but the exciting ones about how Ra fights off the chaos-serpent Apophis each night.
The two boys set their reed boat in the pool as you come to a plan with Tayuheret. As the older boy blows the sails of the reed boat as hard as he can, as often as he can, you and Tayuheret take turns blowing the boat. He can blow harder, but together the two of you can blow the boat more often. As the older boy tires out he has to switch over to his friend, and in the interval you push ahead. Soon the boats are out of breath range, and yours has a strong lead. You and Tayuret jump up and down for joy in victory.
The older boy demands a rematch. You generously oblige, but he and the younger one cheat by stealing your idea! The nerve! They win, and you demand another match.
After the third match ends the older boy and his friend have enough fun to agree to share the boats. The elder boy gives his name as Bakenptah the son of Ipy, and the younger boy is Paneferer the son of Khereuf. Neither of the names sound familiar to you but they work from the palace so they must be important right?
You spend the rest of the day racing boats, swimming in the pool, and running around with your new friends. By the time your handmaiden makes you dry off and hustles you out of the room to your lessons you've declared everlasting amity. None of the three gainsay your word.
+1 Diplomacy
Friends: Tayuheret, Bakenptah, and Paneferer.