CASE: THE WEB OF TREASON MONTH 4
Martial
Shipwatching

DC: 25. Roll: 19 + 2 + 3.1 + 5.4 = 29.4 - 3 (The Wasting Cough) = 26.3

The rumors of the plague quickly spread - and yet, the ships continue to come in, and provide work and labor for those still hale enough of health to help unload the cargo. With them comes merchants, and with them comes jobs. The hungry and the desperate leap at the chance to get a better-paying job, and the merchants aboard the ship happily take the chance to dump their current sailors, who expected higher wages, with the starving people of Merridge.

With this first wave of merchant ships dumping their sailors from elsewhere, also came the merchants looking to drop some adventurers hoping to stay in Merridge for a while, many of which are also looking for work.

Kerrie decided to put out a request for some hired muscle, especially for when you might need to conduct some arrests later. Surprisingly, one of the inner city merchants actually tracks Kerrie down with an offer: hire the Edinpikes exclusively, and the merchant will pay, although it might have to be in Alanyivan currency, if that's alright.

[] [Muscle] The Red Lances
Hailing from the eternal low level wars of Etrella, the Red Lances have decided to pick up a merchant escort mission along the northern circuit - and perhaps get paid multiple times along the way. Cost: 4 Budget.
[] [Muscle] The Edinpikes

Contrary to their name, the Edinpikes are actually now a squad of musketmen hailing from Edindale in Alanyiva, and they're looking for work here. Cost: 0 Budget*
[] [Muscle] None

Costs nothing, gains nothing.



Diplomacy
The Artisan Guilds

DC: 20. Roll: 20 + 2 + 5.1 = 27.3 - 3 (The Wasting Cough) = 24.3

Tekla attempts to get an in with the Artisan Guild, and feel out how their relation to the inner city and Oskaria as a whole. Despite the prevalence of the Wasting Cough, the Artisan Guild insists on staying open for business, making his task easier than he thought. The trick, then, is to get the Artisan Guild to express their real opinions, with the City Guard's eyes and ears everywhere - or at least, in so far as an Artisan Guild could have a general opinion.

In general, while the artisans in the outer city are generally on the poorer and more unfortunate side - anybody good enough to get invited in to the inner city would, well, go to the inner city, after all - the artisans generally tend to be split about which group they feel more loyalty towards: the inner city nobles, who provide more of their consistent business, or the traders who provide the majority of their lucrative business. As a result, most of them have an opinion somewhere around "whatever keeps the dockyards open" - they don't care who's in charge of them, so long as the trade continues to flow through their ports.

In any case, however, it seems quite clear that they will not be available to take down the City Guard if necessary.



Intrigue
Investigating the Guard

DC: 22. Roll: 19 + 2 + 8.9 = 29.9

Stewardship
Searching for Answers

DC: 30. Base Stat: 20 + 4 + 2 + 3 + 2.0 = 31.0

Unfortunately, Kerrie and Ophelia work together to confirm that yes, taking down the Guard may in fact be necessary. Using the Eye Approaching Divinity, Ophelia began tracking down the location of inner City Guard documentations - and when the Eye Approaching Divinity returned "Unsearchable due to anti-divination", Kerrie took that as license to steal the whole desk where the documents were located. With Tekla's help cracking open the locks, the team was able to get their hands on the documents - or more specifically, the letters and contracts.

Contracts not enforced by the King and the judicial system but rather the written promises of the foreign nobles to ennoble the leading members of the City Guard and rule Merridge, if the City Guard cooperated with them.

From the signatures on the documents, it is abundantly clear that the City Guard's upper leadership fully intends to cooperate in the takeover.



Learning
Brewing Up a Solution

DC: 25. Roll: 23 + 4.3 = 28.3

Amid the grim mood of the Wasting Cough, Tekla sets about setting up an alchemical practice. His first project is a rehydrating and soothing draught, after hearing your reports from the front line about how part of the problem was that those who reached the point where they were blue in the face stopped being able to drink water without choking due to coughing - the potions were supposed to help ease the coughing and let the water down the patient's throats better.

He has to sell them on his own - and for what it's worth, it does seem to make the patients better for a while, at least.

And then they run out of draught, and cough, and choke, and die.

But it works, and soon he's boiling great big vats for distribution to the sickhouses, who both have to and almost cannot afford the potions.

But at least his reputation as an alchemist who can create draughts which sort of suppress symptoms is established.



Learning
On the Front Lines

DC: 50. Base Stat: 16 + 3 + 0.9 = 19.9

Random Event Roll: 34

The victims of the Wasting Cough continue to multiply. Day after day after day the sickhouses remain at capacity, while the sound of the heavy hearse wheels on pavement continue dragging the corpses to the pyres outside the city. Day after day after day, you wake at the greying sun and sleep at the greying night. You're tired, maybe from the spiritual exhaustion, maybe from raw exertion, maybe just plain despair at the number of blue-faced people you must drag to the tinkling bell of the hearse. You continue to stagger awake and stagger home and stagger your way through your protective rituals, just in case - maybe vigilance can protect you where it did not protect your colleagues.

Your vigilance fails.

It starts with a cough - could be nothing, and the front line needs you, so you head back in. It continues with a tiredness - but you've been pushing through tiredness for weeks now, so you head back in. It hits you, then, that your coughs are deepening - and you pull yourself out to the grim nods of your fellow priests. Better safe than sorry, after all.

You lock yourself in a room and explicitly order your team to leave food outside your door.

You will not leave your room for another 4 weeks.

It's the only way to be sure.

Lost access to Cormag for Month 5. Lost 2 Free Actions.



Piety
The Dead

DC: 25. Base Stat: 22 + 2.8 = 24.8

Unfortunately, your self-imposed lockdown comes at the worst possible time, just as the number of dead begin piling up so high that not even the current pyres are able to keep up. You can tell, just as a scent in the air and a feeling in your gut that a minor ghost outbreak has emerged, the overburdened priests unable to keep up with the sheer amount of dead bodies piling up.

You clench your fists, and breathe.

There's nothing you can do about it.



Event Chain 1A. [10/10] [2/10]
Event Chain 1B. [6/10]


Somehow, the blizzard over the Smok River still has not faded - this can only be the work of magical power, the rumors say. In fact, the rumors even say that the blizzard is at the behest of, or channeled through, a witch's get, a snow-haired boy who roams the woods without a coat or sinking into the snow. The rumors say that the nobles that would normally take care of such problems have left for the Crusade, so their house is currently trying to put together a force to kill the boy - hopefully, they say, that should put a stop to this endless blizzard.

Your team looks at each other, the unspoken question clear: isn't Agueda close to the Smok River right now?

What is he doing?



Event Chain 2. [7/20]

Far to the distant south, apparently the Royal Army had spent the winter training and drilling. With the coming of a winter so brutal Lake Vlona nearly froze over, the King realized that there was an opportunity to gloriously advance into Transulinia while everyone else thought that there was no possible way to do so - including the vampiric Baron that was the target of the Crusade. The Royal Army marched east and over the Smok River, crushing all the hordes of zombies and skeletons in their way, as well as one of the vampiric lieutenants of the Baron, as of the last bout of rumors from that region.



Remaining Budget: 365

Well, you now know that the City Guard's upper leadership is in on the plot to betray Oskaria. You have no idea about the politics of the inner city, but Tekla may have his way in - and you can also pick up your own mercenary company to help, should it so be necessary. You need to make the call about what your overall plan is, because certainly it appears as though you might need reinforcements in order to actually bring those traitors to justice.

[] [Approach] Continue quietly investigating.
You have a way into the inner city, and you're not going to risk moving before you have all the information about who the people in this city are loyal to.
[] [Approach] Go loud, go hard, go fast.
You have a vessel of Oskaria and the element of surprise on your side. If you move quickly enough, perhaps you can arrest the ringleaders and try them for treason - quietly.
[] [Approach] Call for reinforcements.
If the problem is that you don't have enough loyal people in this city, perhaps you can head back to properly Oskarian lands and bring back reinforcements. Will cost 2-3 months.
 
THE WEB OF TREASON MONTH 5 ROLL CALL
The Red Lances and Go Loud, Go Hard, Go Fast wins, 18 - 5, and 18-1 respectively.

Roll me 11d100s.

Martial
The Arrest

DC: 25. Base Stat: 19 + 2 + 3.1 + 2 OR 22 + 5 + 2

Cost: 0 Budget.

Diplomacy
Access to the Inner City

DC: 25. Base Stat: 20 + 2.

Cost: 4 Budget.

Intrigue
See No Evil, Hear No Evil

DC: 18. Base Stat: 19 + 2.

Cost: 0 Budget.

Learning
Scaling Up

DC: 25. Base Stat: 23.

Cost: 2 Budget.

Stewardship
More Supplies

DC: 20. Base Stat: 20 + 4 + 2 OR 24 + 4 + 2.

Cost: 8 Budget.

Piety
Calling Oskaria

DC: 23. Base Stat: 20 + 3.

Cost: 0 Budget.

Event Chain 1A

Event Chain 1B

Event Chain 2A

Event Chain 2B

Random Event Roll
 
CASE: THE WEB OF TREASON MONTH 5
Piety
Calling Oskaria

DC: 23. Base Stat: 20 + 3 + 4.3 = 27.3

The discussion is short and simple. You have your targets, and the power to bring them to heel. All that remains is bringing Oskaria in to make the risky proposition a certainty. Ophelia, of all people, is the strongest to advocate for it. You're somewhat more surprised that she's so enthusiastic about it - but she's her own adult, and that means she can make her own decisions.

Cormag doesn't seem to respond from the other room to this discussion. You wonder whether he's alright - but you think you hear him snoring, so he's at least alive. You suspect that he and Agueda would be the two opposing voices, but they're...not available right now.

With only a few more moments of hashing out who needs to take what position, and your plan is set - and all that remains is the process.

So Ophelia nods, and a ruby light flares.



Martial
The Arrest

DC: 25. Base Stat: 22 + 5 + 2 + 1.5 = 30.5

Intrigue
See No Evil, Hear No Evil

DC: 18 + 5 (Ophelia-Oskaria) = 23. Roll: 19 + 2 + 2.8 = 23.8

Ophelia's timid smile curves into a hard glare, scowl settling over her features. Somehow, she seems to tower at the same height with her eyes closed. She strides forward to grasp Tax Cut, and in her hands the sword shimmering blue takes on a golden light. The presence in the room simply glances in your direction and you scramble to prepare yourself. With her eyes closed, you feel a piercing gaze in the depths of your being as you cannot summon the excuses for why you are delaying the advance for even a moment.

When you stumble out the door, she strides forward in steps so quick and long that you cannot believe that it is a mere walking pace. Her divine raiments seem to command all those who witness them to obey her command, the golden blade in her right hand the assertion of might that backs her actions. The Red Lances are brought into line with a harsh bark and a gesture, parading behind her like she was nothing short of royalty, at a pace set at nothing less than a quick trot. Her march is completely unhindered, her steps assured as if she had lived all of her life in this city.

The barred door at the first house does not hold before the golden light eviscerates the lock and throws the door well clear. The inhabitants inside are struck with a terror and despair, collapsing to their knees in prostration. She strides by their cowering forms, doors in her path flinging themselves aside like animals fleeing a disaster.

When she opens the final door to the leader of the Guards, he is curled in a ball sobbing as your own heart trembles from the fury towering over all existence.

You arrest him and his conspirators with little trouble.

In prison, her voice orders the City Guard to leave so that the Red Lances will guard these prisoners, as the golden sword begins to blur - as if your eyes cannot allow themselves to believe that her form is trembling. Once the guards have left, she closes her eyes and collapses.

You carry her back.

She's surprisingly heavy - though whether that's her weight or your conscience is a question you won't answer.



Learning
Scaling Up

DC: 25. Roll: 23 + 9.2 = 31.2

Stewardship
More Supplies

DC: 20. Base Stat: 16 + 3.6 + 2 + 0.2 = 30.2

Diplomacy
Access to the Inner City

DC: 25. Roll: 20 + 2 + 4.1 = 26.1

Random Event Roll: 82

That said, you made a palliative last month, and you intend to see that spread out further. With Ophelia confined to bed-rest, you suppose it falls to you - although you must profess, you certainly don't have the same head for raw information that Ophelia has, you make up for it by using the Eye Approaching Divinity as much as possible. Fortunately, you manage to quickly figure out how to scale your production process up, and while there's only so much money to go around in the outer city, there's plenty in the inner city.

And wouldn't you know it? You happen to have a massive quantity of effective palliative that you can exchange for a massive quantity of cold, hard, specie.

The guardians of the gate, of course, are all too happy to let you through with your lifesaving medicines - after you help them with an administrative fee and a free sample, on both sides of the doors.

The sales don't go quite as well as you hoped, but certainly better than your worst fears.

The literal bags of gold and silver piled up in the commons certainly help with that.



Event Chain 1A [10/10] [0/10] [2/10]
Event Chain 1B [3/10]

subtitle: You Can (Not) Run Away
Somehow, the rumors out of the region by the Smok River say that even with the coming of May, the blizzard still has not lifted - no doubt because of the cursed child. While there was much talk of simply sending out a party to hunt down the boy and put him to the sword, supposedly negotiations were in place to handle things differently before calling for the death of a literal child - involving a Colonist, if you can believe it. The trader thinks it's a bad joke, and you laugh with him.

Or perhaps it would be more accurate to say, at him.



Event Chain 2A [12/20]
Event Chain 2B [3/10]


The unstoppable Royal Army continues its march towards the castle that the vampire Baron has holed up inside. King Julius himself led the cavalry charge that collapsed one of the Baron's skeletal hordes, apparently. Now the only question anyone has is the question of where the other Crusaders are, while Oskaria's new Royal Army acquits itself with so much glory as it charges through the forests of Transulinia.



Remaining Budget: 375

Well, we're a damn sight behind, and while I'm not as strict about the schedule as I was in early June, it's a decent place to call for an interlude vote.

[] Snow Like Ash
He told you to meet in the Spires. You don't know why he was doing this - not that you ever understood what he did. But like that spider told you...you can't run away any more. And if you don't stop him...someone else will.
[] Through The Mud
The King's a madman alright, ordering you all to march out in the howling gales of winter. But you're his madmen, and you all did it with a smile. Unlike the prick of a minor Baron commanding you.
 
Interlude: Snow Like Ash
The wind howls all around you, the trees groaning their displeasure. With one hand you pull your cloak tighter around you, pretending that it's only the endlessly cold wind that chills your bones so. Snow falls upon your white-crusted shoulders, your cloak forming their own white peaks as your shoulder hunches over to protect the truly valuable thing you carry with you. It is nothing more than a seed clutched tightly against your breast to survive the brutal cold - but it is nothing less, either.

Out of the grey snow the grand, twisted spires of the Precursors loom, higher than even the tallest oaks dare lay claim to. You know this place - it is the place that supposedly forever banishes you from a long life, and as you step over a threshold you feel an innate resistance in every fiber of your being, a voice that orders you to withdraw yourself at once. You stop for a moment, heeding the wisdom of your flesh and the spirits that talk, before feeling the pressure upon your back and the burning sensation in your limbs. You know on some instinctive level that he's watching you, awaiting your next step forward.

That alone forces your feet to shuffle in front of each other in a reluctant march towards demise. Whose, you have no way of knowing.

You just can't run away any more.

The great twisted works of metal, stone, and twinkling crystalline shards towering over you seem to mock your resolve, the rock beneath your feet hardier than any road you've ever felt and yet cracked through by the brown sand that seeps through everything. It is a shattered forest of the Precursors, to match anything that nature itself could make. The snow blankets everything, and yet it seems to have sloughed off the roads, as you're blinded by the sun's rays in what must have been months.

Above you, even the storm is beginning to taper away, the horizon finally visible in ages. The red light of dusk settles upon the Spires, and shows you the way to a triangular clearing. Ringed on all three sides by great cliffs of stone and glass, metal towers reaching as bare trees over the landscape - to reveal the one long-dead tree in the middle of the clearing. And with your eyes drawn to the clearing, you saw the only live thing there.

Your breath hitched.

Alban sat there, humming softly with a slight smile on his lips. His white hair and red eyes seemed to be staring at the ground, as he kicked his legs like a child. He was dressed in light clothes, as though he might be preparing to sow his fields with those delicate hands of his later. As if he was nothing more than a daintier boy than perhaps ordinarily acceptable, instead of being the harbinger of a wintry apocalypse. The thought brings tears to your eyes.

Ah, he smiled. Linden, you've arrived, he joyously said.

You begin to sniffle, and then sob outright. Anger, madness, sadness, fear, pity, confusion, everything comes crashing down at you. You pitch forward, the hard rock underneath the snow slamming into your knees. You want to ask him a million questions, you want to ask him nothing. You want to punch him until he's a bloody smear in the ground, you want to hug him and never let go.

His arms enfold around you, and you can feel the chill of winter through your layers. With his embrace he takes away your choice. Just like he always has.

He's cold, you cry.

That happens, he soothingly says, and despite the biting cold you're warmer than you've been in months. In years, maybe. Haltingly, you bring your arms around his, and you feel more than you see his smile.

He's glad you trusted him, his voice says, and you sob an ugly sob all over again.

Why, you ask in-between sobs, as you clutch him so tight you're not sure which of you would burst first. Why the blizzard, why him, why you, you demand.

Because, he says in a voice so soft it's almost a whisper, because the land was crying out. The mountains were crying, the hills were crying, the trees were crying, and the grass was crying. Because you were crying, he whispers, patting your back as you feel a wetness cut through the snow on your shoulders.

You angrily speak out. Can't he hear the people crying, then? Can't he hear the cry of the animals, the cry of the trees?

Roughly, you force yourself back and out to open your empty hand in angry proof. Look at me, you demand, and for once you don't want his pity, his understanding, or his thrice-damned sad smile. You want him to stop looking for the consequences or the costs he's delaying the payment of until the last second.

He looks up and gives you a sad smile.

Looking up at you is all he's ever done, he said, and your towering fury collapses once again into piteous sobbing. He offers to embrace you once again, but you pull aside - you have one last thing you need to show him, as the red sun flares brilliantly past the white cloud that Alban alone has kept over the skies. You need to show him the green shoot, the plant that survived the winter he wrought. The winter has to end, you beg. Please, if you're in any way part of his heart, you rush out, then, he needs to let spring come!

Immediately, you flush red, and try to pull away from his touch.

But his grip is resolute, even as you hear the keening sound of a quiet sob.

With his last free hand, he wipes his tears, and says to you with a smile, but of course. He heard the cries of the land and the trees, and their desperate wish to survive no matter the cost - but even they cannot survive an endless winter. June comes, and no matter how long the spirits rage, not even they can halt the change of seasons. The beasts of the wilderness might have been kept at bay by the winter, but that is no longer an option, for a number of reasons, Alban hints heavily.

After all, he's channeled too much, too soon. He's glad...that at least once, you came to visit, Linden. That now he knows he had a place in your heart.

So please, he said, smiling with his arms open. Won't you, he whispers, and you close your arms around him.

At your touch, he breaks apart into powder upon the wind. You clutch the miserable remnants of his presence with your arms, the snow upon your face tasting like ash. Your whole being wracks with pain, as the clouds above you make way for a brilliant clear sunset.

The winter has lifted, and all it cost you was Alban.



Budget: 375

I thought about more direct control, and then realized we're at another decision point, so...let's do another broad vote again!

[] Continue investigating unresolved questions in Merridge, and put together an ironclad case.
[] Drag the traitors to the Capital, we're having the trial there and then heading to another region.
[] No need to head to the Capital. The judges here will understand the need for a swift, decisive trial.
 
THE WEB OF TREASON MONTH 6, 7 ROLL CALL
Alright, since dragging the traitors to the capital wins 8-4-3-2, we'll roll for two month's worth of events.

Roll me...11d100s.

Piety
Ophelia Training (July)

DC: Scaling. Base Stat: 20.

Random Event Roll (July)

Event Chain 2A (July)

Event Chain 2B (July)

Event Chain 2C (July)

Piety
Ophelia Training (August)

DC: Scaling. Base Stat: 20.

Random Event Roll (August)

Event Chain 2A (August)

Event Chain 2B (July)

Event Chain 2C (August)

Event Chain 3
 
CASE: THE WEB OF TREASON MONTH 6, 7
Piety
Ophelia Training (July)

DC: Scaling. Roll: 20 + 7.7 = 27.7

Ophelia takes to the channeling training with aplomb, negotiating with various spirits of the woods and the forests to temporarily empower her in order to better experience what channeling spirits feels like - without channeling the might of the steadily-stronger Oskaria and risking the exact same burnout. Interestingly enough, when she does so you note that her gemstone only dimly lights up a pale green, as opposed to the brilliantly ruby red that Oskaria manifests itself as.

Random Event Roll (July): 57

The weather is warming up slightly, the rivers flowing with grain. The warm sun and the breeze from the sea seems to drive out the Wasting Cough, as the winds blow in the trade ships from northern Etrella. Fortunately, nothing too untoward seems to happen on the way back - no bandits or "bandits" catch you unaware as your group heads back to the capital. On the King's Road through the White Hills, you smell the flowers blooming like the springtime. The same priests you broke bread with in the spring tell you the good news from the east - the white-haired boy had walked into the mountains one day, and one week later the blizzard had disappeared like a bad dream.

Of course, those same friends tell you to look out for beasts on the way back - while the boy was gone, in his absence and in the cruel winter the beasts that were emerging from the forests were a lot deadlier than they used to be. Some even whispered that the wolves they had glimpsed for only a moment looked back, the glint of intelligence behind their eyes. Whatever was going on was nothing you wanted to encounter alone, especially not with...slow riders, the priests deflected.

Gladly, you thank them for their advice, and your ride through the White Hills are fast and free of wolves.

Event Chain 2A [20/20] [0/30]
Event Chain 2B [6/10]
Event Chain 2C [4/5]


Headed the opposite way, some royal messengers gladly spread the news: The Royal Army has made it all the way to the mouth of Daviuyk, preparing to siege the town of Forsyn on the otherside. This is the last step before the march all the way up the river to the Baron himself, as the other members of the Crusade face embarrassing defeats and slowdowns in their own great haste to catch up with the glory that Oskaria's army is winning. You wryly note that the pace seems slower than the beginning of the year - the messenger shrugs, and says that's just how the siege business works.



Piety
Ophelia Training (August)

DC: Scaling. Roll: 20 + 7.6 = 27.6

Random Event Roll: 62

The weather continues to smile upon you in the stretch down through Bythnia, happy farmers and merchants jubilantly waving to fellow travelers, even as your prisoners grumble in the back. On the trip, you agree to let Ophelia channel Oskaria directly - but with strict controls on the level of empowerment and channeling she's requesting, and it takes nearly the better part of the month in order to get her to set her boundaries properly, since channeling Oskaria comes so much easier to her. Tekla ribbing you about your stint as Justice's Overseer didn't help, and you pointedly remind him that you were out for nearly a month after you did that. Certainly no role model to imitate, since Ophelia channeled Oskaria for a day and was out for a month afterwards.

This time, when the red light shines, it only shines dimly. Her clothes do not seem to force compliance from your gaze, nor do her golden weapons manifest themselves from the ether - only her eyes shine red, as her smile tips downwards into the focused scowl that may be the only expression Ophelia-Oskaria ever wears. However, she can hold this - there is none of the trembling that you could have sworn you felt when Ophelia-Oskaria's presence descended fully. It means, you think, that she can handle it, with the last test perhaps being the most important. You ask her to cut the enhancement and see how it feels, and she hesitates, Oskaria clearly wanting to hold on - and then she nods and closes her eyes. She sways a step or two as the light fades from the gemstone and her clothes lose some of their luster, but then she opens her brown eyes and smiles, and you all breathe a sigh of relief.

It appears as though she can start to control her channeling without losing herself, at least.

Event Chain 2A [20/20] [1/30]
Event Chain 2B [5/10]
Event Chain 2C [5/5]


Word as you head into the Capital, is absolutely jubilant - the Royal Army is supposedly at the very gates of the Baron's castle. They were not slowed down by the siege of Forsyn at all, apparently - many say Forsyn had just seen the banners raised against them and threw open the gates, offering to join the Crusade. With their help, the armies stormed up the Daviuyk and surrounded the baron's castle - although the other forces of the vampiric baron had not been idle, and threatened to dislodge the Royal Army's tenuous foothold, last you heard.



Event Chain 3 [5/20]



Those tollmasters are going to be the death of you - or more precisely, the death of your budget, you ruefully sigh, passing through the high walls of the capital. At least the tax collectors hadn't gotten the bright idea to start charging at the new ring of fortifications around the capital - although the captain of the Red Lances notes that the fortifications being erected look less like the traditional Oskarian wall than the more modern fortress designs from Etrella, more prepared to counter armies than dragons. You bring the prisoners into one of the prisons out of the city, and tell the guards that it's a matter of royal affairs - the guards, hesitant, acquiesce after receiving their dues.

Honestly. This kingdom, you swear.

You are looking for the traitors inside the Kingdom. You have found that the leadership of the City Guard in the northern port city of Merridge are treasonous. You have documents showing that they have agreed to help coup the rightful authorities in Merridge against Oskaria. You have arrested them and brought them to the capital. You are currently going to bring them to trial in the Capital for treason. Then you will strike out and look for other players in this web of treason.

Remaining Budget: 340.

You have 3 [Free] Actions that may be spent in any category.

You have 6 Minor Boons and 2 Major Boons that you may attach to any Action.

You can cooperate with your teammates to add +3 base stat to an action that you are cooperating on. It is represented by using your [Free] Action on one of your already-selected Actions.

Martial (Choose 1) {Kerrie Action}
[] [Martial] Contract Termination

With the prisoners brought into the capital, you no longer need the services of the Red Lances - so it's time to let them go while the opportunity's still good to get some good business opportunities. DC: 15. Cost: 0 Budget.
[] [Martial] Prison Transfer

You don't trust the prisons on the outskirts of the city to properly contain these criminals. Bring them into the prisons inside the city. DC: 20. Cost: 4 Budget.

Diplomacy (Choose 1) {Tekla Action}
[] [Diplomacy] Knowing When to Fold Them

You have some broad authority as prosecutor, and that means if some of your prisoners are willing to talk, something could certainly be arranged for them. DC: 25. Cost: 0 Budget.
[] [Diplomacy] The Upper Crust

Ophelia's introduction late last fall certainly made some waves. Perhaps you'll be able to parlay that into some more useful connections today. DC: 28. Cost: 10 Budget.

Intrigue (Choose 1) {Kerrie Action}
[] [Intrigue] Accelerating the Docket

You need your case heard before the judges, which likely means you'll have to do some convincing. DC: 20. Cost: 8 Budget.
[] [Intrigue] Assuring the Right Decision

When your case is heard, you need to make sure they know to come up with the right decision. See to it that they do. DC: 20. Cost: 6 Budget.
[] [Intrigue] Mail Search

Some of the documents you seized from the City Guard includes some rather incriminating names. Many of them are elsewhere, but perhaps some of them are in this city. Worth a look, in any case. DC: 30. Cost: 0 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Trinkets

As before, the Capital has the largest concentration of merchants in all things magical in the Kingdom. See if they've got anything new in stock. DC: Scaling. Cost: Scaling.
[] [Learning] Palliative Sales

You've developed a potion recipe for easing coughs up in Merridge - perhaps you could set up a similar operation here? DC: 20. Cost: 4 Budget.

Stewardship (Choose 1) {Ophelia Action}
[] [Stewardship] Finding the Jurisdiction

You don't have a lot of time to do this, but fortunately with all the tools you have on hand you have a decent shot at simply finding the lawyers - and thus, the judge - you need on short notice. Does not benefit from Interlocked Abacus Array. DC: 30. Cost: 2 Budget.
[] [Stewardship] Equipment Sales

You have some equipment that, frankly speaking, is simply outmatched by your other pieces of equipment. Perhaps you can fetch a good price for some of them. DC: Scaling. Gain: Scaling.
[] [Stewardship] Document Analysis

When you got the documents from the City Guard, you had the time to identify the key players in Merridge - but not necessarily where their correspondents were in foreign lands and in the kingdom. With the accumulation of knowledge in the capital, perhaps you can secure some leads on where to go next. DC: 25. Cost: 0 Budget.

Piety (Choose 1) {Cormag Action}
[] [Piety] Ophelia Training

Right now, Ophelia can call upon Oskaria in a limited form at best for maybe a few hours without strain - see if you can't work together to improve that. Will not activate Ophelia-Oskaria. DC: 25. Cost: 0 Budget.
[] [Piety] Oskaria's Jewel

Bringing Oskaria down on the jury would likely bring the court case to the conclusion you want to have, although you're worried about the cost...DC: 23. Cost: 0 Budget.
[] [Piety] Justice, Swift and Decisive

You want this case wrapped up as soon as possible, and what better way to do it than to bring in the decisiveness of swift justice? DC: 28. Cost: 0 Budget.



If you have any comments or suggestions, feel free to make a note of it below, and I might add it in.
 
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THE WEB OF TREASON MONTH 8 ROLL CALL
Alright, we're going to call it for Plan Random, which has won 7-3-1.

Roll me 13d100s.

Martial
Prison Transfer

DC: 20. Roll: 19 + 2 + 3.2 + 2.

Cost: 4 Budget.

Diplomacy
Knowing When to Fold Them

DC: 25. Roll: 20 + 2.

Cost: 0 Budget.

Intrigue
Mail Search

DC: 30. Roll: 19 + 2 + 3 + 3.

Cost: 0 Budget.

Intrigue
Accelerating the Docket

DC: 20. Roll: 19 + 2.

Cost: 8 Budget.

Intrigue
Assuring the Right Decision

DC: 20. Roll: 19 + 2.

Cost: 6 Budget.

Learning
Trinkets

DC: Scaling. Roll: 23.

Cost: Scaling.

Stewardship
Document Analysis

DC: 25. Roll: 20 + 4.

Cost: 0 Budget.

Piety
Ophelia Training

DC: 25. Roll: 20.

Cost: 0 Budget.

Event Chain 2A

Event Chain 2B

Event Chain 2C

Event Chain 3

Random Event Roll
 
CASE: THE WEB OF TREASON MONTH 8
Martial
Prison Transfer

DC: 20. Roll: 19 + 2 + 3.2 + 2 + 0.1.

Diplomacy
Knowing When to Fold Them

DC: 25. Roll: 20 + 2 + 8.8 = 30.8.

The prison transfer is a messy and complicated thing - you send off orders to the prison guards telling them to expect visitors to bring away your prisoners on one day, Ophelia's tasked with getting the Red Lances to the prisons on the outskirts only for you to realize after half a bell that she's never stepped foot in the outer capital before, you actually need to rescind your orders because when the Red Lances finally showed up with the prisoners in tow they came with apparently a few too many since the guards at the outskirts had misinterpreted how broad the transfer was and the guards in the inner prisons had heard a smaller number than the ones you had actually brought along and -

This was all just one massive headache.

Fortunately, in the midst of all this confusion it's a fairly simple affair for Tekla to slip by several of the prisoners and begin offering them a chance to avoid the prisons or worse if they agree to reveal who the real foreign agitators are - and please accept this white lie to help everyone preserve their own dignity. Some of them refuse, but you find enough lieutenants who are amenable to being convinced to cry and sell the lie that their duplicitous subordinates had sold them out. In exchange, you promised them that you would restore them to their station to them after this little reminder of where the real power lay.

It works well enough - and Kerrie quietly flashes you a challenging smirk after you told her that this was all far too complicated to work as well as it did, especially since the number of prisoners that you cut deals with just so happens to be the difference between the prisoners released from the outer prisons and the spaces you've reserved in the inner prisons.



Intrigue
Mail Search

DC: 30. Roll: 19 + 2 + 3 + 3 + 6.1 = 33.1.

Stewardship
Document Analysis

DC: 25. Roll: 20 + 4 + 5.2 = 29.2.

You have your list of names from the Merridge's City Guard's internal documentation, you have the names that the upstanding members of the City Guard's leadership has provided, and your team has their own skills to leverage at the problem. So you begin to work your campaign - or if you're being honest, leaving the work to the real experts like Kerrie and Ophelia. The two of them piled together their notes and details of the noble houses in the city to conduct quiet raids day in and day out, Kerrie taking out divination wards so that Ophelia could use the Eye Approaching Divinity to simply scry out the information.

Unfortunately, it only confirmed what you had already suspected - many of the nobles were quietly communicating with the foreign nobility, although the exact contents tended to be sundry gossip. It could be a prelude to more intense treason, or it could simply be a friendly exchange between nobles. You're not sure, and frankly, you suspect you'll never be able to get a straight answer out of just the letters - anything put to paper can be read out by you, after all.

But what you do start to accumulate is a roster of names and the servants they most depend on...which might provide your targets to actually wedge your way in to their confidence - and thus the real target of your probe.

At least, here in the capital.



Intrigue
Accelerating the Docket

DC: 20. Roll: 19 + 2 + 9.5 = 31.6.

Intrigue
Assuring the Right Decision

DC: 20. Roll: 19 + 2 + 7.3 = 28.3.

The process of getting your court case heard is simple enough - you pay the judges some administrative fees to put your case near the top of the docket, you pay them some more administrative fees, and they assure you that your evidence is sound and will see the result that you want in court soon enough. The case information gets added to the public docket, and the court case is slated to occur next month - which is the earliest they can manage on short notice, they hope you understand.

You do, and that's about as far as you'll get, you suppose.



Learning
Trinkets

DC: Scaling. Roll: 23 + 7.5 = 30.5.

Word of Tekla's exploits have started getting around, and that means that as he's perusing the normal aboveground magical marketplace, someone comes and invites him to the real network of insiders offering to sell some of the equipment that cannot be bought with money - only by reputation, money, and favors.

[] [Item] Encyclopaedia de Cille
The University of Cille's famous department of physical economy has put out a great work: an all-encompassing encyclopaedia on every subject possible. Normally, this would be a curios for rich collectors - but you have the Eye Approaching Divinity. Cost: 8 Budget. Divination Compass bonuses are doubled, up to a maximum of 30 Stewardship.
[] [Item] Ghost Dust

One of the special pieces of Vykkaltarian goods that occasionally comes by the Capital marketplaces, this bag of dust can supposedly reveal the tracks of anything for any distance, so long as you have a piece of the thing you're trying to track - at the cost of being quite literally more expensive than an equivalent weight of gold. Cost: 4 Budget, 1 Favor. Autopasses one Tracking Action, provided a piece of the target.
[] [Item] Wintercore Wand

While other merchants have mentioned how the brutal winter has badly hurt most of their business, this merchant decided to take the opportunity to make a truly impressive wand empowered with the essence of the endless blizzard. Cost: 6 Budget, 2 Favors. +3 Piety to Piety Base Stats involving direct spellwork or runework. This includes other magical items.
[] [Item] Precision Refinery

Recently, one of the nobles away on Crusade has passed, and this means that their personal effects have gone up for unofficial sale, especially since the items in question are a beautiful set of alchemical glasswork and distillery. Tekla comments he might be one of the few people to be able to push this thing to its true limits. Cost: 6 Budget, 1 Favor. Grants 2 + Piety/5 Base Stat to Learning Actions involving Alchemy.



Piety
Ophelia Training

DC: 25. Roll: 20 + 6.2 = 26.2.

While there are no great strides in Ophelia's steady training to become a better channel for Oskaria, that suits you just fine - now better able to set boundaries, she fortunately can arrest herself from going fully into Ophelia-Oskaria inside even the capital itself. You do wonder what exactly caused this sudden upsurge in piety towards Oskaria, and ask a few questions to that effect to the clergy. The answer, apparently, has to do with the returning priests from the Crusade - the priests that had survived the first round, stayed through the harsh retrainings of the two intervening years, and rode with them through the miraculous charge in the early winter were a much more radically Oskarian lot than the ones that had remained. As a result, these priests were much more heavily involved in the veneration of Oskaria - and so too was their flock, and thus Oskaria kept on getting more powerful.

And unfortunately, you were starting to suspect that Ophelia's contract was for a fraction of Oskaria's might, not a fixed empowerment as you had hoped. Since Oskaria was growing significantly more powerful, that only spelled disaster in Ophelia's future - though perhaps she might be able to renegotiate it in the future.

If she even wanted to at this point, however.

You were worried that she might not.



Event Chain 2A [20/20] [1/30]
Event Chain 2B [5/10]
Event Chain 2C [5/5] [1/5]


From last you heard, the Royal Army is attempting their siege of the castle where the vampiric Baron lives - under good conditions, they'd be expected to finish their siege in about a year. The rumors, however, whisper that the Army is barely holding on to their tenuous foothold - deep into enemy territory, facing constant day and night sallies by zombies and skeletons and elite vampires, they have barely even managed to get so much as entrenched before the Baron's reinforcements begin to slowly drown them out. The allied armies are doing no better, stuck in the very same mud that had so doomed the first initial push - and don't seem to be on track to provide any support to the Royal Army soon.



Event Chain 3 [2/10]

You hear that the King is promulgating the mass importation of Transulinian lumber at extremely low rates - you're not totally sure why this is important, but you're sure that Agueda could probably explain it to you.



Random Event Roll: 84

The early harvest looks good, the grain stores filled to bursting after the cruelties of the winter. The shortages of the winter and spring seems to have given way to the abundance of the summer and fall, and you hear that many of the nobles who had been denied their hunting all throughout the winter and spring sought to slake their bloodthirst in the summer and fall.

Which is probably why the noble reaction to the trial of the Merridge City Guard is so delayed - they hadn't realized that the Guard was being tried until they arrived back into the city, much less for treason which you were all but told unofficially implicated them. Their response was panicked and staggered, but respond they did - first with a suspension of the trial to better determine the proper jurisdiction which may have the whole thing thrown out, then as an appeal immediately filed upon the defendant's behalf to review the case in the higher courts - despite the case not even being heard yet! - to better remove them from the tyrannical grasp of the King's Ministries, which had clearly overreached.

Remaining Budget: 315

So! You now face a difficult legal case, long screeds against you in public and private company directed at surprisingly receptive audiences, and maybe the slightest hint of a crack that you can exploit with a narrow window to do so.

You wished you had Agueda back.

You have 3 [Free] Actions that may be spent in any category.

You have 6 Minor Boons and 1 Major Boon that you may attach to any Action.

You can cooperate with your teammates to add +3 base stat to an action that you are cooperating on. It is represented by using your [Free] Action on one of your already-selected Actions.

Martial (Choose 1) {Kerrie Action}
[] [Martial] Contract Renegotiation

With the news of the siege against the Baron reaching the ears of the Red Lances, the Red Lances would like to move on to working for the Royal Army's siege units for the promise of better pay - unless, of course, you can match the price. Unless taken, Red Lances will leave the payroll. DC: 15. Cost: 6 Budget.
[] [Martial] New Contracts

You'll happily wish the Red Lances well - you'll just need to source your muscle and protection from other sources. DC: 20. Cost: 4 Budget.
[] [Martial] First Strike

You have a list of suspects, and a list of enemies a lot longer - make both lists a little shorter by taking some from both lists into custody. DC: 25. Cost: 4 Budget.
[] [Martial] Self Defense

On the other hand, with the nobles beginning an offensive against you, perhaps it would be wise to simply hunker down and watch for danger. DC: 15. Cost: 0 Budget.

Diplomacy (Choose 1) {Tekla Action}
[] [Diplomacy] The Presses

Clearly, the nobility are using the presses they have to their advantage - best make sure that your own version of the story gets out there. DC: 22. Cost: 4 Budget.
[] [Diplomacy] The Guildmasters

Here in the capital are many of the top guildmasters across the nation, that form their own powerbloc with uncertain loyalties to either your faction or the faction of opposed nobles. See what it takes to get them on your side. DC: 25. Cost: 10 Budget.
[] [Diplomacy] The High Clergy

Carefully leaving aside your opinions of these worthless leeches, it's undeniable that many of them have quite a bit of sway - sway they might be encouraged to leverage in your favor, provided the right incentive. DC: 24. Cost: 12 Budget.
[] [Diplomacy] The Neutral Nobility

Not all of the nobility is immediately hostile, and some might be persuaded to help kick their enemies while they're down. See what they might want. DC: 20. Cost: 8 Budget.
[] [Diplomacy] The Streets

The last resort is to go to the streets for your powerbase - call upon the memories of the July Days and the clergy in the inner city that stand with you. DC: 25. Cost: 0 Budget.

Intrigue (Choose 1) {Kerrie Action}
[] [Intrigue] Screw the Conspiracy

You have no official evidence against the noble conspirators - but then again, after you make their lives a living hell for a month they won't either. DC: 25. Cost: 2 Budget.
[] [Intrigue] Easing In

You need actual access to the servants or the nobility who actually sat in on those meetings to determine what happened in those meetings, and in order to do that you need to work your way in to their networks. Start on that. DC: 32. Cost: 8 Budget.
[] [Intrigue] Mapping the Network

You've got a lot of conspirators to work against, so knowing how their shadow network moves might help you figure out how to work against it better. DC: 28. Cost: 4 Budget.
[] [Intrigue] Repetition is Key

Some of these judges may have been swayed by the allure of the noble's illicit bribery. See to it that they do not succeed in their efforts. DC: 27. Gain: 10 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Palliative Sales

You've developed a potion recipe for easing coughs up in Merridge - perhaps you could set up a similar operation here? DC: 20. Cost: 4 Budget.
[] [Learning] Magial Remapping

The last time you assembled magical maps of the area was three years ago, and plenty can change in the time inbetween. See if you can't see if something like that has gone on here. DC: 20. Cost: 0 Budget.
[] [Learning] Metal Stockpiles

You know there's a lot of metal in this city - the triply-redundant armories of the Crown and the mass encouragement of noble armories in the capital speaks to that, at least - but it still might help to see where they're all at. DC: 10. Cost: 0 Budget.

Stewardship (Choose 1) {Ophelia Action}
[] [Stewardship] Lawyer Up

Now that the nobility are going to make such a fuss of it, it's time to lawyer up and get ready to fight in the lower and the higher courts. Does not benefit from Interlocked Abacus Array. DC: 27. Cost: 2 Budget.
[] [Stewardship] Equipment Sales

You have some equipment that, frankly speaking, is simply outmatched by your other pieces of equipment. Perhaps you can fetch a good price for some of them. DC: Scaling. Gain: Scaling.
[] [Stewardship] Reply and Riposte

The nobles have concocted their own story. Time to both refine your own story, and also look to ways of getting it all out there. DC: 24. Cost: 2 Budget.
[] [Stewardship] Into the Abyss

If the legal code of the countryside is a nightmare, the legal code of the capital is a yawning sunless abyss from which nothing ever returns. Nevertheless, you're going to need to brave the depths in order to see what privileges these nobles do and do not get inside the capital. DC: 34. Cost: 0 Budget.

Piety (Choose 1) {Cormag Action}
[] [Piety] Ophelia Training

Ophelia is taking to her training, which is good - but Oskaria is continuing to grow stronger, and worse, you're starting to worry that she might not see channeling Oskaria as fundamentally harmful to her. Best make sure she's at least prepared for it. Will not activate Ophelia-Oskaria. DC: 25. Cost: 0 Budget.
[] [Piety] Oskaria's Jewel

On the other hand, you could really use the overwhelming power that Ophelia-Oskaria represents in order to bring justice to the traitors in the kingdom. DC: 21. Cost: 0 Budget.
[] [Piety] Justice, Swift and Decisive

This is almost certainly a long-shot; for one, you're certain that the opposed nobility is attempting to call upon Justice, Slow and Deliberative, and for two, Justice has already begun the process - to start now might be offensive. Still...DC: 31. Cost: 0 Budget.
[] [Piety] The Local Spirits

The last trick up your sleeve is to communicate with the local spirits, who command a high price - but also might provide invaluable support. DC: 27. Cost: 2 Budget.



If I screwed something up or left something blank, please let me know and I'll try to fix it reasonably quickly.
 
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THE WEB OF TREASON MONTH 9 ROLL CALL
Alright, 3-2-1-1-1, Plan If They Want A War, Give Them One wins.

Encyclopaedia de Cille is bought.
Wintercore Wand is bought.
Precision Refinery is bought.

You now owe two favors to the Mage-Smith Thiemo of Northern Vlona and one favor to the House of Count Nevin.

Roll me 14d100s.

Martial
New Contracts

DC: 20. Roll: 19 + 3.2 + 2.

Cost: 4 Budget.

Diplomacy
The Presses

DC: 22. Roll: 20 + 2.

Cost: 4 Budget.

Diplomacy
The Guildmasters

DC: 25. Roll: 20 + 2 + 1.

Cost: 10 Budget.

Diplomacy
The High Clergy

DC: 24. Roll: 20 + 2 + 1.

Cost: 12 Budget.

Diplomacy
The Streets

DC: 25. Roll: 18 + 2 + 1.

Cost: 0 Budget.

Intrigue
Screw the Conspiracy

DC: 25. Roll: 19 + 2.

Learning
Metal Stockpiles

DC: 10. Roll: 23.

Cost: 0 Budget.

Stewardship
Reply and Riposte

DC: 24. Roll: 20 + 4.3.

Cost: 2 Budget.

PIety
The Local Spirits

DC: 27. Roll: 22 + 2.

Cost: 2 Budget.

Event Chain 2A

Event Chain 2B

Event Chain 2C

Event Chain 3

Random Event Roll
 
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Interlude: The Beasts of Autumn
The red leaves of fall heralded the harvest and its red moon - only this year, the harvest moon emerged, bloodier than ever. The sounds of the capital were subdued, as an unnatural cold blew through the walled city - and then the howl of the beasts rang through the night.

They struck as a pack, mottled red and black fur raging like a river towards the walls of the Capital. They slammed through the gates, once, twice, and then with a great crash a towering earthen golem broke through the main gates. Fires alighted all over the city as bells tolled a long-forgotten haunting rhythm - the Dragon's toll.

You felt a sensation within your soul, a demand for Oskaria to use you as a vessel. Absent the restrictions, the chains which you had carefully enticed it to accept before - Oskaria needed you in your totality, not a restricted form.

You breathed in, and nodded your head.

[Blessings: Conceptual Perk Activation: Vessel]

The gemstone upon your neck flares with a red light as you feel the power of Oskaria flow through you from the depths of your soul through the tips of your fingers. Your body, mind, and soul expands its dominion over all before its gaze, for all of it is Oskaria, and you find yourself as displeased with the state of Oskaria as you always have been.

Your eyes see the thousand cracks, the thousand deficits where Oskaria has been allowed or made to slip, the thousand ways that you have been held back - and you are perennially dissatisfied.

But no matter. You immediately look over at Kerrie, whose loyalty was unquestionable. She hesitates before the look in your eyes - but then again, these agents of the will of Oskaria were always more hesitant when you assumed your full power. You gesture for the sword in Kerrie's hand, and she hands it to you. The moment it touches the domain of your existence, you extend your power through it as it suffuses with a golden-red light.

You order them to follow, as you rally the defenses.

They nod, and you take off at a run.

[Tactics: Logistics: 0 + 150 (Oskaria's Blessing) : Required: 20]

You see the great beasts streaming in a group too tight to be merely the cunning of beasts - this must be directed by some spirit or vessel, and Oskaria was telling you that it had to be the great towering golem lumbering forward, looking to eviscerate the Royal Arsenal before the guns could be turned upon the beasts. Everywhere they trampled, however, they huffed gouts of blackish fire and instilled the primordial fear into the terrified townspeople and guardsmen - the garrisons of the city stripped of their best and sent to fight in a foreign land, leaving behind only these dregs, fleeing, crying, and gasping in fear and despair both.

[Tactics: Logistics Artificial Perk Activation: Second Wind]
[Tactics: Logistics Artificial Perk Activation: Look Left, Look Right]
[Tactics: Logistics: 0 + 150 (Oskaria's Blessing : Required: 100]


With a voice that pierces through the din of the crowds and the roar of the fires, you demand the heroes of Oskaria to rise. Surely they have seen how terrifying these beasts of the wild are! Their savagery is the savagery of nature, it's true! That is why the heroes must stand and fight, for their courage and their bravery and their valor is all that will stand between the beasts and their families! To be afraid is natural, but rest assured in the certainty of victory, for you shall lead them to it!

The ones who had teetered on the edge of the brink of despair seize their guns and their pikes and roar their bravery, as the ones whose mind and soul had given way before the all-consuming fear shakily stand and let loose their fear in a cleansing cheer. The force you lead into the flanks of the charging horde scythes through their ranks, your golden blade carving through beastflesh and beastfire alike. Wintry chill blasts through the air, the frost snuffing out the beastfire wherever you cannot be and freezing the beasts where they slow too much. Shots crack through the air, the impacts of the musketballs gouging great holes in the beasts. Over even the cracks of the muskets roar the cannons, wheeled through the narrow alleys of the city and parked atop the ramparts of the Arsenal.

This proves to be too much for even the unnatural cunning of these beasts, and they wildly stampede in all directions. For every twenty paving stones they cross the muskets and the cannons and the pikes cleave through another ten of them, but there are hundreds charging in all directions. Some of them manage to break through, the terrified peasant meeting the terrified beasts and breaking first. You move to pursue, but a giant slab of stone abruptly cuts you off from the fleeing stone beasts.

Evidently, the giant stone golem was possessed of a greater will, even as all it could do was communicate in roars. Its eerie emerald-green eyes stared down at you as you realized it blamed you for all of its ills. The great mass of stone and treeflesh interposed itself in front of you, demanding your full attention with a bellowed roar.

You rolled your neck and readied your blade, the ruby gem pulsing with the power coursing through your hot blood.

[Mobility: Surety: 20 + 100 (Oskaria's Blessing) : Required: 120]

The giant stone golem's stone blade first came down in a wild one-handed swing, and you hop backwards slightly.

[Combat: Melee: 0 + 150 (Oskaria's Blessing) + 100 (Ready Stance) + 400 (Tax Cut) = 650: Required: 250]
[Combat: Melee: 0 + 150 (Oskaria's Blessing) + 100 (Lunge) + 400 (Tax Cut) = 650: Required: 100]


The mass of stone meets your braced golden blade well past its own point of balance, and finds itself thrown back as your stance remains unbroken. Your body flows with the momentum it imparted to spin on one foot as you coil your legs. When the rotation completes you plant your foot back on the ground and explode forward. The tip of your sword shines with a golden light that turns night into day as you soar through the air. The blade plunges through the emerald hollows where the golem's eyes should be, and as it sinks in the light vanishes into the golem's skull. With another planted foot and a kick, your blade smoothly withdraws from dimly glowing eye.

Just as your feet touch the ground, golden light explodes from the eye socket that you had stabbed into. The light shines for several heartbeats, casting everything in stark golden light. The stone giant is blasted backwards, head rocking at an angle that would have snapped had the golem been in any way natural. Clutching its face with its free hand, the giant roars at you, and it cannot even elicit anything more than a scoff from you. You see and feel the energy crackling within the mockery of a throat, but that is not a concern.

[Mobility: Agility Artificial Perk Activation: Blur]

Your bound through the burning street, surpassing a speed that reason can keep up with. The great gouts of magical energy pours forth from the giant's throat, but your every step carries you three strides away from where the giant's eyes saw you last, let alone the slow spells it tried to throw at you. You speed past the last desperate swing of the giant's sword to stab it through the throat, golden light building up just as before.

You suddenly realize your mistake when your sword runs into a gelatinous ooze, one that you cannot smoothly remove your sword from. You pull once, twice, and then the giant grabs hold of you with its free hand and pulls you free from its throat. The sword is torn from your grip as you're thrown bodily through the air - but Oskaria guides your body, allowing you to slide along the terraced rooftops. The giant itself sank to one knee and heaved mightily, only a handful of its giant steps away from the Arsenal which it had fought to reach. It hacked loud and long, and out came Tax Cut. In came a great breath of air, and you saw the giant glow green all over as its eye and throat seemed to knit itself before your eyes - and with a glance up at the abandoned cannons atop the arsenal walls, you know that you will not be able to kill this beast.

But that did not mean you were out of options.

You hop down next to Cormag, whipping the spirits into a frenzy with the Gnarled Rod in his left hand as the Wintercore Wand helped slowly but surely seal off the ways the beasts could continue their rampage. You ask for the Wintercore Wand, and Cormag gratefully nods as he hands it to you.

You run back to the street, where the giant was still kneeling, attempting to catch its breath.

[Mystical: Projections: 50 + 150 (Oskaria) = 200 : Required: 20]

You let loose a howling gale of frost from the tip of the Wintercore Wand. The gale slams into the giant, blowing it backwards as the stone giant began to slowly freeze over. Snow and hail begin to pour from the wand as it demanded to let more of its essence and shape more of your power, and you gladly let the wand drink deeply as it spews out a howling blizzard. The giant attempts to stand up, to spit an angry reply back - but the frosty beam freezes the spell in the beast's throat. The giant beast at last staggers backward, finally afraid for its life - but it's too little, too late, and the stone golem collapses against the walls of the Arsenal as the Wintercore Wand coats its body with a great coat of ice.

[Mystical: Runes: 0 + 100 (Oskaria) = 100 : Required: 80]

Just to be certain, Oskaria instructs you to carve one last set of runes, draining the power out of the giant and using it to continuously freeze the coat of ice upon it.

You sigh, the giant taken care of, and turn back to the blazing city.

Tonight was going to be a long night.

+5 Respect. Title: The Maiden of Light.
 
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