The moon rising- A Gwyndolin CK2 quest.

Turn 7 results.
[X] Plan: Forging Steel From Stone
-[X] Irregular potential (DC 50, higher gives a better result): Surely some of the irregulars could be folded into your more specialized groups where their innate talents could be put to better use?
--[X] The Lady of Darkling, Sieglinde
-[X] Silent allies-Catarina-(No DC???): Reach out to a kingdom and see if you can make some friends before the big reveal now that you have a firm grip of about half of Lordran, or maybe some military or trade based support.
-[X] A proper workplace (DC 30): The giant blacksmith is a kindly sort. He deserves better than simply hunching over an anvil in a corner. Andre would also appreciate a larger workspace. Costs one income.
-[X] The man in red (DC: 60): Someone has seized control of the undead of the graveyard. A surviving necromancer? Some lieutenant of Nito's? Regardless it's better to know rather than not.
--[X] Oswald
-[X] Demonomicon (250/300): The art of living stone and fleshcrafting. Gargoyles, golems, the batwings, the crow-women, among other things. Your batwings are extremely useful, and you would be loathe to be without them. Best find a way to make more, along with other things you won't miss if they fell.
-[X] Darkmoon greatswords (DC 60): The moonlight greatsword has given you ideas. Perhaps you could change it's attunement from intelligence to faith? It would make it so Anna and the others could more effectively use it.
--[X] Rhea
-[X] Gwyndolin
--[X] Visit Priscilla: The way is open. You can go in at your leisure- but you're not sure what you'll find.
-[X] The Lady of Darkling
--[X] Study way of white miracles: You can cast darkmoon blade- but a few other tricks up your sleeve is always a good idea.
-[X] Sieglinde
--[X] Improve sword: Your weapon has served you well- but perhaps the giant blacksmith can do something to make it more... fitting?
-[X] Rhea
--[X] Codify Path of Harmony: You now have a more certain path- but you need to get it down in writing so it can be passed around and properly taught.
-[X] Oswald
--[X] Make a shrine to Velka: You don't need an ostentatious church- the amount of people that need or want Velka is too small for that. You prefer a… more intimate setting, only enough room for a few and a statue. You're even willing to pay out of pocket.

(Darkwraith suppression roll: 39)
In some bad news, a party of Darkwraiths managed to sneak up from the lower burg and butcher a party of civilians before the sunlight warriors came down on them like a hammer on a nail. They were routed- but not before 20 lied dead, drained of their humanity. Morale falters a bit among those still living in the burg. It still holds at high for now for now but another breach like this... Well, once is a tragedy, twice is a pattern.

Martial

Irregular potential 86+17+10=103

Extreme success!

Drillmaster activates!

Perhaps the most shocking development is when one of the refugees reveals he used to be a paladin of the way of white before his untimely exile and disgrace due to becoming undead. He had just been too ashamed to bring it up until fairly recently due to your efforts at integrating the remaining undead into society. He is quickly inducted into your order, and winds up helping his new compatriots as a mentor figure of sorts.

(Future simpler order activities, like building/establishing chapter houses and diplomizing with minor nobles more likely to succeed)

Otherwise, the encouragement of Sieglinde and the stern and sharp words of the knightess drive the irregulars to new heights, and even inspire onlooking civilians to join the militia. By the end of the day things are looking up- even if most don't seem to have the drive required to join the darkmoons, or the faith required to join the sunlight warriors, at the very least your burgeoning Forest Hunters have a windfall of recruits due to the average Lordranite being suited to hit and run tactics- and your total number of Irregulars actually increased slightly!

Darkmoons Increased by 12
Paladins increased by 1
Sunlight warriors increase by 10
Forest hunters increased by 25
Net gain of Irregulars by 12

Diplomacy

-[X] Silent allies-Catarina

Your correspondence is directed to a Baron Heilbronner, Sieglinde's former liege that her father served under for a great many years. According to Sieglinde, her father was very well regarded in his court, his adrenaline-loving nature aside. The baron at the very least seems transparent and honest in his friendliness. He explains that Catarina, while rich and prosperous, wasn't exactly the greatest of powers- especially since Carim to the north is still sore about Catarina splitting off from it not too long ago. And their only other neighbors are Xena, the Delta, and the Great Swamp- not exactly the staunchest of available allies. The rest are either too far to really be concerned or not interested in fighting Carim, which is still the largest nation despite its fractured nature. While they doubt war is on the horizon with the still ongoing recovery from the Age of Strife as it's coming to be known, the peace of mind of an influential ally (particularly one versed in intrigue as their own spies don't quite pass muster compared to international standards) would be more than enough for them. In exchange, they would offer their services as the gateway of worlds, offering treasures and knowledge from all corners through trade- and passage should it be required. The Baron promises he can get the ear of the king- and have him support your fledgling nation when you declare it.

Catarina positives
+Access to esoteric lores, items, and creatures (seriously what is a Horse?)
+Extremely unlikely to double cross you.
+Access to unusual places like the far south, the east, and the Delta.

+/- Have a navy, but only a middling one, meant more to discourage pirates than war on the open seas.

Catarina Negatives
-Unfriendly with Carim, their largest neighbor.
-A bit far from Lordran to offer any timely aid, especially since they would have to navigate Carim.
-Not the best at spycraft.

Embrace Friendship with Catarina?
[] Yes, to hell with Carim, you'd rather have the surefire ally you can get now.
[] No, you're not willing to anger Carim yet- not at this vital stage.


Stewardship

A proper workplace- 73+18-3+10 (both giants went to help)=98

Great success!

You had a flash of inspiration when finally considering this proposition. The quarters of the long dead god of smithing would make for quite the upgrade in terms of facilities. To boot there were resources for Golemancy within, and that fact alone gave you an idea- especially since your Demonology research was just about done.

The mortal workers barely have to do anything for as all three giants tromp around, shifting odds and ends to make room for the new accommodations, to be split between smiths. The giant blacksmith insisted he didn't need all of it- and so a series of servant chambers were also expanded to better accommodate more smiths. At the end of the day the giant blacksmith and Andre send you a gift to show his appreciation- a robe inlaid with thin plates. Not enough to withstand an attack of true force- but enough to deflect arrow fire, and light enough that even you could manage it. You hear Anna sigh in relief at the sight of you in armor, clearly concerned with your well-being even now. You make a mental note to thank them personally- especially if they could help in your project with demonology…
(Personal martial increased by 1)

Intrigue

The man in red: 78+22+17=127

Extreme success!

Oswald frowns as he stands at the entrance to the graveyard, weighing the blessed rapier in his hands. The balance and heft of it was inferior to his usual rapier- but the blacksmith insisted he take it if he were to tromp around gormlessly in the graveyard. Truthfully he would leave it to the darkmoons normally- but he needed the exercise, especially if he was to properly impress his goddess. He took three steps forward around a corner- and froze. His target for observation was standing right there, behind a row of skeletons of all sizes- even some of the oft-maligned bonewheels were up and about. The man in red wore a beaklike mask- and at this range there was no mistaking what they were.

"A sealer?"

"A pardoner?" The man's shoulders sag in relief. "You're an awfully strange sight, I expected a horde of Darkwraiths after the last month or so of peace and quiet.

"I could say much the same, especially with your… allies." Oswald lowered his blade- but kept it in his hand.

"Ah, I don't blame your wariness. Truthfully, you needn't worry overmuch. The moving dead aren't exactly intelligent baring a few notable exceptions- but easily directed with the right magics." The man stabbed his staff into the ground and rose a hand- and the piles of bones clattered to nothing. Only for him to repeat the action to cause the bones to quite suddenly reanimate. "When the darkwraiths came up from below, I didn't like my chances of getting back down there in one piece to say the very least. But then I noticed some bald fellow making his way back into the graveyard, and followed him out of curiosity, after all this would usually be a deathtrap after all." He eyes one of the bonewheels with a particular disdain evident by body language alone.

"And I presume you found the knowledge needed to control the dead?" Oswald had heard rumors of a masked madman working out of the catacombs below- no relation to the one before him.

"A whole treasure trove for it! It was quite reminiscent of sorcery in some ways, and it took me a good few months- but I returned with a vengeance against those detestable life stealers."

"I see, truly an impressive effort. But why have you not come to Anor Londo, to treat with Lord Gwyndolin?"

The man froze, craning his neck down. "Are you saying, that one of Gwyn's children still rules in Anor Londo? I can presume then that the recent guardians of Firelink, the ones who have been fortifying it are not in fact Darkwraiths?"

"No, perfectly peaceable. You didn't know?"

"…I have been in a cave for half a year now waging a shadow war in quite a literal sense. Ever since Patches moved out, I haven't exactly had a source of gossip."

"I understand, you might want to take a seat then, it's quite a tale, one I was in a good position to hear the majority of…"

By the end of the day, the old sealer, Ingward, sends a missive with Oswald to pledge his loyalty to the royal family once more. Though he has devoted himself to tending to the catacombs and the tomb of the giants below, so he can't exactly fill the same role as your other advisors. It seems he was content to trade one form of guarding over another. Though he did also send a grumpy skeleton with a metal beard up to join Andre and the Giant blacksmith. It is fortunate that you recently made room for him.

Force gained! Army of the dead! The art of animating bones is rare, as Nito was not the type to take many disciples, and usually passed on his arts to the Milifinito and similar creations. Such forces are rarely mustered away from their graves- but when the times call for it, the dead will heed the living's call. 400 skeletons, 50 giant skeletons, 20 skeletal beasts, 30 bonewheels. The amount that can be deployed outside Lordran varies with distance, as the remains are loath to leave their graveyards.
Traits- Rise and Rise again, Lynchpin army. Poor attack and defense, unbreakable morale, terrifying.

Fire and Chaos weapons available to craft!

Option to study the ghost blades
Transient curse research dc reduced
Necromancy options unlocked! It is not viewed as an inherently evil art- it is borne of one of the lords after all. But few will shy away from admitting that it gives them the willies.
Option to repair the catacombs unlocked!

Learning

Demonomicon 33+22-3=62

Project finish!

"Damn, what hit this thing? Hawkeye Gough?" Andre muttered as he considered the remains of the construct before him.

"Greatsword. Swung by a bloody monster though." Vamos grunted, tapping a bony foot. "I don't think even the giant skeletons could have managed this."

"You need only repair the outer shell, leave the internals to me." You mutter, looking over the substance before you. One of the bones of Adrigan, the wind dragon. A superbly rare material to say the least. With delicate hands and now-familiar tools and vials, you go to work, crafting a replacement core that would power the metal creature. This was to be your opus for the foreseeable future, due to a lack of materials. The Iron Golem, while devised as one final test to cap off Sen's fortress, was still a fearsome creature, if a bit easy to knock off balance due to its top-heavy structure.

"I fix!" The giant blacksmith declared jubilantly, before hefting a detached arm unto his anvil. The four of you work in focus, the crackling of fire, the hum of soul magic, and the clank of metal and the swish of carving tools against bone. It takes three days and three nights, but by the end of it all except Vamos were satisfied with their work. With the help of the giant propping, it up, you carefully insert the core- and the Iron Golem slowly rises once more. It grips its axe, and rises it in front of it's face in an on-guard position. You let a grin grace your lips- the result of all your hard work, now another barrier between Lordran and the world at large. While you doubt you could make such a thing on your own, even being able to repair it is a feather in your cap.

"Should we name it?"

"…What?" You turn to Andre.

"Most great works like this have names, just thought I would ask." He muttered. Typical Astoran romanticism… though on the other hand, maybe it wasn't entirely ridiculous. A name for soldiers to call out could improve morale….

[] (write in)
[] "No, this is silly."

Iron Golem gained! This boss monster is a beast and a half on the battlefield, though not on par with any of the four knights, it could theoretically best a giant in single combat!
Gwyndolin's learning increases by 1!

Piety:

Darkmoon greatswords: 19+40=59

Are you kidding me? Failure by 1 point.

You're too busy with your research and putting the golem through its paces, but it works out because Rhea is also busy with her own personal project, and not taking time with the sword means she can devote more to her project regarding her alterations to the way of white.

Reward: Rhea gets a pity +5 to her personal roll.

Oswald

A quiet little corner near the tomb of Gwyn is where the pardoner decided to ply his trade. It was close enough to the main thoroughfare to be convenient, but quiet enough to not draw much attention. Sinners were oft private in their manners.

Except for this one.

"Is kicking someone off a ledge a sin?"

"No, not in and of itself I believe. Weird surely, but not a sin. Did they die on impact?"

"Ah, no but let's say hypothetically, something nasty jumped up and bit em after they fell. No way I coulda known about that right?"

Oswald sighed.

Reward: Confessional setup. While it doesn't provide any outright mechanical bonuses, it shows you're serious about the pardoners and Velka, and gives some subjects some peace of mind.

Anna

You spend a few long afternoons taking in the stories of the gods. None of them were harder than darkmoon blade, so aptitude isn't exactly an issue. Most of them you knew, but not exactly in the way they were described in the text of a miracle. While you can't say you're truly any deadlier, you can at the very least say that you have more tools at your disposal.

Reward: Anna expands her repitoire.

Sieglinde

Improve blade: 69+15(three smiths)=84

Nice success.

"You're not undead so I wouldn't recommend a chaos weapon." Vamos grunted, looking over the long blade she carried. "I suggest talking to the big one. Now begone, you interrupt my focus."

………………………………………………………….

"You already lightning, yes?"

"I do throw lightning around, yes." Sieglinde wouldn't admit it, but she shuffled a bit under the giant's gaze, having anything that big focusing on you wasn't exactly a good time, even with his friendly demeanor.

"Then no need more Lightning. Crystal useless except for arrows. Talk to Andre maybe?"

……………………………………………………………

"Alright, just give me a moment with it."

"You're not going to infuse it with anything?"

"Why would I? We're not warring with the dead anytime soon, so divine isn't very useful, and only the naturally weak like lady Dusk or lord Gwyndolin need a raw weapon." He gingerly takes the bastard sword, as if it were something precious rather than a hunk of metal. "For warriors like you, who have both a strong body and strong miracles, slow and steady improvements of the base are the most important thing. Whatever you do with you magics, a basic blade can never fail you. Even almighty lightning or the carving chaos weaponry meet their match sometimes- but a foe is seldom strong against three types of damage."

"I see then, thank you for your wisdom once more Andre." As the smith went to work inlaying the titanite into the blade, the knightess couldn't help but speak up. "Pray tell, you speak as if you were experienced. Were you…"

"A warrior? Once upon a time lass. I was here with the first wave of knights, though I wasn't one of em." The rhythm of metal on metal sounded as the titanite was pounded into the blade. "God Hand Andre was my nickname then. Berenike stock my parents were, before they moved to Astora. Inherited their strength." He takes a moment to heat the blade, memories dancing across his eyes. "I punched and pummeled and kicked and grappled my way all across the burg and most of Darkroot, seeking out the mysteries of Lordran. I even managed to recover the crest of Artorias, but I never found out how to use the bloody thing. Wound up selling it later on. But eventually everything started going wrong. Weapons snapped, armor broke, men hollowed. My pa was a smith you see- and so I actually had knowledge of how to fix things, so I offered to do so for my compatriots. When I started however, I found it hard to stop."

The clanking resumed. "I found a peace in it, of making, fixing, correcting, and so on. No worries about having to fight my friends, not on guard for ambushing hollows. Just a job to do. I knew just from lookin at it, Sen's fortress would be my end, so I decided. If I couldn't be chosen- I would make weapons so someone could. And then you bloody sun-lovers ruined my peace and quiet." He playfully groused as he offered the blade back to Sieglinde. "I would normally tell you not to go hollow at this point, but you don't need it. Have a gander."

Sieglinde considered the blade. It was the same… just moreso. Much like herself compared to when she started this journey. "Thank you very much Andre. Your time and skill are appreciated."

"And your kindness to an old blacksmith is appreciated all the same. Good luck Sieglinde."

Reward: Sieglinde personal martial increased by 3

Rhea

Establish Doctrine: 60+20+5(pity bonus)=85

With Gwyndolin holed up in his lab, you take some time to consider the path. The way of white was primarily based around the three lords and Allfather Lloyd, and following in their examples. There was however now, the tiny matter of all four being dead.

You sigh considering the waste of potential. The way of White had more resources than some kingdoms, the backing of gods and men all over. And it was being wasted all on… chasing memories. Memories of people that would never come back. Unbidden, her mind turns back to a particular encounter-

"Do you want to do right by them? Then live for yourself, and find purpose. That is the only advice I can give." The jovial warrior bore the weight of experience in his voice, his eyes distant…

Living for the dead only got you so far. A living breathing world required living, breathing people. Or at least thinking ones, you're fairly sure some forms of life don't actually breathe.

You purge any notion of restraint of heresy from your mind, and begin to write.

The Way of White has a long and illustrious history that has only lead to misery ever since the beginning of the Age of Strife. Furthermore, there are no signs of change among the leadership and ethos that drives them onwards. A paradigm shift is needed.

The relationship between god and man is entirely beneficial to both parties, but while there are many gods, there are relatively few that follow an individual one. Attention must turn from the icons of the past to the leaders of the future, and the question must be asked, what can we do for each other?


You pause, too confrontational? No, you're challenging the world you once knew here.

I propose that the great congregations that the way of white have be split, and that each finds a god that suits their need or belief. If a new overgod like the lords were to emerge, it would be organic, as opposed to the propping up of the long dead and gone. The result of fine service to many people, rather than clinging to past glory.

This was the thesis you would base these writings upon. You take a slow breath, and settle in to write. This was your purpose, to keep others from falling into the same sort of life you had. Let there be no blind followers of bloated orders, only gods and men.

Dusk personal: 44

Dusk has gained two points of intrigue by studying under the crafty cat Alvina!

Dusk national: 78+25=103

A buzz has emerged from Darkroot up into the burg. Dusk went out into the woods on a walk- and came back riding a butterfly. A butterfly the size of a small house. It seems more akin to a flying artillery piece than anything natural going by descriptions. At the very least, you imagine that it will be easier for her to visit now.

Dusk has tamed a moonlight butterfly! It will be added to Forest Hunter military actions!


Gwyndolin

Enter the painting.

You approach the painting, ignoring the watching eyes of the guardians. Once more you feel the call. You steel yourself, and for the first time you enter the painted world. The world shifts, and your perception warps as you're dragged. You feel as if you're being forced through a sieve, your body becoming almost like liquid to accommodate-

Cold moonlight shines down on you. You rise, slowly, taking in your surroundings. Rickety bridge, ruined fort. This wasn't right.

With an application of your will, you teleport to the other side of the bridge, and look around. A hollow regards you with a vacant expression. For a few brief moments you stare back in surprise. A hollow? You remember Velka did employ exclusively undead for this- but they were carefully chosen, so as to engender a minimal chance of turning hollow due to mutual camaraderie. This… this wasn't right. You teleport around several times, expanding your senses. The crow demons were intact for the most part, the undead dragon and bonewheels Nito placed was still there- but the men, the men have been hollowed to a man- and in some cases worse going by the diseased and the remains of a phalanx. You even find the remains of a pardoner- and the smith holding an ember that blazes with an unsettling light. You don't even dare go near the smith, just the light coming off the ember almost seems to burn right down your soul.

Something terrible happened here. For a brief terrible moment, you worry about Priscilla. In your curiosity you had taken precious time.

Quicker than you had ever moved, you rapidly chain teleports, mind racing with possibilities.

And she is there. The two of you stare in shock at the other, illuminated by the cold moon above.

"Priscilla?" She's grown, no longer the child that hugged your waist.

"Gwyndolin?" You haven't changed in the least- but you also shouldn't be here.

"I came here to see you, please… Tell me everything." You demand, your bow hand gripping your weapon so tight your bones creak.

"Why- why are you here? If one is to see me, why not Lord Gwyn or Lady Velka?"

You freeze at the question. "It seems… we both have stories to tell.

…………………………..

Priscilla clings to you, and you do your best to wrap your arms around her shoulders in turn. It is awkward, and not exactly appropriate given your station, but you are all she has in this one moment. Her family gone, her creator dead, the city abandoned. Meanwhile you chew on the fact that one diseased madman managed to inflict all this on what was once a coordinated fort.

It made some sense. The fort was mainly meant to counter gods, it's occult weaponry a countermeasure to divine power. Some unkillable bastard riddled with disease and throwing around Chaos pyromancy was about as far from conventional as you could get. From what you gather, it was only Priscilla's power that put down the obsessed man- and by then it was too little too late.

"I am… sorry I did not come sooner." You finally say after a long moment of simple companiable silence.

"You could not have known. I imagine you were quite busy with keeping the world afloat- and then the city."

"It's no excuse, I had many opportunities."

"…What is going to happen now?" You hear the pleading note in her voice. While she could keep up a strong front before a stranger, before you, her brother, she was an open book.

"You're going to leave. -"

[] "Just give me some time." The damnable painting guardians need dealing with before you just walk out with their charge. Their exact duty was forgotten over time, but they knew things were supposed to be kept in as well as out.

[] "Right now." To hell with this slow game, Priscilla isn't spending another moment in this prison!
 
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[x] "Just give me some time." The damnable painting guardians need dealing with before you just walk out with their charge. Their exact duty was forgotten over time, but they knew things were supposed to be kept out instead of in.

While I don't like leaving her there, losing the painting guardians and welcoming her with a fight straight out of her exile is not the best.
 
[X] Yes, to hell with Carim, you'd rather have the surefire ally you can get now.
[X] Tarkus, The Iron Giant
[X] "Just give me some time." The damnable painting guardians need dealing with before you just walk out with their charge. Their exact duty was forgotten over time, but they knew things were supposed to be kept out instead of in.
 
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[X] Yes, to hell with Carim, you'd rather have the surefire ally you can get now.

Based on the DCs for reaching out to the various kingdoms, Carim was always going to be a tough sell to get as an ally, and friendship with Catarina doesn't necessarily mean we'll have to go to war with Carim either. I say we go for it.

[X] Tarkus, The Iron Giant

A reference to both The Iron Giant, and Black Iron Tarkus.

[X] "Just give me some time." The damnable painting guardians need dealing with before you just walk out with their charge. Their exact duty was forgotten over time, but they knew things were supposed to be kept out instead of in.

After seeing what we've seen in the painting, coming up with an argument for them to do something else will be easy.
 
[X] Yes, to hell with Carim, you'd rather have the surefire ally you can get now.
[X] Tarkus, The Iron Giant
[X] "Just give me some time." The damnable painting guardians need dealing with before you just walk out with their charge. Their exact duty was forgotten over time, but they knew things were supposed to be kept out instead of in.
 
[X] Yes, to hell with Carim, you'd rather have the surefire ally you can get now.
[X] Tarkus, The Iron Giant
[X] "Just give me some time." The damnable painting guardians need dealing with before you just walk out with their charge. Their exact duty was forgotten over time, but they knew things were supposed to be kept out instead of in.

I want to resolve the Guard Question first.
 
[X] Yes, to hell with Carim, you'd rather have the surefire ally you can get now.
[X] Tarkus, The Iron Giant
[X] "Just give me some time." The damnable painting guardians need dealing with before you just walk out with their charge. Their exact duty was forgotten over time, but they knew things were supposed to be kept out instead of in.
 
[X] Yes, to hell with Carim, you'd rather have the surefire ally you can get now.

[X] Tarkus, The Iron Giant

[X] "Right now." To hell with this slow game, Priscilla isn't spending another moment in this prison!

I really don't want to leave her in that hellhole of a painting.
 
There was a typo with one of the votes. It should read

[] "Just give me some time." The damnable painting guardians need dealing with before you just walk out with their charge. Their exact duty was forgotten over time, but they knew things were supposed to be kept in as well as out.

Fixed that, and the missing Anna action, it was so minor I wound up forgetting it and focusing more on everything else going on.
 
[X] Yes, to hell with Carim, you'd rather have the surefire ally you can get now.
[X] Tarkus, The Iron Giant
[X] "Just give me some time." The damnable painting guardians need dealing with before you just walk out with their charge. Their exact duty was forgotten over time, but they knew things were supposed to be kept out instead of in.
-[X] Explain carefully why the time is necessary so that she would not have to face more danger and misery trying to leave the portal than she would staying inside for some time longer.

I really hate the idea of leaving her there any longer, but I don't want her to get injured or killed because we decided to take her out without preparation. The inside of the painting sucks, but it isn't really dangerous to Priscilla of all people, she's the biggest danger in there.

For the other stuff, people have said some good opinions about why to side with Catarina now and such, so I'm all on board with that!
 
[X] Yes, to hell with Carim, you'd rather have the surefire ally you can get now.

[X] Tarkus, The Iron Giant

[X] "Right now." To hell with this slow game, Priscilla isn't spending another moment in this prison!
 
@Reading king Question can we muster the Crow Demons within the painted world since we are one of the remaining God's and we finished Golemancy stuff? Just figured it would help significantly against the Painting Guardians if we can't talk them down among emerging.

By the way thank you for writing an aexcellent quest I've enjoyed every post so far c:
 
@Reading king Question can we muster the Crow Demons within the painted world since we are one of the remaining God's and we finished Golemancy stuff? Just figured it would help significantly against the Painting Guardians if we can't talk them down among emerging.

By the way thank you for writing an aexcellent quest I've enjoyed every post so far c:

You have a chance of them responding favorably to you- but you have a far better chance of Oswald or Priscilla doing it, I'll just say it now. After all, if Priscilla is moving to leave, don't you think she would take some things with her?
 
[X] Yes, to hell with Carim, you'd rather have the surefire ally you can get now.

[X] Tarkus, The Iron Giant

[X] "Right now." To hell with this slow game, Priscilla isn't spending another moment in this prison!

With the comment that we may also wield the warriors of the Painting alongside a boss fight like Priscilla I favor our odds.
Edit: I wonder If the necromancy guy er got could eventually control the undead dragon? Would be amazing to have another boss fight to contend with to invade us.
 
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Turn 8 start!
Vote

[X] Ally with Catarina
[X] Tarkus, the Iron Giant
[X] "Just give me some time." The damnable painting guardians need dealing with before you just walk out with their charge. Their exact duty was forgotten over time, but they knew things were supposed to be kept in as well as out.
-[X] Explain carefully why the time is necessary so that she would not have to face more danger and misery trying to leave the portal than she would staying inside for some time longer.
....................................................
Diplomacy Check: 54+16+10(Cherished memories)=70
"Priscilla." You say in a low tone, your hand settling carefully on her cheek. "Trust me when I say I want nothing more than to right this. But I can't, not yet, the chapel outside is guarded by men that would see you stay- but outside of that fact they are innocent men. I know that you want to leave- but would you really want to do it at the potential loss of life if a fight were to break out?"

Priscilla's tail coils around her legs as her face scrunches slightly in thought. "I think... that enough people have died on my account." Here eyes wander out into the middle distance. "Do what you must. I can wait a little longer if need be."

You catch a hint of doubt in those words, and a frown tugs at your lips. "I have lost most of my family- to get one back would be a boon unlike any other. Trust me when I say, that your time in this painted world is coming to an end, and I have to shred those-" a finger on your lips stops your building rant, and the long constrained anger boiling within you fades slightly.

"I believe you, truly I do. I have just become used to disappointment." a sad smile mars her features. "Go now, your people likely wait for you. Plunge down the plank and hurry home."

With a good deal of reluctance, you separate from her, as if she might turn into so much snow when your back was turned. Then with a short teleport, you hurtle down into the void, swearing your return.
.............................................................

Anna rose a brow as the doors burst open, Gwyndolin didn't even bother moving, and teleported directly into his chair, bringing his steepled hands before his face. "Report." He ordered, a rare hint of fire in his tone. Anna wasn't quite sure what was in that painting- but something had lit a fire under him.

"No progress on the sword, but you already knew that." Rhea started, a tad embarrassed.

"Our word to Catarina has been well received, and the king has sworn an oath to recognize your rule publicly should we come through on their spy issue." Sieglinde piped up, her expression cheerful.

"Ingward has opened up the catacombs for us. So we can at least use that as a fallback point should Firelink come under attack." Oswald muttered, staring at the pardoner rapier by your side, the question clearly on his tongue.

"Between the swell of bodies and the recent upswing in our forces with Ingward, we actually have something of an army now, if a bit ragtag." Anna noted, drumming her brass fingers against the table. "Between that and the golem as a centerpiece and our strong defensive posistion, and I would say we're safe from anything short of an abyss breakout or a concentrated godly assault."

"Duly noted, one and all." He nods briefly. "I want to move quickly this coming month however, someone very important is waiting for me."
..........................................................
Current treasury: 8
+2 a turn.

THIS TURN A PAINTING GUARDIAN ACTION MUST BE SELECTED. PRISCILLA WILL BE FREED WITHOUT AN ACTION ONCE THEY ARE DEALT WITH.

Martial

You are glad you have Anna's stern eye on these matters. You know that you wouldn't be able to do half as much without her.
Secure the asylum (DC 60): Abandoned by kingdoms and time, the undead asylum was where many journeys began- and even more ended. It's also the closest point to your kingdom by flight and only nominally owned by the way of white- who has since stopped hunting undead due to your machinations, leaving them with a useless gaol.

Reward: Embassy for other kingdoms to visit. 1/3rd of 'secure pilgrimage'. Unlocks action to refurbish.

Quash the painting guardians (DC 40): While some may consider it treachery, some could also call it housecleaning. The painting guardians swear to a duty you would see ended, and if they catch wind of your plan they may not like it…

Reward: Free access to the painting.

Carve a path to the depths (DC 70): There's a big difference between the rabble of crystal hollows, and the muscle of demons. The entrance to the depths has been blown wide open- and it's the main reason why the sunlight adherents stuck to the upper areas of the burg.

Reward: Able to properly claim more of the burg. Unlock a stewardship action to barricade the depths.

Basic artillery (DC 60): Warfare has advanced since the age of throwing lightning and meeting scale with sword. Perhaps it's time to take a look at these Ballistae and Catapult? Costs 2 income

Reward: Some of the irregulars folded into weapon teams, some catapult and ballista for very long-range aggression. Or knocking over walls.

Irregular potential (DC 50, higher gives a better result): Surely some of the irregulars could be folded into your more specialized groups where their innate talents could be put to better use?

Reward: Some of the irregulars folded into your other forces.

Use the undead for drills (DC ???): With Ingward around, theoretically the dangerous skeletons could make perfect sparing partners to truly test the mettle of your largely untested men. It's just a matter of getting them up here or getting your men down there. This is however, something of untested ground, so you're not sure how hard it would be to truly get use out of it. Plus it would have the side effect of making your troops used to the skeletons being on their side.

Reward: Troops more used to fighting alongside each other in life or death battles. More used to the skeletons.

Diplomacy

Sieglinde has proven competent and loyal, you think of giving her an official position in your court once you finish establishing yourself.

A new duty (DC 65): The guardians take their duty, given by your father, very seriously. To the point where they only allow you to get anywhere close to the painting. But with you as the Lord of Anor Londo, and the direct heir of Gwyn, perhaps you can sway them towards another duty. (WRITE-IN ALLOWED). Costs one income if successful.

Reward: Redistribute the existing painting guard. Either as a skirmisher military unit, an addition to your intrigue forces, or police for Anor Londo in general. Free access to the painting.

The devil you don't know (DC ???): There are two factions fighting down there and only one of them is using demons. You would take your chances reaching out to the other.

Reward: Contact, a better picture of what's going on down there. Get a lead on logan.

Mercenary means (DC 50): You might have to throw bodies into a meat grinder soon, and you would rather no it be your followers. See what exactly exists out there in terms of sellswords of note, and get some preliminary contracts drawn up. Costs 1 income

Reward: Mercenary list and pricing.

Silent allies- Reach out to a kingdom and see if you can make some friends before the big reveal now that you have a firm grip of about half of Lordran, or maybe some military or trade based support.

Astora-(No DC)
Carim- (DC 100)
Thorolund-(DC 60)
Berenike- (DC 55)
Xena- (DC 45)
Vinheim- (DC 65)
Balder- (DC 55)
Great swamp?- (DC ???)

Reward- diplomatic outreach to a kingdom, opinion revealed, potential actions down the road, kingdom selected will be more likely to be friendly towards you.

Hype up the Forest Hunters (DC 60): The Forest Hunters clans primarily do mercenary work in order to fund the building of their kingdom. It would... behoove you to make sure more people knew of their efficiency, despite their slightly negative reputation. [LOCKED BY MERCENARY MEANS]

Reach out to a god (DC ???): The independent gods have the potential to be your greatest allies- but gods are also creatures of habit more often than not. You should know. Perhaps you can send some envoys, figure out what they want or need? See if any of them cling to the golden age the old regime established. [Write in the god you select]

Stewardship

The smiths are capable, the food is growing, the trade is flowing. All in all, it's a good start.

Welcome to Lordran (DC 65): Firelink shrine is a lynchpin of Lordran, a path to five separate realms at one point- now the first thing most newcomers to your kingdom will see. How to best Refurbish it though? Takes three turns, costs four income on completion.
[] A temple dedicated to Gwyn's sacrifice (encourages self sacrifice among populace) OR the glory of the flame (decreases chance of heresies arising) OR the glory of the golden age (godly opinion increase).
[] A place of trade for incoming and outgoing merchants. (income increase)
[] A fortress to project strength and authority. (obvious show of strength, good luck breaking in)

Reward: Firelink isn't a ruin, Kiln better protected, bonuses depending on option taken.

How to turn this on (DC 70, reduced if Sen's machines understood): Sen's fortress is a grand deathtrap. Problem is you don't exactly have much need for a deathtrap. But neither would you divest yourself of its defenses.

Reward: Sen's fortress able to disable and enable its defenses at the will of its defenders. Right now, you can only just sort of depend on the snakemen throwing down a ladder to help people up.

Cleanup (0/100): Seath's archives is a mess to say the least. Whether you want to turn it into a school or let the snakemen stay, there needs to be some effort to make it, well, livable. Clear out what's broken, scourge the random crystal growths, cordon and repair unstable places. Costs 2 income upon completion.

Reward: A choice of what to do with the archives. (Snakeman home, School, mega-temple)

Curious crystals (DC 50): The crystals around the archive are massive, beautiful, and have strange properties with magic. All in all, a rare resource you would be a fool not to exploit. Costs 2 income

Reward: Income increase, possible uses in catalysts and similar implements.

Working woods (DC 40): The woods below Anor Londo are thicker and a bit more wild now- but nowhere near as dangerous as most places. Lumber is something always in demand. Costs 1 income.

Reward: income increase, steady supply of lumber.

Throw money at it (No DC): The Forest Hunters want money? Fine, you'll give them money. (Input amount)

Reward: Oolacile restoration funds get dosh.

Delving Darkroot (DC 65, also requires a DC 40 diplomacy check): Darkroot's lumber is of superior quality compared to those beneath Anor Londo- but the Forest hunters are protective of their land, and lack the means to truly have a logging operation. If you agree to split the profits and be very careful where you cut, you could both profit from this. Costs 1 income. Adds Dusk's stats instead of Gwyndolin's.

Income increases by 1, FH income increases by 1. Basic industry setup in Darkroot.

A home for the snakemen (DC 65): You intend to make use of Seath's archives, so they can't just squat in there forever- however their society requires a different set of needs- places to put their incubators for one. Maybe the wood below could have some room? Takes 2 income. (LOCKED BY WORKING WOODS)

Intrigue

Some would liken you to a puppet master or a spider in their web, you just like to think yourself a very good listener. That cocky crow could give you a run for your money however, you would have to watch him closely- and you can best do that in matters of spycraft given how your Darkmoons are your main tool in that regard. (Oswald's skimming habits don't activate on intrigue checks.)

Oolacile orphans (DC 70): You know there are enclaves out in the wider world where the refugees of that accursed time fled. Not all of them returned as forest hunters- maybe it's time to try to slip some whispers of the kingdom coming back? Surely there are some willing to leave the comfort of home to reclaim ancestral glory. Costs one income (to grease some palms)

Reward: Dusk has non-Forest hunters to work with.

Where in the world is Velka? (DC: 100): The goddess of sin, the crafty old bird, doesn't want to be found. This… makes things difficult to say the least. Made easier by Oswald

Dragonslayers (DC: ??): You know Artorias is dead. You've visited the grave. You know Ciaran simply waited by it until her heart gave away to her sorrow. But that still leaves two. Knight-captain Ornstein, and Hawkeye Gough. The giant was last seen wandering off blindly after the treachery of Oolacile, and Ornstein followed your sister- to your knowledge. Their help would be most appreciated and greatly boost your legitimacy.

Reward: Start on finding Gough and Ornstein, two of the strongest heroes in the land. Potentially gain actions: A lead on Ornstein and A lead on Gough

Where the bugger are they (DC: 70): A whole valley full of drakes doesn't just up and leave, especially when there's an easy source of food. Where the hell did they go?

Reward: Knowledge

Seath's students (DC 70): The dragon school produces the finest sorcerers (and spies) in the land- you're sitting on the biggest repository of sorcerous knowledge in all sorts of areas. Maybe you could… reach out and see if any of the higher ups of the school would have an interest in coming to your little kingdom. Logan's vanishing however did put a damper on the concepts as a whole.

Reward: A sorcerer teacher and researcher- a Hero on a particularly good roll. Lose some Vinheim relations on a failure.

Carim's leans (DC 80): Carim has warhawk, dove, and moderate factions in every city. The warhawks think that Catarina's resources are the way to secure Carim's future, the doves think that another war would be disasterous in multiple ways- and the moderates just want to sit quietly and rebuild now that the age of strife is over. With some careful nudging and whispers you could... empower the latter two. Costs one income.

Reward: Carim less likely to declare war.

Train Catarina (DC 50, higher is better): The men of Catarina know which way the backstabbing knife has to be pointed- but lack the edge needed to make good spies. More than anything they need instruction, or else Carim will run circles around them. Costs 1 income.

Reward: Catarina less useless in counterespionage.

Learning

Flesh and metal alike have been mastered, now to expand your horizons.

(Any ongoing research options take 1 income to continue researching)

Full Boar action (DC 60): Iron tusks are nasty and temperamental creatures. How on earth did anyone produce and tame them in any number? Costs one income.

Reward: Unlock iron tusk military unit. Unlock a learning action for production of domesticated boars for eating. Unlock a military action to make boar cavalry.

How did he do it? (100/400): Sen was considered both a madman and genius in equal measures. He was one of your tutors and you found him to be a kindly, if forgetful sort of doddering uncle. Regardless, from the great elevators to the many… interesting mechanisms of his fortress, nobody can deny that his many works have merit.

Reward: Gain an understanding of how to build Sen's creations.

Abysswalking (0/200): As a magical and divine art in equal measure, you have some leeway to figure out how exactly a being of flame can survive infinite darkness. Though you hope you never need to use this knowledge for anything other than finally uprooting the damn darkwraiths.

Reward: Able to fashion anti-abyss equipment. Action to found abysswalkers.

A trick of the light (0/200): Light sorcery, how does it work? And what applications does it have?

Reward: Potential to resurrect the lost arts of Oolacile.

Study the painting: The Painting guardians won't let anyone get close asides yourself- but you can't spend all your time doing it. (CURRENTLY LOCKED)

Experiment with humanity (DC ??): What could possibly go wrong?

Reward: ??????????

Study Seath's body (DC 70): The still perfectly preserved mutated form of the duke still sits in the crystal cavern. Even as a mutant, he was still a Dragon, and his body is an extraordinarily rare find- what use could it have? The Snakemen he made willing to look the other way if they get something they can use- for both practical and sentimental reasons.

Reward: Metaphorically spit on Seath's grave, find uses for his body.

Eye see (DC 80): Remote viewing. A powerful tool in many aspects, but how did blind Seath see through so many sets of eyes? The answer lies somewhere...

Reward: Gain the ability to see through your darkmoons at certain intervals.

Dance magic dance (DC 50): Do the trident wielders have to do that dance? What makes it work exactly? Could you distil it into something less ridiculous looking?

Reward: Buffing tridents

Codify necromancy (DC 40): With a living necromancer-scholar, this is going to be surprisingly easy for all the benefit you'll get out of it.

Reward: Potential to train necromancers. Unlocks bonemeld learning action.

Piety

Rhea's encyclopedic knowledge of the way of white and your burgeoning presence in religious matters do bode well indeed.

Canonization (DC 0, higher number means larger success): You have few ties with the way of white as a whole. Before that was for the sake of secrecy, but now? Perhaps it would be better if Dark sun Gwyndolin was better known. (+8 miracle bonuses)

Reward: Thorolund opinion increase, ???

Illusory blessings (DC 0, higher roll equals better miracle): You have two miracles to your name, only one truly available. Perhaps it is time to make your art, the art of bending light into form, to be made more widely available.

Reward: Slightly increased reputation with the way of white when contact established. More effective priests and paladins. Possible trait.

What the hell is Pyromancy? (DC: 90): The degraded cousin of fire sorcery, yet in some ways more effective. It seems almost instinctive for the humans in your employ to use it so freely, but why?

Reward: ???

Pilgrim's progress (DC 0, higher roll is a larger success): Announce to the world that Anor Londo is free to be viewed and visited… if they can make it to Firelink. Making it into Lordran is still a bit tricky but not impossible for the determined.

Reward: Way of white approval, income+1, civilian trickle.

Darkmoon greatswords (DC 60): The moonlight greatsword has given you ideas. Perhaps you could change it's attunement from intelligence to faith? It would make it so Anna and the others could more effectively use it.

Reward: Be able to figure out how to alter the moonlight greatsword, possibly replicate it.

Going for ghosts (DC 65): Transitory curses- you only have a few in hand, but if you're going to make any progress against New Londo you will need a way to fend off the vengeful specters. Costs 1 income.

Reward: Touch the untouchable.

Repair the graveyards (DC 55): Taking good care of the dead is oft the domain of the pious. It was in fact a sacred institution under Nito's domain. In this case, making sure they have a good place to rest that is cleaned and well maintained. Such places are easier to raise the dead from, according to Ingward. Costs 1 income.

Reward: Those that die and leave a corpse may yet live again. Easier to make troops out of remains.

Encourage service after death (DC 80): Convincing people that their bodies are but meat and the soul is the most important thing is old hat. Convincing them to donate their body to fight horrors and invaders after death? Only done in a few rare occasions. But you'll take every edge you can get.

Reward: Any permadead troops have a chance of being added to a swarm of angry bony skeletons.

Personal

Gwyndolin

Attempt to train: Your arms still work, and damnit you might need every bit of force you can possibly put into your bow.

Spend time with a hero:
Anna. Your loyal shadow. You trust each other utterly, but you never really speak much. You should rectify that.
Sieglinde. The leader of your brother's covenant. You can oft see her staring off into the distance.
Rhea. The priestess. A haunted look is oft on her face.
Oswald. The Pardoner. The man is an enigma- see if you can unravel it a bit.

Try to expand the Lord vessel transportation network: You helped make the Lordvessel but making it's transportation function more accessible is… a tricky proposition.

Write memoirs: The way of white runs on stories of the gods. Perhaps you should give your own perspective on things. You would of course, expel any mention of your role in the Chosen undead.

Make Illusions: Bolster your men with the illusory sentinels, titans of bronze and muscle. (+15 to a martial or stewardship action)

Relax: You know how to do this… right? You finally won, and while a celebration isn't in the cards, you can at least take a break.

Research alternative means of mobility: You're honestly a little sick of being reduced to teleporting or extremely slow movement

Study chemistry: How men change the world in Lieu of sorcery or miracles. Poison, potion, and even more can lie within your grasp if you knuckle down.

Visit the Kiln: The site of your victory... and your regrets.

The Lady of Darkling

Study: You wish to be of better use to lord Gwyndolin, you should try your best to be functional in as many roles as possible.

Give Humanity-Charity: You know someone can... come back, even if incomplete, what better use for humanity is there?

Shadow your Lord: If anyone would harm him, you would know it.

Shadow Oswald: Learning how the pardoner does things may make you better with matters of intrigue should he leave your service yet again.

Sieglinde

Train: While you were able to match your father, you know you haven't reached the peak He did yet.

Quell unease: Seeing one of the higher ups personally making sure the citizens of Anor Londo are as happy as they can be would be quite a boon for morale, in addition to solving minor disputes

Learn sunlight spear: As the impromptu leader of the sunlight warriors, only seems fitting doesn't it?

Visit home: With Catarina now a major ally, maybe you can take the excuse to see the family once again?

Rhea

Interview Salanthis: The Leader of the serpent-men. What do they believe? And why? You've never spoken to a nonhuman before.

Learn sunlight spear: The Ultimate Miracle... it calls to you.

Spread path of harmony: You have a word, you have a flock, the time has come to try combining the two.

Train: You don't like the thought of it- but you want to be of use to your new covenant and your new lord, and as it is your weak constitution only makes you a liability. If you were stronger, Vince and Nico…

Oswald

Reach out to other pardoners: A place where you are welcome outside Carim? Rare to say the least. Perhaps in exchange for the information your compatriots will share a little knowledge of their own.

Try to get ahold of the giant crow: It ferries people back and forth from the asylum to here- you have a pet theory that it was your mistress's way of helping Gwyndolin. Maybe there's some control mechanism?

Take confessions: It is your duty after all

Impart knowledge of Velka's miracles: Karmic justice is a bit of a niche miracle- but you know a few others that could be useful.

Daenoncraft. (Take 1 a turn.)

Modify the iron golem (write in)

Trade 1(or more) income for 5 batwings apiece

Design a new demon/golem form (write in)

Try to reverse engineer oolacile designs (require research check)
 
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[X] Plan: Securing the Flanks
-[X] Secure the asylum (DC 60):
Abandoned by kingdoms and time, the undead asylum was where many journeys began- and even more ended. It's also the closest point to your kingdom by flight and only nominally owned by the way of white- who has since stopped hunting undead due to your machinations, leaving them with a useless gaol.
--[X] The Lady of Darkling
-[X] A new duty (DC 65):
The guardians take their duty, given by your father, very seriously. To the point where they only allow you to get anywhere close to the painting. But with you as the Lord of Anor Londo, and the direct heir of Gwyn, perhaps you can sway them towards another duty. (WRITE-IN ALLOWED). Costs one income if successful.
--[X] WRITE-IN:
-[X] Delving Darkroot (DC 65, also requires a DC 40 diplomacy check): Darkroot's lumber is of superior quality compared to those beneath Anor Londo- but the Forest hunters are protective of their land, and lack the means to truly have a logging operation. If you agree to split the profits and be very careful where you cut, you could both profit from this. Costs 1 income. Adds Dusk's stats instead of Gwyndolin's.
--[X] Sieglinde, Rhea
-[X] Seath's students (DC 70):
The dragon school produces the finest sorcerers (and spies) in the land- you're sitting on the biggest repository of sorcerous knowledge in all sorts of areas. Maybe you could… reach out and see if any of the higher ups of the school would have an interest in coming to your little kingdom. Logan's vanishing however did put a damper on the concepts as a whole.
--[X] Oswald
-[X] How did he do it? (100/400):
Sen was considered both a madman and genius in equal measures. He was one of your tutors and you found him to be a kindly, if forgetful sort of doddering uncle. Regardless, from the great elevators to the many… interesting mechanisms of his fortress, nobody can deny that his many works have merit.
-[X] Darkmoon greatswords (DC 60): The moonlight greatsword has given you ideas. Perhaps you could change it's attunement from intelligence to faith? It would make it so Anna and the others could more effectively use it.

-[X] Gwyndolin
--[X] Make Illusions: Bolster your men with the illusory sentinels, titans of bronze and muscle. (+15 to Martial)
-[X] The Lady of Darkling
--[X] Shadow your Lord: If anyone would harm him, you would know it.
-[X] Sieglinde
--[X] Learn sunlight spear: As the impromptu leader of the sunlight warriors, only seems fitting doesn't it?
-[X] Rhea
--[X] Learn sunlight spear: The Ultimate Miracle... it calls to you.
-[X] Oswald
--[X] Try to get ahold of the giant crow: It ferries people back and forth from the asylum to here- you have a pet theory that it was your mistress's way of helping Gwyndolin. Maybe there's some control mechanism?

Basically the plan I said I'd make last turn, except I haven't written the write-in yet (I'm on my phone away from my laptop), and I'm hoping that the Darkmoon Greatswords will succeed this turn even without Rhea's bonus.
 
[X] Plan: Securing the Flanks

I find it amusing that were taking the only location that isn't actually right by us. Like, ignoring all the shit underground, there's still a bunch of stuff lower down the mountain, from Anor Londo proper, like the undead burg, the upper parts of the Great Hollow, maybe Blighttown, and the four other rings of the city adjacent to Blighttown and the Lower Undead Burg
 
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[X] Plan A Path For Pilgrims And A Painting.
-[X] Secure the asylum (DC 60): Abandoned by kingdoms and time, the undead asylum was where many journeys began- and even more ended. It's also the closest point to your kingdom by flight and only nominally owned by the way of white- who has since stopped hunting undead due to your machinations, leaving them with a useless gaol.
--[X] The Lady of Darkling
-[X] A new duty (DC 65): The guardians take their duty, given by your father, very seriously. To the point where they only allow you to get anywhere close to the painting. But with you as the Lord of Anor Londo, and the direct heir of Gwyn, perhaps you can sway them towards another duty. (WRITE-IN ALLOWED). Costs one income if successful.
--[X] WRITE-IN: "You have never forsaken your long duty to protect her. Your vigilance and loyalty should be commended. But, unfortunately at some point someone slipped through and chaos took root. The painted world within has been corrupted. The buildings are ruins. The guardians have gone feral. And she is trapped alone and has been for a very long time. She may be protected from outside attack but she is no longer kept in a place of safety but a place of lonely despair. I have seen her plight and have decided that it is enough. It is time for her to return home. You have all served long and served well, and I would have your service continue if you consent to it. The Lady will still need to be protected and I would have you serve as her protection. You would no longer be bound to this tragic painting but instead bound to her. Ever vigilant against those that might harm her."
---[X] Sieglinde
-[X] Working woods (DC 40): The woods below Anor Londo are thicker and a bit more wild now- but nowhere near as dangerous as most places. Lumber is something always in demand. Costs 1 income.
-[X] Where in the world is Velka? (DC: 100): The goddess of sin, the crafty old bird, doesn't want to be found. This… makes things difficult to say the least. Made easier by Oswald
--[X] Oswald
-[X] How did he do it? (100/400): Sen was considered both a madman and genius in equal measures. He was one of your tutors and you found him to be a kindly, if forgetful sort of doddering uncle. Regardless, from the great elevators to the many… interesting mechanisms of his fortress, nobody can deny that his many works have merit.
-[X] Darkmoon greatswords (DC 60): The moonlight greatsword has given you ideas. Perhaps you could change it's attunement from intelligence to faith? It would make it so Anna and the others could more effectively use it.
--[X] Rhea
-[X] Gwyndolin
--[X] Write memoirs: The way of white runs on stories of the gods. Perhaps you should give your own perspective on things. You would of course, expel any mention of your role in the Chosen undead.
-[X] The Lady of Darkling
--[X] Shadow your Lord: If anyone would harm him, you would know it.
-[X] Sieglinde
--[X] Learn sunlight spear: As the impromptu leader of the sunlight warriors, only seems fitting doesn't it?
-[X] Rhea
--[X] Learn sunlight spear: The Ultimate Miracle... it calls to you.
-[X] Oswald
--[X] Try to get ahold of the giant crow: It ferries people back and forth from the asylum to here- you have a pet theory that it was your mistress's way of helping Gwyndolin. Maybe there's some control mechanism?
-[X]Daenoncraft
--[X]Try to reverse engineer oolacile designs (require research check)

Not really sure about the write in. Hopefully it's alright.
 
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