The moon rising- A Gwyndolin CK2 quest.

Thanks for the update! Nice self reflection on his sibling situation and great meeting between Gwyndolin and his newest head-scholar.

Definitely going with the proposed;

[X] Plan: Gyrm Preparations

Great plan, at best I would change the "Going for ghosts" option to "Illusory blessings", for the benefits it would give our soon to be questing paladins. But both are good.
 
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>_> Forgot about the Moonlit Butterfly... if we get some of those we could even potentially take any dragons or large creatures in the area down if needed. Would vastly complicate invading us to be sure.
 
>_> Forgot about the Moonlit Butterfly... if we get some of those we could even potentially take any dragons or large creatures in the area down if needed. Would vastly complicate invading us to be sure.

The moonlight butterfly isn't exactly a heavyweight, more of a flying artillery piece than anything capable of going head to head with a powerful creature like a wyvern. Still useful against anyone stuck on the ground as those unlucky enough to fight it without a good ranged attack can attest but a wyvern not immediately blown away by the magical barrage will just tear it to shreds as it's you know, a butterfly. A flight of moonlight butterflies on the other hand...

Also vote closed, I'll get on it when my schedule opens up some.
 
Two small questions.

The Gyrm migration is one - or a few - large clans coming together or is it a wave of unorganized migrants? Cause if it is the first, the Gyrm would likely be alarmed if their most xenophobic leaders coincidentally started dying out just as they are arriving at their new settlement.

And wonder how their underground homes will look like. An upsidedown tower like hole in the ground with apartments built around the sides and bridge roads interconnecting it or a series of smaller mine-like homesteads build around the rocky archives.
 
Two small questions.

The Gyrm migration is one - or a few - large clans coming together or is it a wave of unorganized migrants? Cause if it is the first, the Gyrm would likely be alarmed if their most xenophobic leaders coincidentally started dying out just as they are arriving at their new settlement.

And wonder how their underground homes will look like. An upsidedown tower like hole in the ground with apartments built around the sides and bridge roads interconnecting it or a series of smaller mine-like homesteads build around the rocky archives.

It's largely unorganized, different groups of gyrm getting news at different times, just the main bulk is arriving the next month, and despite the world outside not being as dangerous as Lordran, it's still not a cakewalk and is even more unfriendly to gyrm than humans or gods. What reason would they have to suspect the one welcoming them with opens arms rather than the world that hates them?

Corkscrew is a cool idea but is somewhat impractical at the current moment for needs being met- so it's boring (pun not intended), a tunnel wide enough for five gyrm to walk abreast with any recesses turned into large rooms for storage, communal bedding, and so on. This is something the gyrm would have to make anyway, so you're just saving them laying down the bedrock (pun intended this time) for a budget hold. Still it's more than anyone else would do for them, so the symbolism is important.

Also thank you very much for asking questions, it means a lot to me that you're engaged enough to do so. Alas work has picked up again so it may be longer than I like until I get writing.
 
Corkscrew is a cool idea but is somewhat impractical at the current moment for needs being met- so it's boring (pun not intended), a tunnel wide enough for five gyrm to walk abreast with any recesses turned into large rooms for storage, communal bedding, and so on. This is something the gyrm would have to make anyway, so you're just saving them laying down the bedrock (pun intended this time) for a budget hold. Still it's more than anyone else would do for them, so the symbolism is important.
Reminds me of the underground city my friends and I made in Minecraft. These were essentially cheap "apartment blocks" for people to use if needed (such as if their extravagant base blew up due to Creepers).
 
It's largely unorganized, different groups of gyrm getting news at different times, just the main bulk is arriving the next month, and despite the world outside not being as dangerous as Lordran, it's still not a cakewalk and is even more unfriendly to gyrm than humans or gods. What reason would they have to suspect the one welcoming them with opens arms rather than the world that hates them?

Corkscrew is a cool idea but is somewhat impractical at the current moment for needs being met- so it's boring (pun not intended), a tunnel wide enough for five gyrm to walk abreast with any recesses turned into large rooms for storage, communal bedding, and so on. This is something the gyrm would have to make anyway, so you're just saving them laying down the bedrock (pun intended this time) for a budget hold. Still it's more than anyone else would do for them, so the symbolism is important.

Also thank you very much for asking questions, it means a lot to me that you're engaged enough to do so. Alas work has picked up again so it may be longer than I like until I get writing.
Thanks for the answers!

Eh, if its's unorganized I doubt they would suspect the deaths, yes. But if it were large clans they might start noticing the 'coincidence' of all the more outspoken radicals elements suffering 'accidents' just as they are arriving at the home of the God of Illusions.

Got it. And random wondering I had, since the Gyrm live mostly underground but still need light and interact with others, the richest would then likely be on the 'apartments' closer to the surface.

And nothing, thanks for the quest. Really like the concept of the story and the rebuilding of the dark world of Dark Souls under a melancholic and mostly forgotten god. And it's fine, RL always take precedence.
 
Eh, if its's unorganized I doubt they would suspect the deaths, yes. But if it were large clans they might start noticing the 'coincidence' of all the more outspoken radicals elements suffering 'accidents' just as they are arriving at the home of the God of Illusions.

Got it. And random wondering I had, since the Gyrm live mostly underground but still need light and interact with others, the richest would then likely be on the 'apartments' closer to the surface.

And nothing, thanks for the quest. Really like the concept of the story and the rebuilding of the dark world of Dark Souls under a melancholic and mostly forgotten god. And it's fine, RL always take precedence.

The thing is it's not even all the Gyrm, just the ones willing to brave the land and risk the trip to Lordran, more will likely come with time, but the slapdash nature is more like the mass emigration to America during initial colonization- somewhat haphazard, with different people going for different reasons, and not exactly safe.

As to housing, funnily enough it is initially the opposite. Those closer to entrances have a higher chance of being killed if something goes wrong or otherwise have to deal with humans, so warriors and unfortunates tended to get housing closer to the entrance. Though with a genuinely safe location it may wind up flipped entirely.

As to your final bit- thank you, that's what I was going for, the rebuilding of not only a world, but also a life- one that Gwyndolin may have not ever gotten a chance to live before. The one choice we knew Gwyndolin to make of his own will was to more or less try to cling to the past in his own way by preserving his father's legacy, even if it left them alone and unwanted despite their talents.
 
Turn 12 results
Sorry this took so long, a mix of technical issues (including a word fuckup that cost me about a fourth of the update) and work picking up -really- threw a wrench into this. It sat at about 80% done for a week due to said work pickup. Hopefully the quality makes up for it!
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[X] Plan: Gyrm Preparations
-[X] Paladin dispatch (DC 0, flat roll with no bonuses): Astora has no shortage of knightly orders, perhaps your paladins could be a shield for their citizens? Though they number only 11 they stand to be far beyond the average raider- or even raider champions.
-[X] Nip it in the bud (DC ???): Sieglinde rightly points out that the Gyrm coming in will soon make up a significant part of your population, and heading off any potential conflicts between Gyrm and Men would be in your best interest. She suggests leaving with a mix of humans, serpentmen, and a few silver knights to meet with them and hopefully assuage some worries.
--[X] Sieglinde, Priscilla
-[X] Hearth and home (DC 0):
The gyrm are coming, so you at least should set a start for them. The only question is where... striking the first blow in this regard could probably set the tone for your interactions going forward. At the very least it will show you're serious about taking them in.
--[X] Dig into the rock near the duke's archives. (They will have to live and work alongside your subjects whether they like it or not. Extreme oversight, they will be citizens not a protectorate)
-[X] Silence of the Gyrm (DC 70): More radical revenge-focused elements of Gyrm society having unfortunate accidents would aid in the eventual integration of their people by all accounts. Seek them out, and make sure they never see the light of day.
--[X] Oswald, Anna
-[X] Study Seath's body (DC 60):
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.
--[X] Gedo and Moru
-[X] Going for ghosts (DC 55):
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.
--[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. 3/5ths done
-[X] Anna, The Lady of Darkling
--[X] Give Humanity-Charity:
You know someone can... come back, even if incomplete, what better use for humanity is there?
-[X] Sieglinde
--[X] 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
-[X] Rhea
--[X] Educate yourself:
You need to be more capable if you are to challenge the world (improves a random stat outside piety)
-[X] Oswald
--[X] 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.
-[X] Priscilla
--[X] Make friends:
You've been alone for so long- now you don't have to be. Perhaps Rhea or Sieglinde?
-[X] Gedo and Moru
--[X] Socialize:
Moru is a shy thing, but Lordran's inhabitants are surprisingly friendly, especially half the members of Gwyndolin's circle.
-[X] Daemoncraft. (Take 1 a turn.)
--[X] Study moonlight butterfly:
A flying artillery piece, fragile but deadly. Learning check
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A not insignificant population bloc coming into Lordran entirely, normally you would welcome the manpower, bolstering your forces, your legitimacy as a ruler, and your economy… if not for the issue of their cultural loathing of mankind. After everything you have done to cultivate an accpeting culture, you're fairly sure it would be onesided on their part, with your humans learning to live besides giants, gods, undead, and snakemen, the Gyrm likely seem like a far lesser evil despite the widely spread belief in their cowardice and greed. However if you were going to do something, you were going to do it right damnit, even it meant getting your hands dirty for the first time in a year. Those that had no interest in integrating could still come so long as they could keep it to themselves, but would-be troublemakers coming into your kingdom? That is something you would contest, you didn't need a race war on the streets! While the sunlight warriors or Priscilla's new covenant would opt for complete rehabilitation or simply accepting any potential outcome, as a cost of their ideals, you weren't nearly so fettered.

Hopefully you would never have to explain this to Priscilla or Sieglinde, but plucking weeds to spare the garden was just simple common sense to you. The rest you would leave up to the onion knight, hopefully her sunny disposition would see her through in her own task.
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Darkwraith suppression: 22

Due to your overall attempts to stifle them, any successes the invaders have are not as great as they would be formerly, particularly since their usual targets are first and foremost survivors. Those that are new to Lordran however aren't so savvy as to evade the sudden attacks from the men in red. A convoy of former Carimians that was on the way to New Oolacile had been set upon, and the poor civilians had been slaughtered to a man before the forest hunters fell upon them. You had to slip up sooner or later, so long as they could invade freely, but this? This was a particularly bitter failure that spurs your research into anti-abyss measures.

Martial: 84

Maria clung to her husband with one hand, and clasped a hand over the mouth of her child as she tried to keep from trembling. Her husband had been clever enough to have the idea of hiding in the solitary watchtower as opposed to a basement or the like, with nothing of value they wouldn't likely go out of their way to search it… though it had the unfortunate side effect of giving them a front row seat through the cracks in the boards for everything. Manuel had gone out in only his cassock to try and convince them to stop their violence, and the leader had split him in half before he could even say a few sentences. The bastards hadn't even waited until he was cold to rifle through his pockets. Now they could only hope that in their submission they would be spared the scimitar or blade of the horned demons that had arrived on dragon ships.

There was the noise of a small ram smashing against the gates, which some fool had thrown shut after Manuel in hopes it would protect them, but now nobody was bold enough to go unlock it in hopes of mercy. Maria closed her eyes, awaiting the beginning of the cries and bloodshed as the gate cracked… and then the sounds of arrows flying filled the skies along with Varangian cries, though not of bloodlust, but of fear, panic and pain. Hope filled Maria's breast, even as she dared to look again, keeping low as she moved closer to one of the viewpoints.

Three men in brass armor and blue tabards assaulted the raiding party, no doubt wandering knights or the like by their uniform. For a split second her heart went out for the men, expecting doom for would be rescuers, but then she took into account the fact their arms and the state of their opponents. One held a talisman and a rapier, the other a catalyst with a massive Zweihander on their back, and the third a simple pair of Cestus. Not a single bow among them despite the noise. These were no simple run of the mill knights to be sure, and the Varangians had already lost a few of their number to the initial spell! With a cry the Varngians charged the would be rescuers, prompting the one with the Zweihander to run his catalyst across his blade, the dark blue hue of an enchanted weapon dancing upon it as he went to charge them on his lonesome. With a thunderous crash three men at once fell to the greatsword as if it were wielded by a giant as opposed to a man, and the knight with the Talisman hurled a lightning bolt into the fray with a cry, just as a silver knight would! The one with the cestus was no less fantastic, any that had the thought of going around the greatsword wielder simply found themselves approached and dispatched any who dared approach with a flurry of blows that defied the eye and left men broken on the ground. The leader of the brutes, a man with a greataxe, charged him with a brutal swing that would fell a tree in a single chop- and within a pair of blinks the pugilist was inside their guard, locking one of their arms before hamming away at their features with unerring precision, leaving the would be raider pulped and unmoving as he released them and simply moved towards the next.

These were no simple knights, these men were what knights were to footmen, champions of their chosen style. After the moments that made up the first clash it was clear that the would be assailants had no chance at all, but it was over so fast they didn't seem to realize it before two thirds of the raiding force was wiped out. The remainder tried to run for their ship- but the talisman bearer raised his strip of divine cloth once more, and with a noise like a vast bowstring being drawn back that made Maria's hairs stand on end, a rain of silvery arrows spilled from the spy, slaughtering them as they tried to run, leaving only silence. Maria just sat there in shock as she surveyed the scene as the champions picked over their kills with the air of consummate professionals, occasionally ending the suffering of those that still lived.

"Who are you!?" Called a voice that she only now realized was her own. The pugilist paused and looked up, before raising a fist with a triumphant air that stirred her soul and put a fluttering in her heart.

"We are the punishers of the guilty, we are the Moonlit Order!"

……………………………………………

Throughout Astora, suffering coastal villages would find themselves visited by knights in brass, and whether they bore a spear, spell, or so on, they would slaughter monsters, raiders, bandits, or anything else that would threaten the peace of the recovering nation. The foreign knights are welcomed with open arms, even as curiosity and rumor follows them. Only a few significant figures were tied to moonlight, and only one was tied to punishing of the guilty. For the first time in ages, Gwyndolin's name is bandied about, the current theory being that Ricard managed to meet with and befriend the god in the midst of… whatever was going on in Lordran.

Effects: Lost (for now) 11 paladins, may use a free action to call them back at any point.

Gwyndolin's order (and by extension, the god's) grows in fame in Astora! They have been awarded an old chapter house from a defunct order, and a number of servants and squires also flock to their banners while they intercept roving bands. These rolls, much like the darkwraith ones, will be handled over every turn. The quality of the rumor mill in Astora has increased due to the presence of your paladins. Gwyndolin's presence is better known.


Diplomacy: 79+5(Peacemaker)+31 (combined dip)+8(Priscilla aid)= 123
Crit success!

The Gyrm know of her, and they have a strong history of hospitality towards the few they counted as friend. Those are the main reasons she is not cast aside immediately upon attempting to enter their camp. The others though? The Gyrm have no answer for. While they had no love of dragonkind, the serpentmen's friendliness confound them, and while they have a deep hatred for humanity, they had never interacted with gods, let alone… whatever you counted Priscilla as.

Sieglinde had started up things by cracking out the food they had provided, offering a gift of titanite, and swapping stories, a tradition so honored it was how the gods blessed their followers. The Gyrm stories had a common thread of distrust of common humans, and the hero surviving by simply enduring their troubles until they could no longer harm them. Of note there were also a few stories of craftsmen, specifically the ones that made beautiful things, something oft beyond the reach of Gyrm with their woes and their clumsy fingers. There was little in the way of lucky heroes, trickster heroes, or so on. Sieglinde in turn covertly directed her friends to tell tales of a similar stripe, hopefully encouraging a common ground between them. In addition there was drinking contests and dancing and some odd form of singing that began deep in the throat that created a tone that seemed to shake her bones!

It was all going about as well as she could reasonably hope, in part thanks to the presence of Priscilla- until a massive Gyrm shoved aside one of his fellows, and sat before her, the makeshift table and bench creaking under his weight.

"You say you wish to be friends?" He ground out in a gravel-filled tone, barely repressed anger flowing out of him.

"I don't just say it, I do." Sieglinde was on guard immediately, she knew the type, he was looking for a fight, but she remained form, and looked directly into where she hoped his eyes were in the dark of his helm.

"Gomuz think you're lying. Long history of chiefs dead by humans. Of cruelties pushed by humans. Gomuz thinks this is another." One of his hands went under the table to his side.

"Then why are you here exactly?" Sieglinde didn't like where this was going- especially since she didn't have her armor. But she couldn't just act out, it might be what she wanted!

"Have to protect Gyrm. If Gomuz doesn't who will?" The chief started to move- and then a pale hand touched his shoulder, and a cold breeze washed over the area. Priscilla looked down at the Gyrm, a sad smile on her face. The gyrm all froze in quiet awe, the chief in particular going stock still.

"Praytell, friend, tell me more of the Gyrm you want to defend so? Who do you think of in particular?"

"…Greda. Daughter. Lost her mother when she was little. Always been busy at being chief, so…"

Priscilla nodded. "That is a lovely name. Pray, tell me more." She gently urged him to face away from Sieglinde, and sat on the floor before the chief, quietly gripping his hand. The large man, with a few prods from Priscilla, poured out his soul to the crossbreed. How he only went because she was going, how he worried that this could be the end of the Gyrm, how his daughter actually had some talent as a poet, and couldn't bare the thought of that being snuffed out when they had so little. All the while Gyrm sat enchanted at the sight of one of their strongest laying everything bare without a drop of alcohol in him.

"I think." Priscilla said slowly as she gave his hand a squeeze. "That you should listen to Sieglinde's story. Do you mind if I tell you story, lady Sieglinde?"

"…Go on then." Sieglinde had a feeling that this wasn't going to be the boasting of the 'little sun' as some had so embarrassingly called her. If Priscilla thought this was a good idea, she would go along with it.

So Priscilla did. A story of a little girl who lost her mother while young, and followed her father into what may have been certain doom out of love. It was abridged, simplified, but even so the raw compassion in Priscilla's tone had Sieglinde rubbing the corners of her eyes. It was one thing to think of Priscilla as a friend, it was another to hear the love they had for you pouring of their voice. She actually swore she heard a few sobs when the tale finally reached Ash Lake…

"Sieglinde has a lot more in common with Gerda and yourself than you might have thought. It is true, people can be cruel. I have been the subject of it, but that is no reason to simply lash out in fear of future cruelty."

The chief sat silent, before standing- and bowing before Sieglinde much to her shock. "…Gomuz has almost made a terrible mistake. Gomuz will go to his tribe, tell them the truth of the dragon." He marched off, leaving them in silence… before Priscilla moved to take a seat and rose a tankard.

"To a better tomorrow!"

That broke the spell, and the jolly mood was back in full force, perhaps in even greater force!

In other news, Sieglinde reported that Priscilla was a clingy drunk.

Results: DC of intrigue action lowered, Priscilla gains Gyrm friend trait, budding Priscilla adherence among Gyrm! Gyrm will integrate far easier. You find out two things, Gyrm love drink, and have a great appreciation of beauty- even if their standards are somewhat different than humans. +1 Dip for Priscilla.

Stewardship: 62+10 (2 giants join)+18= 90

Great success!

Burrowing into the earth is a new endeavor, but you have enough knowledge to make the first steps easy enough. The giants all but blast into the hillside, their titanite infused tools carving through stone like butter. Titanite and the strength of the serpentmen make the relatively easy all things considered. You carve enough into the tunnel to get a road going, tall enough for a giant to crawl, and wide enough to allow four Gyrm to walk though it without grinding against the walls. You even have enough time to carve a few side paths into any faults you come across- and even find a few natural caverns untouched by any hand, ready to be hollowed out and put to work. Were it not for the Gyrm moving in, this place would make for a fine storage facility- but you leave it untouched. This was to be a home until the Gyrm could bring themselves to live as normal citizens. Perhaps in the future you would find more uses for this place, but this is all you can do before the Gyrm arrive.

Effect: In the space of a month you're hollowed out enough earth to create a good sized Gyrm town. They won't forget this act of kindness- and it's incredibly impressive to them in particular.

Intrigue: 59 +22+14 (DC reduced to 60 due to Sieglinde's success)
Great success.

With what happened to their pardoner, Anna had to step in to do the deed. It wasn't something she was happy about to say the least, but what her lord ordered, she would do.

Sieglinde's efforts made the task easier, some of the most high profile chiefs and priests swearing eternal friendship so long as their new home stood. The arguments that sprouted from the anti-human traditionalists in turn drew attention to them and marked them for death. False-flagged hollow attacks with only a few casualties, an unforeseen allergy to some fruit they plucked along the side of the road, a specific tankard being poisoned. Carimian guards paid to detain one specific Gyrm or another at checkpoints. The Gyrm were quicker to point fingers at each other or simply shrug and call it bad fortune than even imagine that consistent outside interference could be a factor. While they were a warry people, they weren't the most subtle, and in turn had trouble spotting enemy action when it wasn't out in the open. Anna felt a little bad for them, given how they were used to very blunt method of oppression, the more subtle kinds were like a virus they had no defense for. But she told herself it had to be done. Leaving these elements be would be like leaving an infected limb in place. Or at least she hoped that was justification enough. Sleep would trouble her for a few nights onward.

Effects: Mild gyrm unrest, anti-human faction effectively dissipates. Anna is somewhat unhappy and doubting.

Learning: 81+27+17
Crit success!

Gedo was admittedly a bit shaken that his first true assignment was to… tear apart the corpse of the father of sorcery, but it was a learning opportunity beyond compare, a true dragon, one of the eldest beings! It boggled the mind that Gwyndolin had left it be for so long, given their own scholarly nature… but given how much the god had on his plate? It was understandable. He wasn't a biologist like some of his contemporaries, but he knew magic, enough to get a solid understanding of what was going on outside his state as the only mortal dragon. The remnants of the primoridial crystal was also discovered, but they were no more than hunks of stone now that it was shattered.

The results were… interesting. Seath was cursed. It wasn't exactly like the curse of the basilisk, but from what Gedo could gather, it was more his vitality was constantly being drained into the crystalline mass that had grown out of him at his base, and that was somehow projected back into the crystal which kept Death from reaching him in turn. With the only real issue being that his flesh was steadily being replaced with more crystal over centuries. It was, on paper, a good trade, but after it was broken Seath was left with a body that was more crystal than flesh internally, it was a wonder he could even live, let alone fight. The internal lattice of crystals had also traveled up his spine and into what might be a brain. Gedo wasn't sure which was more likely, that his insanity was the result of his experiments, or his insanity lead to such an extreme procedure. Regardless he would remind himself of the fate of the paledrake when dealing with his own matters.

As to what they gained? His remaining splayed limbs were amputated, and the natural blades that formed at the tips unveiled. That such a beautiful weapon resulted from such a terrible fate was unnerving- but in Lordran you took what you could get. The real insight was into his unique physiology. In addition to a basic understanding of dragon biology and how it related to wyverns, Seath's being was suffused with magic in a way that promised some potential when used in the field of demonology!

Gedo could have sworn he saw a flash of white from above at a few points during his work, particularly as the last pieces of Seath were consigned to storage. He wondered if at any point, the young crossbreed ever thought of the Paledrake as father… or if she was just making sure he was truly dead.

Two Moonlight Greatswords added, Gedo noted as a potential wielder, knowledge of draconic anatomy noted, theoretical effects of the primordial crystal noted. Gain access to demon concept: paledrake.
A concept can be layered on top of any existing demon, in a way that could change how it's traits manifest. In this case the paledrake concept grants the recipient greater intelligence, and potential access to a magical breath attack. Cannot be applied to any stone or metal constructs.

Gedo gains trait: Paledrake's final lesson. A +5 whenever he's committed to a 'dangerous' learning action, any failure lessened in scope.

Piety: 91+22+26+10 (Ingward) +5 (darkwraith success)
Critical success!

For this Rhea was able to call upon Ingward, an expert in the methods of combating the creatures of New Londo. Now, how did one slay a ghost? Three methods were known. One, be cursed by a basilisk. Clearly not an option as it was so painful most undead didn't return from it. Two, have a weapon with the property. Ingward had one on his person of course, but actually acquiring enough to arm an army was an insane proposition, not least of which because it would make their backline non-existent. And the third and most reliable method (if only by default) was to activate a transient curse. The general logic was that ghosts arose by curses, and becoming cursed yourself was a way to attune yourself to their plane of existence. Yet making these required breaking off the limbs of the cursed, and crushing them to activate the effect.

This lead Rhea to another route she threw all her effort into. Miracles, of course. She noted that the effect was similar to the weapon-buffing miracles that were well known in Anor Londo due to the presence of the darkmoons, and went about trying to reverse engineer it with the help of the sealer. It was arduous, and at one point she had to be talked down from trying to capture a basilisk, but by the end of the month she had a breakthrough. The resulting spell didn't take much Faith to be useable, but provided the ability to strike down ghosts, but also increased damage against them! Yet it didn't stop there, the theory behind the enhancement was that the magical emanations would cause -any- nonsolid foe to be shaken apart, whatever flimsy things that held them together rattled and frayed until they failed. Though that was admittedly a small list of opponents, the ghosts and the slimes, perhaps it would have uses in the future. Rhea all but preens at the achievement, now one of the few humans to actually create a miracle on their own.

Result: Transient curses now producible albeit not in the most reliable numbers. Rhea has developed miracle 'Consecrate weapon', which grants bonuses against ghosts, slimes, humanity-things, and other strange opponents that don't have a solid form. Reduced DC for claiming the depths.

Write memoirs:

What's next is more a history lesson than anything, you've covered the majority of your thoughts on your family and their exploits, but the age of strife that lead to the great exodus? That had been covered by many bards and so on, even if according to Rhea the truth had fallen out of memory. You write of the betrayal of the four kings that lead to the great wrath against the undead that continued into the modern day, you wrote of the destruction of Oolacile, and emphasize the mystery around it to spare Dusk any suspicion, you wrote of the sudden vanishing of Nito, first of the dead, and how that lead to the Witch's disastrous good intentions, and your father's sacrifice. How he was begged not to leave by his servants, but he would brook nothing to dissuade him. Not even the pleas of his family. He had made the world, and so it was his duty to save it. These were all things that were well known, even if the order was often mixed up and the personal aspect forgotten by outsiders.

What followed afterward required a careful hand, lest you wanted to start a proxy war between yourself and Quen Londo any more than you already were by writing of Aegwyn. You write in a matter of fact way, and even write down some observations that you made on Solaire as he passed through Anor Londo. Which leads you to the present. You actually stopped there. How you wrote of the present would influence readers the most, and more had happened in the last year than the century prior. You would have to take time and -think- of the image you wanted to impart upon the world. For all you knew this humble tome you penned would be your legacy in the future, what a sobering thought that was.

Anna: Give humanity: charity 47, moru reroll triggers! 74

The hollow hunts had gone in several strange directions that lead to frustration for the would be wranglers, but the one that they had managed to catch was secured largely by accident. This particular one bore the qualities of a sorcerer, and was surprisingly slippery, until a serpentman casted vow of silence and managed to tackle the sorcerer when they tripped.

Anna stepped back as the hollow absorbed one of the dozens of wriggling humanity that surged within her, and promptly regrew their skin. Such occurrences were extremely rare out in the wild places of Lordran, largely due to the fact that hollows tended to fall upon the newly humanized in droves, leading to the humanity being divided so many ways that it wound up largely useless.

"Where's master Logan-" The former hollow managed to cough out, before bursting into a coughing fit, his throat dry from disuse. He gratefully took a canteen and chugged the contents eagerly, as Anna began putting together some pieces. She had read up on Logan after the incident that saw two darkmoons perish, and only one person fit the description before her, a bit player amongst the true movers and shakers, but notable for the raw courage to follow big hat into Lordran.

"You're Griggs aren't you?"

"Yes… I think that's my name?" He muttered as he scratched his brow. "Yes, yes I'm Griggs, but tell me, where is master Logan?"

Anna was glad for her helm once more, as her mouth was set into a thin line. This… probably wouldn't end well. "How about you tell me what you remember first, you've been a hollow for about a year after all, most have been around far far longer. Consider it… academic curiosity."

It turned out that the young man remembered quite a bit, though his memory was foggy the further he went back in time, the events of the journey to Lordran were quite well remembered, including meeting Solaire and so on. However, just because he was lucid didn't mean that he accepted the truth. When told of Logan, the young man's face turned to shock, then distress, then anger as his gloves creaked from how tight his hands gripped.

"No- no, he can't be mad, he wouldn't! You're lying to me! Where is master Logan!?" Anna shifted in place as she made ready to subdue the increasingly erratic sorcerer, at this rate he may well go hollow again- but then another voice spoke up.

"Griggs? Is that you?" Spoke a voice, quiet and nervous.

The apprentice froze, his anger stalling as his formerly fractured mind tried to put the pieces together. "You… I know you… M…Moru? Right? Sage Gedo's apprentice."

"That's right, he's here in the city too, would you like to come see him?" Anna had to give the girl credit, clearly afraid- but she offered up her hand to him anyway.

"Yes- yes, surely a sage of the dragon school will surely tell me the truth of everything that's going on." He muttered as he moved towards her. Anna stepped aside, deciding to trust the instincts of the young witch, as the young witch led the former hollow towards into the city proper, she turned to one of her aides.

"Watch him, and make sure he poses no threat to the girl." Trust, but verify, she wasn't about to leave a prospective madman alone with an innocent thing like her.

In the days to come, Griggs would have to come to terms with what happened to his master, but having the truth broken to him by people he knew and respected at least helped. He wound up working alongside Gedo, at first out of pity, but he proved a dab hand at combat, at organization, and bright in sorcery. Gedo himself only felt saddened that the loyalty of the young man wasn't spent on someone that truly wanted him in return.

Effect: Discover a correlation between length of hollowing and the presence retained memories. Sage Gedo gains ancillary: Griggs of vinheim, increases his learning, martial, and stewardship by 1

Sieglinde: Roll irrelevant.

Between the overall high morale and Sieglinde's fame as your left hand and the leader of the sunlight warriors, Sieglinde's efforts to surpress any unrest is largely unneeded… but it's not wasted. When asked by curious members of the public, she wound up explaining things from the Gyrm's point of view, and wound up striking a cord with some of them, particularly the undead, who had been driven out of home after home, and Priscilla's followers. A general zeitgeist of welcoming the Gyrm emerged, gifts were prepared, food was cooked or baked, and more than a few take up decorating, weaving, or so on to make the proto mountain-city that had been constructed by your workers not too long ago more inviting for their prospective inhabitants.

Result: Gyrm properly welcomed into Lordran by your average subjects.

Rhea: 92

Given what happened during her attempt to spread her doctrine, Rhea dug in and studied how to speak to people. It was strange that she would have to study what everyone did, but true debate and rhetoric was a largely dead art in Thorolund. The intensely religious population simply largely agreed on what was important, and only truly cared about words when two important figures clashed so they knew who to throw stones at. But she truly believed in her ideal, her vision, and she needed the tools to carry it out. She first analyzed what she learned from her parents and tutors, and discarded what was only useful in Thorolund. She chatted with people of every stratum and race, taking in what worked and what didn't from various approaches and attempts, and then asked Priscilla, Sieglinde, and Gwyndolin if she was feeling bold, their thoughts whenever she thought something went wrong. To her surprise, she was finding success, even in her robes she was being greeted more warmly by the people of Anor Londo these days. However she felt… guilty, almost, that she was treating interaction as something she had to learn and optimize, it felt dishonest, manipulative. When she came to Gwyndolin with her worries, he simply paused his work, and asked her why she thought he wasn't in the public eye so often.

"Some are simply not born suited to deal with others. I was simply unfortunate enough to have a family composed entirely into a family of those that were. Take pride in the progress you have made, I am sure people will be calling you abbess Rhea soon enough."

She had to flee the room afterwards, to hide the blush on her cheeks… but she did like the sound of that title in all honesty.

Effect: Diplomacy increased by 4, her reach grows amongst the citizens of Anor Londo.

Oswald: 1

When working with sin, one makes enemies, even if one wasn't aware of them until it was entirely too late. Oswald descended into nearby Catarina to assumedly meet with an old friend with whom he had been sending correspondence… only to be attacked by a masked figure wielding a pardoner's rapier. Due to a mix of surprise and skill, Oswald found himself terribly wounded and on the back foot until the giant crow swooped in to carry him away. Worse yet, he had to be treated by nonmagical means given the nature of occult wounds and their ability to ward off divine healing. You offered the injured pardoner agents to be used deal with this, but he simply shook his head in the negative, fury bubbling off him in the only sincere emotion you have seen from the man.

"Whoever it was, they didn't have the build of my friend, but he was the only one that could have received my messages, that or someone trapping pardoners. I have no doubt he is dead, and their killer used his blade in an attempt to end me. Someone is attempting to wage war on the followers of Velka, and it falls to one to teach them the folly of their sin."

Oswald is out of commission for (1d4=1) turns, once he recovers he will be dedicating his personal actions to try to get to the bottom of this. Oswald's bonus removed from this turn's intrigue.

Priscilla and Moru: Socialize?

Moru wondered how she came to this, a mere matter of weeks ago her biggest worry was that Gedo would bonk her on the head for catching her digging into his stash of sweets, but now? Now she was having tea with what by all accounts -should- be an abomination against all that lived and breathed… that was also pouring a comically small teapot into a human sized cup with perfect poise that made Moru feel like she had hammers for fingers just looking at her. She wished Gedo was here as well- she realized that she clung to the mage a bit too tightly for a girl her age, but she couldn't help it, in the dragon school, she felt she was always just a few wrong turns away from being abducted and vivisected by curious academics! She was confident that Priscilla wouldn't do anything of the sort, at least, she hoped that was the case.

"So, ah, Priscilla- er, Lady Priscilla!" She started, before immediately regretting opening her mouth.

"Priscilla is fine." She smoothly replied as she poured herself a cup and picked it up as if it weren't a bit too small for her hands.

"Right, Priscilla, may I ask- what inspired you to invite me for tea? I imagine you have… quite a bit more on your plate than dealing with the likes of me."

"Oh, it's because we're the same, can't you feel it?" She said such a strange thing so offhandedly! Moru froze and looked herself up and down, wondering if she suddenly sprouted a tail, prompting a chuckle from Priscilla.

"Ah, I see, this might be another aspect that I have trouble parsing from a 'normal' person. I too have a concept, and much like thineself it has caused me no end of grief." The twist of her lips was almost too subtle to be called a frown. "So I wanted to… bond, I suppose, over our shared experiences." A light dusting of pink caused Moru's cheeks to be set aflame from embarrassment at how low this 'crossbreed' was putting herself! It was absurd! It was demeaning it was…. Frankly welcome. How many times had she wished for someone that could truly understand her woes, her struggles?

"It… it started when I was young. My parents were merchants, and would find themselves going from windfall to the brink of destitution ever since I became old enough to go with them on their journeys. They believed ourselves cursed, and bade the sorcerers of Vinheim to aid them. When it was discovered what I was, they were quick to lay their troubles at my feet, and took the… financial generous offer of a sorcerer to have myself released into he custody of the dragon school."

"You were sold." Priscilla's voice is calm, but Moru could almost feel the universe still around them at the barely contained anger that radiated through it. She had always thought stories of the gods to be exaggerations, but the way the world seemed to hold it's breath as Priscilla spoke…

"I… like to think the sorcerer talked them into blaming me, they were good to me beforehand. Loved me like I was any other child." She muttered, looking down into the cup. "I wasn't sure what happened afterwards, only that the first sorcerer was preparing to do something, and then he died when his workplace exploded. Gedo took me in afterwards and ever since I've been a burden on him." Speaking to Priscilla was surprisingly easy, the aura she radiated just made her feel trustworthy…

"You're afraid, of yourself aren't you?" She spoke quietly. "You don't understand what you have, so you try to force it down and away…" She reached out, and wrapped one of Moru's hands in her own, cold as a winter morning, and soft as silk. "I understand your fears, your regrets, if you would work with me, I would help you. Your caretaker cares for you, that much is obvious, but he isn't like us- I can teach you to at least direct it more efficiently."

How could anyone say no to such an earnest plea? Especially when it was the first real hope Moru had since she got here! This was the reason she was brought to Lordran! "I would like that very much Lady Priscilla-"

"No." Her voice is firm, but kind, as a smile creeps up her lips. "We share too much to be separated by a title. Think of me… as a friend, and I will do the same for you. Now, to make things fair, I will tell my story. I was born in the laboratory of Seath the scaleless-" She released her hand and sat up as Moru gripped her cup in both hands, looking on in wonder as Priscilla described an origin that couldn't be imagined by the most insane academics.

Effect: Two lonely souls find a friend. Unlock actions to train Moru under Priscilla.

Learning roll for butterfly: 45+5 (Dusk notes)

Shooting down a butterfly is the easy part all things considered. Doing it in such a way that you can dissect it without the damage ruining it is far harder. Dusk's notes on the matter do help somewhat, but you have some way to go before you untwine the mystery of how this insectoid artillery functions. Your current hypothesis is that it draws in ambient light as energy for it's abilities, but it's only conjecture so far.

Revealed Progress: 1/3

Dusk national

Dusk has managed to bridge some boundaries between the clans with her sunny disposition and growing respect! They won't act so well as one cohesive unit still, but any existing rivalries are quashed to make way for a more united force in the future. Hardly anything earth shaking compared to what she accomplished previously, but it was an important step all the same.
 
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Everything went as well as could be hoped with the exception of the Oswald personal action, but thankfully he's only out of commission for a single turn.

And with the Gyrm all set up for an amicable integration, we can return our focus onto other matters.
 
Might need to help Anna some. Wouldn't do for her to spiral after going full memetic CIA on the Gyrm.
 
Thanks for the update!

Damn, pretty nice chapter. Great seeing a plan come together and having all the most pressing Gyrm integration issues solved in the craddle.

Kinda sad that Anna was so impacted by her actions. Would find kinda weird considering her life-long of fighting under an asocial God, but to be fair fighting to guard Anor Londo isn't the same as infiltrating and murdering troublesome civilians in their bed.

And damn, even that supposedly soul cleaning action of doing charity so she could recuperate from her trials was interrupted by having to deal with a traumatized and amnesiac ex-hollow.

Either way, can't wait to see where it goes from here. With the Gyrm mostly settled, wizards propagating the kingdom and more manpower available, things are looking up.

Wonder what was that whole Oswald false-flag assassination attempt though.

Edit:
Hopefully you would never half to explain this to Priscilla or Sieglinde
Just pointing out a typo, I think It was supposed to be "have" instead of "half".
 
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Turn 13 start!
Sorry about the delay, a mix of work, holidays, and depression kicking my ass made just the idea of writing at all feel like a mistake. But thank you to the people who've reached out, it means a lot. This one is for you.

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The sun was high above Anor Londo as the Gyrm arrived. The massive bulk of their frames filling up the streets as the main complement of chiefs and their families made their way to meet with the lord of the moon. The bulk of their population still waited below in the undead parish, anxiously awaiting word of what was going on in the divine city above.
The arrival of the Gyrm into the city was an almost quiet affair. Two groups that were determined to get along despite their history regarded with whispered words and baited breath as the Gyrm came down the main causeway. Their chiefs lead the way, with their bodyguards very closely following behind them, decked in the shining metals of the earth laid over thick plates of steel, their beards braided and interwoven with gem-studded rings in a mix of fashion and statement of wealth. The only one that stood out among them for being relatively plain was Gavlan- who had wound up being a sort of impromptu leader due to his role in spreading the hope of Anor Londo.

As they arrived to the center of the city, the doors of the great Cathedral swung open, prompting poorly-hidden whispers of awe as the way into the sanctum of the moon god was made open for the despised race. The Gyrm stepped tentatively into the grand structure, their jaws slack and their eyes wide, taking in every hint of the workmanship of the gods. Originally Gwyndolin had planned to meet them halfway, but the greater insight into their culture indicated that the display of beauty would perhaps serve his purposes better. As they make their way into where the illusions of Smough and Ornstein once fought, they found the god sitting on a throne, flanked by Sieglinde and Priscilla, and with the Santuary guardian curled around the back of his chair. It was a hint of base intimidation to include it while having those dubbed Gyrm-friend at his side, but a culture that valued endurant and strong heroes likely would have a little trouble truly imagining him as an able protector otherwise.

"Moon-god-king-" Starts Gavlan, roped into the role of herald and translator, likely due to the chiefs being unable to decide amongst themselves who would represent them. "We, the Gyrm, seek a home, we were told you would provide one?" A bit clumsy, unused to courtly ways but it was clear he was trying hard to maintain a respectful tone.

Gwyndolin let the question sink for a few moments, as he gave off the air of pondering, then spoke in turn. "How could I turn away those in need of a god's charity? Let it be known across the land. the mountains of Lordran shall henceforth be the home of the Gyrm. So long as they do their best to follow its laws, and contribute to its greatness as only the Gyrm can, then Anor Londo shall defend them in turn, and welcome them with open arms."

A good few of the chiefs lit up, while a few of the less linguistically gifted looked to their fellows for understanding before immediately doing the same. A few started banging their fist loudly against their armor in what you understood to be a sort of salute- and before long the entire hall was filled with the clashing and banging of hands striking armor. It wasn't exactly the orchestras or choirs that had once sounded here, no legendary musician or the like- but it did bring a smile to Gwyndolin's face all the same.
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The Gyrm were quite pleasantly surprised by the start of a home you had given to them, taking it as proof as what you have promised. Combined with the gifts that the residents of Anor Londo brought, and the mix of confusion and tears was common amongst the Gyrm as they realized that they finally had a place where they were wanted. Frankly it was easy to sympathize with them. They weren't quite your citizens, as their old power structure remained largely intact- they looked to their chiefs before you or those you put in power, but you had their loyalty. Your diplomatic situation may suffer somewhat once the word of what you had done had spread, but in the true long term? The Gyrm were out of sight and out of mind for the kingdoms. In a generation or two they would likely view the situation as normal.

...Plus it had made Priscilla happy. That alone was worth it.
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The Gyrm are large and hard workers, so they eat quite a bit to say the least. Food situation is now average. You would do well to bump up any sort of crop you could get your hands on before inviting another disparate group. The Gyrm, for all their strength, do not multiply nearly as fast as humans, but make up for being strong and endurant in a way only the snakemen can properly match.

400 Gyrm warriors join your forces. The Gyrm warriors are used to fighting defensively, forming a wall of stony shields to protect their caves, but it can easily be twisted into forming a crushing advance, particularly when assisted by your other forces. Moderate attack, great defense, great morale.
Keywords: Human/undead. Stubborn, hardy, disease-resistant. Shield wall.

40 Gyrm Bohater Heroes of the Gyrm armed with twin massive axes. They tend to throw the first before descending into battle. Their heavier armor than their compatriots makes up for their lack of shields. First into the battle, last ones out. Great attack, great defense, excellent morale.
Keywords: Human/undead. Stubborn, hardy, disease-resistant, elite. 'Skirmisher'.

……………………………………………………………………

You bring your cadre of advisors back together once you finish shaking hands and narrowly escaping having a half dozen tankards of friendship foisted into your hands. You may be a god but that doesn't mean you can hold your drink and the last thing you wanted your new subjects to see was you drunkenly teleporting around. Despite the largely good move their was a sour note. The seat where Oswald normally sat was empty. The man had been wounded badly during the visit to his homeland, worse yet it was still unknown who had ordered it. The man was intent on withholding details as well, likely to hunt down whoever had done it himself. You can only hope he didn't get himself stabbed once more. To boot there had been the mass invasion that had wiped out a group of Dusk's civilians as well…

"Before we begin-" The Catarinian spoke up a bit uncharacteristically, shaking you out of your dower thoughts. "I want to propose a toast, for all the progress we've made in a year! I remember at the start that me and Rhea and Andre were just trying to group up survivors, but now we have Dusk, and Priscilla, and Gedo- and we've done so much to reclaim Lordran!" She's going around passing out tankards of Siegbrau, proof of concept of the recipe she's brought back from her homeland- even procuring a Priscilla sized one. "Here's to us, and to the future Solaire bought us, and the present Gwyndolin built us!"

And suddenly all eyes are on you. Despite yourself, Sieglinde's praise causes the edge of your lips to curl. "Thank you, for the kind words Sieglinde." You reach up, and slowly pull off your mask, causing a number of shocked noises from those assembled. "I feel I don't particularly need it in my own sanctuary. Now, let us toast." You pick up the tankard- and knock it back, as you had seen Aegwyn do- which was a mistake. You feel your entire throat burn as the alcohol rushes down, but you manage to avoid spluttering or coughing. "Strong." You grind out, wiping your lips with one of your immaculate gloves. "I'm sure our people will appreciate that."

Priscilla bursts into giggles, breaking the stun your actions had cast amongst your advisors. Which only worked in your favor- you had work to do after all.

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Current income: 6+2 a turn

Martial

Anna is drumming her fingers, her eyes are distant. Perhaps she is bothered that you showed your face to others asides herself? Or perhaps it was her actions in the last month that bother her. Seeing the results have taken some of that edge off but not all of it.

Recruitment drive (DC 60): There's been a trickle in population ever since you last had a recruitment drive, maybe you can manage to replenish your numbers somewhat. Though the recent loss and small pool will make this difficult.

Reward: Refill the ranks

Staking a claim (DC 40): The area around the undead Asylum is up for grabs. You're not plaining to claim much at all- but a perimeter around the cliffside building to have a little room to grow into would be worth it. Though this action would all but announce your presence to Carim- at the moment your closer neighbor.

Reward: A township may spring up in the future.

Basic artillery (DC 55): 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. Unlock greater artillery action due to completing Sen's notes.

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 dead 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.

Bring out your dead (DC ???): Lordran has no shortage of corpses. Corpses Ingward can turn into soldiers. Getting your soldiers to comb the corners of Lordran for the unburied dead and skeletons would be a frankly unpleasant task, but given how useful your dead men were in holding off the demontide...

Reward: Skeleton ranks restoration

Sinking into the depths (DC 70): The depths are the end point of irrigation and sanitation for Lordran, Sen would most likely spit blood and fire seeing how it's been treated these days. Though the gaping dragon has been slain, it still has it's fair share of horrors, including demons, and it's uniquely ill suited to being claimed by armed forces... you could very well leave it be, but it's still eventually going to be useful should you manage to restore it to it's proper state.

Reward: Reclaim the depths, opening up a path into blight town and a way to restore plumbing to Lordran.

Diplomacy

Sieglinde is sitting pretty, her cherubic features flushed with the warmth of the Siegbrau.

The demon 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.

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.

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.

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]. Rhea certainly champions this option given her budding doctrine.
[] The god of the sea
[] The lady of the harvest
[] The embracer
[] The lord of stone.

Promise asylum. (DC ???): The undead, despite not being nearly so loathed as they were previously with the undead curse partly abating, a great many undead are still listless wanderers driven out of their homeland. Open your arms to them, and you will have a relieved people happy to lay their head somewhere. Though people will be skeptical given it's coming from Lordran of all places.

Reward: Starts undead migration. Will partly reveal yourself.

Nudge forest hunters (DC 60): Though you are on good terms with the forest hunters they still are famously independent, to suggest they rent out their services to one country over another feels suspiciously like an order to them. You just have to convince them that going to Astora really is in their best interest.

Rewards: Should all go well, the forest hunters will gain some fame and some pressure will be taken off Astora.

Stewardship

Priscilla is sipping the Siegbrau and making increasingly curious faces, it's clear she's not sure what to think of it.

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 40): 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.

Breathing room: Now that the archives are up, you have an important choice for what to do with one of the finest structures in Lordran. Costs two income regardless of choice.
[] Make it into a home for the snakemen, it was theirs's first after all.
Reward: Allows the snakemen to... reproduce more efficiently than the forest options, further solidifies their loyalty, keeps them closer to the general populace to remove any chance of animosity forming between populations.
[] It was built as a school, let it be so again.
Reward: A dedicated facility for research and sorcery, despite Seath's actions the idea of studying where the progenitor did will appeal to sorcerers.
[] The idea of associating that building with anything of Seathe's leaves a bad taste in your mouth. Let it be devoted to the gods.
Reward: Temple of Allgods, For worshipers of Velka, Gwyn, yourself, Priscilla, and Aegwyn to come together, debate, and so on. More pious population, effects increase and perhaps change with more gods.

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.

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.

Reward: Snakemen... reproduce more efficiently.

Repair the burg: You have the entire burg in your grip, if you're going to have a proper kingdom it wouldn't do for this place to simply lie in ruin. Costs 2 income. Takes 2 turns.

Reward: Lower burg repaired and prepped for habitation, people won't be cooped up in the upper burg anymore. Though they won't move in until the darkwraiths are dealt with.

Making mint (DC 70): The coinage making machine Sen built is inoperable at the moment- but the real issue is getting people to transition from barter and souls to actual coinage. Convincing people that Lordran is safe enough to rely on state-backed currency is a major step forward,

Reward: Economy forced into a more standard state on par with other nations.

Precious mountains (Flat roll): A survey of the surrounding land would be prudent given your shortage of precious metals.

Reward: mining operations possible

Siegbrau! (DC 60): Sieglinde's recipe for that invigorating brew could be a source of great wealth and a morale booster even amongst undead. Only issue is you have to rely on the sort of people that have built stills to figure out how to build a proper distillery.

Reward: Morale increase, income increase.
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.

Intrigue

Oswald is out due to a crippling injury. The hardy inquisitor is a tough old bird though, he will return next month.

Where in the world is Velka? (DC: 90): 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 and Priscilla

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, who is currently serving your sister, and Hawkeye Gough. The giant was last seen wandering off blindly after the treachery of Oolacile. Their help would be most appreciated and greatly boost your legitimacy.

Reward: Start on finding Gough, one 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

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.

What's down there? (DC 65): The depths and blightown below were once so very distant seeming, but with the recent victory? Perhaps it would be wise to get a grasp on the situation before you did anything else regarding the hell below you.

Reward: Information, makes the the devil you don't know much easier.

Swamped (DC 50): Astora is planning to go into the swamps once more, gaining some information on the who, why, and what would be in your interest- for all you know a nation you declared your ally might just be about to throw money into a bottomless hole!

Reward: information.

A murder of crows locked until Oswald gets his shit togther

Learning

Gedo was happy to find out about his apprentice making strides to make friends, though he was a bit perturbed by her choice he isn't gainsaying it. The man looks right at home with a tankard in hand, his cheeks rosy and his laughter booming through the old halls.

(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.

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 (DC: 40): Dusk went on and stole the potential glory. Good for her in your opinion, but you still want the fruits of her genius! Hopefully next time the two of you can work together. In the meantime, you want her notes.

Reward: Light sorceries added to library.

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

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

Eye see (DC 75): 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 and demons 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.

Something rotten (DC 65): The depths was once how the kingdom of Lordran handled the waste it created. Unglamorous but once you found out about how unhygenic massed humans and undead could be you quietly moved plumbing up the list of priorities.

Reward: Unlocks option to repair the depths once you have them, any future settlements will have plumbing built in.

Curious is the trap maker's art (DC 0): ...his efficacy unwitnessed by his own eyes. You want to keep what you have, and you're no stranger to dirty tricks. Make sure any invader, of either kind, has to go through hell to so much as scratch your holdings.

Reward: Gain stewardship option: Defense in depth. The effectiveness of that action depends on how well you roll on this one.

Establish curriculum (DC 0): If you want a good sorcerer, you teach them the best you know- or so one might think. Building a sorcerer from the ground up is a tricky proposition. But between you and your new advisor you might be able to create a foolproof lesson plan.

Reward: When a sorcery school is established you can begin lessons immediately. Increases chance of high quality sorcerers on a good roll.

Piety

Rhea keeps staring at your face, which perhaps is a bit bothersome but you can hardly blame them given you've heard of some darkmoons betting you didn't actually have one.

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. (+12 miracle bonuses +5 bonus due to sunlight spear)

Reward: Way of white opinion increase, contest Flan's bid for Lordship indirectly

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. All stages complete! Add 30 to the roll.

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

Encourage service after death (DC 75): 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.

Outcast kin (DC ??? +5 due to her miracle): Priscilla's new covenant is already taking hold among the common folk and especially amongst the snakemen, perhaps a temple is in order, and some proper doctrine. Will use Priscilla's personal as well. Costs one income.

Personals

Attempt to train: Your arms still work, and damnit you might need every bit of force you can possibly put into your bow. Hell You're now tied for the second strongest in your kingdom with Sieglinde.

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.
Priscilla. The crossbreed. It's been so long...
Sage Gedo and Moru. The newcomers to Lordran...

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. 4/5ths done

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. A possible prerequisite for potentially fixing your legs.

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

Study Moru: Well, not every day a witch falls into your lap, though not on the same scale as your other nation-affecting actions you can spend some time working with her (Also uses Gedo and Moru's action.)

Take Ornlu's challenge: Ornlu has a standing offer to let anyone worthy take on a member of his pack for a pup like Artorias did before. None of them will ever reach the level of Sif but still...

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. Perhaps only if he's going into a dangerous situation though.

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

Take Ornlu's challenge: Ornlu has a standing offer to let anyone worthy take on a member of his pack for a pup like Artorias did before. None of them will ever reach the level of Sif but still...

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

Spar with Priscilla: You need to know how to fight larger beings and she needs to know how to fight smaller ones, you both have something to gain.

Mounted combat: Well, you have a horse now, maybe try and figure out how to use her?

Take Ornlu's challenge: Ornlu has a standing offer to let anyone worthy take on a member of his pack for a pup like Artorias did before. None of them will ever reach the level of Sif but still...

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

Arm yourself: You will never be a paladin, but your robes feel less and less fit with the power of the sun at your fingertips.

Educate yourself: You need to be more capable if you are to challenge the world (improves a random stat outside piety)

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 might have…

Take Ornlu's challange: Ornlu has a standing offer to let anyone worthy take on a member of his pack for a pup like Artorias did before. None of them will ever reach the level of Sif but still...

Oswald is fucking dead down sorry.

Make friends: You've been alone for so long- now you don't have to be. Perhaps Rhea or Sieglinde?

Bond with your guardians: They are always at your side- maybe they would do so out of more than just duty?

Write doctrine: Now that you're leaning into your godly side, perhaps it's time to make what every proper god has.

Making miracles: You have a miracle! More than you thought you were capable of with your concept. Perhaps another is in order...

Take Ornlu's challenge: Ornlu has a standing offer to let anyone worthy take on a member of his pack for a pup like Artorias did before. None of them will ever reach the level of Sif but still...

Socialize: Moru is a shy thing, but Lordran's inhabitants are surprisingly friendly, especially half the members of Gwyndolin's circle.

Interview Pyromancers: The great swamp pyromancers rarely spread their arts- but in Lordran where everything is a matter of survival? Perhaps this can be a clue in the quest for Flame

Inspect Lordvessel: Though there's only a tiny piece of Flame inside, it's more than you could have ever have dreamed of...

Interview Dusk: A certified genius, a princess from a long lost age, and would be queen of Oolacile...

Tutor Moru: The girl -is- your student after all, perhaps becoming a better sorcerer will aid in her quest for control.

Take Ornlu's challenge: Ornlu has a standing offer to let anyone worthy take on a member of his pack for a pup like Artorias did before. None of them will ever reach the level of Sif but still...

Daemoncraft. (Take 1 a turn.) (Current archetype available: paledrake)
Modify the iron golem (write in)
Trade 1(or more) income for 5 batwings apiece, 20 of the bushmen, 1 sanctuary guardian, or 5 of the stone guardians.
Design a new demon/golem form (write in)
Study moonlight butterfly: A flying artillery piece, fragile but deadly. Learning check (1/3rd done)

Merc actions
Hire a company? (Write in)
 
[X] Plan: Where We Left Off
-[X] Use the dead 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.
--[X] Anna
-[X] Nudge forest hunters (DC 60):
Though you are on good terms with the forest hunters they still are famously independent, to suggest they rent out their services to one country over another feels suspiciously like an order to them. You just have to convince them that going to Astora really is in their best interest.
--[X] Sieglinde
-[X] Breathing room:
Now that the archives are up, you have an important choice for what to do with one of the finest structures in Lordran. Costs two income regardless of choice.
--[X] Make it into a home for the snakemen, it was theirs first after all.
-[X] Swamped (DC 50):
Astora is planning to go into the swamps once more, gaining some information on the who, why, and what would be in your interest- for all you know a nation you declared your ally might just be about to throw money into a bottomless hole!
-[X] 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.
--[X] Gedo and Moru
-[X] 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?
--[X] Rhea, Priscilla
Personals:
-[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. 4/5ths done
-[X] Anna, The Lady of Darkling
--[X] Give Humanity-Charity:
You know someone can... come back, even if incomplete, what better use for humanity is there?
-[X] Sieglinde
--[X] Spar with Priscilla:
You need to know how to fight larger beings and she needs to know how to fight smaller ones, you both have something to gain.
-[X] Rhea
--[X] 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 might have…
-[X] Priscilla
--[X] Make friends:
You've been alone for so long- now you don't have to be. Perhaps Rhea or Sieglinde?
-[X] Gero and Moru
--[X] Interview Pyromancers:
The great swamp pyromancers rarely spread their arts- but in Lordran where everything is a matter of survival? Perhaps this can be a clue in the quest for Flame
-[X] Daemoncraft.
--[X] Study moonlight butterfly:
A flying artillery piece, fragile but deadly. Learning check (1/3rd done)

Alright! We're back and continuing where we left off before the Gyrm began to head our way. Speaking of, both those units they provided us with will be very helpful in the tight corridors of the Depths when we attempt to clear them out. But that will require our troops be comfortable fighting side by side, hence the drills. Hopefully we'll also get people more used to the undead as well, since they will also be a very important part of our army going forward.

Next on the list is helping our allies: the Forest Hunters (by convincing them to take more contracts in Astora to build rep), the Snakemen (by fully granting them ownership of the former archives as their home), and Astora (by sending the Forest Hunters their way and looking into the Great Swamp).

Finally in terms of national actions, is looking into more anti-abyss techniques/methods. While anti-abyss equipment is the most obvious avenue, pyromancy could become a much easier/safe method to spread to our troops en masse. Gero and Moru interviewing Pyromancers may help out in this as well.

For personal actions, we can finally finish writing our memoirs, after which we are definitely taking the time to talk to Anna. Until then I hope doing more Humanity-charity will ease her mind for now. Sieglinde, Priscilla, and Rhea should synergize in bonding over training together, though I do hope they start to spend time together outside of that as well. And once again Gero and Moru will be interviewing Pyromancers.
 
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