Year 2 After Arrival Part I
The realization that you are not within the bounds of Creation seeps into the minds of the people like water upon stone, first slowly, a niggling unease, then swiftly, a flash flood in the night, heavy with the weight of terror and rumor. Isolation has always been your ward, but now it is broken and you know not one hint of that lies beyond the tall walls of Sezekan. And yet there is hope also, in the green shoots that dot the growing rice paddies in the return of Da Wei the City Father, in the frantic work of the engineers as they let their craft... and in the aeries all across the city where, as they have for generations, children are being born and others are Sweeping the Stone, each with whatever honor and skill their hearts allow, but all will be welcome hands in the days and years to come.
Population Change: +35 (Population Growth of 0.5%) -7 (Warriors killed in dealing with the waterworks) - 21 -> Population now 7,021
Two more mortals have also passed through the arduous process and have become enlightened, able to command their own Essence in order to empower thaumaturgy or command the works of the ancients.
2 Mortals Enlighten -> Now at 127
Martial: Auspiciously Broken Haywain is a likable fellow and skilled in matters of war and husbandry alike, mayhap not the most creative of souls, but that is what he has subordinates for. Faced with a land unknown with perils unguessed the tasks of the Wyldguard will be many
Choose Two:
[] Patrolling: With your maps now worth less than the paper they are made of it falls to the Wyldguard to fly out and make new ones, bold of wings are the scouts and perilous is their path. Specify which direction the scouts should fly in.
-[] East into the deep pine woods whence the sound of strange drums at times rings
DC ???
Reward: Information
Cost: None
Result: 50 (Success)
To say the village of Kodradfief has seen better days would be vastly under-counting the tragedies that had been heaped upon it. Having been a prosperous trading town some eighteen years ago it apparently fell afoul first of some particularly barbarous greenskin mutants known as 'orcs', then in the savage tradition of this land it was raided and preyed upon by its neighbors with only the strong rune-carved walls preventing its utter destruction. A generation after that it had seen the stoning of a shaman known only as the 'crow-friend' not because the people of the town do not know his name, but because they are too terrified to speak it for fear of what happened next.
Plague had haunted the fortress, starting with the family of the chief slowly infecting all those high in station who had kept some modicum of wealth, whole ships fled and none returned, then in the darkest hour the shaman had returned seemingly from the grave writhing with worms and maggots. He offered an ultimatum, submit or be consumed. The chief had chosen to be consumed, but not by sickness, but by
fire.
It is said that the Hound was with him for a beast with a mane of fire rose from the pyre and consumed the unliving shaman, the plague abated and life continued, but the people of Kodradfief had never again chosen another jarl for they claim 'none could match the courage of Jarl Sigfried' and so that none might match his folly. They are lead by a council of the heads of households, young and old.
Reward: Information, potential new trading partner
[X] Restoring the herds: The hardy northern goats were not only a source of meat and milk for Sezekan, but also wool. Now those herds are lost, but the scouts have seen goats among the encircling peaks.
DC 44/60
Reward: Goat Herds 25/50 Food/Year;
Cost: 25 Wealth [Locked for one more Year]
Result: 87 (Success)
It might not be the most exciting of developments, but it is hard to argue with a leg of goat with herbs and the fresh milk has been greeted with many cheers by the children of Sezekan. The beasts are more fertile and hardy than even you had been expecting, perhaps to compensate for the tainted land... or some whisper because of it. Already rumors of the beast mutants are starting to circulate and breed unease, hopefully all of this will settle down once the food is proven to be safe.
Reward: Goat herds +50 Food/year
[] Bring out the War Machines: Over the years the Voices who have come before you have put into storage many large scale weapons unsuited to the task of protecting Sazakan, either because the creatures of the Wyld made poor targets for them or because the Expenditure of Essence would draw too many eyes. The time has come to return them to service
DC 55
Reward: Functional Essence Weaponry revealed and prepared to bring back into service
Cost: None
Result: 57 (Success)
You did not find nearly as much as you had hoped, a handful of heavy implosion bows, only one of which is still in working order, three very personal scale essence canons, which all appears to have been bound through some sort of blood sorcery to now dead users requiring effort to attune to new users, and a single large essence twister, still in perfect working order, though looking at it you cannot help but think of all the times its powerful and non-lethal force projection might have saved more lives.
Weapons Gained:
- 1 Working Light Implosion Bow
- 4 Broken Implosion Bows
- 3 Personal Scale Essence Canons (cannot be attuned without study)
- 1 Working Essence Twister
Though the Commander of the Wyldguard would see some of these ancient wonders used at once, claiming that it will improve both war-fighting capability and the morale of the people,the engineer in you recoils at the notion of putting such irreplaceable artifacts in harm's way.
What do you do with the weapons?
[] Hand out everything that works to people who can use it, you can study the broken examples (Higher combat both of heroes and the Wyldguard, +1 Public Opinion)
[] Keep everything for study (Bonuses to repair/reverse-engineering)
OOC: I did not get as far with the results as I would have liked, but given the worries last turn about public opinion this seemed like a good vote to offer.