It'll be a while until I can get this done (doing combat has always been a hard thing), but let me give you a little idea as to how What The Christ this was.
It'll be a while until I can get this done (doing combat has always been a hard thing), but let me give you a little idea as to how What The Christ this was.
And that's the end of the combat rolls for Five Legs. Elder Grimm are no joke. But you made it one. WHAT THE CHRIST?!
It was mostly because Razz' rolls were as insane as she is, but if they weren't and if Skye didn't participate, you would likely have been down a Huntsman Superior in the very first turn of combat. And by down I mean: slowly wasting away as his soul is systematically destroyed by an insidious Grimm poison.
As a side note, welcome to the numbers bloat that is a boss fight. Even when I try to cheat, SV's Dice Luck is too strong.
Writing up combat is always a fun, time consuming process of cursing dice and figuring out cinematic ways to do everything.
Update will likely be up either today or tomorrow, but I'll spend the time I have here to describe how Tarenteli look and how I classify Grimm.
Tarenteli are large Grimm that are seen much more in Mistral, and they resemble giant six legged spiders with a mix of scorpion in how they deliver their venom. If you know what a Daddy Longlegs is, just make it big, give it spear-like points on the legs, put a cruel stinger on it's butt and allow that butt stinger to defy all laws of biology in stinging above and below it, as well as making the body all black, then you have a Tarenteli. Whelps tend to be no larger than house cats, while adults are the size of horses. Elder Tarenteli, however, can reach truly titanic sizes.
Finally, I classify Grimm according to age and size. Grimm start as Whelps, tiny things that are less than a year old. As they mature, they become Juvenile at around one year of age. It's a broken exponential rate though. Whelp to Juvenile takes a year, Juvenile to Lesser takes two, Lesser to Adult is four, Adult to Aged sixteen, Aged to Elder takes 256. There is another category called Ancient, and these are the Grimm that are feared in legends. To modern knowledge, there are no Ancient Grimm in Remnant, as the Before Times were exceptional at killing Grimm and such Grimm would have needed to be truly old even then to be called Ancients now.
AN: This update has grown to an absurd scale, and it's mostly because of Reclaiming Minno. Thus, I'm going to be cutting this part out and putting it ahead of the rest of the update, just so I don't have to fatigue the readers. Combat is a tricky thing to write, but I think I have parts of it settled. Also, I don't think I've mentioned this, but Zouaves are pretty much the culture specific elite unit for Minagerie, mostly an upgrade for the Riflers.
(see Huntsman Superior action).
Reclaim Temple of Minno: The terror of Five-Legs upon your lands must come to an end. Send out Henry Liddel and members of your retinue to reclaim the ruins of your once proud holding.
Join Personally: You don't want to leave the reclaiming of the holding to chance. You will accompany your troops to reclaim the temple. (Requires the use of a Martial action.)
The threat of an Elderly Grimm moving out of it's lair is a dire threat, and the Temple of Minno has been gone from your holdings for too long. Five Legs and it's horrific spawn must be purged from your lands, and you'll be damned before you let someone else handle it.
The call to arms was sounded, and arrayed before you was Henry Liddel, Razz, their apprentices and the entirety of your retinue. On your high horse, you center yourself.
"Men! The enemy that we face today is our ancestral foe. Our fathers have fought against the Grimm, as their father's before them, all the way back to the Before Times. I ask you, men, in the face of such a terrible foe, did our ancestors ever waver, ever break, ever flee?!"
"No!" Your men shout back.
"Even as the Kingdoms fell around them, even as civilization died, they! Pushed! Back! Now it is time for us to do the same.
"For ten years, Five Legs has claimed the Temple of Minno, fouling its holy ground with it's taint. I don't know about you, but I'll be damned and buried before I let a spider spin another web in the Nameless One's temple!"
Your prepared speech had a much better effect than you thought, as even your Huntsman Superior, the ever stoic Henry Liddel, joined in on the shout alongside your men.
"We've got a lot of ground to cover, and we won't be stopping until we get to the Temple. Let's go!"
The squad commanders barked orders and the column began to march.
ROUSING SPEECH ACHIEVED! +20 to Combat during mission due to Morale.
Regent Skye Ravenswood
Huntsman Superior Henry Liddel
-Apprentice Alice Liddel
Huntsman Razz
-Apprentice Fale Ofensdale
Marshal Russet Brann
50 Spear-Riflers
25 Zouaves
10 Dragoons
5 Cavalry
The column was a half-hour away from the Temple when the Grimm struck. Perhaps the Grimm possessed something more than animal cunning, as a horde of Grimm rushed your lines. Grimm of disparate types, from Beowulfs to lesser Tarenteli to even lesser Goliaths form the mob arrayed against you army.
Horde of Grimm: 19 + 30 (Large Number of Grimm) + 10 (Enemy of Remnant) +10 Charge = 69
Yeqerta Forces: 33 + 10 (Huntsmen) + 5 (Large Number of Soldiers) + 21 (Skye) + 20 (Morale) = 71
Yeqerta Forces wins with 0 degree of success!
3 Spear-Riflers lost in the charge.
A lesser army would have faltered, would have broken and run. Your men were made from sterner stock, a fusillade of well placed shots crashing into the Grimm's charge, taking much of their momentum. The charge still hits your lines, and you see a few good men die to the Grimm. Gritting your teeth, you draw steel and join the fray.
Large Horde of Grimm becomes Medium horde of Grimm
Horde of Grimm: 70 + 20 (Medium Horde of Grimm) +10 (Enemy of Remnant) = 100
Critical Reroll: 72 + 100 = 172
Yeqerta Forces: 19 + 10 (Huntsmen) + 5 (Large Number of Soldiers) + 21 (Skye) + 20 (Morale) = 75
Horde of Grimm wins with 9 Degrees of Success.
10 Spear-Riflers, 3 Zouaves, 1 Cavalry lost, Skye gained trait: Wounded
AN Note: Turns out, this is a high lethality system.
Chaos. Chaos is what awaits you on the front line. You see a trio of Beowulf whelps drag down one of your cavalrymen. Next to you, a Zouave's head is pierced by the stinger of a Tarenteli. The blood splattering across your face distracts you long enough for a juvenile Deathstalker to strike at you. You whirl, turning a death blow into a savage cut across your side and drove Poise down with all the force you could muster. The dog sized Grimm was impaled, smoke already pouring out of it's frame as you danced backwards. The fight was turning against you.
Horde of Grimm: 11 + 20 + 10 = 41
Yeqerta Forces: 73 + 10 (Huntsmen) + 4 (Large Number of Soldiers, Casualties Sustained) + 21 (Skye) + 20 (Morale) = 128
66 + 28 = 84 + 100 = 184
Yeqerta Forces win with 14 Degrees of Success! Horde of Grimm has broken!
AN: Now that's a rally.
That's when the voice that haunts your nightmares speaks up. "Tally ho!"
You see Russet's mount careen through lesser Grimm, his incredibly stupid axe-blunderbuss scything down in great swings. That continues for all of five seconds before the horse hits a small Deathstalker and crashes to the ground, sending it's owner flying back into your lines.
Russet's distraction was just what was needed as a Goliath flew through the air and crashed through the Grimm in front of you. "Pull back, Lady Skye!"
You see a Deathstalker fly through an air as you look towards your Huntsman Superior. The two Liddels, Henry with his bare hands and Alice with her incredibly sharp knife, managed to keep their section of the front from collapsing despite the concentration of adult Grimm in the area. A few of the larger Grimm seem dazed, no doubt a result of Alice's Semblance.
You follow the suggestion of the Huntsman Superior and fall back, directing your men to tighten the lines. As you do so you see Razz, her Aura flashing, gliding across the battlefield in her constant seizure-like movements. You can see the yellow glow of the Dust Strings woven into her legs, and you know that she has been pulling deep from those Strings. The fact that she's laughing crazily really... Concerns you. You can see Fale holding his own in the lines, managing to make a good accounting of himself.
With the efforts of your Huntsmen, the tide turns and the remnants of the horde rout. As they flee into the distance, you take stock of your army and deal with the wounded. You hear the report as your side is bandaged. Seventeen men. Thirteen Spear-Riflers, five Zouave, and a Cavalryman. A distant side of you says that it could have been worse, the Zouaves could have taken a bigger hit, but you just feel sickened. These were men that you had personally trained, had fought alongside. They didn't deserve to fall to the Grimm.
You sigh before mounting your horse once more. Dust, my side hurts. "Come on men, we haven't yet killed Five Legs! Bury the dead. We will return for them once Minno is ours."
The remainder of the march to the Temple is quiet, the only encounter an attack by an irate Drop Bear that is swiftly driven away. Your army found the gate to Temple Minno ripped open, the town within a complete ruin. Even the Temple itself, the highest building on a hill, was missing a wall, and you have no doubt the church deep within the heart of the hill was all but destroyed. Restoring the Temple would be a bigger investment than you thought.
Your army had barely entered Minno before the howls began. The scattered Grimm that emerged from the ruins were nothing like the horde of Grimm that you faced before. Your men formed lines to meet the Grimm and-
A mournful cry emerged from the Temple, and you turn your gaze upwards in time to see bone-white legs rise out of the Temple, five in total, pulling forth a massive black body. Five Legs, in all it's terrifying glory, raised itself to it's full height of fifty feet. A torrent of Tarenteli whelps poured out of the Temple, crashing against your lines as the dread beast ponderously stalked towards your lines. Your men held the tide, useful against these lesser beasts, but against Five Legs itself they would be useless.
Your Huntsmen leave the lines, riding forth to destroy the ruiner of Minno. You join them, leaving Russet with EXTREMELY clear instructions to hold the line.
Grimm
Five Legs: 74 (Rolled) + 60 (Elder Grimm Rolled) + 50 (Elder Grimm) + 10 (Enemy of Remnant) = 194
98 + 94 = 192
1 + 92 = 93 + 100 + 100 = 293
Five Legs Wins with One Degree of Success.
AN: Oh Dust, this really is a numbers game. Also, a quick primer on Huntsman Training. Huntsmen are a special lot of warriors, one who use their Aura, their soul, in combat. To reflect this (and to give Learning a better meaning), Huntsmen add half of their learning score to their rolls. This is in addition to the +10 from being a Huntsman. In order for this to take effect, the Huntsman must have unlocked their Aura, their Semblance and have some experience fighting as a Huntsman. There are very rare ways to deny this bonus, the most common being a Huntsman suffering an Aura break. This opens them up to being Wounded, but some attacks can break right though Auras and even kill Huntsmen outright!
The battle nearly claims its first victim as Five Legs slams a pointed leg into the street ahead of Henry. The impact lifted a section of street, causing the Huntsman Superior's mount to launch both master and apprentice in its death tumble. The pair land in a ruined building, but their cries of "We're alright" keep you from worrying. You have much bigger problems.
You saw a large blur fly towards you, and you dove off your horse to avoid it. You landed, tumbling once before you are on your feet just in time to see your mount rise into the air, a large stinger piercing though the beast's flank. If you had been a moment slower in your reaction time, you would have been the one hanging on Five Leg's spear. Pit, just how can it be that fast?!
You swiftly looked around, searching for your Huntsmen. You see Henry and Alice pulling themselves out of the rubble, and you do see Fale hacking at the armored legs of the titanic Tarenteli, but you don't see Razz. Just where is she?
Grimm
-Five Legs: 16 + 26 + 50 + 10 = 102
32 + 2 = 34 + 100 = 134
Yeqerta wins with TWENTY TWO Degrees of Success. Five Legs reaches Final Stage.
AN: Well then. If anyone has read Ashes to Ashes, this is like the Vytal Festival all over again. The one were we got to see the rolls.
Five Legs roared in pain and you looked up. There, on the underside of the body, you see flashes of steel and arcs of electricity. You were sure Razz was crazy before you saw her climbing the Grimm, but now you know she's insane.
Knowing that Five Legs wouldn't die just by you gawking at it, you run towards one of the only targets you can find: the leg that Fale was striking. Even with the two of you striking, however, you can cause little more that scrapes and scratches against such thick armor.
The Liddels, however, managed to extricate themselves from the ruins and were finding much more success on their leg. Henry's fists, coupled with his absurd strength, shattered the bone armor while Alice pried the cracks apart. In moments the pair are battering the black flesh underneath and a sickening crack rings over the battlefield, eclipsed only by Five Legs' roar of pain. Henry grasped the now broken leg of the Grimm, and hauled with all his strength. Unlike the crack, the pop that followed was deceptively quiet, hiding the fact that you just saw Henry turn Five Legs into Four Legs.
Five Four Legs: 61 + 79 + 50 + 10 = 200 16 96 (Elder Grimm Desperation Reroll)
75 + 96 + 200 = 371
Yeqerta wins with ten Degrees of Success.
For three hundred years, the Grimm now known as Four Legs had roamed the land, devouring its hated enemy and driving fear into the lesser creatures' hearts. Never before in it's long life had it experienced such degradation, such disrespect, such foolishness!! Never before had the lesser creatures wounded it so, and it's rage boiled over. The creatures were underneath, it knew, and the stabbing pains where there as well.
Four Legs let out a roar of pain and hatred of such intensity that it stunned you. Your ears rung, causing you to miss Henry's shouting warning. You looked up, seeing Four Legs rapidly falling, intent on crushing you. There is no time for you to dive out of the way, the warning coming too late but-
Four Legs slams into the ground, the cobblestones cracking under the weight. Four Legs screamed once more, but it was not a scream of victory, it was a death rattle. A single point of steel protrudes from it's body, the point of Poise.
Underneath the black mass, curled around the remains of a well and with Poise buried to it's hilt, your breathe in relief. You can tell the damn thing is dead.
Now you'll just need to get out from under it.
Diplomacy +2, Improve Diplomacy Ambition Achieved - +1 Diplomacy, Temple of Minno Reclaimed, Gained 150 Prestige for slaying Five Legs, Grimm Infestation in Yeqerta reduced, Gain 100 Piety for Reclaiming a place of worship, Morale in Yeqerta greatly improved. Gain Leadership Trait: Inspiring Leader. Gain Trait: Brave. Death of seventeen members of Retinue, ten wounded. Gain Trait: Wounded.
Regent Skye Ravenswood - Wounded, and feeling really, really good about being alive.
Huntsman Superior Henry Liddel
-Apprentice Alice Liddel
Huntsman Razz - Believed now to be well and truly insane.
-Apprentice Fale Ofensdale
Marshal Russet Brann
37 Spear-Riflers - 8 Wounded but not dead
20 Zouaves
10 Dragoons - 2 Wounded but not dead
4 Cavalry
Diplomacy +2, Improve Diplomacy Ambition Achieved - +1 Diplomacy, Temple of Minno Reclaimed, Gained 150 Prestige for slaying Five Legs, Grimm Infestation in Yeqerta reduced, Morale in Yeqerta greatly improved. Gain Leadership Trait: Inspiring Leader. Gain Trait: Brave. Death of seventeen members of Retinue, ten wounded. Gain Trait: Wounded.
It's a game of Risk/Reward. You could have died really, really easily in that fight. Then you would have been forced into the role of a man with the black boils of plague spreading over his body, his strength slowly leaving him as he watches his dynasty die with him.
For taking that risk, however, you reclaimed a ruined holding, drastically reduced the number of Grimm in your lands, became known as the killer of an Elder Grimm, reclaimed a place of worship for your faith, learned the power of words, and, most importantly, gave your people Hope.
Welcome to the Age of Grimm, where you can turn a point of light in the darkness into a blazing beacon.
I think that went pretty well, considering what we were up against. If that Grimm horde had rolled only a little lower in the 2nd Combat Turn, it wouldn't have gotten a critical and our losses would be alot lower.
I note a disturbing trend of attempts to slay elder Grimm leaving the character wounded for their epic kills, if my copy of the quest is anything to go by...
I note a disturbing trend of attempts to slay elder Grimm leaving the character wounded for their epic kills, if my copy of the quest is anything to go by...
Diplomacy +2, Improve Diplomacy Ambition Achieved - +1 Diplomacy, Temple of Minno Reclaimed, Gained 150 Prestige for slaying Five Legs, Grimm Infestation in Yeqerta reduced, Gain 100 Piety for Reclaiming a place of worship, Morale in Yeqerta greatly improved. Gain Leadership Trait: Inspiring Leader. Gain Trait: Brave.
Fuck yeah bud! In all seriousness, rebuilding the temple and the surrounding town could be a big boost to our tax income. That plus fewer Grimm and the diplomacy buff, well-this worked out much, much better than I expected. And I bet we impressed the shit out of Jove.
All I'm going to say is, I'm likely going to have to rewrite the Spouse interaction a bit because "YOU NEARLY DIED!" "It's not that bad Jove." "YOU NEARLY DIED!"
Well, let me celebrate by posting an idea that I've been trying to get out of my brain for quite a while. Yep. I gave the Huntsmen a land of their own. Yes, there is a jab or three in there.
As Peaceful As Festival
No where else in Remnant is there a greater collection of lordless Huntsmen than the free floating wreck known as Festival. The relics hidden within suggest Festival once flew in the sky like a titanic airship, before falling into the Shallow Sea between Sanus and Anima after the conclusion of the 40th Vytal Festival.
The wreck was first spotted in 83 AG (or After Grimm in the perverse calendar style of the time) by sailors following rumors of an island that never stopped moving. The first Free Huntsmen claimed the wreck as their own, placing themselves apart from all other Carrion Lords twenty years afterwards, creating the island nation of Festival.
To some, the island of Festival is a celebration of Huntsmen, a place where they may meet others of their kind, may train and better themselves without the yoke of a Carrion Lord on their necks. To others, it is a place of criminals who have abandoned their duty to their lords and peoples, divulged of any notions of heroism and morality.
Despite anyone's feelings on the matter, Festival is a place of power, a wandering nation of the greatest warriors of humanity. It's circuit of the trade lanes between the lands of Vale and the Republics of Mistral grant it a unique position at the center of Remnant.
Festival has rarely been involved in wars, as the last time a Carrion Lord attempted to take this nation resulted in the death of their dynasty.
Festival is also a strange land politically. On the surface, every Huntsman on Festival is called to vote upon matters of the nation, a strange practice known as Democracy. Depper down, however, Festival has much in common with Mistrallian Republics, as there are extremely strong voting blocks who often lead to a shutdown of the nation's government out of spite. Such shutdowns are sometimes solved through bloodshed, leaving the arenas of Festival soaked in blood. These bloody purges have led many to take up the phrase "As peaceful as Festival" to mean a state of barely controlled chaos.
Many Carrion Lords tolerate the existence of Festival as it provides a useful source of already trained Huntsmen, and believe that even the high price of hiring a Free Huntsman is better than training their own. In all other ways, the Carrion Lords leave this quarrelsome group to their own devices.
Some of the greatest of Huntsmen of the age reside on Festival. Saint George, the only living Huntsman to successfully kill a dragon and survive, feasts in Festival, waiting for a chance to test his skill. Lady Drake, a Knightess who abandoned her lands to travel as the Progenitors once did, homes in Festival. Even the Dread Pirate Roberts, a Huntsman who is hated for his bloody raiding of sea trade in all of Remnant's oceans lairs in Festival.
Interestingly, there has been talk of removing the tradition of master-student training in favor of a school for Huntsmen, in emulation of the great Huntsmen Academies of the Before Times, but such talk had led to many of the bloodiest shutdowns in Festival's history.
"Festival is the only place in Remnant where a Huntsman can be truly free. So long as you have the strength to stay free, that is."
-An anonymous Atlesian Huntsman
Well, everything's now set for the shitstorm that is Turn 2. Going to be a long one, and I'm going to need to look at ways to abstract combat more in preparation for the Civil War.
Also, I didn't make a mistake in Minno's upgrade. Ten years of being inhabited by a grand collection of the worse enemies of mankind really does a number on the infrastructure, especially since you're also upgrading much of the defenses to keep it from happening again.
You had apparently spoke with Alrich about your lands' actions in the coming war, and he had sent the offer again once you sobered up. With a non-aggression pact, you would be agreeing to stay out of Alrich's way as he moves to the capital. He has agreed to favor your family after the war, though it was not written on a legally binding document, and cannot be completely trusted.
Of all the war choices, going with Asad's offer of non-aggression is the easiest to make. You won't fight along side his army, but with the agreement, your northern border is now safe. On the plus side, if he does win the war, you will have bargaining power with your new liege, and that is something that is always worth having. Of course, if he loses you won't gain anything, but your armies would be left intact. Win-win.
Cilmi of Donna has rapidly become Alrich's rival. While you have no promises of reward from Cilmi, you could negotiate something. Besides, having an agreement with a likely king would be a good bargaining chip in the future. (Requires a diplomat sent, does not require Alan.)
The diplomat that you sent to Cilmi sent one message to you, telling you that he has arrived at the lord's court. After that, you received no acceptance of the pact, nor a refusal. In fact, you have no clue how Cilmi took the offer. The silence was possibly the worst thing you could have gotten.
The House of Mutsu is an unknown to you. You do not know how large their armies are, nor if they have any intentions to claim the throne. Nevertheless, it pays to be prepared. (Requires a diplomat sent, does not require Alan.)
The messages that you get back from the Mutsu are much more hopeful, if not exactly what you expected. Daneda was the one who dealt with much of the negotiations, and he talked circles around your diplomat. Despite this, you receive an actual treaty from them and hidden under the political jargon you find that they have agreed to the non-aggression pact. There is one addendum however. In cases of "mistaken identity", the pact won't be broken if your army is attacked by the Mutsu, but this doesn't extend to your forces. Considering the treaty will only last until the end of the civil war, you accept this, but you'll need to be mindful of any betrayal.
The Court Physician had done his best for your father, and is keeping your brother from falling from the Plague, you think its time you searched for one more experienced in curing the plague.
5 + 6 + 10 + 7 = 38
Minor Failure
You would think doctors specializing in treating the plague would jump at the chance to cleanse an entire province, but your attempts are proof otherwise. Correspondence is exchanged, and word soon reaches you that nearly no doctors remain in the Dab Knightly Hospital. Nearly the entire staff has left to deal with the humanitarian crisis that the Zulu lands have become. Mount Shaka in the province of Shaka, home of Shaka Castle (Dust, these people are unimaginative) was destroyed when the long dead mountain suddenly erupted, covering the entire kingdom in ash. Well, that's certainly more dramatic than your problem.
The hospital offered one of their assistant doctors as a pity offer, but you'd never settle for someone worse than your current physician. On the other hand, you did save money on the messager.
Lose 1 Lein from messager costs. Action can be retaken.
~~~~~~~~~~~
Invest in the stockpiling of weapons and ammunition, in the event war should be thrust upon you.
With the arms race between Cilmi and Asad slowly reaching a boiling point, it's clear that war in unavoidable. As your learned your craft, there was one mantra that had been drilled into your head like it was the words of the Nameless One Himself: He Who Prepares, Wins.
The mantra is true for many things. A general who prepares multiple strategies is more likely to win than one who does not. A general who has the supplies needed to feed their men is more likely to win than one who cannot. A general who can effectively manage more men often wins against one who has fewer. The common school of thought turns war into a game of numbers: keeping your own numbers high while reducing your opponent's through clever maneuvers and fast strikes. This train of thought gets shaky if you are stuck in a siege, but you pray to the Nameless One that such a situation won't come to pass.
You are no stranger to military stockpiling, and over the course of two weeks you conduct a whirlwind of visits to arms and ammunition dealers, buying up much of their stock and putting in orders for more. By the end of the third month, you have enough weapons and ammunition for a protracted war.
As you wheel and deal, you also try to sell off some of your Dust in order to recoup your losses. Unfortunately, while you have created a lot of demand, you were not able to find many great offers. As it stands, you've recouped about half your losses in Lien, at a nearly one to one rate.
Gain +10 to Military Rolls for Well Supplied, Lose 5 Lien and 10 Dust.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You married Jove to resolve the feud you had with his father, and so far it worked. The wedding night was good, so why not try to build a lasting marriage?
"I'm a cat, but you know I won't purr, right?" It's been three days since your marriage and you've quickly learned that your ears have become Jove's favorite toy. It's not gotten annoying yet, but you have no doubt it will... Eventually.
"Oh, I'm sure I'll find a way." You've known that Jove is not a very ambitious man (in fact, you could say that he is content with his station in life), but there are times where he can as determined as a bull in a Mistral shop. "Besides, I don't have to worry about you running off and nearly getting killed by a giant Grimm."
You sigh, not this again. "It's not like there are any more giant spiders in Yeqerta, so you don't have to worry there." Jove didn't say anything in response, though he did shift to running a finger over the edge of your ears, causing them to flick.
You shift away from his hand, sitting up in the bed. "So, real talk. You really don't hate me for those scars on your face? I mean, they don't look like good scars..." Your voice drags off as you realize what you said. "Damn it, that was too blunt."
"It's alright," Jove cuts in. "I don't blame you in the least. Father was pushing too hard, and you thought the only way to shut him up was to duel me." A smirk grew on his face, "Honestly, a lot of merchants would have given half their fortune to know how you did it, so you're not the only one sick of my father's tactics. Besides, I learned quite a bit about dueling from those long fifteen seconds." Dust, it really was just fifteen seconds. I really were rushing to shut Ulrich up.
You decide to advance. "You didn't really answer my question."
The smirk fades. "I suppose I didn't. No, I don't hate you. While my face healed, I might have hated you, but it was always tempered by an admiration for how you fight." He pauses, as if expecting another statement, but you keep listening. "I've seen dancers perform, and your fighting is more graceful than their dancing. You have an economy of motion, footwork free of unnecessary movements, blades flashing in just the right speed, not a single wasted movement. In truth, I found you rather intimidating."
"Well, that's sweet." You mutter, ears dropping.
"Not like that. Your skill wasn't the reason why I admire you. Every time you fought, I saw you put away all the mental baggage that you have within. Everything, from your any doubts you had of an opponent, the eyes of your watchers, your worries and fears. The moment you draw your blades, I saw everything leave you mind and every thought turned towards winning. When you are in that place, your gaze is more piercing than any gunshot. That gaze held so much determination, so much focus that it actually gave me hope the more I thought about it." Your raised eyebrow was clearly received. "If someone could focus so utterly on one, single goal, there would be nothing that she couldn't do."
There's a long pause before you reply. "You're just trying to pet my ears again." "Yep."
You laugh at that and lay back down. "Well, it worked." With your leave, Jove starts playing with his favorite toy again. After a few moments, he starts scratching that one place and...
"Rrrrrrrr."
Jove relationship improved (8/10), He'll never let you live the purring down.
~~~~~Biology Interrupt ~~~~
Two months later, you are sitting in a council meeting, half-listening to a report from Russet when you feel the need to vomit. You try to repress it, but the feeling grows. You leap out of your chair, nearly shoving a guard to the ground with nary a "Move." You make it to the privy just in time.
The sickness passes and you clutch the sides of the privy, trying to find out what's wrong. The answer doesn't come from your rational mind, but from your instincts. Oh. "Oh, Dust."
Trait gained: Pregnant (+1 Spouse Relationship)
AN: On the wedding night. I'll say this about you guys, you are efficient. Very Efficient. How efficient? Ask Power of Mind.
~~~~~~~~~~~War Interrupt ~~~~~~~~~~~
You barely have time to return to the council chambers, not even enough time to return to your chair before a breathless messenger bursts into the room. "Asad and Cilmi," he breathlessly says, gulping down air. "They are marching to Castle Buhaw!"
AN: Raiu: Oh, we just had a major bombshell drop, maybe we should give the players time to process this.
Dice: NOPE! IT'S TIME FOR A BLOODY WAR!
War Turns start now.