Turn 6
VIII 48-57
It is beautiful. It is astonishing. It is a scintillating display of every color of the rainbow and a million more you have no words for. Sparks of red like the dawn sun whirl hither, thither and yon with bright emeralds like the clearest green lake. Light clear and bright embraces the gray shadow, giving new depth to that which it touches. Brown like eagle's feathers follows a blue rich as the sky above, so pristine and untouched by ever-sullying mortals as instinct gives insight clarity to fulfill greater ends than disaffected star-gazing. Gold as brilliant as the lightning and a great velvet light weep from each other as people endure, and are refined by, the tragedies and the trials and the tribulations of the world.
It is wisdom. It is knowledge. It is to see beyond mere mortal eyes.
"It's the same city now as it was when you left, Vardanis." You flinch to hear your mother speak. Cireon Snowmane was many things. Dedicated, of course: she killed a hundred Druchii to convince your grandfather to let her marry father. Focused, obsessive even, in her battle against your wayward kin—many foes she had slain all to protect Chrace from those who would see it destroyed. Charismatic: many would follow her into battle, knowing they would die, for they believed that under her, their death would have meaning, would bring some measure of victory.
But never, ever, has she been called combative.
So what does it say about you that you, her own son, keep getting into fights with her?
"Yes," you say, turning around, looking at her and tearing your senses away from the great tapestry that is the city down below to instead focus on her, rich as she is with Aqshy and Azyr and Shyish. She wears her beautifully made, ancient armor, a cuirass of Ithilmar white as the driven snow dotted with fiery red jewels. Her limbs are protected by scales that themselves alternate between that same pristine white and a sapphire blue until they meld seamlessly into greaves and gauntlets, with sacred runes of Kurnous embossed upon them in precious gold and amber—the odd one out among your family you are, the sole worshiper of Asuryan in that more dedicated sense. "But I am seeing it with new eyes now. New light has been shone on them, and so in a new light I do see much that once was hidden to me. For instance, you see that statue there?" You point at a smooth stone replica of a simple spearman, weapon and shield alike both clenched adroitly. The armor suggests War of the Beard, but the weapon the Sundering— a two for one. "What do you see when you look at it?"
"Shyish, of course." A symbol of the dead, a healthy amethyst shroud is indeed draped along its shoulders. But that is not alone, and a furnace burns underneath, one even you can scarcely separate as it melds into the purple light.
"Yes. But look, look closely and intently, mother. Let yourself see, and you will find too that there is much more than that. Aqshy like a furnace as hope and courage, the desire to live up to the standards of those who have fallen protecting the world, burn within the blazes of those who visit. Sons and daughters, brothers and sisters, grandchildren, nieces and nephews, all who have lost have their hearts kindled one way or another?"
"Rage, too?" She looks aside, as though…remembering.
"Aye, rage." There is flickering fire, of course there is. You Asur may be above hating the Druchii, may be above hating anyone in such a way; but how can there be justice if there is no anger that injustice has been done? Indeed Asuryan's Judgement and Asuryan's Rage are one and the same; and you, of all people, will not suggest you are above the King of the Gods in wisdom. "But above the rage there is dedication. Not some wild eyed desire to slaughter, but a keen edged focus and desire to save the world from those who would sully it."
"Indeed." She breathes and looks at the city below. "You have grown wise in your journeying my son."
"My…journeying." You breathe, once, and then let it flow out. "Is that what you call
your absence?"
"Vardanis, be reasonable." She looks you in the eye, but you are a mage, and a servant of Asuryan aside and nothing and no-one will turn you from the path you have chosen, and the fire inside you would not allow it even if you wanted to.
"I have been
reasonable. I have aided a family that all but abandoned me, a family that schemed to make use of me, a family that now will not allow me my anger, my hurt, and yes even my angst—but is angst such a bad thing when one has been
abandoned? More than a century mother, more than a century I was in Saphery, and I saw you
once!" You turn aside from her once more, thrusting your arms into the air, your own robe and cloak shaking from it all as the rage you have held onto like a hot coal pours out and out and out, searing the lip of the vessel as it goes. "But I have done it, because it was right and proper to stand with family.
"I was fighting to make sure you'd have a home to return to." She shakes her ax meaningfully, and you can almost imagine it choked in Druchii blood.
"Ah yes, I am sure that's it. Sure that it was a desire to keep Chrace safe, sure that it was a hope your family would still endure, hope and hope and hope." You turn aside and plant your newest walking stick into the soft earth of the forested hill, walking away from your mother, cloak fluttering in the breeze. "Not rage, not blood, certainly not something as basal as revenge."
Behind you, Ulgu and Ghur burn like a bright brand.
(5 AP Available, your focus is minorly agitated)
Requests and Commissions
[] Arming the March: The Long March always, always,
always needs more weapons, more armor, more everything for its soldiers: not everyone can march to war armed with Wyraza Drengul, after all. It would please all of Chrace to show your wealth and power by sending yet more enchanted weapons out, though you lack the supplies for more advanced construction as yet. (Requires at least 1 AP, Chrace Standing, Favors)
[] Hometown Pride: Normally you would leave Tor Gard to sit and spin but their prince has been insulted by none other than a Khaine-loved
Ellyrion and that simply will not do for he is still of Chrace. Create a treasure to show the wealth of Chrace to the world. The Horse-Lords will be unenthused but, you quite simply cannot find it within yourself to care. (Requires at least 1 AP, Chrace Standing, Chrace favors, -To Ellyrion standing, Crafting Turn)
[] Bits and Bobs: There are treasures lurking within the forests of Chrace, oddities and rarities and so on. You doubt anything too special, short of things going very awry, but you could use whatever you find the next time you are called on to create something special. (Requires at least 1 AP, Gain Craft Materials)
[] Avelorn Remembers: Few Asur have anything but disdain for the Haclad; but the searing contempt, the burning vitriol, the sheer, unmatched loathing that pours out like a tide every time one so much as breathes the word beard around the Avelornians. The reason is as simple as it is enraging, even for you: after you left the Colonies, the Dwarfs burned every forest they could get their hands on, killed every spirit that did not return to slumber, and sullied the rivers with their industry, all for the sake of naked spite. And the Avelornians, ever attached to the natural world, felt it all. To say there is bad blood is to say "water is wet," "fire burns," and "the sky is blue." Naturally the Seneschals of the Everqueen have a number of games and activities to prepare for the next time you must face the murderers (they have always been evasive about who they see as starting the war) so that you do not need to abandon your allies ever again. These same games do not please Cothique and Eataine, for it makes the already tense happenings that come to pass when Haclad and Asur merchants interact in Araby even worse, but the prize is rather substantial: a power stone and according to rumor knowledge in how to construct them to Avelornian standards, friends among the oldest kingdom of Ulthuan, and for you in particular, a good word given by an Archmage, which could be helpful in growing your abilities. (Requires at least 1 AP, gain Avelorn and Archmage favors, definitely Avelorn standing and possibly Archmage standing, Power Stone and Power Stone research, Lose Eataine and Cothique standing and favors)
[] A Gift for the Prince: As the daughter of Prince Firemane, Tethia could help you present a gift to her father the Prince of Chrace though there are certain standards expected of who he will accept gifts from in turn. Your immediate family is of course supportive of the idea; however the broader House will need to be brought around. It will, however, certainly increase your standings with the higher levels of Chracian society at least. (Requires at least 1 AP, Chrace Favors and Standing, opened)
[] Facing the Lions: Conveniently, there is a lion currently prowling about eating the cattle of farmers and other such troublesome behavior. You hardly intend to race into the affair, that being a good way to die, but you can face one, somewhat stubborn, animal, and see it brought down. (0/4, Gain 1 White Lion Pelt to either wear as is or use in construction, +1 Chrace Standing, no Favors)
Research & Development
[] The Art of the Blade: To be a Loremaster, one must master the sword, at the least a bastard sword though truly mighty two-handed blades that require the grip of both are growing more and more popular. Furthermore you must forge your own blade. While it is a sign that one desires to become a Loremaster, it is hardly unknown for others to learn their art. (0/3, does not lock you into the path of the Loremaster, is however a step on it, -10 Loremaster favors)
[] The Mastery of Four: One may not simply
mingle four Winds. It requires the truest clarity, the greatest focus, comprehension and understanding to perform successfully. It also, however, allows one to turn their magic even more precisely to absolute skill and ability. (0/5, Unlocked thanks to gaining standing and favors, does not lock you onto the path of the Archmage, is however a step on it, -20 Archmage Favors)
[] The Runestone: The Shadowlanders keep a tight grip on their Runestones but even they cannot fault you for examining what was taken from the Druchii. Strange, arcane stones bearing symbols of power in Eltharin, they are most notably used by Nagarythian mages, Shadow Weavers, to help them dispel the magic of the enemy and that is something you are not uninterested in. (0/3, Procs Ancient Embers, may overflow)
[] Elemental Puissance: The material manifestation of magical energy, Elemental Magic is simple and straightforward and powerful for it. How difficult can it be to understand, truly? You understood Lightning before you understood the Heavens, after all. (Pick one Wind, begin project to learn Elemental form of that Wind, 0/4, may only begin one such project a time)
[] The Metaphor, the Mystic: The Winds Mystical are that which holds the metaphor of the Winds. It is regarded as a more sophisticated and truer expression of magic by many in Ulthuan, though not to a foolish extent. You are well acquainted with it, many of the spells the White Tower teaches regarding Ghur rely on it and it is near to Cardinal in some ways.
You have begun to steady Mystical Azyr, and made some progress, but more must be done. (Pick one Wind, begin project to learn Mystical form of that Wind, 2/4, if used for Azyr Procs Sky Seeker, may only learn one such Wind at a time, currently working on Azyr)
[] Mastering the Beast Within: You already know Wyssan's Wildform; but there are other,
more, spells of war, spells of battle, locked within the Wind of Ghur. It is dangerous, but you may learn them, work to study them, and then unleash them when the time is right, like a bolt released from a thrower. (Will begin project to learn Battle Magic Spell from Lore of Beasts, will enter Learning Turn to decide precisely which spell, Procs Beastly Mind. Only one may be worked on at a time.
Possible Spells:
-Flock of Doom, 0/4 AP
-Pann's Impenetrable Pelt, 0/6 AP
-The Amber Spear, 0/8 AP
-Curse of Anraheir, 0/8 AP
-Savage Beast of Horros, 0/8 AP
-Transformation of Kadon, 0/12 AP)
[]
Cardinal Heavens: You now understand the fullness of the heavens; now is only the time to master that understanding, and truly master yet more spells.. (0/3, Procs Sky Seeker, gain missing portion of Cardinal Spell List in Azyr)
[]
The Temple: In your efforts to hunt down the source of the monsters coming down from the Annuliis, you located something alright: an ancient temple to Asuryan, surrounded by the bodies of dead Druchii. Having learned to make Qhyash yourself, the deed, while still time consuming, is eminently possible.(0/8-2 (Cardinal Azyr)=0/6, Opened by advancing along the path of the Archmage, ???)
[]
A Cure: Well, you will probably not ever be capable of fixing the most long term projects but you can certainly work on stopping the degradation process in its tracks from the beginning! The Druchii alchemy is not so advanced you cannot study it for now, though higher comprehension is likely to elude you for a time. (0/5, Procs Ancient Embers, Soothes Focus, gain capacity to cure up to mildly mutated creatures)
[]
The Book of Blackfang: A sorcerous Tome dating back to the ages before the sundering, when Snowmane and Blackfang were one and the same. Ancient secrets are woven into every page, and magic seeps from every syllable. There are multiple sections, but most tie back to varyingly mundane forms of Beast Care, if you were to judge it so. Who knows what else lurks within, however? (0/4, Procs Ancient Embers, Soothes Focus, Has been unlocked by advancing your magic)
[] The Scroll of Challenge: Ythil has given you a scroll protected by potent magics that promises much, gained by your great ability. To understand it will be difficult, but the potential rewards are not to be denied, nor ignored. (0/5 AP)
[] A Worthy Staff: Your walking stick keeps exploding because you keep sticking magic into it. It is starting get annoying, dangerous, and worst of all, expensive (it is, after all, fine work you do.) So why not build your own staff, out of something a bit more substantial than mere oak? If nothing else you could soak it in magic so it is a bit more used to it. (Requires at least 1 AP, enter crafting turn)
Social
Independent of plan, and requiring no AP lest Vardanis should fully lose himself to his obsessions
[] You speak to Tethia about, well, many things, even as you do your work.
[] You write to Lady Ythil
[] You speak to your parents, since you are, apparently, the one who has to be the mature one
--
Moratorium for 24 hours.