Turn 13
V118-127
Fire and blood and death and—
You burst out of your covers, landing ready to fight on the floor. Your heart beats like the lion's paws on the hard dirt, and your muscles are tense as by instinct you feed them Ghur though oddly your hair grows longer too. It takes a moment for you to realize where you are—not trapped in Khaine's realm, not bound in chains and presented before the Druchii, not dead out of some hackneyed attempt to show that actually that murderous king of the Underworld is necessary.
But home.
Safe.
Impossibly, incredibly, astoundingly, you've saved your kinsmen. You've saved many lives. You've driven out the Druchii. By all rights, you've won.
There's only one, slight issue now…and you're staring at it.
The Runespear.
You have not examined the Runes therein, for there is nothing the Haclad have to teach you except new ways to murder. But even to have it in your possession is to, in a sense, invite calamity for who is to say their Ancestors are not already shoveling visions to their depraved kings to try and reclaim it, now that the Druchii are no longer sheathing it under the malice of Anath Raema? Should you try to return it, would they even let you explain before trying to kill you, and dying themselves for their efforts? And if you simply give it to the Long March, who is to say they will not simply attack them instead of you?
But that…that pales in comparison to the new weight you've placed on your soul.
You swore war against Khaine. There are…consequences. You have slept poorly of late, your dreams tormented by visions of the Brass One, and of his puppets, and of the consequences. You do not regret it, you will never regret it…but you have entered the arena without sword or shield, and if you are to exit alive you have need of weapons and armor and knowledge.
Literally and figuratively alike.
You get up and put on a simple set of robes, amber over blue, and walk through the halls of the estate, heading towards the great doors.
You
do not jump as you hear great paws slap down behind you. Whirling you see Indrast and Indrion, heads cocked, staring at you, their stomachs growling even at this late hour. You roll your eyes and gesture, and they lope out in front of you onto the city streets. By rights at this hour there should be nobody on the streets—
Except of course, that there are. You see shadowed figures on the roads, in the green and white and red buildings that surround the estate, everywhere, the glimmer of blades and glint of arrows giving away the game to you. Shadow Warriors of Nagarythe, employed by your parents to ensure no assassins manage to enter in their quest for vengeance. You doubt they will manage to stop everyone, but then, even just what they can do is hardly nothing.
You let out a slight burst of magic, to ensure they know who and what you are, and walk towards the forest, just to think and to clear your mind.
And to plan, of course, always to plan.
What your next move should be.
The most straightforward, of course, would be to further examine the temple. If you would wage war against a king, it seems only fitting that in turn you should be near and dear to an Emperor yourself. The power of Asuryan defied the Four once upon a time…surely it can defy one, now? And to understand the temple
is to understand Him, to grow closer to Him, to grow nearer and dearer to Him.
More mundanely, sources of Celestial Chalcedony are rare, and valued as strong material for Azyr crafting. To give such a source to the White Tower, even a small one, would earn you no small number of favors.
But there are other powers in this world you could turn to.
Vaul hates Khaine. Hates his servants. Hates his cult. Hates and hates and hates. And though He does not,
yet, rise up in rebellion against the one who savaged and enslaved Him, the gods and elves are one and the same and so you know in His heart of hearts Vaul would be free of Khaela Mensha. If he was not necessary to fight Chaos, Vaul likely already would. But His cult has no such compunction, and furthermore there is nothing the Druchii Khainite's like more than kidnapping Asur followers of Vaul and emulating to them what Khaine did onto the Smith, for it seems there is no depravity they will not fall to, no cruelty that will satiate them. To that end, Vaul's priests have learned many ways to fight off Witch and Assassin and Disciple alike and many an overconfident Druchii straight from Har Ganeth has learned that the Blinded Ones are not such easy prey. The Caledorians keep His temple near and dear and close, and though they do guard it, it is far from impossible for even the commons to enter, never mind a mage who casts Druchii from sacred Ulthuan, who saves army and kinsmen and princes and dragons alike. They will let you study.
Isha once was kidnapped by Khaine, to be sacrificed as a weakness that could not, ever, be afforded again. Though Vaul sacrificed Himself to save the Mother Goddess, She has never forgotten; and it is unlikely she will ever forgive, for Khaine will not seek it. So twice did She incarnate Herself onto this world, once to Asur, and to the Everqueen; and later, much later, to the Asrai as Ariel. Defenses She created too, the Handmaidens of the Everqueen so that none could attempt to attack Her in Her mortal weakness, bind Her, keep Her, take Her, as he once did and so Isha sought out lores to defy him, to break him, to cast down his servants, and spread them to Her cult. Isha's Circle is safely nestled in Avelorn, and is regarded as a sacred place by every Elf; further no politics interfere, for all of Avelorn's rivalries lay outwards, with the Dwarfs who burned the forests, and the Druchii who slay the Handmaidens, and the Slaves to Darkness that serve the ultimate foe. They will teach you.
Kurnous knew His beloved was kidnapped by Khaine, and moved to fight him; and fought him, and was cast down and nearly slain but for the deeds of Vaul, noble Vaul, Vaul the Craftsman, who sacrificed everything because it was the right thing to do. Kurnous broods in His forest now, waiting the day when He can repay Vaul His honor and Khaine his cruelty. He sharpens His spear and His skill upon good quarry. By rights, as wielder of Ghur you should have already taken in much lore of Kurnous, except that His temple, the Stone of Ellyrion,
lies in Ellyrion. The Cult in Ellyrion, of course, believes that Chrace is where Asuryan threw Anath Raema's body as He cast Her out of Heaven, and not the truth, which is that she was thrown into Ellyrion and that is why so many damn beasts brood there. But you cannot deny that that is where the deepest lore of the Cult resides, and that they would not have taken you before your victory against the Druchii, against Anath Raema, against many and more.
Or of course, you could visit the Towers of the Winds in fair Saphery, as much fortress as shrine and as much library as castle. His knowledge is great, His love of justice vast; further He has worked against Khaine before, scattering his rings to the four corners of the world.
Focus: Both of your focuses are currently soothed. You have 5 AP currently available.
[] 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)
[] 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 is unmatched. 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 and Ind 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 bonuses, Lose Eataine and Cothique standing and favors, if you would like to get this done you will need to do it soon (pre turn 15) since you are starting to get a bit long in the tooth for it)
[] 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, Procs Beatly Heart)
[] Spreading and Codifying: You did a pretty damn good job creating Rebuke of the Warp; honestly you could just about just write it down and get plenty of credit, for there is not a mage alive who would not like to strike at corruption and for all it draws on the Emperor of the Heavens it is not so bound to it that it cannot be modified further. You could do some of said refinement yourself, of course, and make your job even easier. (Requires at least 1AP, Gain Standing and favors from Saphery, Loremasters, Archmages, further AP will increase the number of Kingdoms providing Favors and Standing rather than the amount of favors and standing provided for any single group, is high T1 as not battlemagic but still very useful)
[] The Guard Calls: A message has arrived in the manor, intended for you, from Eataine—or more specifically, from the temple. It seems that the Phoenix Guard was somewhat impressed by the blade you forged for Methelian, and so they have requested you forge some halberds (and armor, if you felt like it) for the guard. Nothing too fancy however, for none of them are intended for the Anointed, the truly blessed of Asuryan, so apparently not that impressed. There is also a small chance they may want to discuss what you saw in the temple, for all you have not really revealed it as yet. (0/2 AP required, Proc Heaven Servant, gain Eataine, Cult of Asuryan Favors, Standing)
[] The Noble's Request: The Noble of Tiranoc, Ultha, has apparently discovered an appreciably old, if not truly ancient, enchant suit of armor and would request aid from a mage not seeking to swindle her of her meager fortunes to restore it to function, in the hopes that it might allow her to claim the title of Princess. Though she is not truly rich, she is respectable and esteemable in Tiranoc, and her word supporting you as an honorable man, would not go awry. (0/5 AP, Gain Tiranoc Standing, Favors)
[] A Request For Aid: The Norscans have been attacking the coast not massively more than usual, but somewhat; an extra attack every other week. Where? Well just about everywhere. So you will let Asuryan guide you where you need to go. (1AP, tutorial campaign to work out kinks ideally, Proc Primeval Fire, gain standing and favors with random Kingdom, possibility to Network)
[] Tethia's Journey: Tethia has requested your help hunting down the Druchii Hekarti has pointed her at. She will go, eventually, without you, though is not quite sure when, but if you said you were ready, she would be more than confident enough to right then and there. (1AP required but more can be invested, will launch Druchii battle, Procc Primeval Fire, They say conflict is a path to growth)
Research & Development
[] The Art of the Armor: All Loremasters prepare armor for themselves. It is uniquely balanced between all eight Winds of magic; not properly enchanted per se, any more than you might call a leaf enchanted because it is full of Ghyran. Only just…prepared, made ready to be what it is and fit for one who would bear the full power of the Winds within themselves. And of course there is the matter of making it fit for the wearer. You could learn it yourself…or you could simply ask the Loremasters for their assistance in such training. It is necessary, and prudent, if you would truly surpass the Sorcesses of Ghrond, of Morathi; that or the true secrets of Qhaysh. (1/5, -20 Loremaster favors, create generic suit of heavy armor which still allows you to cast spells, further progress along the path of the Loremaster though you still are not "stuck" as it were, unlock option to forge a proper suit, Proc Primeval Fire)
[] 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. Advancing along this path will allow you to surpass the Sorcesses of Ghrond, for you will throw yourself into it. (1/5, 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, Proc Primeval Fire)
[] 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 Primeval Fire, 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.
(Pick one Wind, begin project to learn Mystical form of that Wind, 0/4, may only learn one such Wind at a time, currently working on no Winds)
[] 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 Heart. Only one may be worked on at a time. May overflow
Possible Spells:
-Pann's Impenetrable Pelt, 1/6 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)
[]
Beastwalker Business: The Beastwalkers do not really like the wielders of Ghur within the White Tower. They regard you as too civilized, too touched by the trappings of society, too attached to the ephemeral matters of mortal civilization. Because soap is bad, apparently. The fact remains, however, that not only did you manage to stop the mutated beasts pouring out of the Annuliis when they either did not care or could not do so, you are the only one who has really advanced notes on them if they should return. Perhaps you could speak to them of such matters? If nothing else the Loremasters are always happy to gain new lore for the tower. (0/5, Gain ??? Loremaster Favors, Gain ??? Loremaster Standing, Who knows where interacting with the other magical traditions of Ulthuan might lead, procs Beastly Heart, may overflow)
[]
A Remedy: Rebuke of the Warp is a strong thing, a relatively simple spell for anyone capable of wielding Hysh and Ghur for a task otherwise difficult if not impossible. But by that same token it hardly turns you into the next everqueen: aye, you can heal discolored fur and extra horns, but the truly deep damage, the major kind, extra "true" limbs or a second head or something mad like that, are beyond you. For now. But with sufficient advancement as a mage, is it truly beyond you? (0/5 AP, reduced by the massive Overflow from last turn, Procs Beastly Heart, Procs Primeval Fire, Soothes Focus, currently locked, requires advancement along either Archmage or Loremaster Path, Produces T2 Battlemagic Spell, Overflow will make it easier)
[] 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. (1/5 AP, gain Archmage favors and Standing, overflow unknown)
[] 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)
[] Writing It Down: You managed to get to the heart of what had been done to the beasts of the Annuliis, but your results were sloppy and unfocused, as perhaps is to be expected of one who had not even mastered wielding two magics at the same time yet. Now that you have, at least, that you could go back and reexamine them and write what you see; the farmers of Chrace have what they need, after all, but the Archmages may be interested. If nothing else it will be further data for the effects of Warpstone on flesh. (Requires at least 1AP, Will Proc Beastly Heart, Will Proc Primeval Fire, Will gain Archmage Opinion and Favors)
[] An Order: You have an order you would like to make for a reagent. (Cost: 0 AP, TX X 5 Snowmane Favors, 1-3 Turns depending on reagent rarity, may not order T-5s, Ithilmar however is available as are Power Stones (Both T2))
[] Creating A Spell: You really wanted to wait until you had mastered your magic further but it seems that if you keep waiting you will never do this. Two Winds can make a fine enough spell anyway. Creating a spell, a good spell--hell, even a merely acceptable one--is an excellent way to make friends with both the Loremasters and the Archmages. For the Chief Archivist has powerful friends, and it looks good for him to expand the archives. (Cost: 1 AP to Begin, Gain Favors from both Archmages and Loremasters, Will begin Spell Creation Tutorial)
[] Preliminary Results: A secret, Golden Age temple to Asuryan? Recording what you can of that will make you many friends with both the Loremasters, the Archmages…and the Priesthood of Asuryan. Though the Priests in Eataine do have an aesthetic focus on His Fire, they recognize each of His aspects, and are likely to be interested in, if nothing else, a story describing His nature they do not otherwise have, as well as, potentially, another source of objects or entities blessed by Him. Of His magic. All will be happy with you, and that is a rare thing indeed. This will also include writing down what little you have discerned of the Anoqeyån that coats the walls and doors, the floors and ceilings, of that place. (Cost: at least 1 AP, more AP will result in a better end product, gain favors and Standing from Loremaster, Archmages, and Cult of Asuryan, this will reveal it properly to everybody rather than the current rumors that are floating around)
[] The Inner Chambers: The deeper parts of the Temple no doubt hold secrets of their own. More magic, deeper magic, secrets long since forgotten. The things of ancient days, the things that lie unknown. What is it? (-LOCKED, 1 / 8 AP Invested, must further advance magic through Loremaster or Archmage training, will proc Heaven Servant)
[] The Touch: Asuryan Himself has shaped your Windsight, sharpening it to see the touch of His foes, the better for you to fight them, to face them; but it is, as yet, unshaped, raw, if potent. Study it, master it, strengthen it. (0/6 AP, procs Heaven's Servant)
[] The Egg: You have discovered an odd egg in the temple. Its physical shell is prismatic, as it is in your Windsight; but etched into the magic of it is yet more of the odd Anoqeyån, in particular a looping sentence, simple, indeed almost childlike, but potent:
Bajneth Alu Kuryin.
Roughly?
Oathlord denies __.
But then, you always did enjoy spending time among the birds more than you did studying linguistics. Your Anoqeyån is not subpar, but it is not that impressive, either. In any case, you may as well study it. And you have no idea what the devil Kuryin could be.
Well, there's only one way to find out.
(1 / 8 AP, Procs Heaven Servant, Proc Beastly Heart)
[] The Towers of the Winds: You worship and belove Asuryan, but Hoeth has proven Himself a worthy patron as well, insofar as you are a mage. It would behoove you, therefore, to make pilgrimage to the towers of the Winds: fortresses, yes, but also great repositories of lore of the Winds of Magic as separate things that serve a greater whole, as well as fine ritual sites, reinforced to banish the Daemons. They are sacred to Hoeth, and bear a spark of His presence as well. (1AP Required, Proc Heaven Servant on account of Cadai, Proc Beastly Heart since there are towers dedicated to both Ghur and Azyr, make pilgrimage to a sacred place of Hoeth)
[] A Fit Tower: You merit a place to call your own, where you can study the Winds of Magic to your heart's content, without either interruption or the worry that you are about to blast yourself and half the town into the Aethyr because someone bursts in at the most delicate moment. Magic being what it is, it would only be sensible to also mildly consecrate it to a god, though as a home you would not call it a real temple. Also, you are not wealthy enough to pay for everything, nor do you have the magic to consecrate the thing yourself, and so you will require backings and favors; at the least you will have to speak to your parents and the rest of house Snowmane (0/10 AP, Proc Beastly Heart, Proc Heaven Servant, one invested AP requires the investment of 10 Favors as well)
[] Study the Power Stone: Even the most simpering human wizard, running to their Dhar Daddy for aid rather than standing on their own two feet, could tell you about Power Stones: Magic folded in on itself until it becomes solid, a physical entity that can be touched and held and worked with and so on like a gem, a jewel. Good for crafting, nice and simple, a good way to hold power together. Having purchased one, you could study it: they might be basic, but you doubt they are useless. (0/3 AP, proc Primeval Fire for it will help you in your war against both Ghrond and the Druchii, Proc Heaven Servant since it is Azyr, can still be studied even if you use it in construction)
[] Study Ithilmar: Sky-Silver, it holds enchantments and magic like no other metal. You do not have a large supply of it, on account of not being in Caledor; further you are no true metallurgist, having instead chosen to study the Bestial and Heavenly magic. You are, however,
Vardanis of Chrace, and so you do not surrender. (0/5 AP, Procs Heaven Servant)
[] Knowledge of Blackfang 2: You feel there are more secrets within the Book of Blackfang, ones just waiting to be learned… (0/12 AP, Procs Heaven Servant, Procs Primeval Fire, Proc Beastly Heart)
[] Study Starwood: The sacred wood is both light and hard, but more importantly all that is evil is banished by it. But why? Study it, and learn. (0/5 AP, Procs Heaven Servant)
[] Tethia's Help: The only reason Tethia is not quite an Archmage is…well it's not quite
pure politics, but it's close. That does still mean though, she can pull strings to get you help or help you herself… (Costs 10 Chrace Favor for 1d2 Points of progress in research, may only be used for research, may have minor narrative effects)
[] The Bright Heart of the Asur: Go to Isha's Circle, and make supplication to the High Seneschal, and she shall teach you wondrous lore of the Mother Goddess, such things as a man should by rights know. Though all students of the White Tower learn the Boons of Isha, this shall be deeper and truer. (0/1, Unlocked through Brass Breaker, soothes Brass Breaker, introduce yourself, gain minor lore, gain Loremaster and Archmage Favors)
[] The Smith's Students: Go to Vaul's Anvil, present yourself before the Blind, and learn to wield the Golden Wind as Vaul Himself would. (0/1, Modified by Brass Breaker, Soothes Brass Breaker, Introduce yourself, gain minor lore, gain Loremaster Favors)
[] The Father's Son: Go to the Ellyrion Stone, and learn from the Disciples of Kurnous. They shall teach you to wield Ghur, to praise the hunter, to walk as your forefathers once did long, long ago before the making of things. They are like as not loathe to share such lore with you, a Chracian, even one who cast out the Druchii. (0/1 AP, 15 Snowmane favors, 0/1, Unlocked through Brass Breaker, soothes Brass Breaker, introduce yourself, gain minor lore, gain Loremaster Favors)
[] A Spirited Journey: It is the way of Ghur to journey into uncivilized, wild places to find truth, meaning, value and virtue. You will do so, marking yourself and preparing yourself to head into the wild places and understand. (0/1 AP, ???, Gain Archmage/Loremaster Favors)
[] Study the Spear: See what you can learn of the spear without touching the damn Runes. (0/1 AP)
Social
Independent of Plan and requiring no AP, lest Vardanis should lose his mind
[] Methelian has requested to speak with you after you cast down the Druchii
[] Your parents, for they would thank you for saving their lives.
[] Your siblings, for there is conflict there.
[] The Beastwalkers are apparently having a gathering soon, and for all there is some tension between the White Tower and the Old Magics, they do not
really hate you; at worse they are condescending elders convinced that the youth and all things new are worthless. And you are a wielder of Ghur. Therefore you have the permission to go.
[] Ythil would like to speak with you, surprisingly enough not about the Druchii but about the spear and seeing it returned to the Dwarfs.
--
Moratorium for 24 hours.