1) I said start recovering.
2) So? These are Greenskins. Slaughtering them just means they lose less to infighting in the brief period their numbers are diminished. Canon is littered with heroes coming along and slaughtering Greenskins by the million. It pretty much never has any lasting effect.
Yes, long term, if you don't follow up the greenskins will probably mount something of a recovery-- never again to the pre-Gtilla levels, but a recovery.

But you did just buy yourself, by sheer honorable, saintly wrath, at least five years where the goblins are going to be losing their shit and as they lose their shit they will keep the orcs constrained too.
 
The Best Laid Plans
The Best Laid Plans
Marienburg


You are Gauvain Folcard, and you are very happy-- one of the giant kitties with wings swooped in when they saw Bertrand, and then started rubbing its head on him and purring before falling asleep!

You cuddle the giant, fluffy kitty as do your brothers and sister even as it sleeps, watched by the adults. Dad is talking with one of the Imperials, very, very quiet. The Imperial has one of the canne- cano- one of the fire-stick things that grandpa looks ready to break with his bare hands every time he sees it.

One of the Imperials with a white lion on his breast plate walks in, jerks as he sees the giant kitty holding the five of you--

Then there's a bang and you feel wet but before you can understand what's going Merovée is covering your eyes while Abraham is lifting you and Bertrand up while Ysolt is screaming and screaming--

and in the din even as you are being taken away from the scene you hear Father roaring at the man, and hear a name:

Von Liebwitz.
--
A little thing.

Your grandkids did not have the best time in the Westerlands last year.

FORESHADOWING INTENSIFIES
 
*political shitstorm intensifies*
Nah; the sort of long-range, nation wide distaste necessary for it to be a true-blue political shit-storm won't develop because a dude shot a beast that looked about ready to eat some kids.

No, it's the start of something much greater. It's also related to the Natural 1 rolled earlier, though that will take about a decade to really develop into what it could be.

Looking back, though, it's a bit shit, what I wrote; I should maybe, probably, delete it and wait until my stomach's not punching me in the face to write out exactly what happened.
 
Turn 23 Results
Turn 23
1446


Your grandson rests upon your knee giggling. "And then Grandpa walked up to the abomination, raised fiery blade, and set the lord of death ablaze!" Bertrand giggles, little tyke happy to talk to his grandpa. "Excuse me for a moment, sir, but I do believe your siblings and I have matters to discuss."

You put him down in the chair and set out to round up the rest of the pack.

Merovée and Abraham are easy enough to find— they are both listening intently to their grandmother, who is weaving a story about an incident of hers in Naggaroth— incidentally where she got that Druchii wine you still haven't tried yet. Good way to rest while recovering, certainly.

Ysolt is sitting in the chapel, praying to the Lady with Rose. That one...well, there are eyes on her. Honorable eyes. Gauvain is nearby, watching as his mother pummels a pair of wooden dummies to splinters in the courtyard.

There's a scream from a serving maid near where you left Bertrand; and without hesitation you race towards the sitting room.

In moments you've devoured the space and shattered the oaken door. Inside Bertrand is sleeping. He's also being propped up by a snake, a water-cobra easily long as your arm.

Godfrey is there, too, sword drawn and racing towards the serpent— but with a jerking motion you stop him, slamming your hand into his chest. He winces even through the plate-armor.

"What? Why?"

"Look." Your voice is calm and quiet, to keep from disturbing creature. "The snake is not harming him."

Indeed the serpent is coiled around the child and sleeping soundly too.

Oh boy.

Martial: Sir Lancelot is, without a doubt, the finest Knight you know, capable of turning aside blade after blade and assault after assault on his person, and being a peerless strategist as well. He is perfectly suited to advise you in matters of war. His strategies are bold, precise, experimental— perfect for facing these resurgent greenskin filth. You clasped him in arms the day you met him, and you clasp him again now, as your brother and friend. He hopes to leave for the Quest, soon.


Shamans To The Sword: Never have the orcs been so vulnerable in Montfort— lacking wyverns, lacking reinforcement from the Massif, and utterly ravaged by the Wild Hunt. You will not let this go to waste. You will break them, you will remove them of your lands, and you will start by putting their shamans to the sword, breaking their foul magics utterly and entirely. Your men, and you, will hunt them as relentlessly as you can.
Needed:50 Rolled:53+20=73

- You don't let up on the Orcs, cutting your way through their numbers like an arrow through the air— their own thirst for violence carries them towards you, and again and again you leave their shattered remnants on the ground before you. You take, as a trophy, one of their staffs, having it stripped of magic then placed in a rapidly filling weapon's case in your Courtroom.

I Want My Shit Back: The Greenskins stole and looted much in their assaults upon your lands. Maidens and men alike were sold into slavery, tools were stolen, supplies taken. Now that your armies are fatted with men once more, and the greenskins on the back-foot, it would be a good time to reclaim what was lost and also kill some filthy Orcs.
Needed:50 Rolled: 60+5 (Siege Wagons)=65

- While you are busy killing shamans, your men and nobles take up arms too. Leading surgical strikes deep into the mountain, your knights herd hundreds of Orcs into the waiting spears and arrows of soldiers, killing them; the pyres they light could be seen for miles. Hos, seeds, stone, and other supplies alike are retaken.

On top of this, your nephew leads a strike team deep into the mountains; and together rescues a thousand men from the deep pits where the Orcs had them working raw stone into weapons; among them was the daughter of the Earl Edmond. He has his barony back, at least.
Reward: +600 Gold in Economic Recovery

Diplomacy: The damage the Orcs have done to your people is… astounding. It will take years to fully recover, in terms of gold alone. But, and this is fortunate, you don't have to do it alone; you have help— help Sir Uter will see delivered.

High-Elf Party: Finubar the Phoenix King will be hosting a grand party to celebrate his marriage, and has given invitations to the Leaders of all the forces that slew the Druchii in the Borderlands. Godfrey will go, this is not truly in question; but it might be wise to go yourself, and show that you are not just a recluse. Even if it might upset some of your people.
Needed:20 Rolled:27

- You are in relatively clear position for anyone to make too much of a riot about you going to a party.
Reward: Attend High Elven Party

Blood-Gold and Gromril: The Dwarfs have caught wind of your discovery of veins of both Gromril and Bloodgold in close proximity to each other. As you might expect, Dwarf Ambassadors for various nobles have appeared, each trying to gain rights to the Metals— and to the Warpstone, oft-used in the construction of more potent runes as a replacement for dragon fire.
These are, of course, Dwarfs, and thus they are patient; but it would still be wise to settle the matter relatively swiftly.

- The Dwarf's swiftly send an offer you would be mad to refuse, and three months later a Dwarf Prince arrives with a small retinue.

Darag Ironpick is the second son of King Ironpick. Where he walks the scent of apple-scented ales follow, and always clad in luxurious furs he is surprisingly personable; at least, for a dwarf. Soon enough adventurers, traders, and others looking for Dwarfen Gear travel through your lands seeking the far easier to access hold that swiftly strikes up, funded by the blood-gold and gromril; and in their wake they spend hefty hunks of golds buying supplies and food and all the other things one needs for travelling.
Reward: Warpstone dealt with, Dwarf Hold established in Montfort, +500 Economic Recovery

Stewardship: Yvain's office is a whirlwind of activity, a flurry of parchment and paper and meetings and a thousand other things. Two barons dead, 20,000+ men slain on the field of battle, farmland destroyed… the Goblins have earned his bureaucratic ire.


Strengthen The Walls: The Walls of Montfort are already thick, mighty things, crafted of the mountainside, built by ancient, ancient hands, before even the reign of Giles and the Unification. Mighty things, it was from there that the forces of Montfort retook the Dukedom from Sigismund the Bastard, and reclaimed Bretonni land for Bretonni men. There is, however, one thing the original builders did not have that you do: the Heraldry. It will be time-consuming, tedious work; but Rose feels that, with class and their practice, they can mark the walls with the magic of the Court Invulnerable, making them stronger than the mountain stone.
- The walls of Montfort were already mighty things, grand in their strength; capped by five mighty towers and built on a foundation crafted by dwarfs, even the mighty Karaks could not hope to enter if the men of Montfort did not will it.

But with the heraldry, there is a new dimension of protection offered: Magical. The Enemy will find it difficult to work their foul magics in the city, denied their power, while the Damsels should find it if anything easier to do their work; as was well proven when no men died and stayed dead in the tournaments your Vassals performed to celebrate the return of their men.

More Mines: You need your people working, producing, crafting and otherwise building. Find men to lead expeditions into the mountains, as far as they can according to your treaty with the Court Invulnerable, and start mining. Expansive mines, at that— tin and iron and potash and whatever can be found, for as long as you can.

- A new town, Augustville (Very nice shot for your ego, really) deeper in the Gray Mountains than knights have ever dared go before, has been founded over the course of the year; and its main source of income is a tin mine, feeding the furnaces of the new Dwarf Hold springing up nearby.


Piety: You stand the grave of Sir Aldric for hours on end. It was he who took you in when you so dishonored yourself at Orleans; he who took your recklessness birthed of grief ungodly and made it purposeful bravery; he who gave you your faith in the Lady. He deserved better than this...ungoodly end.
You will see the Court of Shadows broken for this, on your honor.

She Can Teach You: Rose is, as of right now, the only person in Bretonnia who knows how to use Heraldry— how to beseech the ancient spirits of the land to bequeath unto men some fraction of their power. This is very risky, and you'd rather that it were not the case over long, and Rose agrees— indeed, she has asked your help in hosting and protecting damsels as she attempts to teach them her new found knowledge. Fortunately, you already have a training area prepared— the Chapel of Waters Rejuvenating— which should help cut down time.

- The Damses of Bretonnia now know how leave the mark of the Fay upon their works, and infuse it upon things such as stone and steel, leaving them either ice-cold to the touch or stronger than anything you've seen, short of fay-steel.
Reward: Can begin long term production of many Enheralded Items

Wealth of Affairiche: The Lord of Good Trade and just dealings, the priests of Affairiche tend to be wealthy, as might be expected of the followers of the king of business. However, there are very few of them, again as might be expected of the Lord of Trade in Bretonnia.
The Priests of Affairiche have come to you with an offer— in return for noble backing on various minor projects, they will begin spreading their churches further afield. To make a very long story short, this will allow more of your people to begin working as experts in various professional fields, by loaning and interest and…
Well it all really rather went over your head, but Yvain agreed with their assessment, and he generally knows what he's talking about. Certainly he does so far as money goes.

- A small number of new businesses— blacksmiths, leather-tanners, coach-drivers, and others— come into being even as new temples of Affairiche are erected by his gold-masked followers.

Learning: Nimue has been busy while you were out with a variety projects; and now that there are no hobgoblins beating at your door, she'd like to begin even more projects; though first she must finish with the construction of the Bath-House.

Bath Houses: In the time of Giles, when Knights were Knights, Damsels were Damsels, and Peasants were peasants, hygiene was maintained not by using rivers, or simply not caring, but by bath houses: stone buildings, squat and low to the ground, where waters are heated using a complex array of of mirrors channeling the sun into a central holding area, where water is heated to relax and cleanse.

After her visit to the Grand Library, and no longer plagued by wolf-howls in the night, Nimue would like to build one of these bath houses within Montfort, to help fight off some of the terrible stench that (apparently) permeates.

- The marble-sculpted face of the bath house is beginning to come together, great images of Martrud slaying the the followers of Nurgle decorating it; a bit blunt, but you rather think it gets the point across well enough.

Sunstones: The halls of the Court Invulnerable are fonts of life as much as any other, filled to the brim with flowers and trees and all other colorful, blooming things. The Light for these is supplied by the sunstones— great jewels of immense power. You are, of course, in favor of beautiful things in general; but you are even more in favor of things that would allow your people to turn even the mountains hollows into fecund farms.
Needed:35 Rolled: 30+5 (Nimue Bonus)=35

- Nimue almost kills herself examining one of the crystals, looking at it with keen eye; only the quick acts of a spirit of stone (heh) keep it from crushing her. Nimue does, however, believe she might know how it works. She needs to test, of course, but she thinks she might know.

Intrigue: It is in the brewing shadows that the fell things will gather. The foul things, birthed of darkness, they will not slow, nor yield, nor rest until your family lies broken. Fortunately, Morgyan seems to have taken that as a Challenge.

Sabotage The Orcs: Morgyan has done some preliminary scouting out of the Orcish positions within Montfort— not all, but enough that she could make their day horrible, with just a bit of luck and some men. Attacks on weak convoys, burning their camps, destroying the boar pens they keep their foul mounts in— it would be an apocalypse of steel.

It would also be both more effective and easier with more men.
Needed:50 Rolled: 86+20=106

- Morgyan returns with a vengeance to her duties. Planted caches of Fae-Fyre, triggered avalanches in the dead of night, and riled up crowds of pissed-off peasants swarming Bosses in the hundreds are just a few of the things she unleashes in her red wrath.

While she's out, she happens to stumble upon a small shrine to Rhya, with a silverine brooch laid on it. Ancient magics flowing through it, Morgyan gives it to Annick; and the champion of the mother-goddess seems to share some of her new-found blessings with you.
(Loot: Brooch of the Mother Goddess, 1 Reroll per turn)

The Children of Khypris: The Dark-Elves kidnapped a thousand noble children from the Borderlands, the king's own son included. Why? For what purpose?
Your daughter-in-law can, hopefully, go to Arnheim and try and figure it out.
Needed: 65 Rolled:30+20=50 Reroll: 67+20=87

- The Druchii have lain a trap for you, a dark thing; for the thousand children of Khypris are held at sea, as the information they leak to you suggests.

Annick is not satisfied by just that information though, and so on a lark decides to follow this chain of informants she has rooted out even further, by the age old tactic of "smacking people about until one of them tells her what she wants to know", and after a small army of people lie beaten at her hands, she eventually finds the information she'd like.

It seems that they think you will run off, half-cocked, to save kids— they aren't wrong— and so plotted to, once you were there, blow the sight up by heavy bombardment, killing you; and in case you are wrong, they are also...training… the kids to battle, to form an army that will lead fellow janissaries in assailing the old.

While it does not, of course, remove the threat, knowing that the Druchii are specifically looking to kill you and how does rather allow you to reduce the threat.
Reward: Intel

Personal: Your dreams are unwholesome, as of late. Half of the time, they are of titanic, earth-shattering figures striding the earth, walking the mountains, and casting down Ogres both weak and grand; other times, it is of a spirit of the earth waiting for you in a small cave in the mountains. You have several questions.
Needed:1 Rolled: 9+15=24

- Among the many, many, many thousands of orcs dead this year, you yourself kill Eyepop Ashbreath, the last Orcish Wyvern Rider in Montfort. A bit of a runt, for an orc, but his mount was a different matter, golden and venom spitting.

You have the creature's broken axe put upon your mantle.
Reward: +100 Prestige, new trophy

The Dream Warriors: Well, let it never be said that you do not deal with problems as they rise up. Head for the cave, meet with the spirit, and see what is about.

- You walk to the cave, unarmed. The spirit waits for you, clothed in silks. "Duke Folcard. I speak for the titans; for we have common foe between us— and now there is common foe between we and you."
-Continued in snippet

Prestige Actions: Slayer of Orcs, bane of Dark Elves, ruiner of Vampires. The foes that have fallen to your fists, and your wrath, and your sword are many; your deeds, valorous. It seems that enough has come that you might truly attempt some change.

The Great Monument: Let the names of all those lost fighting the Druchii— every knight, every peasant, every lord and lady, every damsel— be remembered, eternally. Let it be carved into the mountains, beneath the gaze of your Lady, ever marked: "These men died, that we might live."

- The stony eyes are starting to take shape.

Ballista Bashing: Technically, bolt throwers are not against the laws of chivalry. "And no person shall wield in the lands of the Kingdom profane devices with which they shall be capable of easily, through mechanical means, and from shadows like a coward, killing a knight." Ballista fail on that last count. They would also have been very useful for your barons in killing the giants that attacked their lands, and that killed your sister.

You don't like it, and they probably won't either, but you could, in fact, use Ballistas in your army.
Needed:20 Rolled:7

- There's an incident with a goat, 200 pounds of manure, and the ballista prototype crafted; and Lady Candide's expensive, jewel encrusted dress ends up...needing washing.

Suffice to say, it's a bit of egg on your face, enough that on your monthly strolls through the streets of Montfort you hear...things.

The project's going ahead— no-one cares that much— but it is a somewhat embarrassing matter.
(+10 Infamy, Can be worked off)

Special Events:

Rhya Smiles On You:
As the year passed, Justine and Leliana grow pregnant after the trip to Ulthuan, giving birth late in the year, Justine's last son coming into the world as the midnight hour struck that ushered in Gilles' Tide, somewhat inauspiciously for the poor lad.
Justine: Hiltraud, Parzival, and Lohengrin
Leliana: Gisela
 
If it weren't for that one failure with the ballistas then this would've been a perfect year. Ah well, that crit and the reroll we're getting from now on more than make up for it.
 
On a different note, it occurs to me that Bretonnia is, at this point, basically the most schizo (and scariest to the English) Fantasy Counterpart Culture:

The French and the Scots bound up together as a single kingdom and growing ever-closer by bonds of marriage and religion.

Seriously, you guys have got dudes who look like this:


Fighting in the same army.

Brings a new meaning to the term "Auld Alliance", doesn't it?

[/Late night ramblings with Voikirium]
 
(Loot: Brooch of the Mother Goddess, 1 Reroll per turn)

The Children of Khypris: The Dark-Elves kidnapped a thousand noble children from the Borderlands, the king's own son included. Why? For what purpose?
Your daughter-in-law can, hopefully, go to Arnheim and try and figure it out.
Needed: 65 Rolled:30+20=50 Reroll: 67+20=87

That worked out well.

Special Events:

Rhya Smiles On You:
As the year passed, Justine and Leliana grow pregnant after the trip to Ulthuan, giving birth late in the year, Justine's last son coming into the world as the midnight hour struck that ushered in Gilles' Tide, somewhat inauspiciously for the poor lad.
Justine: Hiltraud, Parzival, and Lohengrin
Leliana: Gisela
Good.
 
Now our infantry, in addition to our cavalry, are some of the scariest the Old World has to offer. Imagine gleaming rows of men-at-arms armored in the skin and scale of monsters, each bearing weapons that bite into fine steel as if it were cheap pig iron. Packs of giant, vicious, and above all loyal hounds the size of ponies following them into battle. Supplementing these men (and occasionally women) are roving bands of monster hunters at the very edge of human ability alongside swift musketeers capable of dancing around gunfire and screaming, musclebound barbarians wielding heavy weapons that can cleave through a man wearing heavy plate in a single blow... now come to the realization that these people are our basic ground troops, we haven't even gotten started on the Damsels, or the monster-riding mage/heavy knights, or the Lady-blessed heavy infantry, oh, and let's not forget that we've weaponized the Fae equivalent to Greek fire.

Pretty much our only weaknesses are our artillery (which lags so far behind the Empire it isn't even funny... except our Navy, that's actually really fucking impressive) and massed long-ranged fighting options. Yeah, what ranged units we have tend to be real fucking scary, but they're really more skirmishers than anything. That said, we've definitely succeeded in making Bretonnia (or at least our tiny corner of it) a tough nut to crack, especially with the whole 'magical castle' thing we have going on now. And considering Malekith is glaring at us from across the pond, I get the feeling we're going to be needing every last bit of it rather soon.
 
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Now our infantry, in addition to our cavalry, are some of the scariest the Old World has to offer. Imagine gleaming rows of men-at-arms armored in the skin and scale of monsters, each bearing weapons that bite into fine steel as if it were cheap pig iron. Packs of giant, vicious, and above all loyal hounds the size of ponies following them into battle. Supplementing these men (and occasionally women) are roving bands of monster hunters at the very edge of human ability alongside swift musketeers capable of dancing around gunfire and screaming, musclebound barbarians wielding heavy weapons that can cleave through a man wearing heavy plate in a single blow... now come to the realization that these people are our basic ground troops, we haven't even gotten started on the Damsels, or the monster-riding mage/heavy knights, or the Lady-blessed heavy infantry, oh, and let's not forget that we've weaponized the Fae equivalent to Greek fire.

Pretty much our only weaknesses are our artillery (which lags so far behind the Empire it isn't even funny... except our Navy, that's actually really fucking impressive) and massed long-ranged fighting options. Yeah, what ranged units we have tend to be real fucking scary, but they're really more skirmishers than anything. That said, we've definitely succeeded in making Bretonnia (or at least our tiny corner of it) a tough nut to crack, especially with the whole 'magical castle' thing we now have going on.
I mean, you already had one of the, if not the, most fortified places of the Old World as your capital-- tough enough that even the Dwarfs nod approvingly when they see it.

(Admittedly mostly because it's got a Dwarf-Crafted foundation, but still)
 
The Shaman and the Soldier
The Shaman and the Soldier

You are Backstabba Greengutz. You are a goblin; you are a shaman. You've killed umies as long as you can damn well remember, especially since after that git, Gtilla, got you all together for the Great Waagh!

You're starting to regret it.

The Bloody Slashez camp is burning. The stink of dead Goblins, and dead orks, is sticking its fist up your nose, and you can feel the fires singing your back.

And before you one of them weird umies is itching for a fight. He's covered in guts, and coated in gore. He's also riding one of them there giant bird-lion-horses what like eating your boyz, and its pawing the ground in front of you, leaving the sort of marks you'd expect of Choppas. Its mouth is stained green, and it's taking every ounce of courage you don't have to just run away.

Behind him there are umies wearing bits from wyverns and riding horses, and each of them has a banner from a band hanging off their horses; at...uh, let's see, that's more fingers and toes than you have... twenty-five, final answer...that's a whole lot of dead bands.

Wrapped around their wrists are chains. Steel chains.

Barking and drawing at the chains are mutts. They aren't like the good, proper mutts your boyz ride; no, they're an appalling variety of whites and golds and shiny (as opposed to matted with filth) black. Each is also bigger than your boyz, and growl and bark as they see you.

But they aren't the scariest one.

At the back there, there's a she-umie and one of the shiny-gitz alike, each riding together. All told they must have at least thirty hounds-- including some very familiar wolves-- together on chained leashes. The She-Umie is splattered with green-bits, despite the arrer shooter at her side.

"Niece. I think the fiend who killed your father is farther afield."

The she-umie looks with a glare you'd expect more from an orc to where Ol' Three-Eyez is eating his supper.

"Release the hounds."

The chains go slack; and a moment later, the mountains are a kennel, and your boyz are the chew toys. Goblin and orc screams alike sound through the mountain as the dogs eat, and bite, and tear; and there's too damn many of them, too damn big, in too many places all at once; even the Orcs, big gitz that they are, can't fight off a dozen hounds big as a pony with teeth like daggers all at once.

But the big Umie goes for you, even as you raise your staff to cast a spell; but before you can that damned sword cuts your damn hand off.

Oh Mork that sword! Just lookin' at it gives you a damn headache, makes you wanna crawl up in a little ball and run back to the caves. Every time you so much as see it out of the corner of your eye, you get flashes of the shiny gitz. Always driving nearer and nearer, and always full of dead goblins, spiders, orcs, boars, everythin'-- hate to say it, but you saw the Great Spider himself stomped by that weird shiny umie with the green armor.

In any case a moment later you feel steel grip your throat tight. "You're the one that shot Carole."

A moment later there's a crack, and then you're with the Great Waagh! in the Sky.
--

The body, covered with fetishes-- animal feathers, bits of metal, shiny rocks, and anything else the Greenskins considered valuable-- all of it either junk or given to peasants on the off chance it had some value-- landed before the small crevasse that was marked with the great scratches of a Hippogryph's turf.

A moment later the she-beast rode out.

Before, you had thought that Éclatant must be at least near the largest such of his kind around; for easily sixty-hands across at the shoulder, with a commensurate wingspan and easily twice in length from haunch to head. The jet-black mixing of eagle and lion was a great sight against the sun, surely.

She-- the Wench-Beast your steed insisted on riding-- was larger. Longer, certainly, and maybe even wider, though certainly sleeker. The she-beast was akin to the elves, while Éclatant was akin to you. Ailionne-- Eagle-Lioness, the best name you could come up with on short notice-- had a bright red crest, the same shocking color of blood, while the rest of her body was the white of snow.

"You suppose this is enough, fella?"

The she-beast trills, and a moment later you are flat on your ass, thrown to the ground; though your loyal mount did, at least, have enough care to not toss you on stone but instead on relatively soft grass.

Getting up, you start to hoof it back to the party, desperately hoping Éclatant at least had enough respect for his rider to not start until you were out of earshot.
 
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dozen hounds big as a pony with knives like daggers all at once.
Probably meant teeth like daggers or claws like daggers here.

Also, good ol' family bonding by avenging our sister (hey, if it makes our niece less liable to try to shoot us I'm all for it, even if she didn't really deserve avenging) and helping our best beastie get a *cough* lady friend
 
It took me a few seconds to realize what that last bit was about, and now I have the stupidest grin on my face.
 
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