Act I, Part Eleven: Carve it Up
GustavYou meet the town priest, a man as tiny and shy as a mouse, at his temple. He seems nervous when you arrive, and if you had to take a guess he had a very hard time finding people capable of reading in the region. The six men he found - or rather, the two boys and the four men - seem like rather simple folk. One of the boys is a merchant's son, and a man speaks with a northern accent - but the others all seem to be from the region, and have learned to read because their parents bothered to teach them. They strike you as smallfolk - educated, but still smallfolk - and you doubt any of them have steel in their spines yet. [1] None are trained with weaponry or horse-riding. It's time to change that.
You bring them out to the yard, where you give them all a training sword under the amused looks of the men-at-arms. [5] Although you've never really trained men before, you have worked with a few masters-at-arms, and you do your best to imitate their own work. First, you teach them how to hold a sword, and you show them a few simple positions to parry and attack - and then you set them to running around the castle for an hour, holding the weapons all the while. The process of carving these men into fighters will be long and slow, but it can be done.
Next, you head into town to visit the local herbalists. [2] You have some trouble finding whole plants rather than just roots or leaves, as the herbalists do not grow their own stuff but rather collect it in the woods and the plains. [4+1] Still, a few are more than willing to talk to you about the local plants and their effects, and your own knowledge fills some of the gaps for them. You're fairly confident you could recognize most of the common plants if you went out there yourself, or you could sketch them for someone else.
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Friedrich[All roll results lessened by lack of medical and surgical experience]
You lead everyone who doesn't need to be in your operation center out, and you ask for the bodies of the beasts to be brought to you for an autopsy. Luckily, they haven't truly started rotting yet, so you believe there is still much you can learn from this.
[3] You open up the first one hesitantly, taking your time to avoid damaging any organs. It has been severely wounded: there are five cuts on its arms, one of its fists is heavily bruised, a deep gash has been carved into its left leg, its chest was pierced all the way through under the right lung, and a part of its neck has been hacked off. The Paladins did their work with zeal. Looking inside, you find organs which are mostly analogous to humans, although you are under the impression that there are too many. [4] Geldryn, who is standing by and has some knowledge of medicine, confirms that it has some of its organs doubled. The creature has two hearts, four lungs, three livers, two kidneys, and perhaps a few other things which neither of you can identify. Most organs are either where or close to where they would be in humans; the doubles are generally diametrically opposed. [1] You find yourself unable to open the skull with delicate instruments, and show too much zeal with the saw; when you're done, the brain is too damaged to show anything to your untrained eyes. [1] You are unable to find any more information, [5] though Geldryn notes that the beast's eyes look very much like a feline's, which he believes might indicate some sort of night vision - coinciding with the reports that the beasts charged out of the darkness.
[6] You get rid of the previous creature and open up the second beast. This one has only a single wound: a cut, straight through its chest, between hearts and lungs - where Gustav's blade found its mark. All around the cut, the flesh looks black and burned; you find both hearts and all four lungs incredibly damaged. The strike's splendid accuracy and the blessings on Gustav's sword, it seems (for you assume the Holy Light of the Smith is responsible for the burnings), were responsible for killing it in one blow. However, the burns mean you can glean little more information on the creature's organs. You do note that its hide is very thick, forming a small but present protection against harm. [5] This time, wary after your first failure, you open the creature's skull carefully and examine its brain. It looks remarkably similar to a human one, as far as you and Geldryn can tell, both in terms of size and shape. [4] You note that its hands are almost identical to a human's, apart from claws at their ends, [2] and Geldryn fails to spot anything else on this one.
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DavianAlthough you wish to go train the men who were singled out, you won't have time for that if you go on patrol - besides, the Loremaster somehow got the notion in his head to teach them to read, so you leave them be for now.
You take ten men with you and depart for the countryside. You begin your journey by travelling to the hamlets lying north of the town. They are all surrounded by wooden walls, and there you are welcomed by the peasantry as heroes. [?] Upon being asked if they have any troubles, they do not volunteer any; except for a few men gathered in the center of one of the villages, who mutter that every year in the summer they spot great fires lying across the mountains when they go hunting in the passes, and that raids from the other side tend to either come during that season or in the middle of winter. While they don't feel too threatened, they wonder if you can find out the reason for it.
Eventually, to the north you arrive at the shores of a lake, which you've been told by the locals marks the earldom's northern border; you then start heading south and west, to fully explore the Earl's territory.
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Faran[6] [Sixes will now reduce training as in the former days, because training was going too fast] Full of your new knowledge, you go back to avidly reading the books for further information, skimming through several chapters as you seek new details. For some reason, you don't seem to find many, despite covering almost three times as many pages as you can read in that period of time!
You then go to Arkran, to "help" him in overseeing the construction. In truth, he does not need any of your help, nor will he ever, you suspect; few men, elves or dwarves will reach that fellow's skill within his lifetime. [3] Still, his oversight does allow you to gain a little information - a little. He is rather busy today, and is a little too distracted to teach you much.
[?] You go to the church, and you pray before the Warrior's altar, and you think you feel his light shining upon you - but he sends no words to lead you to further training in holy magic.
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OsciaHaving seemingly no idea what to do, you spend the next few days resting and wandering through the yard, with your head filled with old memories of a homeland long gone.
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GeldrynYou go to oversee Friedrich's operation, and take notes throughout, assisting Friedrich with noting down details. Afterwards, everything is recorded and added to the archives.
Aurion says that he has no problem with taking up the recruits' education, and gets to work on teaching them their letters.
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Turn's events: [3+1] Arkran sets the workers back on track after finding good wood, and the structure for the shrine is completely put down. Shrine progress it at 40%.
Spring fades from the land to let Summer stand in its place.