Act One, Part Two: Preparations Begin
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Gerl Lightshade[3, ?]
Necromancy seems ill suited to devising some sort of fear spell. Likely you would need some magical field that interacts with the mind. Without familiarity with the apropriate magical field, you wont be able to do what you seek. Your knowledge of magic however says that it shouldnt be a difficult thing to create.
You head out into the town, posing as a new gang. Unfortunately in some ways this doesnt go over too well. You have to engage in fisticuffs with several actual gangs, and while you've put the fear of you into the criminal element, a little bit. You have failed to meet with any lesser nobility. However you did find out about one Daergoth Vallinas. A lesser noble of ill repute. He is a drunkard and a layabout, and is often heard expressing discontent with the current way of things. Although chief amongst his complaints is that he personally doesnt have a huge say in things.
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Muirgen Frostbrand, Maekar Stormhold[2/1,4,3]
The training goes abysmally. It will take a lot of time for you to drill the fundamentals of combat into this lunkheaded smith. Powerful arms are good for tending a forge but when you rely on only that in a fight you will swiftly be defeated.
Breaking early, your other endeavors go quite well. Maekar quickly smiths together a suit of light armor. Its not the greatest work but it will last and protect Muirgen at least a little bit.
Muirgen heads out into the world and checks around looking for mercenary jobs. There are a few. A few merchants want to hire extra guards on a ship journey south. And a few local minor nobles want to make a quick show of force. Nothing very risky though of course, there is always the chance of outright combat.
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Amon Morian[?] A cursory check through the library's tomes leaves you disgusted. This place barely even ranks as a library. It has many books but they mostly deal with Necromancy. The rest seems to be taken up with local history. To progress in anything solid to do with the Mind, this library will have to be expanded.
Unfortunately to the best of your knowledge the humans treat intrusion into anothers mind as one of their 'Black Arts'. Pathetic.
Of course causing pain shouldnt be particularly difficult. Anything can cause pain after all.
[?+1] You do know most of the prominent local nobility, however as far as minor nobles go you are at a loss. They did not register to the Great Expanse, as elven superiority deemed they track only the most capable and affluent of the landbound human filth.
Given time in court you could devise a list of ambitious, foolhardy, or corruptable lesser nobility.
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Milos Daljulan[6,5] Many of the cabalist irregulars have never seen a lizardman before. You trade a little on that fact and beat about 5 of them into submission, while mocking their weakness and inability to fight effectively. The message gets across, before long you've convinced the Irregulars to follow you to learn how to fight better. It goes well and before long you have a good assessement of their abilities in combat.
They are Poor Combatants, but that'll change in time.
[3] Midway through training, you notice an unusually deep shadow in the room. Which vanishes the next time you look over.
+1 Favor.
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William Ovendvhrall[?,?]
Darius remains, as ever, a crotchety irritable bastard. The moment you enter his offices in the Cair he scowls at you pointedly, interrupts you constantly and belittles and browbeats you without mercy.
You leave his presence less than a half hour later, with a few additional scraps of knowledge. It turns out that a regiment of troops is bunkered down in the main graveyard just outside town, and no ones quite sure why. However they have asked the Cair for a few specialists. Darius is going, and if you want to he -supposes- he can use your inestimable talents as well. As to the question of apprentices he heaves a mighty sigh says 'Thats what I'm here for isnt it.' and makes a series of hand gestures [?] You arent well versed on the hand language of the street these days but he may have just implied something about your mother.
The Cair's library, magically speaking is mostly concerned with Elemental magic. There is a section devoted to 'Healing' magic which seems to be the flip side of necromancy. Or its a more sanitized form of necromancy, the purely beneficial aspects. You cant tell for certain. Your studies there however lead you to no new insights.
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Local Events. Nargoth has appeared, he requests someone, or a group make contact with a group of bandits upriver. A package will be delivered in exchange for another package. The second package is to be returned to Nargoth.
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Game Mechanics: Favor Favor? Whats this then?! Well, Favor is a currency within the Cabal. Its effects will be detailed as time goes on. Though I suppose its most passive effect is asking for resources to complete a task or mission, and getting them.