2334th Year of Man, 4th Month, 15th Day:The horse's hooves rattle down the cobblestone market of North Bank City. Onlookers gawk as you do you best to keep your grip around the meddlesome Sir Rick's waist; The Knight, one of Count Horton's men assigned to escort you to Groghall, had been boasting to Redding Strongcurrent, your son-in-law, that he looked forward to executing his father, one of the Counts who swore loyalty to the prince, personally. The instigation seemed to be getting to Redding, so you ordered Sir Rick to ride ahead with you to diffuse the situation before a duel broke out.
The knight silently directs his steed to turn, bringing you out of the market and onto Warhoard Road, the street on which the wealthy Orcs of North Bank City establish their compounds. Groghall sits at the end of the street, and although by no means the largest mead hall in the neighborhood, from the outside it is clearly the best maintained. The horse comes to a stop, and you send Sir Rick inside to announce your arrival. You feel a bit silly and vulnerable standing around a street full of proven Orc badasses in your smelly black mourning gown that you have worn for the last three days straight, but luckily you are not made to wait long.
Ushered inside, you find three Orcs and one well dressed human standing around the big table talking. They rise to greet you, and your host Gruel, a battlescared old greenskin missing half an ear, offers you a bow and speaks first.
"I trust the road was kinder to you than fate has been lately, wife of Sylvester. Your husband deserved a warriors death, not execution by coward prince for something that isn't even a crime in most clans of my people.""Thank you, you are doing me a great service in my time of ne-"Gruel holds up his hand to cut you off, something no human would ever do to someone of your station.
"No. You do me honor by staying under my roof. Your husband gave me a cause to fight for, and fought well at my side. Just for that, it is a privilege to help his kin. But he was also my friend - My hope is that by the time I next come to town, the petty human politics will be sorted out, and I will have the opportunity to kill or die in the name of avenging him.""I understand." You respond, putting on your most stoic face and offering a curt nod, a gesture you know Orcs respond well to.
"I'm sure you do." The other human in the room chimes in. Gregory Rothwell, Mayor of North Bank City, always rubbed you the wrong way. A rather obese man, he would often (as he does now) wear furs in spite of the jungle heat, just to show off his wealth. An oversight in the Kingdom's legal code only allows Dukes to tax human citizens of the Kingdom; In a city that is 3/4ths not human, Mayor Rothwell gets to tax everybody else. The majority of what he makes goes straight to the Kinkaids, but you know for a fact he keeps a large enough cut to easily be the most wealthy non-landowner in the Duchy.
"I was just telling our host that Lady Charlie will be in town in three days or so. She sent word ahead that she is looking to hire at least a thousand sellswords. I have no clue what she is planning, but I figured I'd ask Gruel if his clan wanted to be a part of it. He just got done telling me that he was putting his goons under your command while you are here. So what do you say? Are they in?" "Right to the point as usual I see Gregory. I think I'll mourn for a few more days before making any major decisions, and discuss the situation with Countess Kinkaid personally when she is in town." You answer dryly.
The mayor nods, and offers a few parting words before leaving.
"Fair enough. I guess I'll go drum up mercenaries elsewhere. If you need anything, don't hesitate to drop by my office."With the mayor out of the way, Gruel introduces you to the two other Orcs. The first, a fat, ageing, bald greenskin with massive underbite, you are already acquainted with; Tuft is one of Gruel's long time right hands and most trusted fighters, although he has clearly seen better days, you doubt his combat skills can be taken lightly. The second is a younger female with an impressive Mohawk whom Gruel introduces as Tempest, a Warrior Priestess of the Orcish Storm Diety Hailhunter who is also a practicing fire elementalist. Gruel explains that Tuft and Tempest each command half of the sixty fighters he is assigning to you.
Gruel then leads you on a tour of Groghall. It is simple enough structure with a main hall, two housing wings, a kitchen, servants quarters, a largely empty basement, and barracks in a separate building at the back of the property. You are informed that you should have more than enough food stashed away to last until Gruel comes back with more.
In the Barracks you meet the troops. The thirty fighters under Tuft are called Caiman Swarm; A bit more than a third of their number are Orcs you recognize as having fought alongside your Husband years ago - you even recall a few names. Age has not been kind to some of these veterans, but you doubt Gruel would let them keep fighting unless they had some fight in them. The remaining members of Caiman swarm look to be mercenaries - many of them have tattoos and markings distinctly different from the other Orcs in Gruel's clan. Some of these mercenaries don't even seem to be Orcs at all - you count a human, two dwarves, a bugbear, and a harpy among Caiman Swarm.
Typhoon Swarm, the thirty under Tempest, is far more uniform - They are all younger Orcs of Gruel's clan, and the vast majority of them are equipped with the standard gear a young orc from a Jungle Clan is given until they can earn something better: leather armor, a wooden sword edged with volcanic glass, a wooden greatbow, and copper tipped bone arrows. Although a handful have tattoos that indicate various feats in battle, you can tell that most of them are green in ways unrelated to their complexion.
Some of the Orcs from Caiman Swarm who knew Sylvester take a moment to offer their condolences, but the pity party is interrupted by Sir Rick barging into the room to inform you that the rest of your party has arrived. You and Gruel follow him out to the main hall for introductions. The Orc Chieftian takes a seat at the head of his grand table, invites you to sit at his right hand, and allows your household to present themselves.
Your children are introduced oldest to youngest - First your son-in-law Redding and your daughter Joy. Redding and Gruel are already acquainted, the two having fought together for your husband, but it is clear to you that this is the first time in a while that they have been together, as Gruel asks some questions that most would know the answer to such as 'what happened to your first wife?' (died of Riverpox the same week Joy's betrothed backed out of the arrangement to marry the King's niece) 'who cut off the fingers on your right hand' (goblins on the Western front) and 'did you ever get named heir to your County?' (if I did I wouldn't be living with my mother-in-law).
Upon finding out about Joy's military service, Gruel begins to take interest in her as well. He notices her pregnancy, and having already been told that she just got back from the front, puts two and two together. He then proceeds to embarrass every human in the room by telling her that she made a wise choice to collect seed on the battlefield. When Joy glumly admits that the situation is keeping her from going out to avenge her father, Gruel promptly undoes the week of convincing otherwise put in by Redding and yourself by telling her that the unborn grow strong on the battlefield.
Dean is introduced next, and noting the raven on his shoulder Gruel correctly guesses that your younger son is an augur, a specialized hex weaver who supports other dark mages by finding the true names of demons they might want to do business with. Dean then goes on to brag that his body and soul have been properly conditioned to manifest demonic aspects, but that he has to make sure he dosn't have to become the heir before giving himself to the darkness in such an irreversible fashion. You can tell Gruel is impressed; Orcs revere dark magic, but few have the aptitude to perform it.
Fortune is last among your spawn to greet her host, and the conversation passes quickly. Upon noting her blindness Gruel expresses his confusion as to why humans waste time and food raising defective offspring. Fortune meerly acknowledges the comment with a nod and takes a seat, but you have to work to stifle your anger and remind yourself that Orcs play with a different cultural rule set.
Finally the other members of your household briefly announce themselves: Caddor, a Goblin 'prisoner' who provides the regular physical and mental torture that Dean requires to become a manifestation when the time is right; Mason Greenplanes, a scholar of the deep races who lives with the family to both study and study under Fortune; and your lowborn servant 'Mackie' with her six children between the ages of 9 and 17. You decide not to mention the Undead Kobold in your luggage for now.
With introductions out of the way, Gruel calls for food. Supper is the largest river alligator Gruel could catch, de-scaled and spit roasted. The Chieftain gives a pre-meal speech noting that in Orcish tradition a great leader like Sylvester would be eaten by his kin so that they may inherit his strength, but seeing as your husband's corpse in unavailable the gator can serve as a suitable stand in. The meal is well prepared, and you do your best not to think about what would have happened if Gruel actually had the body. After supper Gruel announces that he will be staying in town for a few more weeks until some of his other troops come in from the jungle to pick him up. In the meantime, he declares that he will try to stay out of your way by visiting with the other wealthy Orcs in town.
---
Once Gruel leaves for the evening, you have Mackie fetch the piece of luggage Wednesday was packed in and open it up. The pale Kobold corpse pops out, comments that the journey was fine for her when asked, and takes her seat in Fortune's lap. You then instruct your servants to begin unpacking the rest of your things, and call the family meeting into order by asking everybody to address their concerns.
"Although the time for mourning is not yet over, it is time to start looking towards the future once more."Redding speaks first, getting to right away what you thought he might play close to his chest for a bit.
"I think, you need to declare Joy the legitimate Duchess. You can call yourself regent until she is twenty one, and I'll even acknowledge the kid as my own if it is fully human."Your son-in-law rests his chin on the stubs of his right knuckles, where his fingers used to be, and continues.
"Look, I wont pretend I don't gain from this, but my wife is objectively our best choice. We need to declare who we think the rightful ruler should be soon, lest the public think there is in-fighting on the matter. Farquad is far away and might not even want the job, Chasity is clearly right out, I know Dean would rather be a summoner than a Duke, and who would support a 10 year old blind girl as ruler? As an added bonus, we might even get my father and brothers to take our side."There is a brief discussion on the matter. Dean agrees that he'd rather practice dark magic than politics, but adds that passing him over for Joy could raise questions. Joy counters that it makes sense, because she could actually get on the battlefield and fight for her own cause, at which point she is sternly revoked and told not to fight pregnant by most present at the table including yourself. Things fall silent for a bit before Wednesday breaks the tension by suggesting that she thinks Fortune would make a great Duchess.
After the laughter dies down, the Kobold Ghoul raises an issue of her own.
"We have no income, don't we?""Nope." You confirm,
"The Orcs provide food, shelter, and troops, but we will need money if we want to expand past what we have now. I don't even have my animation table, so I can't even fix you if you get hurt.""Shit," the ghoul complains,
"I was going to suggest sending me out to do some stealing, but I ain't doing it if you can't fix me up when I'm done."Fortune suggests that you send the Orcs into the jungle to gather plants; Between you, her, and 60 hands to gather supplies, there could be some serious coin to be made in pushing potions. Dean chimes in, adding that he could take some troops to protect him, and take the long route through Orcish and Goblin lands to reach the Frontline Duchy and try to get some help from the Bonedust Family. At which point you add in that you have goblin contacts that are geographically closer than family, who are at least worth considering.
That last topic you bring up is that Charlie Kinkaid will be in town to round up troops soon. Everybody, save for Joy who served under the Countess during her recent tour of duty, groans. The Countess is as good of a general as anyone, being responsible for handing your husband one of his only two defeats on the battlefield, but she is generally considered needlessly cruel and as dedicated to mayhem and self interest as the family she married into. Still, the others agree that you are in no position to turn down help from the craziest warmongers in the Duchy if they are offering it.
You promise to consider all that was said, and encourage your family to spend the evening relaxing, for tomorrow the real work begins.
Duchess Maeris Bonedust Riverland:Status -
Age: 46
Health: Fine
Hexes and Aura:
An aura detector of average skill could tell you are the practitioner or victim of dark magic...
Hex of the Demon Tivavarav (Weak, Curse [Your soul goes to Tivavarav upon death], Self Inflicted, Grants knowledge of several demon hexes)
Hex of the Demon Pogpugrooog (Weak, Inactive, Self Inflicted, Grants knowledge of several demon hexes)
Human Soul Prepped for Scrap (Weak, Self Inflicted, Necromancy Materials bound to your own soul for lack of better storage)
Dwarven Soul Prepped for Wighthood (Weak, Self Inflicted, Necromancy Materials bound to your own soul for lack of better storage)
Mundane Skills:
Excellent: Demon Lore, Lore of Goblin History
Great: Herbalism, Deception, Goblin Manners, All Other Non-Exotic Lore
Good: Demonic Manners, Courtly Manners, Intimidation
Magical Skills:
Your parents arranged for you to be 'captured' by Goblins when you were young, so that you could learn their arts. When you grew older, you returned home on several occasions so that your relatives could teach you the Dark Arts that Goblins don't teach to women. The result is that when it comes to goblin magic, you are the jack of all trades...
Hex Weaving: The base upon which the Dark Arts are built. Every being has its own Hex (also called a True Name or a Hex Sign) that describes it perfectly, and by binding one being's hex (usually that of a demon) to another being's soul the Hex Weaver can work wonders. A Hex is, sadly, too complex for a carbon based mortal mind to retain, so to know a Hex one must have it bound to their soul, or held in some other sort of supernatural storage. Typically important demons include knowledge of their key minions hexes as part of their own hex, so a prospective Hex Weaver can get 2-4 for the price of 1. A Hex Weaver can bind any Hex they know to a being so long as they have phyiscal or emotional contact with that being, or physical contact with an object that being has been in extended physical or emotional contact with. Once a Hex is woven, it can be activated as a curse at any time; Hex Weavers who also have the means to negotiate with demons may also arrange to activate a hex as a blessing. When activating a blessing or a curse, you can give it any non-lethal effect reasonably related to the Hex you are using to place it. You presently know the following useful Hexes...
Hex of the Demon Tivavarav: Bound to soul. Relates to Control and Ownership of one's soul, memory loss, the cold, and entrepreneurship (This Hex Supports 7 Active Curses - The souls of yourself, your children, and your son-in-law Redding fall into Tivavarav's possession should that person die while effected by the curse)
Hex of the Demon Gungor: Granted by Bound Hex. Relates to servitude to the demon Tivavarav, Water, Nightmares, Torture, and Ill Health
Hex of the Demon Talcutta: Granted by Bound Hex. Relates to servitude to the demon Tivavarav, Aquatic Creatures, Scavenging, Fear, and Tool Use
Hex of the Demon Yaugur: Granted by Bound Hex. Relates to servitude to the demon Tivavrav, Fire, Aggression, Swordsmanship, and Warfare
Hex of the Demon Pogpugrooog: Bound to Soul. Relates to Lore of the Deep Pantheon, Divine Magic of the Deep Pantheon, and the Unshaped Realm of the Abyss
Hex of the Demon Kanisswo: Granted by Bound Hex. Relates to servitude to the demon Pogpugroog, Influence over the deep races, Caves, and Fungus
Hex of the Demon Yaas: Granted by Bound Hex. Relates to servitude to the demon Pogpugroog, Darkness, Perception, Deception, and The Act of Espionage.
Necromancy: The trick of animating the dead isn't terribly complicated, but to grant a walking corpse intelligence and longevity, Necromancy must be practiced in conjunction with the other dark arts. A Necromancer typically purchases the souls required to support useful undead from a soul cleaner, a demon who specializes in prepping souls to be either torn apart to fuel a hoard of undead with animalistic intelligence, or raised into a specific state of advanced undeath. You can raise any suitable corpse you find without any special equipment, but you need access to an Animation Table to make undead out of multiple corpses, or to add new parts to existing undead. You know it is possible to raise incorporeal undead and to put souls you purchase into inorganic animated constructs, but you would need training under a specialist to learn how to do either of those things.
Summoning: Summoning is most simple of the Dark Arts in Theory, but the most complicated in practice. Moving matter, information, and energy between realms is easy with the right equipment, but unless such a move is part of a negotiated deal with a demon or other extraplanar being, the consequences can be nasty. You need a projection stage to easily communicate with beings off realm, and a summoning circle to move most objects; Until you can acquire those the best you can hope to accomplish is to call imps (lesser demons made to move between the universes) loyal to a demon whose hex is bound to your soul. There are two ways a summoner can move beyond the basics; A Binder is a Summoner who knows her own Hex Sign and uses it to influence or control powerful demons without negotiation. A Manifestation is a Summoner who permanently defiles her own humanity to summon demonic aspects directly into her own body - a Manifestation who lives long enough will usually transcend mortality and become a true demon themselves. The following are your demonic contacts, and the deals and arrangements you have with them.
Tivavarav The Soul Dealer:
-Tivavarav will support one blessing through his hex or the hex of one of his minions for each two curses supported through his hex or the hex of one of his minions
-Tivavarav keeps ten sets of powerful demonic armor that he loans out to members of the Bonedust family on an as needed basis
-If Tivavarav gets a hold of the soul of somebody related to the Bonedust Family through blood or marriage, he will prepare it for useful undeath in the least intrusive way possible, and will not sell it to non-family members
-Tivavarav allows you to contact his minions directly
Gungor The Soul Cleaner:
-Gungor will unconditionally support up to two blessings through his hex
-Gungor will give you a birthday gift each year on the 23rd Day of the 6th Month
Pogpugrooog, Scourge of the Deep Gods:
-Pogpugrooog will support one blessing through her hex or the hex of one of her minions for every three curses supported through her hex or the hex of one of her minions
-So long as you have placed at least three active curses supported by Pogpugrooog or one of her minions, not counting those used to pay the support of a blessing per the above agreement, Pogpugrooog will tell you what she knows reguarding your daughter Fortune's relationship to the Goddess Tetha. This agreement does not include the exact details of the early death Fortune predicts for herself - If Pogpugrooog discovers this information, she will tell you so, and then it must be negotiated separately.
Potion Brewing: Potion Brewing is the art of exploiting the chemical and magical properties of plants by combining them with other ingredients to yield potions and salves. Most Potion Brewing can be done with the common kitchen equipment and still that is available at Groghall, but some more concentrated potions will require a specialized Potion Still. Some Potions are dangerous or lose their effects when exposed to air, and will require a Sealing Station and Flasks to safely produce and store. Many human commoners dabble in this craft, but the goblin tradition as you have been taught includes the trick of changing a plant's useful properties by using Hex Weaving to place a blessing upon said plant while it grows. The ability to identify useful properties in plants is tied to your Herbalism skill. Useful plants for Potion Brewing will be listed with your assets.
Household:
Joy Strongcurrent, Daughter - (Fighter/Divine Caster/Lorekeeper, Deeply Loyal, Pregnant/Cursed [Soul goes to Tivavarav])
Redding Strongcurrent, Son-in-Law - (Nature Mage/Socialite, Ulterior Motives [Desires Power], Crippled [Hand]/Cursed [Soul goes to Tivavarav])
Dean Riverland, Son - (Dark Mage/Fighter, Deeply Loyal, Strong Dark Magic Aura/Cursed [Soul goes to Tivavarav])
Fortune Riverland, Daughter - (Herbalist/Scholar, Deeply Loyal, Child/Touched by a God/Crippled [Blind]/Cursed [Soul goes to Tivavarav])
Caddor, 'Prisoner' - (Fighter/Merchant, Loyal)
Mason Greenplanes, Studies your Daughter - (Scholar/Socialite, Ulterior Motives [Curious about Fortune])
'Mackie', Lowborn Servant - (Laborer, Loyal)
Wednesday, Undead Creation - (Thief/Spy, Loyalty Compelled, Offensive to Polite Society/Maintenance [Drinks Living Blood])
Tuft of Clan Gruel, Minion - (Fighter/Archer/Orcish Socialite, Loyalty Tied to Site, Ageing)
Tempest of Clan Gruel, Minion - (Fighter/Divine Caster/Nature Mage, Loyalty Tied to Site)
Assets:
Home:
Dining Hall (Suitable for Formal Meetings)
Kitchen (Roomy and Well Stocked enough to perform basic potion brewing on a small scale without interrupting meal preparations)
Master's Quarters [1/2] (Luxurious Space, Comfort, and Decoration for you and whoever you choose to share your bed with. Could fit a single private workstation)
Noble Quarters [9/15] (Ample Space, Suitable for members of your household who are Highborn, Wealthy, or Military Leaders)
Servant Quarters [22/30] (Suitable for the commoners in your household, and for non-combat hirelings)
Barracks [60/200] (Suitable for common soldiers)
Basement (Currently Storing enough grain to feed the hall's current population for two years, and has space for 4 Workstations)
Yard (Contains a bathing pool. Has space for 10 Workstations, but the hot, rainy, tropical climate makes the yard a poor location for most labor)
Personnel:
Mackie's Children [6] (The two older girls help you and your daughters dress. The others maintained your family quarters back home and may be redundant here. Lead by Mackie)
Groghall Staff [15] (Orcs who perform the cooking and cleaning at Groghall)
Caiman Swarm [30] (12 Veteran Orcs of Clan Gruel and 18 Assorted Mercenaries. No standard uniform. Lead by Tuft)
Typhoon Swarm [30] (30 young and possibly green Orcs of Clan Gruel. Leather Armor, Obsidian Tipped Swords, Copper Tipped Ammo. Lead by Tempest)
Geopolitical Situation:(Map goes here when I get around to making one)
Redleaf Duchy:
The Kingdom's Southernmost Duchy east of the Ironheart Mountains. Its Northern border, shared with the wealthy Tradewind Duchy, is an imaginary line drawn from the lighthouse at Gulf City west to the Ironheart Mountains. To the east lies the Gulf of Monsters, a stretch of ocean famous for inhospitable currents and many species of fierce sea life capable of capsizing small boats. The Western border is considered the treeline of the Ironheart Range, mountains home to several several dwarven cities: Some independent, some vassals to the human kingdoms, and some vassals to the goblins. The Southern border of the Duchy, and the Kingdom, is the Roe River, which is formed by streams that come out of the Mountains and flows east and slightly south to reach the gulf; The jungles beyond the river are infested with Orcs, but the most dangerous clans have been driven far from the border.
The other major river in the duchy is the Silver River, which starts in the mountains of the west central Silver County and passes through Nymphgrass, a mirthful tropical marsh, before splitting into two forks in Port County. The northern fork makes the short journey east straight on to the gulf, while the southern fork dips south into Southjungle County and fills Basin Lake before veering east again to meat the gulf.
The main biome is tropical Savannah, with thick jungles near the Southern Border and splotches of desert to the north. Thin bands of temperate and alpine forest exist in the extreme western reaches of the Duchy where the elevation is higher.
The Counties:
Southjungle County [Friendly]: The Southeastern most county. Home to good fishing in Basin Lake, good farming in land cleared along the rivers, and for producing skilled rangers. Ruled by Count Glen Horton.
Roe River County [Friendly] [You are Here]: The Southwestern most county. Home to good farming in land cleared around the rivers, some silver mines in the northwest, the duchy's only crossing into Orcish lands, and the major mercenary market of North Bank City. Ruled by Count Phineas Kinkaid.
Silver County [Hostile]: The western central county. Home to many silver mines in the Southwest, the duchy's only crossing into Dwarven lands, and the Duchy's only Nature Mages Guild in the town of Balloon Point. Ruled by Count Horace Marlowe.
King's Road County[Hostile]: The Northwestern most county. Home to many farms, as well as the Major intersection of the Ancient King's Road and the more contemporary Royal Highway. Ruled by Countess Charlotte Marlowe.
Gulf County[Hostile]: The Northeastern most county. Home to many roads connecting to the ports of Tradewind Duchy to the North, some farming, and the Ruins of Gulf City, the ancient capital of the second dynasty. Ruled by Count Virgil Gulf III.
Port County[Hostile]: The eastern central county. Home to good farming along the river, and the only port of trade in the Duchy. Ruled by Count Ernie Strongcurrent.
Cleanriver County[Hostile]: The central county. Home to great farming along the river, and the capital of the Duchy at Cleanriver Castle. Ruled by Prince Rubricon Emmit.
Your Dependable Contacts:
Local -
Fugitap Bloodwalls [Old Friend]: A Goblin who grew up in Bloodwalls fortress where you were imprisoned. He is now part of a discrete Goblin delegation to North Bank City that hires mercenaries to fight Orcs and Subterranean peoples. You wouldn't be surprised if he knew where to find Workstations where one can perform Dark Magic in town.
Chieftain Foot [Old Mentor]: A Bankrupt small-time Orc warlord who lives in a small apartment in town. He is the Kingdom's leading expert on lore regarding the Orcish Pantheon, and will train anybody who has the coin in Orcish Divine Magic.
Duchywide -
Miri Horton [Best Friend]: A sheltered girl in her mid twenties who knew nothing but the highborn circles of the Royal Capital until she was married off to Glen at age 14. You bonded first as mentor and student (demon lore fascinates her), and latter as shoulders for each other to cry on when the relationship between your husbands came to light. She has the desire to do something wicked, such as learn Dark Magic or cheat on her husband, but can't seem to find the guts to follow through.
Lady Jane Gulf [Old Mentor]: A landless highborn who owns a small trading caravan that operates in the north of the Duchy. She is the best regional historian you know, especially when it comes to the Second Dynasty, when her ancestors ruled the Kingdom from the Banks of Monster Gulf.
Watcher [Undead Creation]: A wight you made with the soul of a skilled inquisitor and the biggest Orc Corpse you could find. This loyal servant roams the duchy, keeping tabs on and enforcing your will among the other dark mages of your land.
Worldwide -
Farquad Riverland [Eldest Son]: You arranged for Farquad to work in elf lands so that he could study nature magic from the absolute best, and by extension gain a better grasp of dark magic. He ended up falling in love with his tutor, and teaching her his family's craft in return. He is far more interested in his partner, children, and studies than politics, but you are sure you could get him to come home if you could get in touch.
Lindwal Bonedust [Mother]: Since dad ascended, your mother has been tasked with keeping the catacomb at Bleaksoil, the ancestral home of the bloodline. Her main duties involve buying the souls of fallen family members and adding them to the thousands strong family army of sentient undead that waits below their castle for such a time desperate enough to see their use.
Maerii Alleye [Twin Sister]: Not a practitioner of Dark Magic herself, your sister serves as the head of intelligence for the family. Her main job is to keep an eye on the inquisition, which is easy seeing as she is married to its leader, High Inquisitor Righteous Alleye. She is also responsible for seeing that captured goblin highborns are held by 'understanding' households.
Truman Bonedust [Uncle]: A powerful manifestation who has lead the Bonedust family since your father ascended. By his own estimation, Trueman is most skilled dark mage among humans, and 3rd or 4th amoung mortals overall. Most of his men are caught up on the Western Front, but you are sure he could send you some support. You are sure he would prefer you to name somebody other than Dean heir.
Rizza Bonedust [Niece]: At only 27, Rizza is already in charge of the families interests in nearby Tradewind Duchy. She is a powerful binder who can enslave mighty demons to do her bidding. Uncle made it clear that you are ultimately in charge of all family activity on the East Coast, so she technically answers to you, but you have never actually tried to pull rank and boss her around before.
Haggen Bloodwalls [Old Friend]: Fort Bloodwalls, where you were imprisoned, is the closest Goblin Fortress to your land. Its current leader, Haggen, was nothing but a trouble-making prince who became your best friend during your time there. Haggen has lots of available troops, and might even be willing to send them to your aid, but openly fielding Goblin forces would be a high treason from which there would be no going back.
Voxxy Taffers [Old Friend]: A girl of mixed dwarven and goblin descent you befriended at Fort Bloodwalls. Voxxy now runs a whorehouse at Chaingreaves, a Dwarven City in the Ironheart Mountains with heavy Goblin sympathies. She has dirt on many important dwarves and goblins, and is good at arranging meetings between important humans and goblins at the neutral ground of her establishment.
Omegiz Irongag [Old Mentor]: The lorekeeper at Fort Bloodwalls who taught you more about demon lore and goblin history than most human libraries will ever contain. He has since been promoted several times, and is now the personal lorekeeper to the Goblin Pharaoh, who leads the loose goblin coalition against the Kingdom and is easily the strongest dark mage in the mortal realm.
Extraplanar -
Tivavarav [Trusted Business Partner]: A small time soul dealer who partnered with your family generations ago. He offers fair prices to the Bonedust Bloodline, and even allows them to contract the service of his Balrog servant Yaugur, the sort of demon that under most circumstances only a skilled Binder could hope to control.
Gungor [Father]: Formerly Gunner Bonedust, your father ascended to proper demonhood on the eve of 70th birthday. Gungor quickly found employment and protection under long time business partner Tivavarav, for whom he preps souls for sale to Necromancers. Although it is bad form to do business with him directly while you know his master’s Hex, he still looks after you in his own way.
Pogpugrooog [Busniess Partner]: A demoness who serves as a consort and midwife to the Deep Pantheon, and trades their secrets to other beings as a side business. You sought out contact with her on account of the Deep Pantheon’s involvement with your daughter Fortune, and for a price she has thrown you a few useful tidbits of knowledge over the years.