(Alright. Tired of waiting. I'm going with Tomcost's actions, but with a 30% cut. 30% being a happy medium between 50% and the 10% Strawbarrel is proposing instead.)
2334th Year of Man, 4th Month, 18th Day:You send Gregory and his cronies away, leaving Topman the lasher just outside the door in case you need him. You then turn to your three new 'business partners' and offer them a toothy grin.
"Alright boys, here is the deal. First of all I'm taking a 30% cut from each of you, but you wont be paying me out of the goodness of your hearts; I will provide organization and other assistance as I am able, in hopes of increasing your profits, after all if you make more money I make more money."You stop in front of Zeph and lay a pointer finger on his bare chest.
"It is your lucky day, since you are the only one here who at least tried to do busniess with me, I say you don't have to pay the other two anymore. Just me and your investors."Backing off, you address them as a group again.
"I'm also going to insist that you pass along to me any news you get relating to Famous Housebreakers, Major Orcish Clans, and anything else that you think I might need to know about. Lastly, if If I place an order for potions with any of you, I want it filled in a timely manner and not watered down with liquor. Are we clear?"The three merchants confirm their compliance, and then you set to work cursing them; You dramatically cup you hands around each of their necks in turn, to weave the hex of Talcutta into their souls. After you finish all three, you activate the hexes to make them each slightly more afraid of you; You prefer to use a light hand when imposing fear on others, as heavy deep seated terror can lead people to do stupid things.
"You are now all at the mercy of my Dark Magic. If you try to screw me, or to escape, you will pay dearly." This is a slight fib; Once a hex has been activated all you can do is unweave it, and you don't wish to come across as petty or strange by taking their clothes right in front of them, but you are sure you will have ample opprotunity to put more Hexes on them later as needed. By the looks on your victims faces, you can tell that they take your words as the truth anyway.
You then call Topman in, and instruct him to unchain the prisoners, allow them to dress, and escort them each to private holding cells so you can have one-on-one meetings with each of them.
---
You can tell Peat is scared shitless as you enter his cell. The orc tried to have you killed, and he clearly knows that you know.
He stammers a long-winded apology, which you acknowledge without accepting or declining before getting down to business.
"A murderous pretender holds my husband's office, and with my husband's death so dies his ban on the mighty clans. Charlie Kinkaid is sending one of her sons to round up the four to return to the Duchy and aid us. Tell me, Orc, where does Clan Ape stand on the Kinkaids?"Peat takes a deep breath as he notes that he is not moments away from being executed. You allow him a good thirty seconds to regain his composure before he responds.
"We have lost a good deal of respect for her bloodline - they were unable to protect us from your husband, but permission to return to the Duchy is too good of an offer to pass up. We are strongest when we work with and against your race.""So Clan Ape would pledge to Charlie's cause?""Without a doubt," Peat answers,
"All four mighty clans would."Suddenly, the Orc's face brightens as an idea enters his head.
"I know much about your kind. Humans don't come to trust or respect their enemies like Orcs do. You might prefer Clan Ape to pledge your cause directly, rather than through the Kinkaids, Hmmm?""You could make that happen?" You asked, a bit shocked. Although they revere combat, most orcish clans view the act of declaring war to be petty and below them. Instead, a clan looking for a fight will either interpret some minor wrong against them as an act of war to be retaliated against, or pledge loyalty to the cause of another. As non-orcs rarely have any issues declaring war to get what they want, more human and goblin factions end up receiving such pledges than orcsish ones do.
"I wager my honor I could," Peat answers,
"Your bloodline bested Clan Ape, and Charlie's failed it. Also, even though I shamed myself and failed to recognize you by appearance, the reputation of the Duke's wife precedes her. We know you are wise in the ways of our race as the Kinkaids are, and that you practice the most potent of magics, which the Kinkaids can not claim to do. All this makes you the more desirable ally, and I promise that my scouts can reach the clan before Charlie's messenger, so your offer will be heard first."A nervous smile breaks across his face as Peat gets to the point.
"Such a good faith arrangement will be impossible while you are extorting a member of the Clan. Out of friendship, respect, and apology for acting against you in my ignorance, I will still offer a 10% stake in my business."You consider the implications of such an arrangement. When your husband came into power, Clan Ape was capable of fielding around nine thousand warriors in the Duchy. You are sure this number has dropped a bit since, but unless you want to do like the Kinkaids and allow the warriors of Clan Ape to sustain themselves by freely camping, poaching, and raiding within the Duchy, you would be responsible for feeding and housing them. You would have some time to prepare, about two months at least - It is about a three week journey each way to Clan Ape's territory, and you imagine it would take them some time for them to gather their forces.
A pledge to your cause would not allow you to control Clan Ape directly, but they would be expected to follow the objectives you set using means of their own choosing.
---
By the time you meet with Syzzik, the foreigner has managed to compose himself. Nervousness shows on his face, likely a result of your fear curse, but you can tell right away that you are dealing with an intelligent and ambitious man who will likely try to milk his newfound business partner for all he can get out of her.
You decide to open the conversation by getting right to the point.
"Syzzik, I would like some powder weapons. To test as a curiosity.""I see," the merchant answers. You note his accent, while still distinctly present, isn't nearly as strong as it was when you met him in his shop,
"a wise choice. You know, the only reason the crown has them banned is out of fear. Even the user of the most basic musket is as deadly with a month of practice as a longbowman is after devoting years to his craft. A highborn willing or forced to ignore the King's law could quickly raise an effective fighting force out of the unskilled peasantry by giving them such devices."Syzzik, leans against the bars of his cell as he continues.
"I will provide what you ask, of course. I do recommend you limit your experimentation to the test range at my shop, the walls of which are enchanted against sound to avoid incriminating myself and disturbing my neighbors. Just send whoever you want to run the tests to the shop with a note saying they are with you." He hesitates for a second. You can tell your curse is interfering with whatever he is planning to say next, but in the end, boldness wins out.
"Forgive me for noting this, but it does seem that you are built to be more of a respectable lady than a fighter. If your intention is to reclaim what belongs to your family, you will have to struggle for it, and I know enough about the Dark Arts to know that they are not the most practical magics in the heat of battle. If my Duchess was to visit my shop again, I would bestow upon her one of my blessed artifact guns with which to defend herself and drop whatever I am doing to train her in how to use it whenever she wishes."The man is clearly desires your political favor, and might be trying to court you in a romantic sense as well - he is around your age. Still, the idea of becoming as dangerous as a trained ranger in a month holds some appeal, and if Gregory's assertion that he is the cartel's leader is true, then Syzzik is competent enough to be of real use to you should he earn your trust.
---
Zeph thanks you profusely as you enter his cell.
"Oh. Wow... I ran the numbers in my head. By only paying you and not the capos, your little ultimatum actually makes me more money. I think we are gonna get along great mam. S'rry 'bout the stupid offer the other day. I couldn't straight up refuse my Duchess, but Peat would hack one of my limbs off if I sold ya potioners gear. Figured m'best option was to make ya an offer ya had to refuse.""Well, I suppose he was the scariest person you knew before I came along," you chuckle darkly,
"but I digress. The only reason I'm still bugging you is that I would like you to pass a message along to the Jade Lady Burglars. I would like a partnership with them if they are interested. I might soon be causing some distractions they could exploit, and I might have contacts they could use."The commoner smiles.
"I will do that, but ya might have the opportunity to do so first.""Whatever do you mean by that?" You ask raising an eyebrow.
Zeph laughs,
"My sister and her husband have a son named Tyger. He works as a courier. I think you know him."Zeph is not wrong. Tyger is the young half-elf who delivers Watcher's reports on the dark mages he is supervising to you. As a practicing divine caster of Jivince, the elven god of thieves, travelers, secrets, and chivalry, Tyger can move across the Duchy quickly and almost unnoticed. Perhaps his parents call upon the same god to aid them in their 'work'.
It might be awhile before you see Tyger however; You suspect, taking recent events into account, that Watcher will seek you out in person to deliver his next report once he figures out where you settled. Still, at least your Wight will know where to find the courier.
You got some options here guys! I think after you wrap up these meetings, and perhaps some demonic negoiation/shopping, we will do a turn that covers the week or two until Gruel's men come to town to take him away. So start thinking of actions in that time-frame, and if you have any business with either Chieftian Gruel or the Kinkaids, suggest it now as they might not be back for awhile.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 (This Hex Supports 3 Active Curses - The three owning members of the potion cartel are cursed with a persistent and mild fear of you.)
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)
Magical Goods:
Gregory Rothwell's Underpants (Can be used to place a weak-medium powered hex on the previous owner)
Locket of Rothwell Childrens' Hair (Can be used to place a weak-medium powered hex on Greg's kids)
Income and Tribute:
30% Share in the Potion Cartel (Yeilds Aprox 40,000 Silver a Month)
5% Share in Rivertower Knifehouse (Yeilds Aprox 300 Silver a Month)
Access to Magical Workstations under Rivertower Knifehouse
Regular Reports from the Goblin Spy Ring and the Potion Cartel
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 among 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.