Child of the Mountainhomes
Age of Darkness, Year 374, First of GraniteDeciding that the mission sounds good enough, you decide to take it - as does another member of your previous squad, Tastrod Bloodwhip. Figures. Sonny-boy wants to do Colonel pops proud, no doubt about it. Not, that you think he necessarily got the wrong idea. While his character is a bit jarring at times, his skill with the warhammer, is a good cut above average. Coupled with being somewhat dependable, he was one of your better squad-mates. How anyone could ever be so fond of gutter cruor, remains a mystery though.
Ten minutes forward, your former instructor has introduced you to the military clerk which is responsible for the caravan. A handful of other, rather fresh-looking soldiers are already present, and until you fill out your share of required documents, the overall number has risen to ten. Whispering you a trustful "Don't you dare to embarrass me, you hear?",
Igór withdraws from the venue, and the clerk - an ashen-haired lady of about seventy years - takes over."All-right, soldiers. As you may or may not know, Captain Slateformed and his squad of greenhorns, would have originally taken on this mission. For one reason or the other, they haven't made it here yet, and we - are out of time." She shrugs nonchalantly. Somehow, you get the feeling that she isn't feeling all that sorry about it."Now, since we already planned the mission with them in mind, got all the supplies on the wagons, got enough troops ready and so on , we might as well give someone the experience from this trip, instead of letting it all go to waste. Your squad will be lead by... let me take a look. ... Lieutenant Shieldbolted. Right!" Throwing the document back on the coffer that stands in as her desk, she shoots your newly-formed group a glare. "Now listen up. Here's the rules for this trip."Giving a little speech, this time uninterrupted from gaps in her memory, the clerk tells some of the finer points of the mission.Major General Feintsteel, has absolute authority over the mission.
Lieutenant Shieldbolted, will be your direct superior.
In the later ones absence, any other squad-leader is eligible to order you.
In the absence of squad-leaders, any of the senior soldiers are also eligible to order you.
Anything else, is as per the usual military regulations, until you enter elven lands.
Inside their forest, don't gather any wood - even if it is lying on the ground.
Burning wood outside of an elven hearth, is also illegal.
Leaving behind the caravan, might be seen as an attempt to spy. Don't risk it.
Trading through non-approved channels, is also a crime. From both sides, this time.
Any perceived crime, might be pursued, and heavily punished by the Windworn Dynasty.
Now for our rules;
Don't accept any of their pipes. You know what it did to our eastern kin.
Don't accept any food or drink that they have to offer. They sometimes hide the stuff in there.
Don't talk about politics, crafting methods, important official- or any military matters, while in the forest.
Punishments are highly variable, but begin with some strokes of the whip, and can go all the way to the string.
Having done her part, and after checking all the documents for errors, the clerk temporarily releases your group. She gives you two hours, before you have to report back to the caravan. After the provided lunch, they want to get a move on - and make good on two days of lost time.With only two hours of time, you discard your initial plan of seeking later employment in advance. For now, final travel-preparations are in order. As for preparation against eventual boredom, you already have two things in your travel-pack."Formation!"
An all-time classic, in form of a board-game - which, in your case, is drawn on the satchel containing the pawns. The setting, somewhat appropriate considering your current employment, is about a caravan surrounded by bandits. One of the players has to guide the caravan to escape, while the other has to loot it. As a game purely decided by the tactical skill of the players, it is well-liked, by those that have some. Unsurprisingly, it is one of the favoured past-times of the upper echelons of the military.
"Traders"
Another all-time classic, which should be in every travel-pack. A deck of traders has 60 cards, divided evenly among the six suites with distinct motives; Weapon, Armour, Food, Drink, Ore and Gem - or rather; Arms, Shell, Plate, Booze, Bar and Twink', as players tend to call them.
The suites are each ranked from one to ten, which often is used as the cards base value for more complex rules. Many games have the goal of getting rid of all your cards, or the reverse - being the last to hold on to your wares. Others focus on gaining line-ups in the form of pairings, sets, or monopolies.
Getting caught playing with cards while on duty, has been long since covered by military regulations. Five strokes of the whip, thrice that on guard duties. Playing during downtime though, is not frowned upon, unless excessive gambling is involved. Though, speaking honestly? It often enough is~
Judging yourself to be prepared on the front of entertainment, you hurry your steps to one of the better known traders by the great hall. Several centuries in age, and boisterously named, "Titan's Steel" the shop is known for stocking quality smithing. After a quick browsing of their goods, you find a number of weapons that would do the trick. Though as no northern dwarf would intentionally bend steel into a weapon unsuited for killing, your options on blunt weaponry are a bit limited.Your current funds, are 5 silver towers,
60 copper chipsThe conversion rates, are 10 silver towers to one Golden Spire, and 100 copper chips to one silver tower.
Though most copper chips are actually 5-er or 10-er denominations, and even half-towers exist, for simplicities sake, this won't actually feature outside of the story.Bronze Training Axe - 32 Copper Chips
Good, old-fashioned bronze. You actually found ones at the price of 27 chips, but the one which is closest to your dwarven-steel axe, is priced a bit higher. A normal training weapon, as far as northern dwarves are concerned.
Copper Training Axe - 17, 20, 25 Copper Chips
If you feel like being thrifty, you could also go a step down in materials. An axe made of copper, especially pitted against more superior bronze weapons, will wear and tear a good deal faster.
Wooden Training Axe - 23 Copper Chips for Pine, 1 Silver Tower for Iron-Wood
Only elves and children play with wooden weapons. You'd be a laughing-stock, were you to buy one, and more so, if you actually dared to use it.
Blunt Silver Axe - 2 Golden Spires, 3 Silver Towers
Secured in a glass-case - filthy foreign thieves - this weapon is not only woefully above your budget, but also more commonly used against incorporeal beings.
While browsing through the store, your eyes also fall upon something else of interest.
Set of "Four Throws" - 2 Silver Towers, 20 Copper Chips
Your previous squad, often played this with the weapons available at the barracks. You aren't much good with half of it, but it has its charm.
"Four Throws"
A well-liked game of martial skill, the name already gives it away. The four throws, are made with a different weapon each, the traditional sequence being Dart, Knife, Hammer and Axe. The throws are also parted into two styles, the "Straights" being dart and hammer, the "Spinners" being knife and axe. It isn't very versatile though, nor much fun in groups smaller than four - but it can get heated fun once enough people or drink are involved.
As a competitive and fun way of weapon-training, it is no wonder that the military officially endorses this game. Outside of your official duties, that is.
Finishing your business in the weapons & armour-trader, you find yourself left with over an hour of time. Searching for a book-seller, doesn't take all too long. While the orderly shop stocks some references on animal training, the books are, as expected, quite expensive. The reason, is two-fold; One, being the price of paper. Driven high by mainly being an imported good, it has long since remained stable at half the price of vellum. On the other hand, most of these works also seem far more suited for someone truly deigning herself to specialize in these matters, instead of merely dabbling in it.Caring for Wolves -3 Silver Towers
From cub to adolescence, over pregnancy to old age; This guide tackles pretty much anything that could come up in a wolves life, and already delves into lower veterinary matters. The training section, while still a full quarter of the book, is more concerned with nurturing a tracking, hunting, or guarding wolf, than one suited for combat. With good reasons, as military wolves have a reputation for being far more vicious. While the domesticated tundra wolf - known by other races as "Arctic Dwarven Wolf" - actually hates goblins from instinct alone, they are not completely above unleashing their character upon any dwarf which is not their master.
Military Animal Training - Five Silver Towers
Written by Cage Master Braid-beard, some two centuries ago and periodically updated by others since, this claims to be the to-go-to guide on animal training for military matters. It covers the whole four-year training that a cub must undergo, before being accepted as a military wolf, and even dives into combat tactics - or, rather, with which kind of training, these tactics can be set up.
Not entirely focused on wolves, the book comes with sections on how to harden the grey yaks for use in a caravan, how to train the somewhat unpopular elk birds as mounts, and even includes a full section dedicated to falconry and messenger birds.
Ruthererz an' Yeh - 3 Golden Spires, 2 Silver Towers
"An guiden on tahmeing kreatures of the depteths"
Maybe more of a curiosity, this tome is not only visibly old, but also written in a dialect of the menacing glare. One, that even you can recognize as being outdated by at least a century or two. The self-proclaimed "Konprehensif Guiden", actually seems to come close to it; Crundles, Giant Rats & Bats, Mole Dogs, Elk Birds, Helmet Snakes, Lesser Cave Spiders, even Cave Crocodiles and Rutherers, all have their own chapters with extensive content. Ah. Scratch that. The last chapter, almost a fifth of the original book, seems to have been removed. Figures, now that you think about it.
Leaving your shopping behind, you have about a quarter hour left until lunch. You could go for a quick grab, should you remember something else, but after that you truly have to return to your future post.
Libash Zustash'Alak
Female Dwarf of the Arduous Spires, 20 Springs of Age
Libash is slightly taller than most dwarves, with a good amount of muscle due to her martial training.
She keeps her fiery red hair rather long, but not caring much for combing it, she leaves it in a somewhat sorry state.
Traits & Knowledge:
Limited Combat Experience: Your battles, weren't much of that, and haven't hardened you just yet.
Trained Solder of The Arduous Spires: You have been trained in the use of axe, armour, shield and crossbow, and learned basic tactics.
Schooled Enemy of Darkness: You have been trained to fight against the dark forces, and informed about their specific dangers and weaknesses.
Budding Sub- & Arctic Survivalist: You have been trained to survive in the north, in theory and with several practical.
Decent Linguist: You have some understanding of local languages, specifically basic human- and elven-speak, as well as rough kobold pidgin
Current Possessions:
Coin-Purse: 5 silver towers, 60 copper chips,
Personal Belongings: Formation!-Satchel, Worn Pack of Traders, Mothers Heirloom Ring and some Womanly Secrets
Document of Advancement: Unceremoniously handed over to you a few days prior, it assures your standing as soldier.
Dwarven-Steel Battle-Axe & Shield: Your chosen "tools of the trade", attentively cared for.
Hand-held Crossbow: Comes with 20 quivered bolts, for killing before your first axe-strike, and formation tactics.
Dwarven-Steel Armour Set: Not your second skin just yet, but you are getting there.
Comfy Yak-Pelt Undercoat: Keeps you warm, while keeping frost-bite and abrasions away.
Small Travel Barrel: For no dwarf, should ever suffer prolonged sobriety!
- Filled with Gnome-Whip: Triple-burned spirit - quarter the content, thrice the punch!
Seal-Hide Sleeping Gear: Fluffy white fur, warm - and hydrophobic. What's not to love?
Arctic Survival & Travel Gear: First aid, fishing line, fire starters, nightshade pill, clothes, other odds and ends.
Took me a bit longer than I would have liked. Oh well.
Wrap up our shopping, and I guess we'll be on our way. Barring unforseen circumstances of nefarious design. Not calling it, though.