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Author Topic: (SG) Petty Kingdom of New Mahallo: Reign of King Arawn  (Read 20113 times)

Fluffe9911

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Re: (SG) Petty Kingdom of New Mahallo: Minority
« Reply #30 on: August 10, 2021, 05:24:03 pm »

How do you guys ever expect to collect taxes and get control over our kingdom if we empower the thieves guild by becoming their friends its like a mayor becoming best friends with the mafia and wondering why his city is so shite.
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Weirdsound

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Re: (SG) Petty Kingdom of New Mahallo: Minority
« Reply #31 on: August 10, 2021, 07:20:18 pm »

I'll switch from Raid Leaders to Merchant Families.

(Sorry BlackPaladin99, I started writing this before your vote came in)

Crossing the Southern Desert is considered the greatest feat an explorer can accomplish. It is too vast to traverse in a single cool season, and too brutally hot to safely explore during the summer. Luckily you only need to make half the journey to reach the court of the lich Texulchimum at the nameless city at the heart of the desert.

You couldn't have picked better companions for the trip. With the exception of your siblings and the other children around your age, they have all made this journey before, and are well equipped to make it again. The convoy leader, an elderly woman by the name of Shaula, tells you that this is the 50th time that she has made the journey to the nameless city. Her eldest son Shaul is also along for the adventure, and it is he who will serve as your primary guardian at your new home.

In addition to serving as your escort, the convoy is also doing business. Camels carry packs of tea leaves from the heartland of your father's kingdom and various nuts and fruit jams stolen from the elves. Teams of Dire Kangaroo Rats pull sleds weighed down by metal ingots. Other sleds carry embalmed elf corpses, captured by the Mahallo raiders to be sold to the necromancers at Texulchimum's court. Shaula tells you the dead elves are the lucky ones, and the two dozen elf captives in chains at the back of the convoy will wish they hadn't been taken alive by the time Texulchimum and company are done with them.

As a gift to her new King, Shaula presents you and your siblings with your own Dire Kangaroo Rats. Your lowborn brothers receive Frontier Bouncers, a donkey sized breed large enough for children to ride but otherwise identical to the convoy's pack animals. You and Pennete, royal children of the late King Alan 'The Cleric' are given pets that match your status, beautiful white and gold rodent mounts of the Imperial Standard breed, first produced by the kennel masters of Agusta herself. Yours is called Arson, for his reddish-orange eyes, but you are free to rename it.

The journey itself is perhaps the most fun you have had in your life. During the cool season the desert is pleasant during the day, and your bed rolls keep you warm at night. You are used to being coddled and protected, but the merchants let you ride your rat unsupervised, to the point where you and the other children often completely lose sight of the convoy. The leader of your little squad is a 11 year old child named Keanu, who has made the crossing to the nameless city four times already. He teaches you interesting desert skills such as chopping into cacti for water, catching lizards, telling the dangerous spiders and scorpions from the harmless ones, and safely handling vipers with a long stick.

While the children are enjoying themselves, you can tell the mood among the adults is somber and frightened. Shaula tells you that the partition of your father's kingdom brings much uncertainty, and she has no clue if your royal brothers to the north, or even your own mother regent, will interfere with or overtax her people's business.

---

The nameless city is a fascinating place. It was originally constructed by the Lich Abandon in a location he thought unreachable by any mortal army that might dare oppose him. It was not mortals who proved to be Abandon's undoing, but his fellow necromancer Texulchimum. A (somewhat) kinder and gentler lich, Texulchimum realized he could make good money turning the once terrifying network of underground crypts into a comfortable and mortal friendly trade hub. Merchants traveling between Imperial and Exotic lands would either stop and rest in town to wait for the next cool season, or conduct business with each other at the halfway point. To make the place hospitable for mortals many artificial lakes and canals were dug and magically filled.

The Lich named the largest of these lakes Texulchimum after himself. In the center, connected to the rest of the town by a grand bridge, sits his castle. At the bottom, lie the flooded remains of Abandon's crypts and dungeons; the original nameless city. And on a small peninsula jutting out from the western shore sits a large mansion constructed from marble. One of the most beautiful pieces of real estate in one of the world's most beautiful places. Your new home.

The manor houses you, your siblings, and about two dozen merchant children including your new friend Keanu. Aside from servants and tutors, who come and go, and the guards posted out front, the only adults present are Shaul and two of his cronies whom all spend more time speculating in the city market than they do supervising children.

Your daily routine is simple and leaves plenty of time. You wake up, eat, and spend three hours working on reading, math, and history with the tutors. After sundown, you and the other children wrap up your day by swimming in Lake Texulchimum or the manor's pool. Several times a week, you and other children in your age group are summoned to Texulchimum's audience chamber, where the lich or one of his close confidants gives a lecture: usually on some historical event the ancient being witnessed first hand, and sometimes on one of the many unique cultures he trades with or raids. On rare occasions the instructor will show off some cantrips and discuss magical theory in terms your peers can understand.

Life will go on like this for years. You turn five in a month, and in the nameless city concentrated training in the cool magical and exotic arts starts between ages nine and eleven. Until then, you have plenty of free time, and many options as to how you will fill it.

Possible Free Time Activities: (Pick up to four. Picking fewer than four will yield a greater impact on your skills/contacts from each of your selections)
Wander the Desert with your Peers: Grants you survival skills, and bonds you with your housemates.
Train and Breed Dire Kangaroo Rats: Pets are fun, and animal husbandry is a great source of raw material for your magical ambitions.
Study in Texulchimum's Grand Library: You can pick this multiple times, choosing different topics.
Seek Combat Training: Merchants defend themselves with blades, the manor guards wield spears, your brother Anders knows a few things about the crossbow.
Socialize with Exotic Youth: Your housemates are neat and all, but the nameless city is home to all sorts of interesting non-humans.
Socialize with Imperial Youth: Learn proper decorum and make friends with other children from the various human nation states.
Study with Older Youth: Why wait to turn 9? Learn some advanced exotic skills by badgering those old enough to be taught them.
Spend time at the Market: Socialize with merchants from your realm and beyond, while learning the art of the deal.
Loiter Around Texulchimum's Audience Chamber: The Lich is both a neighboring superpower and selective about who gets to learn necromancy. Sucking up couldn't hurt.
« Last Edit: August 10, 2021, 07:24:36 pm by Weirdsound »
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mightymushroom

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Re: (SG) Petty Kingdom of New Mahallo: Minority
« Reply #32 on: August 10, 2021, 07:59:51 pm »

Keep the name Arson.

Wander the Desert with your Peers
Many of the other children with us will be part of our household when we reach majority. Even if they don't get senior positions right away their loyalty will be a firm foundation for whatever comes next.

Train and Breed Dire Kangaroo Rats

Socialize with Exotic Youth

Loiter Around Texulchimum's Audience Chamber
I'm not sure exactly how much this helps with the necromancy bits, but it should still build a rapport with our strongest neighbor and hopefully pick up some practical pointers on how to actually hold a court.
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IronyOwl

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Re: (SG) Petty Kingdom of New Mahallo: Minority
« Reply #33 on: August 10, 2021, 08:16:11 pm »

Keep the name Arson.

Wander the Desert with your Peers
Many of the other children with us will be part of our household when we reach majority. Even if they don't get senior positions right away their loyalty will be a firm foundation for whatever comes next.

Train and Breed Dire Kangaroo Rats

Socialize with Exotic Youth

Loiter Around Texulchimum's Audience Chamber
I'm not sure exactly how much this helps with the necromancy bits, but it should still build a rapport with our strongest neighbor and hopefully pick up some practical pointers on how to actually hold a court.
+1, looks like a solid base to me.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Fluffe9911

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Re: (SG) Petty Kingdom of New Mahallo: Minority
« Reply #34 on: August 10, 2021, 08:29:37 pm »

Wander the Desert with your Peers

Spend time at the Market

Socialize with Imperial Youth

Loiter Around Texulchimum's Audience Chamber
« Last Edit: August 10, 2021, 08:32:10 pm by Fluffe9911 »
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micelus

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Re: (SG) Petty Kingdom of New Mahallo: Minority
« Reply #35 on: August 10, 2021, 09:01:01 pm »

Quote
Your daily routine is simple and leaves plenty of time. You wake up, eat, and spend three hours working on reading, math, and history with the tutors. After sundown, you and the other children wrap up your day by swimming in Lake Texulchimum or the manor's pool. Several times a week, you and other children in your age group are summoned to Texulchimum's audience chamber, where the lich or one of his close confidants gives a lecture: usually on some historical event the ancient being witnessed first hand, and sometimes on one of the many unique cultures he trades with or raids. On rare occasions the instructor will show off some cantrips and discuss magical theory in terms your peers can understand.

Spoiler (click to show/hide)

Socialize with Imperial Youth
Loiter Around Texulchimum's Audience Chamber
Train and Breed Dire Kangaroo Rats
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Naturegirl1999

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Re: (SG) Petty Kingdom of New Mahallo: Minority
« Reply #36 on: August 10, 2021, 10:49:57 pm »

Wander the Desert with your Peers

Study in Texulchimum's Grand Library Topic: Introductory Magic

Study in Texulchimum's Grand Library Topic: Study of Decay

Loiter Around Texulchimum's Audience Chamber

Until we become undead, survival skills are useful, as is learning about magic, which will help s whether we’re alive or undead, learning about how decay works might be another good first step before necromancy teachings, since if we know how decay works, and how magic works, we could slow/stop the decay, maybe later we can return to the library and learn a bit or Organic Chemistry, maybe if select portions of the corpse become “living” again, the spirits within might feel more connected to their new bodies. I’m not a necromancer, I’m just guessing on how it might work, of course, we’ll hopefully learn it eventually
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Fluffe9911

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Re: (SG) Petty Kingdom of New Mahallo: Minority
« Reply #37 on: August 10, 2021, 11:14:17 pm »

Study in Texulchimum's Grand Library Topic: Study of Decay
Ah yes a 4 year old casually studying the decomposition of organic materials completely normal things for a 4 year old to study.
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Naturegirl1999

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Re: (SG) Petty Kingdom of New Mahallo: Minority
« Reply #38 on: August 10, 2021, 11:46:56 pm »

Study in Texulchimum's Grand Library Topic: Study of Decay
Ah yes a 4 year old casually studying the decomposition of organic materials completely normal things for a 4 year old to study.
In my defense, said 4 year old does see the undead on a regular basis and probably notices differences between them and him
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VoidSlayer

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Re: (SG) Petty Kingdom of New Mahallo: Minority
« Reply #39 on: August 11, 2021, 12:27:15 am »

Keep the name Arson
Spoiler (click to show/hide)

Wander the Desert with your Peers

Loiter Around Texulchimum's Audience Chamber

Socialize with Exotic Youth

Seek Combat Training

King Zultan

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Re: (SG) Petty Kingdom of New Mahallo: Minority
« Reply #40 on: August 11, 2021, 03:31:37 am »

Keep the name Arson.

Wander the Desert with your Peers
Many of the other children with us will be part of our household when we reach majority. Even if they don't get senior positions right away their loyalty will be a firm foundation for whatever comes next.

Train and Breed Dire Kangaroo Rats

Socialize with Exotic Youth

Loiter Around Texulchimum's Audience Chamber
I'm not sure exactly how much this helps with the necromancy bits, but it should still build a rapport with our strongest neighbor and hopefully pick up some practical pointers on how to actually hold a court.
+1, looks like a solid base to me.
+1
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but anyway, if you'll excuse me, I need to commit sebbaku.
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BlackPaladin99

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Re: (SG) Petty Kingdom of New Mahallo: Minority
« Reply #41 on: August 11, 2021, 07:43:13 am »

Wander the Desert with your Peers

Study in Texulchimum's Grand Library Topic: Introductory Magic

Study in Texulchimum's Grand Library Topic: Study of Decay

Loiter Around Texulchimum's Audience Chamber

Until we become undead, survival skills are useful, as is learning about magic, which will help s whether we’re alive or undead, learning about how decay works might be another good first step before necromancy teachings, since if we know how decay works, and how magic works, we could slow/stop the decay, maybe later we can return to the library and learn a bit or Organic Chemistry, maybe if select portions of the corpse become “living” again, the spirits within might feel more connected to their new bodies. I’m not a necromancer, I’m just guessing on how it might work, of course, we’ll hopefully learn it eventually

+1 We can learn how to properly hit people later.   We are becoming mages!!!!
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We're talking about partially sapient undead spaghetti here, you can probably instruct it to only strangle specific diners.

UristMcRiley

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Re: (SG) Petty Kingdom of New Mahallo: Minority
« Reply #42 on: August 11, 2021, 09:48:10 am »

Keep the name Arson.

Wander the Desert with your Peers
Many of the other children with us will be part of our household when we reach majority. Even if they don't get senior positions right away their loyalty will be a firm foundation for whatever comes next.

Train and Breed Dire Kangaroo Rats

Socialize with Exotic Youth

Loiter Around Texulchimum's Audience Chamber
I'm not sure exactly how much this helps with the necromancy bits, but it should still build a rapport with our strongest neighbor and hopefully pick up some practical pointers on how to actually hold a court.
+1, looks like a solid base to me.
+1
+1
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nuclearwhale

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Re: (SG) Petty Kingdom of New Mahallo: Minority
« Reply #43 on: August 11, 2021, 10:15:24 am »

Keep the name Arson.

Wander the Desert with your Peers
Many of the other children with us will be part of our household when we reach majority. Even if they don't get senior positions right away their loyalty will be a firm foundation for whatever comes next.

Train and Breed Dire Kangaroo Rats

Socialize with Exotic Youth

Loiter Around Texulchimum's Audience Chamber
I'm not sure exactly how much this helps with the necromancy bits, but it should still build a rapport with our strongest neighbor and hopefully pick up some practical pointers on how to actually hold a court.
+1, looks like a solid base to me.
+1
+1
+1
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Weirdsound

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Re: (SG) Petty Kingdom of New Mahallo: Minority
« Reply #44 on: August 11, 2021, 06:21:51 pm »

Keep the name Arson.

Wander the Desert with your Peers
Many of the other children with us will be part of our household when we reach majority. Even if they don't get senior positions right away their loyalty will be a firm foundation for whatever comes next.

Train and Breed Dire Kangaroo Rats

Socialize with Exotic Youth

Loiter Around Texulchimum's Audience Chamber
I'm not sure exactly how much this helps with the necromancy bits, but it should still build a rapport with our strongest neighbor and hopefully pick up some practical pointers on how to actually hold a court.

News from home slowly trickles in. It would seem the big civil war between you and your brothers has at least been delayed. Several rich minor lords, foreign and domestic, have assembled mercenary hosts and are trying to claim chunks of the divided Kingdom for themselves. The Petty Kingdoms of Sherdant, Urban Volcanique, Imperial Coast, and Agusta's Finger have formed a defensive alliance negotiated and commanded by Prince Felix, your only brother not to inherit land and your father's best general.

The only Petty Kingdoms which have not join what people around the Nameless City are calling the 'Eunuch League' are The Titan Canyons and New Mahallo. Your brother in charge of the former, who has taken the name King Penteram after Empress Agusta's legendary 10 headed hound, has decided that his formidable defensive terrain and network of gates and castles is all the protection he needs against invaders. New Mahallo lacks a real army to contribute, and is cut off from the conflict anyway by the neutral Kingdom of The Titan Canyons.

The news is sparse enough that nobody yet truly understands the war, but your housemates are generally in favor of the invaders and rebels. Should the Eunuch League find decisive victory, they may choose to attack the neutral kingdoms before turning against each other. In a perfect world, the merchants would like the invaders to defeat their league, fail their push into the Titanlands, and leave an isolated King Penteram more dependent on southern trade routes with New Mahallo and the desert beyond.

---

Several times a week, you and the other children wake up several hours before dawn to tear across the desert on the backs of your Dire Kangaroo Rats before it gets hot. Common activities include races and hunting small animals with slings. Keanu spends much time in the library, pouring over old maps of the great desert to find interesting places to explore. Near the city are several old mines and quarries, long stripped bare by an undead workforce. You've even seen storage tombs, where thousands of skeletal works wait inactive for Texulchimum's next large project.

During the cool season your adventures expand, and your group will get some camels to carry food and water to stay out for days or weeks at a time. During these longer trips you learn how to navigate by the stars and treat minor injuries that occur while traveling. These journeys often end somewhere cool, like a hidden spring or some ruins.

Keanu is clearly in charge of these desert adventures, as he is the oldest and most experienced, but despite the age gap you quickly become one of his close confidents and second in command. It is clear that he respects you: as a friend, his king, and as someone who shares his love for wild places.

You also grow quite close to your half-brother Andre. In the nameless city, he is often mocked for being slow and stupid; Despite being two years your senior, he is slightly behind you in math, and only your equal in reading. He is, however, strong as an ox and surprisingly quick to learn outdoorsmanship. He also is beginning to prove handy with the spear. Extremely loyal to his crowned brother, Andre is both your shadow and your enforcer, and rounds out the leadership of the manor's children with you and Keanu.

---

More news from home, and this time you get to be the one to break it. In a letter addressed to her children, your mother explains that she has secured an alliance with the neighboring Kingdom of The Titan Canyons by agreeing to wed King Penteram's bastard son Phillip. You have a few vague memories of Phillip from early childhood, and none of them are unpleasant. Your brother Anders is particularly pleased by the news, explaining that he always got along with and looked up to Phillip as a fellow lowborn at your father's court.

Although Phillip and Anne are not blood relatives, that fact that the 15 year old bastard is closer in age to you than your mother is a bit unusual. The union also create some complicated relationships. Your nephew will become your step father, and you will be both sibling and great uncle to his children.

Eventually the rumors begin to pour in, and they put a damper on the happiness you feel for your mother. Apparently as a bride price, King Penteram donated weapons and armor to the Mahallo raiding clans, and paid to have some of their children sent to study warfare at the Imperial Academy. By all accounts your brother now has more sway and influence over what amounts to New Mahallo's military than does your mother. Even the name of the newly forged alliance 'The Titan Pact' paints your kingdom as the Junior partner.

---

You have developed a special relationship with Arson. The creature seems to instinctively know which days you are supposed rise early for desert adventures, and is usually the one to wake you. When you ride, you can direct his movement with squeaks rather than spurs. He can retrieve objects, beg, speak, hop, and roll over on command. The clever beast even has a mischievous bent, and will send small animals running by impersonating the chirps of hawks and owls.

Seeing their king's interest in working with Dire Kangaroo Rats, your peers have followed your lead. Much to the servants' dismay the ballroom, meeting hall, and other areas of the manor of little use to its mostly underaged inhabitants have been covered in straw and converted into warrens and kennels for the housing, training, and breeding of the creatures. Purebred Dire Kangaroo Rats, especially the females, are difficult to come by at a price suitable for a child's allowance, but you and your coworkers make do. Elderly males from the various trading convoys, and extra pups from the litters of local house pets are cheap enough. Sometimes you and your peers are even able to trap or lasso wild specimens while you are out in the desert.

Convoys from New Mahallo quickly pick up on what you are doing, and begin to bring a few extra rats as tribute to their king. Eventually your little organization is able to set up a sustainable breeding stock of Frontier Sledders, the small but strong breed that merchants find invaluable. In time, your organization begins to turn a profit, as the amount of rats that merchants buy to replace their dead and injured surpasses the amount spent on upkeep. You are not sure if this is due to good business sense, or Mahallo merchants going out of their way to patronize their monarch, but either way the extra money is nice.

Although you put alot of time and effort into the breeding operation, the true genius behind it is your sister Pennete, who spends nearly every waking hour that isn't with the tutors working with the beasts or reading about husbandry in the library. She also has taken to keeping and trying to breed some of the snakes, lizards, scorpions, and spiders that you and the more athletic children bring back from their desert adventures. The Princess is close to you and your brother Andre, and cordial with the other kids involved in Kangaroo Rat breeding, but the adults are beginning to worry that she is far more comfortable dealing with animals than with people.

---

Shaul pulls you aside shortly before your 7th birthday, and breaks the terrible news. Your baby sister Vera, who was too young to travel the desert with you, has been assassinated. The killer was struck down by the guards, and thus couldn't share who he was working for.

Apparently a number of hardline Imperial Clerics have been preaching that the Eunuch League exists in violation of the spirit of Imperial Religion, and that brothers should react to partition by trying to destroy each other, not by ganging up against outside threats. 36 important bishops from across the Imperial Human World have recently published a proclamation that the sins of your brothers have rendered your father's first marriage invalid, and that you, Pennete, and Vera are thus the only legitimate heirs of King Alan 'The Cleric'.

Needless to say, that gives any of your royal half-brothers or their supporters extra motivation to want you and your royal full siblings dead. Shaul seems to think that your step father Phillip and his father King Penteram are not to blame, as it had been agreed that Vera was to be tutored at Penteram's court, and they could have staged the killing much easier if they had simply waited a few months for her arrival. Despite Shaul's words, you know the Royal Family of the Titan Canyons would have the most to gain from the murders; Removing Anne's children by King Alan would put her future children by Phillip on the throne.

---

"Sire! Sire! You have see this! Come quick!" Pennete yells excitedly, almost dragging you down the stairs. In the ballroom, among the Rat Cages, stands a short humanoid figure with the head and shaggy fur of a rat. You've seen such beings around the Nameless City from time to time, but have never paid them much mind.

Your sister explains that she was in the library, reading up on an extinct breed of Dire Kangaroo Rat that existed during the time of Agusta, when she discovered that the same kennel masters who were responsible for the creation of her subject also bred humanoid servants from common house rats. These creatures, called The Vermant, served as servants and trade partners to humanity for generations, before the young imperial church enacted a genocide against them as they refused to renounce the pre-imperial gods.

To Pennete's surprise, further research revealed that the Vermant still survived, both in the nameless city where they help run some of Texulchimum's breeding experiments, and in small colonies located beyond the desert, which sometimes send trade convoys. Curious, your sister reached out to the Vermant, and found them to be both friendly, and mutually interested in animal husbandry.

The individual before you, whose name of squeaks and chirps is not easily captured by imperial letters, is the patriarch of a large family that lives in town but descends from foreign colonies. He has been watching your breeding business for some time, and thinks it has potential. His family is interested in making an investment: Lessons and labor from Vermant experts, and the occasional delivery of rare and exotic Dire Kangaroo Rat breeds, in exchange for a 33% stake in the business. Do you accept the offer?

---

As time passes, more news from home trickles in. The Eunuch League has proven effective under Prince Felix's leadership, and has repelled several hostile hosts trying to take their land. The war has reached a lull, but it seems to be far from over. 92 year old Bishop Jacques, a close friend and mentor to your father, is traveling the Imperial world, building support for a massive unified invasion of your brothers' petty Kingdoms.

In more personal news, you have a new brother. Prince Alan, named for your father, was recently born to Queen Regent Anne of New Mahallo and her husband Phillip.

---

You learn a lot in your time loitering around the court of Texulchimum, but the most important lesson is perhaps the most difficult to swallow. The Lich keeps about a dozen close confidants and advisors who are allowed to teach necromancy. Each of those takes one to three apprentices at a time. Unfortunately for you, these apprentices are almost always in their 20's or 30's, already experienced in the use of some form of magic, and neither landed nor high in the line of succession to inherit land. You fit none of these criteria.

Still, your presence catches the attention of a couple important individuals.

Vishnu is The Lich's minister of mining and development. He takes the form of a muscular elf with dark brown skin and a third eye on his forehead, but you are pretty confident that like everyone else in Texulchimum's inner circle, he is some terrible undead being putting up a front with illusion magic. Every day you spend at court, without fail, Vishnu will ask you about your adventures in the desert. Oftentimes he will tell you stories or provide historical context about the mines and ruins that you visit. Sometimes he will even suggest to you sites worthy of exploration that not even Keanu's time in the library can uncover.

Apollo is a necromancer with dull grey skin seemingly held together by some state of undeath. He is one of Texulchimum's several trusted archivists and historians, but to you he is more of a mentor. Although he doesn't share many details about his past, he confesses to having once ruled as a noble, and knows some things about running a court. As the entirety of the Nameless City consists of undead without physiological needs, wealthy merchants, young nobles, and their well paid servants, Apollo regularly reminds you that little of what you witness in Texulchimum's audience chamber will translate to the drama of your throne room in Bride Price. To prepare you, he regularly bounces hypothetical scenarios off of you, roleplaying as a hungry peasant or aggrieved noble before your throne. He is usually satisfied with your responses, and quick to offer gentle correction when he believes your decisions are incorrect.

---

During the cool season of your 8th year, Vishnu arranges a trip out into the desert for some of the children being educated at the nameless city. You, Andre, and Keanu are invited to tag along. The journey is to be two weeks in each direction, and lead by Vishnu himself. The destination is kept secret.

Over the course of the trip, your group proves impressive. Keanu, Andre, and you have no trouble keeping up with the adults. When Vishnu stops to explain some plant, animal, or geological feature, your group generally already knows what it is. Oftentimes your group are the only people to know what it is. When camp is set, several of the adult guards present are impressed with Andre and Keanu's martial sparring. Keanu usually wins, but Andre makes it very close for a 10 year old fighting a 13 year old. Both are praised as talented knights and champions in the making. Your skill with the sling and the lasso also draws some eyes, but neither tool is considered dignified enough nor useful enough for a King such as yourself.

Eventually you reach the destination, a natural cave at the back of a small canyon with a small spring-fed pool out front. Inside you find four hungry looking teenagers, who appear human at first glance, until you notice the fangs and forked tongues.

"Students, these are adolescent Naj Hochet, their mother was slain and eaten by a Sand Daemon. They reached out to me in a vision for help," Vishnu explains, "they shall be returning to the nameless city with us to flourish under my master's tutelage."

Your jaw drops. You know the Naj Hochet are some of the few sentient beings to live out in the great desert, but they are more akin to evil spirits than living things. They are said to be rattlesnakes large enough to eat a full grown camel, and venomous enough to kill even undead and extraplanar beings. Their innate spellcasting is also said to be quite formidable. The Naj Hochet can take on humanoid form, which they generally use to toy with and torment humanoid victims before eating them.

The rest of the day is spent admiring your new companions in their cave. The Naj Hochet do not talk much, and it is hard to read the intentions behind their eyes.

You are woken up at midnight by Vishnu, who wordlessly leads you out of the cave and up through the canyon to a clearing. Before you stand the four Naj Hochet, completely naked. On the ground you see Andre and Keanu, bound, gagged, and struggling.

"These fine young spirits are to be your peers," Vishnu begins, "they respect royalty. However they only like malice, sadism, and heartless sacrifice. They could be powerful allies to somebody in your position." The three eyed elf hands you a long silver knife. "If you wish to become close friends and allies with a spirit of great power, all you need do is kill one of your comrades, and offer it to the Naj Hochet of your choice as a gift. The more painful you make the kill, the more meaning the gift will have to its recipient."

Your eyes are drawn to the four figures before. Beneath their clothes each Naj Hochet has an elaborate and artful pattern of scales on their torso. The legends say that a Naj Hochet's pattern is a reflection of its personality and power.

Possible Naj Hochet Allies-
A muscular male, with a pattern of mostly steel-grey scales depicting an armored knight shoving his spear through the back of a defenseless maiden
A wiry male, with a pattern of mostly green scales depicting an old man melting in a cauldron of liquid
A slender female, with a pattern of mostly brown scales depicting a clueless child walking into the embrace of a hungry bear
A curvaceous female, with a pattern of mostly red depicting a person being burnt at the stake


Vishnu places a cold hand on your shoulder as you agonize over your choice. "Do not worry. I will wipe the memory of either or both of the lowborn sacrifices you choose to spare. Should only one die, the survivor will remember him heroically giving his life."

Who if anyone do you choose to kill? How do you kill them? And which Naj Hochet do you offer each victim to?

---

Shortly after you return, you are summoned to Apollo's office. "You will be nine soon. In the near future you will be invited to pick a focus of study, possibly even a magical one. I do not want to get your hopes up. Children and monarchs are almost never taught necromancy here, but I am looking for my next apprentice, and due to circumstances that you may or may not be aware of, I feel obliged to at least give you an interview for the position."

He then spends the next few hours grilling you with questions. Some stick out to you as particularly important and worthy of a thoughtful answer.

"Why do you want to learn necromancy?"

"What do you think is the single most important trait or virtue for a king to possess?"

"If you were to obtain the unconditional surrender of your royal brothers, what would you do with them?"

"If you were to obtain the unconditional surrender of your royal brothers, what would become of their subjects?"
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