OOC:
Mahtan is
the most important character. The most.
In any case, that post works Lord Allagon. Some things you should know: Miring is the center of a rebellion, the King only now lives because of an
ELITE Elbrethian Assassin who arrived just in the nick of time to single-handedly cut down several regiments of rebellious soldiers. Said Assassin has since returned with what appears to be token military aid, but even with such low numbers, and a crippling defeat in a stand-up fight that resulted in the loss of his regiments, he has been able to break the backbone of the rebellion.
Preston forces, in league with the rebels, are marching on the Mirish capital at this very moment and already have at least one scouting outpost. A noble woman, herbalist, and diplomat of Elbreth who is married to a lord within Miring has recently gone missing after leaving for a small scouting mission on the outpost in question.
Anything else is of minor importance to your character at the moment, and you can either learn about it as we go or just check the page before this where Iituem the GM posted a quick synopsis of some of the stuff that is going on. And Jormundur posted a summary as well, that encompasses more than just Elbreth
Late Spring, Several Days Before the Flogging of Trubaldsome and Kaguro...(Silas 4+2) You work to help the bucket brigade, but the well is over-taxed and all looks lost. A grizzled Knight orders the collapse of several walls to create a firebreak, and just as all seems lost a heavy torrent of rain appears to aid your efforts. You then assist in smothering the remaining flames as best as possible, and soon there are no traces of fire.
It would appear that, in all the commotion, the King has arrived. Time for your meeting, perhaps? The gaoler, who arrived some time before the King, is willing to vouch for you. As is the Steward, if he can be found.
King Erik barely looked at Locanil as the Hatcuri Chronicler attempted a bow (Locanil 5) only barely succeeding despite his blood-loss. Instead, the King was more interested in hearing Sir Taric's explanation (Taric 1). It wasn't going to cut it though, and that was plain to any who could see the look of rage etched onto the King's face.
"Chronicler," Erik growled, turning to face Trubaldsome has he approached,
"You are prepared to record the...stories of those who witnessed the events here?"He did not wait for a reply from the Chronicler, now turning to face Trubaldsome as he heard the Prince's story (Trubaldsome 3). Once more, a flicker of pure, unadulterated rage went over the King's features. And then, for perhaps the first time since he had stepped into the courtyard he appeared to be calm once more.
"I know not of Sir Taric's motives, Prince Trubaldsome, but his actions were not for the same purpose of the General's. You would do best to remember the part you played in the affair with Kaguro. Nevertheless, Sir Taric shall be punished for what has transpired here today."He turned back to the Knight, the knuckles of his off-hand turned white as he tightened the grip on his longsword upon seeing the wreckage behind Sir Taric.
"Your story again, Sir Taric, so that the Chronicler might here it."((You won't get another roll for telling the story a second time, the King's made his decisions...thus are the effects of a 1. But I would like it if you could give a brief synopsis of what details are and are not being told, and what sort of slant you're putting on them at the least. This way I can decide exactly what King Erik thinks about how much truth you're giving him and whether or not you're part of this weird Anti-Trubaldsome Hate group that seems to have sprung up in the Court.))
Elsewhere in the World...In the Southern Eelspine Mountains, Early Summer...(Nahk 2) The land in the Eelspine Range is uniformly suitable to living, or unsuitable as the case might be. You discover nothing new.
In a Hunter's Camp, at Night...(Pompulion 1) You step out from the shadows, your will flowing forth as you utter a word of power. But the tongue is strange, and you choke halfway through. The ground quakes, and the sky briefly flashes a deep, dark red. The fire at the center of the camp turns a dark purple, and then suddenly dies. Engulfed in darkness and unable to see, all you can hear are screams of pain as one of the hunters is torn to shreds. (3) You cough, and then desperately utter a second word of power and the mad chittering of your shadeling escort falls silent as they disappear unto the shadows and return to your own makeshift camp. (3) Over the harshness of your own labored breathing as you work to compose yourself you can hear someone quietly sobbing, the heavy breathing of someone else, and the steady "plip-plop" of
something dripping.
In the Weyland Highlands...(Sir Jormund 5) You wander the villages of land that the Doctor seems to control, speaking to the people and learning of their culture as well as the land itself. It would appear that very few people in this region are free people, having recently been enslaved twice-over by warring clans. The Weyland Highlands are characterized by rolling green hills and rocky crags, which you no doubt noticed upon your arrival. It would appear that this particular piece of land is surrounded by enemies: A Clan known as the Munros to the West, and a Clan known as the McKinleys to the East. To top it off, the land to the north, which borders a region cryptically referred to as "The Dead Plains" has been beset by a variety of strange occurrences ranging from illnesses to disappearances to mutilated wildlife. Just the other night, a traveler from the lands bordering that region reported the sky
flashing red.Luckily, the Doctor is a vassal (to explain it in terms understood by someone hailing from Elbreth) to a cunning and vicious Jarl referred to as "The Manskinner" though his full name is "Corv Manskinner" You learn that those of the Manskinner clan make use of everything from raids to terror-inspiring tactics to diplomacy to defeat a foe.
I'll let Ghazkull describe the tactics you're learning in more detail.