Station Day
You are an officer in charge of the Koba-Day border station, in the Koba desert. For dozens of miles in every direction it is nothing but rolling dunes of blistering sand and for hundreds more it's naught but bare, cracked earth broken by the occasional oasis or pathetically small township. It's a demeaning duty and a dangerous one, but the Sultanate, growing fat on his throne of gold has mandated that such a posting be maintained, every day of the year for the twelve brightest hours of each.
The Koba Desert is massive, and cursed with scorching heat during the day and nights cold enough to kill anything not buried beneath four blankets and a healthy coating of dry, penetrating sand within moments of the temperature meeting it's low. The only reason that anyone survives passage is by passing through the aptly named Day Valley. The shelter from the sun and wind, as well as the radiated heat offered by the nearly straight 100 kilometre long stretch of valley has kept many a nomad alive for centuries, so it is written, and now that the mark of civilisation has befallen mankind it's feuding governments have decided that passage into one another's domains be regulated. Thus the Koba-Day Valley Station was born and plopped right in the middle of the Day Valley, cutting it almost directly in half, and your mangy arse has fallen to the responsibility of running it.
And so you find yourself, on a half-starved horse you bought from a peddler with several rotten teeth and as many fingers, in your best silken robes - which are more as rags, though better than most have - addressing the tiny unit that was so graciously granted you by His Grace the Sultan, to police this mostly flat stretch of godforsaken land. You address the troops, introducing yourself as..
Name: ---
Gender: M/F
Appearance: ---
Background: Describe your life, family and previous work, if any, before falling in with the Sultan's army.
Speech: Issue a short speech to your men. Length is up to you.
Making a sheet.
and here it is.
Name: Edgar Evans
Gender: M
Appearance: Short, with short black hair and a face-rag and the pale skin from his homeland, far to the north in one of the newer acquisitions of the glorious Sultan, may he live forever. He is often moody, likes the cool, and is not generally seen as an authority figure. he is also oddly honest and believes in simple lives.
Background: Born in the newest of the sultans possessions to a pair of goat-herders, Edgar spent his childhood herding goats among the wind-swept islands of his homeland, now a small province of the sultanate. When his town was raided by bandits and he was left an orphan he was sent into the newly-formed naval service (in my view of this game orphans are shoved into the military). There he proved his worth and was eventually made into an officer, where he was then sent to this place to get out of the hair of those above him, some of whom engage in less Honorable activities than normal.
Speech: Short, to the point, hinting that they can get extra pay for good duty here.
Thus the Koba-Day Valley Station was born and plopped right in the middle of the, and your mangy arse has fallen to the responsibility of running it.
Well, at least it's only the middle of The. It could be the middle of Should, Gray, or--worst of all--Not!
So. TSG. Semi-joke entry:
Gender: Yes
Appearance: A fearsome warrior never seen outside his armor
Background: A known terror on the battlefield, with unknown motives.
Speech: "WHAT shall I do today, and WHERE are the BRIGANDS?!?"
I may go polish mine, But basically its herder>orphan>navy grunt>navy Officer>pisses off someone for doing his job right>here.
Polish time!
Polished!
You look over your men, casting a long, weary gaze over your new home. You let a deep sigh issue from your chest. Let's get this over with..
Most nod a solemn agreement but at least one looks a bit disappointed. You dismount your horse and one of the men walks him over to your hut and hitches him on a wooden post protruding from the wall. He falls back into the ranks as you dust the sand of travel from your robes and eye the men collected before you. They're all in average shape, and it's obvious by the way they hold themselves that they weren't given much training before being sent here, which wasn't unanticipated. None of them are armed, but at least they're all uniformed - each of them wears dyed blue robes and a green sash, wrap, or mask - that much you are thankful for.
They wait expectantly for you to sort them out. The station opens an hour from now and you need to get the men armed, and decide where they should all be positioned and what responsibilities each should be delegated. It's the first day, and you expect mostly groups of nomads and merchants with animals and perhaps the occasional cart.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
8 Green Militia
Stores
2 Spears
4 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Starved Horse
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters private guard - not trusting men to do so in fear of possible tarnish. After that one was successfully and honourably married of some years later, same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Auto-Revolver
Order Deposition
Your facility is located on one side of a small unmarked dirt path, beaten by the passage of feet, hooves and wheeled carts. The path runs the entire length of the Day Valley and part of the way out either end.
You talk with the men, asking about their experiences in the Sultan's militia. They say nothing at first, but a young man with darkly toned skin, more so than the others, and the only one with a bit of scruff on his cheeks, speaks up with an earnest tone. My Captain, we're all volunteers. People who were picked up off the street of their own will. He scratches his scalp beneath his head wrap. We never received any formal training, but we are all initiated adults. We can most of us shoot and all of us fight, at least as well as our bodies allow us. We'll do our best to serve you Miss, but I'm afraid we couldn't promise any more than that.. He looks around, and the others mutter an agreement.
One of the scrawnier men raises his hand and introduces himself. Er, Assal.. Miss.. My brother and I.. He elbows the even skinnier fellow next to him and he hesitates before waving plaintively, apparently intimidated by you. We used to play at herding. I think.. The words escape him, but they return when looks you in the eye and sees what lies within them. His voice carries a determined note, one that wasn't there before. We can handle those spears. Well enough at least. You look at him carefully for a moment, then nod and gesture for them to retrieve their weapons.
By the time Assal and his brother, of the name Lola, have beat their return you've already struck up a light conversation with the remaining soldiers, who seem to have taken a bit of pride in their new work and amongst themselves determined who the four strongest are. You give Hon, Jamai, Ghorma and Plisk each a brand new scimitar, and they seem just as pleased as the brothers were and are the six of them all caught up admiring one another's weapons, complementing the other on how fine and wicked they are when you bring up to them the issue of who the guns should go to. They all of them agree that it should either go to the scruffy man (who still hasn't introduced himself) or Haru, a fellow with a hawk's eyes, not a native but still a subject of the Sultan, who they all claim hasn't spoken a word since they were all herded onto the caravan that drove them here. He remains silent as you speak about him.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Beard? - N/A
Haru - N/A
Stores
2 Spears
4 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Starved Horse
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters private guard - not trusting men to do so in fear of possible tarnish. After that one was successfully and honourably married of some years later, same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Auto-Revolver
Order Deposition
You ask Beard and Haru about what they did before they were recruited. Beard goes off on a tangent, saying that he was a tailor's apprentice and an amateur peddler. There really isn't much to it, and he sounds like he had a perfectly normal life up until now, though perhaps slightly more well off than the others. He decided to join the militia when it became apparent that he really wasn't very good at sewing people's robes back up, and he says that he avoided every lesson if he could help it.
Even when Beard has finished his story Haru remains silent, and he volunteers no information. You ask him if he was a criminal and his eyes flicker towards you. His gaze is dangerous and when he yanks his mask down his mouth is twisted into a scowl. He launches into a tale of his own.
I hunted with my father in the sands. We ate what we caught and sold what we couldn't. We lived on nothing but we were happy, just living on our own, together.. His eyes go down again. One day a guard caught us with a snake, the kind we had been eating for years and took us in. When the state accused us of poaching they tried to take my hands. My father begged and begged, for weeks, and in the end they relented, and decided to do something much worse instead. They took my father's rifle. We were on the streets, and he performed manual labour for three years, breaking his back every day just to keep me alive. We were always on the streets, and really nothing had changed, but for some reason this sort of work, though it was no more intense, was so much more terrible. It was demeaning, and I could tell every day that he came back to our hovel that he took no pride in it! The fire had gone from him, and he was as an empty shell.
He did as he always did. Never took any of the bread. Only the crumbs. And one day he simply died in his sleep. I buried him without marker nor ceremony, in the desert, as he would have wanted.. Haru's lip is trembling by now, and you can see angry tears welling up in his eyes. My father died the day the Sultan took his rifle! I. Am. No. Criminal. He cries, choking on the last few words.
Haru wipes his eyes and turns away, ashamed. Everyone is stunned, their mouths agape.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Beard? - N/A
Haru - N/A
Stores
2 Spears
4 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Starved Horse
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters private guard - not trusting men to do so in fear of possible tarnish. After that one was successfully and honourably married of some years later, same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Auto-Revolver
Order Deposition
I am a tiny bit confused as why we went for Shey... And I removed the speech because it was bugging me too much.
Haru gets the rifle, Ask Beard how good he is at riding. We can be our dispatch person/chaser down of the baddies.
As for Haru, apologize for his loss and that of his father. After all, misplaced justice is worse than no justice.
You glance at Haru, then take the Lasrifle from Assal, who retrieved it from the barracks along with the spears and had been holding it. You turn Haru around, grasping his arm and pushing the rifle into his hands. I'm sorry for what happened to your father, what they did to him was wrong. Nothing can make up for the wrongdoings done against him.. but he lives on through you, and your actions. Haru.. You place your hand on his shoulder. Show us what he taught you. He hangs his head, then takes the lasrifle, nodding.
You give Beard the laspistol and ask him if he's ever had any riding experience. Everyone laughs, and Beard grins himself. Does the Sultan eat three times a day? Of course I've ridden before! Certainly just as much if not more than this ragged lot. You show him the horse. Wow. Er, I mean.. Thanks?
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Beard? - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
2 Spears
4 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Starved Horse
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters private guard - not trusting men to do so in fear of possible tarnish. After that one was successfully and honourably married of some years later, same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Auto-Revolver
Order Deposition
You order Haru to take the watchtower. Assal and Lola with their spears wait on the road as an official guard to greet travellers, as well as a secondary watch. Your four swordsmen serve as a processing and inspection team, and they remain on standby in the barracks. Beard (who finally reveals his name as being Kensham) is awarded temporary ownership of your horse and dubbed the scout and messenger. His education and outward personality also mark him as your unofficial second in command, at least to the men.
Day One Begins - Hours Left [1/12]
Everyone takes up their positions and you head to your office to get settled. You pull your pack from the back of the horse and throw it on the cot, removing your travelling robes and dropping them inside the wardrobe. You don your blue militia robe and wrap a golden sash that marks your status as an officer around your waist. You've only just finished unpacking when Kensham walks up to your door. He seems unconcerned. Nomads up the road. Just a few I think. Talk to Haru. He leaves and heads over to the barracks, probably to give the inspection team a heads up. You belt on your autogun holster and slip your scimitar into your belt, then walk over to the tower.
You find Haru perched atop the tower, his legs drawn up and his lasrifle shouldered. He says, without taking his eyes from the scope. There are three and they are all on foot. They all appear to be natives and they have no animals. One of them wears a sword. Kensham appears at your side and you tell him what Haru saw. He nods. Well, let's see what they want.
A short time later the nomads arrive at the checkpoint. Assal and Lola have already stopped them. They appear to be complacent, but slightly anxious. The man with the sword speaks up. I do not understand. I was just here a few weeks ago and I remember none of this. Why are we being stopped? You approach and announce the purpose of the facility. He crosses his arms. What? Well that's strange. Anyways, can we pass?
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Kensham - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
2 Spears
4 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Starved Horse
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters private guard - not trusting men to do so in fear of possible tarnish. After that one was successfully and honourably married of some years later, same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Auto-Revolver
Order Deposition
Day One - Hours Left [1/12]
Thank you. The nomads go on their way. When they have gone, Ghorma takes you aside and mentions that you should have at least tried to find out if they were really natives. Their skin colour was correct but then everyone on the mainland has brown skin. He recommends that next time you should ask them questions that only subjects of the Sultan would know the answers to, or threaten or torture them, and if their answers aren't satisfactory, decide if you should turn them away, detain them, or take their heads. Your job is not to make friends and if people get hurt, no one will care. You tell him you'll keep that in mind.
Haru can see five nomads a few miles off. They have a single horse loaded with carpets and a chest. They all wear head wraps.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Safely accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Beard? - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
2 Spears
4 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Starved Horse
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters private guard - not trusting men to do so in fear of possible tarnish. After that one was successfully and honourably married of some years later, same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Auto-Revolver
Order Deposition
Day One - Hours Left [2/12]
The nomads arrive and are stopped by Assel and Lola without incident. They seem curious, and then annoyed as you announce your purpose and intentions.
Are you natives? They hesitate. ..Yes.. A chorus of reluctant affirmatives. Where are you headed? This time they keep their silence. Remove your keffiyehs please. Only two of them obey, revealing dark brown skin. We would like to inspect your belongings please. One of them, clearly agitated, steps quickly towards you and Lola moves between the two of you. Who do you think you are?! You can't do this to us! He protests. Kensham arrives with the swordsmen in tow.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Safely accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Kensham - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
2 Spears
4 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Starved Horse
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters private guard - not trusting men to do so in fear of possible tarnish. After that one was successfully and honourably married of some years later, same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Auto-Revolver
Order Deposition
BOLD YER ACTIONS YEW RUDDY BASTARDS
Day One - Hours Left [2/12]
I am an officer of the Sultan's militia. You will submit to my orders or else find yourselves under suspicion of treason. Now remove your keffiyehs! The remainder of the holdouts comply, revealing that they all indeed have dark brown skin. You nod approvingly. Good. Now please allow us to check your belongings. If you have nothing to hide, then there is nothing to fear, my friends. Assel, after looking to you for the word, hands his spear to his brother and walks over to the burdened horse and opens the chest. You can see him moving things around, and everyone, including the nomads, watch him warily. He closes the chest and walks over to you, taking his spear back. It's full of normal silk.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Safely accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Kensham - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
2 Spears
4 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Starved Horse
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters private guard - not trusting men to do so in fear of possible tarnish. After that one was successfully and honourably married of some years later, same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Auto-Revolver
Order Deposition
Day One - Hours Left [4/12]
His majesty the Sultan has determined that you may pass. Walk on then, and cause no trouble while you are on His lands. The merchants pull their clothes back around them and resume their journey without another word.
Haru can see two men riding horses. Their faces are hidden by head wraps. They both openly wear swords, and one carries an autorifle slung about his back. Guns are uncommon, but not illegal. Kensham as he stands with you in the shade of the tower comments that it's nearly every day that raiders pass through this valley.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Safely accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Kensham - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
2 Spears
4 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Starved Horse
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters private guard - not trusting men to do so in fear of possible tarnish. After that one was successfully and honourably married of some years later, same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Auto-Revolver
Order Deposition
Day One - Hours Left [4/12]
You ask Haru to keep an extra watchful eye out, and after a few full seconds of waiting he gives you a half-nod without looking away from his scope, as if it were an afterthought. You tell Kensham to be ready for a fight, but stop him before he runs to the barracks. Leave the men to their rest, just take the horse and be wary. He opens his mouth as if to say something, then snaps it shut as he thinks better of it, trotting off to prepare his horse.
The strangers approach at a slow walk, rearing their horses to a quiet stop a few metres away from Assal and Lola, and before the two can make their usual announcements one of the nomads speaks up. What is the meaning of this? I have never seen an outpost here before. He tries to sound casual, but you detect an edge of barely noticeable anxiety in his tone. You approach them, walking past the safety of your spearmen to address them personally, and explain the purpose of the station. There's a long pause after you finish in which everything seems to slow to a crawl. After what feels like nearly an hour of listening to nothing but the snuffling of their horses and the whistling of the breeze, the silence is finally broken.
You mean to search us then?
Another long pause.
Yes.
The tension hangs in the air like a frayed thread pulled taught, ready to snap. Your hand drifts unconsciously to the loaded and cocked autorevolver holstered at your waist, and you can hear one of the men behind you nervously adjusting the grip on his spear. You don't dare risk a glance to see if Haru is paying attention to any of this, lest the man with the autorifle exploit your distraction and shoot you down. You're struck with a sudden sobering clarity as you realise the true meaning of your position in this godforsaken place, that hairy situations such as these is the heart your job as a captain, and your next decision could be the meaning life or death for you and your men.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Safely accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Kensham - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
Total Inventory
2 Spears
4 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Starved Horse
In Storage
---
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters private guard - not trusting men to do so in fear of possible tarnish. After that one was successfully and honourably married of some years later, same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Autorevolver
Order Deposition
Day One - Hours Left [4/12]
You open your mouth to say something when you see the autorifleman reaching behind his back. Haru! You warn, jerking your pistol and pulling the trigger in the direction of the nomads. Their terrified horses rear and you run to one side of them to get a clear, still firing blindly. You hear a pained exclamation and watch as one of the men - the one with the rifle - is thrown from his horse, landing hard in the sand with a grunt.
You focus now on the man still mounted, who has regained control of his horse. He wheels it hard in the direction that he came from and yells, spurring it into a gallop. You run after him, emptying your autorevolver as you go. You slow as you realise you can't keep pace and are about to run and fetch Kensham after him when a bright red lance of energy slashes through the air. He continues riding for a moment, and you're convinced that Haru missed when the rider slides limply from his saddle and crashes to the ground sending up a spray of sand. His horse keeps running, unaware or uncaring that his master had fallen. You holster your revolver, your heart still pounding hot with fear and excitement.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Safely accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Kensham - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
Total Inventory
2 Spears
4 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Starved Horse
In Storage
---
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters private guard - not trusting men to do so in fear of possible tarnish. After that one was successfully and honourably married of some years later, same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Autorevolver
Order Deposition
Day One - Hours Left [5/12]
You wave a thanks to Haru, and he raises his lasrifle in salute. Kensham trots up on his horse and you order him to ride out and retrieve the other man's steed. He heads off quickly in that direction. In the meantime Assal has set his spear down and checked the man you shot while his brother tends to his horse. The round struck him in the sternum without exiting, and the man moans in pain between fits of coughing. Before you can ask him anything however he falls into unconsciousness, and after Lola finishes hitching the horse the two of them remove him to the barracks so they can seize his belongings and attempt a treatment.
Kensham arrives with the other nomad thrown across the front of the saddle. Kensham dismounts and you help him pull the outlaw from the horse and lay him on the sand. Kensham laments, saying that his horse bolted and was nowhere to be seen, as you turn the man's body over to inspect his wounds. Even upon cursory examination, he is clearly dead. The marksman pattern lasrifle is extremely precise, but at the range that he was struck at the beam experienced some dissipation before striking him. The result is a large wound, placed slightly off centre of the median of his upper dorsal region, about as wide as a man's extended hand, and deep enough to place one's fist inside without having to wash it afterward. He was dead before he hit the ground.
A few minutes later Assal comes from the barracks, his hands and uniform stained with blood to report the other nomad's passing. You accept his report and order him to go cleanse himself from the well. He thanks you and takes his leave.
You retrieved a small selection of weapons from the deceased nomads: 2x Scimitar, 1x Autogun
You retrieve some goods from what was recovered of the nomads' possessions: 1x Silk, 2x Fruit Wine
You gained one healthy horse as well.
Once this is all stowed Kensham asks what should be done with the bodies.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Safely accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Kensham - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
Total Inventory
2 Spears
6 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Autorifle
1 Starved Horse
1 Healthy Horse
In Storage
1 Autorifle
2 Scimitars
1 Silk
2 Fruit Wine
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters private guard - not trusting men to do so in fear of possible tarnish. After that one was successfully and honourably married of some years later, same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Autorevolver
Order Deposition]
Day One - Hours Left [6/12]
You respectfully bury the corpses in shallow graves far from the station. You'll have to report this incident to your superiors at the end of the day.
You ask Haru to take the men and see who wields the autorifle best. You retire to you quarters and watch them happily enjoying their competition from the comfort of the shaded doorway leading to your office, trying to see who can shoot birds circling overhead, or large pebbles perched on the tower. You note that the sombre tone taken by Haru after the men finished moving the dead nomads has gone by the time he returns to report the results of the 'exercise'. Here are his findings of who is the best shot based on his opinion:
1 Haru
2 Plisk
3 Kensham
4 Hon
5 Assal and Lola
6 Ghorma
He does note however that Kensham is much better with his laspistol, and at equal range is nearly a match for Haru himself using the rifle.
An hour passes without incident.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Safely accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Kensham - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
Total Inventory
2 Spears
6 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Autorifle
1 Starved Horse
1 Healthy Horse
In Storage
1 Autorifle
2 Scimitars
1 Silk
2 Fruit Wine
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters private guard - not trusting men to do so in fear of possible tarnish. After that one was successfully and honourably married of some years later, same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Autorevolver
Order Deposition
Day One - Hours Left [7/12]
You could probably make a small pavilion for the guards standing outside using the silk you recovered. You give Haru and Plisk permission to drape a blanket over themselves to avoid the heat of the day.
An hour passes without incident.
Plisk is now in the tower.
You order an increased posting on the road. Ghorma and Jemai join the watch with Assal and Lola.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Safely accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Autorifle, Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Kensham - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
Total Inventory
2 Spears
6 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Autorifle
1 Starved Horse
1 Healthy Horse
In Storage
1 Autorifle
2 Scimitars
1 Silk
2 Fruit Wine
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters private guard - not trusting men to do so in fear of possible tarnish. After that one was successfully and honourably married of some years later, same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Autorevolver
Order Deposition
Day One - Hours Left [8/12]
An hour passes.
Plisk keeps an eye on the horizon.
Ghorma, Jemai, Assal and Lola look somewhat unproffessional huddled beneath a single horse blanket with one corner tied to the tower for shade.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Safely accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Autorifle, Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Kensham - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
Total Inventory
2 Spears
6 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Autorifle
1 Starved Horse
1 Healthy Horse
In Storage
2 Scimitars
1 Silk
2 Fruit Wine
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters' private guard - not trusting men to do so in fear of possible tarnish. After one was successfully and honourably married of some years later, the same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Autorevolver
Order Deposition
Day One - Hours Left [9/12]
Dusk sets in and as the temperature drops, the guards untie the horse blanket and wrap it around them to keep out the cold.
Plisk shivers loudly in his tower.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Safely accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Autorifle, Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Kensham - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
Total Inventory
2 Spears
6 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Autorifle
1 Starved Horse
1 Healthy Horse
In Storage
2 Scimitars
1 Silk
2 Fruit Wine
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters' private guard - not trusting men to do so in fear of possible tarnish. After one was successfully and honourably married of some years later, the same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Autorevolver
Order Deposition
Day One - Hours Left [9/12]
While everyone is busy constructing the fire, a pair of riders on jet black mounts wearing dark grey robes approach, nearly invisible in the near darkness. They don't carry any visible weapons, but the fact that they haven't revealed their identities and reached the post in complete silence sets everyone instantly on edge. Assal and Lola are still cradling bundles of dry grass in their arms when everyone realises they are there, and Plisk fumbles with his autorifle before shouldering it. You walk towards the two riders, revolver in hand. One of them holds up a hand and you falter, stopping in your tracks. Who are you? The man says in a clear, steady voice.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Safely accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Autorifle, Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Kensham - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
Total Inventory
2 Spears
6 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Autorifle
1 Starved Horse
1 Healthy Horse
In Storage
2 Scimitars
1 Silk
2 Fruit Wine
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters' private guard - not trusting men to do so in fear of possible tarnish. After one was successfully and honourably married of some years later, the same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Autorevolver
Order Deposition
Day One - Hours Left [9/12]
You've hardly finished your challenge when he responds, loud enough to make your heart skip a beat. He retains a steady, uncompromising tone as he addresses you. Captain, you will let me pass immediately. I am an enforcer belonging to the sultan in pursuit of a pair of deliquents. In fact.. He cocks his head. Perhaps you've seen them come this way?
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Safely accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Autorifle, Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Kensham - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
Total Inventory
2 Spears
6 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Autorifle
1 Starved Horse
1 Healthy Horse
In Storage
2 Scimitars
1 Silk
2 Fruit Wine
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters' private guard - not trusting men to do so in fear of possible tarnish. After one was successfully and honourably married of some years later, the same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Autorevolver
Order Deposition
Day One - Hours Left [9/12]
His gaze is unwavering, made of hammered steel. You will tell me where they are. Now. He punctuates this statement by yanking the right sleeve of his robe back, revealing a dark tattoo etched on the back of his right forearm, the seal of the Sultan.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Safely accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Autorifle, Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Kensham - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
Total Inventory
2 Spears
6 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Autorifle
1 Starved Horse
1 Healthy Horse
In Storage
2 Scimitars
1 Silk
2 Fruit Wine
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters' private guard - not trusting men to do so in fear of possible tarnish. After one was successfully and honourably married of some years later, the same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Autorevolver
Order Deposition
Day One - Hours Left [9/12]
He describes the two men he seeks while carefully pulling the sleeve of his robe back down, making sure the mark on his arm is completely covered. Do you remember anyone of such a description? He hisses sibilantly. His tone dripping with a sarcastic patience so fatal that it makes your blood run cold. You fold your hands behind your back to hide their nervous twiddling whilst you rack your memory for the two suspects. You can't seem to remember anyone of said description. You glance at Kensham, and he shakes his head quickly, his eyes narrow as he watches the two riders closely, despite their identification.
His suspicion is understandable. The Sultan's seal is seldom seen except by fellow nobility, and thereby the rationale is that if someone has it inked onto their arm it has to be genuine. You're busy wondering why the Sultan's Eyes still operate on such a boneheaded practice when one of said boneheads begins talking again. Well. He remarks wanly, his voice still deadly quiet. If that's all then, I suppose we'll be on our way. He reins his horse in and prepares to ride around you.
You consider the facts. They claim to be the Sultan's enforcers, his Eyes, an organisation, while not widely known, is still lethal enough to have a reputation, especially amongst professional soldiers and courtiers. The leader showed you a tattoo, one he claimed to be in the shape of the Sultan's seal. While this would be valid as a permission of port, neither you nor any of your men have ever seen said seal before, and wouldn't know it from a common scribble. While the Sultan's Eyes are boneheads, they are also extremely fatal boneheads, as evidenced by their reputation. The only one they've ever had. If you executed a pair of commoners, or even a wealthy merchant or two, no one would give it a second thought. But if two of the Sultan's operatives were to go missing on your watch? Questions would surely be asked. There's a lot of open desert, and no one would ever find a quickly dug grave in the swirling wasteland, but a single misstep when the Communications Major comes by, and you and your entire post will find their heads on a well-used block. IF they're genuine that is.. All the information spinning around in your head is starting to make your head hurt, but you need to make a decision.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Safely accommodates 1 prisoner
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Autorifle, Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Kensham - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
Total Inventory
2 Spears
6 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Autorifle
1 Starved Horse
1 Healthy Horse
In Storage
2 Scimitars
1 Silk
2 Fruit Wine
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honour the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile enviroment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyality (mostly through meals, mind her), set her up as his daughters' private guard - not trusting men to do so in fear of possible tarnish. After one was successfully and honourably married of some years later, the same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Autorevolver
Order Deposition
Week One, Night [1/5] - Hours Left [00/00]
You have him make his mark on a slip of old dry paper you found after rummaging around in your hut for a few minutes before sending him on his way. You pocket the piece of paper and pray that nothing bad comes of this.
The sun sets on this busy day, and your men relax as darkness falls at last over the windswept sands.
It is now nighttime. Use this time to talk to your men and ask any questions you might have. You can end nighttime and move on to the next day whenever you want to.
Just after the sun goes down, a rider atop a chestnut brown horse earnestly arrives. He is clad in a modest yellow robe highlighted by his silk white vest and wearing a checkered red and white headdress. He drops nimbly from his horse just outside of your hut and strides confidently to the door to greet you. You shake his light brown hand, noticing his handsome, freshly shaven features and lean build. He doesn't bother to smooth the mop of rich black hair that is revealed as you invite him inside and he removes his headdress. He flashes you a smile, clean and white, lopsided, only adding to his already roguish air. His voice has a hint of amusement in it as if he were talking to an old friend he hadn't seen in some time. Good evening Captain, my name is Silan. I am your station liaison. How was your first day? Any trouble with the merchants? I talked to a few of them on my way out here and they seemed a bit put-off. He laughs in a breathless sort of way. Typical behavior of course. These rich fools think that being clever with money makes them untouchable. He pats the short-barreled laspistol hung at his hip. At least until you point a gun in their face. Then they're falling all over themselves trying to buy their way out of a beam to the skull. You blanch mentally. He sounds just a bit too familiar with that particular subject..
The Communications Major has arrived at your Station, and will always visit it the First Night through Second Day every Week. There are five days in every week. The Comms Major is a government agent, one who takes his job seriously and will take every opportunity to ensure your station is as efficient as possible. It is his task to take requisition orders and have them delivered in a timely manner, as well as official messages to your superiors, and to know every possible detail about you and your men's past. If one of your men has a criminal past, it is your duty to inform him. Your job is to report all goings on since his last visit, however accurately is up to your discretion, and he will do his best to cross-reference the information to ensure it is as close to the truth as possible. Just like you and your men, he is young and quite new at his job. Border safety is a new institution for the Sultanate. Every week the Comms Major will also alter your procedures in accordance with the demands of headquarters, and it is your duty to conform to the procedures to the best of your abilities.
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall palm logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Safely accommodates 1 prisoner; clean, with no occupant
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Autorifle, Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Kensham - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
Total Inventory
2 Spears
6 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Autorifle
1 Starved Horse
1 Healthy Horse
In Storage
2 Scimitars
1 Silk
2 Fruit Wine
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honor the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile environment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyalty (mostly through meals, mind her), set her up as his daughters' private guard - not trusting men to do so in fear of possible tarnish. After one was successfully and honorably married of some years later, the same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Autorevolver
Order Deposition
Chit w/ mark of claimed Sultan Eye member
It is now nighttime. Use this time to talk to your men and ask any questions you might have. You can end nighttime and move on to the next day whenever you want to.
The Communications Major has arrived at your Station, and will always visit it the First Night through Second Day every Week. There are five days in every week. The Comms Major is a government agent, one who takes his job seriously and will take every opportunity to ensure your station is as efficient as possible. It is his task to take requisition orders and have them delivered in a timely manner, as well as official messages to your superiors, and to know every possible detail about you and your men's past. If one of your men has a criminal past, it is your duty to inform him. Your job is to report all goings on since his last visit, however accurately is up to your discretion, and he will do his best to cross-reference the information to ensure it is as close to the truth as possible. Just like you and your men, he is young and quite new at his job. Border safety is a new institution for the Sultanate. Every week the Comms Major will also alter your procedures in accordance with the demands of headquarters, and it is your duty to conform to the procedures to the best of your abilities.
Week One, Night [1/5] - Hours Left [00/00]
He shrugs helplessly. Hell if I know. That's privileged information, and I'm no noble. I can show it to my superiors and get back to you. In the meantime, we'll keep an eye out for these characters. You made the right call. You give the Major the Chit.
Anything else?
---
Station
Captain's Hut - A dried clay building that has a bed, a desk for important documents and a heavy wardrobe with a lock for clothing, weapons and other important items, as well as a wooden door for added privacy and safety
Barracks - A squat, open building made from wicker packed dirt that can comfortably house 20 men; also used to store arms and supplies
Small Tower - Three tall palm logs leant against one another and lashed together at the top; provides a vantage point for guards
Prison Box - Safely accommodates 1 prisoner; clean, with no occupant
Well - A hole in the ground where water is drawn from
Personnel
--8 Green Militia--
Assal - Spear
Lola - Spear
Hon - Scimitar
Plisk - Autorifle, Scimitar
Jamai - Scimitar
Ghorma - Scimitar
Kensham - Laspistol
Haru - Marksman Pattern Lasrifle
Stores
Total Inventory
2 Spears
6 Scimitars
1 Lasrifle, Marksman Pattern
1 Laspistol
1 Autorifle
1 Starved Horse
1 Healthy Horse
In Storage
2 Scimitars
1 Silk
2 Fruit Wine
Procedure
- Allow merchants and natives
- Run the poor off
- Deal with others as you see fit
- Honor the Sultan
Name: Azdna Shey
Gender: Female
Appearance: Standing as tall as most men and with wiry muscles hiding beneath her skin of deep-bronze, not many suspect Azdna as female on the first glance. Her deeply inset pair of amber eyes is always ringed with black mascara - obviously needed in such a hostile environment. The smallish nose and lips might create a sense of womanly charm, were it not for the near-constant frown of the eyebrows that dissipate them from doing so. Reaching over the shoulderblades, her coalen hair is finely braided in a multitude of strands - and bound with a strip of leather, as not to impede in combat.
Background: Hailing from the streets of the sultanates capital, Azdna made her hardy living as cutpurse, take-and-run, occasional burglary - you name it. A small clash of daggers with a fellow street-urchin somehow acquired her the interest of a merchant, who after a few weeks of gauging and gaining her loyalty (mostly through meals, mind her), set her up as his daughters' private guard - not trusting men to do so in fear of possible tarnish. After one was successfully and honorably married of some years later, the same merchant got Azdna a place with the guards. Let's just say that her insight and somewhat underhanded methods of fighting and going about things gave rise to some sort of recognition. Not one that did her good, with things being as they are now.
Possessions
Scimitar
Autorevolver
Order Deposition 1
It is now nighttime. Use this time to talk to your men and ask any questions you might have. You can end nighttime and move on to the next day whenever you want to.
The Communications Major has arrived at your Station, and will always visit it the First Night through Second Day every Week. There are five days in every week. The Comms Major is a government agent, one who takes his job seriously and will take every opportunity to ensure your station is as efficient as possible. It is his task to take requisition orders and have them delivered in a timely manner, as well as official messages to your superiors, and to know every possible detail about you and your men's past. If one of your men has a criminal past, it is your duty to inform him. Your job is to report all goings on since his last visit, however accurately is up to your discretion, and he will do his best to cross-reference the information to ensure it is as close to the truth as possible. Just like you and your men, he is young and quite new at his job. Border safety is a new institution for the Sultanate. Every week the Comms Major will also alter your procedures in accordance with the demands of headquarters, and it is your duty to conform to the procedures to the best of your abilities.