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Messages - Weirdsound

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241
Your memories of the city of Bride Price are rather faint. You only spent a few months there before you were even five years old. To avoid causing a scene, your party drops off its fifty excess hunters at the raider camp three miles downriver from the city walls, and passes through the gate wearing the practical attire of desert explorers. Some people recognize the iconic mustache of King Penteram, and others the large frame of your brother Andre, but if any of the residents of Bride Price suspect that their king is among the party, they are unable to guess which of the young men in your group he might be.

The city strikes you as rather run-down and impoverished. Perhaps the filter of a child's innocence prevented you from seeing this before, or perhaps the economic damage caused by the Volcanique Confederation's blockade is beginning to set in. The ugly fortress that you call home is painted white now; Phillip tells you the locals refer to it as 'the molar' nowadays as it resembles a flattened tooth. The inside of the building is now much nicer; much of the furniture is now human sized, crafted from wood, bone, and ivory. Giovani brags (and Penteram complains) that every elephant and rhinoceros within a week's journey from Bride Price was slaughtered for your furnishings.

Meet with our great uncle Archdruid Tamar.

From your chambers near the top of The Molar you have a good view of the city, and can see that the only real nice part of town surrounds the only building larger than your home: The Mahallo Grand Temple. You send servants to contact the temple and arrange a meeting with the druids.

The following day you cross the city and are met at the Temple by your great uncle Archdruid Tamar, who gives you a tour. The temple is a large building, but with the exception of a library containing both general magic knowledge and lore of the spirits that the Mahallo worship, and several communal sleeping areas, the vast majority of space is open with sparse floorplans and high ceilings. Some rooms include small plots of soil and exotic plants, which you know are called druid gardens. In addition to maintaining unusual flora, the druids who dwell at the temple also practice magic; At any given moment in any given room, you are likely to see peers sparring or mentors teaching a small group of students. Spells fly with little warning, and you note that those not participating in the lessons tend to stick to the edges of whichever room they are in.

Tamar seems to be a friendly, if somewhat quiet, old man. He confesses that these days he and his temple are mostly out of politics, at his age he was more than happy to hand affairs of state over to your mother and Penteram, who both strike him as reasonable rulers. He admits the blockade has been bad for the city, but people are not starving yet and the druids of the temple can feed themselves anyway.

He shares a few concerns with you. Like your brother Anders, he is worried about the orc leader Korrag. While your brother frets about the neighboring ruler's spy network, Tamar is more concerned with his magical talents. "There have been far more wicked spirits active in your lands since Korrag arrived, and the benevolent spirits that I commune with... many are afraid of the Orc. I don't know the exact nature or reach of his power, but he or somebody close to him is at the very least a powerful druid in service of malicious beings."

Secondly, he expresses worry about a young religious movement in your lands, which he calls the Frontier Heresy. Followers of this cult cite the ambiguous prophecies of Agusta's eldest son, the late Archbishop Lucius, and various whispers from Finna, a sea spirit in the Mahallo pantheon who was just recently heard from for the first time since the people moved to the frontier. Their core belief is that a ritual can be devised that will reverse the flow of the Frontier River, cause it to tunnel under the Titan Lands, allow the Mahallo to reach the sea once again, and the stranded crusaders the means to either go home or continue their crusade.

Although true believers in this heresy are few in number, most of them are powerful druids and imperial clerics. Many in politics, including your mother and most of her court, offer the Heresy protection and financial support, as they would rather see the crusaders and the locals cooperating than fighting. Tamar, however, understands the magic involved and believes that there is a good chance the prophecy is true; It is possible that the ritual can be worked out and performed within your natural lifetime. He warns the reversing the flow of the river would flood much of Bride Price, and cause a terrible and unnatural shift to the local ecosystem.

Lastly, he warns that it may be best to have your heirs trained in Druidism at the temple. Traditionally the Mahallo have been ruled by druids, and although Tamar and all of his likely successors are fine taking a back seat to secular rulers, this viewpoint is not shared by every druid, and the desire to return to a druidic monarchy may become a grievance for populist movements against the crown at some point down the line.

---

In the meantime, I think we should discreetly make inquiries into political marriage options. Given the state of our family, it might be a good idea to get an heir sooner than later.

Considering the state of your younger brother and probable heir Prince Alan, you decide it may be beneficial to start producing your own children sooner rather than later. You don't doubt notable locals will start offering your daughters to you sooner rather than later, but there are some steps you can take to speed the process along.

As marrying for a powerful political alliance is likely off the table, you best political marriage would be local. The upper echelon of Mahallo society is make up of the Druids, the Merchants, and the Raider Clans. Marrying into one of those three castes would win you local friends and endear you the common people of New Mahallo, and getting a handful of marriage prospects offered to you would be as simple as drafting a few letters to prominent raiders, merchants, and/or druids expressing interest.

There is also the matter of the crusaders, who could very well become troublesome if you abandon your Imperial roots by leaning too far into Mahallo culture. A marriage could help there, but most of the crusaders are male soldiers who left their family behind to try and fight the Eunuch League, so potential brides amoung their ranks may be few and far between. Your best bet to use marriage to display loyalty to the Imperial culture and religion would be to ask you brother King Penteram to help you search for a bride among the families of the Imperial Clergy of The Titan Canyons.

On the topic of Imperials, you are sure many powerful leaders in distant nations would be interested in the claims you hold against your brothers' land. You could deploy the merchant cartels next cold season to skirt the edge of the desert and bring your tidings to distant human lands. Although geography and politics would make a military alliance with a distant human lord impractical, someone might pay you a healthy dowry to take a daughter off their hands on the condition that you eventually send them back a grandkid or two with claims to press. Considering the state of your economy, an influx of money could be helpful. Such a marriage would, however, likely take at least four years to complete: One cool season to get the message out, a second to receive offers, a third to send good news to your lucky in-laws, and a fourth to receive the bride and dowry.

Do you start actively pursuing marriage offers from any of the above groups?

---

Scout out the animal husbandry and hunting industry in our new realm and establish business contacts.

Hunting and animal husbandry are both present in New Mahallo, but neither field could be considered much of an industry.

Ranching is difficult on the savannas of New Mahallo, as livestock easily falls prey to dangerous predators such as lions, hyenas, and wild dogs. Some brave and talented druids tend to herds of native wildlife for milk and the remains of whatever dies naturally, but druids are rarely the sort of people to heavily exploit wildlife for personal gain.

Horses were never a part of Mahallo culture before they came to the frontier, and are just now starting to catch on among your subjects as a means of transportation. Most horses in the Kingdom are imports from The Titan Canyons. The Mahallo know so little about the creatures that some unscrupulous forigners get away with selling mules advertised as breeding stallions.

The merchant families employ Camels and Dire Kangaroo rats for their journeys across the desert. Some purchase their stock at The Nameless City. Others run small breeding operations at their compounds at the edge of the desert. As the market is pretty much limited to other merchants, nobody in New Mahallo goes out of their way to try and make money by selling such creatures.

Hunting is more a hobby for the rich and a survival method for the poor than it is an industry. Meat doesn't keep long enough to serve as a consumer good, and the climate is too warm for most people to want to wear leather or hide. You imagine that if you were to build up an actual proper military, you could easily increase the demand for leather, but in doing so you'd make your own treasury the primary customer on the market.

Some of the raider clans supplement their income by leading hunts, either through the savanna of New Mahallo or the woods of the neighboring Moon Elves, for visiting Imperial Nobility in search of adventure. The blockade has hurt this side business quite a bit, but nobles from The Titan Canyons will still follow the lead of their King and seek a grand hunt from time to time.

---

You sit down with Raid Chief Hau, an imposing man with imposing tattoos. He is planning to raid a major riverside forest retreat right around the time of your birthday, and would be glad to have you along in the position of honor in the first canoe.

"Elves live slow and adapt slower. For aeons they have been safe, protected by dense woods and druids. Then the Mahallo came, with canoes to bypass the woods and attack by river, and druids to match their own. For us it been generations since that started, but for the timeless people our raids are still a new experience, and they rarely have a good answer." Hau explains, "I obviously cannot guarantee your safety, especially considering the size of the target, but I can assure you raiding is somewhat less dangerous than you'd expect."

He puts a hand on your shoulder. "Of course, there is absolutely zero shame in a high profile young man such as yourself requesting a less risky coming of age. I know of an orchard a half day closer by river than our primary target. Once we hit the forest retreat, the elves will focus their forces there, so if we hit the orchard with a smaller group... say twelve to eighteen hours later... those raiders would likely be unopposed."

Would you like to raid the orchard or the forest retreat?

Once you pick your target, Hau begins running down some of the roles you can play once the raid begins. You consider your options.

Possible Raid Roles -
Patrol The Perimeter of the Raid: Pick off runners and alert your comrades to enemy reinforcements from the safety of a Dire Kangaroo Rat.
Challenge the Defenders: Prove yourself by joining the front line to attack the enemy where they are strongest.
Clear Buildings: Get first dibs on both the loot and the squishy civilians.
Guard the Canoes and Druids: You can lay low if you want, but it will be your responsibility to step up if the enemy decides to go after your means of safely returning home.

---

Thirteen years of desert experience earned us a specialty in swimming. No need to flirt with words, just hang out the pool and flex a little, or dive from the high board.

I mentioned in one of the first Nameless City posts that your manor was on a lake and had a pool. Arawn got to swim almost daily. :)

242
Quote from: Birthday Bash Vote
Raid = 4
Magic Tournament = 4

Could I get a tie breaker please?

Petty King Arawn Volcanique of New Mahallo:
Spoiler (click to show/hide)

243
Can we also explore and look into the The Mahello Grand Temple?,
+1 I approve of meeting druids and other religious leaders. As a refugee minority their culture had no presence in the Nameless City so we have little contact with our subjects' customs. Very good plan to pick up a few basics before we sit on the throne.

A good number of the merchant children you grew up with, including Keanu, are Mahallo. You know at least the basics of their language and traditions.

244
You tell Penteram that you have a credible, if somewhat dated, lead on a Sand Daemon in the Godsbane Basin region. The journey will take awhile, so the large hunting party takes sets off southbound the following day.

---

While you travel, you get the opportunity to make small talk with most of your fellow hunters.

You have a few vague memories of the man who would become King Penteram from your early childhood, and aside from his moustache having changed from brown to gray, he is exactly how you remember him. Short, but stocky and muscular. A loud braggart, but with a kind heart. A deadly hunter, who loves and respects all animals. Despite have only been to the desert one other time in his life, he is nearly as comfortable navigating it as you or Keanu.

Your much older brother regularly grills you on details about the plants and animals you encounter on the journey, and he always seems grateful when you provide the answers. In return, you grill him a bit on the affairs of the world. Penteram tells you full stop that he would love nothing more than for the Confederacy to declare war upon him. Aside from slaying a Sand Daemon, winning a war is the only thing left he feels he has to accomplish in his life of manly adventures. There is no sport in beating up the nearly defenseless state of New Mahallo, and his only real chance of beating Felix's superior numbers and generalship is to provoke the Eunuch into trying to invade the nigh uninvadable Titanlands. He had thought sheltering the crusaders would do the trick, and give him a bonus of extra soldiers, but his pesky brother chose to respond by cutting off trade and leaving Penteram stuck with a bunch of heavily armed radical hardliners who technically claim that he shouldn't even hold a throne.

As you talk, you get the feeling that Penteram's interest in New Mahallo isn't terribly deep or diabolical. His initial offer of arms to the Mahallo raiders was for the sole purpose of securing himself loyal, knowledgeable, and well equipped guards for his own personal raiding and hunting trips into the elf controlled forests. He had wed Phillip to your mother so he could pass his gifts to the raiders off as a bride price, and make it seem less like a crass bribe. This arrangement, however, wound up tying him closer to your Kingdom than he bargained for. He claims to spend at least a month in Bride Price with Phillip and his grandchildren every year, and to have fallen in love with your lands and people. "Although I am not her King," Penteram admits, "today I would gladly lay my life down for the Kingdom of New Mahallo just as I would for my own lands."

You can't help but wonder if that sentiment makes him an ally, or a rival for control of the lands you inherited.

Your mother and Phillip give you plenty of details on your two youngest siblings whom you have yet to meet.

Poor Prince Alan is a wreck. He apparently suffers from 'possession', an ailment that runs in the family of Phillip's baseborn mother. From time to time he will lose control of his muscles, fall to the ground, convulse, and foam at the mouth. When the boy is not suffering from seizures, he is usually hiding in his chambers, afraid of his own shadow. The poor child believes, among many other conspiracy theories that all seem to be centered around his death, that Andre and Anders are agents sent by you to kill him, and no amount of gifts from his half brothers or explanations from the other adults can convince him otherwise. The only person he seems to trust, aside from his parents and a few of the servants, is the artist Giovani, who has taught the child to paint. The paintings that Alan produce are high in quality for somebody of his young age, but the subject matter is often disturbing. Your mother shares that his latest work depicted her being torn to shreds by wolves, with the boy saying that he saw the scene in his nightmares.

To make matters worse, many in the clergy believe that since young Alan is male and born after Queen Anne became royalty, that he is ahead of Penette in the line of succession. Even the child's own father Phillip, however, admits that putting a crown on Alan's head would probably be a terrible idea, and he has Anders and the other clerics working hard to extend your mother's childbearing years in hopes that he can have a less problematic heir.

Princess Anne on the other hand is a model child. Your mother claims that she is probably smarter than even you or Anders were at her age, and is very engauged in with the world around her for a four year old. She often chooses to sit in on regency council meetings of her own volition, and can usually give basic summaries of the issues discussed and decisions made afterward. Anne the younger would probably have traveled with the hunting party to be dropped off at the nameless city for education, but she refuses to leave her parents and her favorite brother Anders.

Speaking of Anders, you learn that your brother is more miserable and standoffish than he has ever been. Phillip suspects it is because he is overworking himself. Your brother is currently training at least six hours a day in the art of divine magic, fulfilling the ceremonial duties of an Imperial priest, and taking on any responsibility for the Kingdom that he can convince his mother to give him. You know, but don't tell, your mother and nephew/step father that in addition to all that Anders is also trying to teach himself other, more heretical, magics.

Andre, on the other hand, is doing well for himself. He spends most of his days at home drilling with the Mahallo raiders. He is apparently quite the fighter, having traveled to The Titan Canyons recently to compete in a tournament that King Penteram was hosting. Andre tells you that he finished second place in the melee, and came in fourth in the single fight bracket. He quietly admits that he think he could have won the later event, but threw his semi-final match against Penteram's son Louie so as not to cause a scandal or make an unintended political statement. Your brother boasts that he is likely to become an even more impressive fighter in time; at present he leans on his impressive strength to win him fights, and he is sure he will only improve as he gains more experience and better technique.

On the marriage front, Andre is playing it by ear. He confesses to keeping a few lovers around Bride Price, but unless one of them falls pregnant and points the finger at him he has no intention to wed any of them quite yet. "I don't know how the political situation will play out when you come into power, brother, so I'm keeping myself avaible in case you need a family member to marry off to pacify the Mahallo or the Crusaders or something."

---

Maeve thinks it may be possible to get a brittleness hex onto the Sand Daemon. Her preferred plan would be to spot it from afar, and have the unimportant hunters cast lots to form a small group of two or four to charge and get killed so everybody else can gauge its abilities. Depending on how quick its movement speed and reaction time are, Maeve might be willing to try and sneak up on the beast alone at night, when vampires are fastest, and slap the hex on. This of course would depend on both Penteram and the prey being cooperative enough to wait a day between sighting each other and starting the fight.

You and Maeve spend an hour or so each night practicing your brittleness hexes. You can hex your mentor with about thirty seconds of skin to skin contact, and vampires are fairly hex resistant. Depending on the Sand Daemon, of course, it is probable that it will be quicker to hex your intended target if it gets distracted enough to let you in up close.

As for useful illusions, you can create an animated false image of the 25 hunters under your banner, and maintain it for about a minute and a half, or two minutes if you are willing to strain yourself to the point of extreme exhaustion. Maeve can do all fifty of the uniformed hunters, and hold them for closer to six minutes. Illusions are arcane magic, allowed if not necessarily encouraged in Imperial culture, but most people with a noble upbringing know that the Bleachedkin are the ones who teach the art in the Nameless City; A blatant display of illusionary power would betray the fact that you have at least some affiliation with the vampires, and allow those in the know to probably infer that you are trained in hexes as well.

---

"You know why they call it Godsbane Basin?" Kane asks the assembled royalty and hunters as they sit around the large oil lamp on their first night in the aforementioned region. "Ages ago, a pre-imperial god of nature and beauty, name forgotten to history, resolved to make this place green and fruitful. The god tried for years, but he could never make a hospitable climate take hold. He tried for so long and so hard that eventually even he, a god, succumbed to dehydration and exposure. Wild beasts tore into his carcass, and enough blood came gushing out to create the lake that carved the basin. For decades, the Lake of blood was the forgotten god's only legacy. And then even that dried up."

Your friend takes a long sip from his wineskin. "That is what the desert does to outsiders. Dries them up, chews them up, kills them, and leaves their legacy to the mercy of dust and time."

The rest of the hunters seem impressed. Struck by the profound parallels between themselves and the nameless god, both out to accomplish a task above their pay grade and against the will of the desert. You can't tell for sure if Kane is speaking the truth; You have never heard that story from Matriarch Mire or Vishnu, and your friend does enjoy telling a good ghost story from time to time.

---

The party wanders Godsbane Basin for months. You take down many wild Dire Kangaroo Rats, Fiend Centipedes, Impregnator Wasps, and other impressive prey animals, but your true quarry eludes you.

At one point you find what looks to be the trail of a titanic Vinegaroon, a surefire sign that the Sand Daemon Pierre spoke of had been around. You follow the trail. For days. But eventually it vanishes on the banks of a temporary river created by the extended cool season. The party combs both banks of the river for weeks, hoping to pick up the trail again, but to no avail.

Eventually the time comes to turn back and leave the desert, perhaps for the last time, before the cool season ends.

---

During the journey home, talk shifts more and more towards you and your reign. You will have to endure about two months of minority between reaching Bride Price and celebrating your 17th birthday. King Penteram offers to fund an excessive birthday feast to celebrate the start of your reign as an adult monarch. He has several ideas on how you might celebrate, noting that your appearance at the party will likely be your realm's first impression of you.

Party Ideas:
Tournament: Call all the knights, champions, and raiders in your realm to do battle for glory! Optionally you may choose to participate to show your courage and honor.
Magic Tournament: Invite Imperial Clerics, Mahallo Druids, and other miscellaneous spellcasters to compete for dominance! Optionally you may choose to participate to show your skill and cunning.
Legendary Feast: Provide meat, booze, and entertainment to the entirety of Bride Price for a whole week!
Safari: The plains and scrublands of New Mahallo are full of prey species you'd never see in the desert. Get over your failure to find a Sand Daemon by bagging your first lion or rhino.
Raid the Elves: Traditionally Mahallo men celebrate coming of age by riding in the first canoe of a raiding party.

Although you will not hold any real power until your birthday, you will have a personal guard and free reign to explore your realm. Is there anything you would like to try and do/see/accomplish before the party?

245
Quote from: Hex Votes
Yes - 8
No - 2

Quote from: Book Votes
Steal - 4
Purchase Copy - 7
Do not Acquire - 0

Quote from: Evie Votes
Marry You - 2
Marry Anders - 8
Marry Andre - 0
Do Not Marry - 0

Quote from: Hunt Votes
Yes - 8
No - 1

Who to Invite: IronyOwl's post got a bunch of +1s. Lets go with that. Hard to count split votes when people can vote for an open-ended number of hunting guests.
Preparations: IronyOwl and Mightymushroom with the suggestions. Minus the implication that Penette and Pier should murder Penteram.

As you consent to the hex, Matriarch Mire places a hand on you, and holds it there in silence for a few moments. A brief wave of cold passes over your body, and the deed is done. Later when changing your clothes you find runes etched into your own shoulder; Usually the terms of a hex appear plainly written in the caster's native language. You are not sure what the runes are; Perhaps the Matriarch is old enough that her native tongue is lost to the world, or perhaps she is so skilled at hex weaving she can publish her terms in the universal and lawless language of the raw arcane. Either way, you cannot read it, and thus have no choice to take Matriarch Mire on her word regarding the terms of the Taboo.

---

You tell Frigga to arrange Evie's marriage to your brother Anders. She nods.

Some time later you receive a letter from Andre that mentions Anders is to be wed to the daughter of a dead crusader Bishop. Apparently Anders is put off by the arrangement; Queen Regent Anne had promised him earlier that he might marry whomever he pleased, and to that end Anders was strongly considering taking a vow of celibacy to increase his standing among the Imperial Clergy, but some party mother refuses to name made her an offer including a dowry that she couldn't refuse. Luckily for your relationship with your brother, the letter suggests that nobody back home, least of all the author, has any idea of your roll in the arranged marriage.

The only person who seems to have put two and two together seems to be Evie herself, who one day approaches you out of the blue, thanks you 'for everything', and comments that you look good in a hood. She then quickly departs before you can strike up a conversation, leading you to believe that at the very least she understands that the circumstances behind her marriage are supposed to remain secret.

---

By the time the scribe you hired has finished transcribing Rites and Rituals of the 19 Demons it is too late into the cool season to safely send the scroll back home to Anders this year.

Luckily the Bloodstone Plateau does not mount a major raid during this downtime, and Anders seems satisfied with the delivery of his legally purchased gift. He replies with a letter that both expresses his gratitude and vents his frustration about affairs back home.

Apparently Anders has been involved in negotiations with the Bloodstone Plateau Fortress, and finds their leader to be frightening. His name is Korrag and he is a full blooded Orc who claims to have made it across the great desert with a vast knowledge of exotic magic. Anders does not doubt Korrag's claim of magical knowledge, but is more afraid of the Orc as a person. Apparently he has risen to undisputed leader of the Fortress having only immigrated there ten years ago. As part of his rise to power, Anders suspects Korrag as built himself an extensive spy network that extends even into New Mahallo; Korrag always seems to know exactly when the Mahallo raiders are away 'conducting business', and nasty rumors about prominent figures in government, including the one that you intend to assassinate Phillip and his children to avenge Vera, have been spreading like wildfire across Bride Price ever since the full blooded Orc came into power.

Anders claims to have met Korrag on a few occasions, and is very confident that the Orc has no intentions of being anything but a pillager and troublemaker in regards to your kingdom. He is currently pretending to entertain a peace deal in which one of his sons marries your youngest sister Anne, but insists the wedding take place when Anne reaches age 8, the Orcish age of maturity. Your brother insists that Korrag knows more than enough about Imperial human society to understand why this is unacceptable, but continues to demand the Orcish wedding date insisting that your mother is racist to insist otherwise.

---

You begin to prepare for the hunt, and the first thing you consider is your mount. Your Mahallo Centipede Snatcher Vera is bred for strength and toughness, meant to wrestle down prey, ignore their bites and stings, and allow you to get the kill. As a Sand Daemon would be far to big for a Dire Kangaroo Rat to tangle up or survive a hit from, it might be worth bringing a rat bred for speed. Sadly the Mahallo Centipede Snatcher is the fastest breed your company produces that happens to be large enough for a nearly full grown man to ride. In his prime, Arson would have been faster than Vera, but your old friend is now in his twilight years and has lost a step or two. You are debating if you want to bring your original pet along so he can come home to Bride Price with you afterward, but either way Arson will probably not factor into the hunt.

Nonetheless, you are sure Vera will impress anyway. You will have plenty of opportunities to sic her on appropriately sized prey during the journey. Even the mere act of riding Vera will speak to your abilities; Dire Kangaroo Rats require a specific skillset to ride, and the breeds large enough to ferry adults are few and far between. Your imperial contemporaries will almost surely be riding camels.

You ask Vishnu for any tips that might aid in either bringing a sand daemon down, or at the very least surviving an encounter. The three eyed elf frowns.

"Creatures that powerful are categorized into 'concepts' rather than 'species'. To make any assumptions about an individual Sand Daemon, aside from the fact that it is going to be large and attuned to the elemental magic of earth, would be folly. Some are dumb as bugs, others clever as men. Some might conjure small dust storms to hinder your progress, others could have the earth swallow your entire party with merely a thought."

Vishnu closes his third eye in though, before speaking again. "I can think of two specific pieces of advice for you. First, when in Sand Daemon territory, pick a landmark every day to meet up at should your party become scattered. If the fight goes poorly, and everyone doesn't die instantly, splitting up so it can't chase everyone is your best bet for survival. Second, every sand daemon I've ever seen or heard of depends on an exoskeleton for defense. A simple hex of brittleness could make the fight much easier. Of course you have to touch something to hex it, and some sand daemons may very well have some level of magic resistance, so I wouldn't plan an entire hunt around pulling that move off."

Pierre is happy to give you the general location of the Sand Daemon who killed his mother, and a few hints about fighting that particular specimen. It takes the form of a giant vinegaroon, and can conjure horse sized boulders to rain from the sky. It must be incredibly resistant to venom to survive the god slaying bite of an adult Naj Hochet, but it is not completely immune; The spot on its underbelly where it was bit is soft and withered, providing a weak spot for anyone suicidal enough to get underneath a giant creature they are trying to kill. 

Leaving Pierre, you turn to Penette to talk to about the Naj Hochet behind his back. She doesn't straight out confess to murdering a house mate to win Pierre's friendship, but does state she was looking for someone to teach her more about reptile husbandry and druidism, and took steps, to win the services of Pierre who as a reptile spirit could do both. You accept her answer, and tell her that you don't mind her staying in the Nameless City after you take the throne, but that since she is first in line for the throne of New Mahallo until you have children of your own, it would be nice if she put some effort into developing suitable contacts and manners, just in case. She nods in agreement. "I'll look into that, but hopefully I'll never need to be anything more than a warden of the beasts."

---

The day has come for you to say goodbye to the Nameless City. The party you are traveling with is fairly small to start. Your friends Keanu, Kane, and Kaylee are the only other experienced desert hunters present. Vishnu and Apollo, although too busy to come, have each sent four representatives to honor your invitation. All four of Vishnu's reps know how to navigate the desert even if hunting is not their forte. The people sent by Apollo seem more out of their element, but you know one of them, who goes by the name of Bradley, happens to be one of Apollo's apprentices in necromancy. You doubt he'd actually use that sort of magic in front of Imperials unless his life depended on it though.

Also along for the journey is a beautiful pale-skilled 'young' woman by the name of Maeve. Maeve has been sent by Matriarch Mire to serve as your private tutor in hexes and illusions once you return to Bride Price. The fact that an unwed King is traveling with such a pretty lady in his service may raise a few eyebrows, but as long as none of the Imperials figure out what the two completely entranced and otherwise useless young men she brings with her are for, nobody is likely to guess she is a vampire. Kane has 'selflessly' offered to pretend to be her husband and share her tent if you wish to take an extra step to remove suspicion from her.

---

After two weeks traveling through the desert you meet up with the main hunting party. Penteram's group consists of himself, two of his legitimate sons Louie and Roderick, his bastard Phillip, and a small handful of his favored advisors and underlings. Also present are 25 soldiers flying a banner that depicts a seven headed golden dragon, the Coat of Arms of The Titan Canyons. 25 more soldiers walk under the banner of the Skeletal Rider; Penteram has seemingly been kind enough to bring champions for you to command, although you note they appear to be Imperial rather than Mahallo and that their gear is identical to that which is carried by your brother's men. 'Your' champions are led by your mother Anne and your half brother Andre.

The first few weeks of the hunt are fun. The Imperials are content to roam the desert and see the sights for the first time by day, and drink heavily by night. But eventually Penteram is ready to take things seriously, and to your mild surprise, he calls you and Keanu into his tent for advice. "Where do we start looking for this thing?" He asks, "you guys know this desert better than I."

You consider your options.

Possible Hunting Grounds -
Godsbane Basin: A region deep in the heart of the desert where Pierre believes the Sand Daemon who killed his mother can be found. Your best bet if you actually want to hunt the intended prey.
The Lichdunes: The region around the Nameless City. You know you wont find any Sand Daemons here, but this is the place you are most familiar with, and thus best if you want to show off your skills to Penteram.
The Dustlands: Where the desert meets New Mahallo. A good pick if you want to be able to keep in touch with home and be in position to respond to emergencies there.
The Spirelands: A region of desert known for the harshest terrain and beasts. Also home to many ruins. A good pick if you want a memorable adventure without necessarily having to fight a Sand Daemon.

Also, is there anything you wish to discuss with any of the people on the trip with you? You have plenty of time for small talk OR important political discussions while you travel.

246
Quote from: Education Votes
Study with Matriarch Mire - 5
Study Biomagic with the Vermant - 2
Study the Dragon Gods - 1
Study Maldruidism - 1

Quote from: Free Time Votes
Study general magic - 2
Study hexes - 1
Contribute to the Dire Kangaroo Rat Breeding Buisness - 8
Attend the Lich’s Court - 7
Socialize with Imperials - 1
Study abjuration - 1
Study conjuration - 1
Organize Hunts in the Desert - 3
Study Transmutation - 1
Seek Romantic Attention - 1

Only 2 Downtime Activities - 1

Quote from: general opinion
Send both brothers away
No regency for Anders

You grant both Anders and Andre their leave. They will depart with the coming of the next cool season. You gracefully let the former down on the prospect of the regency, explaining that you don't want to interfere with your mother, who is doing a great job. He seems to take it well.

Penette is sad to lose Andre, as she has few friends, but you are sure she will make due.

---

Matriarch Mire dwells in a manor similar to your own, but her marble walls are studded with bright colored opals. Her class consists of a hodgepodge of students: nobles such as yourself who are just here for the lessons, lesser thralls on the process of being judged worthy or not of full fledged vampireism, rich commoners who may or may not join the Bleachedkin bloodline when their lessons are complete, and pure blooded vampires who just have yet to learn their Matriarch's arts.

The instruction is fairly unstructured. Sometimes the Matriarch will give a lecture to everyone, but usually the class is split into small groups of students each working on their own spell or concept. Matriarch Mire hovers around, checking in with each group to give advice and pointers as they work, but usually your teacher is merely a more advanced student.

Several times a month, perhaps almost weekly, Matriarch Mire throws a feast so that her students might practice manners and social charm. Despite the stories you hear of vampires sustaining themselves on a diet of only blood, you note the Bleachedkin eat solid food; their servings just tend to be much smaller than those of a mortal person. The feasts themselves tend to come with a history lesson; Mire's favorite fun fact is that just taking into account the feast days of Imperial saints, there is an excuse to feast on nearly every day of the year, and the Matriarch doesn't just limit herself to Imperial celebrations either. With you in class, there is usually a feast held on the major Mahallo holidays.

One day, the Matriarch pulls you from your group, and walks you over to a collection of more advanced students. "Arawn dear, these students would like a demonstration of how to weave a taboo, a powerful hex that inflicts violent, uncontrollable, and potentially deadly illness on somebody if they perform a predetermined undesirable behavior. How about I ban you from knowingly inflicting or ordering harm to any member of my brood. Now taboos last longer if you give them an escape clause, so I'll set it up so that the spell is broken if one of us harms him or someone truly dear to him."

She then puts a cold hand on your shoulder, and whispers into your ear. "Consent to this, and I shall give you the list of every Bleachedkin vampire in your realm when you reach majority. Consider it a binding alliance of sorts. What do you think?"

Do you accept Matriarch Mire's offer and allow her to hex you?

---

More news from home. You have a new sister! The bad news is the birth was particularly hard on your mother, who is now in poor health. As she was too weak to name the child herself, Phillip named her Anne after her ailing mother.

Several weeks later you get an update. Your mother miraculously recovered. Many in New Mahallo suspect that your brother Andre broke with protocol and used divine magic to heal an ailing royal, but nobody can prove it. Your nephew/step father Phillip, for his part, has banned the clergy from even looking into the matter.

From further afield, more news comes in from the crusade. The Imperials are slowly pushing the Eunuch league back; Felix prefers to yield ground rather than risking his limited men against a larger enemy force in pitched battle. Interestingly enough, the crusaders are pushing not towards Castle Mauve, your father's old seat of power and wartime home to the families and courts off all the Kings in the League, but towards the heavily fortified lands of the Titan Canyons. As trying to invade the Titanlands would be difficult enough without Felix's army nipping at their heels, it seems likely that the Imperials intend to offer King Penteram some sort of bargain to drag the Titan Pact into the war on their behalf.

---

Keanu begins to teach you how to use the spear and javelin, and before long your regular excursions into the desert become epic hunts. Your group is fearless, perhaps too much so for their own good. A fiend centipede, impregnator wasp, or even puma could easily kill an adult hunter, much less a barely-10-year-old Petty King, but you are well protected. Some of the older kids practice destructive magic now, and your own illusions that you practice with the Bleachedkin combined with a good snare allow you to capture dangerous critters without a fight.

Filling Andre's shoes in both manor leadership and your circle of friends are the twins Kane and Kaylee. In your early childhood you were always weary of them; They were shameless brownnosers towards those they deemed important, and generally jerks to everyone in the manner aside from you, your siblings, the adults and Keanu. But after recently learning from his father that he was to someday wed Kaylee, Keanu began softening to the friendly advances of the snobbish twins. As distasteful as you find some of their behavior, they are never cruel or disloyal to you, and their skills make them useful to keep around. Both are studying the lore and magic of dragons with Ra, and each is capable of weaponizing the elements at a beginner level.

You quickly fill your room with trophies, following Keanu's lead to spend most of your allowance and Dire Kangaroo Rat profits on taxidermists and necromancers to create cool static or animated displays from your kills.

This new hobby has an unexpected side effect; You begin to exchange letters and gifts with your older brother King Pentram and several of his children, including your step-father Phillip. Pentram never made a secret about his own love for the hunt, having gone so far as to name himself after a literal hound, and he taught most of his children to love the wilds as well. All parties involved are careful not to discuss politics in these missives, and you are still not sure if you can trust the royalty of The Titan Canyons to leave you with any real political power, but at the very least you feel confident that they do not mean to kill you.

---

A letter from Andre arrives with the latest convoy from your realm. Inside are details privy only to your mother's court. You are both touched and blessed by the missive. Touched because Andre, who famously dislikes and struggles with written language, took the time and effort to communicate, and blessed because his inside information is far better than the normal rumors and gossip you get from back home.

Anders indeed healed your mother. He and Phillip had been close since Anders was a child, but now your nephew feels indebted to your brother for saving his wife, whom Andre assures you he truly loves. The pair are conspiring to trump up charges against the realm's current Imperial Bishop, execute him, and appoint Anders to the role once your brother's training as a cleric is complete.

You also learn from the letter that some top secret negotiations are in place with the orc blooded people of the Bloodstone Plateau. Your brother is not privy to these discussions, but he speculates Penteram plans to pay them off to abstain from conducting raids should the Titan Pact get involved in the crusade. Andre writes that the leadership of the fortress is particularly cruel; They took many female captives during their great raid, violated them, and allowed them to return home with mixed-blooded children with the express intent of dividing families and communities over if said children should be allowed to live and how they should be treated. Fathers and husbands killing daughters and wives over the shame has become distressingly common.

Andre notes that although Penteram is making preparations to potentially betray his brothers and join the crusade against them, The Titian Pact actually getting involved is unlikely. Penteram, and most of his family, are fairly unambitious, and would rather hunt and feast in the safety of their near impenetrable Kingdom than fight a war. It is more likely Penteram will grant the crusaders supplies and access to his people's services as mercenaries should they reach his border.

---

Your partnership with The Vermant has so far proven fruitful. They try and teach you everything they know about mundane animal husbandry, and provide you with biomages to help you get the most out of your breeding stock of Dire Kangaroo Rats. You come to understand that they have been looking for human partners to help them conduct business with some of the less tolerant Imperial Merchants for some time, and as such you and Penette are encouraged to take full credit for their hard work in public.

The crowning achievement of your work is the development of the manor's own Dire Kangaroo Rat breed; A large venom resistant hunter's mount that you call the Mahallo Centipede Snatcher. Their coloring is the grey you find in the wild specimens of the species, but they are larger, possess a set of three purplish-red racing stripes down their back, and own a set of teeth designed to grab prey rather than chew vegetation.

When the first litter of Mahallo Centipede Snatcher pups reach adulthood, you retire Arson to stud and housepet status, and take one up as a new mount. Your new companion is named Vera, after your late baby sister, and she is a beast. Obedient to your every command, you nonetheless see the murderous intent behind her eyes. When not out hunting, you can almost see the struggle in her eyes as her training battles her instincts to pounce on and kill any small animal or child she sees. When in the field, there is no such holding back; She knows exactly how to pin and position the prey and her body to allow you a perfect strike with your spear to the vital organs.

The Vermant, and some of the children involved in the business, are saving up to purchase a warehouse in the nameless city once your minority, and the lease on the manor, ends. Penette confides in you that she would like to stay in town after you leave to continue her work, partially because she loves what she does, and partially because she is afraid that her close business ties to non-humans could hurt whatever political ties you might try to build with the generally xenophobic imperials. There is some merit to this; Already some of the Imperial teenagers in town are spreading disgusting rumors that your as-of-yet pre-pubescent sister is sleeping with the Vermant. If Andre were still in town, he might have killed somebody over this.

In fairness, the truth about Penette's behavior is possibly even worse than the rumors. One of the children who used to work closely with your sister on the Dire Kangaroo Rats recently went missing. Almost immediately afterward the green scaled male Naj Hochet you helped escort to town began hanging around the manor and helping with the business. You know enough to have an idea of what may have happened, but the missing child had other close friends, and the Naj Hochet (who answers to the human name Pierre) doesn't seem to be extra friendly toward anybody in particular, so for now it is impossible to tell who if anyone is responsible.

---

The latest imperial convoy brought major news about the crusade! Your eldest brother, Petty King Roger Agusta's Finger, was ambushed and slain in battle! As shocking as you found your brother's death, the fallout was more shocking still. Instead of dividing the land between Roger's two sons, the rest of the Eunuch League offered Agusta's Finger to enemy commander Lord Pequad in secret. In a stunningly dishonorable display, lord Pequad accepted, and shoved a knife into the crusade's back by ordering the reserves he was commanding to attack his side's own center in the heat of battle!

Reports vary in regards to how devastating Lord Pequad's betrayal was to the crusade, but at the very least it has brought their advance to a halt for now.

You get another letter from Andre, with interesting news. Somebody is spreading a rumor among the servants who work at the Orc Turd that you blame the royal family of The Titan Canyons for your sister Vera's death, and that you have hired your own assassin in retaliation to strike down your step-father and his children. No reasonable adult at court believes this, but many commoners have bought in, and your own baby brother Alan is unable to sleep at night in fear for his life. Andre himself has taken to shadowing his youngest sibling's every move, out of fear that someone actually means to kill them and frame you.

In other news from home, Andre tells you that he and Anders have been told that they can arrange any marriage for themselves that they want. New Mahallo is too isolated, more or less control by The Titan Canyons, and lacks a real army, so there is little value in a marriage to the royal family for a military alliance. Sometimes the prospect of arranging a match for you or Penette comes up at court, as somebody might be willing to pay a healthy dowry or bride price for a claim on your father's land, but as of yet there are no serious prospects for either of you.

---

Your reputation and standing at Texulchimum's court grows as you age. You are now fairly close to most of the Lich's advisers, many of whom trust you to read prepared statements on their behalf on the days that they cannot be in the audience chamber. Texulchimum himself remains fusteratingly aloof to your presence, even as you see him interact regularly with other children your age or younger. The others assure you that as you are a claimant to kingdoms owned by others, the Lich simply avoids personal interaction to maintain his strict policy of neutrality in Imperial Human affairs, and not out of any personal animosity. Vishnu assures you that his master is as impressed by you as everyone else at court is.

Apollo continues his informal lessons in actual mortal politics, making it a goal that you never forget that although the decorum of your court at Bride Price may be similar, the issues discussed will be drastically different. He assigns you extra reading in the form of archived collections of royal proclamations made by various monarch he considers to be just or clever, to give you an idea of what a good King does.

As time goes on, you begin to accumulate minor titles and positions under the various members of Texulchimum's council. The cup bearer or bodygody to an undead lord has few official duties, but the roles do come with a small increase in your allowance. One position that does briefly become relevant to you is Assistant Archivist under Apollo. Although you rarely visit, your title gives you full access to the library, its records, and permission to tamper with the anti-theft hexes on all but the most important of books.

One day, you receive a letter from your brother Anders requesting that you steal a book entitled Rites and Rituals of the 19 Demons on his behalf. Upon investigation you learn that the tome contains some pretty dark magic but rather subtle magic; Anders claims that he might volunteer to lead some troops should the Bloodstone Plateau attack again, and could use a few devious and devastating tricks up his sleeve for battle as Imperial divine magic is mostly defensive and supportive.

You could easily steal the book; The library has two copies and records indicate nobody aside from Anders himself has looked at either in over 110 years. It would not be missed. You could also afford to be honorable and pay a scribe to make a cheap copy of the document on scrolls. Such a purchase would be more honorable than stealing, but it would leave a record that you have acquired a tome of magic that the Imperials might frown upon, and would take longer to deliver the goods to Anders. Do you help your brother get his book? If so, how?

---

The crusade is over! Prince Felix 'the Soprano' appeared seemingly out of nowhere with a second host and struck the supply lines and fortifications in the lands held by the crusaders, trapping the Imperial army deep behind enemy lines. The panicked crusaders fled toward the Titanlands, taking heavy causalities from Eunuch League troops who could now harass them from almost any direction.

When the retreating crusaders reached to border of the Petty Kingdom of The Titan Canyons, King Penteram granted them refuge. Rather than try to invade the Titanlands, a feat that has historically only ever been accomplished by dragon-led armies and the God Empress Agusta, Felix set up a blockade and only intends to let the crusaders return home in exchange for an unconditional surrender (which includes both yourself and Penteram renouncing all claims against your brothers' Kingdoms) and a hefty ransom.

Many think this stalemate is likely to last the rest of 49 year old Felix's and 47 year old Penteram's natural lives. The Eunuch League has been reorganized into the Volcanique Confederation, the charter of which gives the vast majority of power to Supreme Chancellor Felix over his monarch brothers. The Eunuch has become something of a legendary figure; widely popular among the nobility and commoners alike, and barring outside threats, his lands should remain peaceful for as long as he lives.

This conclusion to the war will likely cause hardships for New Mahallo. Prince Felix's blockade is also cutting off all trade with civilization beyond The Titan Canyons. In the short run, your merchants can make up most of their losses by taking money to help rich crusaders return home via dangerous and complicated routes that skirt the great desert, but should the standoff last for more than a few cool seasons that business will likely dry up. It is also likely that a good number of stranded crusaders may move south and settle the frontier of New Mahollo. Although in theory the Imperial faith is tolerant of the Mahallo people and their ways, many of the settlers are likely to be frustrated religious hardliners, who could very well cause some problems with the locals.

---

Shortly before your 15th birthday, you are summoned to the chambers of Frigga, an old desert hag who serves as The Lich's chief diplomat. This is surprising, you are not as close to Frigga as you are to the members of Texulchimum's court who are or were once mortal men. The hag has you don a hood that conceals your face, and instructs you not to speak unless spoken to.

A woman in her late teens enters and takes a seat. Frigga begins talking to her. You quickly deduce that she is being interviewed to become the hag's apprentice in the art of necromancy.

You learn her name is Evie, and she is the bastard daughter of Archbishop Edwards, one of the chief organizers of the crusade who was killed in single combat by your brother Prince Felix when he ambushed the Imperials at their beach landing. Although nowhere as religious as her father, Evie fully supports the cause that he died for; that the children of King Alan's first wife, in particular the monarchs of the Volcanique Confederation, are unworthy of their thrones. When asked who should be ruling your brother's lands, Evie responds with your name. She is disgusted that the Crusader Leaders choose to flee to the Canyons instead of fighting to the last man.

Evie's father taught her Imperial Divine magic, which is usually forbidden to women, in secret from a young age. Since coming to the Nameless City at the start of the crusade, she has been teaching herself the lore and divine magic of other faiths through the Lich's library. She claims to know a bit about warfare and strategy, having studied her father's command of battles fought before her birth from the man's journals, but Frigga does not know enough about battle herself to test her on this.

The interview concludes, and Frigga informs Evie that she did well, and will be considered for the position of apprentice. Once the girl leaves, the hag turns to you. "My master wishes to quietly put a necromancer in your court. We would like to arrange for the poor orphan you just witnessed to wed yourself or one of your two lowborn brothers. If you accept this offer, she shall be trained in the arts of life and death, and will be ready to join your court sometime around her 30th year."

Frigga gives you a cold glare. "It would be best if you do not speak of this to anyone. Marrying the crusade organizer's daughter may have political value, but marrying a necromancer will not. If you wish, I will write to your mother to arrange the betrothal. As far as anyone will know, Evie is just a harmless orphan, and you had nothing to do with the decision to have her join your family." Do you accept the offer of an eventual court necromancer, and if so, is she to be your wife, Andre's, or Anders?

---

The desert is a buzz. Magical forecasts predict that a cosmic imbalance will lead to a cool season that will last almost the entirety of your 16th year. Usually when an extra long cool season occurs, Imperial Lords gather their champions and strike out into the great desert in hopes of etching their name in the legends by successfully hunting a Sand Daemon.

Penteram, of course, will be launching such a hunt. Most of his children including your step-father will be attending. As an experienced desert hunter, you have been invited as well!

There are pros and cons to going. You will be missing out on the final year of your formal education; The hunt will take so long that you might as well just return to Bride Price and await your 17th birthday. Your mother, known for her skill with the crossbow, writes that she intends to abandon the final year of her regency to a small council of Imperial Clergy, including both your brother Anders and several crusade veterans, to join the hunt if you do; It is her wish to spend some time with her son in which neither of you are burdened with the responsibility of rule.

There is also the matter of danger. With the exception of dragons, Sand Daemons are perhaps the most deadly creatures walking the planet. They are magical beings, often the size of a large house, that usually take the form of a scorpion or an antlion. Most of them possess magical mastery over the element of earth. Only about one out of every five hunting parties will find a sand Daemon, and of those only one out of five will kill their quarry. Many hunting parties go missing entirely, so a 100% fatality rate is not an uncommon outcome of a failed hunt. If you want to take a shortcut towards finding your quarry, Pierre the Naj Hochet offers to lead you to the Sand Daemon that killed his mother, but warns that it is a particularly large one. You are also not sure if you want your friends and family to see you working with an evil spirit.

Of course, there are plenty of reasons why you might want to go on the hunt. The royal family of The Titan Canyons largely control both your kingdom and your destiny. It might be wise to get on their good side. The kill itself would also be super valuable; Sand Daemons are massive beings that store massive amounts of magic in their body. Such a corpse always triggers a boom in the creation of magical items for the court that brings it home, and you are sure Penteram would let you keep at least some of the remains.

Do you join the hunt? If so, who if anyone from The Nameless City do you invite? What other preparations do you try to make?

247
snip

This is mostly a +1 to another suggestion, and it caught a +1 of its own. We shall go with this.

---

You consider Vishnu's offer for a moment. A long moment. Then you hand him back the knife. "I don't think I need to live that sort of life. The price is too high."

Vishnu looks at you. There is something different in his three eyes. In the dark desert night you can't tell if it is disappointment or respect. "Very well. I shall clear these events from the memories of your comrades."

---

You explain to Apollo that Necromancy will allow you to make magical advancements to assist your people. The old man nods. "That is a possibility. It is more likely it will earn you their ire, and give them a reason to cut your reign short. Necromancy is hated. The desire to overcome death is inherently selfish, so it is generally selfish people who master the art. History has taught the mortals of the world that those who possess supernatural control over life and death should be feared, persecuted, or at best mistrusted."

He drums his fingers on his desk. "My master, for example, preys primarily on the troublemaking savages of the world and provides both trade and education opportunities to people on both sides of the great desert. Unless one is a serious student of some serious philosophy or theology that teaches the desecration of bodies and souls is always an unforgiveable evil, logic should dictate that Texulchimum is a positive force in the world. But there are people, on both sides of the desert, who would, if the desert wasn't here to stop them, march their armies to the nameless city to destroy us. Just because my master is a lich and a necromancer, and just because liches and necromancers have spent most of history doing wicked things."

Apollo frowns. "Even if you survived every internal and external attempt to remove a necromancer monarch from the throne, the time you would waste in struggle, and the damage to your kingdom that struggle would cause, would be immense. It will leave you asking yourself if the peace you could have had would have been more valuable than the power necromancy has afforded you."

When you explain that you think Work Ethic is a monarch's greatest virtue, you catch a grin from your interviewer. "That is a good answer. Considering your circumstances, for you, it is even a great answer. We could use necromancy to extend your life by a century, and New Mahallo in all its underdeveloped and unprotected glory would never run out of jobs for you."

He is less enthused about your answer regarding your brothers. "Five of your brothers hold claim to your throne. At least one is responsible for killing your sister. You didn't grow up with them. You don't know them. Anybody you could ask would be biased one way or another. It seems probable you will have to serve as King Penteram's defacto vassal for at least some time. You may get to learn about him and his family before you get the chance to flip the scales of power and that relationship, and may find him worth keeping. But to trust the others, strangers who literally benefit more from you dying than flourishing, with power, freedom, and dare I say even life, strikes me as naïve."

Apollo only chuckles when you mention your desire to add your brother's holdings to your own. "It is funny, isn't it? You strike me as wise enough to understand that power is mere responsibility. Yet you crave more power anyway. I was the same way when I was in politics. Perhaps it is an unavoidable quirk of the human condition."

After concluding the interview, Apollo looks you up and down. "As expected. You impressed me, but not quite enough to overcome the many obstacles between yourself and my tutelage... yet. Learn some other magics, and either lose your kingdom or reach the point where you are comfortable leaving someone else in charge for at least a decade or two. The necromancer's life is a marathon, not a sprint, and I'm not going anywhere anytime soon.

---

A grim convoy from New Mahallo arrives bearing hundreds of orc blooded and Mahallo corpses. Apparently the people of the Bloodstone Plateau launched a large and well organized raid against your lands, while most of your own raiders were away pillaging the elves. Although the attackers were unable to breach the city walls of Bride Price, they spent several months roaming up and down the river, ruining the harvest and slaughtering the innocents of your Kingdom's largest farms. Your own raiders eventually returned to slow down the pillaging, but the half breeds were clever and refused to bring the majority of their force to bear against yours for a definitive battle. It was only the arrival of reinforcements from The Titian Canyons personally led by King Penteram that compelled the raiders to leave before they could be surrounded.

Your mother is still calculating the damages and causalities, but the fact that the Mahallo are willing to sell their own dead to a lich to fund the recovery leads you to believe the situation back home is dire.

The convoy also brings news from further afield. The great crusade against Eunuch League has begun. The Imperials arrived by sea with a host outnumbering the armies of your brothers four to one. Prince Felix, through spies, scrying magic, or just plain general's intuition predicted the time and place of their arrival, and launched a surprise attack against the crusaders as they were wading to shore. The League troops inflicted heavy causalities on the invaders, and retreated in an organized fashion before too many soldiers could get ashore and overwhelm them. Felix is said to have killed twenty two men himself, including several enemy officers and bishops.

It is said that even in the wake of Felix's attack, the league is still heavily outnumbered. The Imperial forces, however, are frightened of the Eunuch and his traps so their advance is slow and cautious. The war could still go either way.

---

You and your siblings lounge in your bedroom discussing the future. Before you sit documents detailing all the ways your future might play out up until you turn 17 and can return to rule New Mahallo. There are several options for apprenticeship and concentrated education availed for you.

Options for Education -
Study with Matriarch Mire: Of all the vampire broods created by necromancers and evil spirts over the years, the Bleachedkin are the only one to make any real headway in imperial society. Although less powerful than some of the more infamous strains of vampireism, the Bleachedkin lack many weaknesses common to vampire kind, and are difficult to detect with the sort of divine magic employed by Imperial Clergy. The other significant factor in their survival is that their matriarch will network with young human royals who might otherwise hunt them by teaching etiquette, hexes, and illusions at Texulchimum's court.
Study the Dragon Gods: Dragons are extinct in Imperial Lands, and nearly extinguished from the world entirely, but their gods are still very much influential in the exotic lands south of the desert. Texulchimum's court chaplain Ra teaches both the spiritual of their faith, and the destructive elemental divine magic wielded by their clerics. Although dragon faiths are not well tolerated among Imperial Humans, the Mahallo are unlikely to care, and you could always use your education as a springboard to learn elementals as an arcane magic disassociated from any religion.
Apprentice at the Department of Mines and Development: Based on your background wandering the desert, Vishnu has offered you a position under himself. During the cool season, you will travel to various sites where you will be taught the art of prospecting. When it is too hot to leave the city, you will study the basics of engineering, artifice, and the properties of magical materials to assist in maintaining and expanding the Nameless City's infrastructure. The DoMD doesn't offer its apprentices a full necromancer's training, but you may get to pick up a few useful tricks for the job such as commanding mindless undead created by others and reducing your physiological needs.
Study with the Assassin's Guild: In lieu of paying rent or taxes to the Lich, the assassin's guild will tutor his noble wards in their craft if asked. You can expect to learn combat, acrobatics, stealth, and the proper use and maintenance of magical items. Students who do well may even get invited to take a few trips to exotic locations to assist with an actual job. A guild education would also provide both connections and training that could protect you from assassination attempts.
Study Biomagic with the Vermant: Although the Vermant are somewhat protective of their secrets, the actions of you and Penette have opened some doors. The Vermant train their biomages in elements of druidism, the divine magic of pre-imperial religions, and simple arcane techniques to manipulate plant and beast alike. You will also get opportunities to improve your skills in mundane animal handling and husbandry. Penette will likely choose this course when she is old enough in a year, giving you a useful study partner.
Study Maldruidism: Druidism specifically in the service of evil spirits is the darkest magic that is offered to most youth at Texulchimum's court. Apollo has personally offered to tutor you in the subject, strongly implying that it is your best choice if you want a foundation upon which to build the skills of a proper necromancer. A druid's power depends on the spirits he is working with, but the evil ones are pretty consistent in offering means of inflicting pain, death, and fear. This would also be the easiest magical education to continue once you leave the Nameless City to take your throne, as the Mahallo are of course known for their talented druids.
Apprentice at the Customs Office: Texulchimum inspects and taxes all goods that move through his city. Customs agents are trained to understand the market value of all common trade goods, negotiate, and read people. Minor magic to help detect lies, see through illusions, and disarm curses are also taught here. Texulchimum permits a certain level of corruption from his customs officers, particularly when it comes to noble youth dealing with merchants from their own nation. You can expect to amass a decent personal wealth by the time you complete this apprenticeship.

Andre paces nervously as you look over the options. Having fallen behind in his reading and math, he is also just preparing to pick and begin his advanced his advanced studies. He clears his throat and speaks. "Brother... I would follow you to the ends of the earth, and thus I plan to study whatever you do. But I worry. Everybody knows I'm a moron. I know I'll do poorly in almost anything that you would pick, unless you go out of your way and slow yourself down to help me. I don't want to be a burden. I'd be happy to get out of your way and return to Bride Price next season. If I can't be of direct use to you now, I would like to hone my martial skills with the Mahallo raiders, so I might better serve you in the future."

You consider your options. Andre probably would be a subpar student in any magical or academic discipline. There are some options suitable for him; He might fare well with the assassins, and Pennete could aid with the tutoring if he were to practice biomagic. Otherwise, you are sure you could prop him up at the expense of your own progress. On the other hand, he really would make a great champion, and training with the raiders would help him reach that level. It also might be useful to have someone as loyal to you as Andre at court in Bride Price. What do you do with Andre?

Anders, your other brother, speaks next. "If Andre is requesting his leave, I too would like to go. Your father lifted me from a childhood of poverty, and I would like to honor him by becoming an Imperial Cleric as he was, and as much magic as there is to learn here in the nameless city, teachers of the Imperial Faith are few and far between."

He then pauses for a moment, as if weighing his next words carefully. "I will turn 17 in only a couple of years. With your blessing I could serve with or even replace our mother as regent. I know your relationship with the Imperial Church is... complicated at best. But I'm no hardline radical, right? The Church is currently fighting your father's other sons, and if the Eunuch League is defeated, you might receive their lands if the Bishops find you to be an acceptable monarch. And what better way to look acceptable to the church than by leaving a holy man in charge of your regency?"

The proposition is an interesting one. On one hand, everything your brother says is true, and you have no reason to doubt his devotion to your father's memory. Unlike Andre, he is old enough to remember the bad times before your parents met. On the other hand, you are not nearly as close to Anders as you are to Andre or Pennete. Bookish, quiet, quick tempered, and five years your elder, Anders has spent more time haunting the library than socializing with his housemates. Most of the children in the manor, yourself included, believe that he has managed to teach himself some magic, but if that is true, he keeps the nature of his power close to the chest; Existing mages are generally not allowed to join the Imperial Clergy, so you doubt he holds every letter of imperial dogma to be the undisputed truth.

Your weaker bond with Anders leads to questions of loyalty. From a purely political perspective, he is as much a blood relation to you as he is your baby brother Prince Alan and the boy's meddling family from The Titan Canyons. If you allow him to get involved in the regency, there is no guarantee he doesn't become King Penteram's asset as opposed to your own. If you keep him around, and transition into more academic pursuits, you might grow closer to Anders and gain a tutor. Do you allow Anders to leave? If so, does he have your blessing to help run New Mahallo once he comes of age?

Regardless of what happens to your brothers, you also need to rethink how you spend your free time going into your teenage years. With a focus course of study, you will have less of it, but as an older child, you will have more options as to how you spend it.

Possible Free Time Activities: (Pick up to three. Picking fewer than three will yield a greater impact on your skills/contacts from each of your selections)
Organize Hunts in the Desert with your Peers: The children of the manor are getting old enough to take impressive trophies and add martial skills to their desert survival toolkit.
Contribute to the Dire Kangaroo Rat Business: Hone your husbandry skills, while making money and bonding with the Vermant.
Study in Texulchimum's Grand Library: You can pick this multiple times, choosing different topics.
Socialize with Exotic Peoples: As you grow older, the non-humans of the nameless city will start to take you seriously as a contact, ally, and business partner.
Socialize with Imperials: You could receive a lot of land without lifting a finger should the crusaders win. On an unrelated note, lots of Imperials are seeking your friendship.
Seek Romantic Attention: Practice courtship once you get a bit older. If you don't specify a type, I will assume Arawn is hetrosexual and into humans involved in his educational/free time activities.
Work at the Market: As you approach the age at which adults take you seriously, you can help Shaul and the other Mahallo merchants conduct busniess, earning something for your self as well.
Attend Texulchimum's Audience Chamber: The Lich and his prominent underlings are beginning to trust you. You can practice administrative tasks, and share your views on matters of his realm.

248
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?"

249
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.

250
A Skeletal Rider, Dipping his Lance to Charge against a Crimson Background

Architect Advice: Keep the bone motif. It's probably going to be one of our hallmarks moving forward.

Crafting Considerations: Make it out partially of black stones and ivory, as well as inside obsidian in areas, have a giant idk elephant skull in the meeting area

You inform Giovani that you will be using the coat of arms employed by the original Saint Arawn. You also instruct him to build upon the Orcish bone motif, perhaps specifically adding some ivory. Mabey some obsidian to bring the whole aesthetic together.

The artist nods. "Sharp for a four year old, aren't you my liege? Looking to learn necromancy from the old lich are ya? Well even if he refuses to teach you, your subjects wont know any better if you live in a necromancer's fortress. Consider it done."

---

Quote from: Votes
Thieves Guild - 3
Raid Leaders - 2
Merchant Families - 3
Extended Family - 1

Anybody care to break the tie and cast/change their vote for Thieves Guild or Merchant Families?

251
Queen Anne Stonebroom

The Court of Texulchimum

Name: King Arawn

Blood and Bones.

You consider your options and sign your name as Arawn. Even at your young age, you understand that your father is throwing you to the wolves in the name of his faith. In the stories your father and the other clerics tell, Arawn was once in the same position as you: A son of the God Empress who was but a mere child at the time of her ascension. Arawn lost his share of the empire to his brothers before he could even come of age, but escaped capture. He then learned many terrible magics, including necromancy, and devoted his life to killing his brothers, tormenting their subjects, and slowing the spread of the young Imperial Church. Ironically, after his death, he was named a saint for his righteous efforts to ensure none of his siblings would ever equal his mother.

The servant hands the scroll back to your father, and the king reads it and chuckles. "It seems you have a better understanding of your situation than I anticipated, King Arawn. Very well. The servants will help you pack your things. You, your mother, and the rest of her children leave for New Mahallo tonight; The roads will not be safe for you once your brothers take control of them. Since you will miss the funeral, I shall arrange to have some of my affects and remains sent to you, so that you may properly mourn or celebrate my death however you see fit."

---

The journey, although long, is far from unpleasant. They royal carriages are comfortable, and the company is great. Your mother spends most of her time alone with the baby, leaving you and your three other siblings in a carriage to yourselves with no adults aside from the occupied driver present to tell you what to do or how to speak. You have always gotten along well with your six year old half-brother Andre and your three year old sister Pennete, and even the usually aloof 9 year old Anders is pleasant. Perhaps it is because you are to be his king, or maybe there is just nobody closer to his age in the convoy to keep him company.

It takes four weeks for the convoy to reach the Titian's Maw, a massive fortress at the mouth of a canyon marking the boundary between civilized lands and the frontier of New Mahallo. From there, it is another week and a half traveling on poor roads through sparsely populated savannah and scrublands to reach the city of Bride Price, the capital and only major population center of your new Kingdom.

---

When your great grandfather King Geralt 'The Heartless' claimed the frontier for his wife's landless people by purging its Orcish inhabitaints, you wish he had been more through. Much of their architecture and infrastructure still stands in the city he renamed Bride Price. Doors, stairs, and surfaces are all just a bit too high for human comfort, much of the art consists of primitive and savage orcish depictions of hunting and battle, and (often suspiciously humanoid looking) bone is incorporated into many pieces of older furniture.

This applies to your home as well, a large and ugly looking brown clay fortress near the center of town. Officially it is named Nalanie Keep, after Geralt and La'akea's first born daughter, but locals (including the servants who live and work in the building) simply call it 'The Orc Turd'. Your new home has lots of room to play around in, and plenty of children your age to play with, but deep down you can't help but be unsatisfied. Your oversized bed is far from comfortable, and you know in your heart of hearts that a king of your stature has no business ruling from such an unsightly and poorly named building.

Luckily you will not be staying here long. When the temperature drops in a few months, and it is safe to brave the southern desert, Andre, Anders, Pennete, and yourself will travel to begin your education at the court of the Lich Texulchimum. Before he died, your father had arranged and paid for you and your siblings to live in a luxurious manor right outside the Lich's palace until your 17th birthday.

---

One day your mother summons you to the throne room, and has you sit the throne to meet a guest. The old scrawny man introduces himself as Giovani, an artist and architect that your father regularly patronized. He explains that he has two tasks to perform in your service.

First and foremost, the lands which you hold have never been independently ruled by a human of Imperial Culture before, and thus the Petty Kingdom of New Mahallo requires a coat of arms. The man impresses upon you the significance the design: Any human from this point forward who rules a Kingdom from the City of Bride Price will fly some variation of what you pick. Also, if historians and your descendants determine your reign marks the foundation of a new noble house, those who come after you will fly your banner from wherever they might rule.

Giovani's servants then bring in several designs that he has already taken the liberty of crafting for your consideration.

Possible Coats of Arms-
An Orcish Head Impaled on a Spear Against a Dark Tan Background: The coat of arms traditionally born by Knights of your house. The background color has been changed from a light purple to reflect the dusty terrain of New Mahallo.
A Crowned Human Head Impaled on a Spear Against a light blue Background: A variation on your houses coat of arms that boldly announces that you intend to take what is rightfully yours from your brothers.
A Crowd Fleeing an Erupting Volcano Against a Light Gray Background: Traditionally the Mahallo People did not use coats of arms, but warriors under your great grandmother Queen La'akea briefly flew this design between her arrivial in imperial lands and her marriage to King Geralt.
A Skeletal Rider, Dipping his Lance to Charge Against a Crimson Background: The coat of arms used by your namesake, the historic Saint Arawn.
A Pineapple Sitting in a Basket, Surrounded by Other Decoratively Arranged Exotic Fruits and Fowl Against a Light Blue Background: A design inspired by the coats of arms that represent lower noble houses founded by the Mahallo people since their migration to these lands.
A Naked Woman of Great Beauty, Holding an Oversized Crossbow to Tactfully Cover her Sensitive Areas, Against a Light Blue Background: A coat of arms that honors the story of your lowborn mother's ascent to royalty through her martial prowess and feminine wiles.

As you take your time examining each design, Giovani informs you that he would take no offense if you rejected all of his suggestions, and that he would gladly take any feedback, suggestions, or direct instructions you have to offer into consideration for his next batch of proposed designs.

After you consider the coat of arms situation, Giovani explains that he will also be working to renovate and redecorate the Orc Turd over the next decade while you are away at Texulchimum's court. He refuses to promise any miracles; His knowledge of Orcish design and building techniques is rather lacking, so he fears any major structural changes may cause the whole fortress to come crumbling down, but he does assure you that at the very least your home will look better by the time you are ready to rule from it as an adult. He then asks if you have any preferences or input regarding the aesthetics of Nalanie Keep that he might keep in mind while he works.

---

The anticipation is killing you. An undead vulture landed on your windowsill today, and dropped off documents depicting the layout of the manor you will be residing in at Texulchimum's court. It is quite a bit bigger than anyone had expected.

Initially, it was just going to be you, your siblings, and a few of the servants' children that you have befriended since arriving. But now you know that you can clearly invite more. Since pretty much all your friends are already going, your mother suggests that you pick some adults and children of political significance to tag along so that you may build useful friendships and alliances as you grow up. She offers a few suggestions as to groups you might take along, noting that there is probably only room to pick one.

Possible Housemates-
Extended Family: The children of La'akea and Geralt who were not destined to rule were shipped to New Mahallo to become druids. Although Druidism is a tradition for that branch of the family, not all the descendants of your great aunts and uncles have proven fit for the clergy. Socializing with those not chosen to become divine casters might help build bridges with those who were.
Exiled Low Nobility: Already the city of Bride Price is attracting highborn lords who suffer from a serious lack of favor with whichever of your brothers was assigned to rule over them. These people know the lands you may one day seek to take from your brothers, and may prove quite useful if your goal is to rebuild your father's kingdom.
Raid Leaders: Although your Kingdom lacks a true organized military, the Mahallo people are quite famous for their canoe raids. In the past, they could strike almost any coastal location in the world from their island home, but from landlocked New Mahallo their only target are the Moon Elves down river. The clans who organize these raids represent the closest thing you have to proper Knights and Generals.
Merchant Families: Although there are safer and more direct routs from the land of Texulchimum to civilization, some trade does pass through New Mahallo. Cozying up to the merchants responsible for this trade could be beneficial for several reasons; Many of them are already familiar with the court of the Lich, and could help you in navigating your new life. It is also never a bad thing to have rich friends.
Thieves Guild: Since arriving in Bride Price your mother has discovered that the remote and historically under-governed city is home to some serious organized crime. Someone of your stature aligning with such cutthroats would be extremely distasteful to say the least, but your rule would be much smoother without them actively opposing it. Their underhanded tactics might also be useful against your far more powerful brothers.

252
Queen Anne Stonebroom, we don’t need to have our family separated, though having a large army is nice.

The Mahello Grand Temple, I wonder what kind of powers Druids can entail in this world, maybe even shapeshifting?, classically necromancers and clergies don’t see eye to eye, and that can make things difficult for us. Though I hate that the natives are anti-expansion

Name: King Omnipotent because that what we are going to become.

It is less the natives are anti-expansion, and more humans of the Imperial religion/culture might not appreciate being ruled by the member of a foreign faith's clergy. Sorry if I didn't make that clear.

253
"I could fix it easily," you respond, glancing down at the festering wound, "but the Imperial Church frowns upon using divine magic to extend the life of a King. I will not risk my salvation for the sake of my body."

"But sire!" The cleric responds, "its already too far gone for mundane medicine! If you don't accept Agusta's aid you will die! And whatever weeks you have left wont be pleasant."

"YOU THINK I DON'T KNOW THAT!" You roar, "I'M BETTER TRAINED IN THESE MATTERS THAN YOU ARE! GET OUT! Tell the Bishop I'll take something for the pain, but nothing more! NOW GO! I have much to consider and not much time..."

---

Its finally happening. Its not dying that worries you. You always considered yourself a holy man first and a King second, and have no doubt that you have secured yourself a place at Agusta's side. Your concern is that for the first time in three generations, the realm will face the holy tradition of partition.

Your grandparents avoided splitting the realm by disinheriting all their spares and sending them away to reestablish the Mahallo high priesthood. Your father had only two sons, and you had initially renounced your birthright to join the clergy of the old Imperial Faith; Even if your brother Tyrus hadn't been struck down in a duel the Kingdom would have stayed whole.

But now... you have seven sons, and to ensure that no mortal man ever leads a realm as mighty as Agusta did before her ascension to godhood, it is your sacred duty to ensure they all receive land as independent equals. You are positive your death will be followed by some amount of civil war and fratricide, but such events are the will of the church and cannot be avoided.

Your only true regret is the probable fate of your youngest son, born four years ago to your beloved second wife. As his mother was lowborn, it is required that he be given the worst realm to be carved from your own, and as he is ten years younger than the next brother, he will be at a great disadvantage should his fellow heirs turn their ambition against him.

The Parcel of land your son is to receive is the Petty Kindgom of New Mahallo: the southern frontier of your own realm. He will only border one of his brothers to the north, and for his benefit you will ensure those lands go to the least aggressive and ambitious of the lot, but that is the extent of the protection you can give him from his neighbors. New Mahallo borders the forest realm of the aggrieved Moon Elves, the desert domain of the mighty Lich Texulchimum, and the orc-blooded fortress on the Bloodstone Plateau.

To make matters worse, the people of New Mahallo are culturally, ethnically, and religiously different from the rest of the realm. Traditionally, the Mahallo they have tolerated imperial rule, as your grandfather both married their last queen and graciously allowed them to settle the reclaimed frontier following the volcanic destruction of their island homeland. But historically they have been mostly allowed to govern themselves, paying only light taxes. There is no telling how they might react to a culturally imperial Monarch ruling them directly.

The land itself will offer your son little to work with. Some large farms are operated on the river bank, but most Mahallo survive by subsistence farming and raiding the neighboring elves. The local druids also produce some fruits and livestock native to their destroyed homeland on a small scale as luxuries.

You worry new Mahallo wont be willing and able to protect your son until he comes of age, but there is little more you can do for him. As you finish the map of how the realm is to be divided, all that is left is to sort out a regent and education for the boy, to give him the best chance of surviving his minority and flourishing as an adult. You can think of a few options.

Possible Regents-
Queen Anne Stonebrook of the Volcanique-Imperial Kingdom: The boy's own mother. As your propagandists tell it, after the death of her first husband Anne dressed up as a man and joined the army to support her family, eventually being appointed to your elite guard and winning your heart. Although she is better with a crossbow than most of your soldiers, this is not true. She was simply a prostitute attached to your army camp that you became enamored with. Anne is quick witted, but lacks any skill or experience in ruling. The main advantage she provides is that she can be counted on to be loyal to her own child. Her regency will also ensure the boy grows up with a family; If Anne doesn't have the power of a regency to protect her, you are positive that she and her other children (two daughters by you, and two lowborn sons from before you met her) will be gobbled up and scattered to the winds by the political machinations of your other heirs.

Prince Felix 'the Soprano' of the Volcanique-Imperial Kingdom: Your second eldest son. Felix is one of the greatest soldiers the Kingdom has ever seen, impressing as both a knight and a general. Unfortunately his only defeat let to him being captured and eventually castrated by Orcish raiders while assisting a neighboring Kingdom, thus rendering him ineligible for inheritance. Employing Felix as his half brother's regent will ensure that the young Petty King will have the best army that New Mahallo can muster waiting for him when he reaches ruling age. It could also lead to conflict; Felix is not the type to build an army and leave it sitting idle, and although his hatred of Orcs is understandable, it can cloud his judgement and lead him to make irrational decisions from time to time.

Henri of Rain Valley: Your brother-in-law and steward, sibling to your late first wife. Although insufferable at times, Henri is considered one of the smartest men in your whole realm. A genius when it comes to matters of investment and development, if anybody can make something out of the barren lands of New Mahallo over the course of a decade or so as regent, it would be Henri. At the very least, he would likely ensure that your son starts his reign proper with a healthy treasury. There are, of course, some risks involved with naming Henri regent. The man is infamous for his disagreeable nature; It is probable that his time as regent will stir up some descent among the Mahallo people. And although Henri is often aggressively overcritical of all your adult children, they are his blood. It is possible he could turn out more loyal to them than his ward.

Archdruid Tamar: The last living child of your grandmother, Queen La'akea 'The Savior' of Mahallo, and your grandfather King Geralt 'The Heartless'. Despite being your uncle, Tamar is only a few years your elder and in good enough health that he is likely to survive the duration of the regency. Tamar has been, more or less, the defacto ruler of New Mahallo for longer than you have been king, having fully embraced his mother's culture and religion. Naming him regent would ensure the Mahallo people the smoothest transition possible from relative self determination to the direct rule of a monarch. A deeply spiritual man, Tamar dislikes the thought of taking more than the land is willing to give him. As such it would be unwise to expect any serious economic or military development under his regency.

Possible Education-
The Imperial Clergy: The most traditional education option open to humans of high birth is to invite several clerics of the Imperial Religion to reside in the pupils home and tutor them in literature, math, history, philosophy, theology, politics, and other skills important to the management of a realm. Although you personally are an exception, it is generally frowned upon to teach the divine magics of Agusta to somebody who is already a ruler or heir, so it is unlikely your son will learn anything supernaturally this way. It is, however, quite possible for some of the young king's lowborn friends and peers to be inducted into the spellcasting priesthood should clerics be in his home to teach.

The Mahallo Grand Temple: Although you are a cleric of the Imperial religion, your faith teaches tolerance toward other human religions, and the blood of the Mahallo people runs through both you and your child's veins. Historically most Mahallo monarchs have also been Druids in the service of the spirits that their people worship. Such casters exert power over nature, often specializing in the manipulation of fire and water. Embracing the ways of the people he is to rule would also make your son a more popular ruler... as long as he doesn't choose to expand his domain beyond New Mahallo.

The Imperial Academy: Founded by Agusta herself and located in the distant city state of Green Harbor, the Imperial Academy is the premier military school for humans of Imperial culture and religion. Here your son will be taught chivalry, strategy, riding, and swordsmanship. He will also get to rub elbows with his peers from across the human world, which could be a rare opprotunity for somebody fated to rule a petty kingdom on the frontier cut off from civilization by the realms of potentially hostile half-brothers. For better or worse, attending the academy would remove the young king from his realm until he is old enough to rule it.

The Court of Texulchimum: There have been many necromancers throughout history to achieve lichdom. Texulchimum is the longest lived and arguably the most powerful because he is wise enough to cultivate positive relations with civilized folk, and do most of his hunting for souls to eat and bodies to experiment upon among 'savage' people with few friends or allies to avenge them. Although he jealously guards the secrets of necromancy, his court is a popular place for young nobles to learn and socialize; Texulchimum's desert domain serves as the gateway between the world of man and the realms of more exotic beings. It is not uncommon for young nobles to return from his court with all sorts of strange skills, gifts, and friends in tow. Texulchimum's desert also happens to neighbor New Mahallo, so even though the lich refuses to directly involve himself in wars between mortals, he could still be useful ally for your son.

---

It has been a scary few days. You have been told many things by many people. Your father is dying. Your brothers will try to kill you. Your mother and little sisters will be taken from you. You will be shipped off to live as a hermit in the barren frontier. Your father is dying.

You walk through the halls of the royal palace, your mother. To meet your father. Apparently he has something important to tell you.

Inside his office, your father sits tall at his desk. Perhaps they were lying about him dying. You work up the courage to ask.

"Everyone is dying, my child, but yes. I'm afraid my death will soon be upon us. You must be brave." He gives you a kind fatherly smile, before continuing in the tone of a King, "Scripture and tradition forbids any human realm or dynasty growing to a size or power that might challenge the Empire built by Agusta before her ascension to godhood. It is my sacred duty, therefore, before I die to divide my realm among my sons so that they may fight and kill to ensure the righteous destruction of that which my grandfather, father, and I have built."

He nods, and a well dressed servant approaches, kneels before you, and unrolls a scroll. "This document will grant you the Petty Kingdom of New Mahallo. Your first act as King will be to select a regnal name for yourself, and use it to sign the scroll, thus accepting the grant." His voice then softens again, "The servant will assist you if you cannot spell the name you desire, child."

Another servant approaches with a pen and well of ink. You stare into your father's eyes, for perhaps the last time, pondering what you will call yourself. You hold his gaze for nearly an entire minute before coming to a decision and dipping your pen.

254
D C

In our last game in this world, inflation was entirely manageable. Unless elves can produce more money than a gold mine we shouldn't face real problems anytime soon.

255
"Please spill all your ancient magical secrets for me!"

Yeah. That is going to work. Although I guess we are a WIS character, and the vote is too far gone for B, so might as well hop on the Bandwagon.

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