Prince Ericson of the Twisted Tower, Sheriff of the Copper City:Age: 15
Health: Okay
Blood Gifts:
Gift of the Dragon (Highly Developed) - You are very resistant to the effects of cursed magical items. You are somewhat resistant to the drawbacks of non-cursed magical items. You learn the magical properties of most non-living objects via touch. You can shout and roar loud enough to temporarily deafen those nearby. Given the right preparation and resources you can preform most imaginable magics related to Seeking Treasure, Protecting Treasure, Generating and Launching Flames, Bodily Transformation (Reptile Features), Flight, Sound, and the Inspiration of awe/terror in others.
Gift of the Haunt (Highly Developed) - You can detect the skills and histories possessed by the nearby spirits of the dead. You can invite the nearby spirits of the dead to inhabit your body. The magic of evil gods or their priests cannot harm you so long as you are on the mortal plane. You can detect priests and holy items of any god that is explicitly good or evil. Given the right preparation and resources you can preform most imaginable magics related to communing with the dead, raising the undead, becoming incorporeal, counteracting the divine magic of 'good' beings, and detecting the divine.
Gift of the Devil (Highly Developed) - Those who fail to hold up their end of a bargain with you suffer about a year of horrible luck. You know when supernatural beings are attempting to deceive you. You gain instant mastery over any powers gained through a bargain with a supernatural being. You can identify portals to other realms on site. Given the right preparation and resources you can preform most imaginable magics related summoning infernal beings, collecting on your debtors, opening gates between realms, protecting against the elements, manipulating the minds of others, and controlling infernal energies.
Skills:
Mastered Skills: None
Expert Skills: Intimidation, Bookkeeping, Arcane Processes (Sorcery), Foreign Language (Infernal, Ocrish, Undercommon, Elfish, Draconic, Deep-Speak)
Adept Skills: Negotiation, Command, Deception, Knowledge (Dragons, Leovind Culture/History, Infernal Beings, Wicked Gods), Foreign Language (Dwarven, Celestial)
Novice Skills: Military Tactics, Logistics, Knowledge (Confederacy of Dust Culture/History, Non-Human Culture/History, Non-sorcery magical arts), Fine Arts (Drawing)
Untrained Skills: See Below
Pathetic Skills: Charm, Judge of Intent, See Below
All unmentioned magical skills, and all unmentioned crafting skills that require tools the average peasant would not own start as Pathetic. All other unmentioned skills start as untrained.
Spells:
Spells are magical tricks and techniques that you have mastered to the point where they can be cast quickly, without preparation, and even under duress. You can do all sorts of magic related to your Blood Gifts given prep time, but these are your tools to use in the heat of the moment. The more stars next to a spells name, the more draining it is to cast.
Conjure Hellfire (*****)
Banish Other (*****)
Raise Dread Specter(*****)
Dominate Other (*****)
Conjure Flame Whirlwind (****)
Flame to Balefire (****)
Mass Raise Zombies (****)
Banish Intruder (***)
Dominate Cleric (***)
Assume Monitor Lizard Form (***)
Emergency Summoning Gate (***)
Earthshaking Roar (***)
Aura of Majesty (***)
Inspire Lust (**)
Inspire Hunger (**)
Inspire Wrath (**)
Dispell Wrath (**)
Raise Zombie (**)
Mass Raise Small Zombies (**)
Smite Intruder (**)
Long Range Roar [Select Audience] (**)
Call Imp (*)
Raise Small Zombie (*)
Long Range Roar (*)
Fire Breath (*)
Holdings:
Apartment at the Royal Palace
3145 Gold worth of Wealth and Valuables
Personal Guard (110 Soldiers)
-50 Leovind Royal Guard [Light Infantry]
-30 Amazon Archers
-15 Amazon Champions [Heavy Infantry]
-10 Dragon Blooded Amazon Heralds [War Mages]
Court and Companions:
Pir-Runkel the Wild, Hyena-Woman Sorceress. Your tutor and political ally. Known war criminal
Iz the Hardened, Amazon Champion and Commander of your Personal Guard
Timid of The Crawling Tribe, Human archer, swordsman, bandit leader, and guardsman
Boltcaster Tinyfangs, Goblin thief, assassin, and personal friend
Sir Shuritzdorn, Dwarven soldier, adventurer, and master of dragon lore. Owes you a life debt
Riki the Curious, Amazon Herald of Dragon Blood, member of your guard and personal magical test subject. Created to serve you.
Malki the Scorcher, Amazon Herald of Dragon Blood, member of your guard, and magical rival. Created to serve you.
Fredhelm Dagger, Soldier and underling of Crowned Prince Barrick
Wyoming Dagger, Soldier and underling of Crowned Prince Barrick
Sea-Bishop Constantine, Sharkist Theologian, Divine Caster, and underling of Crowned Prince Barrick
1011 AoK, 1st Month, 6th Day:You meet with Vihelm over brunch to discuss what artifact he might be willing to loan you in exchange for calling off your pursuit of the palace's treasures. The old man thanks you for hearing him out, and goes on to explain that there are three artifacts he is considering loaning to you. If you accept his bargian, the final choice will be up to him, but Vihelm is happy to at least consider your input.
The first artifact the historian speaks of is the Ancient Cloak of Grand Chief Razrunner, a powerful Sandsman warlord who died in battle against an ancient king of Leovind.
"According to my records," Vihelm explains,
"the cloak was last appraised about ninety years ago, by a court wizard by the name of Horus the Wise. Horus' notes indicate that the cloak is a mighty artifact, but he also discovered that its true power could only be unlocked by somebody whose bloodline can be traced through The Tribe of Might, as yours can. Because of that we don't know exactly what it does, but we can speculate that it at least protects the wearer against harm. Grand Chief Razrunner was known to shrug off blows from both swords and arrows, and was only slain when a soldier of Leovind shoved him into the Highwind River to drown."Vihelm notes that he is leaning against choosing the cloak for you, because he doesn't know exactly what it does, and wouldn't want to give you
"something useless."The second artifact you might receive is the Staff of Overlord Nessica the Coldhearted, a wicked sorceress who ruled over the city 1100 years ago on behalf of her master, lover, and great-grandfather: Molnartic, the Divine Dragon of Frost and Entropy.
"The staff's power is well documented," the historian offers,
"a handful of court mages and magically inclined monarchs have used it over the years. It grants the destructive elemental spells of the wielder superiority over almost any ward or counterspell that may be used against them. It also grants any sorcerer with draconian blood gifts dominion over ice."Vihelm explains because he knows the artifact would be of use to you, and that its significance to the legacy of your bloodline is minimal, it is the artifact that he favors giving you at this moment.
The final artifact is the famed Lion's Headdress, one of the five 'memorial trophies', artifacts made from the remains of Sky-Lion that are traditionally used as part of the King's ceremonial garb.
"As I'm sure your aware, it grants the wearer a good deal of skill in combat, allowing many a novice prince over the years to fight as a seasoned soldier when times become desperate," Veihelm says, before dropping his voice to a softer and more stern tone,
"but the true power of the Headdress is rarely discussed, and even less frequently invoked; A skilled practitioner of Death Magic, who is truly loyal to both Leovind and her King, can use the Headress to call forth the soul of anybody who died in service to our nation from wherever that soul might be so long as the name it answered to in life is known."The old man explains that although the artifact, especially if combined with his own knowledge of past Leovind Champions, might be of great use to you, he is rather hesitant to give you this particular loan for several reasons. First and foremost he fears that giving you an artifact traditionally worn by the king, and that might literally prove your loyalty to king and country, could be seen as a political statement on his part, and Vihelm values his reputation as an apolitical figure. He is also afraid that you might raise your half-brothers Lucian and Marcus into some state of undeath, which would be traumatic for the still-grieving queen.
You thank the historian for his time, and promise to consider his offer.
---
After some deliberation, you decide to knuckle down and calculate a ritual to create incorporeal Saboteurs. You carefully lay out your apartment, spreading graphs, paper, and texts strategically across the room, before burying yourself in the work.
1011 AoK, 1st Month, 7th Day:More accounts from the Confederacy arrive today, increasing your understanding of the Sandsmen Civil War. The Fundamentalist faction is lead by the Sand Sorceress Mildeve, and her loyal chieftains of the Boot and Flame tribes, who wish to peacefully withdraw from the Confederacy rather than accept your existence along with the elfish treaty. They are joined by various malcontents from many tribes, who don't particularly care about you, but do not want diplomatic relations with their former elf masters regardless of the terms.
The Hawkish faction is backed by your mother, The Sand Sorceress Deltrine, and her loyal Chieftians of the Might, Crawling, and Venom tribes. Deltrine, in addition to a presumed bias towards her son's interests, preaches that the unity of the sand tribes is sacred, and as such the Fundamentalists cannot be allowed to leave peacefully. There are also whispers that your ambitious mother seeks to kill off Mildeve and the Chieftians loyal to said rival sorceress, so that she may see them replaced with her own partisans.
The Hawks are also backed by the Shoes tribe; The Shoesman Chief has not formally declared his involvement in the war, but many of his highest underlings are leading their men on Deltrine's behalf, or sending supplies and horses to your mother's forces. The involvement of the Shoes tribe boils down to their cousins in the Many Hooves district of The Copper City; They fear what the dwarves will do to the humans living in The Capital should the city fall, and wish to secure peace with the elves so that they may march on Leovind's behalf to help ensure their cousins' safety. You can't help but suspect that some prominent Shoesmen may also be joining the fight in hopes that it will earn them favors from the Sheriff of the Copper City...
Nobody can offer an accurate guess as to how the war will go, as each side has several distinct advantages over the other. It is generally understood that in terms of combat magic, Mildeve is your mother's better by a wide margin. Deltrine, on the other hand, controls a number of dragons and powerful monsters that she might deploy to turn the tide of battle.
The armies of your mother hold a substantial numerical advantage over their foes, and are better equipped, but are also fraught with organizational issues. The Venom Tribe, infamous for its arrogance, is getting along poorly with its allies, to the point where its forces are keeping a separate camp, and the Shoesmens' horses fear the inbred ogre-blooded brutes fielded by The Tribe of Might.
Mildeve, on the other hand, speaks for the war gods of the Sword Constelation, and as such as a trained tactician and beloved den mother to her troops. Her Chieftains are likewise extensively trained in the art of war. The elf hating malcontents who have thrown their lot in with the fundamentalists are mainly veterans of the Desert Wars, who are ageing but highly experienced.
1011 AoK, 1st Month, 10th Day:News from the north arrives; It would seem that the dwarves at Highwind Bridge have caught wind of the situation on the Southeast Coast, and are mobilizing accordingly. They have split their army, sending half of it Northeast to the peninsula front in hopes of joining with dwarves there to challenge your father's host while they don't have to worry about being flanked by Barrick. The other half of the dwarven host is marching south, perhaps to besiege the Capital or to join with the forces of Bolgrim at Port Meridian.
In response to this development, the royal court orders the mass seizure of grain from the various estates just outside of town, in case siege is iminate.
1011 AoK, 1st Month, 11th Day:Riki and Malki report back from Pir-Runkel with the ritual your master has drawn up to make dragons out of them. You quickly read Pir-Runkel's notes on the rite, and find yourself impressed by the skill of your master.
The ritual, which should be effective on any of your blood heralds, will turn the subject into a massive beast of flame, scale, and magic; capable of causing serious trouble for any army it chooses to harass. Riki, always game to partake in your rituals, begs to be transformed at once, but you decide to take a moment and ponder the potential downsides of such an arrangement.
Riki and Malki are unquestionably loyal; They were created for no other purpose than to serve you. You know from both study and practice, however, that changes to physiology can lead to changes in behavior, and you do not thing you have the means to deal with a dragon should your transformed Amazon go rouge.
The ritual will also be expensive to preform; It requires about 2000 gold worth of powdered dragon bone, which Pir-Runkel offers to provide on the condition that you promise to eventually repay her. You also note that Pir-Runkel did not calculate a counter ritual to change your amazons back; It might prove complicated or prohibitively expensive to return your loyal followers to humanoid form should you wish to do so.
You bid the two blood heralds to leave you for the time being. Perhaps you should wait on transforming them until such a time that there is an urgent need to do so...
1011 AoK, 1st Month, 12th Day:Boltcaster interrupts your studies shortly before bedtime, and leads a fairly tall goblin, dressed sharply in purple robes and a spiked crown of rusty, into your room. The stranger is introduced as Overlord Vader the Malicious, leader of a nearby Dark Fortress, who has come to aid The Leovind Capital in its hour of need.
Vader has come with his personal guard, which consists of 300 highly trained crossbowgoblins and thirty elite Terror Knights mounted upon deadly war terrorpedes. He has also brought with him highly skilled members of his fortresses Assassins and Engineering guilds, as well as enough weapons and armor to arm 700 humans as light infantry, 400 humans as crossbowmen, and 300 local goblins as heavy infantry.
"You can count on my support, Prince. I relish the opportunity to slay those filthy dwarves."1011 AoK, 1st Month, 14th Day:News from the coast!
The human forces of Crown Prince Barrick have met the Dwarven Forces of Bolgrim the Demolisher of Men at the Battle of Port Meridian.
The battle seemed at first to be heading towards a decisive human victory, as Barrick caught Bolgrim, whose forces were occupied laying siege to the walls of Port Meridian, completely unaware. Many dwarven lives were lost, and many siege engines were destroyed. The dwarves would have likely routed had they not been pinned against the ocean and the walls of a hostile city.
Bolgrim was eventually able to organize and rally his men, who survived the initial onslaught through sheer numbers. Realizing the day was lost, Barrick and a half dozen of his officers fell back with a few hundred riders each, leaving the remainder of the human army (including the entire infantry) to fight valiantly to the end.
Causalities are high. Barricks' army has been all but obliterated, and it is estimated that Bolgrims lost at least 50% of his forces. Bolgrim, confident that no further threat exists to his siege force, has accepted the costly victory and returned to his siege of Port Meridian. Barrick's whereabouts are unknown, but it is widely speculated that his surviving officers and riders have split up to harass dwarven forces across Leovind.
---
Later in the day, reports arrive that the dwarves from Highwind Bridge are indeed marching on the Capital, and will arrive 18000 strong in about three days. Not good.
You are almost done with your ritual plans, so you decide to put off sleep until they are complete.
1011 AoK, 1st Month, 15th Day:You finish your calculations just as the sun is coming up. With these notes, you should be able to create an incorporeal wraith that can selectively interact with the world and will last for 2-3 years. Wraith creation will cost 20 souls and about 75 Gold worth of seized merchant goods apiece, but you can, however, easily scale up the ritual and make as many as you can afford in one go. Wraiths should be nearly impossible for rank and file dwarven soldiers to destroy, but a dwarven cleric could undo any number of incorporeal spooks without much difficulty.
Barrick's army is no more. The King's army will soon face an existential threat of its own. The Capital will soon face siege. For all you know, the fate of Leovind lies in the hands of your magic and the city's outnumbered defenders.
How do you proceed?