A Spark of Hope

Patchy

Emperor
Joined
Jul 5, 2012
Messages
1,350
The Immortal Empire of Man. For as long as anyone alive has known it has ruled over the vast continent under the iron fist of the Emperor. Now there are only tales of what came before it, tales of kingdoms of men, dwarves, and orcs. Legends of a time of heroes and adventure, legends of a time when one's fate could be held in your own hands.

That time, however, is over.
They say the Emperor came from the old homelands in the west, his glory had men flocking to him in droves. He formed an army with which to conquer the known world and from kingdom to kingdom he went undefeated, forcing all to bend knee and creating the Immortal Empire of Man.

Tyranny can only go unchecked for so long, and at the edges of society whispers of discontent have begun to form. For one reason or another you have gathered in Janishire and decided that you will take up arms against Emperor and end his long rule.

A spark of hope has been born.


---

Hey everyone, and welcome to the newest game in my vein of trying things that failed before. Hopefully this one will be as successful as the last two, this time inspiration is being taken from The Resistance by LH.

You are all PCs that will come together to form a rebellion with the end goal of taking down the Emperor. Good luck, you'll need it.

This AC will be run on the FATE rpg system, a system that nearly everyone here has some past experience with. If you are one of those people that does not have past experience then there are helpful summaries that can be found here, here, and here.

You can contact pretty much any of the regulars here if you have any more questions about it (or read the damn manual). We're using a +4 ladder this time, stunts, equipment, and a magic system.

Character Sheet:
Spoiler :
[b]Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Race:[/b]

[b]Description / Appearance:[/b]

[b]Personality & History:[/b]

[b]Refresh:[/b] 3
[b]Fate Points:[/b] 3
[b]Physical:[/b] 1[] 2[]
[b]Morale:[/b] 1[] 2[]
[b]Consequences:[/b]
Mild (2):
Moderate (4):
Severe (6):

[b]Aspects:[/b]
High Concept:
Trouble:
Aspect:
Aspect:
Aspect:

[b]Skills:[/b]
Great (+4):
Good (+3):
Fair (+2):
Average (+1):

[b]Stunts:[/b]

[b]Equipment:[/b] [weapon] (+1)

Skill List
Spoiler :
Athletics - The Athletics skill represents your character’s general level of physical fitness and nimbleness.
Contacts - Contacts is the skill of knowing and making connections with people. Networking.
Crafts - Crafts is the skill of working with machinery, or in this game: making things in general.
Deceive - Deceive is the skill about lying to and misdirecting people.
Empathy - Empathy involves knowing and being able to spot changes in a person’s mood or bearing. It’s basically the emotional Notice skill.
Fight - The Fight skill covers all forms of close quarters combat. For its ranged counterpart, see Shoot.
Investigate - Investigate is the skill you use to find things out, it revolves around concentrated effort and in-depth scrutiny.
Lore - Knowledge is the skill of education and intelligence, a very flexible skill.
Notice - The Notice skill is a counterpart to Investigate, representing a character’s overall perception, ability to pick out details at a glance, and other powers of observation. It also effects your turn order like initiative.
Physique - The Physique skill is the counterpart to the Athletics skill in that it represents pure brute strength. Fair gives an extra physical slot and Great gives another one.
Provoke - Provoke is the skill about being a jackass at someone and eliciting negative emotional response from them
Rapport - The Rapport skill is all about making positive connections to people and eliciting positive emotion. It's the diplomacy skill.
Resources - Resources describes your character’s general level of material wealth in the game world and ability to apply it.
Ride - The Ride skill is all about how well you can handle a horse when riding on it.
Shoot - The counterpart to Fight, Shoot is the skill of using ranged weaponry, either in a conflict or on targets that don’t actively resist your attempts to shoot them (like a bull’s-eye or the broad side of a barn).
Stealth - The Stealth skill allows you to avoid detection, both when hiding in place and trying to move about unseen.
Vodun -The specific kind of magic used in this world. It should be noted that its use is illegal by the empire, but then again so is rebellion.
Will - The Will skill represents your character’s general level of mental fortitude. Fair gives an extra moral slot, and Great gives another one.

AC will be hosted here. But I suggest going to here if you want to talk to me. We won't be starting until next week.
 
The World


Clean map
Spoiler :

Setting Information
Races
Spoiler :
Humans: The most prolific of all the races with members being found in every major city in the known world. They originally came from the west, the oldest cities being Janishire and Oakheart.
Dwarves: A hardy northern race that's used to the cold and well known for their short stature. Dwarven society is built upon castes that they are born into and die in, they also rather religious. Most dwarves can be found in their home to the north in Vintehelm, although there is a sizable enclave of them in Guthrum and dwarven merchant caste and soldier caste can be found in every major city in the empire.
Orcs: A proud warrior race well known for their strength and prowess in combat. Orcish society is built upon the pillars of family and honor, think samurai culture for an easy real world connection. Kgale is the only majority Orc city in the empire, but Orcs can be found in every major city where there is an imperial garrison.
Elfs: Uncultured barbarians that live in the savannas to the east. Their biggest interactions with the civilized races are raids into Orcish and Human settlements. Not much is known about them besides rumors that they were the ones that invented the magic of Vodun and that they practice horrific acts such as cannibalism.

Places
Spoiler :
Janishire: A quiet town on the western coast where people get by mostly by fishing or farming, this is where you start. There's a small imperial garrison that has been pushing the people around and generally making itself unwelcome, a good of a place as any to begin the rebellion.
Oakheart: One of the oldest cities of man, like much of the old human homelands it has been left behind after the empire stretched west beyond the Ruhr river. The city still makes a modest amount of wealth from trade though, even if large swaths of the city lie empty.
Vintehelm: The Dwarven city, it lies in the middle of a frozen lake beyond the Northern Mountains. A lot of its importance comes from the mines in the mountains nearby where the city supplies much of the Empire's needs for metal.
Guthrum: The citadel of the north which stands watch over the realms of the Witch Queens, it protects the vital trade route from Vintehelm to Kilead from attack. Its position, however, means that it often faces raids and torment from the north. It is also home to a rather large enclave of dwarves.
Kilead: The glorious capitol of the Immortal Empire and the seat of the Emperor's power. An impressively developed city with members of all the civilized races living within it and impressive structures that awe newcomers. Also the location of Sawin's Temple, the holiest site on the continent.
Port Dalry: A rich and prosperous port city that trades with nomads in the shattered lands and even the Freeman's Holds. This is where quite a bit of the Empire's wealth comes from. Also home to a sizable navy.
Kgale: The Orcish city on the frontier, it guards the entrance to the empire from the savage elfish tribes to the east. It is a relatively new city, as the old homeland of the Orcs to the north was razed to the ground after their staunch resistance to the Emperor when he was still conquering kingdoms.
 
Just in case. Feel free to post.
 
Name: Kacey MacTavish
Gender: Female
Age: 21
Race: Human

Description / Appearance: Kacey has bright powder-blue eyes and long auburn hair that she tends to leave hanging over her shoulders. She's a bit taller than average, but not extremely so. Her common attire is drab brown and tan traveling gear, sometimes with a dark blue cloak and hood overtop. Carries a blue and white shield on her back, but is otherwise unarmed.

Personality & History:
Spoiler :
Kacey's father, John, was a soldier in his youth, fighting for the Freeman's Holds against the uncivilized elvish barbarians who commonly encroached upon the completely innocent holdings of men, slaughtering women and children entirely without cause. For a long time, John fought for Clan MacTavish with his trusty claymore and shield, but eventually, something - Kacey never found out exactly what - soured him on being a warrior, and he returned home, hung up his blade and shield, and devoted himself to raising his daughter. Kacey never knew her mother.

John didn't devote all of himself to Kacey, though: within a few short years, he'd put all his military contacts to another use, and gotten himself into the shipping business, running a small flotilla of cargo ships back and forth, carrying all the goods the Holds and even the Empire needed. As a result, Kacey received a classical education and all the instruction the daughter of a wealthy merchant ought to. Unfortunately, what stuck with her most were the legends of the paladins that she heard so often at temples and churches, or around the fire from her friends' parents. To do what was right because it was right...she loved that idea. She couldn't get her mind off of it, even during the lessons her father insisted she take: martial arts to protect herself, riding and lore and diplomacy to uphold her family's status...and late at night, with a most trusted tutor, Vodun to ensure his progeny's success when she took his business from him.

She was twenty when she, on the eve of an arranged marriage, finally decided that being the vacuous daughter of a merchant no longer really appealed to her. Kacey went to her family's chapel, knelt before the displays of all the gods, and begged for a sign, because she felt lost and powerless. Almost as soon as the whispered prayer fell from her lips, she heard a young child begging his mother to tell him again of the legends of the paladins, and when she complied, Kacey listened as attentively as she had when she was young and foolish of the ways of the world.

She had asked for a sign, and here it was.

Kacey returned home. She abandoned her dresses and jewelry, and cut her hair from the almost thigh-length symbol of status it had been her whole life. She wrote a letter and set it by her father's bedside while he slept. She stole from one of the shipping crates carrying clothes to Kgale to make up her outfit, and took only two things from home: a locket from her father, containing a note he'd penned when she was a wee babe and containing his promise of love and what little Kacey knew for certain of her mother...and something else. Kacey wasn't naive enough to believe she could fight for light and justice without a weapon, but the idea of using a sword struck her as aggressive. She was to be a protector, not simply a warrior.

Her eyes fell to her father's old shield.

A shield, she decided, was a fit weapon for a paladin. A shield's purpose was to defend and protect its bearer, unlike a sword or bow, which was designed to kill. A shield could be a powerful weapon, but the symbolism of it was what appealed to her the most. A shield was a tool for defending. A paladin was someone meant to defend. She would be a shield for all the less fortunate.

So Kacey ran away from home, that night, on the eve of her marriage, her father's shield slung on her back and carrying little food or wealth, renouncing her affiliation with the MacTavish clan and swearing never to return to her home town. Over the last year, she's wandered across the land, and this one-time privileged daughter of the merchant class has seen the suffering of those under the Immortal Empire of Man's thumb. Seeing that suffering has lit a fire in her: this is why she was called to the shield. To put an end to all this injustice.

To put an end to the Empire.


Characters:
Spoiler :
John MacTavish: Kacey's father. A good man through and through, who loves helping others and dotes on his daughter...unfortunately, he is also his clan's patriarch, and his decision to betroth Kacey to Angus MacLoughlin was made as a cold-blooded trade deal, not out of any belief she and Angus would love each other. The only information Kacey gave him regarding her departure was a note claiming she couldn't bear to be wed off like an item on a trade deal, and that she would find her own path.

Angus MacLoughlin: Angus was a childhood friend of Kacey's, the second son of a clan known not for trade but for its seafaring captains(and absolutely not pirates, what gives you that impression? No, lass, there were never any pirate MacLoughlins). Angus is a nice enough young man, and Kacey might have been accepting of betrothal to him if it had been him and not her father who wanted it. Angus was the last person to see Kacey before she departed, and he alone knows the truth about why she left and what she plans to do. Perhaps he will find his courage and join her on the seas sooner or later...

Ardyn MacTavish: Ardyn is Kacey's cousin, a sweet-tempered, very charismatic blonde who never understood Kacey's love of physical activities and training. She's a gentle soul, but just as prone to flights of idealism as her cousin. Unfortunately, she's four years younger, and Kacey flatly refused to even consider bringing her along on her journey. Which, unfortunately, is no guarantee that Ardyn hasn't been taken by some flight of fancy and determined to come after her anyway to bring her home or join her.

Brigid Ferguson: Kacey's lady-in-waiting back at home, Brigid is an older, but not yet matronly, woman who instructed Kacey in all the arts of Ladyhood. She is also, unbeknownst to all but John, Kacey, and her uncle Corlane, an extremely talented Vodun witch, fond of using her abilities to subtly help her charges on their day-to-day life. As much as she and Kacey crossed swords over propriety for all of the Heiress MacTavish's life, she's the closest thing Kacey has to a mother. On that note, Brigid makes no secret that she knew Kacey's birth mother, but won't speak much about her, and none at all about how she and John met, claiming it's Kacey's father's story to tell.

Corlane MacTavish: Kacey's uncle. Corlane is a big, bearded, broad-shouldered brute of a man who could fistfight a tree and come out the winner. He was always a rebel from family tradition, and a warrior at heart, so when his brother John set up a trading house, Corlane cheerfully took a job as master of the company's guardsmen. This left him plenty of time to raise his own daughter Ardyn...and to see Kacey's love of all things painful and take her under his wing in the art of breaking femurs. Much more world-wise and weary than Kacey, but possessed of a deep laugh and a willingness to use it at all times, especially in battle, which he revels in. His protectiveness of his niece might combine with his war-lust to lead him to join a rebellion...

Soap MacTavish: John's big black dog, so named because one of the first things he did upon arriving in the family home as a pup was to eat the aforementioned substance en masse. He's an incredibly friendly, incredibly playful, incredibly stupid creature, and the entire MacTavish clan loves him dearly, Kacey included. Losing him was the hardest thing about leaving home for her.


Refresh: 3
Fate Points: 3
Physical: 1[] 2[] 3[]
Morale: 1[] 2[] 3[]
Consequences:
Mild (2):
Moderate (4):
Severe (6):

Aspects:
High Concept: Shield for the Weak - Kacey believes, in a way that most don't, in the ideals of the near-legendary paladins of old. She's committed herself to always standing for the little guy, no matter what price that might demand of her.
Trouble: Fearless Defender - Kacey's convictions are strong and certain...unfortunately, perhaps too strong. She simply lacks the capacity to leave well enough alone if she sees something going down around her, even when it's a foolish idea to act precipitously.
Aspect: Natural Talent - Kacey was taught(in complete secret) the art of Vodun, which her father never seemed to stigmatize like most men. She had a surprising natural gift for the art, and excelled at these lessons, if not those with her books, and remains a talented sorceress.
Aspect: Raised a Socialite - Kacey was John MacTavish's only child, and especially since she was a girl, she was raised to show poise and decorum, to understand what motivates people, and to always uphold the honor of her house.
Aspect: Fights Like a Girl - Kacey was not only taught how to defend her family's honor in classic MacTavish fashion(with a minimum of polite words and a maximum of things breaking) but she has also acquired some experience defending her own person and others since she left home.

Skills:
Great (+4): Fight
Good (+3): Vodun, Deceive, Empathy
Fair (+2): Will, Physique
Average (+1): Athletics, Stealth, Lore, Rapport

Spells:
  • Safety
  • Obscurity
  • Health
  • Clarity

Stunts:
Shieldmaiden: Kacey has, through a combination of her father and clan's instruction in the art of fighting and her own personal experience, developed a completely unique martial art/style of fighting, using her shield not only for defense but also for offense. As a result, Kacey's Armor rating also counts as her weapon rating, and she starts with +1 Armor instead of +1 Weapon.
Grace-giver: Kacey has a personal inclination toward helping people and a natural talent for Vodun - these synergize to mean she has developed the ability to place Clarity spells with merely a touch to the forehead of her target. Spell only lasts 1 day.
Mystic Healer: Kacey can also cast Health with a touch as well, this one being to the target's heart. Just like Clarity, it only lasts 1 day.

Equipment: MacTavish Shield(Armor) (+1)
 
Name: Marcus Avidius
Gender: Male
Age: 25
Race: Dragonborn

Description / Appearance: Marcus is a Dragonborn, a humanoid Dragon the size of some of the larger Orcs in the world. He has ocher-colored and scaled hide, golden-colored eyes, and black hornlike tendrils of 'hair' that hang down to his neck. He has a strong build even for his size, and he has a prominent scar across the left side of his snout. He usually wears leather armor paired with light Orcish battle armor and an Orc battle mask resembling a dragon that leaves room for his snout and disguises him as a particularly muscular Orc when in Imperial lands.

Personality & History:
Spoiler :
Some say the Dragonborn were men that pledged their loyalty to the Grand Wyvern demigods of old, and were rewarded with the physical features of their draconic masters. Others say that the legendary race predates man, and those who turned against the Grand Wyverns were punished and transformed into the races that today inhabit the world. Whichever myths you believe, the Dragonborn race has had a prominent place in the legends predating the Immortal Empire, which speak of the great Dragonborn empires contesting for dominance with the other great kingdoms of old, using their knowledge of engineering and military prowess to rise above their enemies. Proud and ancient, no Dragonborn, king or servant, submitted to the rule of the Emperor, and thus they were made examples of to any who dared defy the Immortal Empire. No Dragonborn city survived the ensuing carnage, and the few Dragonborn who survived fled in exile to the Shattered Lands, leaving only ruins and stories behind. The Dragonborn have since been forgotten, their existence wiped from history thanks to the efforts of the Immortal Empire, but the ancient race is still very much alive, living in small communities or nomadic tribes deep in the Shattered Lands, still telling the stories of their past glory and their slaughter and exile at the hands of man.

Marcus Avidius was raised on those stories. Born in exile like the rest of his kind, Marcus' clan had not forgotten all of the knowledge that was lost when the Empire drove them away, but the trivial remnants of their greatness did not make life any easier. Starvation, disease, and inhumane violence were all too common in the Shattered Lands, and Marcus was not spared from any of that, losing his mother to disease and his father to a bandit raid, all at a very young age. Forced to fight for survival in the desolate chaos of the Shattered Lands, Marcus took up the longbow as his father did before him and began to hone his skills. Over time he became an expert in the use of the weapon, and as he became hardened to life's sufferings Marcus evolved into a cold, hardened killer, showing no mercy to the bandits and barbarians that dared to attack his clan.

One day, Marcus was out hunting when by chance he stumbled upon a small group of Imperial soldiers who had accidentally gotten lost and cut through the Shattered Lands on their way to Port Dalry. He had always been warned to avoid the humans of the Empire if he ever encountered them, but when he saw what he thought was a Dragonborn prisoner among their ranks, he thought back to the tales of how the Immortal Empire slaughtered his kind, and his heart was filled with cold fury. Seeking vengeance, Marcus stalked the group until nightfall and under the cover of darkness brutally slaughtered all four of them. He went to free the prisoner, but was surprised to find that it was not a Dragonborn but an Orc wearing oddly draconic looking armor. The Orc explained that he was an old, retired warrior who had been accused of a crime he didn't commit by a racist Imperial official, and was going to be executed before Marcus showed up to save him. Marcus and the Orc became friends over their fighting skills and mutual hatred for the Immortal Empire, and the Orc even gifted his armor to the Dragonborn, both as a show of thanks and as a way to disguise his race from onlookers. Grateful, Marcus agreed to escort the Orc back home so he could reunite with his family and vanish into the highlands, and the pair made their way back to the Orc's home of Janishire.

Fate Points: 3
Physical: 1[] 2[] 3[]
Morale: 1[] 2[] 3[]
Consequences:
Mild (2):
Moderate (4):
Severe (6):

Aspects:
High Concept: The Ruthless Hunter
Trouble: No Mercy
Aspect: Doesn't Trust Humans
Aspect: I Can Be Patient
Aspect: Built Like a Tank

Skills:
Great (+4): Shoot
Good (+3): Physique, Crafts, Investigate
Fair (+2): Stealth, Will
Average (+1): Notice, Vodun, Deceive, Fight

Stunts:
Talk While You Still Have a Jaw: Marcus can use Physique in place Provoke to interrogate unwilling subjects.
Neck Snapper: Marcus gets a +2 bonus to Fight against opponents he has grappled.
Indomitable: +2 to defend against Provoke attacks specifically related to intimidation and fear.

Spells:
Confusion
Obscurity
Rage

Equipment: Longbow (+1)
Armor (+1)
 
Name: Friðþjófr Yngvisøn
Gender: Male
Age: 46
Race: Dwarf

Description / Appearance: Tall (for a Dwarf), with flowing black hair streaked with grey; his beard is long, neatly trimmed, and elegantly styled. He is not as fit as he once was and has a bit of fat about him, but overall is still rather fit & healthy. He possesses a toxic tongue which he utilizes liberally, and tends to dress in clothes that neatly blend elegance & functionality.

Personality & History:
Spoiler :
Friðþjófr was the sole son of the prominent nobles Yngvi Herleifrsøn & Ingigerðr Urdsdóttir. He was always destined to inherit the land, legacy, & wealth of his father's house, but after Ingigerðr's older brother was killed in an honor duel against Hrœrekr Gandalfsøn and her younger brother died trying to avenge his sibling's death, Friðþjófr became the heir to the land, legacy & wealth of his mother's house as well. He never wanted for anything growing up; he was waited on hand & foot by the family servants, and his access to the legendary libraries of his father's and mother's houses combined with the best tutors money could buy ensured he was as well educated as anyone could hope to be.

Once he reached adulthood he began assisting with the management of his parents' estates. He was able to improve & expand the operation of his mother's mines, eventually buying out the mines of several smaller families, and used the profits to start a trapping company, which was very successful; indeed, today most of the northern animals stored in zoos are procured from Friðþjófr, and his furs have a reputation for quality that is second to none. Involvement with his trapping business also awoke a love for hunting in Friðþjófr, and his personal study is filled with trophies of successful hunts.

At the time of his parent's death, Friðþjófr had been managing both of their estates virtually by himself for years, and after the required mourning period threw himself back into his work. His good business sense and ability to find the right people for the job, however, would prove to be a curse as well as a blessing; as Friðþjófr found and employed more and more skilled individuals, he found himself with less and less to do, and while Friðþjófr was once wholly consumed in running the lands & businesses of his family, he now spent the vast majority of his time alone in his castle. Even hunting, which had once thrilled him so, had lost it's luster, not the least because it's difficult to have an authentic hunt when your bodyguards insist on accompanying you night & day, making a great racket that even the deafest of wild beasts couldn't fail to miss.

In a rut, Friðþjófr tried nearly everything to entertain himself, but nothing could hold his attention for long. In a desperate attempt to recapture some of the enjoyment of his youth, he insisted on personally negotiating the purchase of a prestigious winery just outside Janishire. This trip would indeed restore excitement to his life, but not nearly in the way he was expecting.


Refresh: 3
Fate Points: 1
Physical: 1[] 2[] 3[]
Morale: 1[] 2[] 3[]
Consequences:
Mild (2):
Moderate (4):
Severe (6):

Aspects:
  • High Concept: Bank of the Rebellion
  • Trouble: Better Dead than Bored
  • Aspect: Gentlemen Snarker
  • Aspect: Raised in the Family Library
  • Aspect: Great Dwarven Hunter

Skills:
  • Great (+4): Resources, Provoke
  • Good (+3): Shoot
  • Fair (+2): Lore, Will, Physique
  • Average (+1): Investigate, Athletics, Contacts, Notice

Stunts:
  • Vitriolic Best Buds: Friðþjófr can use Provoke in place of Rapport when dealing with people he is familiar with.
  • Money to Throw Away: May spend a FATE point to use resources in place of another skill if I can justify having dabbled in it to combat boredom before the start of the rebellion.
  • Northern Ranger: Friðþjófr's experience with hunting grants +2 to Shoot vs. wild animals.


Equipment: Crossbow (+2)
 
Name: Henry Everhart
Gender: Male
Age: 28
Race: Human

Description / Appearance: Henry is a tall, lean man with light skin, short blond hair, and sharp grey eyes. He tends to dress in a plain, unassuming ensemble, including a pair of worn leather gloves and a hooded cloak lined with pockets, where he keeps his various tools, gadgets, and other items.

Personality & History:
Spoiler :
For Henry Everhart, working with metal and machines was always second nature to him. His father, Simon, came from the well established and well connected Everhart family of artisans, based in Kilead and known throughout parts of the Empire. His mother, Karoline Brasher, was an accomplished blacksmith with ties to merchants in Port Dalry. Much of Henry and his brother Edward’s childhoods were filled with the clanging of metal and the ticking of gears. Henry’s skill with crafts was thus inherited at an early age.

Another item Henry inherited was his family’s belief in the Empire. Though his parents didn’t always agree with the Imperial government, they saw the benefits that came from a unified state. Secure trade routes and a unified currency boosting trade between cities. A common tongue and culture, fostering unity amongst the various races. Law and order prevailing over wild magics and savage beasts. Thusly, the Everharts tended to keep to their own business, working their trades and keeping out of politics. They were never agitators or dissenters, any objections they may have had were kept private.

So it came as a shock to many people when the Imperial guards came suddenly and, without any true explanation, arrested Simon and Karoline. Henry, having been away on a delivery, returned home to find soldiers stationed around his parent’s shop, some of whom were busy putting up wanted posters for himself and his brother. Eager to avoiding imprisonment, he hastily gathered what few supplies he could salvage, then fled from the city.

That was five years ago. Since then, Henry has kept on the move, travelling from town to village, always trying to keep a step ahead of the Empire. Along his travels, he has taken to aiding the settlements he’s come across with tasks they may require help with. Fixing cart wheels, helping the local blacksmith, adding improvements to the watermill; Henry has done most of these task while asking simply for a place to rest for the night. As result, he has gained a network of allies who recognize and are willing to aid him, whether that be through the acquisition of supplies, information, or even just a safe house to hide from the Imperial Army. In fact, it is one such informant who has directed him to Janishire, where there news of something big going down.


Refresh: 3
Fate Points: 3
Physical: 1[] 2[]
Morale: 1[] 2[]
Consequences:
Mild (2):
Moderate (4):
Severe (6):

Aspects:
High Concept: Wandering Folk Hero - Henry is well traveled and well received in more than a few towns, due to the aid his skills bring.
Trouble: Hey, I Know You... - The family name of Everhart is known throughout many circles. This unfortunately brings notoriety that a fugitive cannot always afford.
Aspect: A Honest Businessman - Henry strives to be fair and honest in all his dealings, whether business or personal.
Aspect: As Cautious As A Fox - His years on the run have taught Henry to give things a second glance.
Aspect: Against the Man Not the Land - Though Henry seeks to oust the Emperor, he firmly believes in the ideals that form the core of the Imperial nation.

Skills:
Great (+4): Craft
Good (+3): Contacts, Notice
Fair (+2): Rapport, Stealth, Empathy
Average (+1): Investigate, Resources, Lore, Will

Stunts:
One Good Deed Deserves Another - Henry can use Contacts instead of Resources to acquire items if in an area where Henry has built up a favorable reputation/influence.

Always Making Useful Things - You don’t ever have to spend a fate point to declare that you have the proper tools for a particular job using Crafts, even in extreme situations (like being imprisoned and separated from all your stuff). This source of opposition is just off the table.

Danger Sense - You have an almost preternatural capacity for detecting danger. Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you.

Equipment:
-Dirk (+1)
-Masterfully Crafted Caltrops
-Crossbow (+1)

Contacts:
Heidrun Landvik: A dwarven merchant. She was an acquaintance of Simon and Karoline's, and used to do business with them.
 
Name: Tenabry Nactal
Race: Human
Gender: Male
Age: 24
Description: A solidly built young man with bright green eyes, Tenabry's earnest face is topped by a mess of brown hair. Dressing regularly in a voluminous black robe, he wears a silver pendant around his neck with the crescent moon that serves as the symbol of his order, and uses his rough-hewn staff as a walking stick as well as a weapon.
Spoiler Bio and Associated Characters :
Bio: Tenabry was raised in the south of the empire by the Order of the Rising Moon, a monastic order who's religion centered around Nosta, the lady of the night. Despite the groups heretical teachings, the monks respectful attitude to the neighboring villages and the resulting state of stability led to them being largely overlooked by the local authorities, who were more concerned with preventing smuggling than enforcing religious standardization. This meant that Tenabry grew up relatively peacefully, helping the monks tend crops, and benefiting from the books they kept in the library. As he aged, he was also introduced to their religious ceremonies, many of which included the practice outsiders would name Vodun, and proved particularly capable in the motions involved.

However, while Tenabry took easily to the religion, the sedentary nature of the Order was less attractive to him. He volunteered for trips out of the monastery whenever the opportunity arose, and enjoyed talking to the many people he met in doing so. Eventually, the elders agreed that he was old enough for the annual trip to Oakheart, where the monks sought out new books and other such materials that the monastery made use of, and he set off for the big city alongside Brother Gerald, one of the elder monks.

Unfortunately, this particular trip was coming at a poor time for Oakheart. A poor harvest in the farms to the west had driven up the price of food, and the new governor, Lord Derby, was more interested in cracking down on crime than dealing with the grain shortage. As the two monks moved through the bustling crowds of the city, Tenabry determined that he would attempt to comfort the suffering locals, and unfortunately this self-imposed task drew him out of sight of the more focused Brother Gerald.

As evening drew in, Tenabry's attempted reassurance of the locals was being corrupted by the less-than-tolerant mood that had overtaken several of them. As a crowd began to gather, the city watch arrived to break it up, and, assuming him to be its rabble-rousing leader, they promptly arrested him. Tenabry was dumped in the cities jail, and remained there for several days before a stroke of fortune occurred. A group of malcontents, spurred by worsening conditions in the city, decided to strike back against the heavy-handed conduct of the corrupt city watch by launching a raid on the jail and freeing a number of the prisoners held there.

The raid was something of a disaster, as Lord Derby quickly mobilized the guard not only to reinforce the wardens, but also sent them into the city in an attempt to prevent anybody else getting ideas. This decision rapidly proved quite unpopular, and even as the small group of rebels were opening cells fires began to flare up in other parts of the city. Tenabry was quick to take to the heels of his rescuer, but as the raid fell apart and the riot began to spread across the city, the two of them made the decision to flee.

Tenabry and his rescuer, Ingrid, fled the city to the north, and decided not to take chances returning once the view from a nearby hill revealed the full extent of the chaos within. Together they continued north, and several run-ins with soldiers as they did so revealed that the escape from imprisonment had led to Tenabry's being labelled a rebel. Unable to find a safe place to stop, the pair eventually arrived in Janishire, hoping for a chance to catch their breath and decide their next move.

Brother Gerald: A lean old man with sparkling blue eyes and steely grey hair, Brother Gerald is one of the elder monks of the Order. With a fondness for books, he spent several years as Tenabry's tutor in the library, patiently helping him and encouraging his interest in reading. Tenabry doesn't know what happened to him during the events at Oakheart, but has high hopes he escaped the rioting unharmed.

Ingrid Ignia: The daughter of a carpenter in Oakheart, Ingrid is a short young woman with soft brown eyes and flowing blond hair. Quick to act, and endowed with a fiery temper, she took up a spear against the governor of Oakheart after her family several bad experiences with the corruption of the local officials. Since the riots, she and Tenabry have stayed together for safety, and arrived in Janishire.


Refresh: 3
FATE: 3

High Concept: Monastic Malcontent
Trouble: Recognised Rebel
Aspect: Harmless Heretic
Aspect: Indebted to Ingrid
Aspect: Thinker Not Fighter

Skills:
Great: Vodun
Good: Lore, Rapport, Investigate
Fair: Stealth, Will
Average: Crafts, Deceive, Notice, Physique

Stunts:
Freindly Face: Tenabry may use Rapport in place of Deceive when attempting to bluff people
Night Phantom: Tenabry gains a +2 bonus to stealth rolls attempted during the night
Religious Rites: When casting Vodun on groups or areas that are considered present, Tenabry gains a free invocation of the created advantage

Spells:
Charisma
Love
Health
Obscurity
Safety

Equipment: Simple Staff (Weapon 1)

DT
 
Hey everyone, there's been a change in plans this week. Due to a recent development in planning my family vacation it appears that I will be leaving a day earlier than what I had been planning this game on.

Thus it would be a lot simpler for me to run the game on Monday rather than Tuesday, should I do it this week. I'll put it to you players to decide whether you want to run this on Monday, or wait until potentially the weekend or the following Tuesday.

Sorry for the inconvenience.
 
I'm meeting a friend at 3 my time on Monday. Unless he cancels last minute, there's no way I can be home and ready to play until close to 6, and I personally don't think that's likely. Even if he does, I'll be out until close to 4 my time anyway because I have to help supervise a belt testing.

Long story short: Monday really doesn't work for me.
 
Name: Lady Silvia of Argin
Gender: Female
Age: 27
Race: Female

Description / Appearance:

Personality & History:

Silvia of Argin was the 8th and final child of Count Dukas and Countess Yilla, representing a decently sized track of open land on the outskirts of the Imperium, known as the Argin Veld. The Argin Veld (under a different, unpronounceable name) was once part of the traditional lands of the elvish barbarians, and they consider the green plains as part of their sacred territory. Due to this, the lands are constantly under raid, and the Argin family has their knights on constant mobilization to respond to the pointy eared bastards.

In order to quickly traverse her family's domain, Silvia and her siblings were practically taught to ride even before they learned how to walk. Much like her siblings, she was expected to learn how to fight, so that she could one day help defend the realm against the elves. Yet, as the youngest, there was always a fire burning inside of Silvia, a burning passion to prove herself to her older siblings. After all, as the runt of the family, Silvia's siblings did not let her forget about that or her other shortcomings. To make matters worse, her parents encouraged this behavior, as they thought it would make their children stronger.

Yet, no matter how well she did, Silvia was always overlooked by her older siblings, especially the eldest twins Sol and Luni. Being the eight meant she wasn't particularly important to keep the family line going, and thus would stay out of their radar. This frustration would soon turn to resentment, and the resentment would in turn develop for a lust of revenge. Not nessecairly against her family directly, they were still family. But Silvia was going to be more powerful than her father or siblings one day, and she'll get the last laugh over them.

As a bachelorette, her first priority was to head back west, to try to marry herself off to some noble desperate for children. However, a frontier lady-knight down on the succession list coming from a remote patch of land on the other side of the empire was not exactly their idea of a potential bride (especially since it should be the man making advances!). She made friends and contacts from court to court, but not any suitors.

When news came out about a rebellion, Silvia was exicited at the oppritunity. Her first plan was not working out for her at all, but a rebellion? If she could manage to get herself in the leadership (and as a noble of her standing why shouldn't she?), then she could very easily get her own land easily by seizing it from the soft western nobles. It was almost too perfect. And thus she rode off, for the next chapter of her life.



Refresh: 3
Fate Points: 3
Physical: 1[] 2[]
Morale: 1[] 2[]
Consequences:
Mild (2):
Moderate (4):
Severe (6):

Aspects:
High Concept: Frontier Noble - Silvia may be noble born, but she was born with a steel sword in her hands, not a silver spoon in her mouth. Silvia composes herself with the respect and composure of the aristocracy, while being born in a martial tradition
Trouble: Power Hungry - Being so far removed from the line of succession to ever inherit the lands that she has spilt blood over, Silvia is in this rebellion not for any hatred of the imperium or desire for reform, but simply to get land and power of her own.
Aspect: Commander of Men - Silvia, due to her status, has always gone into battle as a leader, not a grunt, and is not shabby as such. She has picked up the art of war from dealing with the elvish incursions into the Empire
Aspect: Courtly Aura - Silvia always attempts to retain a dignified and amiable composure, even when in the thick of battle. Of course, this can also come off as patronizing towards the lower classes, as the court life is reeked with classism
Aspect: Hardened - Years of fighting has made Silvia numb to the horrors of war and fighting. Not that she particularly enjoys watching people get maimed, but she's not really shocked by that kind of stuff anymore. Can make her, interestingly to the aspect above enough, cold to those who aren't as immune

Skills:
Great (+4): Contacts
Good (+3): Ride, Rapport
Fair (+2): Lore, Fight, Decieve, Notice
Average (+1): Empathy, Athletics, Resources

Stunts:

Friends in high places: Silvia can use Contacts instead of Provoke in order to intimidate people
Knight: Silvia gets +2 to attack rolls while mounted
Experienced Rider: Silvia's Ride skill is unhampered by external conditions, such as terrain or presence of enemy soldiers

Equipment: Lance (+1)
 
With the capture of Commander Hans and the expulsion of the Imperial garrison from Janishire at the end of the second session we have a true beginning to our little rebellion. During the mission the party also gained access to a suit of armor (+1) that could be tailored to fit a party member by a character with a good Craft score during management orders.

This means you have reached your first significant milestone. FATE uses a level up system based around narrative events, rather than experience. These are called milestones, and they range from minor, to significant, and finally to major. The details of the other two kinds of milestones will be given when you reach them. Now I should have given you a minor milestone last mission, but I never really got around to it because of IRL work, sorry about that. Minor milestones mostly allow you to switch around current parts of your character rather than build on them, the rules are as follows:
Spoiler :

During a minor milestone, you can choose to do one (and only one) of the following:
  • Switch the rank values of any two skills, or replace one Average (+1) skill with one that isn’t on your sheet.
  • Change any single stunt for another stunt.
  • Purchase a new stunt, provided you have the refresh to do so. (Remember, you can’t go below 1 refresh.)
  • Rename one character aspect that isn’t your high concept.
  • Rename any moderate consequences you have, so that you can start them on the road to recovery.
And for future reference, all session ends count as a minor milestone unless I say otherwise. Now significant milestones are another beast, since they allow you to start actually improving your character as can be seen here:
Spoiler :
In addition to the benefit of a minor milestone, you also gain both of the following:
  • One additional skill point, which you can spend to buy a new skill at Average (+1) or increase an existing skill by one rank.
  • If you have any severe consequences, you can rename them to begin the recovery process, if you haven’t already.
Management Orders and Voting
Everyone has done this before at some point in time, I will be taking an approach similar to Renegades, 2 actions for your management orders voting doesn't require an order. The vote I am putting to the party is whether we should stay in Janishire and attempt to secure and build a stronger base for the rebellion, or to head out to Oakheart now so that you would be able to arrive to the city before General Ironheart arrives and begin to set up there. Everyone gets one vote, when you fill them out please include whatever stat change you are taking from the significant milestone.

Activities of note for management orders include Zanele drilling his son and a few volunteers with some skills he picked up in the military, meanwhile Ingrid is getting a tour of Janishire from Landvik and you can easily get invited to join. Please note that should you wish to get the armor tailored to fit you, the tailor and yourself must use a management order to fit the armor correctly. Management Orders are due Friday.
 
Management Orders: Mission 2
Action 1: Research General Ironheart - A man of the generals reputation in the west is surely no good sign for us, but that odd wrinkle of his age in the stories is a puzzle more interesting to my line of thinking.
Action 2: Go Among the People - The Lady smiles upon those who do good deeds, and with no soldiers here to hunt me perhaps I can offer comfort and prayer for the people here. I hear Kacey has a similar plan, and it is possible she would appreciate some company in her work.

Vote: To Remain in Janishire. I did not flee all the way from Oakheart to go back there at the drop of a hat, certainly not with the empire's top general on his way there to keep order.

Stat Change: +1 to Investigate

DT
 
Vote: Go to Oakheart. Given the strategic situation, it's only logical to try and expand the rebellion rather than contract it inward. It's a risk, but without it, there might be no chance to build a larger organization.

Management Order One: Kacey volunteers her skills to assist in Zanele's training exercise, and personally invites all the PCs to come and join in as well.

Management Order Two: Kacey, in her spare time, visits the town's sick and impaired, supplying her healing touch to body and mind alike whenever she can. Since Tenabry is doing the same, Kacey joins forces with him.

Stat Changes:
SWAPPING Ride(T1) for Stealth(T1)
SWAPPING Rapport(T2) for Empathy(T1)
UPGRADING Empathy(T2) to T3
 
Vote: Go to Oakheart. Janishire had little resources and the people would not make good soldiers. Oakheart is where the action is.

Management Order 1: Send a message to Vintehelm with an order for the finest suit of armor I can buy.
Management Order 2: Take inventory of my new allies' equipment; see what's good, what needs fixing, & what I can replace.

Stats:
Raise Empathy from 0 to 1
I was under the impression that you needed 2 skills in a lower tier to support a higher tier skill; if we aren't using that rule then instead of taking empathy raise Resources to 5.

Raise Provoke to 4
 
Vote: Oakheart. Silvia will want to link up with non-incompetent rebels and get this show on the road. Staying here does nothing.

Management 1: Regardless if we heard out there or not, seen Ravens to sympathetic nobles near the Oakheart region, asking if they would aid us in any way.

Management 2: Go to the mayor or whatever /civilian/ leadership there is in this town, and try to schmooze him or her up.

I'm buffing Notice (I hate being close to last sorry)
 
I was asked by some players to provide a more in depth explanation of the choices provided for the votes so here they are:

Janishire
-The town is in little shape to support a rebellion having overthrown the Imperial garrison so quickly.
-Its also a sure thing, as the imperial garrison is out of the town and Janishire's relatively isolated position means that not much attention will be turned to it until tax season at least. You have no large threats that would prevent you from acting freely in the name of the rebellion.
-You can build up here and create a rebellion bigger than yourselves that can provide resources to use during management orders. From here you would be able to evaluate if the situation in Oakheart is worth the risk and foment rebellion in other cities.

Oakheart
-Ironheart will arrive soon and the more time you can get to set up in the city for him the better chance you have at working with the local rebellion to take the city from imperial hands.
-Oakheart is the ancient human city, and while it's glory has faded it is still magnitudes greater than Janishire is in terms of manpower and resources. Taking it for the rebellion would cement the rebellion's hold over the old human heartlands.
-If you ignore Oakheart for too long you risk Ironheart stamping out the local rebellion.
 
Vote: Abstain.

Order 1: Get the armor we found in the barracks fitted for Marcus.

Order 2: Join the training exercise. Henry certainly could use a few pointers after that last skirmish.

Stat Changes:
-Replace Resources (+1) with Athletics (+1)
-Upgrade Stealth from Fair (+2) to Good (+3)
 
Vote: Oakheart. The villagers here have shown they can handle themselves against the Imperial dogs just fine. Moving in to take Oakheart for the cause is dangerous, but what better opportunity will we have to send Ironheart back to the capital, one piece at a time?

Order 1: Get the armor from the barracks fitted with Everheart's help.

Order 2: Assist with the training exercise. Practice never hurts, and these volunteers will need to know how to shoot.

Stat Changes:
Upgrade Investigate from +2 to +3
 
Management Results
1 - 1 - 4 Oakheart wins decisively as our next destination.

Tenabry
Spoiler :
You dive into the few old books you have taken with you all the way back from the Order's sanctuary. The books are dirty and frayed at the margins now for all the care you have tried to show them, but their contents are still there for you to gather from. Browsing through the few books of the Empire's history that you have with you begin to dig through for mentions of General Alphonse Ironheart.

Mentions of the general become more sparse the further back you go, but they go back pretty far. As long ago as thirty years ago there's mentions of the general leading campaigns to push the elfs out of the east to protect the frontiersmen and settlers. Curiously though around this time mentions to him become by name become less common with the contemporary writers preferring to use 'The Ironheart' as his moniker. You trace back this nickname over decades leading to the early years of the empire before it disappears as well, but not without a trail. The last mention of 'The Ironheart' is given to a man known by another name, 'Dragonslayer'. Unfortunately your book doesn't go any further back and Janishire isn't exactly a center of learning in the empire, you'll have to wait until you get to a larger city before you can dive any deeper into this line of questioning.
***
You team up with Kacey to go amongst the people of Janishire and begin providing what care you possibly can. As you focus on providing comfort for those who are on the verge of passing onto the next life you can't help but have your attention drawn to Kacey who is casting her magic on the more lively patients. The laypeople of Janishire have no idea of what she's doing beyond 'a miracle' and other more outlandish whispers, you gave up on trying to explain the Lady's blessing to them long ago.

But more than ever you see the limitations of her magic, especially as you gave blessings to a small colony of lepers who had come seeking a miraculous cure for their conditions only to be let down. Moving to the next hovel that she has designated as 'beyond her abilities' you are given time to reflect on the teachings of the Order and your own mortality as you comfort the terminally ill. An unsettling but powerful experience.

[Janishire's loyalty increased, rebellion notoriety gained.]

Kacey
Spoiler :
Zanele, Henry, Marcus, and Kacey. All in all half of the liberators of Janishire have teamed up to start training volunteers in the way of combat. With so many big names showing up to participate in this exercise word of mouth has brought together a much larger amount of volunteers than was expected. Enough to form a militia to keep the town safe, or so Zanele estimates.

The work is tough as Zanele, Marcus, and Kacey get together to start training the villagers and attempt to build them up into something resembling a fighting force. Henry with what little combat experience he has takes the time to join the villagers and trains with them under the more combat experienced mentors. Marcus manages to earn the fear and respect of the marksmen in training under him as he drills them into ever more accurate snipers. Zanele begins to set up a command hierarchy and places Kacey in charge of her own group of villagers, while inexperienced with leading men at first she manages to adapt to her role as a captain easily enough forming a camaraderie with her men.

At the end, where there was a group of unorganized villagers with weapons before now stands a militia ready to defend their town from aggression.

[Janishire Militia formed, all participants gain a +2 boost to Fight, Physique, or Athletics next mission.]
***
You team up with Tenabry to go amongst the people of Janishire and begin providing what care you possibly can. With the imperial guards gone and the population of the town being friendly you are freer to use your Vodun more than you've ever been before. As you give your healing touches to the patients more and more people begin to gather around watching in awe. You can see the way people treat you change almost instantly, becoming more respectful and timid where before they were more open and natural.

The popularity you've gained doesn't come without issues though, as you are forced to turn away a woman with a stillborn infant in her arms and many other people with ailments far beyond your abilities who come to you looking for a miracle. Your mind drifts over to Tenabry and the work he puts in comforting and praying for all those you cannot help. It churns your stomach to be unable to help those people and a feeling of guilt begins to crawl into your mind as you send more and more of them to Tenabry. Still he handles each of them with care and compassion, and the longer you work together the higher your opinion becomes of the young monk.

[Janishire's loyalty increased, rebellion notoriety gained.]

Frith
Spoiler :
You take out a quill and begin to ink a letter to a good armorsmith you know with the intention of commissioning a suit of mail for yourself. Giving the letter to your best raven you send it off on its mission, remembering to send another letter to your tailor to provide the armorsmith with your measurements.

Making the suit will take no short amount of time and delivering it would take even longer but you are confident that you will be justly rewarded for your patience.

[Order put in for a +2 suit of armor, it will be a while before it comes in though]
***
With quill and parchment in hand you begin the process of taking inventory of the party's equipment, what state it is in, and what can be replaced and fixed. It is not an easy process as some of the party members (Marcus and Silvia jump quickly to mind) are not as willing to let you through their stuff as others.

In the end you've managed to figure out that Henry needs new smithing tools and crafting materials, Kacey's shield needs a new covering of wax to prevent water damage, Zanele needs a weapon of some sort beyond his fists, Silvia's horse could do with some better feed, and a few new arrows for Marcus would not go amiss either.

Putting the orders in for them as well as what you've determined you need as well you go to the market and get about collecting what you can.

[Party gets two +2 boosts to use for their equipment next mission.]

Silvia
Spoiler :
Writing letters to nobles is a tricky art at best when dealing with the blunt and hardy ones on the frontier; dealing with the more complacent nobles in the west who have nothing better to do with their lives but politics is an exercise of your patience that would leave the monk astounded. You aim to strike a fine balance needs to be struck between soothing their inflated egos and not seeming like a pushover, after many revisions you are finally pleased with the wording of your letters.
You manage to pick up from the responses that you've received that while Lord Derby has gained little good will from the nobles for his botched handling of the grain shortage, the coming of General Ironheart has them scared enough that none would consider any action that could be construed as treasonous.

As you are about to give up on hope, however, one last letter comes in from a petty noble that you had offhandedly decided to include in your letters. Cedric of Oakheart, the fourth son of a noble who only inherited some useless lands in the abandoned district of Oakheart. The note is written carefully so as to keep plausible deniability, but Cedric suggests that he has some ties to the local rebellion and would be more than happy to work together with you.
***
You spend the rest of your time visiting the various elders of Janishire who have come together to form a civilian council. An easier task than expected given that Landvik is one of the members on the council and was willing to introduce you to the others. While talking to them you make sure to note who's in charge of what guild, which family is marrying which, and what rivals can't get along with each other. By the end of your time at Janishire you feel like you've made some good progress in setting up a network of contacts in the city should you ever need them.

[Contact network set up in Janishire, makes it easier to use contacts skill if knowing someone from there would help]

Henry
Spoiler :
Zanele, Henry, Marcus, and Kacey. All in all half of the liberators of Janishire have teamed up to start training volunteers in the way of combat. With so many big names showing up to participate in this exercise word of mouth has brought together a much larger amount of volunteers than was expected. Enough to form a militia to keep the town safe, or so Zanele estimates.

The work is tough as Zanele, Marcus, and Kacey get together to start training the villagers and attempt to build them up into something resembling a fighting force. Henry with what little combat experience he has takes the time to join the villagers and trains with them under the more combat experienced mentors. Marcus manages to earn the fear and respect of the marksmen in training under him as he drills them into ever more accurate snipers. Zanele begins to set up a command hierarchy and places Kacey in charge of her own group of villagers, while inexperienced with leading men at first she manages to adapt to her role as a captain easily enough forming a camaraderie with her men.

At the end, where there was a group of unorganized villagers with weapons before now stands a militia ready to defend their town from aggression.

[Janishire Militia formed, all participants gain a +2 boost to Fight, Physique, or Athletics next mission.]
***
Henry sets about getting the armor fit to Marcus, but when it comes time for him to take off his robes and get the armor fitted he seems to be a bit reluctant to do so. Henry soon realizes why as he sees the scales covering the "Orc".

[Okay, I don't want to step on anyone's toes here so Leccy and Celt are going to have to work out by themselves how they want this to work. End result is Marcus gets Armor +1]

Marcus
Spoiler :
Zanele, Henry, Marcus, and Kacey. All in all half of the liberators of Janishire have teamed up to start training volunteers in the way of combat. With so many big names showing up to participate in this exercise word of mouth has brought together a much larger amount of volunteers than was expected. Enough to form a militia to keep the town safe, or so Zanele estimates.

The work is tough as Zanele, Marcus, and Kacey get together to start training the villagers and attempt to build them up into something resembling a fighting force. Henry with what little combat experience he has takes the time to join the villagers and trains with them under the more combat experienced mentors. Marcus manages to earn the fear and respect of the marksmen in training under him as he drills them into ever more accurate snipers. Zanele begins to set up a command hierarchy and places Kacey in charge of her own group of villagers, while inexperienced with leading men at first she manages to adapt to her role as a captain easily enough forming a camaraderie with her men.

At the end, where there was a group of unorganized villagers with weapons before now stands a militia ready to defend their town from aggression.

[Janishire Militia formed, all participants gain a +2 boost to Fight, Physique, or Athletics next mission.]
***
Henry sets about getting the armor fit to Marcus, but when it comes time for him to take off his robes and get the armor fitted he seems to be a bit reluctant to do so. Henry soon realizes why as he sees the scales covering the "Orc".

[Okay, I don't want to step on anyone's toes here so Leccy and Celt are going to have to work out by themselves how they want this to work. End result is Marcus gets Armor +1]
 
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