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Action by Society of Explorers for The Great Blood Spirit

(Public Action, OOC Date: Jan. 22, 2022, 11:49 a.m.)

Under the direction of Lou Grayson, the Society of Explorers is going to - well - Explore. Their prime goal is to explore as much of the Saffron Chain as they are able in the time that they might have, in order to find any additional information that might help provide the Spirit Walkers with an advantage in putting the Great Blood Spirit back to sleep.

They'll do this by setting out to sail the Saffron Islands, introducing themselves to the people they find, and asking questions. There are a number of Explorers with various languages available to them to help facilitiate the role of translator, as well as other who excel in diplomatic relations and protection. They will always try to find a peaceful means to get the information they are seeking, only using violence to defend themselves if necessary. Gifts will be provided where feasible, and if they happen upon any tribes among the Saffron that Alarice might have had relations within the past, Lou might try to leverage that ancient connection, provided it was a good one, to see if they'd be willing to form alliances once more.

Questions they might be asking along the way are:

1) what are the legends associated with the Great Blood Spirit?

2) is there anyone who might know of any rituals to put the Spirit back to sleep?

3) what historical records and/or maps might they have that might give further information on locations where relics might be found to help with putting the creature back to sleep or on what dangers they might want to consider when performing the ritual.

4) would there be anyone willing to help the members of Arvum wishing to perform the ritual to put the Great Blood Spirit back to sleep?

Lou would be relying heavily on those members of the Explorers who have first hand knowledge of the Saffron to try and steer away from any of the more dangerous territories; cannibals, hostiles, etc. She has the safety of her people and her crew at the forefront of her mind, while also seeing this task through.

Guides and Translators: Having grown up in the Saffron Chain and spent much of her adolescences traveling around it. Cassiopeia will use her knowledge and connections to help find guides for the Explorers to assist them in navigating and collecting information.

Where appropriate Ryhalt helps smooth and encourage exchange of information by setting up trade for needed goods. Otherwise he joins trips to investigate findings and offers his mind to help puzzle out elusive clues.

Rosa LOVES people! LOVES them. And she's such a chatter box. A stealthy chatter box at that. She's a scout you know, but quiet when needed. Make sense? While scouting about the Saffron, Rosalind with use her people skills and ability to understand the strange, she will talk to those she finds along the way. She will likely talk their ears off, asking a million questions about the blood spirit, that that should not be named.

Ruins of unknown providence? Jungles with curious critters? Tovell is a fresh-faced Explorer who brings one particular set of skills to bear at this juncture: He's a professional person-protector. Throughout the wandered explorations of the Saffron Chain, Tovell will avail himself to any seekers and scouts who believe they may need to tread dangerous ground and could use a protective fellow who won't blend in all that well.

Oh no Oswyn is so busy. So, so busy. But sometimes there are little hidden snippets about far-away things in the Archives. Maybe even things bigger than snippets, because it's probably easy to shove a book about something as crazy as a blood spirit that quaked a continent apart in the silly stories section. Anyway, Oswyn has people who poke books so he has them poke books. And tells them good places to poke at.

As a newer addition to the SoE, Adalyn is eager to join in this endeavor and assist where she is able. She'll put her sociable nature to work, turning on the charm and trading stories with those she encounters (because if there's one thing she might enjoy as much as telling wild stories of her various adventures, it's hearing others recount theirs). She's hoping her conversational and diplomatic skills will uncover helpful information.

Kiera has always been interested in storries untold and the solving of puzzles, which leads to a fascination with connect disperate subjects. This led to an interest in myth and legend of both the oathlands region and tales outside of her conventional faith upbringing, which in turn lead to discoveries about Dawnhome. Convinced that it will be an area of continued interst to the enemies of the compact, she is resolved to learn all she can. her present focos is examining connections between dawnhome and cardia with the hope of providing insights others may not have explored

Action: Eirene knows sailors. And sailors know stories. So she hits up as many in sailor's taverns as she can to get info about the saffron they may have learned along the way. She uses her knowledge of sailing to make friends.She brings great quantities of Southport rum to help smooth her conversations. Lots and lots of rum.

Ian is an experienced sailor and an experienced captain, and more than that, since he, Haakon, and Jasher won the Regatta, he also has access to a sloop. He loads the Explorers onto this fast, agile ship, hoping to keep the non-combatants among them safe(er) by virtue of being able to outrun any ship that tries to overtake them, while at the same time, the fast ship will cover more distance, allowing further exploration in one trip.

He's able to offer one of the outer islands of the Stormward duchy as a staging area, as well, providing easy (or easier, anyway) access to parts of the Saffron Chain that Pravus has yet to map and explore, as these are the places where undiscovered answers are most likely to be available.

Jhond too is an experience explorer and focused especially on the exploration part. Taking the path less travelled, blazing a trail. He will help explore places and will use his talents to get to hard reach places. cliffs, caves, climbing, swimming. he will help pave the way for others to follow.

Lisebet is an Explorer, Scholar, and diplomat, as well as a Duchess. She is signing up for this trip expecting that diplomatic skills will be needed in order to get to places where relics or clues might be found, or to get stories/history from inhabitants of the isles. She's got some knowledge of things occult and riddles, but by far her largest input seems to be on the diplomatic front. She'll be there to soothe nerves, orate about benefits, ask questions, try to suss out hidden agendas or not so hidden ones. She does speak several languages which may also be of use, and she's willing to put herself out there, in order to help learn what to do to resolve this.

And if she gets a chance, she might even try to negotiate a cute little animal companion.

Vitalis is a seasoned explorer and for an effort like trying to learn about an ominous ancient spirit, he brings his sleuthing skills to bear. Talking with islanders, studying ruins and texts, sigils and symbols, mundane and occult alike. He's looking for information about Dawnhome, the fabled volcano, blood spirits, the easternmost point that Shamans sought out, Dream trees, legends, lore anything that will help shed needed light on the slumbering spirit's status.

Shae is a knowledgeable scout, and tracker, but she also possess a great deal of knowledge of flora and fauna. As well as having had the chance to explore mythical places, such as Brightshore. And she plans to put that knowledge to work to help seek out clues, and information that might go unnoticed by others. Leaning into her connection to the land.

It might seem like 'nothing', and perhaps it is. But! A combination of watching the Spirit Walkers, conversations with the Faith, Bella, Sebastian, heck just by virtue of being alive Raven's learned things that want to meddle or have something to say, or sometimes even just be nosy and silent find her with a frequency that's prompted outright exasperation from the Blackheart. Be it Her Shady Friends from Setarco, Abyssals, Spirits, and /possibly/ even the divine, she must just have an approachable face if one is a non-human sentient.
     So that's what she does. She will join the scouts and keep her eyes and ears open. There are no rituals, no appeals for aid. She may poke around to see what she can see incidentally to point out to scouts. She will accompany some scouting groups, other times she may set up somewhere nearby away from people and sit quietly as Mirk and the spirit walkers have taught her to do. If she can entice something to pass comment, or get to talking, or talk up her fellow Explorers to the non-human natives she will make the attempt to encourage anything that doesn't seem outright suspicious to chat up others so they may be questioned. In short Raven tags along and tries to be her usual magnetic self, and periodically makes time to meditate away from the group. See if anything could be spotted, or something opts to approach her and could be persuaded to chat up the group. Could be the group is left to wonder why Raven's even here.

Xanthe is going to tag along and provide help where need be. Mainly in the way of protection since she is best at fighting things with her weapons.

Felicia is an explorer, and Deathspeaker, though at least in relation to the latter her 'talent' has been somewhat spotty of late, and her relationship to stealth might at best be considered 'laughable'. What she can do is help with the exploration of ancient places and perhaps the puzzling of obscure languages. And if the ghosts are willing, mayhaps they might deign to speak to the Harrow and offer insight of the dead and forgotten as to how to deal with their very modern problem.

Lucita is an experienced explorer, often teaming up with other members of the SoE in those explorations. Music often makes a bridge between people, soothing, relaxing, creating a bond through its enjoyment and helping disarm suspicion. She collects old songs, old music references and hopes exchanging these with others might bring some useful information about the Great Blood Spirit to the effort. She asks if playing soothing, calming music helps relax that spirit and help prolong its quiescent state till rituals to put it back to sleep can be preformed.... and will play that if others answer yes to that question.

Recently rejoined, Caspian will do what he does best, namely be loud and stop trouble. Everyone loves a story, and more so people love to tell them! while most tavern tales are fanciful, there is often a grain of truth. Caspian will frequent the taverns and social gatherings, singing songs of the spirits and encouraging others to share their tales. Find enough similar threads and you can start to find the truth. Also, should any trouble arrive from any of the Explorers endeavors, he will likely be the first into the fray to make sure others are safe.

With the work of House Proscipi having cleared the way for the Explorers, the group is permitted to do more of their actual job in exploring rather than trying to fight off the Abandoned. That said, those Abandoned the live within the jungles, give those who arrive a wide berth. There is an awareness that they are there, lurking within the trees or observing from afar, but the Explorers are permitted to explore unbothered. Of course, that also means that they lack the expertise of a local guide in some places, but they are well-trained and still able to pick their way through the jungles with a minimum of injury and delay.

Of course, the fact that it is a jungle means that Lou's dream of trying to map the entirety of the Chain isn't quite able to keep up with reality. She does have the maps provided to her of those areas that -are- settled and well-documented and the work that the Explorers do helps to fill in a few of the blanks on those maps receives wide-spread acclaim from those within the settlements and cities of the Chain since mapping the jungle requires hard work and a degree of ability. Not many possess a wealth of both and either have the skill, but not the time or the time, but lack the skill required. Thankfully, the Explorers possess a good deal of both and are properly appreciated for their efforts, meaning that future trips to the Saffron Chain will likely be welcomed by those members of the Compact that live here.

The jungles are dotted with ruins. Some are so worn down and crumbling that there is only the impression of a structure that once existed where vines now hold the shape. After one strenuous day of travel, they make camp in the midst of some better kept ruins. After rations are distributed and the watch assignments made, some of the group takes some time to explore. The ruins consist of a large building that might have been something like a temple, but one of the walls is missing and, if there was a roof, it is long gone now. Inside, there are marble slabs that line the walls of the 'temple', overgrown with flowering vines and teeming with the local wildlife. There is something that appears to be a fountain in the middle of the large room, but, though it is filled with flowers, it is also crumbling into marble dust.

The carvings on some of the pillars depict closed eyes. Everywhere around them, there are engravings of closed eyes. It's a little creepy.

Still, after a long day of hiking and mapping, they have little trouble falling asleep, despite the weirdness of those carved eyes. Their dreams are deep. They see snakes and hear the sound of music and see the soar of dragon wings overhead. There are voices that whisper in their dreams, but the language is unfamiliar. The dream of a city of the dawn, stretching out over the Chain before it dissolves into lava and ash. When they wake and discuss their dreams, the Explorers realize that they have all had the same dream in this strange, eerie place. They waste little time in packing up and departing after making sure proper notes of the ruins and the dream have been taken for later analysis. Later, when the Explorers speak of the place they found to some within the settlements, they say that they have heard the place called 'The Gate of Dreams'.

Overall, while their mission doesn't map the entirety of the Saffron Chain, they do manage to create some tentative maps where none existed before and earn the respect and favor of the Chain's natives in the process.

Action by Shae

(Public Action, OOC Date: June 25, 2020, 8:37 p.m.)

Shae is leading a scouting mission through part of the Oathlands to track down groups of Legion's minions hiding out within it. As a Deputy Warden of the West, and an experienced scout and tracker she will be sure that her party is well prepared for their mission. Her group will be searching through the southern parts of the Oathlands, down to the Lyceum boarder. And making sure to be thorough in their search, looking for any possible signs of Legion's minions, or suspicious animal attacks. Having fought them first hand herself, she knows what sort of tracks to look for. In addition she will also be using her dogs, in helping track and search for them. While they are out searching through the southern half of the Oathlands, Shae will use her knowledge of the wilderness, terrain, fauna, and flora. And trusting in her fellow scouting members; Kedehern, Alis, Irony, and Thea, to do what they do best. And if and when they are able to find any groups of Legion's minions, she will be sure to take note of their locations. So, that they can be record and reported back.

By now, Kedehern has a wealth of experience when it comes to scouting for sign of the enemy, and he puts that to work alongside his wife and the others. With warhammer in hand, he makes for a tireless and determined outrider, and would use his knowledge of warfare, combined with his expertise in the wilds to help determine likely areas that Legion's minions may be using for a staging grounds, or routes they might take, to help Shae and Alis with the search. The Knight will maintain a vigilant eye should they meet the enemy, prepared for the potential of violence, but with the knowledge that this is primarily a scouting mission and the important thing is to make it back with the vital information they can provide about their findings.

Alis intends to be part of the scouting teams that are scouring the Oathlands for signs of Legion's minions, or suspicious animal attacks. She also thinks this will be excellent squire training for Ironna! (What could possibly go wrong!?). She will be bringing to bear her knowledge of the area, and her tactical mind foremost. But, also her sword and shield should they be needed. And weapons are all too often needed.

Ironna Aerisian is new to scouting. Truth be told, Irony is new to basically *all* of this 'squire' stuff. But Irony's got armor, she's got a pole-axe, and she's got a *lot* of Enthusiasm. So she'll come along, and she'll fellow Alis' lead dutifully, and she'll do her best to help where she can. And if there's trouble... well, she's got armor, she's got a pole-axe, and she's got a *lot* of Enthusiasm.

Thea had volunteered awhile back to help go scouting when she heard about a few dreams and rumors that had been plaguing the Oathlands. But you know--not as an actual scout. She's going as a physician. I mean she's good with a blade, but there are enough of those going. Sometimes you do the next best thing, and that's keeping those safe by other means. She will of course have all her medical supplies with her as well as her kopis and dagger on her as well, because well--you never know. She's heard stories, damnit! And has tended to the injuries from a previous scouting adventure.

Thoroughly scouting an area so large, without even a trail to start with, is a daunting task. They don't even know for certain what they're attempting to find. Werewolves? Wolf-centipedes? Shards? It could even be all of those together, somehow. But they have little success to start, and it's hard to determine whether that's a good thing, or a bad thing.

There are always animal attacks to be found, of course, but almost none of them seem particularly suspicious. None of the villages they visit have anything to tell them about other than having to run off a bear, some livestock losses due to wolves (but the normal sized, probably not half centipede sort of wolves), a rabid dog, and, in one village, a particularly persistent and bad tempered badger that got into someone's home late at night. There are a few villagers that have more interesting things to share. Uneasy encounters with strangers on the roads. Frightening noises at night. The occasional weird sighting of SOMETHING in the forest. These are all, of course, things the villagers dismiss as anything but curiosities. And they could very well be just that.

But a few times there's enough to investigate further. Shae and Kedehern are extremely talented scouts, and it turns out that Irony may have a small talent for it as well, as more than once she's able to suggest a direction that proves fruitful, even when the Fortiers find nothing to corroborate why that might be. They find three undeniable places to report on.

The first is a small village some distance north of Volkov Woods. It has clearly been there for quite some time, but the people in it are beyond strange, and the group is able to hide well enough on a small bluff above the village to observe them. Every morning the villagers wake up exactly at dawn. All of them exit their houses at the same time. Some of them go to plow the fields. Some of them chop wood. Some of them mend clothes, or repair fences, or cook food. The children sit right in the center of town and roll a ball back and forth between them, always at the same speed, always in the same, if somewhat complex, order. At exactly noon, they all stop and eat for exactly twenty minutes, then they all return to what they were doing before, and continue to do this until night falls and there is no more light to work by. Then every single one of them return home. Every single one of them steps inside their house. Every single one of them shuts their doors at exactly the same time, and every single one of them blow out their candles and dim their lanterns in such perfect synchronization that the village vanishes into the darkness in a blink.

The second place they find is a vast sinkhole in the middle of the woods a few days west of Lyon's Redoubt. The hole is near perfectly round, and they can't even see the bottom, merely sides made of clay and packed dirt vanishing downward and downward into darkness. Shae's knee feels like it is throbbing the entire time, and they don't linger.

The day they encounter the Standing Shield Clan is bright and sunny. Like many Abandoned tribes in the Oathlands, the Standing Shield are nomadic, and not surprisingly, completely alarmed when their own scouts alert them to the group's presence. There are a lot of them, and it nearly comes to blows before Thea manages to settle things temporarily by offering to see to a few of their wounded. Their own healer is missing, their baroness explains, in a way that makes it clear she half suspects they might be responsible. But, as it turns out, there's another stranger visiting them at the same time, a friendly, dark haired woman who introduces herself as Reva.

Reva explains that she lost the pack carrying all of her supplies when she had to run from what she describes, in a baffled manner, as "large, clicking marauders" that attacked her along the road. When pressed, she's able to give them an area just to the north of Artshall. And none too soon, as the Standing Shields quickly decide the Compact visitors have worn out their welcome, and demand they leave. Reva volunteers to lead them at least part of the way.

The journey is largely uneventful, until Shae's knee starts twinging again. And then aching. And then throbbing. They come upon a small cave dug roughly out of a gently sloping hill, and, with extreme care, creep close enough to get a good enough look at it to see that it's empty, apart from scattered animal bones. Reva sits herself down on a stump, looks at them--it isn't really clear if she's looking at anyone in particular--and smiles. "We see you," she says, in a voice that's utterly monotone.

Seven creatures that look like some horrible cross between human and insect burst from the ground in front of them. One rushes at Shae, one attacks Kedehern, one comes at Alis, one jumps at Thea, and no less than THREE lunge at Irony.

The air is filled with mad clicking and shouts. Kedehern intercepts the monsters coming at him and his wife, swinging his hammer hard enough to crack carapace while Shae fires past him to bury multiple shafts in what can only be assumed to be faces. They're both forced to be far more mobile than might be ideal, but they're a team, in this and many other things. They turn, often back to back, and every time one of their attackers lunges forward, Kedehern is there to parry, every time the other attempts to flank him, Shae's arrows find it. The monsters go down, smashed and feathered in equal measure.

Thea finds herself suddenly having to square off in combat, rather than bandage the result of them, but as it happens, she's no stranger to fighting, and she manages to dodge around snapping mandibles to bury her blade hilt deep in a crack between one piece of chitinous armor and the next. She twists, briefly finds herself airborne as the creature rears back, and then manages to maintain her hold as it collapses, and she stabs repeatedly until it stops moving.

Alis attempts to get to her squire before Irony is completely mobbed, but she's forced to defend herself first, having to practically chop her way through the monster in her way.

Irony's war cry is, perhaps, a little too eager given the situation. She swings her poleaxe as hard as she can and smashes it right into the chitinous 'head' of the first creature within reach before the other two outright tackle her to the ground. But then Alis is there too, hauling one of the monsters up and then driving her sword right into where its chest should theoretically be. Irony kicks her way free of the other one, snatches at the poleaxe still buried in the face of the creature she hit, and swings it, twitching monster and all, at the remaining creature trying to make a grab at her. It ends up making quite a mess of both of them.

The entire fight lasts, perhaps, a minute or two, but Reva is already gone. Her trail leads at an angle away from the route they took to get here, but there the footprints of a sprinting woman suddenly turn into the tracks of a large wolf, with torn and shredded clothing left lying scattered on the ground.

Action by Lou

(Public Action, OOC Date: May 16, 2020, 3:22 p.m.)

The Society of Explorers gears up their caravel, the Boundless Venture, for a long voyage towards Brightshore. Food, water, and supplies are stacked within the holds, along with adventuring gear and equipment. Lou has put together a team of people to aid with the journey, with several skilled in seamanship and one of the Faith to help guide their path to this new-to-them location.

Lou, at least, spends many nights praying at the various shrines of the Gods, to ensure a speedy journey, and safe and protected passage. Gifts are put together for the hosts of Brightshore, to help ease entry onto the island. Lou has worked tediously to map the location of the island based on the directions given in the information they've found (@clue 3661 - The Southern Route to Eurus and @clue 3717 - Landing in the Southern World), as well as with Wash and Ian's knowledge of the constellations from their vast years of sailing experience.

They go to Brightshore to determine of the island is a viable resupply stop on the way to Eurus and to work out any details or considerations that may be needed for any ship to use the island as a place to stop. Their information is 200 years out of date, and it has been assumed people have long since stopped using the southern route to Eurus for quite some time. They also go to see what dangers might lurk for those traveling along the way.

Their ultimate goal is to be able to bring back as much information as possible about Brightshore and the prospects of using the island to start using the southern route once more, should it be deemed a viable option of travel to Eurus. Adventure Awaits!

OOC: Using the Explorer's ship, of course, is dependent on if the Whirlpool in Arx is resolved by the time they are ready to set sail. If the Whirlpool is still in place by the time of final submission (which we believe will take 2 months to complete, give or take), we'll make arrangements to use a different ship and the write up will change to reflect this new information.

Also, due to code restrictions, several players had to toggle no-attend so we could submit the action, but we're all approved to attend per @request 21785. And Ezra will join the action once the AP requirement is added. He ran out of AP this week.

Wash will be taking the Candlelight's Promise with Lou. This gives their armada a little extra staying power with a second Caravel. he has a crownsworn crew (because this is not a Kennex vessel) but he'll be happy to take passengers as well.

Ian will be accompanying Lou to Brightshore, helping with the sailing of the caravels as needed, even to the point of serving as captain to one of them if he's the most suited to do so. He's especially interested in coming out of the trip with a strong sense of exactly where Brightshore is and how to get there, and he will be keeping a close eye on the surroundings during the trip.

Shae has been asked by her patron, Princess Lou, to join her on this extremely extraordinary, and once in a lifetime sort of adventure, and exploration. One that Shae is excited to be a part of, not only for the chance to possibly find an island that has been been visited in likely hundreds of years.

But also the chance to see a new and wondrous place. To meet new people, and possibly find new flora and fauna that has not been seen or heard of in Arvum. And to be honest, that is really what has Shae's excitement. The chance to find and meet new animals, to learn about them and study them, as well as the flora of the island, too.

Of course along the ocean journey to find the island, Shae will put her keen perception, and survival skills to use to help. From helping to find stars, to navigate by them. As well as keeping any eye out for any signs of possible danger to them.

All it takes is a bit of faith and trust . . . and preparations. Legate Ailith is no stranger to voyages or adventures into the unknown. As one of the few who embarked on finding the 'People of the Waves', known now also as the Marin'alfar, voyages into the sea carry all kinds of superstitions. As she had then to lend aid to their travels, Ailith shall guide the two disciples--Baroness Shae of Petrichor, Lady Mercy Azova in a prayer for the grace of the Pantheon, focusing upon each of the four triads. The three shall offer pour holy water held by the sacred, Ewer of Gods Love [crisis action 3947] over the side of the vessel. Four pours, one per triad, and a devotion of love for each triad --For where there is Faith and Trust, the light of their beliefs can guide them toward where adventures awaits.

She will provide a steady and calming influence, counseling any during the voyage, and leading nightly prayers or services as needed (excluding what she holds for herself being orthodox born). Included in her trove are tiny medicines -- lemon drops and soothing teas for stomach ailments and minor afflictions, but more or less, leaving the majority of healing in the capable hands of Mother Mercy Sophie (having asked her to assist with supplies) and Lady Mercy Azova. Also included is her lantern, lit by the Eternal Flame of Lagoma, and used to guide Orazio through the Wastes and herself through the Gyre War.

Knowing that Brightshore is named for its flowers and foliage, Ailith relies upon the Crown, Lodge of Petrichor, Archlector Brigida, Dame Leola, and Petrichor's and Mangata's disciples to acquire a flowers and foliage from Arvum to be presented as a gift to Brightshore's inhabitants -- an Avrum collection meant to highlight the gifts bestowed upon the gods and by the hard work of its farmers and faithful. One such flower added is a white bud said to hail from the mountains of the Northlands. It is a flower Ailith requested since the Gyre War: these flowers bloomed in the cold region, seen when the gods warned her of the Gyre, and ever since have praised these flowers as a heart of the faith, strong and sturdy when facing adversity and ever white and gold. Another flower hails from Darkwater, the unusual orange flowers which blossomed from a prayer [action 1947, see Darkwater webpage for landmark]. Ailith knows the unique properties of the flower do not venture from Darkwater, but sees the gesture as one to express the love of the pantheon and one to share with Brightshore -- not to convert, but to see the innocence and joy of such a faithful devotion and the gifts therein granted.

Azova has volunteered her services as a Healer and Mercy for the long voyage to Brightshore. She is fully prepared to tend to the medical and spiritual needs of those aboard the ship(s) they will be sailing on, and has promised to bring as many medical supplies as she is able, and will train any crew member who requests it in the basics of first aid as part of her effort to be useful rather than simply an idle passenger. She will be on the lookout for new medicines or medical techniques from Brightshore to bring back to Arx.

Quintin loves him some exploring, especially forgotten places. He's tagged along on sea adventures with the Kennex before, so he'll hopefully be useful on the ship. Otherwise, he's in it for the adventure and to bring his tactical mind to play, attempting to spot difficulties, come up with plans, and assess situations from a military standpoint. Quintin's good company on a long voyage, eager to learn new skills, and he's happy to bring along a board for some games of stones, too.

When Lou asked Marzio if he would be willing to venture off into the unknown to visit a place that hadn't been visited in a few hundred years, the Mazetti Lord had been only too willing to tag along. While he did not have a ton of experience in sailing, he does have a great deal of experience with commanding men. While he will not seek to take control of any forces that Lou does not grant him, he will be there and willing to offer any assistance that he might along the way.

He will seek to primarily serve in a combat roll for the group as they make their journey. Should they meet any hostile forces along the way and it come to combat, he will be there and ready to go to arms alongside his compatriots. He will also be there and willing to lend his considerable knowledge of surviving in inhospitable environments to the group and doing what he can to make sure that the entire group makes it back alive.

Kedehern might not be a sailor, but he still has skills and assets that he can bring on his voyage, after having been invited by Princess Lou. During the course of the voyage, he'll assist with the navigation if need be, though otherwise he'll let the sailors sail, as it were. Once they make landfall at Brightshore however, he'll help get the scouting parties organized, and underway. Happy to use his knowledge of the wilds to help as they explore the island, and see what there is to be found, as well as providing some protection for the group in what manner that he can, to make sure as many as possible return back home safely from the long voyage.

Seliki born and raised, by very definition and a lifetime of training, Kalani loves the sea and everything about it. The chance to take part in this voyage is to great a temptation to pass up. As a healer, she'll bring along medical supplies as well and stand ready to assist the other healers who are accompanying this group. As a decent hand at sketching, she'll also offer to make map copies, as they become available, and so on. Above and beyond any other skill, she's a combat medic and knows how to handle herself in dangerous situations that happen on a slippery deck, while the sea is pitching the ship side to side, and does not fall victim to sea sickness.

Well, they don't drown getting there. This is now scheduled for 11/28, @cal 4895.

Action by Mabelle(RIP)

(Public Action, OOC Date: April 28, 2020, 4:08 p.m.)

The Tina Laurent teaching hospital in Artshall is a project by Lady Mabelle Laurent and a joint venture of the Physicians, The College of Apothecary and The College of Agriculture. The hospital is designed to serve the medical need of the people of Artshall and the neighboring villages as well as offer lectures and a place where they can learn a new vocation, be it as a physician, a mercy or an apothecary. Research facilities lay ground for future developments, particularly of herbal uses.

The hospital will feature care and service facilities, including an operating theatre, lecturing areas, a large library for studies and information, a research laboratory and a large garden in the back of the building, planted by the College of Agriculture in order to assure the self-sustenance of the hospital’s herbal requirements.

In addition the garden will include plants and herbs that are recommended by shaman healers as commonly used by local tribes that have bent the knee to the compact and to the Laurents, in order to encourage their presence in the hospital as patients, students and teachers alike.

A shrine for the 13 will be built within the hospital and saplings will be planted beyond the garden to develop into a grove for those of more spiritual inclinations.

While not any kind of healer, or physician, Nicia has been around enough to know what sorts of things might be helpful from an apothecary standpoint. So on behalf of the Apothecary College she provides insights into what might be needed to keep a fully stocked garden and lab for their purposes. She has even pledged to send over teachers to help establish the teaching hospital and train future apothecary students until such time as there are enough locals that might want to take over teaching duties, but also forge a bond between the hospital and the College to further everyone's education despite distances. As well as a promise to aid when needed in the event of a crisis.

Shae has volunteered to help build and plant the Hospital's garden and grove. With Shae's knowledge of the land; including the terrain, weather patterns, and the like, as well as her mastery of agriculture. She will use all that she knows to find the perfect location for the garden and grove. Even better if there is already a grove or woods that she could make use of, nothing wrong with using what is already there.

From there she will gather on the recommendation from various Mercies, Physicians, Shamans, and healers the herbs and plants they believe will be needed to help their patients. For the uses of first aid, tinctures, liniments, slaves, teas and so forth. If she is able to find a grove that already exists, she will build upon it, adding additional trees that are used in healing. And if not, then she will happily create one various trees that are good for medicinal purposes, including: Alder, Apple, Ash, Beech, Birch, Cedar, Cherry, Elder, Elm, Hawthorn, Hazel, Holly, Basswood (Linden), Maple, Oak, Pine, Poplar, Rowan, Walnut, Willow, Witch Hazel.

In addition to finding the right place to plant the garden and grove, Shae would also make sure they are planted in ways that help provoke a sense of peace, to help aid in convalescing, and healing those that spend time within them. Including adding a greenhouse for growing more delicate plants, benches for resting on, and enjoying the garden. Birdhouses, and baths, and a couple beehives. To help keep the health of the grove and garden, and provide honey for uses in medicinal purposes.

And of course she would say a prayer to Petrichor after planting the garden and grove. Thanking him for the gifts he has given them all, and hopes that he will watch over them, and help keep them safe, a place of safety and peace for those in need of such.

Brigid, while not someone who is of a medical mind or has been trained, has come to lend her help in other ways. House Moore has been prosperous in their soil given certain experimentation conducted largely by House Champagne. This soil which is considered highly fertile, has been gifted to help foster the growth of medicinal gardens in which a bevy of plants can grow and the hospital will be able to always have a supply on hand. Further more, two snippings of a rare herb known as Frosthope have been gifted to Mabelle Laurent, it contains specific properties known for helping to fight back blight as well is it known for curative and anesthetic properties among physicians. A home for all of these places, however comes with six large raised planter boxes built from the mighty oaks of Acorn Hill.

Cristoph is obviously very in favor of anything that's going to improve Artshall. He lends his stamp of approval for the project and also uses his extensive connections in the Peerage within the Oathlands and across the Compact to talk it up. He speaks not only of the benefits of such a project but about what an exemplary member of the Laurent family Lady Mabelle is and what's an incredible asset she's grown into.

As Minister of Loyalty for House Laurent, Naka engages the populace near Artshall regarding the project and the numerous ways it will improve their lives. In addition to this education effort, he also elicits their input, particularly regarding local herbal lore, for the benefit of the planning and construction. If nothing else, he hopes to help them feel connected to the project from the very beginning, even if their suggestions are not forthcoming or feasible where given.

Kritr has been called in to consult on the Artshall Hospital project. He has been asked how to make the hospital more comfortable for prodigals such as himself. He is only a few years removed from seeing the Compact as the enemy, so he will use his considerable powers of persuasion to ensure prodigals that the Laurents have only the best intentions with their school and hospital. He will visit the newly inducted clans and tribes in the hopes of encouraging their healers to send apprentices and promising recruits to learn the Compact's methods of treating injuries. He is living proof of the scars that primitive treatment can leave.

Thea is a combat medic. That's what she primarily does, anyway. So for the school, she will be teaching them how to set up field hospitals, properly and SWIFTLY care for those that have fallen and are wounded, and all the other quick things you should know. So please don't be squeamish! It isn't the first time she's taught such. Thea has also taught battlefield surgeons in Southport(action 3423), so she knows what she's doing. Southport's soldiers are being well taken care of, so hopefully she can teach others what she taught them.

Ilsa, though she now resides in Arx, understands the difficulties of those who live far from modern conveniences when attempting to provide medical care. While she offers her experience as a doctor and teacher to the new teaching hospital she also offers her knowledge of traditional herbs and herbal remedies. A skilled apothecary, she offers lessons in the natural flora which can be gathered and brewed and crafted into medicine when one is far from more established medical care. It is her hope that by providing instruction on those medicinal plants which can be gathered in and around the areas of Arthall, she can create opportunities for those living in the outlying villages greater abiity to tend to the illnesses of their neighbours when travel to the hospital is not possible.

Rukhnis is always glad to hear of more institutions being founded to bring together and disseminate medical knowledge of various kinds, and she is going to enthusiastically offer her own assistance in this project. She will be working to draw up detailed curricula in her own particular fields of expertise, with a full course each on holistic medicine and epidemic disease. Between these two courses there will be both introductory material and more advanced content dealing with such matters as the interconnections of mind and body in the delicate balance of health; the influence of environment, climate, and the seasons upon the humours; the impact of diet and the prescription of special dietary regimens for people with various conditions and temperaments; the causes, diagnosis, treatments, and prognosis of a number of miasmic fevers and other epidemic diseases; and so much more! Each curriculum will additionally be extensively illustrated by case histories from her own work. In fact Rukhnis is, on the whole, far happier and more enthusiastic about putting together lesson plans, reading lists, illustrative examples, and teaching schedules than any sane person should be.

And then because apparently this isn't enough work, she's also volunteered to visit the teaching hospital for periodic lectures. Having trained in Eurus under a leading expert in the physiology of the eye, she's particularly glad to offer supplementary lectures about the eye and its various unique maladies, as well as providing demonstrations of surgical techniques such as the couching of cataracts.

Having assisted in establishing the Saving Grace Hospital in Arx, and being one of the leaders of the Physicians guild (at one point) Eirene knows what goes into establishing such an endeavor. She lends her expertise in medicine to make sure the administration is there to support the doctors first, not the other way around. She ensures the proper tools are being cleaned proper prayer sterilization practices to Lagoma. And she knows what kind of beds, operating tables, and supplies are needed to staff such a location.

Gwenna could not be more excited to be allowed to attempt to help on such a promising endeavor, especially for her cousin Lady Mabelle and the Laurents. The Redrain isn't at all skilled in the areas of medicine or apothecary, with just a passing fancy in agriculture, but what she has sometimes been rather capable of is talking up the merits of such projects to help gain further support. Having been involved in no few building ventures across the Compact, Gwenna will use her experiences to do the same for The Tina Laurent teaching hospital in Artshall, and hope her words around the region and personal support assist in making it a great success.

Curricula. Comfort. Medical administration. That all seems to be covered which leaves Edward to perform in what has slowly become a specialty of his own. Construction, costs, and logistics. While the physicians and alchemists and doctors decide how it will be run and what is needed to run after the place is completed he focuses on the process of building.

Using his experience in construction and logistics from prior projects he will ensure that the materials used to build the hospital are quality materials. That cost saving endeavors are not detrimental to the overall quality and structure of the building. And ensure that the laborers hired are capable of doing the work with an eye towards the overall quality that is expected of such a place where people come to seek better health. Additionally, Edward will leverage his considerable economic knowledge to keep cost overruns down and attempt to obtain supplies and construction materials for prices that allow an excess of materials to help with last minute problems that always come up in large building projects.

Kedehern isn't much of a builder, or someone with medical experience. He does however, know how to get people organized, and working efficiently. He'll make sure that tasks are properly delegated, and lend morale to the workers' efforts, as well as make sure that logistics are taken care and running seemlessly. His skills may have been honed on the battlefield, but there's something refreshing about putting them to use on a work of healing, instead.

Rosalie is going to be helping with the teching hospital that Mabelle is looking to have constructed in Artshall. More specifically, she will be helping with the creation and blessing of the shrine therein. Small, really more of a chapel than a true shrine, it will be crafted, at least on the interior, as a tridecagon. A 13-sided room, each wall panel bearing a small mural representative of its respective God, with a bas relief of the God's sigil at the top of the wall. Pews will be the majority of the furniture in the room, thirteen to be exact. Small pews, able to seat just a few people at each. At the front, a small altar where worshippers can leave offerings or where the resident Godsworn priest can offer counseling or tutoring. And a small bookshelf replenished as needed, filled with primers, a beginner's introduction to the Faith. Thin volumes offered in Arvani, each of the four shav'arvani dialects, even Eurusi.

The blessing itself will encompass each of the Gods, with an offering made at each panel before being placed into the altar.

Aion receives a request for restful sleep and sweet Dreams made possible through hard work and trust in the Gods, the wall panel brushed with crushed moonstone mixed with spring water gathered beneath a full moon.

Death receives a request for help with the transition from one life to another, of starting anew and being reborn into a new way, the wall given home to a tiny spider in its silken web.

Gild receives a prayer for goodwill and charitable thoughts to be granted to all who pass through the shrine, the wall panel brushed with powdered gold mixed with myrrh oil.

Gloria is given prayer for strength and honor to walk the proper path, no matter how hard it may seem at the time, the wall panel brushed with steel and cleaning oil.

Jayus receives a request for inspiration to guide those seeking answers or help to find what they need within the walls of the hospital, the wall brushed with a small rainbow of paints created from local flowers and herbs.

Lagoma receives a prayer for healing of course, but also for change to lead people to new lives and down new paths, the wall brushed with the soot gathered from one of Lagoma's eternal lanterns.

Limerance receives a request for love for new homes and new beginnings, and fidelity to the paths chosen and each other, the wall brushed with purest silver mixed with rose oil.

Mangata receives a prayer for new life and hope to spring as eternal and steady as the tides pull at the shores, the wall brushed with a mixture of crushed coral and local springs.

Petrichor receives a request for a fertile field of the mind as well as body, allowing new ideas and learnings to take root as well as the flora in nature, the wall brushed with powdered leaves mixed with sap from local trees.

Sentinel receives a prayer for order to rise from chaos and help to leave those who enter with a clearer sense of purpose and self, the wall brushed with powdered iron mixed with armor oil.

Skald is given thanks for his gift of Choice and prayer that those who enter will find their way to the Choice best suited for them and the strength to accept the consequences of it, the wall brushed with crushed metal from broken shackles mixed with a healing salve.

Tehom receives a request to give those that enter the strength to look at themselves and see those things within that they must acknowledge before they can move forward in their new paths, the wall is brushed with crushed stygian mixed with mirror polish.

Vellichor receives a prayer for the wisdom to embrace new paths and new teachings with open arms and in turn to share that wisdom with others, the wall brushed with dust mixed with ink.

In Artshall rises the Tina Laurent Teaching Hospital, a grand endeavor planned by Lady Mabelle Laurent as a joint venture of the Physicians, the College of Apothecary, and the College of Architecture. Beyond library, lecture halls, and laboratory, the teaching hospital has a vast herb garden that includes both a shrine to the Pantheon, and, more controversially, a grove. Less controversially and more spectacularly, the herbs in the garden include Frosthope, an herb previously thought legendary. Lady Mabelle's deep diplomatic skills and the exciting novelty of the new herb means that the inclusion of more shamanistic traditions draws little more than grumbling, for the moment, and people with such beliefs alongside pantheon worship appreciate the nod. And the invitation.

Duchess Nicia Laurent, on behalf of the Apothecary College, provides insights into the best healing herbs. Baroness Shae Fortier provides the design of garden and grove, greenhouse and birdhouse and beehive, and, it is said, was key to the Frosthope planting. Lady Brigid Moore helps see to the soil. Sister Rosalie Redtyde sees to the design, dedication, and blessing of the new shrine, emphasizing each of the gods, and providing a small theological library. Duke Cristoph Laurent and Princess Gwenna Redrain promote the hospital as a wonder and a boon, while Lord Naka does similarly more locally, with a special emphasis on those who've recently bent the knee. Lord Kritr Clearlake intensifies this emphasis, providing propaganda for the Compact way of health. Lady Thea Malvici provides instruction in that Compact way of health, while Ilsa focuses more on herbal instruction. Rukhnis also assists with instruction and curriculum and scheduling, excited by the organizational challenge. Lady Eirene Malvici ensures that the administration prioritizes support for doctors and good medical practice.

Baron Edward Stormbreak sees to the economic efficience of the construction. Baron Kedehern Fortier sees to the morale of the workers and the logistics of that construction, as well as aiding his wife with the garden.

The hospital, once completed, is indeed a marvel, and the successful tending of Frosthope is truly exciting to the Arvani, even the vast majority who aren't sure yet what it is. It represents a fundamental success, and an exciting novelty, and a sign of ever increasing medical knowledge.

Action by Shae

(Public Action, OOC Date: April 11, 2020, 11:28 p.m.)

Shae will gather all the offers she plans to sacrifice to the gods. And on the thirteenth day of the month, at the thirteenth hour, she would light thirteenth candles. Choosing to do her rite in the woods in Mistward. Feeling that choosing a place that she feels comfortable and connected to, was a good choice. Once the candles are all lit, she would then begin the ritual.

Mangata, goddess of the sea, air, the daytime sky, and light.
"To Mangata I offer up this green frayed silk ribbon, my favorite hair ribbon from when I was a little girl and learned the love and joy of feeling the wind in one's hair and face, as they ran."

Shae sets the green frayed silk ribbon into the flame of the candle

Petrichor, god of the forests, soil, mountains and some argue all of nature.
"To Petrichor, the god of my heart and soul, I swear to continue to protect the wild places, to revere the land as it should be, to only hunt when needed, and to help the animals in need. For Petrichor I offer up my devotion, and a prayer for the forests, and land." In addition to her own prayer she sings 'The Ballad of Nature's Prayer'. (Clue 3560)

Shae burns a piece of paper with a prayer to Petrichor written upon it in her own handwriting.

Lagoma, goddess of the seasons, change, growth and fire.
"To Lagoma I offer up these acorns, for like me they will grow and change, throughout the seasons. May we all find positive change and growth under your mercy."

Shae then tosses the acorns into the fire.

Vellichor, god of knowledge, learning, and history.
"To Vellichor to promise to continue seeking knowledge of the world around me, to also be open to learning something new, and to remember our history."

A drop of ink is poured onto the fire.

Gloria, goddess of war, strategy, planning, chivalry, and honor.
"To Gloria, I pledge my honor to family and fealty, that my heart remains true, and that I uphold my word and that my deeds show my true character."

She burns a silk favor that has the sigils of House Keaton, House Laurent, House Fortier, and House Valardian embroidered on it.

Jayus, god of artistry, including crafts, inspiration, dreams, music.
To Jayus I offer my voice in song, one of hope and inspiration. Shae sings Brianne's Song (clue#995 ).

A piece of paper with Brianne's Promise written upon it is set in the flame of the candle to burn.

Limerance, god of love, marriage, fidelity.
To Limerance I swear to be faithful and true to my marriage, to love my husband, and to celebrate the love I have for him. As well as the love I have for all of those that I love dearly.

Into the fire Shae places a plaited knot of fabric, that has been made from pieces of Kedhern and her own clothes, as a symbol of their love, marriage, and her fidelity to her husband.

The Sentinel, god of justice, law and order.
To the Sentinel, I offer up my promise to continue to hunt down those that would break our laws, and sow chaos wherever they are. And to make sure justice is kept.

A favor with the symbol of House Keaton, who are Huntsmen, and a symbol of house Valardin who she is a Deputy Warden of the West for is put into the fire.

Gild, goddess of commerce, travel, civilization, banking, and wealth.
"While I may not have a keen eye for banking or wealth, I do enjoy travel, and exploring. And I thank Gild for the wonderful civilizations she has inspired in us all. And given us the ability to create, and the chance to travel this land to find them and explore them."

A map of Avrum is set into the candle's flame to burn, in honor of Gild.

Skald, the First Choice, god of freedom, free will, and choice.
"Skald, first I think you, for giving us freedom and choice, to allow us the free will to choose for ourselves, and so I promise to help those that do not have that choice."

A promise to the Sylv'alfar, that she will do her best to help free them; is written on a piece of paper, and placed in the candle's flame to burn it as her offering to Skald.

Death, the Queen of Endings and Mother of Beginning, goddess of souls.
"I wish to thank you for the duty and role you perform, for your guidance on such a great journey, and for being there for us when we begin, and again at the end. While I could not be there at Eirlys' end, I know you were there to welcome her, and I think you for that."

"In honor of that I offer this snowdrop flower in memory of a truly wondrous soul, Eirlys Greenmarch. Pack, friend, and sister of my heart." She would set the flower into the fire.

Aion, the Dreamer, deity of all creation.
"To Aion I promise to continue to dream, to strive to bring hope to those around me, and seek further beyond my own scope, to continue to dream of a brighter and better world. Where there is more light and far less darkness within it."

Shae burns a piece of paper with a dream of hers written upon it; her hopes for a better tomorrow, not just for herself but all of Avrum and her people.

Tehom the Thirteenth God, the dark god of reflection.
"The thing I fear the most is betrayal, being betrayed or betraying those I love and care for, pray that I will find the strength and ability to face this fear, and be better for it."

A very old love letter from her first love, Ramsay, who betrayed her, and set her up to be attacked by bandits. (Shae's Secret Clue 1865)

Shae makes her sacrifices. A ribbon that has felt the wind. A prayer to her beloved Petrichor. Acorns, oh, seeds of potential. She burns ink and favors, song and knots of clothing, promises and maps, promises and intentions. She burns snowdrop flowers and dreams and hopes and lover's betrayals. She emphasizes her love of the gods, her loyalty and fealty, her bold ambitions.

The night draws on and draws on. The candles expire. The darkness is heavy in the woods. But Shae is not afraid of the wood-dark. As she sits, her trick knee doesn't throb, but it does feel strange. As if, for a few moments, it eased. As if, for a few moments, it was supported by something deep and vast. She smells loam. The soft decay of tiny bodies. Mice. Insects. The trees are a shelter to her, and a shelter to so many. She thinks she can almost hear the skitter of chitinous feet on bark, the scratch of owl-claws on tree limbs.

She feels like she's growing roots. Or that roots are growing into her. The idea of it is distant imagery. It does not frighten her. She feels as if she is part of the woods, part of the soil, part of the rock. Bone and stone. Then the moment passes. She's cold, but not uncomfortably so. The sun is rising. It's time to go.

Action by Cristoph

(Public Action, OOC Date: Feb. 17, 2020, 6:56 p.m.)

Lord Kedehern and his people went to scout the Shadowood in action #3672 (and using information from clue #3635) and discovered a tribe of Abandoned known as Clan Red Snake. They told the group a story about a person named 'Rand' who came on behalf of House Durand. A person that I will gleefully refer to here on out as: Rand Durand. I can't be convinced that's not the full name, I'm not sorry.

In Kedehern's explanation of events to Cristoph, he mentioned that there was also another tribe. Both were willing to bend the knee to House Laurent but were also in the midst of a fight between one another. Cristoph and company will be going to the Shadowood to speak with both tribes.

He'll be aiming to bring them under the Laurent banner before House Durand can corner and corrupt them. He would like to avoid as many Abandoned tribes falling to the Knights of the Swarm as they can manage. Because really, who needs their enemies to make more enemies to fight you with??? Ideally, they'll convince both groups to join them, but he'll settle for as many as he can get.

They also bring a reasonable show of force with them, because that area is pretty dangerous.

Kedehern shall accompany Cristoph and the others on their foray to speak to Clan Thistlerick and Clan Red Snake, doing his best to keep the party from harm should anything happen during the trip.

Jael can be surprisingly charming when she feels like it, and she turns that on in efforts to mediate and settle the existing matter between the two Abandoned tribes so that they will both swear fealty to Laurent. Can't they just all get along?

Norwood's bringing Queensguard, and staying close to Cristoph's heel. Why can't this damn House Durand just GO AWAY ALREADY.

Damn elves.

Shae is returning to the Shadowood to speak with Clan Thistlecrick and Red Snake in hopes to help find some way for them to end their feud with each other, so that they will both join the Compact under House Laurent. Shae is hoping that between explaining to them about the dangers that House Durand is and their connections to darker things. Along with proposing that once they join, they can settle this issue via a duel.

Which is a time honored tradition in the Compact, especially in the Oathlands. In which she would explain its purpose, that it is not to the death. That perhaps there is a way to find a compromise, like a marriage between the two tribes. Such as the offending party marrying into Clan Red Snake to help fill the the loss of the young man. And so on.

Mostly, Shae is just hoping to find a positive way to help both clans to find a way to work through the current issue to some sort of compromise that doesn't involve the death of a person.

Mabelle will use her skills as a diplomat, her personal charm and ability to sway minds in order to convince the clan to join the compact so they could be saved from the claws of house Durand and the crazy Rands. Maybe even convince the other tribe that is mad at them. Maybe if she runs into one of those single minded Rands she can talk him into telling her things, nothing quite like getting into your enemy's head. Since there is only one apparently.

When they return to the Shadowood, Clan Red Snake's chieftain is adamant; she has no interest whatsoever in allowing her clan to bend the knee to anyone, let alone a member of the Compact, until and unless the culprit from Tribe Thistlerick is turned over for execution. Thistlerick is also adamant; or, at least, as adamant as a small tribe-turned-refugees with dwindling supplies can be; they will not bend the knee to House Laurent if House Laurent does not swear a solemn oath to protect them from all dangers, very specifically including the danger of 'having our leader's son turned over to be killed by the tribe that drove us from our lands in the first place'.

At first.

This is before two more Red Snake patrols and an expeditionary force heading deeper into the Shadowood vanish. This is before a small Red Snake hunting party is found four days after they were expected to return staked out on the border of Red Snake land, their bodies so bloated as to be nearly unrecognizable and swarming with so many insects that Clan Red Snake resorts to lighting them on fire with arrows from a distance, rather than the usual ceremonial burial.

This is before Thistlerick's primary negotiator, an extremely friendly, almost fawningly polite young woman, suddenly attempts to stab Cristoph with a skinning knife during a negotation meeting, ranting about the crimes of House Laurent, before being quickly cut down by Norwood's blade.

They're a little more open to negotiation after that.

A little is not a lot, however. It takes the combined efforts of Shae, Mabelle, and Jael, and every scrap of charm and persuasion they can manage, to finally start wearing down Red Snake's resistance. It takes long nights of arguments and declarations and exhortations. And it takes a sudden attack by a number of the missing Red Snake Clan members, howling and raving, that is cleanly repelled by the significant forces Cristoph brought with them for protection, for Red Snake's Chieftain to finally agree to let the matter with Thistlerick go. She agrees to bend the knee in exchange for the same promise that Thistlerick wants: an oath of protection from Laurent on top of the usual oaths, to protect them against any Compact aggression as well as that from the Shadowood itself.

Not all of Red Snake agrees, however. The prominent warrior whose son was killed storms out of the negotiations, and the next morning it's discovered he's left, along with a small but potent group of Clan Red Snake's best fighters. Scouts track their path as going further into the Shadowood, but Red Snake is loathe to send anyone after them given what's happened. Regardless, the day after that, both Clan Red Snake and Tribe Thistlerick bend the knee to House Laurent.

Action by Kedehern for House Durand

(Public Action, OOC Date: Jan. 13, 2020, 9:02 p.m.)

Kedehern has been tasked by Cristoph to travel to the Shadowood with a diplomatic delegation of sorts to speak with the Abandoned Houses that have a presence in the area. The Duke suspects that House Durand has been pressuring them to join or be killed, based on information he's received from Marquis Kael.

As such, he hopes that Kedehern and company can reach out, and foster better relations betweens them, even absorbing them into the Compact if able, under the premise that it's better to make them allies than having them turned into a Nameless army that fights for the swarm. Kedehern will be leading the party, but he knows his strengths, and diplomacy isn't one of them, so he's doing what any good leader does, and delegating to those more suited, and trusting their own prowess to help carry any talks.

Shae of course will help assist Kedehern and her future house. Agreeing that it would be better to reach out to the Abandoned Houses and gain their friendship. And possibly their alliances, and even getting them to join the Compact. To aid in this endeavor, Shae will use her natural charm, and empathetic understanding of others. To gage their initial reactions and help the group adjust how they approach them, so they can hopefully appeal to them on a personal and empathetic level.

Mabelle will be using her charm and diplomacy skills to try to help Kedehern accomplish the mission that was given to him by her Duke, sate and join as many houses as she can to the Compact.

Norwood doesn't have a diplomatic bone in his body and Margerie is way too sick to be able to go. So Norwood is here, Queensguard on his hip. Like he has done for Kedehern's brother, the deceased Duke Edmund, and his nephew Cristoph. If everything goes to pot, Norwood will be there to cut them out of it.

Well, hopefully cut them out of it. That eventuality would be a good glowing opportunity Pimsly, proprietary of glowing be damned..

The Shadowood is a bad place to be, but it's apparent why so many tribes have made their home there; for one thing, while it's a bad place to be, it's a very good place to hide. The first few days are frustrating ones as the group continuously finds signs of human activity and habitation, only to discover these signs are leading them in circles, always back toward the edges of the wood. There are whispers in the night, and strange sightings. There are odd rustling noises that turn out to be old wind chimes hung in trees. Shadows in the brush that reveal half rotted straw figures stood up on poles. Oh, they find a lot of unsettling things in the Shadowood, but what they don't find in the first few days are actual people.

That changes on day four. On day four, they encounter the Thistlerick tribe. Once it becomes clear their mission is a diplomatic one, the Thistlericks are unexpectedly happy to accommodate them as best as can be. As best as can be, as it turns out, is not very well, because the Thistlericks are a fairly small tribe recently driven away from their lands further in the wood, and their supplies are growing sparse. It's surprisingly easy to convince their leader to bend the knee; all he asks for in return is shelter for his people and a solemn oath on top of the usual oaths of fealty that House Laurent will guarantee their protection against other Abandoned tribes and Oathland Houses both--as there are still dark rumors in the Wood about other Oathlands Houses turning on and murdering Prodigals that have bent the knee.

The Thistlericks point them in the right direction, and on days six and seven they encounter several other tribes. These tribes are skeptical and wary, repeating the rumors of Oathlands Houses murdering prodigals and slaughtering Abandoned in their lands as accusations, rather than worries. Eventually the group is able to convince these tribes that their mission is what they say it is, and conversation warms...somewhat. The tribes aren't shy about stating their absolute disinterest in bending the knee, and distrust in the Compact as a whole, but if Laurent wants to better relations, they appear cautiously open to the idea...provided Laurent is likewise willing to agree to leave them be, they'll pledge not to raid Laurent lands, and they're quick enough to reassure the group that they have no more interest in joining up with House Durand than with the Compact.

On day ten, they find the Red Snakes. The Red Snakes are a clan nearly five hundred strong that pride themselves on their warriors, who have successfully defended their territory in the Shadowood for centuries. Most recently they've come under repeated attack by a number of smaller but nastier tribes, whom the Red Snakes claim are insane demon-worshippers probably aligned with House Durand. While they've held against this threat, there's some clear worry that this may not last. Much like the last tribes, many Red Snakes are initially wary and skeptical of the very idea of bending the knee, but this attitude abruptly changes when Tribe Thistlerick is mentioned. The chieftain of the Red Snakes immediately declares that the Thistlerick tribe is sheltering a murderer--who happens to be the son of the Thistlerick leader--and that if House Laurent is willing to turn the young man over to the Red Snakes for execution, she will pledge all of her people to House Laurent's cause and join the Compact. As a sign of good faith, she orders her head scout to brief the group on what they know about House Durand's activities.

This is...a bit of a problem. When confronted, Thistlerick's leader claims his son killed the son of one of the Red Snakes' most prominent warriors in what was apparently a heated, drunken argument that got out of hand, and that the entire thing was an accident. He claims the Red Snakes' pride won't allow the matter to be settled by anything less than death, and reminds the group that he's only asking for protection in exchange for his own tribe's loyalties. He will certainly not agree to bend the knee if House Laurent insists on his son's execution.

Action by Kedehern for Oathlands Strife

(Public Action, OOC Date: June 7, 2019, 11:37 a.m.)

Having the right now to search in the lands of Cassyl, and House Fournier, for House Durand, Kedehern gathers up some of Laurent's men, and a few other brave souls to seek out the matter of House Durand.

Of course, if while they're there, they just -happen- to come across Lord Aramis Fournier, well, that would be sheer coincidence, wouldn't it? Especially if he happens to be in the company of House Durand. Yes, yes it would.

In any case, Kedehern and Co will be looking for the lands of Fournier, partly for House Durand, and partly for Lord Aramis due to all the strife he has been causing, but officially, this is Durand business only.

Norwood is heartily tired of House Durand. They seem to be at the root of basically everything wrong in the Oathlands, and especially Laurent right now. He joins the effort with Queensguard at his side. He's not looking to be particularly merciful at this point. If they actually do manage to find Durand, he's going to do his best to slice slice slice.

Hopefully there won't be any centipedes. But if there are he is totally ready for that too.

On their way through, Flavien makes sure to check all the places he might have stashed someone if he we doing so. He'll rely on quick thinking and investigative technique.

Miranda is, primarily, going as added brawn to assist House Laurent in their endeavor to make things less dangerous for those going. In addition, she's helped Malvici, in the past, with things relating to Fournier, so as a half-Malvici person, she is assisting there. Lastly, as Voice of Gemecitta, Rubino-Zaffria is helping to assist House Laurent in the hopes of maintaining their good relations. Miranda tends to help in many ways and this is just one of them. In addition, if they need resources such as military and social, etc, they will provide that as well. Ensuring that vassals are at peace means the greater Houses are not fighting small battles while greater battles threaten the Compact.

While Kedehern and the others are look for members of House Durand, Shae will of course assist in this, using her knowledge of the tracking and her dogs, to help with sniffing out any Durand that may be hiding.

Several things help with the search. Shae with her hounds, and a young Oathlander woman and her flop eared dog. Flavien's investigative talents, and Miranda's odd intuition with certain moving shadows in Fournier lands. In fact, they had followed up a lead on some camps that were being used by reported odd men in green surcoats, that also lined up with the men Aramis had used to do the massacre, and they track it down.

Norwood is the one attacked first, managing to get Queensguard free in time to parry an attack by a knight wearing a surcoat with red on a green field, with the green rising above- the sigil of House Durand. They quickly find themselves engaged by a small party, and Lord Aramis is among them. As the melee grows, almost at the same time Gawain, Ahmar and Eddard show on the scene and join in, with Norwood winding up engaged in a single combat duel with Lord Aramis who refuses to yield.

And then the armies arrive.

Hundreds of Knights of the Swarm ride down, but they are pursued by thousands of troops with Esoka and Jael in command, leading a massive force of Laurent soldiers and templars, to surround the knights of the swarm. Lord Aramis is felled unconscious by a blow from Norwood, and the Knights of the Swarm wearing the colors of Durand all fight with an uncanny sychronization to one another- and not a one attempts to surrender. They all fight to the death, and are eventually destroyed.

Action by Shae for The Black Hound of the Shadowood

(Public Action, OOC Date: April 12, 2019, 3:15 p.m.)

Shae is going to go to the Hall of Heroes, to the Valardin section, to where the statue of Breanne Keaton is. With the help of Nicia and under her guidance Shae is going to try and fall asleep with hopes of dreaming about the Black Hound of the Shadowood. To try and learn more about the creature. Having learned more about reflections, and with Amari pointing out to her that she is the only one of the Keatons that has had any dreams or seen the beast in the reflections of mirrors or windows, that perhaps there is a connection between her and the creature. So, focusing on that, with Nicia's help she goes to sleep in hopes of learning more. Kedehern will also be there to look over both Shae and Nicia, to make sure they are safe.

Nicia has walked this path before, as such she has offered to help guide Shae along on the journey. Meditation, every sense of focus that Nicia is able to suggest she offers as suggestion to Shae.

Kedehern attends to watch over the pair of ladies, on the off chance something untoward should happen. He's prepared to pull an all nighter as it were, and stands vigilant against any potential threat, as he stands as an honor guard of sorts.

Nicia and Shae meditate, with Kedehern watching over them. But consciousness evades them, all three at once. Nicia and Shae slump, and Kedehern falls to the ground unconscious.

"It comes."

That is the first thing they hear.

"It comes."

A whispered voice, full of urgency.

"It comes, brought to life by the stirring of the Green, summoned by the wasting curse. It comes, and it is hungry."

Shae is in a forest, and she is running - hunted. She looks behind, and Kedehern is trailing her. He waves. "Don't look back! Keep running, dammit!" Nicia is by her side panting with the exertion of it, and there's a thundering behind them of ponderous feet. A howl cuts the air, and they know they're doomed.

And then they stumble into a circle - a perfect circle of trees, and from the trees step lithe creatures with green hair - the Sylv'alfar. "A pact of blood to break the curse," they say together. "A promise giv'n to fight the dark." One holds out her right hand. In her left is a knife. "A binding oath to stop the hound." Shae slaps her hand into the woman's palm, nodding. "A treaty made in blood will mark."

And then the vision shatters and they return to consciousness, gasping for breath.

Action by Cristoph

(Public Action, OOC Date: Feb. 12, 2019, 8:40 a.m.)

On the thirteenth day of the month, at the thirteenth hour, Cristoph gathers a group of family, friends and allies in the gardens of the Laurent Estate. He sits with his companions and lights thirteens candles, with which he'll consign thirteen items of significance to him. He'll explain briefly, how the following ritual is meant to assist in cleansing the poisoned Priumum from Arvum. But that it's only a drop in the bucket, one voice that when combined with many others performing will slowly erode away at something terrible that affects everyone.

Hopefully.

He goes on to say that these sacrifices will represent his personal ideals for the future, that he hopes will affect the Dream in a positive way. The items are an array of things, all deeply personal, some of the significance is probably easy to spot while others are more vague. What's more important than that for the observers are the thirteen ideals, he'd like to see shaped into the Dream:

Courage, to be strong and brave when there is danger.
Honor, to hold it even when it would be easier to not.
Generosity to give freely to those who have little.
Hope, to keep a flame against the darkness.
Faith in the Gods of the Pantheon.
Justice when wrongs are done, to set them right.
Mercy for your enemies, so that you don't become the monsters you fear.
Determination to see through pain and difficulty.
Family, for the joy and solace they can provide.
Loyalty to the things in your life that matter.
Invention, so that we may never grow stagnant.
Love, to nourish your soul.
Humility, so that you don't become mired down in your own importance.

And then the ritual ends and hopefully no one blows up.

Jael is in attendance, still sort of shocked by the fact that not only is magic a thing, but that her brother is doing it. Also she's there to make sure he doesn't get rid of any of HER stuff.

Naka is present, respectful and mostly silent, sitting relaxed without quite actually lounging. The cost to him of the evening is only in attention, which he pays gladly and mindfully.

Kael is most supportive of his liege, and tries to instill the feeling of this on the day of the ritual. During the ritual itself, he walks respectfully, and cautiously. You know, just in case something bad happens.

Tessa attends to witness, entirely comfortable, relaxed and pleased. Adding her own well wishes and energy to the efforts to cleanse the priumum.

Shae will be quietly watching the ceremony, never having seen it performed before and wanting to learn it herself. Being sure to give it her full attention, as she watches it with her keen and perceptive gaze. As well as trying to follow along with the ritual.

Alis is goingto watch, intently. Not too intently, becausee that would be creepy and probably make everyone uncomfortable. But this is a very important ritual! And she must learn it well, to be able to perform the same herself.

Nicia is not entirely unfamiliar with the concept of what they are doing, so her approach to the situation is one of calm and cool relaxation. Yes, she realizes how very, very important this is, but she's also going to follow the ritual that was presented, put everything into it.

On the thirteenth day of the month, at the thirteenth hour, Cristoph convenes friends and family to cleanse the primum. He gathers them at the Laurent Estate, and the gardens are a beautiful and peaceful place to begin. He tells them these sacrifices will represent his personal ideals for the future, that he hopes will affect the Dream in a positive way. And then he begins, explaining each sacrifice - the significance to him, for these offerings are deeply personal. What they represent. The ideals he wants to reinforce in the Dream.

And for a moment, it seems like the Dream itself holds its breath - and then he begins. Courage, he says, to be strong and brave when there is danger. And as the first sacrifice burns, there is a sudden feeling they share as one - that heart-pounding knowledge that something is coming. It's hard to keep going, hard to not draw a sword. But even a glance around the gardens shows nothing imminent or dire.

Honor, to hold it even when it would be easier to not. Generosity. Hope - a flame against the darkness. One by one he lists qualities, those things he holds most dear, most closely.

The flame burns silver - not white but a true silver - is that even possible?

And suddenly they are not in the garden, they are somewhere else. Cristoph is there with them, in ancient armor, wearing the uniform of the Sovereign's Own Royal Guard, and there's the sword of the Lord Commander in his hand.

"No," Lord Commander - Cristoph? - whoever he was, he looks like Cristoph does now, of a certainty. "We're not doing that. We're going to push them back and out. We'll cut them down to a man, because there's no room in the Compact for the Pack of the Slaver."

"What about the ones who haven't fallen?" The Nox'alfar woman next to him stares at him with one eyebrow raised. On her armor - which matches his - the insignia of the First Captain.

"Seal 'em up, on the Queen's orders," he says grimly. "I don't like it, but maybe if they sleep long enough they'll forget this war, or we'll be better positioned to deal with their disagreements. But we can't just leave 'em loose or all of humanity will fall."

"For the Queen then," she returns, though it's clear she's not comfortable with the orders given - she's also not contradicting them.

There is a sense of purpose there, and in that moment, all the qualities that Cristoph values so highly - courage and honor, hope and faith and justice, mercy and determination. Family, for now as the Queen's Own surrounds them, they all feel that sense of camaraderie, that family of shield and sword. Loyalty. Invention - they are doing something new here, and they are witnessing the birth of a unified Arvum.

And then the vision fades, and so do the flames, and the rite is complete. It leaves with them a sense of purpose. A taste of battle. A rush of love and pride and certainty, even as they slowly disperse to consider their own rites, and their own mundane duties.

Action by Shae

(Public Action, OOC Date: Feb. 11, 2019, 12:40 p.m.)

As Deputy Warden of the West, Shae cannot ignore the theft of Valardin arms and armor, and certainly not the murder of innocents while masquerading as servants of House Valardin. She will gather what knowledge of the perpetrators responsible such as she can, and taking a pack of Keaton hounds with her, and start the long process of hunting down the offenders, accepting the assistance of those who offer it. Using her knowledge of the Oathlands' geography, she'll start the search in those areas they are most likely to hide, and expand from there, relying on her skills as a tracker to assist her in such, as well as the testimony of those who may have seen persons in Valardin armor violating the orders of Prince Edain, and Princess Alis.

Kedehern is a staunch supporter of the notion that non-combatants should be treated as such, and as such looks unkindly on those who would impugn the name of Valardin by slaughtering prodigals and those that wish to bend the knee, while wearing the markings of the house. While no great hunter of criminals, he recognizes that the type of people who would commit such actions are likely not going to surrender without a scuffle, and so he's there to help ensure the safety of those who are at work seeking them out, and to assist in their subjugation so that they can be brought forth before the High Lord Edain for judgement.

Veronica's likely the best-equipped Keaton to conduct long range hunting and pursuit of criminals and brigands. With her knowledge of the criminal culture of the wilds and her tracking and survival skills, she'll help the team move more efficiently and reduce time wasted turning over fruitless stones in pursuit of clues.

Norwood joins with his step-daughter to go look for the thieves. (Also, bandits suck, okay? Seriously. Go steal from someone else. Or just don't steal. Become a beekeeper instead. It's more fun.) While not an investigator himself he'll add to Shae's tracking acumen with Bayberry (dog!) and Steadfast (horse!) at his side (I love my animals). If it comes to a fight he'll fight, but this time... he'd really rather avoid having to kill anyone. That Butcher of Reaver's Bog really bothers him. Maybe he could reclaim some of his honor?! Or maybe he'll just kill more people (which would be okay, because see above, bandits suck.)

Adalyn goes along, though not to help with the finding of people, but rather to ensure that once found, they're caught. She's not interested in killing anyone if other options present themselves, but if push comes to shove, she'll use force. Until such a time as that's required, she's just going to hang back and otherwise keep out of people's way, except for the occasional bad joke.

Bandits suck. This is known, but sometimes the choices created by them are even worse. It's a case in point as they relentlessly track down bandits, in particular any masquerading with House Valardin arms and armor. The first such group is the Abandoned clan called Clan Blood Oak, up in the hills near the Cloudspine. They seemingly have been completely annihilated. Where there great camp used to be there, there's only ash. Perhaps they just burnt all they owned and went to ground, but it seems odd they would have left some Valardin arms and armor behind.

And then there's an entirely different matter.

Veronica hears rumors of 'men raiding in House Valardin arms and armor' near the Lycene border, which might have something to do with the uptick of banditry in that area. It is surprisingly easy for Shae, Norwood, Adalyn, Kedehern and Veronica to track the group down, and they are a band of outlaws calling themselves 'the Brothers of Sanctum'. Now, technically they are Abandoned in that none are sworn to any house in the Compact, but that's only 'technically'. Each of the men and women in 'the Brothers of Sanctum' are criminals who have fled trials, dodged their sentences, or are wanted for a wide range of crimes or are evading an exile. More often than not, Abandoned often are that group, not necessarily born into it, which often confuses how the Compact feels about them.

Now, when facing 'the Butcher of Reaver's Bog' and his men (and his step daughter), the relatively small group of bandits dressed in House Valardin arms and armor decide not to resist, and instead immediately ask for quarter... in return for revealing just how they came into their arms and armor, which aren't actually stolen from Sanctum or House Valardin's armories.

No, there's a band of Ravashari, this particular clan called the Rataravi, who have been forging very close copies of Valardin arms, armor, banners and surcoats and selling them to bandits. Now punishing them would normally be straight forward, but there are a few issues.

First, the Ravashari as a group are notoriously hated in the Oathlands, because they often are indistinguishable as Prodigal or Abandoned, with their exact status of having bent the knee being an open question. Much of the Oathlands traditionalists consider them traitors who continue to deal with Abandoned, and House Rivenshari who is sworn to Greenmarch certainly catches quite a bit of that bias. Secondly, it sounds like this particular group (the Rataravi), have been operating out of Riva, which is House Rivenshari's domain, and using them to blend in... meaning that any arrests there might justify the worst biases of the biggest bigots and hardline traditionalists in the Oathlands, who are trying to purge Abandoned (and Prodigals) in the Oathlands.

So whether this comes to light is really up to them, and just what they do about it.

Bandits suck.

Action by Kedehern for House Durand

(Public Action, OOC Date: Feb. 10, 2019, 12:11 p.m.)

At the behest of his nephew and liege lord, Duke Cristoph, Kedehern is gathering together a group of trusted individuals to plan and carry out another scouting mission of the border of Artshall and Duskshire, to see if they can find indications of House Durand's hide out.

The idea of the mission is not to attack or engage Durand if they can help it, but get evidence and a better idea of actual location in order to plan an actual strike at them in the near future, in order to bring this to a close. Of course, if the group does find themselves attacked or otherwise engaged, they will defend themselves but the overall idea is to get the information back to Cristoph rather than wage a battle.

If after scouting the border, they fail to find signs, they'll move further into Duskshire to continue their search, expanding the parameters, and failing that, will start look into the border of Duskshire and the Shadowood.

Shae will be part of Kedehern's scouting group, assisting with looking for any sort of signs of members and soldiers of House Durand. Including in sort of tracks or trails that might lead them to where they are hiding. Including using her dog Daegmund to sniff out any possible signs of people, or anything out of the ordinary.

If a Laurent is going to be stupid enough to head out looking for Durand, Norwood is coming along with Queensguard at his side. Maybe whatever Annalise Grayhill did with the sword will only work when the actual lord/heir is in danger. But maybe it'll protect any of the line.

Of course, they're also going to be heading into Duskshire, so Norwood will be their local guide. His years of fighting the malcontents in Duskshire give him a unique perspective on the area, even if he happens to brush off the number of skeletons they're probably going to find there. Of particular note he keeps an eye out for tunnels like the ones under Duskshire's main keep that might hide their elf friends - or even just regular bandits. Because those bastards like to hang around too.

Now, Kedehern might be leading the group, but on Duskshire lands Norwood's going to have a very different view of the chain of command. They killed the Laurent Duke he loved (I mean, Cristoph's pretty cool but Edmund was more like a buddy), and threatens the children of that duke. Screw them. If they run into Durand on Duskshire lands, Norwood's going to attack. Period.

Elsa will be going out with Kedehern and the others to try and find the location of Durand and its people. She will be using a small group of Fine Valley Hounds to try and pick up scent trails to track them through Laurent's and Clement's land as well as her own skill in tracking.

Adalyn's going along in the off-chance that somebody or something needs to be hit. She won't be doing much scouting, more following and providing an extra measure of security. She's going to stick close to Norwood and ensure that the old - hale, hearty - man doesn't get in over his head. If this entails use of force, that's what she'll do.

It's long, difficult work searching all the surrounding territories near Artshall and Duskshire. A painstaking process that takes them into surrounding domains such as the Shadowood as well, with the different scouts all patrolling over seemingly endless, difficult ground, some that for all they know may have never had people pass through it in centuries if ever. In the end, by slowly working tracing some of the attacks, they are able to track back to what should be the source. Should be.

It's not what's expected. The extremely well hidden camp has a scent first caught by Elsa's Fine Valley hounds, and then Shae and Kedehern lead their scouts cautiously towards the camp. The group is almost immediately attacked by three different Durand knights, who are promptly cut down by Norwood (while he is lectured about proper protocol in battle cries) and Adalyn, though that is a surprisingly soft force. What they find is the camp is almost entirely abandoned, and looks like it was in the process of being burned to cover their tracks when they were able to intercept them, and the camp must have been a mere staging ground for attacks upon Laurent lands.

Kedehern is able to rescue a letter that was in the process of burning as they arrive, and half of it is still legible. They can make out, "...and then return to Cassyl." signed with 'GF'.

Cassyl is the ancestral holding of House Fournier.

Action by Petal

(Public Action, OOC Date: Dec. 26, 2018, 7:45 p.m.)

Petal would like to do lots and lots of spring planting at the lodge. She like to use her knowledge of plants and flowers to make sure that she plants in a way that is good for the land and does not deplete such. She would like to move the flowers she put in the green house for winter into the field of petals. She will be paying especial attention to her white flowers, but she will attend to and grow all the flowers. She wants to have violets, poppies, local wildflowers, wild roses, daisies, lilies and etc in the field of petals. She wants to grow some of the flowers in the main part of the lodge as well. She also wants to tend to the orchard for spring. These rooms were builds that Petal did for the lodge. She would like to have the orchard filled with berry bushes and fruit trees. She wants to care for all the lodge plants and to get them ready for spring. She is going to enlist help with such among those she feels are interested in such. She will prayer to Petichor during the planting and might also be holding a planting event that relates to this action. She will also show respect to the spirits of the lodge. She will do her best to get the best and healthiest plants possibles. She wants to encircle the lodge with her white flowers, but also with other plants in a ring around the land.

Olivia is naturally quite thrilled to join in the spring planting efforts. Indeed, these will prove an opportune time to complete a project she'd begun earlier during the Lodge troubles, in terms of transporting quantities of her own plants to the Lodge grounds to help bolster its flora and create some redundancy for the rarer varieties.

Thus, she'll have various specimens transported from the Ashford orangery, both mundane sorts (fruit trees for the orchard, medicinal herbs, decorative flowers, etc) as well as her usual collection of more exotic blooms (dahlias and bromeliads), the latter to replace any that may have withered during the Lodge attack and help bolster a larger population of the flowers there.

Naturally, as part of the Lodge's contingent of disciples, she will do her best to help with the prayer ceremonies as well.

Shae is very excited to be helping Petal with planting various types of plants, as well as assisting with trimming and caring for the orchard in the Lodge.While Shae might not be a farmer, she does have some knowledge and skill with gardening. And to help make up for her bit of know how she is very positive and supportive. Her energy and optimism is almost boundless, and down right sunny. Putting in her warmth and kindness into her work, assisting Petal. As well as adding her own voice and words to prayers to Petrichor, especially as a disciple of Petrichor, she is genuine in her words and faith. Shae even talks to the flowers, encouraging them to grow and prosper. To reach up for the sunlight, and drink deeply from the earth. To give the sad rain a bit of color, as they smile up at it. Hoping to bring it a moment of relief from it's grief.

Shae is going to use her knowledge of nature and animals, to use her war elk help remove any tree stumps, rocks, or debris from the garden plots, and the orchards. As well as finding good health earthworms to add to the soil, and spotting the best places to plant certain flowers and plants, in the right spots, such as in the sun, or shade, or partial shade. Along with her knowledge of what plants and flowers are liked by certain types of animals, and what are poisonous, so they are planted in places that are appropriate, for them.

Okay, just being honest here. Tallius more or less assumes that any time Petal goes out of her way to do anything with plants, shit is going to get crazy and weird things are going to happen. He'll go and help move dirt, dig holes, the grunt labor that any idiot with a strong back can be of use for and for the most part just try and stay out of the way while those who are good with plants do planty things. The main thing he's there for, honestly, is to watch out for trouble and keep an eye on things. Because. Weird shit happens in this city..and around it..and anywhere most everyone he has ever met goes near.

Spring planting at the Lodge is a beautiful affair. Everything seems brighter just now - the threat is gone... or if not gone, at least it isn't at critical mass right now. The fighting through the Forest and at the Lodge itself has done one thing - whatever Petal, Shae, Tallius, and Olivia plant takes root. The soil is rich and the plants grow beautifully. Is that because of Petal's touch? Olivia's prayers? Shae's knowledge? It's impossible to say, but the heady scent of flowers and green, growing things permeates the entire area, drawing songbirds and bees, butterflies and bunnies and deer - it's a time of peace and renewal at the Lodge. Blood makes the grass grow indeed, and the flowers have never smelled sweeter.

Action by Shae for So You Think You're a Werewolf

(Public Action, OOC Date: June 4, 2018, 7:05 p.m.)

Shae is heading to the Greenwood with a few Oakhaven hounds and her own specially bred Shepherd, Daegmund, and whomever she can get to accompany her, in search of evidence of the illusive Venandi and potentially make contact with them. Using information from a few sources (clues: 'Shadow Hunters, the Claws of Fable', 'Shapeshifters, a Historical Account', and 'The Rangers and the Wolves'), she would head as deep into the Greenwood as she can, and if she does find the tribe or evidence of it, ask for help against the darkness that is out for Keaton blood. She would use her keen skills as a woodsman and a Tracker of Oakhaven, and her close affinity with animals to do this.

Shard has been asked to come along, and so she'll be bringing her own skills as a tracker as well, along with her familiarity with the wilderness (if not this particular stretch of wilderness). She'll help as she can, though a large part of her concern is to keep everyone involved out of harm's way while they're getting on with things. It never hurts to keep both eyes open for trouble.

Ansel will be accompanying Shae and the others to the Greenwood. He's been to the area a few times with the Greenmarches before, so it's not entirely foreign land to him, but the Telmar is mostly here as the muscle for the group. A few Telmarine armsmen will be joining as well, and will happily follow the guidance of the Oakhaven trackers in the party.

Lord Cullen Greenmarch will provide a steady swordarm on this journey, using his natural agility and the destructive power of Dusk to accompany Shae on her trip to find evidence of the Vendani. Should they run into any danger, he shall attempt to smite it into the ground.

The popular consensus is that Venandi all died a long time ago, though the Shadowood has traces of them. There's parts of the Shadowood so thick with growth that the daylight doesn't penetrate, and in one of those very deep places that even the Abandoned fear to tread, they found a place where the raised ground turned black, hard and dead and an ancient cairn. In the cairn, they saw traces of skeletons that appeared to be half-man and half-wolf skeletons, some of them with bones shattered as from great force, but it appears to have not been disturbed for hundreds of years.

Leaving the cairn, they have a better look at the raised ground upon which the cairn was built- most of the rocky outcropping aren't rocks at all, but massive bones, and it appears the cairn was built upon some hulking several hundred foot large skeleton that was vaguely humanoid in shape, with the cairn itself part of what was its maw.

But for living Venandi, they find none.

Action by Shae

(Public Action, OOC Date: Oct. 17, 2017, 5:24 p.m.)

Shae is going to go speak with the Unicorns at the Lodge, one she wishes to introduce herself to them, and offer any help and assistance she can to them as a member of the Lodge and as a Disciple of Petrichor. As well as offering to show them the Sanctuary and shrine to Petrichor in the Gray Forest, where Barkfather resides, and her hope to introduce them to the ancient spirit. That is if they have not met him yet. Beyond that she does not wish to bother the unicorns further, wanting to respect them and Dame Leola's words on how they are to be treated.

While visiting Barkfather, she wishes to speak with him further on the First Children, in particular how she can further help with finding more of them and helping them grow stronger, so that they are able to help in the coming fights with Legion and others like him. She is also curious if Barkfather knows anything about the Hound of Shadowood, and if he does how she can stop it, explaining to him what she has been experiencing and how she wants to protect her family from it. And also wondering if he knows why it specifically is out for Keaton blood.

While she is there she will be making sure to bring fresh supplies to restock the grove for those in need of them. And she is going to start putting together plans to create more places of sanctuary and safety for those in need. Such as travelers, or those lost, in need of shelter and food, clothes and the like. Using her own resources, money, and skills to start making these little places of sanctuary and shelter, dedicating them to Petrichor and for the use of any being in need.

Shae travels to where the unicorns have been seen. She goes in moonlight, as she knows that they can only be seen in moonlight. But there is only one in the grove when she visits, and though he does not wait for her to speak, she sees him as he lifts his face to the moon and is gone. It is a disappointing moment to be sure, but then she has seen a unicorn and watched him travel, and that is no small thing.

When she goes to the Grove alone, Barkfeather is silent, and there are four slashes on his trunk that were not that before.

Action by Shae

(Public Action, OOC Date: Sept. 14, 2017, 3:40 a.m.)

Shae and Gaston, along with Eirlys have been taking trips out to the Oriel woods, while the spirit of the woods has departed. Shae can not help but want to try and find a way to fix with the woods, that perhaps with them protecting it and looking after it that it will somehow bring peace and safety back to the woods that had not been seen since the Age of Song, until that had been shattered by greed and ignorance. As well as being sure to spend time fasting and praying in front of the ancient beech tree. Slowly building a shrine in the hollow of the tree here to Petrichor and honoring the woods spirits.

They've taken to patrolling the area of the great Beech bree, bringing the formerly cursed sylv'alfar relics with them. Though the curse has seemed to dissipate from them, neither of them, nor the others of the group, are certain if they're now wholly mundane, or if they still contain a sliver of the 'something more' they had in the Age of Song.

Inside the shrine, they leave well stocked provisions for those in need to use, human and animal both, and to perhaps pay the favor forward to other lost travellers. Bringing large standing stones at some expense to carve the story of the hero of the Oriel woods so that others who come across will learn his story, and that it shan't be forgotten.

It's not till the 13th day that the ancient beech tree in the Oriel wood speaks to them.

"Thank you, children of Skald. I am Barkfather. Oeric's ghost lingers throughout the Oriel wood, but he was never one of the First Children, and does not know the truths." The tree twists its trunk to regard them, the wood shifting and some of the wood almost resembling a face as it speaks to them. "The shrine you have created has called me back from a long sleep, and the shrine you built will allow me to protect this grove... but only as far as your eyes may see, and no further, for I still lack the strength. Legion holds sway over much of the wood, and only a great sundering of items of power, much like your sacrifices, will allow the First Children to banish the cursed from the woods." Barkfather than goes inert- it seems he only speaks to the four that woke him, and only those four, every thirteen days- and usually but a few sentences before he slips back into slumber. It is because of lacking the strength, he says.

Action by Tarik for Fighting Legion

(Public Action)

Tarik will be searching for the weapons cache located at the remains of LastLight Hold, or close to it. He will be bringing 350 military resources in the form of sellswords of various levels of experiences from the favors that he collected over the years. The plan is to locate the weapons cache, and gather any hidden knowledge that might among the remains that related to the fight against Legion. Base on Tarik's past's experiences with dealing with previous thought dead beings coming alive, they will be taking cautious appoints. Tarik's sellswords will be divided upon guarding the non-combatants traveling with him, rapidly retrieving any injured personal bringing them to the healers, and the first few ranks in the formation. Extra care will be protection to allow for quick movement, but keeping noise to the minimal. The standing operating procedures if engage by hostile forces is to protect the flanks, and the non-combatants. It is to keep a tight formation in which no unit can be isolated. They will seek aid from any shavs to aid in the of securing of the weapons cache. If they are successful, they will depart the area in the quickest and most efficient way possible. Tarik speech to the people with them, "We are going to the place where Clan Morien after spilling theirs' and enemies' blood sacrificed their lives to by time for those mustering their forces. Yes, it was a small battle, but that battle led to the Compact. This mission might be a small mission, but it will lead to defeat of the Compact's greatest enemy. So for this brief moment in time, until we are gone. Be like the best of your ancestors, draw from their strength, and make sure no history could ever hide the fact that you gave all for the Compact!
Sir Preston lend Morien the use 50 military resources in the form of Templars.
Dame Thena lent 300 military resources to Tarik in the form of Solace soldiers. The unit consists of 30 sworn Knights and 70-foot soldiers under a commanding officer. The 30 sworn knights will be split between guarding supply lines between camps as needed, and the camp themselves taking in consideration in account for the maximum effectiveness. The Templars lent to him by Sir Preston, and the 70-foot soldiers will make up the bulk of the force. If successful in finding the weapons cache, the Templars will be asked to move to the rear flank to help protect their escape. Tarik will spend 300 economic resources to make sure everyone has enough food, fishing and hunting supplies, extremely warm clothes, material to make on the spot repairs, even extra journals so that any knowledge gain or final thoughts if the worse happens might not be loss for all time. He will spend 50,000 silver on medical supplies. Tarik will spend 300 social resources on calling on favors among the Refugees and Golden Hart's sailors and Merchant to find enough ships to help transport everyone to northwest Arvum, and heading east towards the mountain. They will do their best to establish a main camp followed by a secondary and tertiary camp as needed. Since the area that they are exploring is vast, they will move the collapse and set up the main camp as needed for safety and security. Noncombatants will be housed in the main camp, and triage will be set inside.

Wash will be providing transport on his brand new cog. He will commit 50 military resources in order to scrape together a crew of able-bodied crownsworn sailors. This mission is not authorized by the Marquis, so he will not be using Kennex resources for it. He will be bringing his loyal champion, Jayne.

Clover will be taking 100,000silver from the Wyrmguard bank to help pay for the expedition; purchasing gear, sellswords, and the like. While she is going she will also be there to both investigate/research as they go along, and act as a healer.

Rey will be coming along with all of her healing things at the ready to hopefully keep as many people from being killed by the kinds of horrors that require italics (or more commonplace horrors).

Aiden came to Tarik as soon as he could, with the information of the ballad, knowing that he was a Morien. He came to aid Tarik, believing that as one of the last Moriens, that Tarik had the right to the weapons before many many others. He knows that numerous groups are deploying at a rapid pace to try to get their hands on these weapon caches. Afraid that they'd lose valuable time, Aiden struck a bargin with Tarik. He would proceed to go with him on the expedition, and challenge anyone who would otherwise deny Tarik of his right to the cache. Aiden knows the importance of history, of the echos of it. Tarik's people took their last stand over this cache and as a Grayson, he is determined to see the right people get it - He will EXPRESS that to anyone who says otherwise. In return, he only asks that if a bow were to be found, that he has claim to it, to defend the First Children with it.

As unofficial co-leader/supporter and Grayson representative, Aiden brings to the table his survival skills and his awareness of dealing with First Children and Abyssal Creatures. He has spoken to a First Child before and so will COMMAND the group not to attack anything 'animalistic' until he's determined if it was abyssal or not! (Animal Ken Rolls!) He will also aid in scouting, whether by himself or with a small group of Isles Canines that he brings with him (Military Res: take 100) to protect him and to provide support to the military proceedings of the group.

His Speech to the Group: "Together, we will win this fight. Our piece may be small, but put all the small pieces together and it makes a larger picture. We must not let this cache get into the wrong hands. I trust the blood of Morien, who sacrificed themselves to leave us these last measures of strength to free ourselves with. Tarik, will take the cache. As a Morien, it is his to protect and dispense to those warriors who would stand as Moriens did before. A fight to the death, to the end, to the very last!" (command/leadership to inspire!)
Aiden came to Tarik as soon as he could, with the information of the ballad, knowing that he was a Morien. He came to aid Tarik, believing that as one of the last Moriens, that Tarik had the right to the weapons before many many others. He knows that numerous groups are deploying at a rapid pace to try to get their hands on these weapon caches. Afraid that they'd lose valuable time, Aiden struck a bargin with Tarik. He would proceed to go with him on the expedition, and challenge anyone who would otherwise deny Tarik of his right to the cache. Aiden knows the importance of history, of the echos of it. Tarik's people took their last stand over this cache and as a Grayson, he is determined to see the right people get it - He will EXPRESS that to anyone who says otherwise. In return, he only asks that if a bow were to be found, that he has claim to it, to defend the First Children with it.

As unofficial co-leader/supporter and Grayson representative, Aiden brings to the table his survival skills and his awareness of dealing with First Children and Abyssal Creatures. He has spoken to a First Child before and so will COMMAND the group not to attack anything 'animalistic' until he's determined if it was abyssal or not! (Animal Ken Rolls!) He will also aid in scouting, whether by himself or with a small group of Isles Canines that he brings with him (Military Res: 100) to protect him and to provide support to the military proceedings of the group. His skills with the bow are sufficient enough to help provide a line of defense and will likely provide command or support command to archers.

His Speech to the Group: "Together, we will win this fight. Our piece may be small, but put all the small pieces together and it makes a larger picture. We must not let this cache get into the wrong hands. I trust the blood of Morien, who sacrificed themselves to leave us these last measures of strength to free ourselves with. Tarik, will take the cache. As a Morien, it is his to protect and dispense to those warriors who would stand as Moriens did before. A fight to the death, to the end, to the very last!" (command/leadership to inspire!)

Aiden is also using his social status to help with diplomacy issues that arrise when traversing, ensuring safe passage. (Social Res: 100). Aiden is also ensuring that there's enough supplies, given his travel to the North before, he's a little more accustomed to what needs to be brought along. (Econ Res: 100)

Cassandra will be talking to the Templars and getting together a small group of volunteers to assist her in taking this. She is looking for a group of veterans who can rally around her and are familiar with how to strike down this end. She is not going to order them into combat but will be expending 100 military resources in this action to ensure it succeeds.

Fiachra will be accompanying Tarik on this mission. If he happens to recall anything about the location of the cache, any potential traps, etc, he will be letting his comrades know. (Please see my character's secrets, if they become applicable during this action.)

Shae will use her knowledge of tracking, and her keen senses to help in assisting with locating and scouting out the area. Looking for any sort of information she might be able to find while doing so. Her dog Deagmund will be assisting her with this. If they should come across any animals (or other creatures) Shae will use her skills and knowledge with them to help defuse any possibility of a bad situation happening. In addition, she would be most willing to try and speak with any Abandon they might come across and try to convince them to join with them in stopping Legion and his forces. As well that if they need help or assistance or new homes that the Lodge of Petrichor can help them. And that as a Disciple of Petrichor Shae will do all that she can to help them. If fighting does occur, Shae does have her bow with her and will do all that she can to help and assist her group with her skill set. ((Shae does have a secret that could possibly come into play in this.))

Lou will be using her extensive knowledge of Arvum (see @clue Lou's Travels) to help in the expedition to find the weapons cache at LastLight Hold. She has maps of her time spent in the far north and in Everwinter, and has the skills (Survival 3) necessary to scout ahead and find safe spaces for encampment and any additional food they might need along the way so they do not risk frost exposure. She will also act as an archer in times of danger, and if it should come to it, switch to hand to hand combat when archery is not an option.
Lou will also spend 25,000 silver towards helping to ensure that the party has enough food, drink, and warm weather supplies to help keep them stocked during the expedition.
I mean -- COLD WEATHER SUPPLIES, not warm weather! -- IE: coats/cloaks, boots, warm socks, gloves, blankets -- Thank you!!

Mason is accompanying Lou and the others to the horrific place of ice and snow. He's surely going to freeze to death, but he loves his wife and so he will go. He'll be lending his experience as an explorer and scholar of the occult, assisting where needed and endlessly muttering in Eurusi about how cold it is. (but no one will really be able to hear it under the 10 layers of clothing and scarves anyway)

The Blackram Marquis will be bringing with him 75 infantry troops, and 25 archers from his March's forces, as well as offering his personal expertise as a scout and huntsman to help survey the land and enemy, as well as engage in guerrilla warfare. Forging trails, using his keen eye to locate potential sources for the cache, as well as setting traps to maim and slow any pursuit by the followers of Legion.
When Gaston was in the wild, he heard the name Legion whispered to him in his dreams. Leola surmised this was perhaps due to Sylv'alfar blood, or perhaps something else. Whatever it is, Gaston will be wary and on guard should the demon seek to speak to him in his dreams once more.

While not skilled in much beyond healing, alchemy, and artwork, Jayanthi is going with Tarik and those supporting him to offer her aid as healing. Given her severe lack of combat capabilities she is keeping her head down and keeping out of the line of fire as much as possible while healing people. Though, she does put special effort into assuring members of the High Lord families stay safe.

Valery hasn't left Arx since she arrived and she doesn't really want to, even less back north! but she cannot really say no to Tarik's request of help, he says he needs her...
So she's reluctantly packing her warmest clothes and a bunch of health supplies (adding 100 economic resources) and she gets ready to help with any healing (or alchemy work) needed.
However, if there is any danger, she's going to try to stay as out of sight and out of trouble as possible: people don't call her Mouse in vain...
(As they are travelling North, Valery's secrets may be relevant.)

The group made the long trip northward without incident. They scouted out a map in an ancient settlement, abandoned to the weather (and a bear). Heading even further north, they did find Lastlight Hold - but that's where things went wonky. A basilisk, ancient rock elemental guardians, and traps galore both protected the weapon and ate quite a few of the people looking for it. In the end, the basilisk was chased off - and it was carefully noted where he lived so that it could be avoided in the future - the weapon was carried to safety, and Tarik's ancestral home was destroyed. Hopefully it was worth the sacrifice.