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Three Thousand Club
Nope
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That is unfortunate. But I suppose it could still come in handy in a few situations. Like Hazel needing to convince a demon to do something. I dont have any social or presence specialties, but the malfean princess aspect could be equivalent of her pulling rank.Nope
Yay!To answer your last question first, I'm finally home from an 8 day stay in the hospital. I'm feeling better, even while I am still recovering.
So far I'm on board with all of these ideas.Let's see... now that Atusa has some Flags I can pitch more ideas.
- Begin the ritual to summon White-Fire Judgement, patriarch of the Jinn bound to the Hematti, to help complete the ritual required to lift the White-Gold Sepulchre from the sands in its entirety, to better learn of and commune with the Unconquered Sun, and maybe find more of your oh so very shiny panoply. (Hang with your clan. Chill with ya boy UCS. What do you mean Sepulchres contain bodies? Oh. Oh dear.)
- Participate in the Eight Winds Festival, the annual gathering of the Southern Clans for the Wind's Behest, a spectacular sandship race. As neutral ground with strict rules against violence, this is also the time for negotiating treaties, forming alliances, brokering betrothals, and negotiating a peaceful end to vendettas. This year the Northern Clans and the Sassarin Princes are both expected to send lavish delegations to court the Southern Clans in preparation for renewed hostilities, and (impeccably polite) sparks will undoubtedly fly wherever the two should meet. Win what concessions you may, celebrate another year of life snatched from the jaws of the desert, and meet your many frenemies.
- A Kheru [A title roughly equivalent to Prince] of the powerful Fayum Clan - to whom the Hematti nominally owe fealty - has been captured by the Bintanath Clan when they chanced upon his sandship while he was exploring a newly exposed ruin. Ordinarily the Kheru would be ransomed back quickly, but a powerful Jinn of the Bintanath has reportedly taken a liking to the Kheru - admittedly famed for his beauty nearly as much as his penchant for getting himself into trouble - and is demanding he wed her. The Bintanath are in an awkward position - they cannot easily refuse the demands of such a powerful Jinn, but they don't fancy their chances in a war against the Fayum. To complicate matters further, the Kheru was betrothed to one of your young highborn captains, a delicate negotiation that took much doing on your father's part, and the young captain, incensed at the slight, may do something reckless. The Bintanath have sent a delegation to petition you to help negotiate a peaceful settlement, offering to show you the location of the ruins and promising that whatever the Kheru found is far more valuable than his hand. If you do intend to get him back, time is of the essence - rare is the mortal who can resist the advances of a potent Jinn for long, and soon he may not wish to return. Alternatively, if negotiations fail and the Fayum call their banners this offers an excellent pretext for war that could see the Hematti claim valuable trade routes, slaves, plunder, and influence.
This sounds like it would be fun. But I've used up all my Merits and Bonus points, so it's up to our Storyteller whether or not Atusa gets this.We will need some sand ninjas next. To add to the carnage and fun.
Maybe to compete with Renna's Elites, like a sort of rivalry. Atusa has a squad of essence wielding spies and assasins. Ninjas excelling in the desert environment, with abilities honed beyond normal mortal capabilities.
Sounds great!So you want to trade a point of Size in exchange for camo cloaks for the infantry and superb mounts for the cavalry? That means going from 1000+ soldiers to 300-500. That seems perfectly reasonable to me.
So for my internal bookkeeping I'll consider your mercenary company to have the following Aspects:
Superb Mounts - Your cavalry excel at long distance riding (something horses are typically terrible at, especially in very hot climates) and sudden bursts of speed.
Camouflage Cloaks - Your infantry excel at ambush, infiltration, and surprise assaults.
Second Sons & Daughters of Fortune - You cavalry are well educated and drawn from the unwanted children of the nobility. They understand court etiquette and command respect, even in foreign lands. They open doors in high society everywhere you go, but it is expensive to maintain the lifestyle to which they are accustomed.
Soot to Diamonds - Your infantry are the dregs of society, shanghaied from docks and back alleys with a keen eye for diamonds in the rough cultivated over the centuries and forged into a fighting force the Realm's Legions would envy. They have strong backs and quick wits. They're equally at home in a loud tavern brawl and quietly evading pursuit in a dark forest.
A fifth one I think, perhaps about the esprit de corps built from having a mercenary company that's been around for 400+ years. Lots of legendary feats and famous battles ascribed to the company. There's a pride there that binds the soldiers together, and people might recognize the name of your company (Which is what, by the way? In my mind it's just Renna's Bastards because of the unwanted nobles idea, but that seems more like a nickname.)
Unless it's dramatically important or crazy hard, they will just succeed at anything you set them to that lines up with their Aspects. They'll also be magnets for trouble in accordance with their Aspects, so feel free to tell me if you they don't reflect your conception of your company.
On a side note, Psy should be able to leave the hospital herself today! Lets all cross our fingers for good news.
It turns out that shes been in the hospital with Covid-19 since Sunday. She's doing well, though.
It turns out that shes been in the hospital with Covid-19 since Sunday. She's doing well, though.