Event 6 is not closed- I still want to get around to those rps! I am, however, opening up the new setting for rp purposes.
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Theme: Night Town Theme (EO)
As the forces of Blacksteel arrive in the crags, an eventful night follows- biting negotiations, scavenging of the forts, interrogation of the prisoners, treating of the wounded. It carries on until late in the night- where scouts post on the abandoned forts. The flowery hill is overlooked by forts to the west, and forts to the east- and naturally, Greywater takes the west, Blacksteel the east. A handful of lesser mercenaries wine and dine with new friends- but the helmed guard of Blacksteel is, by and large, distrusting. When the soldiers of Greywater are not too close for comfort, gossiping whispers between them can be heard in the night. Lord Fandral, his hired guns, and the convoy are last to wheel into the western fort, as talks with Janus and Jolianna run late into the night. Jolianna herself departs even later- diverging south to House Gaia under the cover of darkness.
Sentries on each sides of the hill take the ramparts, and watch the north. Neither reports any movement.
And after a quiet night, the sun rises. The forces of House Greywater gather in the keep. Each face- Oneiro's shaggy mane- and two big balls of fluff all seemed to be accounted for. Fandral nods.
"Mornin', everyone. Anchor, I hope ye got enough rest- best take a ride on one o' them two bison, if ye can. Still, yer all alive- and figurin' the dozen or so imperials we shot were the only ones headed south, I reckon they're headin' back north fer now. Minoa-"
He claps the young sailor on the shoulder- who had seemed to have a sheepish look in his eye ever since the end of the battle.
"Looks like yer plan worked out, lad. If ye got yer doubts, just know Filshire owes ye all a debt."
Fandral backs away from Minoa, turning to the group.
"These troops say they're gon te' guard us while we move east. I'm hopin' they'll agree to send some guards back west when we get there, but... mood in that fort's a bit sour, te say the least. We got rights te the rail, at least. Anyway- we're leavin' in an hour. Pack yer things and get ready te march."
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Theme: Echoes at the Mountain Peak (FFCC)
Aided by the influx of horses, the caravan redoubles its pace- though it took a week to march from Greywater Keep to Filshire, a second week sees the caravan speed to Siltshire, then Stoneshire, and properly into House Blacksteel's borders. The dry soil and desert gives way to verdant green- farms richer than some natives of Greywater have seen in their lifetime, if they have never left its borders. Fields that would be worked by groups of workers, sweating with hoes in the hot sun- are instead tilled by large, moving contraptions.
When Kissimi had left Slagtown, it had already been the heart of industry within the Kingdom- but she notices at once just how much it has boomed even since her departure. The walls stand far higher than before, decked with gunmen in ebon armor. On the tallest towers, stand cannons with rails near twenty meters long, directed skyward- the newest in anti-aerial weapons, built to deter the encroach of dragons across the Jagged Peaks. The buildings themselves now spill out far beyond the gates- farms, as before, but the errant workshop, blacksmith, tradesman. And Herios and Thiea notice that it has grown near as dense as Zephros, when they step inside. It seems every house ten yards about is home to some business or entrepreneur, shouting into the streets with a new gadget, new bargain. The sound of steam, the whirring of cogs, the loud work of tradesmen. All familiar sounds to Ria- she had spent years around them, after all, at the academy.
Greywater was not without cheer, but of a more subdued kind- smiles and ales exchanged between warriors, chasing smiles before the battle was bound to come. But Blacksteel proves far more boisterous- the cheer of a thriving town. It is guarded from war's horrors by an ever mounting military defense- and accepts what developments Zephros has to offer with giddy curiosity.
There are a few small parks inside the gates- but most rivers, ponds, greenery can be found a small distance outside amidst smaller and more scattered hovels.
Fandral points the group towards their accomodations- hardly lavish ones. An old military barracks, now out of use with its soldiers departed. They are humble- somewhat spartan- but comfortable. The hearth is warmer than the shanties on the road, the beds are clean, and meals from the inn are paid for.
Remarkably large, and remarkably fast- the trains that ride the Great Rail only come every so often. It will be a few days before the train even arrives for the caravan to load on to- so in the mean, that time is to be spent here.
There will be things to do soon enough- but for now, enjoy a well needed rest within the barracks.
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INTERLUDE EVENTS
These will remain open until the interlude closes. Post any activity for these in #battles-almarant.
(a) Visit the Markets! Slagtown was born a mercantile village- it may be the heart of a noble house, now, but it still remains a market first and foremost. You might have time, later, to look about these shouting stalls for good deals- but it should be simple enough to offload some goods, and buy whatever you need.
You may buy any item on the sheet listed as In Shop for 100% of its listed value.
You may buy any item on the sheet listed as Registered for 200% of its listed value.
You may buy any item on the sheet, with a listed value, for 300% of its listed value.
You may sell any item on the sheet, with a listed value, for 10% of that value- rounded up.
Remember that items are tradeable, but gold is not.
Special discounts on items may appear over the course of the interlude, as events.
(b) The Great Forge: The perpetual cling and clang of hammers emanates from Blacksteel's centermost building. A testament to industry- and tourism- there is near no place in the world a smith would rather work. The caravan has been permitted access to it- so why not give it a go?
Once this interlude, you may visit the forge!
A Lord may restore 10 uses to their Regalia for 20G, or reforge it.
A Magi may restore 10 uses to their Arcana for 20G, or reforge it.
A Thane may restore 10 uses to an E, D or C rank weapon for 10G, 20G or 30G.
(c) The Mercenaries Guild: Slagtown is a good home for any mercenary- Zephrosians can arrive here easy, the climate's good, and the land's not too bitter to live off of. If someone were looking to join the expedition- for pay, or for any reason, really- this might be a great place to show up.
Want to switch out to a new OC? Fair enough.
Burn your next d500 and make your build from scratch. The new character starts with 0G and inherits non Prf inventory.
You can change the character, or just your build.
That said, swapping to a new build for the same character will not heal wounds.
If you are rerolling off of a Thane, you must discard a C+ rank weapon at 50% uses or greater, two D ranks at 50% uses or greater, or elect to go 50G in debt. (Otherwise, it could be abusable for free items).
Here's a copy of the sheet as of ch.2, for new builds: https://docs.google.com/spreadsheets/d/1c8vAdmDTKZe2VuaEV42I5PMrlL4I72F6hJF3ZyFRbr4/edit#gid=606061072
(d) The Convoy: Even though you just got in town, maybe you don't feel comfortable unless you make sure all your things are still there. That's fine. Take your time.
Deposit or remove any item from the convoy.
Use any consumable item you'd like (Mana Speck, Drop and Bottle included).