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Action by Society of Explorers for The Breaking of the Despite

(Public Action, OOC Date: Nov. 15, 2023, 9:22 p.m.)

The Society of Explorers leadership makes it known they are seeking Explorers to assuage the worries of a reasonbly fearful populace regarding Developments of Late. Blood Moons and Mysterious Castles, etc. Explorers, you know, the stuff we see on the regular. If it is not in you to assuage, or give examples wondrous rather than terrifying, describe your triumphs and travails as a living example that it can be endured.

After a conversation with Raymesin about how the Lowers could probably use another guardian, Ian has decided to step up. He's a well known, if reclusive figure, often seen in Raymesin and Raja's company, living on a small ship at the docks. In fact, he's seen as enough of a native to the Lowers at this point that the peerage has started to turn their noses up about the whole thing (Ian has the 'shady' prop mod, just because of the company he keeps.)

Now he starts to come out of his shell, to engage with people. With conversations inevitably turning towards the blood rain, he slowly opens up to these people about some of the absolutely crazy stuff he's seen and done over the years. He tells stories the way he used to in happier times, stories couched as engaging tales to share with drinks, rather than scary stories to tell in the dark. These stories strip all of the mystique out of the mystical, and highlight moments that were funny, or embarrassing, or deserving of a giant facepalm. ("So we're holed up in this wooden house with the walking dead outside, and I shout up to this girl who's gotten out a bow 'Whatever you do, don't light them on fire!' and do you know what happened right while I'm saying this? Yup, out come the flaming fucking arrows. And here's the thing about lighting zombies on fire. You've still got to fight the zombies. But now they're on fire. And did I mention our hideout was made of wood?") He even brings out The Scarf, dubbed Horror Borealis by Vitalis. Nothing brings the supernatural crashing down to earth like an absurdly ugly scarf that smells just awful but somehow takes pride of place in so many adventures.

Ian also, from time to time, lets himself be convinced to go a few rounds with someone in a friendly fight at the ring in the Hollow. While he's not as talented a brawler as he is a fencer, he can still hold his own (brawl 3), and most importantly can display his almost supernatural ability to avoid getting grabbed or struck (Ian has a 20 point dex+dodge knack titled 'Practically Precognition'.) to back up that yes, this is definitely a guy who could pick a fight with a demon if he had to.

But mostly, Ian just establishes himself as a presence here, as someone who has had a long enough experience with monsters and "that fucking occult nonsense" to be able to turn them into something almost mundane. He establishes that he is here, just on the docks where he can easily be sent for. And he establishes that he cares. If the time comes when there is something terrible that needs to be faced here, he'll face it right alongside the people of the Lowers. And it will make for an EPIC story, one that everyone can tell.

Vitalis hosts an event at the Society Charter Hall open to one and all (with the lure of food and drink), opening the Museum and Map Rooms to visitors and inviting Explorers to speak of their adventures.

For his own part, he begins with something out of a fairytale - the Gray Forest Protectors, talking animals who fought alongside Arx's defenders when the Lodge of Petrichor was attacked. He moves on to the mystical herb Sundraw, also called Petrichor's Jewels or Blight's Bane, a rare and powerful cure for terrible poison. And then the story of a voyage beyond the Mourning Sea and of a storm spirit that guided his ship to safety. He tells stories of the Suthryn Wastes and the land beyond, with poison frogs (which he shows) and bright parrots (Peckworthy is an example, but not from that voyage). And in Arx itself, he tells of the sparklemites that light the City's lamps. Of the Clocktower and that strange green snow, they remember it now, don't they, and isn't *that* strange? How a mage called Copper, who created the Clocktower, spent her life and bought grace for the people of Arvum on the day the Clocktower fell. That just recently, the glow over the City during the recent battle was a force of great good will meeting a dark one.

That the world is incredibly large and mysterious and wondrous. That they are all just waking to the mysteries and can likewise chart the course into an uncertain future together! He'll end with a Q&A, doing his best to field the questions asked.

Rosalind definitely knows what lurks in the night. She's fought them. And with that winning smile of hers on that freckled face, she will go around recanting all the tales. The dozens she's witnessed and have been part of. The witnessing of spirits, shapeshifting, the moon. The Ravenseye has the stories. Gather around the first and listen?.

Caspian is nothing if not a story teller! he is known for weaving tales and painting pictures with words of adventures that always seemed impossible. Impossible.. until now. now, with the world awakening to the truth about magic and the wonders that abound, he once more spins his stories. Stories of lost cities, of adventures fighting demons, stories of spirits and dragons. All of his adventures, all of the many things he has seen, laid out for all to hear. He answers questions and shares what information he can with all who ask. Where there is knowledge, there is less room for fear to grow.

Adalyn is a warrior, a champion. Someone who cares deeply for people, understanding how jarring things can be and having experienced some of these things herself she understands. So she will go around with a small group, she will tell people stories of Heroes of Arx and Avrum and how magic helped guide some of them. She will do these small stories in ways only she knows how in small live action story times, she will play the part of both heroes and Villain's to tell the stories, to show people that things will be ok that it is not a bad thing that is happening.

Jan doesn't know much about the occult but she knows plenty about war. She has been studying historical battles and talking with seasoned military leaders of this generation, highlighting the victories the Compact has scored and underscoring humanity has survived such troubles in the past.

Of all the things to be asked to do, Mattheu was not prepared for it to be of stories of how magic is helpful. However, he's heard others tell tales of where it has been, and was upon the Bay of Arx in return to the city when the attack took place where he witnessed the wall of fire rise up to shield the city from advancement. Years working for scraps and set for distraction as a Ravashari Entertainer, he knows how to spin a tale even if his heart is not completely within it. Taking to his violin and playing music along side of telling stories of what others have done, what he's witnessed, seeking to help change the view of not only how magic is playing within the Compact, but also how Prodigals can be helpful, as he leans into his work with the city, with those around him.

The seemingly ever cheerful Ryhalt helps calm fears by telling of stories focusing on humanity's enduring nature, reminding how its their ability adapt, change, and survive that is their gift. He pulls these stories from his own experiences and research.

Lucita already is using songs to assist with calming populace, reassuring and reminding of joy, familiar things. To that effort already in progress, she adds stories about our brave soldiers in current memory, from the Bringer war and Setarco, the Lodge war that these things are known to many, and even if they have forgotten or blocked them out, they succeeded, they survived! She has stories to tell of the things she has seen and done told in a reassuring, positive way. She encourages people subtly and gently to 'put on their big boy pants'.

Eirene has seen a lot of shit. And done a lot. She shares the story of the first demon slain in recorded memory - the Beast of Sanctum. Back in 1005 Orazio, long before he became Dominus, entrusted Eirene and a handful of others with fighting a demon hoardling summoned near Sanctum. She describes the fight in detail but with the overall message of "You can fight them. We know how to make them bleed. We know how to make them die." )She speaks of the rebirth of magic, and how even now there are people tapping their potential, their heritage, their birthright denied. Stories of their ancestors brave deeds forgotten, but there are stories they will tell their children that they are the heroes of. We are those heroes, and we will fight for a future where our children can freely tell those stories without the torn pages of memories or the chains of Destiny. And the Explorers will help shape those stories, and ensure people are around to tell them.

It does help. The Society of Explorers has many, many stories to tell, much of which just has never been safe to reveal until now, and hearing about it does calm the nerves. There almost certainly would have been some panic, and some riots, but the knowledge that some of what has happened has approached a degree of normalcy just helps a great deal. The Society does quite a bit for helping prevent panic in Arx.

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 Jeffeth for Skal'dajan Diplomacy

(Public Action, OOC Date: March 14, 2020, 9:11 p.m.)

Jeffeth and the Knights of Solace will be escorting the newly arrived refugees to safe harbor and shelter. The knights will be protecting the refugees at their landing and riding through with them to various locations throughout the compact to provide them a new home. The Knights of Solace will be gathering in force to support these large groups of refugees, because of this, they will be in position to support the Templars should martial conflict arise.

At their arrival, the Knights of Solace will be providing full security for the refugees to allow them to be cared by the Mercies before escorting them across the land to various safe harbors owned by the Compact.

Jeffeth himself will be amongst the throng of his knights, leading by example. Riding with his knights back and forth to ensure their safe paths. He will most of the time try to endear himself to the refugees, dismounting and hiking among the refugees as one of them. Carrying their burdens, their children, maybe some of them at times. He will pledge his strength to be their strength, so that they are assured they are truly welcome and safe here.

Natalia will be providing comfort and assistance to the refugees while they are on the move. There is a great deal of very scary change going on for a lot of people, and so Natalia is moving amongst them and doing everything she can to keep people calm, hopeful, and tended to. Socializing, telling stories, explaining things sensibly, finding things for people to look forward to, and so on. She'll help at meal times and the like as well. Lots of lending a quiet, comforting presence.

Podraig will be assessing the refugees for combat ability and pointing out those who could potentially pose a danger to Natalia or Jeffeth as the case may be. He'll also be assisting Natalia with providing further assistance in the process.

Rohran will be joining the effort, assisting in whatever way he can. When large groups of people move like this, there's always work that needs doing, and he's not a man who's averse to getting his hands roughed up and dirty. Carrying things; setting up, and tearing down camps; sitting around campfires and drinking ale. He's a man of the people, even these people.

Adalyn will be joining in the effort to assist the flood of refugees. She will be there predominantly as support in whatever capacity is needed - helping to carry items, listening to their concerns and experiences, sharing in burdens both physical and emotional, providing a safe space and an empathetic ear.

Bree became a Knight of Solace so that she might do some good in this world - and here is the chance. These refuges wanted nothing of their plight, and now in their freedom she will make certain that they are cared for, protected, and made to feel safe. Along with her fellow knights, she will ride along with the group, walk apace with them, carry their loads, lend an ear when they wish to speak, a smile when she deems it might help. Throughout, she will also offer her sword to defend them. A true Knight of Solace, she hopes.

Vesper will join her fellow knights in guiding refugees toward some semblance of respite from the drums of war. As boots on the ground, her time will be spent walking among the weary travelers and attempting to keep their minds focused on the road ahead and their spirits up. She'll learn names, share stories and offer companionship to those shouldering the burden of loss. She will also frequently break from the group to scout for any surrounding dangers and report any problems that can't be handled by a lone knight back to the group. The nights are long, and Vesper is distrustful of the road's many threats, so she'll coordinate with the others to sleep in shifts.

Bhandn will be heavily focused on keeping an eye out for trouble (e.g. ambushes). He's also bringing along extra supplies and calling in a few favors to try and accomodate for some of the refugees, as well. While his primary focus will be upon martial services and preventing loss of life, he'll be applying some of his past charity work in the Lowers (action #3647) in how he distributes the extra bit that he's brought along.

Brannen will try to ensure that neither refugees nor the helpers come to harm. Hence he will beforehand check the routes the trek is going to use. If he has enough time, he will also try to foresee difficult terrains and obstacles which may necessitate a change in routes so that they know of alternatives if necessary. During the travelling, he will command the forces of the Knights of Solace so that they are evenly distributed across the refugees so there is always a helping hand where necessary.

It's no surprise that Lord Richard Wyrmguard puts forth most of his efforts in seeing to the health and well-being of the refugees, aiding with the Mercies' efforts to see to their health before the escort begins. He also sees to contributing to making sure everyone's nutritional needs can be met along the way (150 eco resources).

While other Knights have their eyes outward, Richard has his eyes inward, trying to ensure no further injuries are sustained by the people as they travel, tracking proper hydration (both a dearth and a surfeit of water can imbalance the humors), even going to so far as to establish proper stretching habits for anyone willing to listen to him.

He isn't a particularly charismatic sort, but its times like this that his straightforward earnestness has the opportunity to come to the forefront. Plus, travelling in full armor is an excellent workout all its own.

Prior to departing to the Grey River Liam will offer some tidbits how he can. While he isn't the most experienced Knight he has the less common knowledge of having been a refugee and understanding it. He provides recommendations and guidance and helps with planning for handling the no doubt uneasy refugees.

It's a daunting task. There's thousands upon thousands of refugees and former slaves of Eurus, and they are all going to different domains in the Compact. It's not like when they are dealing with Abandoned, who are often culturally identical to the Compact and speak the same language. A majority of the Eurusi can't speak a word of Arvani and the different Dune Kingdoms don't share a religion with each other, let alone the Compact. They are frightened and confused by Arvum, and it takes a master diplomat to ease people in that situation.

Fortunately they have Natalia, who is a master diplomat.

The dangers of riots and violence is allayed with her present, letting Jeffeth finally organize escorts by Knights of Solace to dozens of different destinations of the Compact. The biggest concern is really that locals will try to attack the Eurusi refugees, as the drums of war are beating loudly due to Skal'daja, and foreigners who cannot speak the language associated with that are just easy targets. As the columns of refugees finally get underway, more than once the Knights of Solace have to dissuade local guardsmen or townfolk from picking fights, and on least three separate occassions Natalia saves the day by convincing petty lords to let the columns pass through their lands when they had withdrawn their initial permission to let Eurusi through. Liam knows the Crownlands well, and helps plan routes that minimize trouble. Brannen scouts the routes, doing his best to verify their safety. Richard helps train and comfort refugees, and Natalia and the others spend a great deal of time with them, reviewing the refugees and aiding them. Jeffeth leads, the knights of Solace rallying around their grandmaster. It's tense, and as the refugees travel through the Crownlands and to the Oathlands, Lyceum and Northlands, it's a testament to the knights and Natalia that violence is avoided.

At least at the start.

Rohran and Podraig know military men when they see them. Some of the Eurusi are clearly soldiers, and their questioning reveals they are deserters from the armies of the Dune Emperor of Eurus. One older soldier named Ferys seems to get a great deal of deference from the others, but the man is brisk and secretive, only revealing to Natalia that he came from the Dune Kingdom of Glor'Ruus- where the Dune Emperor now holds court. Several of the other Eurusi seem very wary of Ferys and the former soldiers, and one elderly well liked man named Duuj'ra warns Natalia and others, saying that Ferys is not to be trusted. Adalyn hears similar comments as well.

Trouble comes when they get closer to Sanctum, during the last evening before they'd reach the city. Bree, Vesper and Bhandn detect trouble first- movement in the tree line, and the signs of individuals trying to sneak up to the refugee camp and elude pickets. As soon as Bree raises the alarm, armed raiders rush to attack; an Abandoned tribe, the Ulryn Bloodcallers who had been looking for easy prey.

Jeffeth immediately leads the counterattack, and it's likely the Abandoned drastically underestimated the size of the Solace escort and thought it would be largely unarmed Eurusi. As Vesper and Bree cut down initial raiders, and Bhandn smashed through several Abandoned to get at an archer in the rear, Jeffeth gets into a heated duel with who is likely the raiders' leader but his size and violent vehemence. Rohran, Adalyn, Liam, Richard, Brannen- all of them are fighting, and it's chaos in the dimly lit camp at night, and extremely confused.

And that's when the little old man Duuj'ra tries to murder Ferys in his sleep, trying to cut the throats of Ferys and the deserters as they slumbered.

As Duuj'ra brings his blade downward, the old man is pulled backwards by Podraig who is standing with a Natalia Whisper who looks entirely too pleased with herself. Natalia had made Duuj'ra for an Obsidian Huntsman almost immediately from the start, by the answers he gave and the pieces of information had put together. The woman grew up among the highest ranks of nobility and frankly, she knows liars that are vastly better and more practiced than any huntsman could ever hope to be, and she could tell when something just fit a little too neatly together and was ever too convenient. Duuj'ra the 'elderly' man springing catlike at Podraig and ruthlessly pressing him despite Podraig's edge in reach is more confirmation, as the 85 year old man practically batters Podraig off his feet with the force of his blows as Podraig parries and tries to counter attack. With a war cry, Jeffeth rejoins the fray after finishing defeating the raider warchief, and he presses Duuj'ra together with Podraig, as Ferys and the deserters are waking up and trying to help as well. Duuj'ra jumps suicidally at Ferys, and Jeffeth cleaves Duuj'ra in his side while Podraig takes the man's head off.

Afterwards, Ferys admits that he is Ferys'nam'ruus, an exiled prince from the Dune Kingdom of Glor'ruus, and has come to Arvum to seek aid against the Dune Emperor. He wasn't sure about the Arvani at first. Now, it seems, he can trust them. Particularly Natalia. She doesn't stop looking pleased.

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.