Rudrik takes a half-step to intercept the cultist in back before further attacks can come toward Nime or Shenuska.
1. Bastard sword attack: 1d20 + 15 ⇒ (16) + 15 = 31
2. Bastard sword blessing of fervor attack: 1d20 + 15 ⇒ (8) + 15 = 23
3. Bastard sword iterative attack: 1d20 + 10 ⇒ (1) + 10 = 11
1. Bastard sword damage: 1d10 + 8 ⇒ (1) + 8 = 9
Okay, there is some confusion here. I mistakenly thought Shenuska cast invisibility on herself instead of Sorshen. Likewise, she mistakenly cast two spells last round. (Blessing of fervor does not give you an extra spell a round.) So I will say Shenuska uses confusion this round which fails, and the attacks from last round are redirected at Shenuska. She will take 20 electricity, and 21 sonic damage. Then Nime heals her for 24.
I will adjudicate the other actions and post for the enemies when I have more time, tonight or tomorrow morning.
Sorry - my bad too! Still the 'make them think that I'm Sorshen!' plan seems to be working a treat!
Another of Rudrik's attacks hit, and Theo gets an extra attack from blessing of fervor.
Claw: 1d20 + 11 ⇒ (10) + 11 = 21 Hits, using damage from the attack that missed.
Rudrik Damage: 1d10 + 8 ⇒ (10) + 8 = 18
Calendula Attacks: 1d20 + 14 ⇒ (2) + 14 = 161d20 + 14 ⇒ (5) + 14 = 191d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 18 ⇒ (2) + 18 = 201d8 + 18 ⇒ (5) + 18 = 23
Theo and Rudrik attack their chosen foes, badly wounding each one. Calendula steps in between both wounded cultists and cuts them each down with her strechy arms!
Two cultists focus on Shenuska while one attacks Calendula. None of them manages to land a blow! The one that completed the ritual pushes through the crowd to join the melee.
Unarmed Strikes vs Shenuska: 1d20 + 7 ⇒ (7) + 7 = 141d20 + 7 ⇒ (10) + 7 = 171d20 + 2 ⇒ (4) + 2 = 61d20 + 7 ⇒ (8) + 7 = 151d20 + 7 ⇒ (13) + 7 = 201d20 + 2 ⇒ (5) + 2 = 7
Unarmed Strikes vs Calendula: 1d20 + 7 ⇒ (1) + 7 = 81d20 + 7 ⇒ (3) + 7 = 101d20 + 2 ⇒ (8) + 2 = 10
The peacock phoenix swoops down over the tents and opens its mouth, spewing forth a line of burning flames!
Fire Breath: 5d6 ⇒ (5, 6, 5, 1, 2) = 19
19 fire damage to Calendula, Nime, and Shenuska (Reflex DC 24 for half). Everybody may act!
Reflex Save DC 24: 1d20 + 3 ⇒ (1) + 3 = 4
Nime screeches in pain as the flames billow around them. Once they recede, she invokes another spell of protection.
communal resist energy - fire on all allies granting resist fire 20
Reflex, Push: 1d20 + 4 + 5 ⇒ (3) + 4 + 5 = 12
Even with her impressive strength of body and mind Shenuska is caught off guard and severely burned!
As Nime's magic wraps around her Shenuska taps Rudrik on the back. "Go get the pheonix." She commands. "We can deal with this."
Fly on Rudrik.
|Theodric Silvui d'Ontalen|
With the immediate vicinity clear, and his invisibility still active, Theo considered his options and came to a conclusion.
Moving around Calendula, and positioning himself near the northmost cultist, Theo spoke in a most draconic fashion.
Theo'll risk an AoO from the northmost cultist.
Fire Breath, DC16 Reflex for half: 9d6 ⇒ (1, 5, 1, 6, 6, 2, 6, 4, 3) = 34
"You got it boss lady!" says Rudrik as he wobbles slightly before lifting off the ground and heading straight to a collision with the Peacock Phoenix!
Bastard sword attack, blessing of fervor: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
Bastard sword damage: 1d10 + 8 ⇒ (2) + 8 = 10
AoO vs Theodric: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Reflex: 1d20 + 7 ⇒ (6) + 7 = 131d20 + 7 ⇒ (20) + 7 = 271d20 + 7 ⇒ (11) + 7 = 181d20 + 7 ⇒ (15) + 7 = 22
The nearest cultist punches Theo as he moves around, only to scream in pain as the sorcerer's fiery breath scorches him! Unfortunately, the other men and women evade the blast.
Calendula Attacks: 1d20 + 14 ⇒ (14) + 14 = 281d20 + 14 ⇒ (17) + 14 = 311d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 18 ⇒ (6) + 18 = 241d8 + 18 ⇒ (5) + 18 = 23
Calendula cuts down the cultist near Nime, while Shenuska gives Rudrik the power of flight. The half-orc soars through the air and slices into the peacock phoenix! Fiery blood sprays from the wound, but Nime's ward keeps Rudrik from being burned.
The cultist Theo scorched vanishes in a puff of blue-green smoke. The other two continue to try to kill Shenuska. The psychic takes two hits. The phoenix itself shrieks and turns its attention to Rudrik, pecking and clawing at him, wounding him badly!
Unarmed Strikes, Flurry: 1d20 + 7 ⇒ (5) + 7 = 121d20 + 7 ⇒ (18) + 7 = 251d20 + 2 ⇒ (8) + 2 = 101d20 + 7 ⇒ (16) + 7 = 231d20 + 7 ⇒ (19) + 7 = 261d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d8 + 3 ⇒ (1) + 3 = 41d8 + 3 ⇒ (5) + 3 = 8
Bite, Claws, PA: 1d20 + 15 ⇒ (13) + 15 = 281d20 + 15 ⇒ (18) + 15 = 331d20 + 15 ⇒ (16) + 15 = 31
Damage, PA, DR: 2d6 + 17 - 3 ⇒ (4, 5) + 17 - 3 = 232d6 + 17 - 3 ⇒ (6, 4) + 17 - 3 = 24
12 damage to Shenuska, 47 damage to Rudrik after DR. Everybody is up!
|Theodric Silvui d'Ontalen|
With just two of the cultists left, Theo called forth more flames. This time arcing from one to the other. A much weaker third arc flew from the last enemy into the phoenix but that was more out of reflex than actually expecting anything to happen.
Burning Arc Damage, least-injured cultist: 9d6 + 9 ⇒ (1, 1, 4, 5, 1, 4, 2, 6, 1) + 9 = 34
Burning Arc Damage, other cultist: 4d6 + 4 ⇒ (1, 5, 6, 5) + 4 = 21
Burning Arc Damage, Phoenix: 2d6 + 2 ⇒ (3, 5) + 2 = 10
Rudrik lets out a primal roar and hammers the peacock phoenix with his sword again, trying to fell the creature in a series of intense blows!
1. Bastard sword attack: 1d20 + 15 ⇒ (9) + 15 = 24
2. Bastard sword blessing of fervor additional attack: 1d20 + 15 ⇒ (1) + 15 = 16
3. Bastard sword iterative attack: 1d20 + 10 ⇒ (6) + 10 = 16
Sadly, everything misses.
Knowing that Rudrik is going to need some healing very soon, Nime invokes her vaporous wings and rises into the air.
Shenuska steps back, away from the invisible runelord, and blasts the cultist in front of her with missiles.
MM: 5d6 + 5 ⇒ (1, 6, 2, 4, 6) + 5 = 24
Take the extra AC bonus from BoF :D
Reflex: 1d20 + 7 ⇒ (12) + 7 = 191d20 + 7 ⇒ (4) + 7 = 11
Calendula Attacks: 1d20 + 14 ⇒ (19) + 14 = 331d20 + 14 ⇒ (10) + 14 = 241d20 + 9 ⇒ (8) + 9 = 17
Confirm?: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 2d8 + 32 ⇒ (6, 1) + 32 = 391d8 + 18 ⇒ (3) + 18 = 21
Theo's burning arc scorches one cultists, then Shenuska drops her with magic missiles. Calendula hacks down the last of the Peacock Spirit's fanatics. All that remains now is the monstrous peacock phoenix!
Nime rises up beside Rudrik, who is unable to land a good hit on the massive fowl. The bird retaliates, raking the half-orc with a claw!
Bite, Claws, PA: 1d20 + 15 ⇒ (6) + 15 = 211d20 + 15 ⇒ (13) + 15 = 281d20 + 15 ⇒ (4) + 15 = 19
Damage: 2d6 + 17 - 3 ⇒ (4, 1) + 17 - 3 = 19
19 damage to Rudrik after DR. Everybody may act!
Now pretty badly beaten up, Rudrik does his best to hammer on the bird once more, since he figures this is the last chance he's got.
1. Bastard sword attack: 1d20 + 15 ⇒ (20) + 15 = 35
2. Bastard sword blessing of fervor extra attack: 1d20 + 15 ⇒ (5) + 15 = 20
3. Bastard sword iterative attack: 1d20 + 10 ⇒ (6) + 10 = 16
1. Bastard sword confirm crit: 1d20 + 15 ⇒ (9) + 15 = 24
1. Bastard sword damage: 1d10 + 8 ⇒ (2) + 8 = 10
This encounter is really underscoring that any character I play that has to roll dice to make things happen is useless.
I forgot about the peacock's storm aura, which causes lightning to strike a random creature nearby every few rounds.
Lightning Bolt: 12d6 ⇒ (4, 6, 2, 2, 3, 1, 6, 4, 2, 1, 6, 4) = 41
Calendula Reflex: 1d20 + 4 ⇒ (2) + 4 = 6
Swirling winds surround the peacock phoenix, and with a crack of thunder, a lightning bolt lances out of the cloud to strike Calendula, badly injuring her!
Recharge: 1d4 ⇒ 4
Rudrik lands a single blow on the peacock.
Everybody but Rudrik may still act.
Nime hoves up next to Rudrik and places a healing hand on his back.
Cure Critical Wounds: 4d8 + 9 ⇒ (7, 7, 5, 7) + 9 = 35
"Stay strong, my friend," she says, her whisper almost lost in the screech of the creature of lightning and fire.
"Damn." Shenuska says quietly, watching Rudrik getting hammered by the pheonix. "Keep him up Nime... Get close to me!" She calls to Calendula and Theo, "I can ward off the lightning!"
Casting Communal Resist Energy Lightning. With the help of BoF how many people can I touch in one round? Hoping for Cal and Theo at least, on top of me.
|Theodric Silvui d'Ontalen|
Not sure how else to really help, Theo resorted to using his flight spell once again and starting to drift towards the phoenix.
Cast Fly, try to get adjacent to the phoenix while desperately hoping this thing can't see through invisibility.
Lay on Hands: 4d6 + 12 ⇒ (3, 6, 4, 3) + 12 = 28
Unable to get into the fight, Calendula lays hands on herself to heal her injuries. Theodric flies up into melee range while Shenuska wards the group from electricity and Nime heals Rudrik.
The phoenix scores a critical strike on Rudrik with its beak, tearing a hole in the half-orc's chest! Luckily, it fails to finish the job with its talons.
Bite, Claws: 1d20 + 15 ⇒ (20) + 15 = 351d20 + 15 ⇒ (1) + 15 = 161d20 + 15 ⇒ (10) + 15 = 25
Crit? (Critical Focus): 1d20 + 15 + 4 ⇒ (9) + 15 + 4 = 28
Crit Damage: 4d6 + 34 - 3 ⇒ (6, 3, 4, 6) + 34 - 3 = 50
50 damage to Rudrik after DR. Everybody is up!
Nime continues to try to keep Rudrik on his feet ... er ... wings with more healing.
Cure Serious Wounds: 3d8 + 9 ⇒ (4, 2, 8) + 9 = 23
Rudrik isn't sure how the thing managed to get through his immensely tough armor, and nearly falters from the sky; only the constant infusion of bolstering magic keeps him on his metaphorical feet.
All of the fighting seems to be turning into an endless blur, just hammering and hammering again and again with his sword to no effect.
1. Bastard sword attack: 1d20 + 15 ⇒ (14) + 15 = 29
2. Bastard sword blessing of fervor extra attack: 1d20 + 15 ⇒ (13) + 15 = 28
3. Bastard sword iterative attack: 1d20 + 15 ⇒ (18) + 15 = 33
Not sure of the target AC.
1. Bastard sword damage: 1d10 + 8 ⇒ (4) + 8 = 12
2. Bastard sword damage: 1d10 + 8 ⇒ (4) + 8 = 12
3. Bastard sword damage: 1d10 + 8 ⇒ (9) + 8 = 17
|Theodric Silvui d'Ontalen|
Now that he was close to the bird, Theo realised that maybe Calendula would be better suited to hand-to-hand combat.
Trusting in his invisibility (which he was pretty sure was going to wear off soon it only lasts nine rounds and I can't remember how long it's been) he shifted away from the creature to give Calendula the ability to fly.
Moving away, risking the AoO but hoping invisibility makes it miss, then casting fly on Calendula.
Calendula soars into the air, charging with unerring vigor and plunges her sword deep into the phoenix's hide, her dark blood coating her blade.
To Hit, Rage, PA, Charge: 1d20 + 16 - 3 + 2 ⇒ (16) + 16 - 3 + 2 = 31 if flank, +2
Damage, Black Blood: 1d8 + 9 + 9 + 1d6 ⇒ (6) + 9 + 9 + (4) = 28
Unable to strike at the creature any other way, Shen blasts it with her most effective attack spell.
MM: 5d6 + 5 ⇒ (5, 5, 3, 1, 5) + 5 = 24
Calendula and Rudrik tear into the phoenix, and Shenuska blasts it with magic missiles. The beast is badly hurt but continues to attack, raking Rudrik with a claw!
Bite, Claws: 1d20 + 15 ⇒ (5) + 15 = 201d20 + 15 ⇒ (3) + 15 = 181d20 + 15 ⇒ (16) + 15 = 31
Damage: 2d6 + 17 - 3 ⇒ (3, 1) + 17 - 3 = 18
18 damage to Rudrik after DR. Everybody is up!
MM: 5d6 + 5 ⇒ (5, 1, 2, 6, 6) + 5 = 25
Shenuska fires again, trying to pummel the beast from the sky!
Another healing spell envelopes the warrior.
Cure Serious Wounds: 3d8 + 9 ⇒ (1, 6, 7) + 9 = 23
Rudrik growls and keeps taking the hits, but he starts to feel like maybe he'll see this one through.
1. Bastard sword attack: 1d20 + 15 ⇒ (2) + 15 = 17
2. Bastard sword blessing of fervor extra attack: 1d20 + 15 ⇒ (1) + 15 = 16
3. Bastard sword iterative attack: 1d20 + 10 ⇒ (5) + 10 = 15
... or perhaps not.
|Theodric Silvui d'Ontalen|
With Calendula airborne Theo himself charged into the fray, hands once more forming claws.
Charge Claw Attack: 1d20 + 11 ⇒ (14) + 11 = 25
Damage with Arcane Strike: 1d6 + 5 ⇒ (3) + 5 = 8
Calendula Attacks: 1d20 + 13 ⇒ (11) + 13 = 241d20 + 13 ⇒ (16) + 13 = 291d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 18 + 1d6 ⇒ (2) + 18 + (6) = 26
Shenuska's magic missiles pummel the bird, and while Rudrik misses, Theodric manages to slice it with his claw and Calendula delivers another powerful strike. The icy chill of her black blood prove anathema to the flaming peacock, and with the final strike, the great beast collapses to the plaza below, its fiery glow flickering and dying out!
The violence of the attack has dispersed the crowd, and after a few moments, Sorshen becomes visible once more. "We should not linger here. Let's go."
Each of the 7 cultists that fell has a belt of giant strength +2 and a bejeweled holy symbol of the Peacock Spirit worth 250 gp.
Shenuska nods sharply, already kneeling by the fallen bodies to detach their belts and claim their holy symbols. The rumours of what happened were going to spread fast enough without proof of devotees of an ancient God being involved.
Loot collected she glances over her companions to check for injuries, gives mental thanks that Ayavah had chosen to stay behind tonight, and follows the runelord.
As most of the group settles back down to the ground, Nime places her hands on Rudrik again.
Cure Serious Wounds: 3d8 + 9 ⇒ (8, 3, 2) + 9 = 22
It seems that she wants to say more to the half-orc, but now probably isn't the time.
"Where are we going?" she asks Sorshen.
"Gatefoot, for now. Come along," Sorshen replies.
The runelord leads you back to the statue of her own foot, only seeming to relax once concealed within the shadows it casts. She dismisses her illusory disguise and sighs with relief. "Well, that certainly was an exhilarating ending to the evening, wasn't it? I would like to thank you for keeping me safe, and for being so friendly and helpful in showing me the sights of the city. You've earned a final reward, I think.
"Now, I've largely grown tired of physical pleasure after so many centuries spent wallowing in salacious pursuits, but I still understand the power intrinsic in such sensation. I will give a kiss to two of you. Who shall it be?"
Wow, is that like a loaded question.
Nime starts to put her hand up, but after a quick glance at Rudrik, drops it back down. She broods for a moment more before speaking up.
"I should like to kiss you," she says. "I enjoy kissing. Although I wouldn't want to lead you on to think that there would be more involved. Unless you'd like there to be more. Physically, at least. Emotionally, I must tell you that I'm unavailable."
She frowns as if she's confused herself and turns to the half-orc.
"I'm trying, Rudrik. I don't know how to do this. It all used to be so simple and now I'm confused. Would it be ok if I kissed her? Or would that be thoughtless?"
Shenuska does something spontaneous for the second time in her (and Ieldana's) existence. The fact that both involved Runelord Sorshen would be ironic 'especially if this ends like last time' she thinks, before sliding a hand around the Runelord's neck and kissing her deeply.
The experience is... interesting to say the least, since Sorshen knows exactly how she likes to be kissed. Helpfully, so does Shen!
Sorshen closes her eyes and returns the kiss with gusto, wrapping her arms around her identical clone's waist. The two women's lips and tongues entwine for several long seconds before the runelord draws away. "Well, that was quite the unique experience," she purrs.
Shenuska can feel a faint shred of the runelord's power instilled within her.
When the time comes to perform the runewaking ritual, Shenuska will gain a +10 bonus on checks to conjure Zutha's spirit.
Nime's eyes widen and her mouth opens. One hand moves up to trace fingers along her own lips. As the display continues, she smiles.
"That was arousing," she says once it's over. "May I?" she asks, not waiting for Rudrik's response now as she moves in close to claim the Runelord's lips for her own. She doesn't have the intimate knowledge of the woman's taste in kissing that Shenuska does, but she does have multiple decades of experience to draw upon.
Sorshen inclines her head towards Nime, sharing in a passionate kiss with the undine. Nime feels the same power settling within her breast once the intimate experience reaches its conclusion.
The runelord smiles and licks her lips. "It would seem that even after all these centuries, I've still got it. Now then, I must urge you onward. Your most important goal for the moment is to prevent Zutha from returning. In time, I will aid you when you face the other runelords, but Zutha is the most pressing issue. Here, take this. It might aid you." She removes her enchanted scarf and hands it to you.
"If you would like to stay in Korvosa for a few days, I will mix up that perfume for you. If not, I will happily deliver it when next we meet."
"It's fine, Nime. I mentioned before it's all right. The thing is, people heal from being hurt. And sometimes they grow from the experience," says Rudrik.
The half-orc takes a knee to catch his breath. The fight had really taken a toll on him, especially his continued, repeated failure that nearly led to death.
Nime catches her breath and gives Rudrik a nod. She turns to Shenuska. "I'll have to compare later," she says with a grin at the psychic.
"So does that mean we need to leave tomorrow?" she asks of everyone in general.
You decide to take a short holiday in Korvosa, spending three days seeing the sights of the city as Sorshen works to brew up her rare perfume. At the end of this time, the runelord presents you with three doses of Sorshen's Whisper.
A single dose of this rare perfume functions as a potion of heroism at caster level 20th (and is worth 3,000 gp per dose).
Let me know if there's any particular places you want to visit or scenes you want to play out in Korvosa before we move along.
Used to Magnimar and the plethora of statues about the city, Nime spends the three days exploring Korvosa seeking out similar works. She also takes every opportunity to attend any musical events she discovers or hears hints of.
You check in to the Posh and Turtle for the duration of your stay in Korvosa. It is the finest inn and tavern in the city. Upon entering the establishment, it is difficult not to notice the glass flooring overlooking a wide but shallow sea cave, within which lives a 20-foot-long sea turtle named Old Tom. The inn is full of amenities, including scented baths, massages, manicures and pedicures, valets, and three lavish meals a day.
There are a few statues around the city, but nowhere near the number of monuments in Magnimar. Still, there are numerous point of interest in the city. Five landmarks give Korvosa a distinctive skyline. Three of these landmarks exist on a truly colossal scale and have survived for millennia. Castle Korvosa stands atop the Grand Mastaba, a massive pyramid that rises to a flattened top. The Pillar Wall stretches across most of the southern end of Citadel Hill, a 100-foot-tall remainder of what once must have been a magnificent barrier. Just beyond the western terminus of the Pillar Wall stands the Gatefoot, with which you are well acquainted. The other two landmarks, while impressive, do not come close to the size or grandeur of the ruins. Standing at the northernmost point of the Merciless Cliffs, the Great Tower reaches 270 feet in the air and serves several military roles for the city. Directly south of it stands the equally impressive Hall of Summoning, the center of operations for the Acadamae.
A particularly bizarre landmark is the Avenue of Arms. It extends from just east of the Great Tower along the riverfront to Burnt Bridge Boulevard. All along the wide thoroughfare, exactly 127 human-looking stone arms reach up from the rocky soil along the road at an even distance. No two arms look the same, but despite variations, all of them have a few things in common: they face the same direction, with their elbows bending away from shore to point toward the road; they all look like the arms of human adults; all are evenly spaced at exactly 2 feet, 3-1/2 inches apart; and they share the strange Thassilonian feature of resisting erosion or vandalism. All attempts to learn more about these curiosities have met with failure, other than to confirm that the arms protrude from a single, solid length of buried basalt. Any attempt to dig up or damage the arms causes strange shrieks of pain and terror, as well as the welling up of brackish black water where the wound in the stone occurs. Damage inflicted on the arms heals over time. Today, the people of Korvosa have come to accept the Avenue of Arms as just another ancient curiosity—one that is better left alone.
Unfortunately, there are very few musical performances to be found in the city of any worth. The Marbledome in the Heights is home to Korvosa’s opera company, a poorly managed affair known for producing mediocre performances that bleed gold. The Kendall Amphitheater is hosting a traveling Varisian troupe whose performance is acceptable, if derivative. A few itinerant bards ply their trade in the taverns, but that's about all.
Nime spends at least an hour in the Posh and Turtle gazing at Old Tom. Later, she doesn't hesitate to take advantage of all the amenities that they offer.
Not finding much in the way of the arts, she tips, encourages, and accompanies any bards she discovers, happy to lend her voice if they're so inclined. Somewhere along the way, she's acquired and ill-fitting cotton top that partially conceals her chest, but she's constantly tugging at it.
On the last night, she encourages Shenuska and Calendula to join her for a ladies night at the Posh and Turtle. "We should indulge because there's no telling when we'll get the chance again," is her argument.
Shenuska spends much of the next two days closeted with Ayavah, still working on the golem project. Although this work is very quiet and seems, from brief glimpses caught through partially open doors, to involved a lot of posing by Shen and relatively few clothes.
The rest of her time is spent reading, pouring over old books on Sorshen and the other runelords. Copious notes soon overflow parchment rolls in her precise script and it looks suspiciously like she's compiling fact files, or possibly targets lists...
When Sorshen appears Shenuska claims the perfume on the basis of her having spent nearly all the money to acquire it. After a brief whispered negotiation one bottle is handed to Nime and Shen pockets the other two with a look of satisfaction.
"Are you busy?" She asks the Runelord. "I'd like to speak with you, if you're willing."
Shen is totally up for a girly day :)
"Two things." Shenuska replies, taking a deep breath as she prepares to trust, at least a little, the woman she has feared and hated her whole 'life'.
"Firstly I want to know everything you can tell me about Belimarius. Secondly... I want to hear more about this New Thassalion you plan to build. You indicated that you had reverence for Nocticula." Her hand strays up to her cheek. "Why? What kind of world do you want to build?"
"Belimarius was the tenth and final Runelord of Envy. She came from a wealthy but lowborn family and rose to prominence through a combination of blackmail, slander, theft, and murder. Runelord Phirandi chose her as his apprentice, and she served at his side for four decades before betraying him and assuming his title. Belimarius was a constant schemer who obsessed about defending her realm, her magic, and her fortune from the rest of the runelords, using intrigue, assassination, and poison to do so. For our part, we mostly ignored her."
Sorhsen looks off to the east, towards the distant Kodar Mountains. "As for my dream of New Thassilon... Nocticula has risen above her demonic origins to become the Redeemer Queen, a goddess of midnight, exiles, and artists. Her ascendance has inspired me. I wish my new nation to be a place where those with no other land to call their own can seek shelter, an asylum state for exiled politicians, subversive artists, and misfits of society. As I said previously, I have seen Karzoug's attempt at rule by force fail, and I've realized the world has moved on since Thassilon's fall. I seek to build New Thassilon into a place that can exist peacefully alongside its neighbors."
"That probably didn't help her envy..." Shenuska comments wryly. As Sorshen looks eastwards however Shenuska too falls silent, pondering the runelords words deeply.
"Would there be a place there for someone who looks very much like its ruler?" She asks eventually. "I have no intention of allowing something as humdrum as death to be a problem for me but... Iel... I was alone for a long time. And I realise that I have been carrying emotions for some time that were... misplaced. I would prefer not to be that way again." She can't bring herself to ask outright if there might be a place for her in Sorshen's new world, but the question hovers tangibly over the conversation.
"How does one become a Runelord?" She asks suddenly, clearly looking for a different topic of conversation. "Did every Runelord have to kill their predecessor or was that simply the easiest way?"