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Even lying on the floor, the woman is still incredibly difficult to hit as she twists out of the way of incoming blades and fangs with supernatural agility. Still, a couple of hits do land, splattering blood over the wooden floorboards. She reaches again for whatever she is stashing in her dress, muttering the words of a spell. This time, whatever she was trying to do succeeds, and she disappears from sight. 1d20 + 19 ⇒ (16) + 19 = 35 Elmar:
She has cast etherealness. Party is up, resolve readied actions first.
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Fort save: 1d20 + 16 ⇒ (11) + 16 = 27 The fake shopkeeper snatches her dress from Argentea's grasp, but the distraction is enough to allow Baron Barksley to tackle her and push her to the floor. A look of concern comes over the young woman's face, and she reaches into her cleavage for something - but whatever she is trying to do doesn't seem to work, and she curses up a storm. 1d20 + 19 ⇒ (4) + 19 = 23 Party is up! The woman is prone.
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Although the strike is flawlessly executed, Marius feels uncommon resistance in how the flesh of the fake shop owner yields (or rather, doesn't), to the blade of his falcata. -28 HP, no crit confirm.
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Initiative rolls:
Initiative Barcos: 1d20 + 3 ⇒ (11) + 3 = 14
Initiative Elmar: 1d20 + 2 ⇒ (13) + 2 = 15 Initiative Faenia: 1d20 + 4 ⇒ (19) + 4 = 23 Initiative Marius: 1d20 + 5 ⇒ (9) + 5 = 14 Estella: 1d20 + 6 ⇒ (6) + 6 = 12 The fake shopkeeper's sales pitch trails off and her head turns towards Marius. The friendliness drains away from her face, replaced by chilling menace. Everyone is up! Note to self: SR 24, DR 10/cold iron, DR 10/magic.
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There is a faint, crescent-shaped line of punctures on one wrist of the dead woman, and her body seems extremely frail, even though she was only middle aged at most. In the other room, Marius's divine senses uncover two auras, which lead him to a few objects wrapped in three layers of black cloth and tucked on a shelf behind a jar of moldy cookies. Loot: a dose of flying ointment, orb of heaven.
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The young woman goes to investigate the apartment at the back of the shop, where the cats are still lashing their tails and hissing in frustration. Finding nothing, she returns to the store, all smiles. "So very sorry for the interruption. Miss, you have excellent taste. Shall I wrap this for you, then?" Meanwhile, Marius soundlessly slips into the apartment himself, cloaked in invisibility. Resisting the urge to turn into a rodent, he sees what Shendra had described - the living room and kitchen combination and the closed door. Since the door is unlocked and does not seem trapped either, he opens it - and immediately regrets it. The stench of decay hits him, and as he searches through watering eyes for the source, his gaze alights on the desiccated corpse of a woman that looks very much like the lively shopkeeper that only moments ago was trying to sell them tea and charms. The corpse is loosely wrapped in sheets and propped into an armchair in the corner of the room, which otherwise looks like a perfectly normal bedroom.
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As Shendra thrashes in the air, a sleek form launches itself from the sofa to sail by and land with a light thump on the floor. The faerie dragon can glimpse sharp claws and two yellow eyes before the cat begins to growl menacingly and jumps upwards again, twisting its body in the air to land again when it fails to catch Shendra. Three other cats awaken at the noise and being to jump and swat at the faerie dragon, knocking over the tea service on the table and causing a deafening ruckus with their yowling and acrobatics. In the shop, the young woman winces at the noise, looking embarrased. "My apologies, I think my cats are hunting something... Rats sometimes try to get at the tea stores, you know." She hurriedly excuses herself and begins walking towards the back door.
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Perception: 1d20 + 18 ⇒ (20) + 18 = 38 The charm is a delicate weaving of coloured thread, wooden and glass beads of various shapes and sizes, and one large feather. Argentea does not detect any magical auras on it. "This one is for protection against evil spirits. I have also some for attracting romantic prospects, although a beautiful woman like yourself has no need of such, I'm sure." The shopkeeper smiles at Argentea, with a dimple in one cheek. She opens a small tin of loose leaf tea and offers it for anyone who might want to take a sniff. The tea inside is a silvery grey and aromatic. If Shendra passes through the door she opened, she needs to roll a Will save (DC 18). On failure, she turns into a rat (and obviously can't fly).
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The door opens to reveal a cozy-looking apartment. From the corridor, Shendra can see a low sofa draped with throw blankets and loaded with cushions, a kitchen nook and a table with four chairs - as well as another closed door.
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The creature pretending to be Gannaius dies with a spasm and a tremor, a pool of dark blood slowly widening on the cavern floor. -=================- "We have several tisanes for joint pain, and this fragrant red tea to soothe the mind. Would there be anything else?" The shop attendant chats with the prospective customers, while invisible Shendra slips through the door at the back of the shop. Beyond is a wide hallway also used as a storage space, for crates of teacups and teapots, and boxes of loose leaf tea and herbs clutter the sides. Two double doors stand closed on the right, and a single door at the end of the corridor. Map updated.
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You can roll for coup-de-grace if you want to try and kill 'Gannaius'. He has 200 HP and DR 15/ good and piercing. In the Sweet Dream Tea Shop, the young woman tending the store smiles warmly at Argentea. "A charm for the lady, perhaps? We have a special offer today, if you buy one you get a tin of our finest tea for free! Only two silver." Argentea's SM: The attendant is suspicious of the new visitors, but hides it well as she maintains a friendly and attentive demeanour.
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Earlier, in the Undercity. Using some powerful magic, Barcos is able to discern the true nature of their unwilling 'guest'. It quickly becomes apparent that he is not human, for what human would sport a lion head and reversed joints? But for, say, a rakshasa, these are normal and expected traits.
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The scents of dozens of tea varieties, herbs, and oils waft out from the countless jars and bottles on the shelves in the tea shop's large front room. A raised section of flooring near a sales counter supports several worn, water‑stained tables and chairs. Various kinds of poppets, wooden charms, and silver hoops hang from the ceiling. There are several customers, most of them women, already in the shop browsing the wares or having a cup of tea over quiet conversation. The shop attendant, a young woman of mixed ethnicity with hazelnut hair gathered under a golden scarf, perks up from behind the counter. "Welcome, sir! What can we do for you today? Looking for a soothing concoction, or perhaps something more invigorating?" She gives Marius a dimpled smile.
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After taking precautions to secure their captive, Eutropia's agents head up into the city again, to find the Sweet Dreams tea shop. Also located in the Adobe District, the store is a considerably larger building than the coffee house. A chalkboard outside the entrance proclaims "This week's special! SereniLeaf, our exclusive herbal mix to melt your worries away!" Feel free to retroactively make any preparations for squirreling away Gannaius and for approaching the tea shop. For buying magical items, purchase limit is 50.000 gp, up to CL 7th.
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Save, sickened: 1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22
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Argentea needs to make a CL check against Gannaius's spell resistance. What is the DC on the saves he needs to make?
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Under the guise of delivering a rug, Argentea and the others manage to find an entrance to the Undercity. Navigating the narrow passages with an unconscious body in tow is a little difficult, but after a couple of hours of wandering through the bones and bowels of cities past, they come across a cavern. This deep underground, the air is cool and damp, even a little chilly. The sound of dripping water echoes somewhere behind a thin rock wall, and the uneven floor is slick with moisture.
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Loot: potion of cure serious wounds (2), potion of delay poison (3), potion of fox’s cunning (2), unfettered shirt, hemlock (2), purple worm poison (3), flaming falcata, minor ring of acid resistance, masterwork thieves’ tools, poison pill ring, poisoning sheath, 300 gp. Argentea's thorough search finds several items on the unconscious man, together with a letter in his pocket. At first, the words seem innocuous enough, but soon she figures out that the letter is written in cypher - one that she vaguely recognizes. The portfolio that the man was perusing when they entered the coffee house contains numerous notes written in the same coded language. Linguistics DC 30, Argentea gets +10:
The portfolio seems to contain notes about espionage operations, including the identities of several moles among Eutropia's supporters, focusing on Milon Jeroth's resources within Zimar and how to contact them - there are agents in a place called Waterhill Manor, an organization called the Sisters of Indulgent Dreams in the Sweet Dreams Tea Shop, and a monastery called the Seven Forms of Sin in the undercity. The portfolio also contains a wealth of operational passwords and code names.
Anyone who studies the deciphered portfolio for at least 2 hours gets a +5 bonus to Bluff checks to convince other agents of Milon Jeroth that they are also part of his organization. Letter, if check above is passed: Esteemed Brothers,
The Circle shall be victorious. The high strategos proves quite pliable and receptive to ideas that sate his desperation and ambition in equal measure. The citizens are ready to tear each other apart, and when Pythareus emerges victorious, it will take only the gentlest shove to topple him, and I have secured the ideal prod in my home, under guard of the Sarenites, with the killing blow in the mitts of the grubby King of Filth himself. A few complications remain - agents loyal to Pythareus against all reason. They must be dealt with. And there are still a few other hindrances on our path to victory. Pythareus's damnable diviner has blundered into the sisters' dealings and may soon locate the Sweet Dreams Tea Shop. Now that their research is completed, we should focus our efforts on relocating them to a more secure location. That diviner is too damned esoteric to give anyone her true loyalties, and her second sight makes her near impossible to blackmail. Perhaps it is better to simply let the sisters do as they will. My own personal agents in Waterhill have had difficulty in swaying Pythareus's majordomo, Baron Astor, and now stamp and fume to replace him with one of my own. I feel the scrutiny the high strategos keeps him under makes this hasty course seem childishly impulsive. We shall bide our time. Pythareus's little cult and its enumerator, Iovinus, have likewise proved intractable. Whoever would imagine an Abadaran would feel himself above a bribe. So be it. The Seven Forms of Sin are eager enough for my coin instead, and have places to stash his corpse. I await only your approval. Immortally loyal,
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The street has lost some of its busyness as the people wind down for lunch. The tables outside the eatery on the street corner begin to fill and the scents of grilled meat, freshly baked bread and savoury stews are drifting to Marius's nose. No-one seems to take an interest in the coffee house, beyond a couple of people peering at the sign in the window and then continuing on their way. Nothing suspicious or threatening.
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Fort save DC 20: 1d20 + 12 ⇒ (15) + 12 = 27 Blinded, but not staggered Gannaius cries out as more hot coffee splashes into his eyes, allowing Marius and Baron Barksley to exploit his temporary weakness. Together, they pummel and tear at the spy until he falls unconscious. Out of combat!
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1d20 + 30 ⇒ (18) + 30 = 48 Perception DC 48: While you have never met Gannaius and only heard his description from Kathann Zalar, this person is clearly not the Lion Blade but someone very thoroughly disguised to look like him. The tells are extremely subtle, but they are there - the sheen of the hair that hints at a dye job, the slightly too symmetrical features, the shirt cuffs frayed a touch too uniformly.
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Rerolling the non-compliant damage for Barcos. Damage: 1d8 + 12 + 1d6 ⇒ (1) + 12 + (2) = 15
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Will save vs Suggestion: 1d20 + 12 ⇒ (7) + 12 = 19
Gannaius wipes the black dregs of the coffee from his face, cursing. He glares at Argentea, then smirks at Barcos. "What a capital idea... No.". He wields his falcata at the aged farmer. 1d4 ⇒ 1 Attack vs. Barcos: 1d20 + 16 ⇒ (17) + 16 = 33 Damage: 1d28 + 12 + 1d6 ⇒ (23) + 12 + (1) = 36 Everyone is up!
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Reflex save: 1d20 + 19 ⇒ (2) + 19 = 21
Gannaius struggles to keep his grip on his weapon, barely managing, but effortlessly shrugs off Shendra's spell and blocks Marius's swing. The Baron's fangs are another matter, and the spy hisses in pain as the hound tears into his leg - although he does not fall. Round 2 Another Reflex save?: 1d20 + 19 ⇒ (20) + 19 = 39 What a waste of a nat 20 The ethereal chain wraps itself around Elmar again, this time trying to pin his arms at his side. Dirty trick, Entangle: 1d20 + 7 + 5 ⇒ (17) + 7 + 5 = 29 Elmar needs to make concentration checks when casting Gannaius, moving with incredible speed and precision, feints then slashes at 1d4 ⇒ 4 Marius in a complex pattern that leaves streaks of flame lacing the air. Bluff to feint: 1d20 + 26 ⇒ (1) + 26 = 27 Awww
Everyone is up!
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"No, no-no-no NO!" Gannaius surges to his feet, jostling the low table and sending the coffee tray crashing to the floor. "You're here to kill me! I won't go quietly!" At the same time, Marius feels a sharp pang of pain in his abdomen, and Shendra screeches in agony. Marius: 1d3 ⇒ 2 => 2 Con damage and 1 Str damage to Marius
Initiative rolls:
Initiative Barcos: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative Elmar: 1d20 + 2 ⇒ (20) + 2 = 22 Initiative Faenia: 1d20 + 4 ⇒ (2) + 4 = 6 Initiative Marius: 1d20 + 5 ⇒ (19) + 5 = 24 Initiative G: 1d20 + 11 ⇒ (19) + 11 = 30 With one hand Gannaius draws a falcata from under his coat, the blade shimmering with flame along the edge; with the other, he makes a flicking and twisting motion as he intones the syllables of a spell. A floating, translucent chain with barbed hooks at both ends appears in mid-air next to Elmar, and proceeds to wrap itself around his head. Dirty trick, blind: 1d20 + 7 + 5 ⇒ (3) + 7 + 5 = 15 Against Elmar's CMD Spellcraft DC 18:
Chain of perdition Initiative order: Gannaius, party. No map for this one, theater of the mind. Everyone except Elmar is in melee range with Gannaius, more or less, or within 10'.
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At Marius's question, Gannaius raises an eyebrow. "I'm a spy. Finding information I'm not supposed to have is what I do. What I want to know is if K is committed to working with E, and how deep the latter's involvement is." He waves a hand at "Karl". "Maybe you're right, but who knows if K is making the right choice here in throwing away that neutrality? So I ask again, what do you know about that? Other than extracting me, what are you doing here?" 1d20 ⇒ 9 Sense motive DC 35:
This guy is being a little pushy, and seemingly not in a hurry to get extracted. Apologies, missed a bit from Elmar earlier. As Elmar begins to scan for magic, Gannaius almost leaps from his seat. "What are you doing?! Are you working for Pythareus? You're here to silence me, aren't you!" Elmar does detect the presence of magic in the space.
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Gannaius rubs a thumb across the knuckles on his other hand. "We were betrayed, I think. The ones I knew about are all gone, disappeared. But we were working in cells, so there must be ones I don't know about. Am I the only one you were sent to extract? Did K give you any other names?" He runs a hand through his curly brown hair, ruffling it. "I- I don't know who I can trust anymore. I don't know if I should even trust K. We're not supposed to take a side in political disputes, but it looks like she has." 1d20 ⇒ 4
You all notice that Gannaius is hiding a fine falcata under his long coat - an unusually flashy weapon for a slight and reclusive spy.
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Gannaius narrows his eyes at the mechanical insect, watching it closely for a few seconds before apparently deciding it is not a threat. He pours coffee for anyone who would have some, taking a sip from his own cup before launching into a barrage of questions. "We don't have much time. Who are you and how did you know about the Sunset Spice warehouse? What is your mission here? What is the young lioness's involvement?" 3d20 ⇒ (1, 19, 11) = 31
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Gannaius breathes out as Argentea mentions the Kith, and some of the tension in his posture relaxes. "Good. Tell your friends outside to come in. We can speak freely here, I made sure we will not be disturbed." Remember that you also have the mechanical bug from Martella to prevent people from overhearing your sekrit conversations. ;) 2d20 ⇒ (18, 17) = 35
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Outside Karl doesn't notice anyone suspicious on the street, just a mix of locals and people passing through, going about their daily lives. A small piece of parchment sits in the window of the coffeehouse, the scribbled writing on it reading "Stepped out for a minute" and a crudely drawn smiling halfling face underneath. Inside Gannaius pours a cup for Argentea and one for himself, taking a sip of the aromatic brew. "New in town? Seeing the sights?" Secret Message: I don't recognize you.
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The coffeehouse attendants have made themselves scarce, so all that Elmar can do is take a pastry from one of the plates displaying the sweets and leave a few coins on the counter. The flaky crust is powdered with sugar, cinnamon and crushed nuts. Out on the street, the morning is busy with passers-by coming and going; elderly men occupy the side alleys, squatting over card games and smoking their pipes. From the rooftops comes the chatter of women busy with chores and the occasional rhythmic pounding and splashing of water. As Elmar settles at the nearby table, Gannaius raises his head. "It's a secret well kept, I hate it when a good spot becomes too popular." Secret Message: He is asking if Elmar and his companions were followed.
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The coffeehouse looks completely ordinary from the outside. The interior is small, but cozy and warm, filled with the fragrance of freshly ground coffee beans and warm pastries. The handful of tables are empty save for a booth at the back, where a man matching the description of Gannaius is sitting facing the door, with a portfolio open in front of him and a tray holding a coffee pot and cups to the side.
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A faint rustle alerts everyone to another presence outside the warehouse, but by the time they go to check whoever - or whatever - it was is gone. A folded slip of paper is lying conspicuously on the floor. It reads: "If you and K are friends, meet me at her favorite place in two hours. —G." Those who travelled with Kathann from Oppara do remember her waxing about a place called Honey Kunefe where they make the most delicious pastries and put cardamom in their coffee.
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The large interior of the warehouse is mostly empty, with only a few barrels of ancient peppercorns and allspice berries lying under a layer of dust in one corner, and a stack of large supply crates in another, as well as a disused office filled with ledgers and a calendar marking the owners' return from their trading expedition in 4 months. Perception DC 25: Searching the supply crates reveals that a few of the crates each contain a bedroll, rations, water, maps, and a few changes of clothes rather than goods. One of these container hideouts looks to have been used, but not for at least a couple of weeks.
[ooc]Loot: A small, wax‑sealed cask next to the supply crates contains dried dates, beef jerky, and other food items. In a pouch inside the cask are a potion of vanish and three potions of misdirection.
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The Sunrise Spice Importers warehouse doesn't seem to be much in use; no-one comes out or goes in for the time that Marius and the others keep an eye on the building. The doors are padlocked shut, but there are no guards posted.
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Unfortunately, the book has failed to provide any rumours. Instead, you get a lore dump. The city of Zimar:
Zimar is located on the west bank of the Jalrune River, deep in the scrublands of southern Taldor. The climate is warm and semi-arid; save for the fertile banks of the river, the terrain near Zimar is largely nutrient-poor and flat. Tall, stone walls protect Zimar from all directions, and the river forms a natural barrier that deters all but the most determined attacks from the east. The Jalrune River remains deep enough here for most Taldan merchant ships coming from the Inner Sea, providing an expedient method of travel. The roads that lead to Zimar, however, are old and in poor condition, making travel through the scrublands around Zimar an arduous endeavor. Zimar has five formal districts (although residents recognize an unofficial sixth district), each with a different character and architectural features.
Adobe District: Named after the many houses in the district made of mud-brick, the Adobe District is the poorest district in Zimar. While foreigners are allowed to own property in any part of Zimar, bloated property prices, heavy taxation, and bureaucratic structures that favor native Taldan humans encourage foreigners and non-humans to settle in the Adobe District. Many of the denizens of the Adobe District have lived in the neighborhood for many generations; descendants of poor laborers who helped rebuild the city after the Grand Campaign. Roof-running is a popular pastime along the flat roofs of the Adobe District; criminals also take advantage of these navigable roofs to avoid capture. The Zimar Sentinels largely turn a blind eye to crimes in the Adobe District, so long as they don’t affect people living in the wealthier parts of the city. Infrastructure is poorly managed here as well, and it has many easily accessible entrances to the Undercity. Anvil District: The majority of Zimar’s industry is concentrated in the Anvil District, which is located in the northeastern quarter of the city. Dozens of arsenals, forges, and workshops make armor, arms, and other equipment for the military and paramilitary units of Zimar. Day and night, smokestacks spew thick black smog, and the sound of hammering can be heard throughout the district. The largest of Zimar’s districts, the Anvil District houses roughly a third of the city’s population in working-class residential areas. Golden District: The Golden District is primarily the residential area for Zimar’s nobility and, as a consequence, it’s the wealthiest of the six districts. The district is famous for its gilded street lights, geometrically sculpted gardens, opulent palaces, spacious plazas, and statues. Gold, jewelry, silk, and spices are bought and sold in luxury markets throughout the Golden District by those who have—or can fake—appropriate credentials. Pike District: The Pike District is the location of the original garrison founded by General Zimara. Although it was long ago incorporated into the city, the Pike District houses the thousands of soldiers who live in Zimar. The district also has several training facilities and numerous taverns. Many middle-class and working-class families live in the Pike District, particularly those with a long Taldan pedigree who boast of living in the most historically “Taldan” district of the city. Scrolls District: Known for its white marble houses with magnificent columned halls, the Scrolls District is located in central Zimar near Abadar’s Pillar. It is the smallest of the city’s districts, but nonetheless well known as the center of Zimar’s education and lore. Administration buildings, archives, libraries, and schools crowd in the district, although the majority of the buildings are upscale residences for government officials, nobles, and the upper-middle class. The Scrolls District also includes several well-known shops specializing in antiques. Buyers travel to Zimar from afar to get their hands on artifacts dating back to Ancient Osirion, the Jistka Imperium, or even Azlant, and vendors pay well for items retrieved from ancient ruins. Undercity: Beneath the streets of Zimar lies the so-called Undercity, which some citizens call “the sixth district.” This labyrinthine network of underground tunnels and chambers consists of abandoned basements, buried buildings, catacombs, and sewer passages. Entrances to the Undercity can be found hidden throughout all of Zimar, though the government works to block as many of the entrances as possible, particularly in the wealthier districts, so that the people can conveniently forget these place exists. Criminals, fugitives, monsters, and resistance groups live in the Undercity, using the passageways to store contraband and avoid the soldiers who patrol the streets above. According to rumors, all residents of the Undercity answer to a massive otyugh king named Gulreesh. The Sunrise Spice Importers warehouse is in the Adobe District.
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The Sentinel's stony expression does not change as Argentea rummages around for the coin. Once the dues have been counted and the paper stamped to indicate that payment has been made, he waves her through. "Second warehouse on the left. Have a good day, citizen." In the indicated warehouse there is indeed a wagon, and once the paperwork has been examined Argentea is allowed to take possession of it. The wagon is a well‑built but otherwise unremarkable cart with a canvas covering strapped over it. It contains a large tent, a crate of rations, a barrel of water, and two locked chests. Disable Device DC 35:
One chest holds several changes of clothing and grooming supplies, but the other contains several treasures. Loot: Assuming someone manages to get the chests open: five bolts of silk (10 gp each), a platinum ibex with ruby‑chip eyes (800 gp), three potions of gaseous form, an aegis of recovery, a candle of invocation, a +1 holy short spear wrapped in a scorched bolt of silk, and a strand of lesser prayer beads.
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The Sentinel examining Argentea's papers frowns. "Wait here." Without returning her papers, he disappears into a small building just beyond the gate. After about ten minutes, he returns holding an additional piece of paper, which he shows to Argentea. "You have unpaid storage fees, miss. You will need to pay a fine and move your wagon elsewhere, otherwise the city of Zimar will confiscate it and all the goods inside." The paper is a receipt for the storing of a wagon in one of the city warehouses, and the signature is the same as on Argentea's identification papers. The storage fee itself is only 20 gold pieces, but with the late fees and everything the total comes up to 88 gold pieces, 3 silver pieces and 7 coppers.
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Zimar, the next day The massive wall surrounding Zimar has two large gates. The outer gate at each gatehouse is a large wooden double door and at each end of the gateway there is a strong iron portcullis. Four Zimar guards inspect visitors' papers, overseen by an inquisitor displaying the symbol of the Vault and Chain sect of the church of Abadar. Guards perception: 10 + 15 = 25 If your Disguise check is 25 or less: One of the guards looks up from their examination of the papers, frowning.
"What is the purpose of your travel?" DC 15 Bluff or appropriate Profession check. "Are you carrying magic items, or illegal or dangerous goods?" If you haven't disguised or hidden your magic items and are not posing as a wealthy person, they might try to arrest you unless you Bluff them (DC 20) with a plausible explanation. "What is a citizen's highest calling?" DC 15 K local to remember that in Zimar, defending Zimar and the border are a citizen's highest calling. Any other patriotic or pro‑Imperialist answer also suffices (Bluff DC 20).
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The innkeeper is more than happy to host everyone for the night, especially the troubadour who has done such a fantastic job of entertaining his guests. With most of the traffic diverted to the Zimar Highway, business has been slow in these parts. The next morning, the eclectic group sets off towards Zimar - a knight, a blacksmith, a farmer and a traveling singer. I will need everyone's disguise checks for their assumed identity, a mention of what you do with your magic items, weapons etc., as well as your means of travel - horseback, cart/carriage, on foot.
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"Very well, then. It sounds like you are mostly decided. You can practice your new identities during our trip - but be mindful that the identification papers are from real people, not fakes; anything that doesn't match with the documents will instantly raise suspicion ." Kathann rises from her seat, signaling the end of the meeting, although if anyone has questions she is of course happy to answer. "As I mentioned, I will accompany you as far as the Panemona, which is close enough to Zimar, but not too close. We will meet a... contact of mine there, who will accompany you into the city." Faenia --===========================-- Panemona, South Taldor - Fireday, 18 Arodus 4718 AR The tiny farming hamlet of Panemona lies 15 miles northeast of Zimar and produces a great deal of the grain and herbs the city uses. It's important enough to have a large inn but otherwise far enough out of the way to be easily forgotten. The inn stands at the crossroads of four roads, easily spotted thanks to its red tile roof and small windmill, which operates a pump to supply water to the guests and stables. In addition to two dozen cozy rooms, it offers stables and a large tavern for locals and visitors alike. A sign over the entrance reads, "Windmill Inn," and the four signs on a nearby signpost read, "Zimar 15 miles," "Landarr 9 miles," "Zimar Highway," and "Old Trade Road." Kathann Zalar, in her disguise as a grain merchant, nods towards the inn once she makes sure you are all out of earshot of the sparse passers-by. "This is the place, my contact should be already here. I'll push on to meet another contact east of town, and I should be back here in a few days. You should head to Zimar as soon as possible. And remember that this is not about any political agenda; it's about the security of Taldor. We need evidence of Maxillar Pythareus's wrongdoing. Gannaius should be able to get you started."
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"You should set out soon. In southern Taldor, Maxillar Pythareus’s soldiers patrol all major roads, so it's absolutely necessary to avoid them. I have a route planned that uses farm roads and old hunters' trails." Kathann unfolds a map of the area bearing many handwritten annotations. "The fastest way to get to Zimar from Oppara is to travel about 90 miles up the River Porthmos to the city of Elsekulp, then follow old trade roads to the artisan town of Ortalaca, and finally either press south on the main highway or go the longer route on the back roads to reach Zimar. The old trade route sees little use nowadays, mostly by local woodcutters, farmers, and artisans. Not only has it fallen into disrepair due to centuries of disuse, but the many abandoned villages along the road have a reputation of being haunted. This will serve us well, as there are far less patrols on this road than on the Zimar Highway." She taps on the southern city on the map. As for Zimar itself, it is a fortified military city, more paranoid than most after centuries on the front line between Taldor and Qadira. Almost every citizen drills with the militia until becoming a parent, and almost everyone is fanatically patriotic. However, Zimar is also the heart of Taldor's spice trade, and its people are happy to put their xenophobia on hold to make money. There are lots of suspicious eyes watching, but also lots of people coming and going. Be very careful, and try not to stand out in any way." She goes further to explain that the entire trip should take 6 days on horseback, and the rest of the meeting is spent brainstorming how best to present their motley caravan and drilling a consistent story of how they came to travel together, in the event of any questioning.
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Kathann looks a little pained at the question from Marius and the implications. "Sir Jeroth has never formally been a member of the Lion Blades, but he and his family have worked with us on and off for decades, infiltrating Qadira throughout the Grand Campaign. He's a master of disguise, an adept sorcerer, and an expert barehanded combatant who studied with the monks at the Monastery of Seven Forms - not to mention a stone‑cold killer. He's difficult to find or track, so if you have even the slightest chance, hit him fast and hard. And, well... I will not dismiss the possibility that we were betrayed by one of our own. Most of our safe houses were raided simultaneously, and many of our agents and informants were killed before we knew we were under attack. However, while inside information would have helped, it cannot be the whole picture - this knowledge was compartmentalized and no-one knew all of it, not even me." She starts pouring fresh cups of tea to whomever has been sipping theirs. "Milon Jeroth is Pythareus's spymaster and part of his personal support circle, together with a few others. There's a powerful diviner named Avenna who studied at the Magaambyan and his majordomo Baron Astor Roderus, from what we were able to gather. Zimar is also home to a sect of Abadar worshipers called the Vault and Chain - law‑and‑order types who are almost certainly loyal to him." She sets down the teapot soundlessly. "As for Gannaius, he's a paranoid but very talented Lion Blade who prefers to work alone. Our divinations haven't confirmed his death yet, so we're hoping he survived. One of his favorite drops is a warehouse for Sunrise Spice Importers in the Adobe District, so you can start your search there."
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A somber air shadows the Lion Blade's features for a moment. "Mirann... I am to convey her apologies for her abrupt and unexpected departure. Our dear dadi back in Jalmeray is approaching the end of her days. Mirann is her favourite granddaughter and will be caring for her until she passes." Kathann nods once at Marius's answer - more to show that she has heard and understood, rather than as any sign of approval for his words. If anyone else wishes to answer her question, feel free to do so. Once everyone is settled in, the next week is spent undergoing intense training under the tutelage of Lion Blades, focused not on combat but on stealth, deflection, observation, and disguise. While true Lion Blade training requires months or years, these teachings focus solely on useful minutiae about Zimar and its people. Everyone gets +2 on Bluff, Diplomacy and Disguise while in Zimar or its immediate environs. Once the training is complete, Kathann Zalar invites everyone into her office for drinks and their final briefing. "You've shown great promise, and I see why Eutropia relies on you. I'm sorry that the question of succession has soured the relationship between the princess and the Lion Blades, but ultimately our loyalty must always be to the nation and the Taldan people. To take sides in a political conflict is to dilute our power and purpose. But now it seems that political conflict is spilling over into national security." She pours fragrant tea from a delicate porcelain teapot. "Lady Lotheed brought us the documents you recovered in Yanmass, and they corroborate similar reports we've gathered from Sardis Township, Pol, and Demgazi. Maxillar Pythareus is rattling his saber for war, and he appears to be spilling Taldan blood to get it. For a time we shared the same uneasy peace with Maxillar Pythareus's Imperialist faction that we share with Eutropia's Loyalists. But all at once, as we began to receive reports of these "Qadiran" attacks, our agents in Zimar were set upon and eliminated in a single, coordinated attack." A barely perceptible twitch in her jaw muscle indicates that she is making a tremendous effort to mask her feelings on the matter. "I barely made it out of the city alive, and I appear to be the only one. Now I'm too well known in the area to keep a low profile, so you'll be the ones to continue the investigation in Zimar on behalf of the Lion Blades." She picks up a teacup and takes a sip, pausing for a moment to let her words sink in. "This is not an easy task laid out before you. Many believe Pythareus is the Grand Prince of Taldor, and he is defended accordingly, not to mention that you will be attempting to prove him guilty of high crimes. Furthermore, he is obviously operating his own intelligence network, one run by Milon Jeroth, a former associate of the Lion Blades and one of the most ruthless and underhanded operatives I have ever encountered. We believe one of our agents, Gannaius, may have escaped the purge, and locating him will be your top priority for now. We can provide you with false identities, and I can accompany you as far south as Panemona to act as an advisor, but you will be alone in the lion's den. I cannot enter the city to protect you without alerting Pythareus's diviner and bringing far more pain down upon you. Are you clear on what you need to do?" Awaiting on a side table are a few folders containing the identification papers of several cover identities, as well as a bag of equipment. Cover identities:
||Name||Identity||Notes
Argentea||Female half‑elf||Traveling singer from Oppara Basilia Aconian||Female middle‑aged human||Baroness from Oppara Cadonia||Female human||Merchant from Demgazi Karl Langbaen||Male old human||Farmer from Landarr Marozia||Female human|| Healer from Elbistan Zadim al‑Hadir||Male human||Blacksmith from Zimar Zenobius Baccar||Male human||Knight from Lionsguard Zifer Arpador||Male halfling||Baker from Ortalaca Loot: Everyone can select one from the following items: belt of giant strength +4, belt of incredible dexterity +4, belt of mighty constitution +4, headband of alluring charisma +4, headband of inspired wisdom +4, headband of vast intelligence +4, headband of mental prowess +2.
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Starday, 5 of Arodus 4718 Once all preparations are made, the group and their entourage sets off for Oppara, the glinting jewel of Taldor. The capital has not changed much - the same well-dressed crowds mingle on its streets and among its stately buildings, and the conversations overheard in passing are mostly gossip and mundanities. Still, a few people in the crowd wear pins or ribbons marking their allegiance to one faction or another, and when such people pass each other in the street the atmosphere is tense and charged. The meeting spot is in the Kitharodian Academy's gardens at sundown. The location is easy to find; the administrators' windows are a stained glass affair, propped slightly open in the warm evening, with a large stone bench below. The campus is mostly empty, as the academic year has not started yet. As they wait, a man and woman wearing the blue and green uniform of the city guard approach them at a brisk walk. The man clears his throat. "Halt! Who goes there? Why are you loitering on academy grounds?" Sense Motive DC 20:
The male "guard" is a little nervous and keeps fidgeting with the buttons on his uniform, as if he is unused to wearing it. The short-haired, olive-skinned woman tsks. "No. What did I tell you? You're overdoing it, which might work with country bumpkins, but if you come across the wrong people they won't fall for it." She winks at the group. "Apologies, I was using this opportunity to train a new pupil. If you are as skilled as Her Highness said, you probably spotted his mistakes right away." The man reddens in embarrassment, clears his throat and looks away - which earns him a vicious pinch from the woman. "You really need to lose that tic." She turns to the group again, speaking in a sing-song voice like a rehearsed speech. "My name is Kathann Zalar, and I will be your guide for the duration of your stay at the academy. We welcome the distinguished visiting scholars." She smiles, a hint of thin fangs behind her full lips. Vishkanya, not vampire. :P She dismisses her pupil before starting the tour and begins showing everyone around the premises. "I only recognize one of you, the rest are new faces. I hear that Lady Talbot has decided to spend the rest of the summer in the countryside. A pity, I was looking forward to meeting her again." As the tour concludes, she escorts everyone to the faculty lounge, where a familiar face awaits - the baby-faced woman they had found locked up in the cult of the Twilight Child's premises. Cassaranda Florint greets them warmly as Kathann pours and serves tea. "I have arranged for you to receive some training from our specialists, and lodgings in our faculty building - although of course you are free to stay elsewhere in the city. But first, please allow me a personal curiosity: what is your purpose in working for the princess?"
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About Xan:
Xan has loyally served Pharasma among the ranks of vanth psychopomps in the Boneyard for longer than Taldor has existed. When a strike force of proteans infiltrated the Lady of Graves's domain, Xan was the first psychopomp to discover the intruders. After dispatching a lesser psychopomp to raise the alarm, Xan dismissed its distinctive scythe - the badge of office that would plainly identify them as a vanth - and slipped invisibly into the ranks of the proteans. While among the enemy, Xan learned that the denizens of chaos sought to unmake the soul of a great mortal hero, appointed to become a great and powerful inevitable.
Outnumbered and isolated, Xan resorted to a desperate plan: revealing its presence and announcing itself as a turncoat from Pharasma's justice. Xan convinced several of the proteans that he had been wronged during this mortal hero's trials, that his testimony of the mortal's crimes had been ignored, and that he deserved justice - a lie the proteans readily believed, given the chaotic nature of their hierarchy. By feeding the proteans misinformation, Xan led the invaders into a trap set by legions of psychopomps. Once this trap was sprung, Xan saw the fiercest of the fighting, as it was in the center of the protean forces at the time. During the battle, Xan was splashed with protean ichor that permanently stained their wings a dark red color; although this color has faded over time, their wings retain streaks of crimson that set them apart from the largely faceless horde of the vanth. After the pitched battle, the few surviving proteans were ejected unceremoniously from the Boneyard, never to return, and Xan was lauded for its innovation and insight - traits much celebrated among psychopomps. Its victory awarded Xan a measure of freedom regarding the criminals they hunted and souls they claimed on behalf of the courts, and over the eons the vanth learned many new tricks and skills to aid him in hunting its chosen prey. Its freedom ostracized their fellow vanths - notoriously obedient and group minded as psychopomps go - and Xan found themselves dwelling more and more among the mortals of Golarion. Princess Eutropia raises an eyebrow at the manner in which Marius addresses her, but lets it pass without comment. "Investigation, to begin with. We are in dire need of fresh intelligence regarding what Pythareus is up to in Zimar. Then, depending on what you uncover, I trust you to take whatever action you deem necessary to stop a war with Qadira and safeguard our country."
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Feel free to post in spoilers any downtime activities you want to undertake before this meeting. Once everyone has rested from their long travels, they receive a summons to meet with Princess Eutropia at the Palace of Birdsong. The princess is waiting in her office - formerly Count Bartelby's office - studying some papers as Taldogis snores at her feet. She smiles as everyone files in, gesturing for them to sit and pulling on the chord of a bell used to summon staff. "I want to thank you again," she begins, "both for your loyal service and more personally for returning Carrius to me. I don't understand what kind of resources the Immaculate Circle can possess to raise him from the dead after so many years, but it seems obvious their plan is to disrupt both Pythareus's and my own claims to the throne. For now, he's safe and recovering. He seems to be the same boy, but... haunted by this unfortunate transition. Hopefully Carrius can provide us with additional details once the cultists' drugs wear off and he feels more comfortable returned to his skin. In the meantime, it is an infinite kindness to see my brother again." A knock at the door heralds the arrival of the tea service, and Eutropia pauses as two servants come in with loaded trays. Once the tea cups and snacks are placed on side tables and the staff have left the room, she continues. "I know normally Martella would be offering you assignments, but she is presently in Qadira trying to prevent a war. After your encounter in Yanmass, you returned with evidence that Maxillar is conducting false attacks on Taldan border communities, disguising his soldiers as Qadirans. My follow‑up investigations have revealed he has also conducted 'retaliatory' attacks against Qadiran targets in response. He seems to believe that a nation at war will select a general as its emperor, and he's probably right. But I don't need to remind you that the last time we went to war with Qadira, it lasted five hundred years and cost millions of lives, not to mention half our empire." She sips from her tea cup, inhaling the fragrant steam. "There is some good news: we're not alone in wanting to prevent this. Up until now, the Lion Blades have been reluctant to take a side in the succession debate, but with Maxillar risking the nation's safety, they have reached out to me for assistance. It seems all their resources in Zimar have suddenly gone dark, and they need new eyes in the city. You've proven yourselves my most loyal and reliable agents; I'd like you to proceed to the Kitharodian Academy in Oppara to meet a woman named Kathann Zalar. She'll provide you additional information, training, and resources for this joint venture. She also asked that you return an ocarina constructed by a master artisan of the Kitharodian Academy that has been housed here at the palace for the last few centuries, as a sign of good faith." Eutropia takes another sip. "I want to make it clear that this will be a mission of infiltration, not outright attack. I make no secret of my displeasure with Pythareus, and he's certainly overextended his internal defenses as he maneuvers forces to the border, but it's not in my nature to settle disputes with assassination. Taldor is a nation of laws, and to stop Pythareus we need iron‑clad evidence of his crimes against the nation, not violence." She pushes forward a package and a folder. "Martella left these behind for you. In the folder you will find some basic information about Zimar, although I expect that the Lion Blades can share far more detailed intelligence than myself and Martella could gather in a hurry. In the package is one of her clockwork bugs; it's been modified to be able to climb, as well as record sound, and it will obey your commands. You can use it for surveillance, or to prevent others from overhearing you." Loot: A clockwork spy built in the shape of a large beetle with a single, jeweled eye. The unique construct has a 10‑foot climb speed in addition to its other abilities, and has been built to obey the PCs' commands, offering them the ability to surveil targets and record short audio clips. Zimar: For as long as Qadira has stood at Taldor's southern border, the nations have been rivals and intermittent enemies, even as their peoples have traded or intermarried. The Taldan city of Zimar embodies this juxtaposition, blending Taldan traditions with Qadiran influences: the city's buildings are constructed in Keleshite styles,
most of its population bears Keleshite blood, and even its food relies heavily on Qadiran spices. Yet, perhaps nowhere in Taldor do the common citizens so hate their southern neighbor and champ at the bit to pull the whole of the empire back into war. Zimar has been conquered and reconquered a dozen times in its history, making it one of the most militarized cities in the region, with formidable walls, a well‑drilled defense force, and one of the wonders of Taldan engineering: Abadar’s Pillar, a massive fortress rising above the city skyline that has only ever been broken by duplicity and espionage, never by strength of arms. Lying about 210 miles southeast of Oppara, Zimar now serves as the stronghold of High Strategos Maxillar Pythareus, supreme commander of Taldor's military forces and, by some estimations, heir to the throne of Taldor.
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And that's a wrap on Book 3! With that, welcome to level 10! Additionally, all your relics go up a level. Dignity's Barb:
Dignity's Barb is a +2 seeking darkwood light crossbow. The wielder can use its ability to roll twice to confirm a critical hit twice per day (though they can use it only once on a given critical threat). In addition, the wielder can attempt a lucky shot to foil a ranged attack. Once per day when a ranged weapon attack targets a creature within 30 feet of the wielder, the wielder can shoot Dignity's Barb at the projectile as an immediate action. The wielder rolls a ranged attack, and if the result exceeds the attacker's roll, that attack is negated. This ability can be used only if Dignity's Barb is loaded or if the wielder can use Rapid Reload or a similar ability. Envoy Ring:
The wearer can activate the ring to use charm person at will, though if a creature succeeds at its save, it can’t be targeted again for 24 hours. The ring can also be activated to use charm monster (DC 20) once per day. Koriana's Blade:
Koriana’s Blade is a +3 defending falcata. Another gem repairs itself - the black one which protects against negative energy. An intact gem can be activated as an immediate action once per day
to make the sword's wielder immune to a single effect of a particular type (currently negative energy and poison) just before they would be affected by it. They must choose to activate the gem before attempting any save or other defense against the effect. 1d3 ⇒ 1 The Subtle Mask:
The mask grants the wearer a +2 enhancement bonus to Charisma. When the wearer mentally activates the mask, they also detects magical effects as if they were using arcane sight and concentrating on the creature. This happens automatically during the first round of concentration. Scion's Dagger:
Once per day, the dagger's wielder can teleport any number of her bodyguards to their location, as per the spell teleport. They must be willing and within 100 miles, and when they arrive, they appear within 20 feet of the dagger's wielder in unoccupied spaces chosen by the GM. Reminder about the Scion's Dagger base properties:
Scion’s Dagger is a +3 ghost touch mithral dagger. As a full-round action, the dagger’s owner can designate up to four willing creatures in her presence as her bodyguards. As a standard action, each of these creatures can determine the owner’s location and condition, as per status, as long as the owner is holding the blade. The dagger’s owner can change the designated bodyguards as a full-round action, with each chosen creature beyond four replacing a prior choice. If the owner of Scion’s Dagger dies while carrying or wielding the blade, her body evaporates into smoke and her soul transfers into the black sapphire as per soul bind, except anyone holding the dagger can attempt to raise her as though they has access to her intact body. This effect fails if a soul already occupies the gem. Alternatively, a creature
holding the dagger can instead speak a command word to release the trapped soul into the afterlife. Standard of Conquest:
Once per day, the standard bearer can activate the banner to teleport themselves and up to five allies who are within 10 feet of them. This functions as dimension door, and each transported creature must arrive within 10 feet of the standard of conquest. Reminder about the Standard of Conquest base properties: The following effects apply only if the standard is wielded or carried, and it must be attached to the shaft of a lance, polearm, spear, staff, or similar. The standard-bearer and all allies within 60 feet who can see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet. This is treated as an enhancement bonus and doesn’t give a creature a base speed or fly speed if it didn’t have one already. A creature determines whether it can see the banner for the purposes of speed increase at the start of its turn, and it keeps the extra speed even if it moves out of sight later in that turn. Once per day when the wielder begins a charge action, the standard bearer can use a swift action to call for a battle charge, causing the speed increase from the standard to become 20 feet for 1 round. Any affected creature that charges during this round also ignores the penalty to AC from its charge.
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Eutropia does not immediately respond, although her nostrils flare in anger at the mention of memory-erasing magic and the alchemical drugs that the Cult of the Twilight Child have been using on her brother. She keeps hold of one of Carrius's hands, as if afraid he might disappear from in front of their eyes. Instead, Martella speaks up as she moves aside some of the tea cups and pastry trays to lay out a map of Taldor, different coloured patches overlaying the familiar geography of mountains, plains, rivers and cities. "Hopefully Lady Paril can help His Highness regain some of his memories, she should be here presently. And I will send word to Viscountess Octavia Nicodemus, her Endless Repository might have some information about all this. There is also the matter of my- well, my great-great-great-something uncle, I suppose. I am surprised he hasn't paid us a visit here yet, although if he does we are no match for him." A frown of concern creases her forehead. "You are likely correct, Lord Erallan. The prince was bait for both Pythareus and us - and now we shall have to wait and see what the Circle's next move is. But that doesn't mean that we will sit idly by." She runs her palm over the map, smoothing out the creases. "When this entire mess started, everyone and their cousin rushed to claim a piece of the pie. Now, many of the smaller factions have been swallowed up, or banded together, as you can see. Our main concern is Pythareus, of course, but we cannot ignore the others." Martella points to a red patch in the northern reaches of Taldor, south of Yanmass. "Count Merkander has lost some ground to Duke Nazezi - who seems to have allied with Grand Duke Heskillar - but they're both still holding on to their claims as cousins of the Stavians. We might be able to negotiate with one, or both." Her finger moves over the Verduran Forest. "Countess Starborne is emphatically not making a claim on the throne, and we know she supports us already, but the gnomes of Wispil are using the current situation to push for more representation in the Senate. I don't see a problem with that, so for now we are not concerned about them." Tap-tap-tap of an index finger on the southern part of the map, where a spreading yellow area threatens to engulf a much smaller red one. "Pythareus has all but claimed the south; he strong-armed houses Cyris, Phaeben and Tarq into swearing allegiance to him. House Kiu was conquered outright. Grand Duchess Destelita Solari, the ruler of Ligos Prefecture is a ruthless, cold-hearted schemer - she has formally declared an alliance with Pythareus. I even hear rumours of a future marriage, which would be a smart move that would benefit both of them. That only leaves Grand Duke Thestro Briarsmith, who has been using the chaos to try and expand his brutal tyranny beyond the Porthmos prefecture; as you can see, Pythareus is NOT inclined to let him do that, but I do fear that eventually they will become allies." Martella points to the western part of Taldor next. "Now, for the good news. We have been making inroads with House Lawsus and I think they are close to formally declaring allegiance to the princess. And while the main branch of House Vort stubbornly maintains their claim, we have a friendly ambassador in their midst - if you remember Baronet Caphridius Vort. His family doesn't hold him in particularly high regard, given his... proclivities, but he's one of them nonetheless. And with Yanmass formally declaring for us, we will be controlling Avin prefecture as well." Sorry not sorry for the politics lore dump. For reference, this was the faction split after the Senate Mssacre, and this was the faction situation throughout most of Book 2. Martella gazes at the map for another long moment before taking a deep breath and looking around the assembled group. "But these are matters for the princess and myself to work on. For now, I want all of you to know that you have done extraordinary work, even if we don't fully understand the consequences just yet. If nothing else, we know that Pythareus isn't just playing dirty; it sounds like he's trying to fan the old flames of hatred with Qadira and maybe even drag us into a new war, which would certainly benefit him. You have earned some rest while I work out the details of your next assignment." You have some downtime if you wish, around a week or so.
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