Lord Glorio Arkona

Lope de Vega's page

558 posts. Alias of Balacertar.


Race

Skills:
Acrobatics+7,Bluff+9/+11,Climb+3,DisableDevice+5,Intimidate+4,K.Arcana+10,K .dungeon+8,K.planes+10,K.local/geo/history/nature/nobility/religion+5,Lingu istics+9/+13,Perf.Oratory+13,Ride+8,Spellcraft+13,Swim+3,UMD+9

Classes/Levels

Human Magus (Kensai/Bladebound) 6 | spider climb 50 min, mage armor 45 min

Gender

HP 51/51 AC 24 21 TAC 19 FF 16 13 | CMD 22 | F +6 R +6 W +5 | P 2/7 L1 3+0/4+2 L2 1/3 | Blackblade 0/2 | Init +4 Senses +0 |

About Lope de Vega

https://paizo.com/campaigns/v5748p75ivmmz/gameplay&page=43#2136
https://paizo.com/campaigns/v5748p75ivmmz/gameplay&page=43#2142
check rumor: https://paizo.com/campaigns/v5748p75ivmmz/gameplay&page=31#1511

Background:

Lope is a member of a Taldor minor noble family. Years ago his father, Eduardo de Vega, was a rising star at Taldor’s Court after having proved himself on defending the land against many Qadiran raids. Having his father the confidence of Grand Prince Stavian III, Lope was selected as chamber company for Europia and her brothers. When his parents visited the palace Lope played childhood games with the princess and princeps.
When his father stood up against Maxillar Pythareus opinion of attacking Qadira, things started to go bad for the nobleman. Eduardo de Vega was accused of not being of Taldan noble blood. He had to demonstrate that despite his father only being a rich Taldan trader, her mother (Lope’s grandmother) who came from Brevoy, was an Aldori sword whose bloodline could be traced back to Baron Sirian First, former Taldor nobleman and founder of the Aldori Order.
As Eduardo was winning the public opinion, Pythareus plotters attacked trying to ruin the reputation of Lope’s grandmother, seeking proof that Magdalena Aldori had contacts with the Great Beyond and the entire family was under its influence and plotting against Taldor. Eduardo acknowledged that her mother’s sword, which latter passed to him, was forged in the Axis but that the sword’s will was tied to recover and expand the greatness of Taldor.
Finally, when Eduardo was still on the defense, Pythareus came up with a final plan that could be definitive. With well forged documents, Pythareus demonstrated Eduardo de Vega had been deviating money from the army into the trading ventures of his family, and moving part of its wealth out of Taldor’s reach at Andoran and Absalom banks. Not finding many supporters this time, Eduardo and his family were dishonored and their properties seized, including ‘Taldstar’ the aldori sword heirloom of the family.
Dishonored and with little else left than a few loyal servants, Lope had to follow his father and mother and leave Taldor for decades. Still young, the diaspora of his family made Lope fall very ill. Without access to medicine the disease caused him terrible scars in his face but ultimately survived. It was a disrupting event that changed his family forever.
The family took refuge in the nation of Brevoy, among the Aldori Swords friends of her grandmother Magdalena. Although Lope was granted a place to train among the Aldori, his father Eduardo did not want him to lose ties with his Taldan culture. He put the young boy under the mentorship of Eldon García, one of the few people that remained loyal to Eduardo and followed the family diaspora. Eldon had been professor of magic in the Kitharodian Academy and taught Lope on magic, arts and knowledge of Taldor traditions and history at the same time he was being trained by the Aldori.
Knowing what losing all and being at the edge of death meant, Lope showed from an early age an extreme discipline and a cunning mind. The boy was not easily distracted by child games and quickly mastered subjects as diverse as swordplay, magic and poetry. When his father Eduardo de Vega passed away, he promised Lope none of the accusations made against him were true, and requested that Lope would not be as naive as he was in his youth and to help Taldor recover its greatness from the shadows.
Once his mother also died, Lope decided to return to Taldor shortly after completing his wizardry and Aldori training. Now a man, he wanted to restore the rightful position at Taldor for his family, and recover the wealth that was stolen from them. Fearing Maxillar Pythareus influence he decided to reunite with his merchant grandfather at Yanmass, far from the capital Oppara and closer to his Aldori friends. Followed by his mentor, Eldon Garcia (a former Lion Blade, but this has been kept secret from Lope), he served protecting the caravans that bolster trade in the area while helping run his grandfather’s trade business. But not all is hard work, Lope had fun and infiltrated the high class circles demonstrating his cunning tongue on something he calls magical poetry, an art that combines prestidigitation effects with rhymes.
Lady Martella Lotheed found Lope at a club in Yanmass making rhymes while trying to charm the hearts of young maidens. Interested, she started to talk with the young man and finally discovered his ascendancy as a member of the Vega family. Thinking she might profit from the young man for her intrigue network, she has invited Lope to the Exaltation Gala.
Although reluctant at first to expose himself, Lady Lotheed probed convincingly and beautiful enough for Lope to decide it was the right time to relocate to Oppara and clean the name of his family.

Relevant posts:
- Lope orders the caravans to buy grain and firewood, and requests reports about Maxillar Pythareus.
- Lope inspires the people of Merrat to move for a public Market
- Lope retells the story of her grandmother to the cats in Stavis
- Lope explains Diana, he promised to recover the blackblade to its dying owner
- Stating in third person his background as child chamber company and connection to Eutropia and Carrius

Motivations:

Although a long time has passed since he played with Grand Prince Stavian III children, and Europia seemed a fickle girl at the time, Lope was delighted with her, and will always favor her in front of her brothers who were little more than jerks to him on their games.
His first mission is to recover the blackblade of his family which was taken by the people who set a trap for his father. The mission of this blackblade might be to see Taldor become the most prosperous country in the world, to defend the true bloodline of Taldor royalty, to recover his old glory, or maybe to make his family into the most powerful ones of Taldor. Or all ensemble.
Lope follows the opinion of his father that the Empire should focus on seeking a lasting peace with Qadira, while boosting the trade openness with Absalom and Andoran, opening sea routes with the distant Taldan nation of Amanandar in Tian Xia, and expanding the Empire territory to the north, seeking to reunite and civilize now ruined regions like Iobaria in Casmaron.
Lope enjoys bullfighting and plans to open a restaurant in Oppara with the best grilled meats of the capital.

Relevant posts:
- Lope cares for his (uncle) trading business and employees.

LOPE DE VEGA
Male Human (Taldan) Magus (Kensai/Bladebound) 6
NG Medium humanoid (human)
Init +4; Senses Perception +0

DEFENSE
AC (mage armor) 24, touch 19, flat-footed 16 (+4 mage armor, +4 Dex, +4 dodge canny defense, +1 deflection, +1 natural)
AC 21, touch 19, flat-footed 13 (+1 armor, +4 Dex, +4 dodge canny defense, +1 deflection, +1 natural)
hp 51 (6d8+5+5+5)
Fort +6 (5 class, 1 Con), Ref +6 (2 class, 4 Dex), Will +5 (5 class, 0 Wis)

Gained a one time reroll during the gala.

OFFENSE
Speed 30 ft.
Melee aldori dueling sword +9 (1d8+6) 19/×2 slashing
arcane pooled aldori dueling sword +11 (1d8+8) 19/×2 slashing (1 min)
Ranged light crossbow +8 (1d8+2) 19/x2
arcane pooled light crossbow +10 (1d8+4) 19/x2

Template:

[dice=Aldori sword+pool]1d20+9+2[/dice]
[dice=Magical/Slashing damage+pool+AS]1d8+4+2+2[/dice]

[dice=Aldori sword+pool]1d20+9+1[/dice]
[dice=Magical/Slashing damage+pool+AS+flaming]1d8+4+1+2+1d6[/dice]

HP 51/51 AC 22 TAC 19
ablative barrier 5 h
arcane pooled sword (+2) 1 min
arcane pooled sword (+1, flaming) 1 min

Lope unfolds one of his mage armor scrolls and starts reciting the words on it despite he not understanding it at full.
[dice=Use Magic Device 21]1d20+8[/dice]

STATISTICS
Str 8, Dex 19, Con 12, Int 18, Wis 10, Cha 10
Ability increments +2 Dex (racial), +2 Int (racial), +1 Int (4th)
Base Atk +4; CMB +3 (+9 to Disarm, Sunder and Trip); CMD 22 (10 base, 4 BAB, -1 Str, 4 Dex, 4 dodge, 1 deflection)
Feats Slashing Grace, Exotic Weapon Proficiency (aldori sword)*, Weapon Focus (aldori sword)*, Toughness, Arcane Strike, Riving Strike*
* = Bonus feat
Elephant in the room (document)
Weapon Finesse and Agile Maneuvers: free feats
Risky Strike and Defensive Stance: Power Attack, Deadly Aim and Combat Expertise are free at BAB +1
Non-lethal damage: no -4 penalty, no criticals available
Hamstring: entangle maneuver (1 round + 1 round each 5)
Traits
Disgraced Noble: Your noble family used to matter, until your father took a stand against Maxillar Pythareus, the commander of Taldor’s military. True or not, the accusations Pythareus leveled against your family in return destroyed your reputation and isolated you from the society you grew up in. You’ve had to practice deception as you began working your way back into Taldan social circles; +2 trait bonus on Bluff, +2 bonus on Linguistics, and one becomes a class skill for you [Bluff]. Once each day, you can choose a single humanoid involved in the conspiracy; you gain a +1 morale bonus on attack and damage against that NPC for 1 round/level. At 10th level, this bonus increases to +2.
Savant: From a very young age, the ability to master performance types has come quite naturally to you. Choose a performance type (Oratory). You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you. Requirement(s) Kitharodian Academy
Skills (2 class, 4 Int = 6/level x 5 = 30 ranks; 0 ACP) Acrobatics +7 (4 Dex, 3 rank), Bluff +9/+11 (0 Cha, 6 rank, 3 class; +2 conceal identity trait), Climb +3 (-1 Str, 1 rank, 3 class), Diplomacy +2 (0 Cha, 2 item), Disable Device +5 (4 Dex, 1 rank), Fly (4 Dex, class), Intimidate +4 (0 Cha, 1 rank, 3 class), K. arcana +10 (4 Int, 3 rank, 3 class), K. dungeoneering +8 (4 Int, 1 rank, 3 class), K. nature +5 (4 Int, 1 rank), K. local +5 (4 Int, 1 rank), K. planes +10 (4 Int, 3 rank, 3 class), K. religion +5 (4 Int, 1 rank), Ride +8 (4 Dex, 1 rank, 3 class), Spellcraft +13 (4 Int, 6 rank, 3 class), Swim +3 (-1 Str, 1 rank, 3 class), Use Magic Device +9 (0 Cha, 6 rank, 3 class)
Background skills (2x4 = 8) Craft (4 Int, class), K. geography +5 (4 Int, 1 rank), K. history +5 (4 Int, 1 rank), K. nobility +5 (4 Int, 1 rank), Linguistics +9/+11 (4 Int, 3 rank, 2 item; +2 trait forgeries), Profession (0 Wis, class), Perform Oratory +13 (0 Cha, 6 rank, 3 class, 2 trait, 2 item; specialized on poetry)
Languages Common, Draconic, Azlanti, Celestial, Elven, Vudrani, Osiriani, Hallit
Favored class (magus): HPx6, +¼ pool point x0

SPECIAL ABILITIES AND RACIAL TRAITS
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Exotic Weapon Proficiency: Aldori Dueling Sword, level 1 Kensai weapon proficiency noted as a bonus feat
Weapon focus: Aldori Dueling Sword, level 1 Kensai bonus feat
Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type: When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.
A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal.
Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. [House Rule: Slashing Grace works with Spell Combat]
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Black Blade (Ex): At 3rd level, the bladebound magus' gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class. Instead of the normal arcane pool amount, the bladebound magus's arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.
Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don't roll for damage—the weapon deals maximum damage. This affects only the weapon's base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon's critical multiplier by 1. This ability replaces spell recall.
Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill.
3rd - Black Blade archetype
6th - Empowered Magic (Su) The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell. The magus must be at least 6th level before selecting this magus arcana.

SPELL-LIKE ABILITIES
CL 3, Concentration +3 (0 Cha, 3 CL)
1/day—disguise self (24 h, only clothing and small mods), charm person (DC 15), comprehend languages

SPELLS
CL 6, Concentration +10 (4 Int, 6 CL)
Cantrips (5)
acid splash
arcane mark
dancing lights
detect magic
mage hand

Level 1 (4+2/day)
obscuring mist
shield
shocking grasp
vanish
pearl of power I
pearl of power I

Level 2 (3/day)
spider climb
ablative barrier
frigid touch

SPELLBOOK:

Cantrips (all known)
daze (daze then trip)
acid splash
arcane mark
mage hand
prestidigitation

Level 1 (11 known + 3 learnt)
blade lash
chill touch
color spray (Will DC 15)
egorian diplomacy (Will DC 15) (learnt)
frostbite
grease (Ref DC 15)
long arm
magic missile (learnt)
obscuring mist
shield
shocking grasp (learnt)
silent image (Will DC 15)
unseen servant
vanish

Level 2 (6 known + 2 learnt)
ablative barrier
acid arrow (learnt)
cat’s grace
invisibility (learnt)
page-bound epiphany
spider climb
flaming sphere (Ref 16) [inscribed]
blur (inscribed scroll)
mirror image (inscribed scroll)
web (inscribed scroll)
Aldori alacrity (+10’ speed, +1 dodge AC and 5’ steps on difficult terrain)
frigid touch

Next spells to learn
burning hands
feather fall
reduce person

EQUIPMENT:

(right hand) aldori dueling sword, 20 gp 3 lbs
(left hand)
(armor) silken ceremonial armor, 30 gp 4 lbs (+1 AC, max Dex -, 0 ACP, 0% ASF)
(belts)
(body)
(chest)
(eyes)
(feet)
(hands)
(head/face)
(headband)
(neck) amulet of natural armor, 2000 gp
(shoulders)
(wrist)
(left ring) ring of protection +1 [p]
(right ring) envoy ring relic, [p] (triumphs: 1; +2 competence Diplomacy/Linguistics/Perform, 1/day disguise self for clothing 24h, charm person (DC 14+triumph), comprehend languages; CL 1 + 2*triumph)

Side weapons
cold iron dagger, 4 gp 1 lbs
light crossbow, 35 gp 4 lbs
bolts 7/10, 1 gp 1 lbs
wand of mage armor (37 34 charges), 555 gp

Belt
spell components pouch, 5 gp 2 lbs
pearl of power I, 1000 gp [p]
pearl of power I, 1000 gp
flint and steel, 1 gp
alchemist fire, 20 gp 1 lbs
smokesticks (x2), 20 gp [p] (10 feet cloud 1 min)

Scroll case
scroll case, 1 gp ½ lbs
scroll of mage armor [x3], 25 gp (UMD DC 21)
scroll of obscuring mist, 25 gp
scroll of animate rope, blur, flaming sphere, hypnotism, mount, and web [p]
scroll of invisibility, 150 gp [p]

Backpack
rope (silk), 10 gp 5 lbs
grappling hook, 1 gp 4 lbs
Voritas's senate badge (telepathy with Martella) [p]
cheap Qadiran wine label [p]
nobleman outfit [p]

Gold earned: 240 + 2600 + 2260.5 = 5100.5 gp
Gold spent: 21(starting gear)+35(crossbow)+1(bolts)+4(dagger)+20(sword)+30(armor)+100(scrolls)+alch emical - 100 (inscribing) - 3000 (amulet + pearl) - 555 (wand) = -3886
Gold remaining: 5100.5-3886 = 1214.5 gp

Total lbs: 25.5 lbs (light encumbrance)

Light encumbrance: 26 lbs
Medium encumbrance: 53 lbs

Level up reports:

Level 2 Nov-2022
Level 3 Jan-2023
Level 4 Mar-2023
Level 5 Jul-2023
Level 6 May-2024

Plot:

- The Lotheed are historically strong supporters of the Stavians, and known for their tradition of arcane magic in addition to wealth and prestige.
- Princess Eutropia has learnt fencing at the Sinora Academia.
- First meeting with Princess Eutropia
- Lady Zariyah Clement invited Lope to her manse near the Verduran Forest, a calm place where to lay low
- Pabrus Telecoum (Librarian of the Imperial Archives) offers a book on the story of a wizard woman that had to pose as a man to inherit her family business in Cassomir 250 years ago.
- The Palace of Birdsong, in Meratt county might hold a registry of where my family blackblade might be. The place is run by Martella's half brother Bartelby Lotheed on behalf of the Stavians.
- Rumors that Pythareus was adopted by Stavian previous his death. Lope things Stavian acted without sense and he had been most probably impersonated or compelled by magic.
- Lope is interested in opening the knowledge of the Senate dungeon libraries to the public with some restoration of the place.
- Cyrene was sent by Nocticula
- A Vudran woman, Kathann Zalar, tells us Martella has been kidnapped
- Martella was taken to The Dignified Repository, where we rescue her
- Rumors says Stavian III is dead and Princess Eutropia and High Strategos Maxillar Pythareus are heirs (but there are 11 claims total)
- Lope reasons again Stavian's attitude has no sense and the situation only benefits Pythareus, and there is no logic to consider Eutrophia guilty. He tries to give arguments to others in the Silent Horse spread the word through the city.
- Eutropia's second meeting, Lope states himself as ally, and hints his family having been wronged and pursued by Pythareus.
- Pythareus has retreated to his fortress in Zimar.
- Lope tries to push his economic agenda.
- The Ulfen Guard protects the Palace and does not allow anyone in, not even Eutropia. The treasury is there, protected by a demi-plane access and ageless guardians.
- Eutropia wants to gain access to another state, the Palace of Birdsong. Stavian put Bartelby (Martella's brother; she has bad relation with her family) as steward. He lost the state to gambling debts. Martella bought it, but Bertelby does not want to go.
- Recover the Palace of Birdsong for the crown. To achieve it, make friends, learn the lay of the land, and win the nobles’ and citizens’ loyalty. Undermine Bartelby, while improving peoples' lives. Keep identity hidden to avoid Bartelby's rage.
- The original stewards were the Betony family. We will pose as scions of the Betony.
- Martella provides us with 3 doses of Styx oil, a drug able to remove memory if we perform any failure that needs riddance.
- Martella provides documentation that supports Lope and Julia as brothers and second cousins of Lady Allis Betony (last stewardess), whose grandfather was Lope and Julia great-grandfather (making Allis their aunt). The title makes them tribunes (mayor and judge) of neighboring town of Stachys. The Betony family history dates back to the Shining Crusade. As stewards, they have the right over the Lotheed, most notably to request audiences with Bartelby; but the rule extends only to the demesne/lands, and out of there anything should be through covert actions. (DM Fang Dragon proposes to use the Persona rules and act in disguise)
- Maps of Merrat
- Summary of what we are doing in Meratt
- Count Bartleby invites Lope to exchange magic at the evening.
- Meeting Dame Crabbe and her daughter Sepsinia with a songbird trick
- There's a manticore causing harm to Stachys area.
- The Night Swan attacks Count Lotheed
- Lope dances with Duchess Valeto Lotheed
- Baroness ¿Vonium? (influenced) suggest to restore the Betony vineyard (she has a deal to offer), and restore our manor.
- Brought down the Iron Lash (the manticore)
- Accepted Dame Crabbe tea party invitation a week after Jubilee
- There is a spirit at Lauchlein's Lake. It would be good to appease it so no more virgins need be scarified.
- To help the folk at Beggarwood, we can get their jobs returned by Baron Telus who has caught an affliction at Baronet Vort in New Towne
- Adrian Lotheed, one of the first Senchels, sued dozens of people, apparently to bury some inconvenant truth.
- The blackblade is in the Telus estate Vault (includes history of de Vega's fall). Found copy of the original charter granting stewardship of Meratt, useful for Princess Eutriopia's legal claim.
- We save Sepsinia and Dame Crabe provides gardening help (+5000 gp value)
- Lucina's trial
- Deal with Artratus, the lake spirit, to kill the monstrosity and preserve fey and humans peace
- We might buy the Count's debts
- The harvest time might be a good time to oversee the taxation by Sir Guisarme
- Restoring the bridge on Gold Canyon and building there a shrine to Abadar to improve economy in the region
- Exiling Sir Guisarme
- Lope tells Baroness Vonium about the plans of Eutrophia to claim the Palace of the Birdsong and requests her support.
- Martella's letter with instructions on how to seize the county
- We convince Count Bartleby to join Eutrophia, and he leaves Meratt County to abdicate to her
- Pythareus's has sent a delegation to the Mercantile Council in Yanmass, causing conflict with Eutropia
- Sir Meir Dratavis has gone missing while working alongside Pythareus’s representative, an earl named Yander Merkondus. Bandit raids, cult activity and missing soldiers are a concern. We should find him and continue his work.
- The Cult of the Twilight is claiming a new heir, the risen Prince Carrius, Eutropia's small brother.