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Chapter 3
by Nemo of Utopia
What Are Your Answers?
No; 'Delving Together'; Karaz-A-Hanchel [Keep of Opals], Cut Gems and Jewelry; No; And Celebrating Your Good Fortune...
You were all but disowned by your father until your became a nobleman, and no one blamed him. You and your long time adventuring companion Bellis Broad-Bottom have been 'Delving Together', a Dwarven euphemism for having sex outside the bonds of marriage, for the past 15 years. Now this is a scandal in and of itself, but it is worse in your case, because 'Bell' as her intimates call her, is not a Dwarf, she's a Halfling.
Not all Dwarves have a racist streak regarding Halflings, YOU certainty don't, but your father King Morgrym Highslate very much DOES: in point of fact he doesn't hold with 'mixing the races' at all, and thus he had told you and Bell in no uncertain terms to never darken his halls with "this miscegenating, shameful, unrighteous, sorry excuse for a Dwarf" again.
However, you are unclear on where you stand with that, because when your ennobling by Queen Thalestris occurred you received various gifts from those who wished to curry your favor, in hopes of laying the groundwork for future alliances with your line, and by far the most generous of those gifts was a purse of 101 uncut or polished small Milk Opals each individually wrapped in layers of tissue to protect the fragile stones: the twist? The tag on which the giver was named listed your father as the giver... Yes, OK, your father's Citadel in the Under-Empire of the Dwarves is literally NAMED for the vast stocks of Opals there; yes, Milk Opals are some of the least valuable such stones; and the fact that they are uncut could be considered a deliberate insult; but the number is also significant, because your ennobling occurred on your hundred-and-first birthday. The uncut nature of the opals could also, instead of being an insult, "you aren't worth giving cut gems to", be another kind of message entirely: "Here is a rough, low value but difficult to work gem; let us see what this new and untested artist can make of it, and thus gauge HIS worth..." You sold most of the Milk Opals to the Jeweler's guild to cut and polish, but had made arrangements when you did so that your price would include for them to make a fine silver cloak-pin mounting the three best finished gems and only after that pay the rest of the value in coin.
Most of what you were gifted was furnishings, things with which to help you settle in once you reclaimed the Castle Manorial Ambuscade, but some were jewelry and fine silks or lace, and a few gifts of land or simple money: among them the settlement of an old legal battle between the Barons of Melfness and Faroak to a narrow patch of marshy woodland called The Oaken Mire along the mutual border of their fiefs by remanding it to your ownership as their mutual lord. You of course were smart enough to simply accept the gift and not return it to either side and thus alienate the other, which you are not entirely certain if either Barron had considered as a possible result.
Among the most useful of all these blandishments however was the promise from the Masonic Order of Lore to provide the services of a Master, two Journeymen, and four Apprentices to help guide the construction for only room, board, and material expenses; provided you set aside land somewhere in Ambuscade County for a new Masonic Lodge. You have just the location in mind, an area of sandy barrens left when the tiny hamlet of "Boar's Rest" was destroyed by a marauding Pyrohydra a few decades ago according to your briefings: if the Masons are half the wonder workers they claim to be it will be child's play for them to clear the sparse and scraggly scrub and brush that has grown up among the tumbled and blackened stones and build a fine and respectable lodge on the grounds.
You would dearly have loved to hire on Dwaven warriors to be your Men-At-Arms, but a **** was already selected for you by the Queen's own hand, a small but professional company of mercenary warriors called Captain Drake's Men, and you could hardly refuse the gift. Though they are mercenaries they are professionals one and all, and are well equipped, with breastplates for every man and well cared for long-swords, heavy shields, spears, and javelins. 'Captain Drake' himself is a tall swarthy human with a long pointed beard and slicked back hair that makes him look for all the world like Asmodeus himself, but though his appearance is diabolical he seems to be an upstanding and honorable individual who cultivates is malefic appearance as a tactic to inspire fear in his enemies and men alike. Then again, so it is said Asmodeus is himself a personable fellow, and seems to truly desire nothing but the best for everyone: right up until he convinces you to sign away your soul and knifes you in the back with an envenomed dagger so he can collect it faster...
In any case, it is also said of Asmodeus that he can be absolutely trusted to honor his contracts, and the one that binds Captain Drake to your service is 200 pages long and bolt proof. Should he betray you the hand of every member of the Adventurers Guild of Lore will be turned against him as well as the entire Royal Army and every last constable in all the land, so it is in his own best interest to ensure you succeed at every endeavor until his contract is up in a year's time.
This brings us to the present moment, and what you are doing right now. You have seen nothing better you could do with part of your sudden windfall than get completely shnockerd right alongside your halfling paramour, and you both are playing skittles; with shots of Dwarven Ice-Honey Brandy as the wagers. The first one to drink all their shots loses, and has to chug a vial of Alchemist's Kindness: then do whatever the one who didn't lose says for one day.
Who wins?
D&D Dynastic Delving
Welcome to the world of Eva.
You are an adventurer, with longstanding obligations to the Adventurer's Guild of the Queensland of Lore. You are being asked to enter the Labyrinth of Ambuscade, a deadly dungeon from which few return, but those who do come back rich beyond the dreams of kings. Your family has been given exclusive rights to this treasure trove, but it is perilous beyond reckoning, so exploiting it will be the work of generations. Sire or bear children during the downtime segments between 'adventures' to continue the story when your current character dies and invest the gold and gems you bring back in expanding your family's castle built atop the entrance to the Labyrinth to give those children training which gives them the best chances to succeed where 'you' failed. You start out by picking a character from the top list to begin the game as, each time your character 'dies': or at least doesn't come back for about 20 years, there ARE conditions in the story where the current heir can run into and rescue their distant/not-so-distant ancestor(s): their son or daughter starts a new delve into the Labyrinth of Ambuscade, perhaps ending up dead as well or perhaps at last reaching the fabled Glade of the Gloaming where grows the Tree of Immortality whose magical fruit grants eternal life to those who eat it. Not all characters are created equal, in some respects: Female characters, due to the difficulty and risks of having children in those cases and the shier deadliness of the dungeon, start with three daughters to carry on after them, males by contrast do not start with any heirs, they have to create them the old fashioned way. (Inspired by other stories on this site, the Pathfinder Role Playing Game System and the video-game Rogue Legacy.)
Updated on May 6, 2023
by Nemo of Utopia
Created on Aug 5, 2016
by Nemo of Utopia
With every decision at the end of a chapter your score changes. Here are your current variables.
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