[@tekkaiwallace] Councillor Sharmukh's eyes widen at first, then narrow at Mort's explanation. The Councillor's retinue shuffle uncomfortably, knowing that an admitted mobster was negotiating with their High Priest. [color=39b54a]"HAH!"[/color] Sharmukh laughs sharply, and leans forward in his seat, [color=39b54a]"In better times, I would have preached for the purging of your corrupt ilk from our lands, let alone negotiate with you. Still, the world order as we know it has been shattered, and it is anyone's guess if any remnants of Es Harpina nobility have survived to take up the reigns of rulership afterwards. And it may be that your clan clung to illegitimate means to power only because all legitimate means had already been claimed. And history has shown that even the worst, murderous warlords, once they had achieved victory and laid down their arms, have proven to be decent enough kings. Perhaps it is no different with the son of a crime lord. To be frank, I am surprised by the optimism of someone in your position, most have lost hope. Most think only as far as their next meal. You are thinking of the world after the calamity. Perhaps I will admit that I am a little impressed. Despite communing with the gods themselves, even I despair at times. But let's say I guarantee your clan's hegemony. What do you offer in return for this great boon other than putting forth your 'best effort' to succeed in this quest? See it from my position, your 'best effort' does not fill me with confidence, and in my opinion, three cursed individual is as good as four."[/color] Sharmukh was silent for a moment, but continued, [color=39b54a]"While you ponder that, I can share the benefits of liberating Lathesa's Roost. First off, Lathesa's Roost is probably the nearest city to The City of Light, if you want even a chance of making it to a city before the forces of darkness slaughter you, I would suggest your party not spend too much time exposed. Of course, Hosumaria, is closer, but you'll have the sea to contend with. No travel by land is certainly safer. Rumors of great aquatic abominations abound. Lathesa also provides great blessings, especially regarding flight. This is perhaps, less enticing to your land-based allies, but it would be indispensable for you, and whatever other harpies accompany your endeavor. Lathesa, as I'm sure you know, is also the god of music, and divine music has great morale boosting affects, and may even have the ability to combat the terrible mind-altering effects of the Gods of Darkness. As for the city itself, Our civilization is most known for its medicine, having access to high mountain herbs not found anywhere else. So it is the best place for your party to acquire quality medicine and healers, an ideal location at the center of the continent to plan your excursions to the other cities."[/color] [hr] [@Fiya] Councillor Gudrun eyed Rehsif skeptically before opening a drawer of stacked and organized currency, counting out ten silvers, and sliding them across the table at Res. A nearby secretary began jotting down the details of the transaction. [color=fff200]"This is not a bribe, I am merely fulfilling your request of requisition of confiscated property. If I were bribing you, you'd see a lot more than ten silvers."[/color] She then looks to one of her attendants, and motions with her head. Catching her meaning, the dwarf turns to some cabinets and rifles through the files, finally pulling out a map which he lays on Gudrun's desk. [color=fff200]"Your task is, unfortunately, poorly planned, but I do not commune with the gods, so it is not my place to challenge them. The initial goal is simple enough, you and your fellow 'accursed' will travel, with a small armed escort, to each of the six great cities, and communicate with the god at the Great Temple of each city. Perhaps speaking with the god is enough, or perhaps they will ask you to do something for the city. As far as we know, each city is under siege, and it may be that the god will request that the siege be lifted. It is uncertain what condition is necessary for the god's power to be unshackled, but there you have it. Once each god's power has been unsealed, we may stand a fighting chance against these otherworldly monstrosities. Each city is the heart of their respective civilizations, and offers a strategic resource that may benefit your journey. Starting from the north, we have Omega, the true financial capital of the world, though money means very little these days. Still, Omega is a hub of knowledge and a good place to obtain whatever the world has to offer, perhaps not the best quality, but decent. The god there, Omega Mammon, will also bless those among your party who are of the metal affinity, and is known to increase their champion's luck. Then you have Thromburg, where you will have access to the best forges and equipment. Our artisans have no equal, and despite the sorry state of the world, that is something that will endure until the last breath of the last Dwarf. Thrombur will bless earth affinity individuals, and guarantee the sturdiness of your carts, wagons, and other miscellaneous equipment and transportation. Hosumaria has the best ships, which may be necessary to reach the lands of the United Elven Tribes. The Lacertan navy may yet survive to aid you. Hosumar will bless those of water, and bless your safe passage on the seas. Some say Hosumar can even summon storms to aid their favorites. Lathesa's Roost has the best healers and medicine. It is also strategically located in the center of the continent and the closest city by land. Lathesa blesses those of air, and their music has been shown to have some effect when it comes to staving off the darkness. At Sarm's Tears you will hopefully find the best warrior who can aid you. You saw Councillor Graft, the young Orc? Even their young are trained in combat. Though the world has not known great conflict for generations, they have kept the practice alive. Sarm will bless those of fire and will bless your military prowess, so the stories go. And finally, Flandasyria. The Elves are the greatest mages, a potent force if you hope to go up against the darkness. Flandasyr will bless those of wood and supposedly Flandasyr's chosen can live without need for food or drink for significant periods of time. The vain hope behind all this is that with the blessings of all six gods, and the resources of all six cities, the gods of darkness can be taken down, one-by-one. Beyond this, there is very little plan, and should you liberate any of the gods, our temple here in the City of Light will know, and we can change plans accordingly. Does this knowledge suffice?"[/color] [hr] [@Geos] Lans' escort readily agrees and brings him outside the building of the Administrative Center proper, to a large courtyard with toppled marble columns and broken statues, the lawn and shrubbery torn up by the criss-crossed marching of hooves and feet. In the center of this lawn sat a large tent surrounded by many others, smaller in size. It was an ancient tradition among the Orcs that when battle lines had been drawn, an Orc combatant did not sleep with a solid roof over their head until the battle was over, so it seems that what remained of the Orc host at the City of Light had chosen to pitch camp under the sky. The escort went inside first to announce Lans' arrival, before re-emerging to allow Lans to enter. The entrance was flanked by two Orc guards, their hands on their hilts. A handful of commanders crowded around the Orc Councillor's war table, looking over a map of the city and its surrounding lands. Their forces had made a desperate effort to protect what little farmland remained to keep the city as adequately fed as possible, though they were losing land bit by bit, and the sky and the seasons seemed to have turned against the crop and the livestock. The commanders turned their attention to Lans as the young Orc Councillor looked up at him. [color=f26522]"Yes?"[/color] he asked plainly, with a slight apprehension in his voice. A commander gave the boy Orc a nudge, prompting him to continue, [color=f26522]"Ahem, I am Councillor Graft, Blood of Sarm. Councillor Silversmith has told me of your commendable service...and unfortunate incidents. Am I to offer you [i]a reason[/i] for liberating Sarm's Tears before the other cities?"[/color] The boy seemed to become slightly emotional before a commander whispered in his ear. [color=f26522]"Excuse me, I did not know. Are you an orphan? My sources tell me your lineage cannot be traced."[/color] If Lans knew anything about orc culture, then the surname: Blood of Sarm, indicated direct royal lineage.