CHAPTER I â THE BURNING MAN.
setting: the Rosewood Maiden
dating: the eight of the tenth month, sometime in the evening
with: #dishonoredstart / open
The Rosewood Maiden remained a port of revelry, despite the Grand Tourney and the ashes left in its wake. Come here, its cheerful windows seemed to say; wax candles casting merry shadows on the cobblestone outside, as fern frost slowly laced itself across the glass. The somber spirit that laid over Tyrholm could only linger at the door, here â a ghost kept at bay by cups of brandy and the sound of laughter.
A much-loved deck of cards was splayed out across lacquered rosewood, a magpieâs hoard of prizes swept to Zoyaâs side of the table. She rarely played for coin: she favoured oddities & trinkets instead, stories & song. The eveningâs winnings so far included a silver brooch shaped like a lyre, and six stanzas on the merits of ale against fainting spells â and her personal favourite, a little figurine of an ermine, which its previous owner swore brought good luck. ( âCanât be much left in it, then,â Zoya had said as she palmed it, eyes glimmering as she watched them sputter. )
So far, no one had managed to win her own stakes: a set of dice carved from bone, their symbols painted to look like actual eyes, inlaid with a shimmering, deep green pigment. As the last of her would-be opponents scampered off, she finally turned her attention on a familiar face.
âAh! Care to join me for a game of Foxâs Gambit?â
âââ Or are you here for something else?â Idly â and yet with surprising grace despite it â she waved to the chair across from her, not a command but an invitation: come, sit.
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INTRODUCING ..  EFFERUS AUBENT , formally known as CANIS or THE DOG . Â
 ( mind the trigger warnings : death , murder )
Congratulations, ALLI! Youâve been accepted for the role of SEVEN OF SWORDS with the faceclaim of CILLIAN MURPHY. Canis is certainly a fucking concept, whom I adore to no end. Heâs got a tenacious and willful sort of attitude about him, the kind of incredulous charm and wit that lends itself to an air of villainy and danger, and I think that he fits into the Seven of Swords like one fits into a well-made boot or glove. In spite of remaining leashed like a dog, heâs got no small amount of fire in him, and Iâm eager to see what (or who!) he sinks his teeth into during gameplay. Youâve brought me a real gift, dropped it on my doorstep, and I am grateful.
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You donât do well with rejection. Itâs a plain and simple fact, a part of yourself youâve had to live with your entire life. Rejected by your own flesh and blood â your mother, dead, your twin alongside her from the very beginning, without so much as the presence of their phantoms to comfort you â you have never had any other choice than to make your way. Your survival on the streets was one of desperation, and with a clever tongue and a brutality natural only to animals, you managed to make it. Still, there was that hungering â that yawning need for companionship. Family. Something to turn your thoughts from those youâd cut away from you in the very beginning of your life. Youâd believed, in your naive youth, that the Sons of Argos would be that opportunity. A space to belong, a path carved just for you at the hands of The Undying. Here, you would settle. Here, you would stay. The unfortunate reality is that this is not the case; your clever tongue allowed for you to survive the streets of Tyrholm alone. When put in with a pack, a group, and expected to play nice, when you yourself are not in the lead⊠it doesnât go well. Your tenacity lends itself more to viciousness of words than it does brutality of the blade, and you clash often with the Captain that leads them. It doesnât take long for you to be cast out, and like the whelp of the litter, you tuck your tail between your legs and flee. Resentment builds in you that grows to be the the size of mountain peaks. You cannot stay in Tyrholm, you decide, and so you go south. If Tyrholm is awful, then you think they should see Iriebury. Led by a fledgling Queen barely able to control her own people, much less the crime and death that plagues her city, you settle in so easily itâs like you belong.
It takes some time, of course, some coin to grease palms, and your skill in speech, but you pull together your own small band of mercenaries within a year. They do not have the same reputation, the same mettle, but they are hungry, and when they grow ravenous, they are unstoppable. You build a name for yourself in Iriebury, do whatever work is tossed your way, feast unabashedly on the scraps. You grow fat and happy even as your body begins to ache and your appetite grows desperate for more. Funnily enough, it is desperation which brings Queen Almadea to you, with pirates lurking on the docks and bandits haunting the streets like sharks in the water. She gives you a proposition: for enough money to let you live out the rest of your days rich, return to Tyrholm. Play friends with King Septimus, offer your services, and when the time is right, strike him down â Iriebury will lead the siege which takes the throne entirely, and youâll be allowed anonymity and the leisure to disappear from the pages of history, wander the long paths like an old wolf. Youâd be a fool not to take it, and so you do â you travel three months to Septimus, give him your name, and he, although hesitant, agrees to give you something. This is your first task: when the time is right, you will ride to Koldam, an imitation of a city in and of itself, struggling after the recent death of its King. Burn it down. You write to Almadea of your task and move before Septimus gets the chance to think twice. Yours is a risky plan, but if you see it through, you will never have to feel the sting of rejection ever again â only the merits of victory and strength.
CONNECTIONS.
THE LOVERS:Â She reminds you of you, when you were young, hungering for something which you could not quite put words to. Her love for The World is leagues apart from your now-cold hunger, of course â itâs clear enough that The World loves them back, something which you donât think youâve ever quite been able to encapsulate in another person, but you still wish to guide them in some way or another, warn them of the pain that can come from wanting something and not being able to get it. Should you fail in the task Almadea has given you, and The World somehow end up on the throne, she will no longer belong to The Lovers; while you canât tell them of your plan, of the fact she might ascend sooner rather than later, you can allude to it, give a wink or a nudge where allowed.Â
NINE OF WANDS:  The work they do is appreciated, but they have paid the price for their outward dislike of the King in the shape of an eye. The anger they carry for the scars which are their burden is so viable you can practically taste it on your tongue, and in that sense, maybe itâs this which draws them to you and you to them. They can craft a blade as well as they can hold it in spite of their blind spot, and in recent nights youâve taken to sparring with them in an effort to keep your blade sharp. They speak in vague terms of rebellion and rage, both powerful in equal measure, and youâve been doing your best to spur them on. If you stoke the flames high enough, maybe theyâll do your work for you and cut Septimusâ head from his shoulders all on their own. Itâs what they say, after all: an eye for an eye.
THE EMPRESS: She is your linchpin. In the event this all goes to shit â which, frankly, it very well might â you will look to The Empress, crawl to her on your hands and knees and beg for mercy. It is this knowledge which has brought you closer to her, offering your work and services in lieu of the Sons of Argos, who, for the most part, come and go at the beckoning of Septimus. She is the true ruler of the Tyrholm, regardless of whatever power it is Septimus thinks he has, and it could very well be her who saves your life. Your hesitant to call it a friendship, this thing, as she doesnât seem to have very many friends, but if it means your life, then you are happy to lie.