Pirates of the Caribbean: Dead Men Tell No Tales opened this past weekend to a massive $324 million opening. So it's a real pity that the movie is such a clunker. None of the performances are particularly good, the story is a rehash of the same old, same old and the villain of the piece is completely two-dimensional.
Johnny Depp returns to familiar territory with Captain Jack Sparrow, but his performance in DMTNT is completely lacking in interest or the zest that the character had in previous installments.
Javier Bardem's Captain Salazar had the potential to be genuinely creepy, but his performance was so ham-fisted and blunt that any menace was removed by the slightly constipated expression the character maintained throughout the production. And honestly, considering what he had to work with, constipation may have been preferable to other reactions.
Brenton Thwaites is one of the newcomers to the franchise. He plays Henry Turner, the son of Will Turner and Elizabeth Swann. He's certainly good looking, but he brings absolutely nothing to the role besides pouty lips and puppy-dog eyes. The role of Henry could have been played by any other vaguely hot blonde actor working in Hollywood. Yes, his character is that bland.
The other newcomer to the cast is Kaya Scodelario, who plays Carina Smyth. There's actually some interesting things about her character, and she does play a linchpin role in the movie. However, the character is never really utilized as anything more than a nag and a piece of set dressing.
And finally, we have the return and exit of Geoffrey Rush as Captain Hector Barbossa. I'll admit, I have an enormous affection for Barbossa's character. I was secretly hoping that he might get a spin-off movie, but chances seem slim that it will happen now. Rush does what he can with the character, but even Barbossa feels stilted and ineffectual in this movie. Mores the pity, considering it's probably his last appearance in the franchise.
As for the plot? Its a paint-by-numbers plot that feels squashed, as if they were trying to cram three movies worth of ideas into a single film. It doesn't drag. Quiet the opposite. DMTNT rushes from one scene to the next with a sort of spiritless energy that's more tiring than exhilarating.
There were some nice special effects, but the movie didn't even have the benefit of gorgeous scenery. If you're filming in Australia and New Zealand, why not take advantage of the scenery?
So, is Pirates of the Caribbean: Dead Men Tell No Tales worth seeing?
In my humble opinion, I would say 'No.' I would skip going to see this in the movie, and maybe catch it on DVD or on-demand. On a scale of 1 to 5, I'd probably give this film a 2.
And, in all honesty, at this point they should either kill the franchise (unlikely given the cash it's made so far), or spin it in a new direction.
Tuesday, May 30, 2017
Saturday, May 27, 2017
Computer Woes
Hello, gentle readers.
Well, I was wondering if I should continue writing up more stuff for Lux Tenebris and then, this afternoon my computer decides to die on me.
The stupid fucking piece of shit.
Thank God I backed up most everything on a flashdrive. Take this as friendly advice, ladies and gentlemen: always back up your stuff. Always.
The only thing I lost that I'm sort of pissed about is a short story I was working on. I was a few pages in and really hitting my stride. Now, alas, that story has sailed off to the Land of Ghosts & Winds.
I think I can reproduce most of it, from memory, but it won't have the same flavor. Thinking about it, though, I'm not sure that's a bad thing.
If I sound calm and chill about this, I'm really not.
I'm actually kind of pissed this happened. That computer was barely a year old and now it's kaput and I had to go out and get a new one. Which means loading all my software on yet another system and hoping its backwards compatible.
Damn.
I miss my old computer. :(
Well, I was wondering if I should continue writing up more stuff for Lux Tenebris and then, this afternoon my computer decides to die on me.
The stupid fucking piece of shit.
Thank God I backed up most everything on a flashdrive. Take this as friendly advice, ladies and gentlemen: always back up your stuff. Always.
The only thing I lost that I'm sort of pissed about is a short story I was working on. I was a few pages in and really hitting my stride. Now, alas, that story has sailed off to the Land of Ghosts & Winds.
I think I can reproduce most of it, from memory, but it won't have the same flavor. Thinking about it, though, I'm not sure that's a bad thing.
If I sound calm and chill about this, I'm really not.
I'm actually kind of pissed this happened. That computer was barely a year old and now it's kaput and I had to go out and get a new one. Which means loading all my software on yet another system and hoping its backwards compatible.
Damn.
I miss my old computer. :(
Thursday, May 25, 2017
Lux Tenebris: Grey Volesor
GRAY VOLESOR, GUARDIAN OF THE EASTERN GATE (L12 Fighter/L7
Ranger)
STR 20
DEX 18
CON 20
INT 12
WIS 14
CHA 09
HP 213
AC 19 (Mithril
Plat + FS: Defense)
Traits:
Size. Gray Volesor is eighteen feet tall. His size is Huge.
Speed. Gray Volesor’s base walking speed is 45 feet.
Darkvision.
Fey Ancestry.
Trance.
Mask of the Wild.
Languages: Common, Elvish, Sylvan, Giant, Draconic
Proficiencies: +6
Armor: All armor, shields
Weapons: Simple, Martial
Tools: Herbalism kit
Saves: Strength, Constitution
Skills: Athletics, Medicine, Religion, Stealth, Survival
Feats:
Discovery.
* * *
FS: Defense (+1 AC in
Armor)
Second Wind
Action Surge
Martial Archetype: Champion
- Improved Critial
- Remarkable Athlete
Extra Attack (+2)
Indomitable
* * *
Favored Enemy: Giants, Dragons
Natural Explorer: Mountain, Forest
FS: Archery (+2 Attack w/Ranged Weapons)
Ranger Archetype: Hunter
- Hunter’s Prey: Giant Killer
- Defensive Tactics: Steel Will
Primeval Awareness
Alert*
Spellcasting:
# of Spells: 5
Spell DC: 16
Atk Mod: +8
L1(4): Detect Magic, Hail of Thorns, Hunter’s Mark
L2(3): Lesser Restoration, Pass Without a Trace
Equipment:
Sharpshooter’s Bow. Magic
Longbow, very rare, gives +3 to attack rolls. Ranged, 150/600 ft. +9 to hit;
deals 1d8 +4 piercing; heavy, 2-handed.
Giant-slayer. Magic longsword, rare, gives +1 to attack and
damage rolls. When it strikes a giant, the giant takes an extra 2d6 slashing
and must succeed on a DC 15 Strength saving throw or fall prone. The longsword
affects all creatures of the giant type, including etins and trolls. +12 to
hit; deals 1d8 +6 slashing; versatiles (1d10).
Mace of Smiting. Magic mage, rare. You gain +1 to attack and
damage rolls made with this magic weapon. The bonus increases to +3 when you
use the mace to attack a construct. When you roll a 20 on an attack made with
the mace, the target takes an extra 7 bludgeoning damage, or an extra 14
bludgeoning damage if it’s a construct. If a construct has 25 hit points or
less after taking this damage, it is destroyed. +12 to hit; deals 1d6 + 6
bludgeoning.
Mithril Plate. Magic armor. Uncommon. AC 18.
An explorer’s pack, a scroll case stuffed full of notes from
your observations, a winter blanket, a set of common clothes, an herbalism kit.
There is a rugged path that zigzags through the Goblinteats,
a path only the nimblest of mountain goats could traverse. Nevertheless, it is
the one accessible path into Arinshrae from the east and set to guard it is
Grey Volesor.
Eighteen feet tall with ebon hair and gray-white skin, Grey
Volesor bears a superficial resemblance to a stone giant. However, despite his
size, his features are elven, almost delicate. All except for his eyes. Grey
Volesor’s eyes are like two pits of shadow, black upon black, with neither
white nor iris to mark that ebon perfection.
Known as the Guardian of the Eastern Gate, Grey Volesor has
protected his path for centuries. None pass him and live, without his queen’s
approval. He is a formidable opponent.
Strong and tough, armored from neck to feet in mithril plate and armed with
magic weapons. He is a deadly shot with his bow, and a true dragonslayer,
having slain the blue dragon, Behirta, in single combat with that same bow.
No one knows how long Grey Volesor has manned his post. Some
say he was exiled here for some sin or crime beyond the pale. Others say he
vollunteered, seeking an escape from the queen’s court, and the lonely solace
of mountain and sky. Nothing is known for certain about Grey Volesor’s past
except for one thing: he is one of the Nightshade Queen’s children.
Monday, May 22, 2017
In The End There Was Light
There was noise and light.
Thunderous. Confusing.
Then gentle silence.
A hand lifted you
out of your bloody body,
out of this poor world.
You wept for your friend,
your family, all those things
which would not happen.
The world wept with you,
even as you drifted away,
and your tears soon stopped.
The world turns to light,
your fears and tears fade away,
and you are at peace.
Thunderous. Confusing.
Then gentle silence.
A hand lifted you
out of your bloody body,
out of this poor world.
You wept for your friend,
your family, all those things
which would not happen.
The world wept with you,
even as you drifted away,
and your tears soon stopped.
The world turns to light,
your fears and tears fade away,
and you are at peace.
Friday, May 19, 2017
Lux Tenebris: Alinshrae
ALINSHRAE
Ah! Alinshrae! ‘The Land of Shadows.’ A knife-like region
running along the western borders of Alindor, Alindema and Hylondek. Rising
above Alinshrae are the mountains known commonly as the Goblinteats. Between
the mountains, the dense forest canopies and the almost perpetual cloud cover
affecting the region, Alinshrae is well named. Sunny days are rare in
Alinshrae, which is just fine with the residents.
Alinshrae has always been an independent region. Even when
the Kings of the South ruled from Goldcastle, Alinshrae never fell under the
power of the Phoenix Throne. The woodlands were flooded with fayblood
creatures, there were hags and giants in the mountains and far too many goblins
to ever accurately count. And as frightening as these creatures were, standing
head and shoulders above them all was the ruler of Alinshrae, the Nightshade
Queen.
Artists Interpretation of the Nightshade Queen
Rumors abound about the Nightshade Queen. Some say she’s an
immortal sorceress of vast power, who survived the Dissolution of Vorfel and
found sanctuary in Nur. Others say that she’s one of the archfey, exiled from
both the Summer and Winter Courts for her excesses. No one knows for sure and
Her Majesty isn’t inclined to answer questions regarding her origins.
Everyone who has seen her, however, agrees that she is
breathtakingly beautiful. Described as having chalk-white skin, ruby red lips,
hair like ebony and eyes like dark green glass, more than one admirer has lost
his heart and his sanity for love of the queen.
Infamy and glamor cling to the Nightshade Queen the way flower sticks to
a baker’s fingers.
They say she was there when King Rochard, the last King of
the South, was struck down by his bastard half-brother, Athen Blackmantle, at
the Battle of Gray Hill. They say she
flung the poison dart that killed Blackmantle and ended the Phoenix Kingdom.
That was four hundred years ago. Her reputation has only grown.
Is it any wonder that her neighbors regard Alinshrae and its
queen with a wary gaze. Most of the other nations gave up trying to annex parts
of Alinshrae centuries ago. The only one that has persisted has been Alindema,
so that a bitter enmity exists between the two countries. Or, at least, it
exists on the part of Alindema and its High Magisters.
Although Alinshrae has little contact with the outside
world, there is some trade across the borders. And the Nightshade Queen has
been known to extend invitations to scholars, sages and entertainers to visit
her court.
When the Draconic Empire turned its legions toward the
south, there was some concern over how Alinshrae would react. However, when a
company of Draconic soldiers marched into Alinshrae, they vanished and have not
been seen since. Intelligence acquired
from the Draconic Legions suggest that their armies were ordered to avoid
Alinshrae after similar disappearances began to undermine morale.
Today, Alinshrae remains complete unto itself. In the
aftermath of the war, Alindema has repositioned its troops along the border
they share with the Land of Shadows, but whether this is a precursor to an
attack or saber-rattling on their part remains unknown. If Alindema were to
attack Alinshrae, it is doubtful they would find allies among their neighbors.
Indeed, certain factions in Hylondek might actually ally with the Nightshade
Queen to further their own goals.
Thursday, May 18, 2017
Comic Recs for 5/17/2017
Astro City #44
It's no secret that I'm a big fan of Kurt Busiek's Astro City. Part of its appeal is the fact that is an uncomplicated universe, not bogged down by longwinded stories that have no longterm effects. Another reason is that even after twentysomething years, Astro City still manages to charm and surprise. This issue is a perfect example of that.
Star Trek: The Next Generation
Mirror Broken #1
Okay, who doesn't love an Evil Universe? Star Trek set up the premise for the Mirror Universe, where the good guys are bad and the bad guys good, way back in the original series. We saw more of it, strangely enough, during Deep Space 9's run, but we've never really gotten a look at the setting using the Next Generation cast. So, ST: TNG Broken Mirror is an interesting little book. The story pulls you in pretty quickly and the art is surprisingly lovely. Also, there is humor in this book, which surprised me.
Friday, May 12, 2017
Re Lux Tenebris
I just realized that with the writeup of Countess Leona Tierce I have written one hundred pages of background data for the Lux Tenebris campaign world.
Um.
How did that happen?
Lux Tenebris started as a one-off, a riff off of Critical Role's Vox Machina. Somehow, it grew into something bigger and stranger.
Better?
I don't know. You be the judge.
I'm just shocked it's gotten this big!
Um.
How did that happen?
Lux Tenebris started as a one-off, a riff off of Critical Role's Vox Machina. Somehow, it grew into something bigger and stranger.
Better?
I don't know. You be the judge.
I'm just shocked it's gotten this big!
Lux Tenebris: Countess Leona Tierce
COUNTESS LEONA TRIECE, L8 Noble Human Mastermind
STR 14 (+2)
DEX 16 (+3)
CON 14 (+2)
INT 20 (+5)
WIS 15 (+2)
CHA 16 (+3)
HP 59
AC 14 (Leather
armor)
Languages: Common, Dwarvish, Elvish, Halfling, Sylvan,
Thieves’ Cant,
Proficiencies: +3
Armor: Light
Weapons: Simple, Hand x-bows, Longswords, Rapiers,
Shortswords
Tools: Cards, Chess, Thieves’ tools, Disguise kit, Forgery
kit
Saves: Dexterity +6, Intelligence +8
Skills: Deception +9, History +11, Insight +7, Intimidation
+6, Investigation +8, Persuasion +9
Feats:
Position of Privilege
* * *
Expertise
Sneak Attack
Cunning Action
Roguish Archetype: Mastermind
- Master of Intrigue
- Master of Tactics
Uncanny Dodge
Evasion
Equipment:
Rapier. Melee. +6 to hit; deals 1d6 +3 slashing. Finesse.
Shortsword. Melee. +6 to hit; deals 1d6 +3 piercing.
Finesse, Light.
Daggers (2). Melee. +6 to hit; deals 1d4 +3 piercing.
Ranged, 20/60. Finesse, Light, Thrown.
Leather armor. Light armor. AC 11 + Dex Mod.
An explorer’s pack, thieves tools, a set of fine clothes, a
scroll of pedigree, a signet ring and a purse with 25 gp.
Countess Leona Tierce has not had an easy life. The youngest
of four children, her father was killed during the Crucible Regime. Her mother
went mad and her idiot brothers got themselves killed in the most appalling
manners possible, leaving Leona with the title and the obligation to recover
Hylondek. It’s not a responsibility that she ever wanted, but it turns out that
Leona is quite good at ruling. She’s created a stable region within the
country, and has established a network of spies and assassins that she uses
with care and precision. Although she has her own personal guard, the countess
has also employed reputable mercenary companies to protect and expand her
interests.
There are rumors the countess has extended feelers to the
neighboring countries, to Alindema and Alindrast and even sent an emissary to
Alinshrae, looking to forge alliances. She doesn’t bother reaching out to any
of the petty warlords who have torn Hylondek apart, she knows they can’t be
trusted. It is said that the countess
has even met with agents of the Veils and the Black Glove, drawing them into
the byzantine politics of the region.
Her detractors claim that Tierce has met, clandestinely,
with ambassadors from the Draconic Empire, that she would ally with them in
exchange for their military support. Whether this is true or not remains
unclear.
More alarming to many are the whispers that the Countess
Tierce has sought an alliance with Alinshrae’s Nightshade Queen. Although this
could be a ploy, to draw the High Magister of Alindema into her camp, any sort
of diplomacy with Alinshrae is frought with danger.
Of course, most of these stories are just rumors. There’s no
proof to any of them. However, if even one of them was true, it could tilt the
balance of power throughout the Southern Palatines. Which, in the end, may be just
what the countess is after.
Wednesday, May 10, 2017
Lux Tenebris: Orax Half-Blood
ORAX HALF-BLOOD, L9 Half-Orc Barbarin Soldier
STR 18 (+4)
DEX 10 (+0)
CON 14 (+2)
INT 12 (+1)
WIS 11 (+0)
CHA 08 (-1)
HP 79
AC 12 (Unarmored
Defense)
Traits:
Darkvision
Relentless Endurance
Savage Attacks
Languages: Common, Orc
Proficiencies: +4
Armor: Light, Medium, Shields
Weapons: Simple, Martial
Tools: Dice, Vehicles: Land
Saves: Strength +8, Constitution +6
Skills: Athletics +8, Intimidation +3, Perception +4,
Survival +4
Feats:
Military rank
* * *
Rage (4/+3)
Unarmored Defense
Reckless Attack
Danger Sense
Primal Path: Path of the Berserker
- Frenzy
- Mindless Rage
Extra Attack
Fast Movement (40 ft)
Feral Instinct
Brutal Critical
Equipment:
Greataxe. Melee; +8 to hit; deals 1d12 +4 slashing. Heavy,
2-handed.
Handaxes(2). Melee; +8 to hit; deals 1d6 +4 slashing.
Ranged, 20/60 ft. +4 to hit.
Javelins(4). Ranged, 30/120. +4 to hit; deals 1d6 piercing.
An explorer’s pack, a rank insignia, a polished silver
spoon, a set of bone dice, a set of common clothes, a belt pouch w/10 gp.
Hylondek’s turbulent history has attracted all manner of
people to the small country. Some come to help, others come to take advantage
of the chaos, and some come to fight. Orax Half-Blood came to Hylondek as part
of a mercenary troup contracted by one of the local factions. The rest of the
troup is pretty much dead and/or scattered now, but Orax remains. Actually, the half-orc has thrived in
Hylondek’s tumultuous atmosphere. In
fact, he is now the commander of his own mercenary team, a group called Rax’s
Wreckers. When the Draconic Empire attempted to invade the South, Orax traveled
north to fight them, under the command of Alexander Iltorwen III. He didn’t do
it for free, of course, but he didn’t charge as much as he could have either.
Orax has since returned to Hylondek, where he has begun to
consider carving out his own patch. He’s currently working for the Countess
Leona Triece, the last surviving heir to the county. The half-orc thinks that
if he were to marry the countess, then he could have a legitimate claim to
Hylondek. Orax hasn’t acted on his
thoughts, but they are foremost in his mind.
Comic Recs for 5/10/2017
FUTURE QUEST #12
This is the final issue of Future Quest and it's been a helluva ride. Part of the appeal of this series has been nostalgia, at least for me, but the book should be easily accessible to most people. Even if your only exposure to Space Ghost is reruns of his 'talk show' on Cartoon Network. The characters are nicely developed, the story is engaging and this final issue ties things up nicely. There's even talk of more FutureQuest, down the road. If that happens, I'll definitely be there.
DRAGON AGE: KNIGHT ERRANT #1
Being a fan of D&D, I feel a bit guilty saying that the Dragon Age comics put out by Dark Horse have been blowing their D&D counterparts out of the freakin' water. Truth hurts.
Dragon Age: Knight Errant is no exception to that experience. In this first issue, we are introduced to an itinerant knight and his elf squire, as they arrive in the city of Kirkwall. And while Ser Hawthorne regales a dinner party with tales of daring do, unknown to him, his elf squire, Vaea, slips out to pursue her sideline as a thief.
This first issue sets things up quite nicely. We get a good intro to Ser Hawthorne and Vaea, as well as their motivations for what they do, and it ends with enough of a cliffhanger that I'll probably pick up the second issue.
Honorable mentions this week go to Scooby Apocalypse #13, where the Mystery Machine gang has an unpleasant encounter with Velma's brother, Rufus, and someone new joins them on their quest to save the world. Also, the monsters hold their own version of the Burning Man Festival.
Also getting a mention this week is Rock Candy Mountain #2. Things remain intriguing. We meet some new characters: FBI Agent Babs Bardoux, the Black Orchid, a fighter called Hundred Cats and the King of Humblebrechdt County, who just happens to be a chicken. Our protagonist, Jackson, kicks ass in an underground fight club, while the Devil remains hot on his heels and Slim just tries to make sense of everything.
Thursday, May 4, 2017
Lux Tenebris: Rose & Thorn
Rose and her brother, Thorn, are twins, although this is not
obvious to the casual observer. Rose is a beautiful human girl, with flowing
red-gold hair, dark eyes and a peaches-n-cream complexion. Thorn is a
red-skinned tiefling, with ebon goat’s horns emerging from his brow, black
eyes, pronounced canine teeth and ears that taper to knife-points.
The twins were born in Hylondek to a ragtag family of
merchants, bards and adventurers. Their early childhood was idyllic and the
twins were inseperable. But their fortunes took a harsh turn after their
thirteenth birthday, when revolution swept Hylondek and the Crucible, a brutal,
human-centric regime, took over the country. The twins’ family tried to flee to
Alindrast but were stopped and imprisoned by the new regime. Rose and Thorn
watched as their parents were crucified. Afterwards, the twins were separated.
Rose was sent to a Crucible convent-school where the sisters attempted to
scourge her family’s sins with frequent beatings. Thorn was sold into slavery,
forced to fight in the arena for the amusement of the regime’s leaders.
After a year in the convent, Rose was approached by a devil
with a bargain. She accepted, agreeing to perform a certain number of services
for him, in exchange for power. Using her new abilities, she fled the convent and
found Thorn. Rescuing him from the arena, the two joined a resistance movement
and were instrumental in bringing down the Crucible regime.
Afterwards, the twins left Hylondek, to hunt down and
execute the Crucible leaders who had managed to escape. When the Draconic
Invasion threatened the Southern Palatines, Rose and Thorn offered their
services to Count Orziri as assassins and spies. The count accepted their offer
and it was Rose and Thorn who brought him news of the tarrasque summoning
ceremony.
Since the Draconic Legions have retreated from the South,
the twins have resumed hunting for the Crucible leaders. They have received
reliable information that some have fled to Shrike, which is now held by the
Draconic Empire. The twins are making plans to infiltrate Shrike, and have made
tentative contact with the resistance movement within the city. Their
experiences liberating Hylondek would be a boon to the Shrike resistance, and the
resources of the resistance would assist the twins enormously in hunting down
their targets.
* * * * *
Tuesday, May 2, 2017
Lux Tenebris: Starblood
ELZAR STARBLOOD, L16 High Elf Hermit (L3 Fighter/L13
Paladin)
DEX 10 (+0)
CON 13 (+1)
INT 10 (+0)
WIS 15 (+2)
CHA 18 (+4)
HP 116
AC 20 (Plate armor
w/shield)
Traits:
Darkvision
Fey Ancestry
Languages: Common, Elvish, +2
Proficiencies: +5
Armor: All armor, shields
Weapons: Simple, Martial
Tools: Herbalism kit
Saves: Strength +8, Constitution +6
Skills: Arcana +5, Athletics +5, Intimidation +9, Medicine
+5, Persuasion +9, Religion +5
Feats:
Discovery
* * *
Fighting Style: Protection
Second Wind
Action Surge
Martial Archetype: Champion
- Improved Critical
* * *
Divine Sense
Lay on Hands
Fighting Style: Dueling
Divine Smite
Divine Health
Sacred Oath: Oath of Devotion
- Oath Spells
- Channel Divinity: Sacred Weapon, Turn the Unholy
- Aura of Devotion
Extra Attack
Aura of Protection
Aura of Courage
Improved Divine Smite
Spellcasting:
# of Spells: 10
L1(4): protection from
good and evil, sanctuary, bless, command, detect magic, divine favor
L2(3): lesser
restoration, zone of truth, find steed, magic weapon
L3(3): beacon of hope,
dispel magic, crusader’s mantle, dispel
magic, remove curse
L4(1): freedom of
movement, guardian of faith, death ward
Equipment:
Longsword. Melee. +8 to hit; deals 1d8 +5 slashing.
Versatile (1d10).
Handaxes (2). Melee; +8 to hit; deals 1d6 +3 slashing.
Ranged; 20/60 ft. +5 to hit; deals 1d6 slashing.
Plate Armor. Heavy armor. AC 18. Min STR 15. Disadvantage on
Stealth.
Shield. AC +2.
An explorer’s pack, a scroll case, a winter blanket, a set
of common clothes, an herbalism kit, 5gp
Elzar Starblood, Paladin-General of the Iornean Church, is
something of a mystery. He arrived at the House of Wonders years ago, answering
the call of the Goddess of Magic herself. Since his investiture as
Paladin-General, Starblood has served well and faithfully, defending the faith
and Alindema from various aggressors. Still, rumors about Starblood’s history
abound. Some say he lived as a hermit or monk or mercenary. Some say he’s one
of the Nightshade Queen’s sons. Others, that he’s the exiled bastard of a
Goldsun noble elf and a forgotten daughter of the Mornae family.
A taciturn man, Starblood isn’t the sort to invite questions
or waist breath on idle chit-chat. Since the Draconic invasion, he has been
busy, ensuring the safety and security of Alindema. He was part of the group
that infiltrated the Draconic lines and disrupted the tarrasque summoning.
Afterwards, he slaughtered the Draconic mages and returned to Alindema.
Recently, the High Magister dispatched Starblood westward,
to Alinshrae, on a secret mission. No one knows why but previous rumors and
current circumstances have led many to speculate that Alindema may be going to
war with Alinshrae.
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