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Keep in the Broken Lands
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==Setting the Scene== [Phoenix 12] Scout bamfs in and Diomarche and Gayle bamf out. Scout is a bit baffled by where we are. Then he notices the incredibly bright glow of the Fields of Gedden, which is scary. He asks many questions. Vidan gets orders from the Sergeant in the Paladin camp that we're in. “The Lord Captain says that it’s unlikely that his particular orders will be relevant by the time he reappears, but… if those of you who are not under our orders are available, you could be helpful in convincing Queen Iona’s forces to fight the orcs rather than Purple.” “Oh, that seems reasonable.” “Go stand with them.” Their job is to assist the forces attacking the orcs, not kidnap the Queen or anything. We go talk to the soldiers to tell them we are going “to provide diplomatic and other support.” “As requested by the Captain and Lord Sergeant.” “Okay, we will need five more horses.” We go look at the Plains of Gedden. Scout sees a glowing wall. Other people think there are maybe soldiers over there. Managaratha recalls that the Plains have probably been here since the War of the Lord and Lady; they rarely instantiate for more than one Comet. It probably showed up when Red become holy to Rush. The Five are always anchored here, geographically; the Twins around their tower; the Goddess over the sea. Vidan ponders whether it costs Rush divine power to keep it there; it probably doesn’t actively <i>cost</i> him something, but does put him more at risk. Because it’s right there. (A God’s Realm is different than a God’s Land.) Managaratha ponders the effects of a Realm on magic; it’s quite possible it only counts as one hex for Purple if you set it up right.
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