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MechWarrior: Periphery Lord Quest (Archive)

3031, Summer and the Goddess's return. New
July, 3031. Gawain Keep.


The spring green gives way to summer yellows as the rains die off, leaving the open fields and forests of your homeland to shift, the animals migrating from the open but drying out grasslands for the shade and hidden bounty of the forest. The predators that live in your lands move with them, following their prey along in these regular migrations.

Your people plant, irrigate, and harvest their crops as they come due, while your dropships do their best to sell their goods at markets a field, to limited success.

For your part, you have been entertaining yourself by asking your squire benign questions, hypothetical, and a variety of other things just to see how he reacts. Without the threat of Gladwell breathing down your neck, and with the Pirates absent this year by all appearances, you find yourself with a soldier's worst enemy.

Boredom.

You do not do well with boredom, needing to stretch your legs, use your muscles and exercise the mind, but here you remain at your desk, posing odd questions to your squire as you scan another report.

Oh, good, the first of the dams in the mountains has finished construction, and the turbines are starting to turn as they bleed off water through the system. Now you just need to build a power grid that can actually carry that somewhere useful.

"I think I would stand and fight, Master Elric." Your squire says after a few minutes of thinking.

"Oh?" You say, laying the report down as you lean forward on your desk, looking to where your squire has a few books of his own open in front of him. "You think you'd stand and fight if you were confronted by a pack of bullies?"

"Yes, Sir." He nods. "If they're about my age, I have the advantage of practice on them, and you said that one man always breaks when a situation goes against them. That means that in a group of three or four, I can earn back some advantage if I hit them hard and quick. The biggest may be the leader, but if I knock him down or bloody his nose, his friends will think twice."

The words are odd to hear from the mouth of a twelve-year-old boy, but you find yourself impressed with his valor, if not his sense. "And should your intimidation fail, what then? You're still surrounded by three or four boys your age or older. Don't tell me that you'd brawl them and be the last man standing?"

Your squire blushes at that, before shaking his head. "I… The attempt must be made," he hedges. "But if seizing the initiative doesn't work, then I suppose I would run." He doesn't meet your eye for a moment, but when he does he finds you watching him with a considering look.

"Smart." You declare, and the boy is almost taken aback by your simple praise. You rise from your chair, signaling your squire to stay seated as you stretch your legs after an hour's paperwork. "Against bullies, they seek to hold an overwhelming advantage over prey they see as incapable of resisting their aggression. By showing you have teeth, and bloodying one of them, you might well scare off the others, but unlike another squire I know of, you have the good sense to know that if the situation goes wrong, retreat is your best option."

"I didn't know you had another squire, Master Elric." You give the boy a sidelong glance, before you shake your head.

"Oh, He's not a squire any more, and has a great deal more responsibility than when he had a punch out with other squires around your age."

"I didn't know Sir Alistair was like that." You can't hide your laugh as the boy makes the obvious, if wrong conclusion.

"Oh no, Sir Alistair was the boy that leapt to my aid when I bit off more than I could chew that day." You say, to the boy's surprise. "We spent the next two weeks scouring every piece of armor in the keep, statues and all. My hands smelled like polish and dirt for another month, though my sister will say I was imagining that." A friendship had started that day, and not for the last time did one of you come to the defense of the other.

You bring your hand to your pocket, pulling free the watch fob within and flicking it open, idly watching the hands tick. "It is twenty past one, Alex. Why don't you run down to the kitchens and get yourself something to eat. Don't worry about me, I'll find my way down there soon enough." At the prospect of warm food and treats, your squire stands quickly, giving you a short bow before he's off, and though you hear no laughter, you can imagine the smile on his face as he runs.

Yes, the presence of children in the Keep presents its own challenges, but you don't know you'd give it up for anything.

~


> Go talk to Allistair. His Keep house is done, he has his own lands to govern, the last harvest was Bountiful. What's the hold up?

~


You take your time heading to the kitchen after your squire, taking a long detour that leads you into the knight's barracks and then past that, to the guest rooms for visiting lords or their representatives. Several of these rooms have offices attached to them so that they can write correspondence or enjoy a private meeting without having to sit on their mattress rather than a nice pair of chairs.

You knock on one door, and on the occupant's answer step inside, closing the door behind you.

It feels strange to think that it has been almost a year and a half since Alistair became a lord, when it feels like yesterday you and he were two knights doing their best to honor liege lord and family. Your old friend looks up at you, laying down the pen in this hand as he looks down at another scrap of paper covered in words you cannot read, before he scrunches it up, and throws it to join a small pile of them filling his office's waste basket.

"Elric, I wasn't expecting you." You give him a shake of your head and take a seat opposite him before he can rise.

"This is a conversation where I think the two of us will appreciate ten square feet of solid maple between us, Alistair." His face furrows at your words, but you continue apace.

"Lord Tristain, you are a good friend, and welcome to enjoy the hospitality of my house for as long as you need. That being said," You don't miss the small wince when you address him formally. "We've both received the reports that your keep, the place you will rule from, has finished construction. The first harvests are in, and if the numbers from Gawain lands are any indication, it is a bountiful one, which will bring good wealth to you and others once the Artemis makes its round trip once more, ignoring the wealth you already have from your prize share of the dropships and battlemechs we've captured."

It was a fraction of a percent of the value of their traditional value, but for a serving knight's son that had never had more than a thousand crowns to his name at any one time, it was a small fortune. He could easily leverage it into expanding his keep, upgrading its defenses, or expanding the refinery facility he had on his lands.

He nods along to your words, acknowledging them as fact. Whether or not he's seen those same reports from his lands is largely irrelevant.

"So I ask as both brother and Heir to my house, I ask as your friend, what are your intentions with my sister?" His eyes go wide at your straight forward question, before he leans back in his chair, eyes fixed to the desk between you.

"I have no intentions for Natasha, Master Gawain." He says the words, but he does not mean them.

You give him a look, one he returns with a flat face, but his eyes give away his thoughts. He is conflicted and watches you carefully as you rise from your seat.

"Natasha is a woman of the finest breeding and pedigree on the planet. She is a capable administrator, steward, and a dab hand with politics that comes from running a household. I have been informed she is quite comely, even beautiful to hear my fellow knights speak, and she shares our mothers broad hips and narrow waist." You watch him carefully as you extol her virtues as you might to another lord, as you had heard Samantha had been propositioned from the Lady herself right before she read your letter. "Is a Gawain bride not good enough for the newly founded House Tristain? Should I find a Sanmon or an Armmore cousin for the young vassal?"

"Master Gawain, I said I have no designs on the lady, why do you persist?" Lord Tristain repeats, his eyes narrowing.

"I persist because you wander my keep like a lovesick puppy, Alistair." He stands as you make your claim, and you're proven right that the desk between you keeps this calm for a moment longer.

"Elric, you go too far." he declares in turn, leaning over the desk with balled hands. Gone is the resignation in his eyes, replaced with the fervor and emotion your friend keeps contained outside the field of battle. "Whatever passes between me and Natasha is our business, not yours."

"I am her brother, heir to her house, of course its my business." You say in return, matching him over the desk, a foot of space between the two of you. "If you will not make your will known, then another will, and then I will happily walk her down the aisle to a man who had the balls-"

You don't know that you expected him to jump the desk, but you meet him all the same as the two of you fall to the ground, limbs swinging.

There is a reason that Alistair was your body man for the years between your coming of age until you became a MechWarrior.

His skill with a sword was one of them, his hands another.

He is eager to demonstrate them as the two of you trade punches, kicks, and grapples. You feel the bruises that will be a bad green by tomorrow evening, but you manage a few of your own even as you are stuck on the defensive.

"Does the thought make you so angry Alistair?" You taunt, even as you have to duck a jab set to rattle your teeth, taking the left he throws against your arms.

His attack is less furious, but no less effective as he advances on you, using the small size of the office against you. You can only bear with the blows, ducking some, taking others, and giving a grunt of pain as your back hits the wall right before he knocks the breath from you with a high knee to your gut.

You give him a headbutt in reply, and send him staggering back as the two of you bring your hands up again.

"Come on, talk to me Alistair!" You call, giving him a shove as he comes forward with a heavy handed right, and sending him stumbling back into the corner.

"Say the words, and I'll do my part, but I can do nothing if you won't say it." You mutter through grit teeth as you meet like wrestlers, hands entwined.

He doesn't answer you, only trying to trip you up by shoving his leg between and behind your right, but you know the move well, and use it to twist him to the ground, even as your grip on a hand slips and he hammers your ribs with a pair of blows.

Then you see him slip, a move that comes across as sloppy, and despite your own wear and tear, you give him a crack across the jaw that sees him spin on his heels, leaned over the desk as he catches himself.

"You'd rather just swing at me than admit much of anything, don't you?"

"I hate you, Elric." He mutters as he straightens back up, just in time to catch your gut punch that sends him back unto the desk, your other hand wrapping around his collar.

"Say the words." You command him, and though he thrashes in your grip, he does not get free. Your side smarts with the best of them, but at last you see the raw anger in his face fade, replaced with a more honest expression.

"I love her." He says softly, and you release his shirt, letting him drop back down to the table, papers strewn across the floor form your scuffle. "I would marry her, if she let me."

"Well then. I suppose you have a meeting once you get showered and changed, Lord Tristain." He looks confused a moment before he gets the message.

You reach a hand out to him, just in time for the door to open, your sister standing there, her ledger in hand. "Alistair, I just got back from a meeting with your father and I was wond- What in God's name?"

She looks over the scene for a moment, the ruffled clothes, the bruised knuckles, the scattered papers.

"No. I'm not dealing with this." Your sister does not bother to hide her disappointment in the two of you. "Alistair, when you and Elric are done with… whatever this is, I will be in my office. I expect you to be tidy and cleaned up. Elric-" She begins then stops, taking a deep breath. "I saw your squire in the halls, looking a tad concerned he couldn't find you. I suggest you remedy that. Good day, gentlemen. Damn fools." She mutters the last as she closes the door behind her, leaving the two of you alone in the office once more.

You pull your brother in all but blood from the desk, standing him straight as you step away, working the knuckles on your hand to check them for damage. He does much the same, prodding his ribs and getting grunts of pain as he touches the fresh lavender marks that no doubt decorate the two of you like a garden flowerbed.

"My father does not dislike you, Alistair." You say simple as you do your best to put your clothes to right, retying the belt of fabric around your middle that had pulled loose in the scuffle. "But he respects Natasha too much to listen to me offer her up to anyone, even a boy he's known their entire life. Be honest with him and you'll fare better than you expect." You do a once over of your jacket, thankful that despite the two of you trading blows, none of the buttons appear to have vanished into the ether. Looking back at your friend, you give him a look of pity. "Beware his talk of bride price and dowry, he will take you for everything and your pocket lint if you're not careful."

"Why, thank you for the vote of confidence, Elric."

You leave your friend to put himself back together, giving him a pat on his shoulder before you pass back through the office door and back to yours. Reaching a hand up to your face, you cringe a little as you touch your cheekbone and yank it away, hissing.

"Motherfucker hits like a '20."




Mid-June, 3031. Eastern Laoricia, Test-firing of the P-SLL.

The many hours you spend over the next few months prove to be both enlightening and also incredibly frustrating.

Working beside Master Burrel, you continue to develop a greater understanding of engineering from a practical standpoint, as compared to drawing up your own diagrams, but you do plenty of the latter as the two of you, and occasionally Fred when he peaks his head in from whatever task he's supervising outside the Head Tech's workshop, continue to work on uncovering the secrets of the P-ERLL and the reduced weight properties of the strange weapon.

You had established that they had streamlined the internal wiring by running the loom through the strong but oddly shaped endo-steel structural matrix, but even the weight savings that the endo-steel brings and the wiring adjustment you've already document, you could not account for the way that the P-ERLL manages to maintain its internal form factor. Somehow it only takes up the same amount of space in terms of linkages, capacitor wiring, coolant feeds, and a dozen other small connections that make up the 'under the hood' components of battlemech repair and maintenance, as a standard Large Laser.

You know that for a fact, as you checked at one point and confirmed that every connector into the P-ERLL was of the same number, type, and general design as the industry standard 10-15cm lasers. This did lead you to conclude that calling it a prototype was the proper designation, as the jury-rigged nature of its design did it no favors when it came to cooling. There was simply no way to cycle enough coolant through the remaining Large Laser lines and bleed the waste-heat off fast enough within a single firing cycle.

Thankfully for Master Burell's current project, he doesn't really need to worry about the form factor that eludes you, as he uses you as an extra pair of hands, nearing the end of his investigation and starting to get into more practical matters. You help him work the plasma-welder, carefully taking sections of endo-steel that have been pruned from old salvage and destroyed components, and help him to join them together and create what amounted to the world's fanciest box, or at the least the most expensive.

The lengths of endo-steel formed the rigid skeleton of the weapon, something for everything else to mount to. Fred rejoined the pair of you, and help lift the guts of a large laser out of their previous housing, donated by a long-destroyed Bulldog by the armor you had to peel away, and then carefully slot it back into its new home. Wrenches and grinders were broken out as you examined, marked, modified, and eventually fitted the internals of the laser back into place.

The first test-firing, just to see that Master Burrel had wired it back together correctly, reminded you of the first time you'd seen a laser fire in the storehouse not half a mile distant from this workshop. This time he did not have an ICEngine to provide power for it, but for this test at least, he wouldn't need one.

Today, he'd be linking it into the keep's power grid, which was going through its own teething issues.

~


Your techs were working hard to create a means of regulating a non-standalone Fusion Engine when it was missing half the external supports and coolant linkages it expected to be connected. Their solution for the time being, was to slave it to a BattleMech's detached cockpit unit, skipping the step of having to write new software to talk to the engine when a MechWarrior's displays already featured all the data they'd need in the field.

Honestly it wasn't a great work around, the readout screen still had more red on it than a Draconis flag, but for the moment, it seemed to work and it saved you and your pilots from having to spare a Mechbay purely to run power and computer lines to and from the disembodied engine to where the attached diagnostics could tell the techs what they needed to know.

You considered, as you watched the man connect his datapad through a hardline to the new prototype laser before backing away as he carefully unspooled the line, that you may trust Master Burrel a little too much. True, he was, to your knowledge, the best engineer on the planet, but you also knew, by a report from the Combine Factory, what engineers with a bit too much motivation could get up to.

Thankfully, knowing that he had potentially the entire power of a fusion engine behind it, he had opted to have this test firing happen well outside the workshop and pointed in a safe direction for a dozen miles. Fire-crews were standing by with hoses clamped to the well pumps just in case anything went wrong.

"Prototype Steamlined Large Laser test firing #1, commencing in 3. 2. 1. Firing." He announced, yelling his words for all to hear as he watched his watch tick over to the hour.

Every man wore a pair of welding goggles or a mask to protect their eyes, including your father as he stood on the parapet overlooking your odd group, but even through the tinted shields, it was still very bright.

The air seemed to hum for a moment as the tech hit the button, before the large laser's gimble servos locked in place, freezing as they were with no firing corrections being fed in from a targeting computer, and then a wash of heat flashed into the air as nuclear-fueled electricity was turned from potential into actualization. You had briefly worried about the gamma emissions of the laser as a beam of pulsating blue burned directly from the end of the laser assembly and into a distant rockface, before you remembered raising that exact point to Master Burrel.

The man hadn't dismissed it, instead pondering it for several long minutes before he'd gotten back to you. The solution he'd devised was twofold, part distance and part point of aim. By having every man be at least some fifty yards away, himself included, that should do the part of mitigating it for the average man. Pointing it away from anything of value just reminded you of the first rules of gun safety you had almost drilled into your head in your youth.

Neither of you knew the results of the test firing, so you couldn't well point it at something you'd like to keep.

You can't say if the first solution completely worked or not, but watching as a rockslide was created as the prototype imparted enough energy to slag half a ton of standard armor into a hillside just within optimal range for its type? The second proved quite pertinent.

"Capacitor drain in 3, 2, 1." He called out again, clicking his watch as the beam abruptly died out, no longer linking the steaming assembly to the hillside it's just finished excavating. "Test Fire #1 concluded, with no obvious signs of damage to the assembly, and no unforeseen occurrences during testing." He turned to the tech right behind him, waiting for the lad to finish transcribing his words.

When he was finished, Burrel looked to the crowd of volunteers and interested knights and Lord. "Well, show's over. Lord Gawain," He called up to the parapet, voice carrying despite the distance, "I'll have a report on your desk as soon as I'm sure it won't spontaneously catch fire!"

You see your father nod, giving the engineer a dip of his hat's brim as he takes up his cane and returns to the keep proper, vanishing from your sight. Turning back around to Master Burrel, he looks quite pleased with himself, if not unconcerned as the prototype continues to let off steam like it's a train engine.

"I think this proves its feasible," he'd said to you, still looking down the hill. "And I think we're almost there, but that heat spike bothers me, even if I expected something like it."

"Are you sure it's not just the lack of coolant action? I remember how hot the 6cm got when we test fired it in the warehouse." He nodded as you brought up the earlier test firing, looking pensive.

"You raise a good point, but I'm sure that half the issue is that this one was made by hand, eye, and with shifting design-plans. Now that we've got a working product, it'll still take me months to see it finalized, but I would trust this enough to slap it in one of your BattleMechs." He stops there, before giving you a look over his shoulder.

"Just not the Black Knight." He all but orders, expounding at your raised brow. "The P-ERLL is a fancy enough bit of kit, but there's not much more I can do to keep stuffing things into the Knight's guts, and with that thing a ton light and spiking high, I don't have the room for more heatsinks, Elric."

His mentioning of the heat problems, and the already strained curve of the Knight brings a frown to your face. He's not wrong when he says there is only so much room in the internal spaces of a BattleMech to accommodate the internal linkages, capacitors, the ammunition feed ramps and lifts for weapons, and the Heat Sinks that must be connected into the flush system and the exterior radiators. The Knight's Endo-steel skeleton was unlike the straight 'bones' that made up standard steel-titanium chassis and featured something more like the latticed studs and joists of a building. Naturally, that took up more space in the internals, requiring a MechTech to work extra hard to properly fit new lines, wire-looms, and components around the endo-steel beams.

You could work around the lack of space, but your continued work on the Heatsink Manifold project had hit a wall. You were this close, could even replicate most of the parts you needed to finally test and present the design to Master Burrel for any reworking he thought appropriate. You felt like you'd run for miles in a race, but now you were stuck a mere twenty yards from the finish line unable to even lift your feet. Even Fred had little luck trying to help you out, both of you stuck staring at the errant piece of metal like it had just conjured itself from nothing.

"Understood." You'd said to him at the time, and though you would come back to the Manifold project several times over the next few months, it was always to more stalled progress, even as you felt you were getting closer by the time the summer approached its hottest.




Late-June, 3031. Gawain Keep, Eastern Laoricia.

With the successful test fire of the streamlined large laser, it also proved as a stress test of the Fusion Engine, currently sitting in a basement section that was once used to store wine barrels some fifteen feet high. You have to thank your ancestor for his hobby, or perhaps his alcoholism, as the basement had a loading bay that made getting the engine into the basement far easier than it could have been.

It was a very odd set up, with a battered office chair sitting off to one side of the twenty ton engine, the cockpit displays sitting on a sturdy desk that had been dragged out of storage, a keyboard set up to feed commands into the engine as needed, while a tech's coolant recycler sat off to one side, dark green fluid feeding into it, only for fresher anti-freeze blue to come out the other side and back into the engine proper.

It was still almost 90 degrees in the basement when the engine was running, meaning that any guards you had for it would be on the outside, their heavy armor and clothing making prolonged stays inside very uncomfortable.

Connecting it into the keep's power grid was less troublesome than you might have thought, especially when you were able to go straight into the same connections that the large ICE generators that you already had used. That being said, you're also pretty sure your team of techs and electricians have fixed every breaker and fuse you had in storage into the circuit before it hits the main grid, just to keep everything from going tits up if the keep's wiring is unable to handle the full power of a miniature nuclear fusion reactor.

In terms of fuel, all you had to do was feed it an initial supply of hydrogen-2, and from there top off the separator once a day with distilled water. If you were in a pinch, much like a battlemech, you could make do with a few gallons of fresh water, but using salt or impure water for prolonged periods would lead to technical problems. Less-radiation or not, it wasn't safe for a Tech to climb inside an inactive engine so he could scrub out the salt that had gummed up the electrolysis coils or any of the other sensitive components.

The engine was not the only module you were working on over the course of weeks, as on the opposite side of the keep, sitting close to the top of the keep's center tower and climbing another hundred feet in the air, was a room that looked like an overworked tech's workbench. Half a hundred wires and cables snaked into and out of a cluster of hexagonal, angled plates, connected to a computer core that had sat inside a Warhammer if you weren't mistaken, tiny lights at the end of sensor nodes pulsing with the information it was receiving, before it fed it into the other half of the cockpit displays, showcasing a 360 degree field around the keep.

It even highlighted objects of interest, though given some of the damage and wear it had taken over the years, it was slow to identify things other than battlemechs.

it's funny how dealing with one power related issue seems to cause another to magically appear on your desk, as you've not spent five minutes at your desk before Natasha walks in, greets you politely, places down a new folder, and walks away before you have so much as a chance to say anything in reply.

You find her behavior a little odd, but decide to swing back around to that after you've looked over what she dropped off, only to find the report stating the dams are working as expected, even if they're not currently transmitting any power. Which leads to Natasha's suggestions at the end of the report, which amount to 'Fix that.'

You spare the paperwork you had just finished signing authorizing the use of a few Battlemech-grade weapons, sinks, and a few tons of standard armor to create a proof of concept turret now that the keep was using Fusion power, before you rise from your desk, new report in hand.

You had a lot of work left to do before you could take a jog in the Knight.

To your surprise, it doesn't take long for you to find someone to talk to about this, or to get a map laid out infront of you, army tokens placed out on it to mark townships and keeps.

"As you can see, the population is rather spread out over the whole territory," The electrician explained. "But with access to power more available than private generators, we can incentivize movement by having more available utilities closer to the keeps, towers, and rail-stations."

"And this would make the grid harder to hit, because if you wanted to cripple the whole, you'd have to come through the Lord's and their machines." You state confidently, trialing your finger over the map and the man's imagined substations.

"Exactly." He agrees. It's honestly a simple choice, though you have to reexamine a few books the library hosts on proper development and layout for this sort of thing. It wouldn't do to create a wide spanning network, and then neglecting it for half a century until a few stations going down would black out the entire grid.

That sort of thinking is what got the Inner Sphere in trouble.




Finding Natasha is not a difficult thing, considering her office is in the family wing, just a few doors down from your own. The door is unlocked, but you still knock as a courtesy, waiting until she speaks to step inside.

Befitting siblings, the way you decorate isn't too far apart, though her tastes run to paintings of vibrant flowers and fields over your own more military decorations. She even has a few flowers just as bright sitting on her windowsill, leaning towards the warm glass as the summer light glows past it.

Looking up from her desk, your sister's face is flat, lacking the smile you're so used to seeing there, her eyes not crisp in anger, but neither are they soft like they were just the other day.

"Can I help you Elric, or should I run down to the yard for padding?" You cringe a little at the accusation but take a seat across from her all the same.

"I wish you hadn't seen that. That was a situation that got out of both our controls." The excuse is poor, and Natasha doesn't even bother with it giving you a disappointed stare.

"If you've not come here to discuss something specific, Elric, I'm afraid I'm rather busy." She starts, looking down at her many papers.

"I would explain myself and Alistair." You say aloud, and though she doesn't lift her head, you know she's listening. "Alistair and I have had our disagreements in life, as all friends do. I've never known him to favor his hands over his words, and as much as I like a good scrap, you know I'm much the same. This last argument of ours got out of hand."

"And that excuses the two of you beating each other bloody?" She quips, shuffling a set of pages.

"No, it doesn't." You say instead, finally drawing her eyes back to you. "I pressed hard on a wound I knew was starting to fester. I knew that it would draw a response from him. When the two of us were done, I had helped him to realize something he already knew."

"What, that he can take a punch with the best of them? That he can deal it back out twice as hard?"

The words stick in your throat, as you consider what to say.

"That he was being a thick-headed idiot, and that if he didn't act, opportunities would pass him by." You state with confidence, before reaching a hand up to your jaw, where the barest bits of green bruising still linger along the bone. "Anything else he needs to say, He'll say."

Natasha is not pleased with your evasion, but honestly, you owed it to her and Alistair to make the best of this. "And should I just accept that? To know that my brother and his oldest friend can spring from an argument over life, philosophy, into beating each other's teeth in?"

You can't help but laugh at the image, the two of you dressed like ancient philosophers before stepping into a boxing ring to settle your disputes about the social sciences. Your mirth draws a thin frown from your sister, but you can't help it.

"No," you say at last. "You shouldn't accept that, but what you can accept is that the matter is settled, and I've made my peace with it. He is still my friend and I his, you are still my sister, the walls still stand, and fate is what we make it."

Your sister is about to speak, only for another knock to come from the door behind you. For a split second, Natasha is as surprised as you, but she schools her face fast enough, you'd have dismissed it as a trick of the light.

"As you can see, I am quite busy." She works her jaw the same way she has for years when she's pondering something, before she waves a hand at you. "Please, show yourself out, and send in my next guest."

You rise, as requested, and give her a short bow. Stepping to the door, you open it, only to find Alistair standing there, wearing the nicest shirt and jacket you've ever seen on him. You blink, he blinks, and then you slide through the half-opened door, hiding him from sight for a moment longer.

Neither of you speak, no need between friends of so long an acquaintance, but you do give him a nod.

You step past him and looking back manage to catch a glimpse of your sister's face as the subject of your discussion steps into her office, a small smile pulling at her lips.

Then the door closes shut, and you head back down the corridor, humming a tune that sounds a bit like wedding bells.




The Aquila Rift, the main nebula hindering expansion to the Galactic West of the Inner Sphere.

Despite the seemingly regularity you go into space, it has yet to lose its luster. The glitter of the stars, the nebula that slowly fades into view as you pass from the atmosphere and into high orbit, all of them still delight your senses as you look through a window along the main armor belt of the Odysseus.

Your trip into high orbit was not made alone, with all three of your operational dropships climbing together, before each would go their own way as they headed for their own assigned sectors. Collectively, this survey was intended to search the debris belt situated well above Freirehalt, which at a glance consisted of nothing but shiny chunks and fragments of metal, blasted off of God knows what hundreds of years ago.

You were not so certain that was all there was.

Having found the remnants of an Endo-Steel production unit, you made the logical leap that if a fragment that large survived being blasted free and then managed reentry, what else could have survived the destruction of the station? One need only look at BattleMechs to see that Humanity has long favored rugged reliability and nigh-impossible fortitude over delicate systems that were impossible to repair, especially when their parts were made 500 light years distant.

You had honestly not expected much, considering that the belt lay tens of thousands of miles above the planet, and stretched some four or five times that about the gravitational disk. In layman's terms, like you'd had explained to you by one of the astrophysicists when you asked, you were looking for a select few needles in a haystack the size of the planet, where every piece of scrap, chaff, and wreckage was magnetic, and would naturally glow under the same condition as the needle to the dropship's sensors.

With that imagine in your head, you worked with your dropship captains, drawn from the ranks of veteran crewmembers of the Artemis and Quiver that had chosen to retire from the cyclical route, to determine the points where the metallic cloud was densest, thereby letting your dropships and crews examine the greatest amount of material in as little time as was reasonable. It was not a foolproof plan, but without sensors that could pick apart the difference in material between metals, it was likely the best you could do.

It still takes the better part of a day to burn out the ring itself, and there is almost no indication that you've gotten closer to it until the Odysseus's captain announces your arrival. Looking through the windows, the glitter of the stars has been overcome by the density of the belt, the distant lights hidden by the showed metal. The shiny finish that flashes as the dropship's searchlight illuminates the band puts certainty to the contents of it, with hundreds among unseen millions of small pieces of tubing, plating, wiring floating in the black, pulled gently by gravity's weight.

To fully catalogue the belt would be next to impossible, given that it stretches over millions of miles, spinning gently in the void. Were it much closer, space travel from Freirehalt would become very hazardous, as any attempt would be shredded as a hail of particles and shards moving faster than the speed of sound orbited into it, like sandpaper scouring down a length of lumber.

Granted, if you waited another millennium, enough of the belt would wind its way into the atmosphere, burning up, and opening the planet back up for space exploration.

As it stood, the scrap was locked close to being geosynchronous with the planet below, its massive orbit compensating for its speed, and allowing your Dropship to almost spin with it, only firing its maneuvering thrusters to take you closer to any detected amalgamations of metal.

Most of them are just collections of scrap metal that has smashed together and all but fused from the speed and friction, spinning aimlessly after impact and eventually being recaptured with the rest of the cloud well distant from where either had started. While they might be worth something in terms of face value, trying to transit this back down planet side, try to strip it apart and smelt the remainder into a more useable form would be, to be blunt, a waste of your dropship's time. You note their locations in the cloud, add a note of the relative orbit of the individual chunk, and move on to the next.

Hours you spend like this, moving from collection to collection, increasingly annoyed as you find nothing but useless scrap floating out in space. It may be the lack of gravity getting to you, and even the impromptu training you've done does little to assuage the vertigo that thrums in your ears as the dropship gives a rather sharp turn, thrusters firing as it reorientates, when you see something out in the black.

"Captain, Hold this current rotation. I've got a large mass floating outside the," You look up at the paired numbers over the window, denoting its angle relative to the nose of the dropship, then the angle as based on the primary cargo ramp. "85-120-degree window. Shape is unclear but looks more intact than the last several chunks."

"Copy, Master Gawain. Moving spotlights, give a burst when they're pointed the right way." You wait as the cones of light slide over the debris, until they almost converge on the object, the light revealing it to be a more intact station segment. It takes a bit for the dropship to shove itself deeper into the belt to get to it, but your boarding party, yourself among them, are soon clad in bulky hardsuits, each able to take a glancing blow from any violent piece of floating scrap, and cross the hundred-meter gap between the Odysseus and the segment unharmed.

Cataloguing the segment does not wait until you are inside, as the more detail-oriented members of your party are soon giving a play-by-play commentary as they slowly float along the outside, the myomer-mesh of their retrieval lines connecting back to the dropship like an umbilical.

"This would appear to be the remains of a Factory Station section, uh, surviving exterior markings indicate weapons production. The outer plating is dented and worn, but- No, scrap that, I've got a hole punched clean into the interior. Give me one- Daniels, climb up behind me and get your shoulder-lamp into this hole from-Yeah you got it. I don't see any damage to the interior section except for the exit wound on the opposite face, mark 30 through 120 I think."

You would guess that the hole had been made by a naval autocannon because it's easily a meter across, but not an exceptionally large one. If it had been much larger or based on an upscaled energy weapon, the hole would not be a through and through, and would either have torn the segment from the station all together through concussive force, or converted the end that was hit into slag and volatile gasses. You head to the 'rear' of the segment, where it would have been fixed to the rest of the station, and see a considerable amount of damage, but if anything, there are more bits attached to this segment than there should be.

You'd suppose that the largely immobile station had taken a number of shots, including the smaller NAC round though this factory unit, before a larger hit slammed into the center column, and sent this poor unit flying free with its moor-mountings still fixed to the end. Something similar might have happened to the Endo-Steel segment you recovered earlier in the year, or it might have been ejected as a desperate attempt to save the incredibly valuable mill unit from total destruction.

You finally navigate inside through a trusty service hatch, revealing a line of massive size, complete with a series of belts sitting idle and restraining arms floating limply without power. A few of the claw tipped manipulators are still locked in the position they were at the time of detachment, holding a truly colossal gun to the belt as another unit is frozen in place, a heavy chunk of metal like a magazine well locked a foot or so from its target.

An autocannon is easy to recognize, especially so for one sized for a BattleMech, so when you see one you can tell what it is, but you are not so certain of the exact make or why it would have been constructed in space. That confusion lasts until you spy a several pallets secured to one side, one of them with half of the plastic torn away by shrapnel. On it are stacked ten autocannon slugs, each easily the length of your torso, with an odd base to them and a sabot-like tip. It takes you a moment to float closer to them, giving a more detailed once over as you lift a single shell from the pallet, a feat only made possible by the Zero-G conditions you're in.

Engraved at the bottom of the slug, around a brass rim that you can't help but compare to a shotgun shell's, you spy words and numbers stamped into the base of it;

'CLASS-10-LB. T-HEG PATENT#250023013 LISC. CLUSTER MUNITION.'

Cluster Munitions? Now that's different.

Putting aside what exactly this place made, the thing that surprises you most is how intact everything still is. The manufacturing units that were fed raw materials and churned out finished components are just sitting up here, untouched, unharmed, floating in the vacuum like they fell asleep and are just waiting for a burst of power to resume operation. Hell, as far as you can tell, the only damage to the line is the fact that one of the mechanical arms that move and shift the in-production weapon had fallen off its rail, likely torn free when the whole section was ejected from the damaged station.

This is a marvelous find, and unless there's something you're not seeing, there's no reason that you couldn't bring this segment back to Freirehalt, get it hooked into your nascent power grid, and use the large amount of feed stock still sitting in their sealed bins at the far end of the unit to resume construction of the autocannons, bringing domestic production of BattleMech-grade weapons to Frierehalt. Hell, combined with whatever your cousin brings back from the sphere, you might see your technological renaissance made real.

The only thing that truly bothers you is that you can't take it now. The station section, though small in comparison to what it'd been attached to, is still far too large for you to bring down in the Odysseus, easily three or four times the size of its cargo bays. You doubt you could stand the Black Knight in this module, but something smaller, like a Locust would be able to walk right down the belt. The Mule and its cavernous bays would likely have an easier time managing all of this, even if you might have to carefully shear off the exterior sections that only protect the components from slow moving dust and radiation.

"Master Elric," You're drawn from your thoughts as your radio chimes, and you give a quick two tap burst of static to signify your attention, even as you float towards the steel-paneled boxes that hold finished Autocannons opposite the ammunition pallets. "Our sensors are being distorted by proximity to the debris field, but we have just picked up a K-F event at the Jump Point."

"Do you have a size range?" Though the science behind the K-F Drive that allows a Jumpship to move from one star to the next has largely been lost, or relegated to the most secure vaults of the Inner Sphere, somethings are still known. Things such as a Jumpship or a fleet of Jumpships producing a detectable wake before they arrive that you can extrapolate to determine the size of the ships and any limpets attached.

"Our numbers are still rough, but the distribution of markers and radiation flare indicate a 250 to 300 thousand ton object. With the speed of the Electro-magnetic pulse and light, the Jumpship is already here." The captain's voice is calm, but you can tell he's waiting for further instructions.

"Well, we have some time yet before I want us planetside just in case." You mull it over a moment, before you give clearer orders. "We will salvage what arms we can from this unit, marking its location for future retrieval. This factory produced Class-10 Autocannons, and I know that some of our combat vehicles could use guns that don't have thousands of rounds through them."

"Understood, Master Elric. Bay door 2 is open, and salvage cranes are on standby."

~

Let's see if your other Dropships found anything interesting.

> The Unchained Lady has very little luck, and almost loses a few members of the crew when a wave of fast moving debris threatens to sever their umbilicals. The Menelaus has better luck, and manages to recover *something*.

The Menelaus has managed to recover the larger portion of a work-preparation area from whatever station once existed out here. Inside was a collection of lockers, and of more interest, Wall storage units containing Hardsuits.

More space suits are always useful when you can't make your own, but upon closer examination, these are not normal Hardsuits, instead featuring the beginnings of an exoskeletal unit. This would greatly increase the endurance and strength of any workers operating in space, though due to the odd-nature of the units, they would either need to be tied by an umbilical cord or arm, or have fuel cells installed through an exterior backpack.

>Found 19 Prototype-
AstroEngineering Exoskeletons




Early-July, 3031. Gawain Keep, Eastern Laoricia.

Seeing your cousin's family reunited brings a smile to your face, the man marveling at the parade group of Battlemechs and your finest troops to receive him even as he hugs his son, and lifts his daughter to his hip.

Two lances of mechs stand in a line on either side of the cargo bay ramp once the landing pad has cooled from the Quiver's landing. Over 400 tons of metal cast a shadow over them, but these fine machines in their fresh parade-ready paintjobs, the Black Knight's sword lifted in a duelist salute while the rest cross their right arm or barrelfist over the thick plastron of their torso, all bear the Gawain crest or that of their vassals, and mean him no harm.

He meets with your father, exchanging the ritual words, before clasping his now standing lord about the hand and shoulder in a fond gesture. The display of power is perhaps unnecessary with such a well respected member of the family, but it is not for his benefit that you do this, rather it is for the observers and spies from the other houses, come to see what wares he has brought from the Inner Sphere.

The number of civilians on the space port ground is limited, and the areas they are allowed to explore equally so, and aside from a few that either got legitimately lost or were politely escorted back to the public grounds, all goes rather well for his return.

Thaddeus is a showman, and has been for almost as long as you've known him, as he steps aside and starts to list the many finds and purchases he's made in the Inner Sphere, parading them past the merchants who salivate at them and then your father, who stands there stoically.

You see shelves of books, manuals, crates of ammunition, weapons, and tons of armor. A set of heavy-class limbs are carried forth, lacking hand actuators but looking like boxed in metal bones all the same. Fine clothes and bolts of fabric that are difficult to find on Freirehalt, jewelry and well built furniture studded with exotic metals. All of these glimmer and glow in the sunlight as they are moved past everyone.

The true treasures are not shown to the public, instead set aside and moved to more private hangars, and include machine tools, blueprints in digital recordings and copied designs that sit in scroll cases. Four massive heatsinks sit with a tarp over them, their size impossible to hide.

Your Cousin has had a good trip, and now he shares the spoils with the rest of your family.

As you regale your cousin with the story of the pirate raid, he goes from incredulous, to concerned, confused, and a bevy of other emotions until he sits there at the dinner table, all but stunned. Raids are often double edged swords, seeing one house rise over another as they claim the salvage of mechs that wounded the lesser, or simply watch as their rivals are attacked and damaged, while their lands remain untouched.

During the last raid, you were not content to sit idly by and let the raid play out, or see your fellow nobles sally out to face them alone. You pressed the attack, jumping from site to site until you had crushed the last of the pirate machines under your armored boot-tread, including the leader of the band altogether.

He would not believe you had killed him in single combat, if not for the head of the Banshee sitting outside the newly expanded hangar, though it now has a few weeds and flowers growing along the 'jaw' of it.

When you explain the ploy you used to capture the pirate jumpship, the very same that had given the Artemis a fright when it arrived in system, his incredulity was exchanged for honest fear. Your seizing of the Athena put proof to the idea that Civilian Jumpships are extremely vulnerable in the Inner Sphere, with almost all of them jumping without any compliment of marines to defend the ship from attack. If you had led that same attack against the Artemis, you'd have likely taken even fewer casualties than you did the pirates, considering that almost all of its crew are unarmed.

You watch as he visibly relaxes when you mention wanting to station your new space marines on all of your space-faring vessels, spreading them out among the seven berths you have working for you at the moment. Roughly thirty men, a platoon-sized element, for each was not a lot, but against a force of equal size as you took against the pirates, they would certainly put up a far better fight. With the defenders advantage, they might even prevent a total takeover, turning any attempt to capture your vessels into a siege.

When you finish telling about the raid, the conversation shifts, as you father starts to tell him about the happenings since then, and your attention is drawn to your younger cousin, the young man lost as he tries to follow what your fathers are saying about price indexes, market forces ebbing and flowing, and a dozen other things that you can barely follow with your tutoring from your father on matters of stewardship.

The young man idolizes his father, speaking to him for all of five minutes would make that clear to almost anyone. He's just a year or so shy of Natasha, meaning that if he were anyone else he'd be beginning an apprenticeship right around now, but with his father just returned, and the family business in being the outgoing face of your family in the Sphere proper, you imagine that he'll be stuck to the man's side for the next few months, learning as much as he can while carefully pestering the man to take his heir with him.

Getting to know Benjamin can only bring rewards in the future, as both your father and Thaddeus get older and older. You even imagine that if Ben shows enough promise and gets some experience under his belt, his father may well retire and stay back here rather than race to the Sphere 9 months out of the year.

When you ask your elder cousin about his journeys through the Inner Sphere, you don't know that you've seen anyone look as focused as his son does as he speaks.

"The Inner Sphere is a varied place. If you were to go from Laoricia to Mulstadia, you still speak the same language, have similar laws in place, and a consistent, if slightly varied feudal structure. If I go from Skye to Tharkad, I enter a whole new mess of laws, obligations, tariffs and taxes. I've met men that only speak their Gaelic tongues, and those who's Germanic accents are so thick I've resorted to just learning the language so I can trade in the Commonwealth's heartlands. For the most part, the people are just like you or me, but the nobility… Well, to be honest, I've met jackass's less stubborn than a noble convinced I was cheating him." He shakes his head at that, before leaning into your sister and act-whispering. "And I was, but only so I could give him a good discount and seal the deal." He gives her a wink, and your sister is quick to grab a glass to hide her chuckling.

You can already see the wheels turning in his son's head, and in a lull of the conversation you mention that the library has several books on the Lyran Commonwealth's second language. When you next turn to your cousin, you ask how far he's traveled in the Inner Sphere.

"I've been as far inland as Terra." He answers, earning a raised brow and a look of confusion from the younger members of the family. "When your Father first made contact with the banks, they had very few offices where people had the authority to make the deals we needed, and so I and the Artemis jumped all the way to Terra in order to visit their headquarters there. Lovely planet, though it still bears a great number of scars from the war." So synonymous is Amaris with Terra that calling it the 'war' makes clear what he means. "It was there that we made our contacts in our agriculture companies, using the upfront payment to purchase good stock in both. I've never been further than Skye since then, and only rarely."

You can understand that, considering that Skye is already quite close to the Lyran-Drac border, only a jump or two from the front lines. Still, it makes for a good staging ground, and being the capital of its duchy means that it commands a great collection of wealth and power, making it a tempting target for merchants and ambitious raider commanders alike.

"Is it true that the Archon is guarded by a pair of BattleMechs?"

"I wouldn't know, but I have seen the Royal Guard as they do one of their parade patrols around the palace. If it is true, that room must have vaulted ceilings twenty meters high."

You can well imagine, the hangar where your techs do work on your BattleMechs already a tall structure. You ask him what is the single most interesting thing he's seen in the Inner Sphere, and that seems to stump him for a moment. When he does speak, it's with an almost solemn expression.

"I watched an Aerospace pilot have to choose between a dropship, or the civilians watching the air show. Something had gone wrong, I'm not sure what, but it was clear that the pilot had lost a lot of her control over the fighter. I couldn't tell you what went through her mind, but I watched as they banked in the air, choosing the dropship by all appearances.

But as they cleared the stands, they pulled as hard as they could on the stick and started firing the dummy rounds in the autocannon mounted in the nose, using the recoil for something I expect. When the third round fired, she yanked the stick the other way and only clipped one of the communications antennae on the top of the Dropship. It cost her the plane, but she managed to eject as the wing gave out and went its own way, before the rest of the fighter turned into a fireball in the distant field."

When you ask after the pilot, he can only shake his head. "I have no idea what happened to her, but I like to think she got yelled at, and then profusely thanked. I wouldn't want to be the one that crashed an aerospace fighter full speed into a Wolf's Dragoon's Dropship."

Turning your attention from Thaddeus to his son, you engage the boy in simple conversation. He is almost shy as you ask the questions, clearly not expecting his increasingly prestigious cousin to ask after a boy that hasn't accomplished much in his life. Still, you press on, and get a few answers out of him with a reassuring smile, and a few embarrassing anecdotes of your own.

You don't like the smug look your sister shoots you after she overhears you tell the story of how you cheated in one of your early races and got pelted with apples by your sister when she finally reached your tree. Oh well, you'll embarrass her at her wedding by bringing up the first time your parents let her have wine.

You liked that doublet. You burned that doublet.

"A hobby?" Benjamin asks, and you nod. "I've started to sketch when I find the time. The ranch is large enough there's always work to do, but I can find little pockets here and there to find a good fence post and just start trying to sketch the landscape. Just don't ask me to do anything alive, they end up looking like the world's strangest sick figures."

You walk the topic on from there, asking after life on the ranch itself, and find that while they host a large herd of cattle that they move between the massive paddocks, his preferred animal is actually the small herd of horses they raise. By and large they're plow-horses, and between their attitudes and size, they know that if they don't want to do it, almost no one can get them to do it.

The exception being Benjamin evidently.

If he's the one that is directing or working with one of their dogs to move the horses, they obey with little trouble. Any other hand, and they'd fear for their life if the horses were in a bad mood.

Thirty years ago, his preternatural ability with animals would have seen him rise as a mounted knight quickly, especially if he was able to extend that level of calm and control to his fellow knight's destriers and chargers. As it stood today, it was a fascinating quirk, but not one that would see a great deal of use if he decided to follow in his father's footsteps.
 
3031, Summer and the Goddess's return.2 - Spending some time with the Children and going hunting with Lord Knightway. New
As heir to your family, you exert an untold amount of power within the domain of your house, not the least of which is in its place of power, the keep where the main family resides. If you were to go to Thaddeus' ranch, you could expect to be obeyed for the most part, but only while you were present, his trusted workers reverting back to the way he or his wife wish things to be run almost as soon as you turned your back. Anywhere else in this province, your word would be next to law, unless your father spoke against it.

You only use that authority rarely, lest your father actually have a reason for things to be as they are, and undermine your authority by countermanding your order.

Within the whole of the province, you have absolute control over a handful of souls, your command coming before any other. Your MechWarriors are among them, only the vassal lords yielding to your father in matters of state.

The other, is your squire.

Given to you to raise, teach, and educate into a fine young man, Alex is stubborn enough in that way that children are, that only you can give him a task, unless you've told him to obey another knight until you call for him again. You encountered a small problem with that, when you decided to take a nap in your office, telling Alex to guard the door for the next hour.

Your Father had come around to speak with you about something trade related, only to encounter a young twelve year old boy standing at parade rest outside your door.

When he tried to get inside, the boy refused him, barring his way.

Alex refused the Lord of Eastern Laoricia, Lord of the Keep he was staying in, and Father of the Knight he was squiring for.

Oh your belly hurt when you finished laughing, a red-faced Alex standing there, while your father did his failing best to look quite stern with the young lad, holding him a few inches off the ground by the nape of his jacket like a tom holding a kitten.

The wards of your house are not yours alone to mentor and advise, but you find yourself looking in on the girls from time to time, doing your best to let their lessons continue apace, but injecting needed chaos into their life from time to time. All work and no play makes an angry child, and from them a resentful adult.

Thanks to her sister Amelia, who has never met a stranger in her life, Victoria is starting to come out of her shell, her shyness giving way to a quiet inquisitiveness, something that serves as a base for her friendship with young Persephone.

You often find the two of them, thick as thieves, sitting quietly in the library, reading one of the many tomes in your collection, though they yet favor the thinner volumes with pictures. More than once, they've found another book added to their stack, showcasing fantastic landscapes of distant worlds, or the detail-rich pictures of the past preserved through the ages by ink and brush.

Amelia is a chameleon, able to roughhouse with Alex, draw her sister into a game, or just sit peacefully with Persephone. If you cannot find her with one of the three, she has taken to pestering Alice when she visits, asking her half a thousand questions, and only getting a few answers. You have rescued Alice from that before, but sometimes you just watch as she does her best.

> You have a couple of sites you could show them, things that they'd be expected to know about as Knight and Ladies.

~

Mid July, 3031. Eastern Laoricia.

Abducting the children is not so difficult as the statement might make it seem.

If anything, the children have grown used to, and even attentive for, your field trips into the nearby area. They have their preferences, but enjoy it whether you head into the town, joy riding in the back of bale truck, or trotting ponies around until you'd spent an afternoon in the apple orchard, where the green bulbs of future fruit have just started to form. All of them, even young Persephone and Victoria take to your excursions with vigor, though it is clear from the way that Alex and Ameila all but bounce in their seats when they see you that they look forward to them the most.

Taking them into your charge for an afternoon sees at best fond looks from the female staff, as they see you indulge a paternal side you rarely show, and the shaking of heads from their tutors as you take them away from important lessons for time wasted at play instead of studying. You've long learned to only listen to the latter most of the time, your adventures with your sister not so long forgotten in your memory.

Today, you have decided to take the children on a short trip, letting them ride the small ponies you've acquired for them while their dogs bound along side the procession, having quickly grown from the cute hounds to loyal companions. They adore the creatures, and the dogs the children, responding to their calls and commands with zeal rather than the indifference you expect from house pets.

The point of your trip? To show the children a few facets of the life their subjects live, letting them discover and learn under the auspices of exploration.

You had chosen this specific village because it wasn't too far from the keep, and also because it hadn't changed in the same way that Burrel's old stomping grounds had as you raised the level of wealth and technology of the area around your home. This place, a little stopover town called Johnstead after the first settler there, still used oxen to toil in their fields, wove cloth by hand and stitched it carefully with needle and thread. Almost everything they had, they had created and cultivated from the ground around them.

Not every territory was Gawain Laoricia, but these were elements common across the continent, and would make for good learning for the children. If they did well and behaved, you might even ask one of the dairy farmers to let the children churn butter and enjoy the fruits of their labor.

When you arrive into the village, its towards the middle of the day, and some of the busiest you expect the place to be. Doing this in the summer showcases the way there's always something to be doing, as compared to the winter where many simply have to trust that their preparations were sufficient.

You knew that so long as you were aware of them, that no one in this village or any other for another hundred miles would starve this winter, your father ready to top off any larders from the stocks of the early harvest's bounty, but that was beyond the perception of your workers, and it was only their diligence that let you make that assertion in your mind. A man with security may not work as hard, knowing as he did that he was taken care of anyway, or he might work twice as hard, with the knowledge that just because he had the net, didn't mean he wanted to become reliant on it.

Such things were beyond the purview of children however, and you walked your party into a nearby barn, paying the stable-boy a healthy sum to see that your mounts weren't bothered for the next day. The children fell into rote ritual easily enough, as almost as soon as they were off their ponies, you were helping them lift off saddles and passing along the hand's brushes. It added a sense of responsibility to the act of riding, knowing that it was up to them to keep their little horses in good condition.

You couldn't help the chuckle that broke from your throat as you watched one of the dogs push his way between brush and pony, enjoying Persephone's ministrations, before darting away as the pony reached back to nip at the hound interrupting its care.

Though this village is a fine example of its kind, your wards lack the perspective to truly appreciate what a thing it is to have a sturdy roof over your head and insulated walls to keep the heat inside your home come winter. They have lived in manors and keeps, even farmhouses maintained in their family's controls, all their lives.

You doubt they truly understand what it is to huddle around a fireplace in the dead of winter, unless its to enjoy the basking heat with a cup of hot chocolate or roast marshmallows on sticks over the flames. Sir Christoph had done a good job making you appreciate your fellow man more when he'd all but thrown you into the woods with Alistair when you were only a few years older than Alex, and had the pair of you do your best to create a camp, hunt game for the three of you, and only helped you to add wood to your fire.

That had been a miserable night, one spent in the cold because the fire you'd built and the firewood you'd collected had been… insufficient for the task. The next day, he'd shown you how to do it all right, explaining as he went and demonstrating where you and his son had gone wrong trying to emulate what you'd seen.

You let the children look around as you walk, their eyes lingering on the people, with their simple but well-loved worn clothes, the women you see sitting on the wooden porches of their homes, the summer sun just peeking under the lip of the roof as they knit, sow, and stitch, and the men leaving their homes with full bellies as they return to the fields for another day's labor.

You follow after them, your gaggle of ducklings trailing you, and as you reach one of the fields, you convince one of the farmers to let your charges give a helping hand.

You had made sure they wore clothes that were more function than finery, but it still amuses you to watch these noble children, Alex wearing a sturdy cloak with gilded fasteners, while the girls where dresses that bear fine embroidery despite their simpler materials, go about tossing seed into the furrows the plows leave in their wake.

You are not the only one, as one of the older boys manning the ox-cart laughs out loud as he comes back your way, and at your none-reaction the others feel a bit freer to so much as speak to your wards. Many of them come up to the girls, and show them just how much they need to scatter, rather than the random fistfuls they had been pulled out, adjust the spacing and even give the kids little shanties they can hum to keep their pace steady.

Oh, its work, you'd never deny that, but as they go along, the children start to challenge each other, turning the simple act of seeding into a contest to see who can do the most correctly, fastest.

Naturally, you are chosen as the mediator of just what that means, and you hold Alex back until the girls pass out their first few handfuls, and then let the boy loose.

The advantage you've given the girls is eaten up quickly, as the longer legs of the boy give him a natural advantage, though his accuracy leaves something to be desired, his eye and arm taking several tries to match up with his brain, before he starts to properly nail the furrows that will be covered up in the next pass of the plow.

That does not mean the girls slow when they realize the boy has made up the distance, instead redoubling their efforts with laughter and running feet. You watch them carefully, some of the older father's standing beside you as you watch the children run. They look at you carefully, taking your denial as to parenthood with approving nods.

'You'll do well,' is what they say, but you pay it little mind, watching as the first to reach the reverse is not your squire as you expected, but Persephone, Alice's sister.

Her red dress has picked up a thin layer of dust and dirt along the hem, but the sturdy boots she wears protect her feet and give her better grip in the loose clod compared to her competition. By the time Alex and the other girls are half way back, she's got a good lead on the three of them, passing out the contents of her satchel like its second nature. She has fewer misses compared to the others, and is the clear winner by the time she gets back to you.

You don't mind the dirt that she has about her shoes or the hem of her dress, lifting her unto your shoulders to giver her a better look at the field, her compatriots doing their best to beat each other for second.

When all is said and done, Alex is second, the sisters Gladwell coming in side by side, but they don't seem to care who won, having enjoyed the run and game more than the contest itself. Of course, you do give her a reward for her efforts, giving her a bag of jerky to enjoy as she and the others take a ride behind the plow, the teenager manning it helping her direct the reins of the oxen.

For some, sowing fields is not the most difficult work, but extra hands can make the toil of others easier, Lord knows that your combines will do this same work in a quarter of the time and with far less strain, but not every farmer will be able to afford to keep and maintain one.

Of course, the planting and harvest of crops is only part of how these communities subsist, and the next area you take the children to, after they get cleaned up a little, is the pastures where the various livestock roam, eating down the grass as they enjoy the summer growth.

The four of them have known horses, considered a noble animal by many, ponies, and even the chickens the kitchen keeps for fresh eggs. They've enjoyed the cheeses, milk, and meats made from a great many other animals, and now they get the chance to meet them.

Much like someone that's only ever seen a horse in pictures or books, seeing a cow for the first time can be an odd experience, as you try to attribute what you know about an animal with the real thing right in front of you. Laorician Cattle are not the short-haired stock of the Terran Americas, or the well manicured animals of eastern Asia, but instead share more in common with the long haired cattle of the Cameron's homeland, the Highlands of Scotland.

These are dairy cows, and so at the height of summer, almost all of them have already given birth for the year, the calves collecting around their mothers as the herd mills protectively around them. You can't say that no predators would risk the wrath of some twenty heads of cattle, but you doubt that any that made the mistake of taking these farmer's livestock would live to regret it.

You and your charges stand just past the fence posts that run to keep the cattle contained, and you can't help but enjoy the awe in their faces as one of the yearlings approaches, its own curiosity echoed on their faces, and smile when they start to giggle as they stroke along its neck and head, mindful of the budding horns that aren't quite long enough to do real harm yet. Alex's face screws up in disgust when it lets loose with its long tongue, dipping its head down to drag it up the side of his face, but you and the others just laugh as he takes a few steps back.

It is not the last thing you show them here in the village, but by and large, you think this trip has been productive, and sure enough they've behaved, you convince the matron of the farm to show the children just how butter and cream are made the traditional way, breaking out crackers once the children, and you, have finished working out a decent product.

Could use some salt though.




Late-July, 3031.

Heading westward, you bear a letter from your father for Lord Knightway, as well as his fond regards for the man's family. You can't say you know them well, having met his immediate family only in passing, save for Colin. You felt like you and he could get along well, if only you had the chance outside of the occasional nods given during larger events.

You don't think you even said a word to him during the few days you spent at his family's castle during that Gladwell business. A shame, but considering how much was on your plate and bouncing inside your skull, you can't blame either of you for not making time to socialize.

There is not exactly a clear line where your lands give way to Knightway's, save for the mountain range that serves to divide most of Laoricia into the two halves from a geographic perspective. Your cultures are the same, because they were less than two years ago, your customs, the food and wares, all identical.

The only difference, is whether the villagers that you pass recognize you or not. Most of your clothes do not bear the Gawain crest, but instead that of your grandfather, the checkered half of the shield sitting opposite the family's longsword, and outside of the villages and towns on your side of the mountains, it's enough to make the average man think you are a wealthy knight rather than a Mechwarrior.

By the time you've made it to the Knightway castle, you've been offered four different pretty young woman as wives, three of whom that seemed willing, and the last, slightly older, who threatened to gut you like a fish if you said yes. It made for a novel experience, but your smile at the threat only made her flash a proper skinning knife.

You can't say you dislike a woman with fire, but you had to politely decline her father's offer, citing you were already courting a lady that'd do worse than gut you if she found out you were messing around behind her back.

The Guards outside the gate don't even flinch as your transport rolls up to them, and only the man you speak with stops scanning the surrounding area for threats. When you show him his lord's invitation, he is quick to relay it up the chain, before a well-dressed servant shows you into the keep proper.

Lord Meric meets you with a smile, an handshake, and an offer of drink. You return the first two, but decline the third, taking an offered seat as he settles behind his desk.

"It is always good to see one of my neighbors, and George is a good friend. I know I invited you, but you look like you've come for more than my good company. What can I do for you, Elric?"

"Well, first let me thank you for your invitation, Lord Knightway, and congratulate you on your fine people. The hospitality they offered as I passed through their townships was greatly appreciated." He smiles as he hears it, leaning back in his chair as he waits for the 'But'. "You have been a good friend to my family, and I wanted to show some appreciation for that. I know that you've stuck your neck out there to help us succeed, and the least I can do is give you a gift in the spirit of that friendship."

You pull a second envelope from your jacket, this one lacking your family's seal, and pass it over to the man. He leans forward to accept it, reading over the description and spec list you've gathered for one of your freshly salvaged auto-cannons. The Mule is on the last run from the Artemis, and so not yet ready for salvaging the factory proper, but its easy to pass off where you found a lighter auto-cannon by saying you found it in the Shattered Isles, trapped within the lost arm of some battlemech from two hundred years ago.

He nods at that, mind already connecting the dots of a lighter Class-10 than can almost slot directly into where his current auto-cannon sits in his mech's left arm. You do make sure to point out that the enlarged bore of the cannon means he'll need to either retool some of his existing ammunition, or if he's willing to wait a while yet, your Father plans to build a proper factory for auto-cannon munitions in the following months.

Still, you would never give a useless gift, and so when he accepts, you make a mental note to include some of the salvaged ammunition with it.

"Well, I'm more than happy to accept a gift from a friend." He gives you a happy nod, before he settles back into his chair, face smoothing somewhat. "You've buttered me up with words and gifts, so here's your best shot, Gawain."

You give him a nod in return, pulling free your father's letter and passing it over to Meric. He snaps the seal cleanly, and pulls free the letter inside, reading it over even as you speak.

"My father goes into greater detail, but the summary of it is that he wants to offer our dropships as a means for you to sell your newly produced automobiles across the continent. This isn't Terra in the 21st century where there was a dealership across from every fuel-station, and your ability to market your vehicles will be fairly limited if you have to drive them wherever you're trying to sell them."

Meric lets your words hang as he continues to read, before he looks up to you, giving you a studying glance. "That's true enough, and what would he, and you, get out of this?"

"A small share of the profits, enough to make it worth our while, but not enough to make your production uneconomical. We would also hope that by helping you sell your automobiles abroad you'd help us to sell our Combine-tractors in your territory."

Meric leans forward, looking you in the eye as he speaks. "Five Percent."

A very low ball.

"Each Cab can't be more than, 3 tons apiece? You'll be selling them by the cargo hold. Fifteen." You counter, meeting him step for step. You might not have your father's analytical mind, or his savant-like ability to read a market in a moment or predict the winds of economics 300 light years away, but you can be savvy when you put your mind to it.

"You're right, there is a market for them, which means your commission will easily pay off if your men can sell them. Eight." He makes a good point, that by making this on a per vehicle basis, it'll be on you to sell them if you want to make back your costs. Still, you have the monopoly on rapid transit.

"Adding your automobiles to our cargo will limit the amount of other goods we can ferry around the provinces, which means it has to be worth our while to sell them for you. It would be one thing if we were purchasing them at cost of materials and labor, but we're only helping you to sell them further afield. Twelve."

His eyes narrow as you insinuate you don't need this agreement, that you have other ways to make money that don't involve him. "By selling through commission, you do not have to shoulder the costs of production and hope you sell enough to make payroll and cover materials, Gawain. I do. Ten, final offer."

You offer your hand to the man, and you shake on Ten Percent of the profits on any vehicle a Gawain Dropship moves, which should work out to a tidy sum when even your smallest dropship can carry a hundred of his vehicles. Now whether he'd be able to supply, or you sell that hundred is academic, but you have more than enough capacity.




There were hunters that did not stalk their prey, instead sitting in blinds for hours or days on end, sat up in tree or inside an old shack built in the day of their fathers, until that one buck, that one stag or bull wandered into their field of fire, and then their hunt was over.

You did not care for it, having tried it once years ago. It was, boring was perhaps the wrong word, wearying to sit at full attention for so long, listening to every creak, crack, and thrum of the woods around you, trying to isolate the large rustling that meant something bigger than a coyote was moving through the area around you.

No, by and large you preferred to walk, rifle in hand as you did your best to minimize your sound, always moving against the wind to hide your scent from your target.

So it was that you were a dozen paces behind Colin, his father another few yards behind you. The three of you were wrapped in camouflage patterns, the brighter green better disguising you against the bright summer leaves, while the bright orange sashes you wore would help mark you out or each other or other hunters. In your hands was not your usual fare of a high capacity semi-automatic, but rather the all-too familiar length of a bolt action, graciously loaned to you for this hunt.

You fell to one knee as Colin raised a fist, slowly lowering himself to a kneel just behind a split trunk tree. Carefully, you crept forward, coming shoulder to shoulder with him as he lifted a hand, pointing out a few sections of the forest towards the bottom of the hill where it broke into bushier clumps, usually marking where some hidden meadow ended.

"I just saw two young bucks, spikelings, move into there. I think that big buck we saw earlier was heading this way, so he might have moved into there." You nod as the heir speaks, his father finally coming alongside you. He repeats the details for him, before Colin starts to order you.

"Elric, I want you to move around to the left, about thirty yards. Dad, you'll go the other way, and see if either of you can catch one of them, or that big one as they leave."

You give him a nod, and start to creep away, taking a circular route down the hill, until you find a good spot, setting up with one foot braced past the tree, and you set your rifle up by using the forked tree as a rest.

And then comes the wait you don't mind.

~

You carry your catch back to the truck, one of the first production models of the Knightway cab and bed models, taking a few minutes to admire it, before the three off you load inside and head off another ten miles or so, giving it plenty of room for your shot to not have disturbed any more game, before you resume your hunt.

This time, Lord Knightway leads the hunt, skillfully moving through the woods of his homeland, and eventually coming up on the trail of another buck, slightly smaller than the one you bagged, but not so much that you'd think to leave it be.

It takes almost an hour of following its tracks, occasionally loosing them until you find another set, the animal having adjusted its heading. These woods are a bit drier than over yonder, and so the three of you have to take especial care not to make too much noise.

It's around then that the older man breaks off, going his own way as he finds a subtler track, leaving you and his son to follow the original deer.

You stop and kneel at another track, then you hear a sharp intake of breath from Colin. Not the noise you want to hear a fellow hunter make, as it suggests either surprise or pain.

"Don't move." He whispers aggressively at you, and brings his rifle to his shoulder offhand, the barrel almost directly where your head would be standing, and when he gives a sharp nod, your hands jump to your ears and you close your eyes as he fires the rifle. In this case, its not the sound that would hurt too bad, not with your ear protection in at least, but the concussion of the round that would rattle your head this close.

Cordite filled your nose as you rose to your feet, your hands falling from the side of your head as both you and Colin scanned for the buck he'd shot at towards the bottom of the holler the two of you stood just under the rise of. A flash of white at the bottom, and the two of you moved with a purpose, finding the animal half bent around a tree, not broken, just tangled where it had exhausted itself.

You can only shake your head at the odd posing of it, before you help your fellow hunter get his catch unstuck, and lug it back to the truck. By the time the two of you get there, Lord Knightway is already sitting on the tailgate, a third buck in the bed.

Hunting is certainly a masculine activity, but as you find, the camaraderie isn't as apparent in the doing, so much as in the aftermath where the three of you exchange smiles, and start to go back over the events of the hunt in your own words.

"I thought I was seconds from stepping on a trip wire, your order caught me so off guard." You admit to Colin, the young man flashing you a smile.

"Oh, that was a beauty of a shot, but I'm sorry I had to rattle you so bad. I've done the line drills with some of the light infantry, where they condition soldiers to remove their surprise at the sounds and smells of combat, and I remember how bad it was to stand in the front row as the man behind me used my shoulder as a rest. Even with the plugs in, I was still walking funny for a few minutes."

The two of you exchange looks at his wording, before you break out laughing, his father shaking his head in disapproval even as a smirk pulls at his lips. "You'd think for someone who's fought so much in a Battlemech you'd have better awareness, Elric. Have you just been letting the sensors do all the work for you?"

"You and I both know that there's a difference between catching a deer in its natural element and trying to hunt a Vedette-sized tank rolling through underbrush. One makes a hell of a racket, and the other is a Vedette." You counter, getting a grudging bob of the man's head as he scans the dirt path ahead of you for any obstacles.

"I've had to chase enough trucks and tanks in my day, that I can say this with certainty. Swamps are the worst." And you can only nod at his shared wisdom, knowing that some environments make combat a chore. The inability to maneuver the same in a bog or swamp, the lacking visibility in snowstorms, or the inability to vent heat properly in space.

"My shot was good, but yours was excellent. I knew that the first buck was probably in that thicket, but I didn't expect those two spikes to pick a fight with him in there."

"Like Commandos picking a fight with a Warhammer." You offer, earning a nod. "But I wonder, do you think he ran because he didn't think he could win, or because he just didn't want the fight months before the Rut?"

Colin just shakes his head, the pair of you bouncing in your seats as the truck rolls over a high point in the trail. "Oh, I think he just didn't want it. Your buck had what, a dozen prongs? He could have taken either of them. If I had a full belly, felt the best I ever had, and a pair of no sense squires tried to pick a fight, I'd either hand them their asses, or call them clowns and to go away."

"A man has to do his share of both." His father agreed. "Sometimes it's young men yearning to prove themselves, idiots trying to make a name for themselves, or fools whose desires exceed their reach. I've been the former two once upon a time, but thankfully never the last."

It's a companionable silence that falls over the three of you as you continue the ride back to the Knightway castle, three men basking in the feel of a hunt well executed.

Three good-sized deer could feed a family for months, if they preserved and rationed the meat, but for the nobility, this would see a generous spread on their tables for a week. Dozens of meals could be prepared from the cuts of a deer, ranging from roasts that will be smoked and slowly braised to tenderize the meat and flavor stews, rich broths simmered out of the bones and off-cuts, or steaks cut from the well worked muscles and seared on either side over a ripping fire. Sections of poor-quality meat will be separated from the rest, and ground down for use in other dishes or pushed into linings for sausage, meaning that very little of the whole will go to waste.

Even the bones will be thrown out to the dogs if they don't use them in cooking.

~

By the time you get back to the keep, get cleaned up and into your finery for dinner, the animals have been prepared, and in a wonderful spread before you are whole roasts cooked to a wonderful medium-rare, sections of tenderloin that have been pounded flat and fried up with breadcrumbs into jagerschnitzel, with a hearty mushroom sauce to finish the dish, and even a few small pots of stewed meat and vegtables. Your hosts, despite their northern location, even have fresh lemons on the side, to cut through the rich flavor of the meat with a hit of acidity if you so choose. Combined with sides of still steaming rolls, vinaigrette'd salads, and a few different dishes of rice and potato, it is a princely spread.

You are seated just to the right of your host, Colin framing you in on the other side, and putting you across from Lord Knightway's wife. She is a handsome woman, though it's readily apparent that her pale blonde locks were not inherited by her children, as all three of Meric's children share his dark hair.

"Elric," Lord Knightway announces beside you, "This is my wife, Bethany. Without her advice and commitment to keeping me squared away, I doubt I'd be half the man I am today." She takes his offered hand and gives you a warm smile as he leans over and presses a kiss to her knuckles.

"My husband has said much about you, Elric. He says that you are a capable soldier, a good commander, and even a fair hand at negotiation." You dip your head at Lord Meric's kind words, and she continues with a small smile. "I'm afraid I've not had the chance to see you at any events however, much to my regret."

"The regret is mine, my lady. When I was younger, I found my taste for parties and tournaments tainted, and it has taken recent events to bring me out of my shell. I find myself regretting letting one bad night keep me from making friends among my peers, and though it is young, your son has made an excellent companion and host."

The Lady Bethany takes your answer with good grace, "Your manners do you and your family credit, Elric. When next you see her, please tell your mother I send her my fondest regards. I have not seen my old friend in so many years."

"You knew my mother?" It's a connection that surprises you, and the lady gives you a soft nod.

"When we were girls, our fathers were friends, and so we spent many years learning, playing, and growing into ladies. We were around the same age when we met our husbands for the first time, though I admit I took longer to accept Meric's suit than Valeria did George's. Good matches both, but a thousand miles between our new homes made continuing our friendship difficult, especially between our contemporary pregnancies."

"I can only imagine." You say aloud, struggling to picture your mother when she was several months pregnant with your sister making any kind of journey far from the keep. With a lack of real roads between the capitals of your parts of Laoricia, the trip would have been very slow and perilous for the ill-prepared. "I will bring her your words, and see if I can't get her to send a few letters back."

"Oh, that would be wonderful." She says with a bright smile, before her husband effortlessly inserts himself into the conversation.

"Elric, you already know Colin, and my niece Emilia, but I don't know that you've ever met my other children. This is Brian, and my youngest is Aisling." You give the two children polite smiles, neither of them old enough to be of real interest to you. Brian is closer to seven than six, his sister just old enough to sit at the adult table with her family rather than with her nursemaid. Save for their dark hair, they are their parents in miniature, with the girl having her mother's blue eyes, her brother their father's brown.

"Strong boys and pretty girls," you say, turning to look at Lord Meric. "What more can you ask for in your children?"

"What more indeed? I am gifted in that area, but I hear that congratulations may soon be due?" His words are probing, but you just give a guileless smile in response.

"Lady Armmore is a good friend, and she has honored me with her company. It's not there yet, but soon I hope." You hedge, but it doesn't stop the man from waving a servant forward, taking a pair of glasses down from his tray along with a bottle of amber spirits.

"Then let us drink to your good fortune, and to the future of House Gawain. May you have little feet running around your home soon enough." You match his toast, clinking your glass with his, and take a draught of the whiskey, a flavor like cinnamon and smoke dancing on your tongue beneath the sharp scent of alcohol. It's actually quite pleasant all things considered.

"I'll admit Elric that the thought of children has crossed my mind often this past year, especially in matters of inheritance." You give a hum as he continues. "My BattleMech, the machine of my family for the last hundred years, is the Hammerhands, but you've gifted the recovered Thug to us. Colin will eventually inherit my seat, my estates, and the Hammerhands, so I ask you, as the person to create this situation, what should I do with the Thug?"

"Well, if you don't want it, I'm perfectly willing to name a fair price to take it off your hands." The man snorts at your jest, but you give him a real answer. "The way I see it, you have two choices. You can retain it as a household machine, like I have with my battlefield salvage, or your could found a cadet house when your younger son comes of age.

After raising House Tristain, and the relocation of House Ginenet to protect them from Gladwell's reprisals, my house does not have the lands for more lordly vassals, but I had BattleMechs that needed MechWarriors. You could call it presumptuous, but without a brother or a son, I turned further afield for pilots of my machines. I found two cousins that were knights in my family's service, and they have served faithfully this past year.

With Colin you've headed that issue off for the moment, having two able MechWarriors in your family, but if you were to ever recover more, then unless little Brian grows faster than weeds, you'll face a similar conundrum."

" 'Conundrum' is the right word, and I fear it closer than you think." Your eyes tighten at his choice of words, before the man waves your suspicions down, taking another bite off his plate as he mulls his thoughts. "You bargained well for your dropships, and got one of them for a pittance of their true value because I valued metal on the ground over mobility in the air. You will not be uncontested for long, Elric, when it comes to how many mechs you can deploy. Perhaps their size, or the experience of your pilots, but you will not be unassailable forever."

"I never doubted that. Sooner or later, the houses will start to grow their lances, Lord Meric. Nor did I miss that houses like yours have not neglected their conventional forces either." He nods at your words, settling back in his throne like chair as he meets your eye.

"Good, humility and knowledge are hard to come by with certainty. House Gawain has the advantage that you control off world shipping and imports, meaning that everything we purchase comes through your ships. What you don't control is continental shipping."

"Oh?" You ask, leaning towards the man as you soak in every word.

"Do you know how Gladwell managed to accumulate so many tanks without the Council or Gawain knowing? He bought them." A smile pulls at his lips as he sees your visible confusion. "He bought them from vassals and lords, shipped them into his lands. Oh, I'm sure he found some of them, pulled them from tar traps and mudslides that buried them alive in the past, recovered reparable chassis from old battlefields, but the point is that what he had, he did not bring from off world."

"This planet has a great many secrets, Lord Meric. I've had the privilege to find some of them out, and theorize about others."

"Like your combines, or my automobiles. I doubt it would surprise either of us to hear that one of the other lords has found a plant for guns, or bombs, or even combat-rated armor. You started this race of discovery and archeology. If you wanted to be uncharitable, you might even call it grave robbing."

"Why are you telling me this?" You can't shake the feeling that you're missing something, and the Lord leans into the table, resting his elbows on its edge as he looms over his plate.

"Because I consider your father a friend, and you a valuable ally. Things are not as static as they were a decade ago, and you are a player that everyone is watching for his next move. Court Armmore, marry that girl, and solidify your base of support. Changes made too fast might as well be based on quicksand, so make your foundations sturdy as bedrock."

You give him a nod, and soon enough the conversation drifts away from such heavy matters, and into lighter things, like how you spend your free time, what there is to do in your part of the country, any non-secret projects you're working on.

It is a stark difference from the gravity of your conversation with Lord Meric, though his words linger in your head long after you leave his lands for home.
 
3031, Summer and the Goddess's return.3 - Spending some more time with Samantha Armmore. New
Early August, 3031. Meleutia.


At this point, the guards at Samantha's borders aren't even surprised to see you, though there are enough men garrisoning their north border to give you a fitting honor guard.

Traveling with a group of almost fifty guards does make you feel safer, even if it verges on coddling. You are a MechWarrior, an accomplished marksman, and have accolades aplenty in matters martial. To suggest that a group of bandits or hired blades could threaten you or the twenty odd guardsmen that make up your usual group is almost ridiculous.

Almost.

You let them have their paranoia, as they scan the rocky crags that loom on either side of you as you pass into the valleys of Samantha's homeland.

The valleys seem brighter than when you last visited, the new growth of spring now mature and vibrant as they soak in the sun, fog banks rolling through with fresh moisture in the morn. With the fields of flowers that grow along the hillsides, it makes for a lovely picture.

The ride to the Armmore palace, as She's reminded you to call it, is fairly pleasant, with the only real annoyance being the overbearing vigilance of your hosts. Your hand strays from the reins in your hand, cresting over the grip of your sidearm where it sits cross-draw on your belt.

Thankfully, it never comes to that, as you soon see the Palace rise from where it sits on its low plateau, and before too long your party is dismounting in the courtyard, a small party of household knights and ranking staff standing at the entrance to meet your arrival.

At the center of their procession, the ruling lady stands imperiously, and you take exactly seven steps from where you dismounted, before you dip your head to her.

"Lady Armmore, I thank you for your hospitality."

"Master Gawain, I accept your thanks, and take you beneath my roof. Come as a friend, and enjoy the bounty of my home." The words she recites are not set in stone, but they do convey the proper message. You are a welcome guest, and one under her protection.

It's a bit much for two young nobles courting, but traditions must.

You give her another bow, before you cross the distance between you, and meet her with a hug, your frame easily able to lift her from her feet, though you restrain. She returns it readily, and soon enough you are seated in her hall, sharing stories over what has occurred in your lives since you last saw one another, or spoke outside of letters.

~

Things have been going quite well for Samantha since you were last in her province, with a few minor hiccups that only served to delay things for a little while.

The medical factory is producing limited numbers of high quality machines, easily a match for Hegemony products at the founding of the Star League. There were advancements after that point, but this is an excellent starting point to rapidly uplift her province's level of medical care.

Her people, with the thought of bounties in their head, have also uncovered a shattered mech, though aside from being larger than a Medium, little can be deciphered from a machine that looks like a dropship stamped it flat.

On the other hand, finding that did lead to her surveyors scouring the area for any other sign of salvage, eventually turning up parts of an assault mech, though clearly the original owner limped off considering that what they found were the lower arm actuators. Did net her a PPC, though it needs repairs and maintenance after being buried for two hundred years.


~

Compared to the feasts you've had several times over the last few months, the simple fare of bacon, eggs, and biscuits is a welcome reprieve. It's also easier to snack and talk when you don't have a four-course meal in front of you.

"And it's not totally wrecked?" You ask, using a rasher of bacon like a stylus as you gesture at Samantha.

"No, despite looking like a 'Mech twice its size smashed it. I doubt any of it is repairable, but my techs tell me that even if they'll have to cut the torso plastron into pieces to get at them, that the center column of reactor and gyro should be mostly intact. As far as they can tell, given that the escape hatch was blown open and the couch missing, the pilot must have ejected before it got crunched."

You can only cringe at the image, but you suppose you'd rather live than be smashed under the tread of an assault 'Mech. "Not a great look on a report."

"No, I wouldn't say as much." Samantha agrees, taking a bite of her biscuit and washing it down with some water. "Have you had any luck on your adventures? It's hard to go a few weeks without me hearing that one of your DropShips has launched off into the unknown."

"I'd say as much. I've made contact, and an ally, with a group of people that have settled one of the Shattered Isles. Nomadic group, they move about the island setting down roots for a season or two at a time, cultivate natural orchards and bramble patches for them to forage as they move through or reach an area while they build their camps and sturdier structures."

"They sound like an interesting group. Did they always live there, or did they arrive sometime in the not so recent past?"

You shrug, not entirely certain yourself despite Constantine's stories. "I've spoken with one of their leaders, and he said that his… call it four- or five-times great grandfather was part of the planetary militia and fought against Kerensky's troops when they came to pillage and disarm the planet."

Though the details have been lost to time, the houses knew that their ancestors had learned about Freirehalt one way or another, and having the planet sit in a SLDF database made more sense than blindly jumping into the black hoping to find a habitable world.

"I take it they lost." She says plainly, and you can't help the chuckles it gets out of you, earning you a playful glare from the woman beside you.

"I found craters I could use as cover in a BattleMech. Yeah, they lost. I don't know how many units deployed against the militia but they pissed off the SLDF, and they slammed their hangars, their bases, anything that looked remotely military or suspicious from orbit."

If there was anything you were glad had vanished in the succession wars, WarShips were one of them. Artillery was King of the battlefield, and an enemy in Orbit capable of sending rods from God was the fucking Emperor if they so choose.

"This is going to sound absurd," you open after crunching down another piece of bacon, cooked perfectly crispy by the Lady's cooks. "But I almost think I find too many things."

"Suffering from success? Oh, woe is you." You give her a side eye but ignore her snark to explain your thought.

"I found a cache of Endo-steel blanks, big enough for an assault mech, and I can't do anything with them. I mean, I could cut 'em to purpose for the Black Knight, and sacrifice a third of the material, but it just seems so wasteful, you know?"

You just shake your head, eyes turning back to your plate, and miss the ways that Samantha's teasing eyes widen in surprise, then tighten in interest. "Blanks for what, an 80-tonner?"

"No, bigger. If I had an Atlas, I could damn near give the thing a fresh set of bones."

"Huh." You honestly couldn't say you expected much else out of her, but then she speaks up. "You say you have almost enough for an assault mech, how much do you want for just one arm?"

That honestly catches you off guard, and you turn to face her more fully. "I'm sorry?"

"I said 'how much for the Endo-steel blank fit for an Arm?'"

"I don't even- A lot, but are you sure? I can't do anything with them, and I don't know if you could."

She looks amused at your reticence, before she grabs one of the napkins from the center of the table, a rather plain cloth, and pulls a pen from a pocket of her jacket and starts to write a short bond. "I will offer you Two hundred thousand crowns, roughly Forty thousand C-bills, in funds or equivalent goods, for one Assault-class Endo-steel limb blank."

She shows you the napkin, where she's written as much, waiting for your answer.

> Yes, accept. You don't know what you'd do with them anyway.

You look down at the note, before you take her pen and put your name to the literal-napkin contract.

"I agree to these terms in principle, though if you could set aside, say half of the financial stake and make up the difference in your new medical machines that would be great." You admit your words are a little scattered, but she takes the pen back from you, writing in your request, and adding her own signature.

"Very good, I'll get the funds and machinery ready to transport after we finish here. I'll take it I should expect delivery by dropship soon after you get word home?"

"I would say as much, no reason to keep either of us waiting any longer than we should." You can't help the small smile that pulls at your face when she beams at you. "Any chance you know what I should do with the rest?"

Her smile dims a bit but stays teasing. "Well, if you keep them, you might have a repeat customer."

You just shrug, taking the last bite of your biscuit and wiping your fingers clean with another napkin. You spare her a glance as you do and decide that a riposte is in order. "You know, you tease me for my earthly problems, but I have to wonder, do you have any clothes that aren't some shade of black, grey, or a dark blue?"

"Do you have any 'Mechs that aren't red?" She's quick to answer your question with a question, and you dip your head in acknowledgment.

"Touche, but yes I do. A medium 'Mech that the techs treated as a university cadaver."

She looks a little surprised at that, before she gives you a tiny nod, almost imperceptible. At your inquiring tilt, she expands. "I do have clothes that aren't so dark. If you keep meeting me halfway, you might just see them."

Oh.

Oh.

You'd swear she was enjoying watching you blush as red as your BattleMech, before she relents. "Oh, get your mind out of the gutter, Gawain. They're not fit for noble company, but not indecent."

~

The venue changes as the two of you finish your meal, and start to take a walk around her home.

To call it lavish would be an understatement, as each corridor is as richly furnished and decorated as the entry hall of your keep, showing masterful paintings, tapestries and a hundred other little things to showcase the power and wealth of the Armmore family. It certainly paints a picture for you, though you have the inkling that Samantha had very little to do with the placement or sheer number of them.

You enter into an interior garden, butting up against one of the exterior walls, and take in the noon-time sun beaming down through the glass dome that rests over it. A pair of metal chairs rest in the center of the walk, where the path cuts straight through the center of the circle the cut stones make, dividing the garden into four quarters.

"My mother used to spend her days working in this garden," Your host explains as you push in her seat, taking your own a quarter away from her. "Since my father died, she doesn't like to come here. He had it built for her when they married, so it falls to me to come in here and tend to it."

You nod. "My father built the clinic that sits within our keep's walls for my mother. She isn't a doctor, but when he became Lord, he wanted his wife to have the best care possible."

You see Samantha's interest pique at that, even as she files it away in the folder of her mind labeled 'Gawain.' "I take it that's where you were born?"

"No, I came just after my Grandfather was lost. I spent a lot of time visiting my mother in those last few days of her pregnancy with my sister, though. I don't mean to be inquisitive, but what about yourself? Were you born in this palace, or did your father bring your mother somewhere with better care?"

"Both myself and my sisters were born here, in the keep. My father hired the best midwives he could find and brought them here. Given that we're alive, I suppose it worked."

You can only share a smile with her, as your head turns to scan the garden itself. You see locks of lavender climbing from the flowers at their base, while in other places white flowers are in full bloom, carefully cultivated roses shining like rubies on their thorny stalks.

You talk about a few other things, before your conversation meanders back to more serious business.

"Lord Summermere's brother is displeased with his conduct." Samantha's brow rises, but she doesn't say anything, so you continue. "He would displace his brother, make different choices than he has, different friends. I was hoping you might have opinions you feel free to share."

"How does he plan to displace him, dishonor him, perhaps? What'll happen then? Will he spend the rest of his life in luxury in Corum, or be exiled to the Sphere for his stupidity? The man owes me blood Elric, and I'll have my pound of flesh before I'm done with him, even if the council says I can't."

"Then don't bother with Trajin, work with his brother. If you make it clear that you and I, the Lady Armmore and the Heir Gawain, both regard Trajin as less than the dirt on our boots, then people will take notice. When they take notice, it'll sting Trajin's pride, and he'll make the first move. You can't just walk up to his border, declare his crimes and challenge him to duel settled in death by combat.

But let Philip whisper in his ear how you're slandering him, and he'll act like the bull on his banner. Hell, do it right and I won't even have to second for you to make sure his vassals don't interfere."

Samantha mulls that over like a dog with a tough bit of meat, and you wait wondering what she'll say as she works her jaw. Finally she speaks.

"Fine. Philip is not guilty of his brother's crimes, but Trajin will die before this feud is over, Elric." You nod, and take the hand she's put on the table in a firm grip.

"That's fine, so long as you don't. Kill him dead, put a slug through his cockpit, and walk away."

You honestly wish you could settle this for her, but she'd never be able to forgive you if you took her vengeance for her.

"I will." She declares, squeezing your fingers. "Now how do we do it?"

> Truth can set you free. The best kind of slander is the kind that's true. He conspired to kill Samantha's father, and She knows it.

"We'll spread rumors about the truth of your father's death, that it was Summermere's hired gun to pull the trigger, and Lord Oswin was his patsy to cover up his involvement. We'll say that Oswin confessed when faced with the reprisal that you would naturally fall on his family. You didn't bring this before the council then, because you didn't have any proof-"

"We don't have proof other than the testimony of a dead man and a letter that was purposely anonymous." Samantha interrupts you, but you give her a shake of your head.

"Right now, proof doesn't matter. What matters is that you'll say you have proof, and Trajin can't take the chance that you do. We'll even tweak the story, to something I know almost happened before."

"What could be worse than murdering my father?" Her question is pertinent, but you table it, and start to weave a tale for her.

"Bear with me for a moment. Imagine that you are a Noble lady of House… Godsfield, you have nothing to do with house's Summermere or Armmore.

You learn that the Lord Armmore died tragically in a hunting accident, and think nothing else of it. Damn bad luck, and that's it.

But then you hear some years later that Lord Armmore did not die in an accident, but that he was murdered by his bodyman, who had been paid off, the murder covered up by one of his own vassals. Shame about the lord, but then his Daughter, Lady of fine breeding and intelligence, manages to overcome the challenges of her situation, and refutes the suit of a Lord that had been at that hunting trip. She meets her true love," You ignore the flat look she sends you at that. "And discovers the man who's suit she refused, was in fact the master mind of her father's death. His plan was to kill the father, marry the daughter, and take for himself and his house the wealth and prestige of his betters.

Incensed, she fought back against this conspiracy, and with the help of her true love, she takes her due from the bastard responsible for killing her father."

Samantha, at a glance, in not convinced, but enough of it resonated with her to make her nod. "Though the end hasn't happened yet, I'd point out."

"A matter of time." You counter. "This is how it'll play in every household across the continent, that you were the filial daughter avenging her father. The rumor will run faster than either of us can imagine, and combined with the storybook justice it seems to embody, the people and the nobility will see you sympathetically. That I have a witness to House Summermere's last attempt to steal from their fellow nobles, will only help."

Samantha nods, again, more certain this time. "And you think this will work."

"If it doesn't," you declare. "I'll hold off everyone else, while you tear him from the Awesome."

Your plan would take time to execute, time spent waiting for the right whispers to reach the right ears, to spread from province to province, but eventually it would get back to Trajin, in its original shape or not.

Leaving you with a month to spend with your courtship partner, and to learn about her and her people.

What good timing.

~


Your time in Meleutia cannot just be spending time alone with her, or as close as you can get with a guard posted at every door, but also coming to know Samantha as she is in public. Despite the negligible difference in age between you, she is a step above you on the ladder of feudal responsibility, your father's equal rather than your own.

So it is that watching her hold court is a fascinating way to watch the gears tick and see how she weighs what she hears from her petitioners. Many of the issues are similar to ones you've heard before when you've sat in your father's place or watched him hand down rulings in person, but some are removed just enough to seem novel to you.

"I shot the animal, hunting it on the lands I have your ladyship's permission for. That it ran off before it realized it, and died on his lands does not mean I was poaching!" The speaker is an older man, clapped in irons about his wrists as he makes his case directly to the Lady of Meleutia. He must have been caught trespassing, per his own admittance, not far from the keep itself.

"My lady, the woods he claims to have hunted in are a part of your demesne, but the deer only migrate through there at the end of the fall, not the height of summer. My estate cultivates a small herd of deer for any guests that enjoy the hunt, and the animal he shot bears our mark." The more portly man is better dressed than the hunter, his clothes brighter hue a clear shine of quality and value. You'd peg him as a merchant, perhaps a landholder who's parents earned the estate and its lands some time ago.

You'd swear that Samantha's eyes gleam as she sits her throne, the stout construction punched through with fine embellishments, like someone had taken the carved wood of viking raiders, boats, and battle, and wrapped them in foil of silver and gold. "Good hunter, forgive me for not knowing your name…"

"Thomas, Your ladyship." She nods at his proffer, adjusting her words.

"Thomas, you say you hunted the deer on my lands, while you sir, say he hunted it in your estate's woodlands, as the animal bears your mark. I can only conclude that parts of both could be true." The richer man moves to speak, but she merely raises a hand to silence any outcry, continuing. "Thomas, were there any signs of where you passed through on your way to hunt the animal in question?"

"Yes, your ladyship!" He all but shouts, nodding happily. "The blasted thing had all but wondered into my camp, and I had barely stood from my fire when I saw and shot it."

"And I imagine you can lead some of my guards back to the site, to show that you were hunting in my woods." She smiles at his fervent nod, before turning to the other man. "You say the animal was marked, and I'm sure that my man can confirm that, meaning that Thomas, knowing or not, did kill one of your herd. If Thomas has told the truth, and your animal did stray, then you are owed half the harvest." She pauses, looking between the two of them. "I don't imagine that you just left the animal to rot, correct?"

The man is poleaxed for a moment, before he straightens up, shaking his head. "No, your grace. My footmen recovered it when they found Mister Thomas setting his pack down and preparing to 'dress' the animal."

"Then I have made my ruling. If Thomas' campsite was on my side of any border, then he hunted the animal legally, his trespass made whole by sharing the spoils of his hunt. Is this agreeable, or should I send word to my cooks that I'll be having venison tonight?"

"Most agreeable, your ladyship, thank you."

"Quite acceptable, your grace. By your leave."

She nods at each and dismisses them, moving onto to hearing the next petition even as her guards remove the hunter's restraints. You can't help but admire how at home she is dispensing justice from the throne of her father, but given she's held it for over five years now, you'd expect it comes with experience.

The cases that follow that demand her attention range from pitiable, to pointless, to the outlandish, with some being just a curious study into why human beings should not be trusted with anything more complex than a slingshot. You swear, you've heard just about every variation of "And then his bull jumped my fence and put a calf in my prized heifer." and never is the situation better solved than asking 'who wants the shoulders and who wants the haunches.'

People tend to dislike the thought of 'dividing' such a young animal so directly, and that leaves them open to considering other ways to mend fences.

While Samantha cannot shake her head dismissively at her subjects 'important' problems, you are under no such considerations, but for her sake, you do your best to keep your amusement to yourself, glad to be off to the side of her throne room.

To be clear, she treats the cases with surprising care, making her people feel like she does empathize with their troubles, and generally providing solutions to resolve them amicably, but her expectations of her petitioners change when it's no longer the common folk that ask for her help, but when men of means and nobility come for judgement.

It is almost impossible to miss that the two knights are separated from each other not by the embellished armor of Samantha's household guard, but rather the sturdy, plain steel of her watch-stations garrisons. These men must have come close to blows many times on the way here for the squad's sergeant to feel their presence necessary. The two knights are dressed in their war-gear, a mix of modern webbing and metal plates over their limbs that most soldiers wear given Kevlar and ceramic's rarity among the soldiers of Frierehalt, but even with their armor, it is clear that the two have exchange blows already, with scabbing cuts that you'd bet real money are a match for the opposite's gauntleted knuckles.

"Lady Armmore," the lead trooper begins, "Sir's Oakley and Elkshod have breached your peace, and damaged what was not theirs to harm, irrevocably." The court seems to lean in at that, with everyone wanting to know more about what is clearly an intriguing drama. Their thoughts shift quickly, as the sergeant explains further.

What exactly caused this feud between the two knights has been lost in the telling, though you're sure that if either of the two knights were to break decorum and speak out, you'd hear their version of events, but the results are quite clear. The two knights took their mounts, a pair of Partisans, and dueled not far outside of a village that owed its fealty directly to Lady Armmore.

A Partisan is a heavy tank and has a great many guns mounted to its hull, fitted for what most Mechwarriors would call long range. Expecting perfect accuracy would be absurd, but even then, you'd expect a pair of mounted knights to be able commanders of said tanks and to use them well, choosing ground that would maximize their advantages and remove the chance of uninvolved peoples getting hurt.

The death of twelve people, three of them children, due to a dispute over honor they might barely have realized was happening, is enough to set your blood to boiling. You are not the only one, as many of the minor nobility or burghers that wish to witness their lady's justice look on the two knights with naked hot anger.

Samantha does not.

There was an amused gleam in her eyes an hour ago, setting the deep blue of them like rolling waves as they displayed her interest. Now, they are so flat, it's like looking into the black as she sits there, pondering.

She does not sentence them instantly, that would be a display of arbitarity, a disregard for law. So, instead she asks a question.

"Do you dispute the charges, leveled on you. Sir Oakley?" Her voice, commiserating, cunning, happy, is now as steady as the hum of the Knight's fusion engine, and carries none of the warmth.

"I did duel Sir Elkshod, as is my right-"

"That is not what I asked." Samantha cuts him off, leaning forward in her throne. "Do you dispute the charges of murder?"

"I-" The knight swallows, knowing that the ice he is standing on is so thin, he can see the shark swimming beneath him. "I did not fire the shots towards the village, I cannot be held account-"

"Silence." It is not a loud word, but the effect is plain all the same, as the man shuts his mouth. "You brought on this duel, the two of you choose to fight there, and now you both share the blame. I will not ask a third time."

The knight, staring down not only his lady, but also his fellow nobles and knights, can only shake his head. When Samantha turns her gaze on Elkshod, the man is firm in his stance even as he refuses to dispute the charge.

"I answered Sir Oakley's gauntlet, and though I regret the place of our fight, I could not let his words stand. Let me pay weregild to the families, your grace, as is right and lawful." To a layman, this is almost a confession, the knight admitting wrongdoing, giving motive, and even offering a settlement. It is an appeal to Lady Armmore, to Samantha, to respect the word of Law, rather than its spirit.

She leans back, as if soaking in his words, before she looks to the trooper standing beside him. She cocks her head, before dipping her head towards Elkshod. Without wasting a second, the man buries his mailed fist in his unarmored gut, folding the man over and forcing him to his knees as he tries to regain his breath.

"Weregild. Two, maybe three, families are dead, And you speak to me of weregild. Who should I send those crowns, the mortician that collects what remains of the victims to bury in a shared lot because he can't tell who's parts belong to who? Shall I send it to their kinsmen, and tell them that this buys out vendetta, deny them their rightful vengeance for your gross misconduct?"

She waits for an answer, theatrically, before she rises from her throne, standing tall on its plinth. "I cannot and will not, for I would be a hypocrite. Sir Elkshod, Sir Oakley, you will die for this, because I cannot deny their families' the fate I will deliver to my Father's true murderer. I will give them all the justice I can, so that the longing for blood does not fester in their hearts as it has in mine." She looks to her men, and gives a stern nod, leaving them to drag off the knights to her cells.

By this time tomorrow, the two will be a head shorter, and justice satisfied.

"Court is closed for the day. Speak to the Watch-captains, or the seneschal if you have truly pressing concerns that cannot wait for tomorrow. Elric, if you would?"

~

Climbing up to her office, you half expect her to grab something and fling it at the nearest wall when you close the door behind you. This last judgement strikes a little too close to home for her, and even you know the fear, when your family was a hundred yards away from the Ginenet Warhammer.

She does not explode, rather sinking into her plush chair, cradling her head in one hand as she goes over the last judgement over and over again. You give her a moment, before coming around her side of the desk, and resting a hand on her shoulder in support. She shifts slightly at your touch, lifting a hand to rest on yours.

The pair of you sit there in silence for a few more minutes, before your lady-to-be has calmed herself, relaxing into herself. There is not much to be said, for in your eyes She's done all she could or should do. Those knights broke their oaths to satisfy their personal crusade, and in a single battle changed the lives of dozens of people for the ultimate worst. Their sentences, and they knew it before they were dragged to their lady, were set in stone well before they actually arrived.

It would have taken a miracle for them to live, and you think they should be thankful that Samantha has not outright declaimed them, their families, or their past honors, even as they wait for dawn.

But with such heavy topics, you find it best to find something else to do, to take your mind from such concerning things. Her knights hurt her people in their ignorance and foolishness, so its only right that she should go see how they live, right?

She just looks at you when you bring up the idea, a bit of luster returned to her dark eyes. "You want to take me for a night on the town, incognito, while also being one of the most well known names on the planet?"

"Yes." If anything, she looks, quite interested actually, before her face flattens once more.

"Elric, I'm not sure what passes for normal wear in Laoricia, but I don't have much in the way of men's clothes for those of lesser standing."

You just shrug, giving her a smile when she raises a brow at your unbothered reply. "Put on your plainest clothes, and I'll handle my own, and meet me by the gate in," you check your time piece, "Call it an hour. We'll be in the town proper well before the dinner rush and we'll get to explore some without having the title of lord and lady hanging over our heads."

All Samantha can do is shake her head, before she gives a squeeze of your hand. "Very well."

You can't say you expected to do this when you arrived, but you are also a man that tends to pack a little more than he should. Your baggage has already been taken into your room, and opening the case that has your clothes lets you take out a pair of worn but intact denim pants, a set of sturdy boots you broke in years ago and rarely do more than wax, and a few shirts that will say 'working man' under your simple leather jacket.

For all that Freirehalt has lost in technology, it has not lost its grasp of good, solid clothing that will keep you covered, keep you warm, and keep you protected from the elements. Stereotypes exist for a reason, as there is often a mote of truth in them, and with the sturdy weave of denim and flannel, you are well situated in several of them.

You finish the look by putting on the cap you liberated from one of Samantha's servants over a year ago, making you look like a Meleutia workman, coming back from the job site for a late day meal. With the dirt you'll pick up riding down the path from the palace, you doubt you'll look very out of place in a busy town that sits not far from the ducal palace.

You find Samantha standing at the gate, a few of her guardsmen doing their best to look innocuous as they loiter without their armor, several of them still giants of men that only got that big with the help of a lord's kitchen, or by working long hours and eating giant meals on the farms that sit on terraces around the valleys.

Her dress is simple enough, really more of a skirt the loops around her waist to reveal a puffy white shirt and a well loved vest that may be a touch too big for her. She's pulled a ribbon around the middle of it, tying a pretty knot that cinches the sides in close despite only having a single proper button done.

She even has a not-too-nice pair of boots on, scoffed with dirt, but lacking the fine embroidery you'd expect nobles to include in their wardrobes.

You greet her with a smile, her incredulity giving way to grudging admiration that you could in fact make yourself look like an everyman. "You look acceptable, Elric."

"And you look too pretty by half for a miller's daughter, but lo is my fate." She blushes at your naked compliment, and you laugh as she turns her face away. "Now, my lady if you'll follow me, I'm sure we can get a good horse to take down."

"Follow you? These are my lands." You just keep walking, even as you hear her mutter behind you, and sure enough you pass a few crowns to the stable boy for his good work, taking one of the plainer rouncey's, and lifting Samantha into the saddle in front of you.

"Do we have to take just one horse? I can ride perfectly well you know."

"Nobles riding is expected, even ladies going side-saddle, but the people don't usually own so many horses, meaning that its the man that usually learns to ride or lead if they have one. Don't worry, I'll not give this one cause to throw us." You give your horse a stroke down the neck, then a click and a squeeze of the stirrups, and you start down the winding road.

~

You set a decent pace down the path, and sure enough by the time you get down to the base and on your way into the town, you've picked up a fine layer of dust about your boots and the hem of your pants, and no one bats an eye as you ride into the town proper.

You are just a young man, with a young woman, coming into town for a day and night of fun and care. You are hardly alone in that either, as you see many summer couples out in force as they walk the streets, their work days coming to an end and leaving them free to spend time with the cute girls that caught their eyes.

You pay the rental at the stable from your own purse, pressing a five-point into the boy's hand as a tip, and start down the main street of the town.

You're almost surprised at the amount of glass you see about the place, with well done windows letting passerby's look in from the street to see jewelry, carvings, even toys, but you note that those expensive panes only seem to linger on the first floor of the buildings, as from the second level up there seem to be few, if any windows. With how cold the valleys like this can get, you don't doubt its an intentional design, to capture whatever hot air they can in the residential floors above the shops.

Walking arm in arm, you are mindful when Samantha stops, her eyes lingering through the pane at a set of earrings, small amethysts set into silver like teardrops. You give her a glance, one she misses, and wordlessly steer her into the shop proper. Out of the bright sun, the shade of the shop lends it a welcome temperature, and you let Samantha's feet guide you as she looks around the displays, where a few fine sets of matching jewels and a dozen rings sit.

You carefully lift one of the rings from the display, looking it over and admiring the craftsmanship of it. To your eye, this was not done by mold, instead the three bands that come together at the bottom of the ring were forged separately, before being welded together with a fine touch, the beveled gap between them carefully maintained with file and torch even as they are anchored together. The bottom is narrowest part of the ring, as the three bands flare apart as they come around to the top, where a setting of gold once more connects the three, a large sapphire set in the middle and flanked by smaller diamonds.

For most people this would be well outside their price range, and you know knights that would struggle to meet it themselves. It is plainly fine work, but you set it back down unto the display all the same, as it sits well outside the range that a 'jack or miner could easily meet. Looking over at Samantha, she has wondered back towards the window, where she can get a clearer look at the earrings that caught her eye.

"Your lady seems to like set number four." You almost startle as you turn to the side, coming face to face with a quite short man, who's hair has darkened from an almost white blonde to grey in spots. His round spectacles and happy smile make him look harmless, but you've been around long enough to know looks are not everything.

"I believe we're just browsing, Sir." He doesn't seem to even care that you had spoken, as he turns back around to look at the ring you'd touched.

"Ah, I enjoyed that one. The Sapphires are native, but the diamonds come from further north in Laoricia. One of Gawain's foremen owes me a few favors, and so he sends me word whenever they find a decent lot of gems." He catches your suddenly interested eye, showing you a toothy smile. "I pay for it, I assure you. Angering Lord Gawain is a good way to have trouble darken your house."

"Isn't it 'Darken your doorstep?'"

He shakes his head, throwing a hand up in wave. "When you anger Lord Gawain, his Son seems to always show up in their machine. I remember years ago when Lord Armmore, God rest his soul, angered Lord Arthur Gawain. They fought two valleys over from here, where no one lived. Shook the ground, and opened two new mines by the time the Black Knight left, having satisfied his honor."

You can almost picture the scene, and you think you can read the subtext of how those mines were suddenly discovered. "It must be a sight to watch those machines clash." Your words are wistful, but the man shakes his head all the same, turning back to face Samantha.

"I've seen my share, and I wouldn't wish it on any but the fool hardy and brave." He flashes you a wink, before he catches sight of something that makes him still, brow rising. Evidently, whatever it was passes quickly, and the man's cheer returns. "Oh, young love. Well, lad, either help her pick something out, or get ready to pay. She looks just like her mother when she was that age."

You control the surge of alarm, and instead give the jewler a nod as you return to Samantha's side, where she's looking at two sets of jewels. They're not the most extravagant things, but they seem to mirror one another, with one set being the amethysts in silver, the other emeralds set in gold.

"Ah, Elric. These are beautiful, but I can't decide between them."

Taking one of the silver earrings up, you hold it against her ear, as if it was pinned there, getting an odd look from Samantha, before you nod.

"We'll get this one," you say tapping the matching set. "And you can wear it to dinner."

As fine as they are and the skill of the craftsman, this particular set strikes you as intentionally plain, meant to let the materials speak for themselves. Contrasting them against her skin, they don't look so out of place as a sunny gold would, and with their deep purple, the gems will help bring out her eyes is almost any dress she wears.

She nods, but before she can pick up the little display box, its already in your hand, your long strides carrying you back to the counter, the old jeweler tapping away at his old register.

"Set number Four; 2 earrings, silver, amethyst, set in teardrops. 1 necklace, silver, amethyst, arranged in a triangle arrangement by chain. Excellent choices, sir." He finishes adding up the value, before he names his price. You don't even bother pretending to cringe at the number, easily a months wages for a common laborer, but easily affordable to someone in your position. You count out the coins, starting with hundred points and descending from there.

Its honestly a fair bit out of your purse, but for the small smile that lingers on Samantha's face, it is well worth it.

You pack the jewelry into a provided bag, tucking it away into your jacket for later. With a final nod to the man, you and the lady Armmore leave his shop, continuing down the street to see what else you can find.

There are a few places that catch your eye, ranging a small theater that you have to double check is not part of a gentlemen's club, a shooting range, to, of all things, a Book Store all within a block of each other.

While her eyes linger on theater, her feet carry her into the range, apparently having taken your suggestion to blow off steam rather literally. The place itself seems rather cozy, featuring shelves that hold a great many supplies for hunting, but it doesn't take you long at all to rent a pair of revolvers and purchase tickets for the range proper.

"Oh, I almost forgot." The man behind the counter, suddenly announces. "We're having a contest, the best shot with twelve rounds wins this." From under the counter he pulls a carved wooden box, which he opens to reveal a fine case for a handgun, though it lacks a gun itself. "We've had two dozen try for it, but no one's managed more than nine in the bull."

To your surprise, it's not you that asks the obvious question. "What's the range?"

If the attendant is surprised that Samantha asks, he doesn't show it. "Our range goes back to fifty yards. The Target has to be against the Backboard, or it doesn't count." He leans forward, and whispers. "One guy got all twelve in at twenty five, and got beat for lying when the range master pointed it out."

Fifty yards with a revolver you've never sighted? That sounds like quite the challenge, and evidently Samantha agrees. "When does the contest end?"

"Today. As I said, our current leader is nine in the bull, so if either of you manage to get ten, you've got great odds to be the last one standing."

You exchange a look, before looking to the attendant. "And there is no entrance fee beside the range fee?"

"No, sir. We provide the 12 rounds, your fee covers admission, and you can fire at your own pace."

~


You slide the spent casings from the revolver, and from your first set take up the dud round, slotting it into your weapon, just as Samantha does the same beside you.

You take a deep breath, letting it out as you bring the weapon up one more time. You pull the gun to the left, having gotten a feel for how it shoots with the improperly calibrated sights. You get a nod from the range attendant, and you look down the length of the gun, and pull the trigger.

It's not your best shot, but as you work the pulley to bring your target back to you, you can't say it was a bad shot either, only an inch down from the center of the bull, firmly in the black but just a tad low compared to the one you put dead center on your second set.

You hand the paper target off to the attendant, and the man starts to count.

"Seven, eight, nine, and Ten! Not bad at all, sir." The man finishes, writing his name at the corner of the target as a witness. "Show this to the man out front and you'll be the top of the board."

You give the man a nod, clearing out the last shell from your revolver's cylinder, and head back out, returning your gun, and handing over the tallied target.

"Well, I'll be. You sir, given the hour before closing, are probably the winner!" The man is surprised, but its clear that aside from the carney like nature of the game, he's not trying to scam you. He passes the gun case over to you, and together you leave the range with Samantha.

Looking at her, she's a little put out she couldn't do better, but unlike you, she can't really blame the ammo for her missed shots. That being said, you're surprised how good a shot she is, considering.

Eight of Twelve is more than half, two thirds even, and at fifty yards is a difficult thing to do to hit a bull only four inches across.

~

Your day winds down after the range, as you continue to walk around the town, looking in on a few shops, browsing their wares as you talk and compare what you might find in Laoricia with Meleutia, and eventually, as the sun starts to hang lower in the sky, the two of you are quite ready to eat.

Samantha looks quite pretty in her skirt and shirt, shiny earrings hanging from her ears as you find a small restaurant sitting on a corner off the main street, and while the man working the front looks a bit concerned at your rugged clothes, you just wave him off and say that your check just cleared. Whatever image he started to build off just your dress, he is far more amicable when he shows you to a table, laying out a set of wood bound menu's, and asking if you'd like anything to drink.

Its no tavern, but the spirits on offer are not lacking, and so you order a local ale, your companion a dessert wine, the man giving the two of you nods as he leaves you be.

"So how have you found my province, Elric? You've seen it as a noble, and now I suppose as a more common man." Samantha's question is expected, and all you have to do is be honest.

"Meleutia has proven lovely, and its people warm and receptive. I can only hope that when you come to Laoricia that it can show you the same hospitality."

"So do I. I have enjoyed this adventure more than I thought I would, but before you go I want to reimburse you for the jewelry. They're wonderful but-"

"No." You say with a smile. "They were gift for my friend, and if you try to pay me back, I'll take it as an insult." Samantha's face is set in stone as you deny her, but her eyes flicker with emotion, until they settle on, what you'd best guess is amusement.

"Very well, if that's how you wish to spin it." She sits primly in her chair, years of manners showing through despite her more common dress. "My mother has asked after you, you know? She has been in mourning for my father for years, and when last I visited her I mentioned that I was being courted." Samantha's face is complicated as she says the last, equal parts happy to think of her mother, but twinged a touch sadder. "I all but raised my sisters the first year, became the sitting lady and began to rule a province, but now is when my mother decides she should parent me again."

You can't speak to the specifics, but you can commiserate. "It doesn't matter how old you are, they birthed and raised you, and now they've got a fishhook they'll pull when you start to go astray. I love my mother but its only lately she's started to lean off the rod and let me swim."

"I remember your letters mentioning that. I hope the deluge of offers has stopped?" You can't help but shake your head at that.

"Only the topic has changed. Somehow several letters tried to address me as the head of household, and try to go through me to ask after Natasha's, my sister, hand. I burned those out of principle."

Samantha brow furrows at that, likely having dealt with similar letters for her young sisters. "Natasha is of marrying age, is she not? I know she's years younger that you, but not much else about her."

"She is, but I, and my father have decided to let her make her choice. House Gawain is powerful but small, and while alliances have their value, I'd rather my sister not smother her husband in his sleep. Thankfully, I don't think I have to worry about that anymore."

"I'll take your word for it." Samantha's reply does not dig any further into that, and your conversation is briefly interrupted as a man brings you your drinks, leaving the bottle for the lady's wine.

With your drinks delivered, you order your food, a country-fried steak, though from what country it was derived has been lost to a millenium of people claiming to have invented it, while Samantha orders one of the specials off their menu, consisting of steak, scalloped potatoes, and a side of butter tossed broccoli. The server is also kind enough to leave a small basket of fresh rolls, still steaming when you break one of them open.

"I don't think I've heard you had sisters until now." You remark, and Samantha takes a sip of her wine before she answers you.

"My sisters are far younger than I am, and I don't think had been introduced at a council or event before my father died. Its unsurprising you don't know of them. Little Frida and Astrid are twins, and about ten years old now. Frida is the more outgoing of the pair, but I swear Astrid is the bigger trouble maker." Samantha giggles at a memory, sharing it with you once she stops. "I'm not sure how, but Astrid convinced a troop of my guard to obey her, and so a ten man column formed, marching up and down the halls, little Astrid on the shoulders of the sergeant as she directed them like a composer."

"Really?" You ask, getting a chuckle filled nod. "And I thought it was bad when I robbed the kitchens blind when I was a child. I don't think Natasha ever got up to something like that, but I was the bad influence on her, so take that as you will."

"You, a bad influence? Why, next you're going to say that you became the beacon of chivalry because your father relegated beating you."

You ponder that for a moment, before you give a so-so gesture. "I'm no beacon of chivalry, though I try to abide with honor. I passed into Sir Christoph's care the day my father learned about my thefts, and figured that if I had the energy to steal, I had the energy to learn." You can only nod along as you think of it. "He was right, and I learned far better with a blunted sword in hand, or with a rifle on a range, than I did sitting at a desk. Ironic, as all things go, that the latter is where I spend most of my time now."

Samantha raises her glass. "Here's to desk work, the bane every lord and commander from here to the Concordant." You clink your stein against her glass, meeting her toast, and the two of you take a good pull from your drinks.

Honestly, the local ale isn't too bad, a touch bitter but it has more flavor than some beers your knights have tried to tell you were good.

"Thankfully, its not all desk work. Why, I remember this time when I was apprenticing…"

The dinner you share with her, here in this middle of the road restaurant , is quite pleasant, and you learn more about your hopefully-spouse, tell her about your home, the children that run around your halls now, and even share some funny stories related to your mechs.

Samantha evidently mounted a very fluffy pillow into the Highlander's cockpit for the first few months she piloted it, as she had a bad habit of slamming her head into the headrest when she landed from using the jumpjets.

You return the story with how your techs came a hair's breadth from painting your mech the colors of the rainbow, as bright as they could, after they kept seeing you pull more and more salvage in.

"The more you talk about it, the more I think you a squirrel, Elric. You just seem to hoard things. Parts, Mechs, money. What are you even going to do with all of them, start a war?"

"Well, I'll burn that bridge when I get to it." You reply, earning a flat look. You pull back some, using the motion to dab at your face with a provided napkin. "For now, build, develop, and sooner or later I'll be glad I have them, rather than need them and not."

She nods along at that, and soon enough you are on your way back to the Armmore palace, with full bellies, and thinking minds.

~

It is in the days and weeks that follow your little outing to the town that you come to know a bit more about the people that Samantha rules, as well as some of their customs. To your eye, Samantha is more hands on than most lords, taking petitioners both big and small, important and not, both as a means to endear herself to her people, and also to give her a chance to nip a problem in the bud before it escalates out of control.

More than once, a Lord's soldiers have had to march and put down a tiny rebellion because a local landlord, sheriff, or mayor got it in their heads that they were important, and that they got to make the rules. Rarely are those incidents handled peacefully, considering that some men are far more willing to take their chances when they have a weapon in hand before the violence starts.

They are a hardy people, making their living in the valleys and mountains, but there is a powerful sense of community among them, hidden as it is beneath the interconnected web of clans and family relations. Friends are as close as brothers, enemies fiercer that relatives, and more than one dispute is settled not by lordly dictate, but by rivals joining forces against a party that has no business interfering.

You become a familiar face for the knights and lesser lords and mayors that seek their Lady's council, and you have to wave off a few that try to come to you first, to help warm her to whatever issue they may need assistance or a decision on. You may be courting the Lady Armmore, but by no means do you feel you have the right to suggest or even dictate a course of action that involves her people alone. It would undermine her in the eyes of her vassals, and more than that, you refuse to disrespect your friend like that.

Meeting the knights as they come from time to time, it reminds you of Dame Pheobe and her common errantries. You have received a handful of letters from the Andercher knight, but it seems that she's started to reconcile with her father, and you hope she's still doing well. Some of the knights come to the keep seeking resupply, ammunition and fuel for tank and crew alike, bearing fresh word from the lands further afield from the keep, or trophies of their triumphs, bearing the adulation and grace of their liege lady with uplifted hearts.

For all Samantha appears cold and callous to the lords and ladies outside her realm, within these gilded halls, she cares. It is a simple conclusion to come to, but until this moment, you had not the words.

She feels deeply and hides it deeper still.

You almost round a corner too fast, intent on heading back to the garden she had shown you shortly after you arrived, but you stop dead, as you look at the two young women that almost bar your way.

The three of you just look at one another for a moment, before you close your eyes, turning on your heel to face back the way you came. "I see that childhood mischief has changed since I was a lad." Your words are stern, but you just wave a hand at them, reversed as it is. "I cannot report what I do not see, ladies."

It doesn't take genius to recognize the out you give them, and you hear the shuffle of fabric as they hide away their contraband, and when you turn back around, they stand prim and proper, almost identical save for the difference in their dresses. You mock up a more formal bow, as you should give the family of your host. "I do not believe we have been introduced. My name is Elric, might have the honor of your names?"

The two give you a textbook curtsy, dipping their heads and knees as they bring out their skirts to keep them from brushing the ground. "My name is Astrid," says the lighter wielding one, while her sister gives you a polite, lipped smile.

"And my name is Frida. It is a pleasure to make your acquaintance, my lord."

"Please, I am only my father's son, and he is still Lord Gawain. Call me Elric. Your sister is my friend, and I hope you'll join her among those well guarded ranks." The pair look to the other, then you.

"You aren't like the stories they tell about you." The black lipped twin says plainly, her mirror taking up the thought. "They say you are peerless in a BattleMech, that you cut down an entire raid single-handedly." You don't even get a word in edgewise before they skip on. "Our sister says you have the uncanny ability to find things long lost. She also says that you like to stick your nose where it doesn't belong, and have caused more chaos in the past year than the pirates have in a century."

Well, That's not exactly flattering, but also rings mostly true. You can't hold Samantha's opinion against her considering how you acted when you first met, and God was that embarrassing. You'd like to think you've come a good way since.

"I landed the killing blow on several pirate machines, and I dueled their leader in single combat, but if I'm not mistaken, Alistair is leading in downs so far. As to finding things…" You can only shrug, flashing the girls a small smile. "I told a friend it wasn't my intention to find what I have, and your sister could attest it was the rock that found it, not me."

You're unsure of just what Samantha has told her sisters, but they give you knowing nods as you finish. "She was so animated when she came home from that trip, I thought she was going to finally wear through father's old rug." Frida bobs her head. "And when she finally set her mind to work, she reminded me of mother, managing the staff and her captains like a general."

It's not a hard thing to imagine, and you've been told before that as an army is led by a Lord, the castle staff listens to their Lady.

"How is your mother? I'm afraid I've not met her while I've been staying beneath your sister's roof."

The more outgoing of the two nods at that, before she explains. "You wouldn't have. Mother doesn't like staying at the palace since father died. The manor-house outside the southern valley suits her well enough, but I worry she gets lonely whenever we visit Samantha."

Her sister cringes a little at that, but can only shrug. "Mother has her confidants, not that we're among them, but she and our sister do not see eye to eye often these days. At least, Samantha has struck the biggest issue from the list." At your raised brow, Astrid blushes slightly, before cocking her head to you. "She sent every suitor that tried to talk to her running, some more dignified than others, then you come along and she announces it before you actually arrive. Mother was shocked white when she heard the news."

Samantha had mentioned her own issues with being pressured to accept a suit, but it hadn't occurred to you it would be a source of tension between the previous lady consort and the young ruling-Lady. You suppose that in one roll of the dice, Samantha had become the only ruler of her destiny, her mother's power over her based in her husband's, and with the Lord Armmore slain, well, no one can dictate to a Lord of Freirehalt who they shall marry.

Even the Councils that followed bloody skirmishes and battles did not try to wed the children of the bloodied houses to secure a peace, knowing that any unions were fraught with danger.

"Well, I'm honored your sister accepted my suit." You settle on, your feelings plain enough with how you trek halfway 'round the continent to spend time with her. You had heard stories of courtships conducted far afield, words only exchanged through letters, until the two met in person in the days before their wedding.

It takes a certain sort to make that work you suppose.

"Is it true that you hired mercenaries to pilot more BattleMechs?" You're actually not certain which of them asks the question, but you answer all the same.

"No, they were never mercenaries. When I boarded the pirate jumpship," and that flat admission earns you looks of surprise from the girls. Hm, that should have made the rounds, of all the things you've done. You suppose that the party you took with you was relatively small and given the Jumpship just sits at the point, flat evidence would be hard to spot against the black. "I found a collection of Lyran soldiers and MechWarriors that had been taken captive during a raid in the Inner Sphere. I offered them safe passage home if they took it, but I also gave them the chance to remain mounted, rather than return home dispossessed and in debt for destroyed or salvaged machines."

"So it was charity?" This time you see Astrid's painted lips move, and you can only nod, adding to it as you do.

"Of a sort. I needed the pilots, but I could have raised trusted knights to fill the seats, like your sister might plan with the Jenner. Given the opportunity to put veteran, tested MechWarriors in their place, it was a simple choice to offer them spurs rather than a ticket." And so far, you'd not been disappointed in their conduct. Their towers were taking a moment longer than you had thought, but already they are doing patrols along the roads, supported by small groups of outriders that their salaries and sinecures as MechWarriors let them upkeep.

"It sounds strange to me, to raise offworlders to the most prestigious position any knight could hope to hold." Frida opines, her sister shaking her head in disagreement with her twin. "You had more than three 'Mechs fighting in the raid last I heard, so It wasn't like you lacked good knights."

"It certainly seems more practical to trust trained men and women than try to educate a knight used to fighting from their tank." Astrid lets her thoughts out, the mechanical roll of something hidden up her sleeve revealing her stash.

"Either of you may be right, but I can only hope I made the right choice." Its a neutral choice between them, but both sisters acknowledge it all the same. You had wanted to reach the garden to think some, and get away from the bustle of people that have already connected you and Samantha in their brains, and you give the twin ladies another bow.

"Well, I've held you long enough. Thank you both for your conversation, and for the answers to my question." The two return your gesture, Astrid stepping just behind her sister to open the hall to you, and you start walking again, speaking before you're totally out of earshot.

"If you're going to smoke, I suggest a balcony, ladies. It's hard to get the smoke out of a close in hall like this, and it sticks to the paintings." The things you learn at the knee of a father who gave you a cigar only once, and once may have been too much for a child of ten.
 
3031, Summer and the Goddess's return.4 - Is it a real Medieval story without a Tournament? New
Training Airborne infantry is a rough practice, and requires a great deal of practical experience doing things that are inherently dangerous. You can teach SERE skills on the ground, but to teach soldiers to apply those skills in the field requires they get there under the expected conditions.

Which is why the Ahab you requisitioned for this is currently bobbing, dropping, and twisting like it was trying to avoid the fire of the Sabre currently pretending to chase it. It actually made for a pretty good exercise for your cadet pilots, as the linked computers of both aerospace fighters were able to pretty well estimate battle damage, and give the cadets warnings of how to adjust their craft to simulate the effects.

You really didn't like it when you heard the starboard engine shut down, but by then, your troop of would-be Airborne infantry were on your feet, and the rear access door was open. Together, you held your breath, and your guts, as the Ahab turned almost 45 degrees on its side to evade another pass, gravity fighting to throw you against the wall, when it leveled out and the light next to the door was flipped to green.

You could only hope you were over the correct drop zone.

~


You did not expect your first time jumping out of an airplane to go smoothly, and you were right to think that. Things rarely go as planned the first go around, no matter how many times you try and practice it off a tower with ropes, or are shown that you have a back up in your emergency chute.

However, you also didn't expect it to start with the jumpkit that you examined personally, misfiring on its very first use, sending you into a disorientating spiral as one of the side thrusters hitch despite your attempts to get both pushing you in the same direction. So rather than fall relatively vertical, you are now tumbling like a sheet in the wind.

You struggle to blink in the spin and toss, your blood wanting to go everywhere but where you needed it as you tumbled in the air. You can't even look at your altimeter watch to see how long it lasts, but you do manage to arrest the controls to the opposite side, giving short, controlled bursts that slow your spin from nauseating to almost workable.

You have to time the next one, and you just manage it as you flip unto your belly and stay on it using the maneuvering thrusters, letting your stomach settle despite the push of the wind on your clothes, and the howl of it in your ears.

You drag your arm in front of your face, blinking as your altimeter falls steadily, your clock shy the better part of a minute. You had gotten almost no instruction from the Lyran Infantry, a mix of them either not having the training, or being uncomfortable trying to teach it on, but they had given you little tips and tricks that might help you once you were in the air, something you had dutifully spread among this first cadre of Gawain airborne infantry.

You tuck your knees up slightly, helping to reduce the drag on your lower half, and ease into the throttle of the side thrusters, using them to push yourself up as you started counting. In ten seconds, you had fallen almost twelve hundred feet.

Twelve times six is Seventy-two, Seventy-two is more than Fifty-two. You were falling well over sixty miles an hour, closer to eighty, and looking at your altimeter continue to fall, you were going fast.

It was really a matter of timing, as you find yourself almost vertical, counting down as the green of the plains below you get closer and closer.

You can't say you anticipated the jerk and the pain as the harness snaps into your thighs through your padded uniform, but the primary thruster at the back of the pack does its work very well, as the ground stops climbing as fast and you keep your arms steady on the controls as you continue to fall.

It's a strange balancing act of pulsing the jumppack, falling, pulsing the jumppack, falling some more, never quite overcoming your downward momentum.

You gun it as you cross into the last thousand feet, counting down thousands in your head as you fall, and fall, until you stop falling some twelve feet off the ground. You ease the thruster down, thankful for the little fuel display worked into the controls, and manage to land, shakily, on your feet.

Your dropzone is a wide area, but for the sake of this exercise it is wide open, meaning that your troopers don't have to worry about slamming into a tree after surviving the other 9/10ths of the jump. Most of the men you see do alright, managing to either keep themselves square from the beginning and landing roughly but with minor bruising at worst. Some had your same misfortune, but either got it under control as you did, or deployed their more traditional chutes, floating down far slower than their fellow soldiers.

And then there was the last group, that erred.

When you reach the first of them, your first concern is to confirm he's alive, which he is. He landed rough, realizing his error too late and only opening his chute when he was already going too fast, meaning that at best, only half of the canopy deployed properly. You are no medic, but you'd put real money that something is broken on him.

He is not the worst case, given that another man over corrected on the final decent, rocking forward and turning upward momentum into downward force. That one would live but given he broke three of his limbs on impact, you doubt he'll jump again, even if he might serve in another role.

That no one died, is honestly a miracle.

~

You jump twice more in the days that follow, and none of those suffer from any failures nearly as catastrophic as your first jump. It helps that you called off the Jump-after-Chase sequence, citing that with men as inexperienced as your current unit, that there is a possible risk that during the chase that the men get banged around some, and that could have contributed to the failures among their jumpkits.

Doubling up on the importance of double checking the man in front of you helps to avoid further mistakes, as they catch bad strapping, caught sheets, improperly folded chutes, and having each man put his thrusters gimbal through a quick maneuvering check is quick to spot any dangerous situations related to their main way down.

Your men are good on the ground, and so you put the focus on getting there. Not as in, burning for the ground as fast as possible and hoping for the best, but in doing so safely, doing so in a way to build up the muscle memory of it so that you do it right every time.

Like learning to tie your shoes, it is a varied process for the soldiers you train with, with some picking it up instantly, others taking several jumps to fully work out not only their jitters, but learn to trust the equipment but remain weary just in case.

When you finish your training course, you have your cadre of experienced jumpers ready to teach their skills to the next set of selected men. You don't have the resources, specifically the jump packs, to outfit a company, but having a hundred men that know how to use them is not a waste.




Early September, 3031. East Laoricia, Home.



Your adventures and time spent in Meleutia were intriguing, informative, and you enjoyed the time you spent with Samantha, you have your duties back home. Among them the organizing of a tournament, something to give your people good cheer, entertainment, and your knights a chance to show off their skill to the people they serve and rule over.

Is it any surprise that you choose to take part?

Outside the walls of your home keep, the grounds are prepared, with fences and barriers put up to contain the crowd, stands erected to increase the number that can actually see the contests, and covered pavilion to shade the visiting nobles and their families as they watch their loved ones compete for glory and gold.

You had expected almost every Gawain knight to attend, your Lyran MechWarriors among them, but the turn out from regions that border Laoricia surprises you, as knights from Alylia, Mapon, and even a few from distant Kedia, arrive in the days before the contests start. You do see a few familiar faces from Meleutia, but at the head of the Alylian contingent is a friend, her silvered flower quartered with her father's crest on her back.

It takes the tournament masters time to arrange everything to create a series of brackets and rankings to establish who will be the rightful victor when all is said and done, but soon enough, your father stands at the pavilion, speaking aloud to the crowd, while an army of armored knight mill below.

"I welcome you all to my lands, and wish you good fortune in your efforts. Take of my bread and wine, and enjoy!" Turning his eyes downward, he finds you in the crowd, clad in steel and a with a cloak of deep blue around your shoulders. "This shall be an open melee! The last knight left standing will be the victor. Alliances shall be made, broken, and in the end, one will triumph!"

As he speaks, the knights, some thirty strong, assume their places around the walls of the jousting track, the center posts taken down for this battle of men.

"Fight with Honor, and God be with you!" With his call, the bailiffs lift their horns, and blow deeply, signalling the start of the melee.

> You know that Alistair is here somewhere, find him and link up. You can fight together until the end.

It is not hard to find your old comrade, as he meets his first foe in a hail of axe blows, the crest of his House's namesake proud over the center of his chest.

He is dressed for bear, with armor lighter than your own, giving him good enough movement to make good use of the pole-axe in his hands. The poor bastard across from him raises his shield using it to take the blows, only for Alistair to damn near cleave the thing in half with a swing of his mighty axe, his opponent realizing quickly that Alistair would not be easy prey.

You cannot reach him before he beats the first man, nor before someone take a hack at you, a war-axe glinting from the corner of your vision through your helm's eye slits, a blow you narrowly avoid by back peddling.

"I challenge you, Gawain!" comes the man's call, a red lion peaking out from under his mail gorget, over a set of quartered white and teal. You don't recognize the device, but you meet him all the same.

This battle is not one for the history books, as you meet him as a knight should meet any challenger, with strength and steel!

~

So forceful are you in the attack, that you disarm him almost instantly, sending his blunted longsword flying into the hail of other knights, provoking a call of pain and anger from a man unseen, and you hold your blade, equally blunt against the knight's mailed neck.

"I suggest you yield, Sir. Damn bad luck to choose me."

The man's eyes are full of anger at that very realization, before they fall and he nods, letting you pull the white cloth from his arm. He raises his hands over his head and leaves the field, leaving you to continue your approach of Alistair.

You wonder closer, watching him take apart the knight before him, and watch as he reverses his axe mid swing, driving wood and riveted metal into the other mans gut, and folding him over like a book snapping shut. He puts his axe back, letting the man try and catch his breath, and lays the wooden shaft over the man's shoulders.

You see a shaky nod, and he offers his score point to your comrade, leaving the two of you with two points a piece. Your father was not wrong when he said that the last man standing won, but there would be other rewards for knights that performed well, even if they did get knocked out in the end.

"Alistair!" You call, and he turns to face you, axe coming up even as his last opponent stumbles for the safety of the wall, but it falls slightly as he realizes its you.

"Elric! Come to get your ass kicked?" He shouts to be heard over the clash of steel and shouts of exertion, triumph, and pain.

"Not quite yet, Alistair! I was thinking we'd go to the end together and then try and finish what we started!"

He pauses to consider it, and you watch another knight try and take advantage of his distraction. The flail swings through the air, clearly set to ring your friend's bell, but instead it meets the halved surface of your shield, flicking paint from the checkerboard.

"Aye, together!" He shouts, turning to face your next enemy.

~

On your second exchange, you overcome the knight, Alistair's axe bruising despite his shield blocking the brunt of the damage. Unfortunately, with his shield currently with an axe lodged in it, he has little defense against you as you bat away his flail, not enough to knock it from his grip, and give three rapid blows to his torso, felt even through steel and gambeson.

He croaks as you land the last hit, falling to one knee, and raising his hand in a universal sign of surrender. You accept his yield, helping him back to his feet and pull free his score card. You look at Alistair for a moment before he shakes his head, and you add it to your count.

Now, who next?

>Look for another Duo, make this a fair fight.

You meet the two of them openly, challenging both of the sky-blue painted knights. They rise from their previous kill, a shaken knight of your house limping back to the wall.

You recognize him as Sir Gough, his tabard covered in a myriad of lines and strokes like the painter of yore, and you know Alistair, who squired for the man, recognizes him too.

Perhaps that explains the force he plants his Axe into the first man's chest, effortlessly striding up to him, knocking his polearm away, and cutting his strings like a puppet.

You meet the other, trading sword blows and even clashing off his armor, but failing to do anything against him.

And then Alistair hits him hard enough you swear his feet left the ground.

Either way, both men are defeated, Alistair easily claiming both their bands.

~

Alistair duels a knight of Kedia, narrowly winning despite the man's strength and armor.

Elric duels a knight from Meleutia, brother of Lord Osway, whom Elric had no small hand in his death.

Once they were defeated, Alistair and Elric were left the last men standing in the open melee, and so had to duel eachother.


~

You'd like to say that the last exchange of the Melee, a pair of strikes thrown between allies and friends, were epic, worthy of song and remembrance. You'd like to say that Alistair gives you the fight of your life, pushing you to your limits.

Neither of these things are true, but you can't blame him for that.

Alistair is a blink away from falling when you round on him, Sir Osway flat on his back behind you, one of his white bands yanked free to join the others around your bracer. Your friend rises from where he kneels, still trying to catch his breath from the massive blow that Dravenkind struck against his chest, but he does raise his axe all the same.

You meet him, knowing that your shared sense of pride would demand nothing less, and it only takes a single blow.

You twist your longsword as it comes in from the side, striking the side of his axe and knocking the angle askew, before you roll your wrist and bring the flat of your sword down on his shoulder, hard enough to send him to one knee. You press your foot over the flat iron of his ax, giving him a subtle shake of his head as he looks up at you, eyes full of anger before they soften, and he nods.

He pulls free his original marker, handing it to you, and you haul him to his feet, thrusting your hands into the air. He may not have won, but none can doubt his spirit or his performance in this contest of arms, and when the two of you shed your helmets under the adulation of the crowd, you see a smile spread across his face, his pain and exhaustion forgotten as they chant your names, like the stories of King Arthur's knights.

"GAWAIN! TRISTAIN! GAWAIN! TRISTAIN!"

It is a heady thing, but as the bailiffs carry off the competitors too unconscious or too wounded to walk under their own power, you give your last bows, and give Alistair a hand out of the arena and into the tender mercies of the medical tent. Your wounds are nothing compared to what several of the competitors took, smart as your side might, and you leave your comrade to be chided for what he did to several of the other knights.

You are honestly surprised you made it to the end, but your duel with Sir Osway, and Alistair's with Sir Dravenkind demonstrate that it was never a sure thing. You would have been hard pressed to counter the giant knight, and his ax would have made quick work of your shield if you'd tried to suffer his blows rather than avoid them.

Thankfully, you have a day until the individual duels, set up in brackets so that the victorious knights would fight three times at the most, a losing bracket set up to let warriors prove that it was just a fluke, though doomed to never achieve first place.

But that was not the event that was next in the lineup, as you found your way back to your tent, giving the guardsman a nod as you passed him, and sitting down to let Alex tend to the belts, ties, and knots of your armor. He sets your shield beside another bearing the same heraldry, letting you take in the damage your shield took, and cringe at the torn wood that has turned the sword of your house into an unidentifiable collection of splinters and paint.

"I can't believe that Lord Alistair beat Sir Dravenkind!" You let your squire speak as he works over your armor, the boy mindful to gather the points from your gauntlet and square them away for the official, and take a waterskin from him as your breastplate slips free, letting you take in a deep breath without a layer of steel pressing back. "I mean, he smashed him, but he just didn't care! It was like watching a man fell a tree."

"Don't let Alistair hear you say that, he'll say that Trees don't hit back nearly as hard." Your squire just nods, the way young men do when they receive a nugget of knowledge, tucking it away for the future. "When is my next Event?"

Alex perks up at your question, pointing behind you at the long case of your bolt-action rifle sitting atop the collapsible table you'd had placed in your tent. "The Shooting Competition begins in two hours, my lord. I've already polished and oiled the long gun, but the bailiffs said that they would provide the ammunition on the range. They didn't want any accidents."

Hm, not unexpected to be honest, but that short break would be welcome after you had just spent an exhausting half an hour in full plate.

~

It is not difficult to find the knight Osway, his tent clearly marked with the colors and sigil of his house. A speckled osprey had its wings extended on a white field, showcasing the intricate dance of browns and blacks on its feathers. You can see the flicker of candles inside the tent through the gap in its entrance folds, so you announce yourself, waiting until the man calls you in to pass through them.

Inside the tent itself, it's as spartan as you expect any arming tent to be, with a few pieces of easily packed furniture, a short bed-frame designed with slats to be easily broken down, and a table and chest to store the wargear of a knight when they didn't need it.

Looking at the knight himself, he is not so different than how you remember his brother, with the same grey eyes, blonde hair, and rugged tan, but he is also several years younger than the other man, missing some of the wear and tear that marked the Lord Osway.

"Master Gawain," He greets you, though he does not rise from where he polishes one of his battered pauldrons. "I expected you eventually, but not so quickly."

"I hoped to head off any issues between us here and now, before we leave them to fester." The man looks up at your words, before he goes back to scrubbing with his rag, a frown etched across his face.

"The issues you and I have are not easily settled, not even in single combat. My brother, my only sibling, is dead, and it might as well have been at your hand. My nieces and nephews no longer have a father, and though I have tried to take his place in their lives, I make a poor replacement." He sets down the piece of armor, picking up another to continue the process. "Lady Armmore made clear the charges against my brother when she issued her punishments against our house. I was blindsided, confused, I didn't want to believe her, until I, rather Oswin, found… supporting evidence in his study."

"Then why come here, strike at me?" If he's surprised at your question, he doesn't show it.

"I would not have killed you." He admits readily, fingers and clothe sliding smoothly as he knocks clean the dirt of the melee arena. "You set my Liege-Lady on this course; Your hands, however righteous, still have my brother's blood on them. The things we do for family, for honor, are not always as black and white as we might like, but I would not be a good brother, or a worthy scion of my house if I let the memory of my brother go unavenged and unmarked."

"Coming to a tournament hosted by my father to cross steel with me strikes me as foolish. If you had beaten me, then so be it, but if you had killed me, you would not have made it far, fair combat or not." He doesn't react to your words and just keeps cleaning, so you continue, letting your errant thoughts into the open. "House Osway maintains an Archer, so why didn't you claim the right against me from the seat of a Battlemech?"

"Because I cannot pilot the Archer." It is a simple declaration, and one that is clearly an old scab by how quickly he responds. "It is good that my older brother could, because I suffer from a condition that makes the use of a Neurohelmet virtually impossible. It is genetic, but recessive. One day, his children will return the Archer to the field, but I can only hope to command their armies in the meantime and safeguard their birthright."

"How have the children been? I regret that they have to be without a father, even if I believe the sentence was just."

"They are young enough that the idea that their father is dead is still totally alien. Our parents died when they were very young, and so his is the first time they must actually confront it." The man stops his polishing for a moment, looking down at his reflection in the mirrored steel. "I think you'll agree that I'd prefer it was a dog instead of my brother."

"I cannot be overt, but has anyone acted against House Osway in this time of turmoil? Lady Armmore will hear my council, even if she won't heed it."

"No, that is not your concern." He states flatly, setting the spaulder aside and looking you in the eye. "House Osway will survive on its own merits, and does not need the help of anyone." It is an answer rich in pride, but you can see that he believes it.

"Very well." You spare a glance around the tent, eye catching on the guard of a heavy longsword set in a rack against the tentwall, before you come back to the knight proper. "Then I have only one last question before I leave you be. Are you satisfied, or should I expect a call to answer at dawn in the near future?"

He does not answer you instantly, his grey eyes searching your face for something, but he does not find it. "No," he decides. "You will not hear from me any time soon. I can see that I am the wrong man to try and claim anything from you, let alone satisfaction over my brother's death. Go."

You take the dismissal for what it is, giving him a cursory nod, and head back for your tent. Alex is a good squire, but it never hurts to double check his work.




The rules of the shooting competition, as the Bailiff speaking to the competitors explains, are quite simple.

Each Competitor will proceed through the course one at a time, with no one beginning their round of fire until the previous contestant is done.

The targets are set at regular intervals of a hundred yards, seven in total. The shooters will have sixty seconds from their first round to identify, sight, and fire a shot at each of the targets. Shooters may refire at any target, with the understanding that there will be no do-overs and that the timer is static.

The targets are marked much like an archer's bullseye, with scoring done by the band or bull your shot lands in.

You each draw lengths of wood from the Bailiff's cup, each of them marked a random length down the wood with paint, the tops painted black. You drew middle of the pack, meaning that you'll go sometime before dinner, and thankfully not part of tomorrow's crop of shooters.

And so you sit and wait, watching the competitors as they each take the course one by one, a gap between them as the targets are moved between rounds so that watching gives almost no advantage.

You listen to the crack of the last man's rifle, watching the distant targets as best you can without the magnification of the cockpit, and beside a plume of smoke around the target, you can't be certain he actually hit it. The Marshal calls time on him, and pulls the bolt on his rifle, dumping the ammo and showing empty before he takes his place in the stands.

"Gawain, Elric!" The marshal calls, and you dutifully climb down, your rifle slung over your shoulder as you come to the first position. "The sand starts on your shot, Master Elric."

You pull your rifle free, bringing it up to your shoulder before easily finding the first target, and looking down the length of the barrel, notch it right at the 100-mark on your sights.

~

> Shooting! 1st target hit clean, and thanks to the *CRIT* you smoothly move to the second position finding the target quickly.

> CRIT! Elric nails the second target at 200 yards easily, putting a shot close to dead center in the bull.

> Again, you put the shot dead center of the bull, ignoring that at best you can only see it as a small black dot out there at 300 yards. All it takes is a quick sprint to the next position and you find the next target with ease.

>You put in a good shot at Target number 4, cleanly landing the hit in the inner ring, but you have no idea where. You don't have long to ponder it either, as you have to keep moving.

You had moved to position 5, brought the shoulder to bear on the target far out there, and pulled the trigger on what you thought was a clean shot, only for your rifle to not buck in your hands. You spot the problem instantly, a bent round failing to properly feed into the chamber, and something you hadn't noticed with the speed you were attempting to fire at.

You can't help the angry growl that comes from your throat as you clear the second malfunction, watching closely as your rifle attempts to feed the next round, only to do the same damned thing. A tenth of your time, more than that, lost, because the ammo you're using fits in the magazine-well, but is a hair too long for the damned chamber ramp.

>Slotting a fresh round in by hand after you dump the remaining bullets in the magazine-well, you snap the rifle up to your shoulder, firing quickly and putting it on target. You'll take it, and move to the next, knowing you have half a minute at most for targets that stretch your ability to see, let alone hit.

>You calm yourself as you run to sixth marker, coming to a knee as you bring your rifle up, scanning the horizon before you see the blue rim of the target in the distance. You bring your rifle up quick, sighting in, and pull the trigger, a colored puff of smoke telling you that you did hit. Now on to the last target.

>Last round. You can't hear the timer, given that it's an hourglass set for a minute, but you do know the sand is tinkling down, so you hurry. You slide into position, going prone on your belly as you bring the rifle round, forced to make a uncomfortable shot given you can just barely make out the circle.

~


You wait on the stands as you watch a horse bound rider moving between the different targets, marking where you hit on his notepad before he sprays over the impacts with a spray can from his bandolier of paints, clearly marking it as a previous shot for when he has to do his next run. It takes some time all said, as you watch the rider cross half a mile to tally them all down before having to race back to the Marshal and show him your results.

"Master Gawain, if you would!" He calls at last, and you join him as he flips over sheets of paper, marked with twenty odd holes, yours now marked among them. As expected, most of the good shots could manage a bullseye within the first two or three hundred yards, but none of them stringed three of them together, and then clipped either the edge of the inner ring or put every slug they fired firmly in it.

"Your score, accounting for where you hit, the bulls, and the bonus from managing them all well within the time limit, buts you at Fifty Nine points total, easily the highest we've seen all day." The Marshal looks quite proud at that, and you can't blame him. Having a Laorician sweep the competitions would make a good highlight in the festivities, but you can't guarantee anything in either the joust or the more traditional Archery competition.

You doubt anyone feels like they've won after taking part in Flyting.

You give the man a nod, collecting a tally mark with your score and his signature, and head back for your tent, your part in the competitions complete for the day.




You wash up from the range, going through the ritual of cleaning your rifle with rod and cloth, applying a fresh layer of oil over the wooden furniture before you return it to the long case, and give your squire leave for the rest of the afternoon, heading for the highest stands, where your father and mother sit to watch the joust.

You greet the guards with a nod, the men not baring your way, and take a seat beside your sister, flashing her and the children a smile. It was easy to claim that the joust was a barbaric sport, where men did their level best to impale each other from horseback, and the injuries inherent from being thrown wearing some sixty pounds of armor, but when the lances are made from hollow oak with blunted steel ends, the chance that a big enough section of lance will splinter and pierce mail falls significantly.

"I saw the melee, much as it churns my stomach to watch men clobber each other like that. You did quite well." You take the compliment with a nod, leaning in so that she can hear you over the crowds cheers as Sir Christoph enters the ring, his horse's caparison marked with the crossed pikes at the quarters and a stripe of white running down the length from collar to tail.

"You think the watching is hard, the doing is worse. I wish Alistair hadn't been so hurt, I'd have felt better winning it." She nods at that, a smile pulling at her lips as she thinks of her new betrothed. That had taken some doing, but damned if Alistair wasn't better company with a Fiancé than he was a free man.

Across from Sir Christoph, you see Dame Bowborne take her place, her horse's barding a match for the Laorician knight, though it shows her personal flower and father's archer quartered in a shield on the fore drapes. The two knights take up their lances from their squires, and salute each other with a pair of blowless passes, racing up and down the field on either side of the tiltfence, much to the cheer of the crowd.

When they've come back around, this is when the joust begins in truth, as the Bailiff confirms both are ready, before he throws the flag, and the charge begins.

~

Sir Christoph Triumphs over Dame Pheobe, shattering his lance on each of the three passes.

It takes the Dame a moment to rise, but she does get to her feet, slightly winded from the fall, and no doubt smarting from the bruise to her shoulder and pride.

When Sir Christoph comes back around, she salutes him with a banged fist against her breastplate, a gesture he returns with a pump of his lance, before he heads off the field to the cheer of the crowd.


~

Halfway through the competition, your sister begs off, taking the children back with her to the keep for them to keep their schedule. You take her seat, now just beside your father.

He looks in far better straights than the last time you got to spend much time with him, and seeing him walking around with a cane from far away, rather than being confined to a wheelchair, is quite different to seeing the long length of polished wood and shined brass sitting beside his knee.

There are times where it is good to merely be in his presence, no words passing between you, no updates or reports, just silence and casual conversation. It reminds you that your father is still alive, and more than that, is actively recovering from Olin's madness.

"You've put on good performances, Elric." This is not one of those times. "First the melee, showing your skill, and allowing Alistair to fight his own battles. The mercy you showed the first man to fight you did as much for your character as your noninterference, though the bout against Sir Osway…" He shrugs, as casually as he can while looking like he's watching the joust as two foreign knights batter each other in their saddles. "He resigned from the joust after the melee, citing his injuries. I offered him the attention of our medics, but besides wrapping his ribs and some ice for his bruises, he refused any more aid."

"Sounds like a stubborn man." Is all you can say to that, earning a nod from your father.

"He is not the only one, but we've said all we need about Lord Tristain. Your time in Meleutia was fruitful, I hope? I know you jumped right into your work again when you got back from visiting Lady Armmore."

"I think so. We continue to enjoy each other's company, and I think I'll ask her for a Date soon enough. I did meet her sisters, though. They're nice girls, though they have a habit of sneaking around their lady's edicts."

"Don't all children?" Your father poses, earning a smile from you as the culprit. "Alex and Persephone have taken to joining me in my office in the afternoon, learning a little about lordships and managing household investments. I hope you'll let that continue, I do enjoy the company."

"So long as I don't need the boy, I see no reason he can't seek you out when you're willing. As to Persephone, I'm not sure I'm the one to speak for her."

He nods, then winces as the Mulstadian knight takes a massive blow that flattens his back to his horse's rump, even as he rocks back forward, clearly winded. "Long time past or not, one doesn't quite forget how it feels to have a lance smashed across your chest." He catches your curious looks before, he gives you a small shrug. "I rode twice, lost both relatively early, a few years before you were born. I was never as good as some of these knights, but I enjoyed the thrill of the ride, the roar of the crowd."

You know the feeling well and watch the jousting as the talk turns to business of the realm.

~

> What is the biggest thing to happen in your absence?

Master Burrel has dragged half a dozen of your techs, now that the work on the mechs is finished, into his project.

And with the Help of his errant Techs, and free time now that you were not finding him new work to refocus his attention on, he finishes and creates a blueprint for what you call 'Streamlined Laser systems.' Though the Technology can be applied, in some part, to Particle Projector Cannons.

*Streamlined Lasers: Modify Standard IS Lasers to have -1 ton of weight at a x2 Mark Up!*

>He also looked over your notes for the DHS Manifold project, and continued to work on it while you were gone. Final Progress: 406/400 on the DHS Manifold project. PROJECT COMPLETE.

*Double Heatsink Manifold: Enable a Fusion Engine to use SLDF Double Heatsinks inside of the engine, while allowing the use of Single, Chemical, or Double Heatsinks outside of it.*

>>
Salvage a Double Heatsink from the Royal Lightning and spend the Million C-bills refitting the Black Knight's engine.

~


Listening to your father catch you up, you're disappointed that you weren't here for several things, not the least of which was Master Burrel taking your work on the Manifold project and bringing it to its conclusion. He had realized that you would have to essentially expand the network of coolant funneling around the engine and its internal heat sinks, a section of the pirate-upgrade kit that you were lacking, and any evidence of it was a slagged pile of titanium, steel, and platinum-laced shielding components that were buried in the middle of the field where they fell.

Aside from the head, which you had sheared off with the serrated edge of your sword, nothing of the Corsair had survived its Stackpole event.

He had managed to rig a good enough replacement for testing, and when the Keep's tiny fusion engine had failed to melt down, Burrel had worked on refining the design, Fred working with his father until they had something beyond a testing device, but an almost fully functional unit.

The price to install both manifolds would be ruinous for some, but with the income from the JumpShip sitting in your vaults, your hands itched to use it, to bring the Black Knight to something just shy of the Royal Standard.

Oh, when the Succession Wars had started, BattleMechs had been a different breed, featuring advanced armor, structure, weapons, systems that made semi-guided missiles almost useless and targeting devices that could paint a regiment and have Arrow-IV artillery hit directly on top of it. Two centuries of war had seen those facilities and factories destroyed, those armaments depleted, and development stall. Today's improvements were incremental, an autocannon cycling half a second faster, a laser's discharge generating a spike of heat five degrees less than its competitors. Armor that adjusted the injection rate of the diamond lattice structure, that could take a bit more punishment before it ablated, or that would smash itself as it went, dispersing as a dust that would disperse just a little of any lasers burst of radiation and heat.

The Royal BattleMechs had been above even those and might as well have been an entirely different species for all they resembled their more common chassis-mates. Featuring Pulse weapons, Extended Range variants of lasers and particle cannons that were cooled by state-of-the-art Double Heat Sinks in eXtraLight engines, mounting railguns that could put a hundred-pound slug through twelve inches of armor and shear the rest of on pure sympathetic buckling.

Very few survived to stay in the Inner Sphere, with Kerensky's forces stripping every SLDF supply point or storehouse they came across as they prepared for their exodus. Several scholars had tried to suggest it was altruistic, that they were taking the worst, best, war machines with them to deny their use to the Successor Lords, but your own ancestors' journals painted a less flattering picture of the General. Any altruism was coincidental, his goal being to secure as much military power as possible, and then leave, to take the black with a fleet of millions of souls, all of them veterans of the Amaris Civil War, and to disappear before the Inner Sphere descended into madness and cruelty.

Whether because of altruism, paranoia, or the pragmatism that he and his had fought with that equipment for over thirty years, before and during the Civil War, the vast stock of the most advanced BattleMechs in history vanished into the black, never to be seen again. The Great Houses did their best to recreate the technology, to middling or outright disappointing results, destroying each other's factories and exotic labs in the opening salvo of the wars that would maim humanity forever.

And now an Engineer on a backwater periphery planet, had managed to join technical know-how, pirate jury-rigging, and sheer stubbornness to bridge the gap between the standard BattleMechs of the modern day, and their age old superiors of the SLDF.

It almost brought a smile to your face to imagine what the faces of the Inner Sphere University researchers would look like if you told them that, as well as brought a black boxed sample of it for their inspection.

~

On the day to day running of your holdings, your father has little to share, as it is honestly just more of the same. People raise their grievances with their neighbors to his attention, and he either dismisses them to the people that should actually solve their problem, or he lends his ruling to one side or another, as he holds court and hears both sides of the story.

Weeding out the truth is a difficult job, but an important part of being a lord that tries to rule well and justly, not just rule.

Your conversation gradually peters out at that point, the two of you sharing a bit of what you did outside the others' presence, though you think your father is relieved when you mention you didn't find anything on your latest trip, aside from charming conversational partners.

Even you'd agree you have enough on your plate for this coming fall and winter.

The Jousts themselves go well enough, many Knight of Laoricia giving good shows as they clash again and again, though they have the bad luck to be slated against their brothers in arms, until in the final round Sir Christoph is the last Knight of your region left standing, his armor dented, shield scored, and lance raised in triumph.

On the morrow, he would face his final competitor, a Knight from Godsfield's realm, and finish out the grand joust.

For your part, you would not ride tomorrow, instead choosing to battle afoot in the dueling tournament. It was not as flashy as shattering lances and charging cavalry, but it had its own draw, and it was sure to draw a crowd as they watched their lords and ladies clash in a way they could see, rather than the chaos of a melee or the backroom dealings of politics.

You almost thought that it was to the peasants' benefit they got to watch their betters mangle each other for entertainment, an ironic reversal of fortunes between the two groups.




You accept the rag from your squire with a mailed hand, wiping away the sweat that was building on your face from your fifth fight of the day, the other man walking away cradling his sword-arm after you had slammed the edge of your shield into it, cracking something inside and forcing him to yield. It would not take too long to heal, but you were eager to end the fight, knowing that the next would be the quarter-finals.

The way the tournament was set up, the jousting field was broken up into separate squares, so that multiple fights could be held at once. On opposite corners of the square, banners were raised, holding the heraldry of the warriors fighting within and letting the interested easily find the knight they want to cheer on.

A swig of water from your skin washes the taste of copper from your mouth, working your jaw after a nasty punch had rattled your bell. You had put that knight on his ass after you buried your hammer in his gut, returning the favor with a knee that knocked him back.

There is a small break as the fights finish up, the squares being largely broken down to drop the field, and narrow the focus of the audience to the last four squares.

You are called back to the field soon enough, a bailiff showing you to your next arena, half again the size you had been fighting in, and you slip under the wooden bars just as your opponent arrives.

The bailiff explains the rules like a referee for more common blood sports, and you and your opponent both voice your ascent to them. You and the other knight salute eathother with your weapons, he with a greatsword, you with the hammer in your hand.

"I am Sir Cymric, of Lord Ruxhall's Mapon. Fight well."

"I am Sir Elric, of Lord Gawain's Laoricia. Fight well."

Your ritual observance complete, you each back away to your corner, fingers flexing around the grips of your weapons, before the bailiff swings his staff, white flag fluttering on the end, and you both charge.

~

Your first clash goes poorly, in large part because he's using the size and shape of his greatsword to wonderful effect. He lands a scoring blow on your pauldron, and you can feel the metal dent as you force your shield up and into the blow to drive off the force. Your own swipe is well short, earning you nothing but a smarting shoulder as you cleave in close to counter him.

Your next hit is most unkind, as you bring your hammer around, using your shield as a barrier to keep his sword away, and give a hard smack to his helmet, jarring metal and shaking his brain in its bony case as he staggers to the side. You almost hope he yields after that, knowing how badly it can hurt to have a metal helmet rung like that around your head.

Bullets hit harder than your hammer.

But Sir Cymeric does not fall, bringing his sword up in an underhanded cut that catches nothing but air as you take careful steps back, away from its range. You dip in just to give him a love tap about the thigh and knee, earning a grunt of pain from the staggering warrior, but as you fall to one knee to avoid a strike that would have batted you aside even through your shield, you send a hard swing from the side and catch him about the middle. The blow that winds him, and you give his chest a hard shove with your shield as you rise back to your feet.

He finally falls to one knee, hand cradling his head, before he raises his hand in the universal sign of yield. The Bailiff nods to you, and you let your hammer slip into the slot of leather you have in place of a sheath, taking the proffered hand and pulling your opponent to his feet and helping him back behind the scenes where he can sit and let the ringing end.

The crowd is ecstatic at the match, your victory, and cheers louder still as they see the sportsmanship, but you can't imagine either help the headache that Cymeric must be feeling.

"That was a good effort sir, just the luck of the draw." You offer, and the knight nods, pulling free his battered helm, and offers you a respectful nod.

"You hit like truck." He says, working his smarting jaw, before he gives you a more considering look. "You got better there. Not everyone can adjust so quickly."

You can only shrug. "I've always had a knack for it. I learn quickly, internalize faster. You're damn good with a sword, I just wish the crowd could have seen a little more of it."

He snorts, shaking his head, before he raises a mailed fist, and you bump yours against it in honor. "Fight well Gawain, If I heard it right, you have Dame Cross next. I never liked that flail of hers."

You can only shrug, taking a moment to drink and stretch before the official returns, beckoning you out for the semi-finals.

"I am Dame Cross, of Lord Sanmon's Kedia."

You return the greeting, as you had the last dozen times, and the two of you nod as you step away.

The Flag falls, and the fight begins.

~

You dart out of the way as she swings the flail, the two heads clapping in the air before they come back around and clang off her own gauntlets, earning a grunt of pain from the experienced knight. Your follow up blow tangles his shield in the wide chains of the flail, before you drums a march on her side with your hammer.

When you pull away from the dame, she falls to one knee, hand pressed against her side as she tries to gather her breath, your four pound hammer just berating her diaphragm, and the Bailiff plants his staff between you as he gets to one knee. You can't quite hear what he's saying into the side of her helmet, but she shakes her head at it, and he rises to his feet, waving his flag in the air for the crowd.

"Dame Cross cannot continue, and yields to Sir Gawain." He announces, before turning to you. "If you would be so kind as to help her out of sight, I'll get someone to help her to the Medical tent."

You can only nod your head, approaching the downed knight as she struggles to breath. She barely acknowledges you with a twitch of her helmets plume, and you waste no time in slipping a hand behind her back and under behind her knees. Her breathing is heavy, pained, and you can only carry her as quickly as possible from the arena to the aid of your doctors.

You ignore the man that tries to take her from you, marching her all the way to the tents yourself, only laying her down on one of the stretchers in the doctor's tent and into their care. Their instruments are quick to identify the problem, but they shoo you off so they can get to work in relative privacy.

You are returned to the Arena, where the squares have been removed entirely, Leaving just the corner sections of one to hold up a brilliant blue banner with your family crest emblazed on it, and opposite you, a quartered field of Gold and Blue, the Knight standing beneath it clad in finely made armor, an equally grand warhammer in his right, and a rather plain shield only bearing his family heraldry.

"For our final match of the Dueling Tournament. We have Sir Gawain, Knight of Laoricia, and MechWarrior of the Black Knight!" The crowd cheers once more, and you raise your hammer in salute to them, before letting it down and looking to your opponent. "And opposite him, we have Sir Merlin, Knight of Alylia, and MechWarrior of the Firestarter!"

There are fewer cheers for the knight across from you, but you don't begrudge them much for that, considering you have the home field advantage, your home keep only a few hours ride away.

"These two knights have battled dozens of their fellows, toppled them all to arrive here. May glory be won, martial might displayed, and may one come out of this the victor!" The man calls once more, psyching up the crowd with his broad claims, before he turns to your father, giving the Lord Gawain a deep bow.

"Know that both of you have done your homelands proud, and that win or lose, you will have crossed steel with some of the finest fighters in the land. Gentlemen," He pauses, looking to the two of you as you exchange nods, before he drops a white cloth, letting it dance through the air, until it hits the sand at your feet.

~

Compared to a sword fight, dueling with hammers is like watching construction workers try to drive a nail in a single blow. When they succeed the entire crowd winces as the strike dents metal, bruised flesh, and shakes the warrior they belong to.

There are few close calls, a jab here, the blunted hook-nosed ends of your hammers just failing to punch through plate where they hit, until the two of you are exhausted, battered, and bruised. You feel like an apple that's been kicked around by horses, carried by birds and dropped, bounced off a stone and is presently waiting for the bear to finish with the bees before he investigates the next sweet smell.

You raise your hammer in a salute to your opponent, the two of you on your last legs, and charge.

You do not care that he is just waiting for you to close to swing, and when he does you feel the vibrations run up your side as it clangs off your breast plate.

Yours does not, and hits him square in the chest, buckling the decorative banding around it, and splitting the flutes as you force him down, your next blow dropping unto his shoulder, sending more brass flying. When you stop, taking desperately needed breaths through your own bruised ribs, he tries to raise his hammer once more, before it falls from his fingers.

He gives you a nod, before he rocks back slowly, laying on his back rather than collapse as soon as his injuries caught up to him.

You sway where you stand, but you remain standing.

You turn away from him, the Bailiff hurrying over to speak with him, and from the corner post, pull your family banner free.

"GAWAIN!" You call, thrusting it up and waving the silver sword on navy blue on high, and the crowd joins you.

"GAWAIN!GAWAIN!GAWAIN!" They cheer; petals being thrown from the boxes that had been laid out just before this last match.

~

The jousts are held after your victory, with Sir Christoph giving the other knight three good passes, before he surged forward on the fourth, and cleanly lifted the knight from his saddle. It was not an unprecedented sight, but it was a majestic one as shortly after, a total of five men are called before your father, yourself among them, to accept your rewards for your shows of prowess.

Of the knights and two commoners that come forward, three of you are from Laoricia, an excellent showing considering the talent on display.

You had obviously managed to win a surprising three events, with Sir Christoph taking the Joust, and a young man with strong arms having taken the archery competition. Opposite your group a craftsman had taken his own category, having won with an impressive statue of his Lord's Battlemech, standing almost seven feet tall and in surprisingly accurate detail, the last knight was from, surprisingly Mulstadia, and represented his team in the Team Melee.

You each come to a knee before the lord of Laoricia, and he raises a hand to silence the crowd.

"Each of you have shown your skill to us all, and we thank you for the display. You have proven yourselves the better of your fellow competitors, and claimed victory, some with skill, some with strength, some by the skin of their teeth." His small jest gets a chuckle from the crowd as his voice is carried by strong lungs and small microphones. "For this, you shall be rewarded as befits your achievement. Sir Christoph," He calls, the knight rising to his feet to meet his lord's eye.

"You have served my house well, and brought glory to yourself and Laoricia, for this I award you the Jousting purse of ten thousand crowns, as well as a new set of armor, and an emblazoned shield so that you may remember your victory." Sir Christoph bows at the declaration, accepting it with due grace, and steps back to let the ceremony continue.

"Sir Polas, you have lead your fellow knights to victory and shown the skill of your realm should not be discounted. For this, I offer you and your fellow knights the Team-Melee purse of five thousand crowns, to be shared equally, as well as five finely crafted swords from the best forge of my realm."

"Master David, you have struck true and reached far. For winning the Archery competition, I present you with the winner's purse of a thousand crowns, as well as a new longbow, made of good yew, and a quiver of well-made arrows capped with steel to go with it."

"Master Tolin, your sculpture was finely made and earned you your spot among the other victors with ease. I present you with the purse of a thousand crowns, as well as a new set of tools, and a log of decades old oak for you to carve as you see fit."

Each take their reward with a nod and smile, the Archer and Craftsman happier than either knight, before your father turns his attention to you.

"What can I say to you Elric?" He poses to the open air, his face stern. "You enter the tournament, you triumph in the open melee, you sweep the rifle competition, and then you battle your way through the duelist rings. You have honors aplenty, skill in spades, what else could I offer my Son and Heir?"

The crowd starts to roar suggestions, though the details are easily lost in the storm of words and shouts. Your father just lets it happen, looking down at you as he does his best not to let a proud smile cross his face until he means it to.

Again, he raises his hand, resting it on the banister of the box as soon as the crowd's voice dies down. "Is it fair to give three purses to my eldest, when they would just return to my own treasury? Should I give him arms and armor when he is already clad in the finest on Freirehalt?" He pauses to let it hang, before he finally smiles and nods his head.

"My son has earned these things, and so shall it be! Elric Gawain, for your achievements, you shall be given a fresh shield, embossed with our crest, so that you may remember the melee! You will be given a rifle, artificed and well-crafted by your own master for your own show of skill! You will be given a sword, finely made and well honed, so that you may carry the victory in the duels with you onward!" Three declarations, three rewards, and you give your father a bow as he finishes.

"As to the purse, well, that I think we will share with all. My good ladies and gentlemen, for the rest of the day, House Gawain will pay for all meals, drink, and celebration!"

If the crowd was happy to see you well rewarded, they burst into endless cheers when your father announced his decision. Even all together, the purse would never have covered the sum he's just spent on a whim, but it is a grand gesture and ingratiates your house with its people just a little bit more.

You just stand there, taking in the feeling, before you follow the others out of the arena, ready for whatever is to come.
 
3031, Summer and the Goddess's return.5 - Handling matters in the Shattered Isles. New
Late September 3031, Shattered Isles. The Isle of Ratatoskr.



With your victories tallied, rewards given, and celebrations had with your family, squire, and wards, your attention is soon enough drawn back to the responsibilities you have to the realm of your father and family. Among these, oddly enough, is one that has nothing to do with Laoricia, but rather your new holdings in the Shattered Isles.

They remain yours alone to exploit, the major sandbars and rough seas making visiting them very difficult for everyone that cannot simply fly over them. You had cowed the raiders in the spring, and now some five months later, it is only right that you should check up on them, and the garrison you had left on the island. You knew the garrison was still around, because they can talk with their sister unit on Constantine's island, but other than that little was able to reach them.

As expected, it takes very little time to get there relatively speaking, though it does take a while for the ground to cool off enough that it is only alarmingly warm under your foots rather than melt-the-tread-of-your-boots hot. You take your honor-guard of Guardsmen, several of them now wearing the jump-specific boots of your airborne trained, to the village you has assigned in your head as the main village. It is the largest settlement on the island, among a collection of dozens, and also featured the largest natural harbor, which they'd used to construct their boats.

Since your absence, you are not surprised to see more boats are moored along their docks, some bearing familiar damage that has since been largely patch over, or others with mismatched planks that fixed a section that had been shredded entirely.

For all your mortar crews had been untrained at the time, they reaped a bloody tally on the raiders as they charged the beach.

Your approach was far from subtle, and as you return, you see the old woman once more, her hair a fair bit greyer than it had been, still flanked by the boys you can only imagine are her grandsons, still strong and blinded by their youth and feelings of invincibility.

"You come back without your titan, Lord Elric." The woman's tone is flat, but you nod all the same, ignoring her address of you. To these people, family names were just that, the names of family, and while there might be many Georgeson's, they tended to stick with given names unless to clarify which of half a dozen Sigird's they mean.

"I have. Should I have brought it?" The woman rolls her eyes, but shakes her head all the same.

"Your soldiers have kept your peace well, though they did start some trouble not too long ago." She sweeps her arm in a gesture of welcome, and you join her, walking shoulder to shoulder, while your guard and hers walk politely behind.

"Did they cause it, or did they finish it?"

"Both. Some of the men from the raid did their best to… coexist with them, but one too many scathing comments, and fists were thrown, knives pulled. The officer fired his gun into the ceiling before anyone died, but neither have been happy since." She grimaces at the memory, before she lets out a sigh and shrugs. "I have done my best to separate them since. You demonstrated your power, and I do not want my home to feel its wrath."

~
> You expect better of your soldiers, especially ones you trust to garrison a reluctant population. Find their command post and speak with their commander.
~

It is not difficult to locate where your men have made their camp, nor easy to ignore the telltale signs of wood cutting and ditch digging that mark the construction that they've begun for a more permanent residence.

Your arrival is noted quickly outside the wooden walls, a sole yeoman breaking from his task to warn his fellows that Elric Gawain has arrived. You aren't surprised that they would act this way, but you imagine it's for far different reasons that might usually herald an appearance by a commanding officer. The discipline of the men at the gates of the camp is worth noting, as they barely bat an eye as thirty guardsmen and their liege lord's son, move into the camp proper, offering only the proper salutes as you go.

You had honestly expected to be challenged regardless of your status, but they must imagine that the village elder has informed you of the recent troubles. What you find inside are squares forming rapidly, the yeoman filling in as quick as they can for something approaching a parade inspection. The men themselves appear to be in good condition, with their equipment clearly in use but well maintained.

The discipline of the gate guards evidently extends to most of their fellows, as they stand at attention, weapons shouldered and backs straight, but with not every soldier wearing their full kit, more than a few have nervous ticks about them, with eyes that flicker to you and your retinue and then back to the proper place of attention, or hands that tighten about the stocks of their rifles as you pass them by.

That several of those men have bruises about their faces and jaws instantly makes you note them as the troublemakers the elder mentioned.

You find Sir Cador, the leader of this section of your yeoman standing beside several of his spur-less officers. If you were being unkind, you might say that he looks like his years are catching up to him, but the truth of the matter is that as long as you've trained with the knights and soldiers of your land, he's looked much the same. His hair is still an inky black, but his beard features more and more grey, and his longcoat adds some needed bulk to his lean frame. It's also well suited for this chilly weather the southern winter brings against it.

You match the salute he gives you, before you shake his hand. "Sir Elric, I'm glad to see you."

"And I you, Sir Cador. I'm afraid this visit isn't all pleasure however."

The man scowls at that but nods all the same, resigned. "I'm sure you've heard part of what happened, but I'll tell you what I know all the same." You give him a nod, and he steps from the line of officers, his voice rising to address his soldiers.

"Company, Hold! Troopers Dawson, Miles," He lists off half a dozen more, but you quickly lose track of the specifics. "You are hereby remanded to quarters until further notice, The rest of you are to return to your duties. Company, At ease!" He calls the rote commands as he does, and sure enough several troopers sporting bruises and even a few that don't, hang their heads as they head back to their tents.

"We've had no real casualties to injury or disease, aside from a passing cold that I'm sure the men got from sneaking out of camp for the town at night." You join him as you walk for his command tent, a much larger structure of canvas and some wooden bracing along its walls. The camp, despite the gloomy look of it, is well laid out, and the wooden panels you're walking over are swept and scrubbed to keep the dirt and mud of the boots from fouling the planks.

"There have been some troubles, but at first they were easy to deal with, just little disputes over food and drink, the end of games involving money and dice, the kind of thing you expect between cocksure men too full of themselves. We'd let them have it out in the street, stop it before men were killed, and send both on their way with their earned bruises. I-" He hesitates, but your unerring stare makes him continue. "I've had to flog a man for trying to press his attention on a girl that wasn't interested. Considering we dragged him out of town before they killed the poor bastard, I'm sure that hasn't helped matters."

"Did he-" You start to ask, only get a shake of Cador's head.

"No, thankfully not. He gave her brother, who stumbled on him pulling his belt, a good smack upside the head, but the commotion roused a couple of those Red ones, and they were already stringing up a lamppost when we got to the scene, man beat half way dead." While various codes of chivalry say you must accept, or at the least expect, certain things during war, they make equally clear that you must not tolerate them in times of peace. To hang a rapist, attempted or successful, is far from the worst thing you've heard done to one.

Hell, you've likely done worse, knowing the sum crimes of the gangs that tried to make your woodlands their homes.

"I'll see him taken from here aboard the Odysseus, to not rouse the locals if they were to see him return to service on their streets." Cador nods and holds open the tent flap to let you pass under, a few of his officers following behind you. "Now what was this I hear about a brawl that almost left men dead?"

You take a look around the tent as you enter, a rough drawn map laid out over a stout wooden table, corners held in place with a number of books and other objects. Marked out on it are a number of settlements, the nearest one among them, as well as written notes about their populations, their estimated number of soldiers, and other important information.

"I'd like to say it is as on the tin. Men got drunk, some Gawain, some Rat'oskr, and things got out of hand. Some of the boys boasted of killing their fellows, their friends, and as much as the raiders may be able to let some things lie, that was a step too far. Lieutenant Morgan here happened to be outside," and the tall officer nods, his weather-beaten face a standout from his well-kept uniform. ", and when he heard the scuffle inside, he went in, realized how out of hand everything was getting, and fired his revolver into the roof. That got everyone's attention, and between his revolver and the tavern keep's shotgun, the peace held until the men got back to the camp."

"So, it was our men that started it?" Now was not the time to dither, and the knight nods at your summation.

"Yes, that would appear to be the case. I wish it wasn't so, but I'm just glad that Morgan here kept me from having to write any letters to wives and mothers." You can commiserate, remembering the letters you'd written in the aftermath of the defense from the same people that threatened his troopers. Constantine had no such distance between him and his troops, and so he'd given each widow his personal condolences, and you wonder whether that was the better way.

"Would you say this is an isolated incident, or one of many?" The question is one that has to be asked, and you can see that Cador wished he could answer differently.

"The rapist was isolated, deserved even. This one, the boys caused it, but it's not the only time they've run into trouble out there."

You feel a brow raise as you look at the knight, and he's quick to ask one of his officers to retrieve a journal full of reports, turning back to answer your unspoken question.

"We've shored up both of our stores with supplies from the mainland, delivered by DropShip, but some of the men convinced me to let hunting parties be assembled, for some fresh meat to break up the tack and soup." He gives the officer a nod as he returns with the leatherbound ledger. "Yes, on the fifteenth of July, one of the parties ran afoul of the local's own. There was a scuffle, but no one was seriously hurt, and aside from saying that the leader wore one of those red scarfs, there was nothing to go on. I spoke with the elder and the leader of the Raiders, but both suggested I let the matter drop. Again but later, one of the wood-cutting parties actually took fire, but no one was hurt and by the time one of the other parties arrived to reinforce, the shooting had long stopped."

He shakes his head at that one. "We examined the site closely but found neither bullets nor shell casings. If it really happened, whoever attacked wasn't trying to hurt anyone, just scare the piss out of them, and made sure to cover their tracks."

"And I imagine there are a dozen other incidents that read much the same. Shoving, words thrown, but no real harm done, right?" Cador nods once more, closing the journal and setting it on the map as he meets your eye again.

"The villagers, those that live here year-round, are not so hostile. We do a little trade for them, they value things like powder and Gawain ironwork, so I doubt it's among them the issues spring. The raiders though, the ones you've confined to this island, to call them restless is an understatement, but short of giving them a target, I can't think of a good way to let them blow off steam."

Cador raises an excellent point. In this, the dead of winter, their spring-thaw was still a month away and there was little you could do without the weather fighting you ever step and what little you could do grew stale quickly.

"Is there anything about the culture of the Ratatoskr you could tell me? You've lived with them, if not among them, for months."

Your question seems to take Sir Cador aback, before his face schools itself to one of thinking. "These people have their religions, and as far as I can tell it is likely two religions. The first is almost a Nordic pantheon, with stories of Odin and Thor, Loki, and they try to live lives that would endear themselves to their gods. They offer up sacrifices of meat and mead like they were serving guests of honor in their feast halls, even now in the coldest part of the year, but I've not seen them sacrifice men or animals in the same fashion.

The other religion I know far less about, and it belongs to the Red, as some of the men have taken to calling them. It could be part of the greater religion, or an off-shoot sect of it, I'm not certain, but I do know is that the Red is divided between the Red-scarved warriors we saw on the beach, or that my men have had encounters with in the town, and the Marksmen. Those two are different sides of the same coin, and extol the virtue of combat for the glory of their god either in melee or in precision shooting. I think a good bit of the trouble is coming from them, because your edict has stranded them where they cannot prove themselves in a real fight. They don't hate you for the defense, they see that as business as usual, but they don't like that you've kept them here."

You can only nod along as Cador speaks, soaking up the information, and ask another question. "Not liking me I understand, but how do the town folk feel about the Red and vice versa?"

"They are, by and large, their neighbors. They may have quaint rituals, their own ways of showing devotion, but at the end of the day, they grew up around each other, they learn the same crafts, eat the same food, and have the same issues. It's a lot like the relationship one of us might have with a knight from Doponaria. We don't know the desert like they do, and their way of doing things has been affected by living in the desert, even when they're outside their homeland."

"So there's no discontent by the villagers about the Red's continued presence?"

He shakes his head. "No more than you get annoyed when your friend stays a little longer than you might have liked. From what I've seen, it's very much an individual basis for how they feel about the Red, but it's no Cross trying to throw the pagan from their holy places, or convert them at sword point."

That makes sense. "Do you think just giving the Red and the other raiders an outlet might help them to settle down, not start so many fights? Their performance on the battlefield makes me imagine them as mercenaries, or explorers."

Cador grimaces at the image, but he does dip his chin in acknowledgment. "I would not want to see them in our lands, Master Elric, but that is your choice. I think giving them an opportunity is important, but if they stayed here in the Shattered Isles, I think I'd sleep better at night. As to exploring, that might work, especially if you cut a deal to give them some share or to match their costs if they do find something worthwhile."

~

> Go to meet with the leader of the Reds, as Cador has identified him.



You leave the Yeoman camp with some answers, and more questions too, and head back for the village. You need to speak with the leader of the Red, a man Cador named Bradr.

That the men on either side of this little conflict would be restless is only to be expected, but you cannot abide either side taking swings at each other when you dictated peace.

You let your thoughts linger as you walk the path back, eyes fixed on the dance of lights that glow in the distance. It is a fair trek and a welcome one as you take breaths of crisp cold air.

To try and offer a band of the Red a contract as mercenaries would be a large show of trust and require a leap of faith from their own side of the table. You alone can ferry them to and from your homeland, and they would have to trust that you would make good both sides of that deal, just as you would have to trust them to not snap off the leash and pillage to their hearts content before you put them down like rabid dogs.

*Much of their clothing is well worn, but its sturdy construction keeps them well despite the fraying edges.*

As you pass through the gate of the town, the people barely notice your pressence, beside taking a long look at the foreign coat you wear compared to their layers of cloth and fur. The children play in the snow, wrapped up as they are, sending flecks of white flying as they run and shout.

There is a subtle change as you head towards one of the larger buildings, where the color of the buildings paint changes from hues of blues, greens, and yellows, to only warmer colors all together, oranges and dull reds splashed against the wooden planks or the bark of logs.

The same is true of the people you see, with more and more sporting some small article of clothing with the vivid red of the warriors, whether a scarf, a jacket, dress, or a mantle thrown over their shoulders. They are not separate from the village, but it seems clear to you that like cloisters with like, and its not long before you come to a halt outside a building smaller than the long house where governance and feasts are held, but not by much.

Standing guard on either side of the door are men cut from the same cloth as those on the beach, their hands with club or sword at rest, and though you could not see their faces, you knew they were watching you.

"I have come to speak with Bradr." You announce loudly, and aside from a stony silence, get no sign of acknowledgment. You shift your eyes from one to the other, and take a step forward. That draws a real response from them, as they bring up their arms to bare you, only to freeze as a voice calls from within.

"Let him by, I would hear his words."

The men relax, their weapons returning to rest, and you let the revolver slide back into its holster at your hip, your hand sliding out from your coat. You give them a passing nod as you go, entering from the cold into a warm hall, the faint smell of wood smoke lingering from the fire that burns in the middle of the room, smog funneling into the brick-wrought chimney that reaches down to envelope it about each corner.

Sitting at the middle of a long table is an older man, with a streak of white shooting up into his brown hair, and scars from battle dimpling the side of his face and past one sightless eye.

"You've come looking for me, eh?" The man's english is accented, but he speaks it well. "Well, I am Bradr. What do you want?"

"I am Elric." You introduce yourself plainly, as your host did, and Bradr goes from mild curiosity to open interest.

"You! You led the men in green against some of my best at the end of summer." He leans back in his chair as you nod, a small frown on his face. "That was a good scrap, but it's hard to find more when you're moored in place, ya? Keep us from hitting that isle, fair enough, but everyone?" He shakes his head, like he's speaking to a child. "You can't be friends with everyone, but you can be respected by everyone. It takes shows of force, but respect and fear are one and the same for warriors like you and me."

"Thank you for the lecture, but I've learned it well enough on my own." If the warlord takes any offense at your tone, he doesn't show it. "I have come to speak on what has happened over these last several months, and to discuss what we can do going forward to avoid such unpleasantness."

"Unpleasantness, so polite!" He calls, earning a few titters and chuckles from the men and women that share his table, but he silences them with a raised hand. "You seem different from what Anna said of you. She said you were a giant in crimson, offering generously with one hand, a gun the size of a horse in the other. But here you are to discuss things like a merchant, not like the conquering king you were before." He squints as he looks at you, an amused smirk on his face. "I can't tell if you're confident or an idiot."

"I could have this whole town razed to the ground before sunrise, everyone in it put to the sword. Even if I die, you still lose, so why should I be afraid?" You counter, earning a truer smile from the man, the man leaning forward in his chair.

"He does have fangs, you just have to rile him up to get them to show! Speak then, Elric, and I will listen."

> A bit of both. Have the majority of his people explore and map the islands while you take a few handpicked men who can be trusted to join your men in hunting down bandits and patrolling your realm.

You do not stumble over your words, but it is clear that approaching this like a merchant that is trying to maximize his profits and minimize his costs is not what Bradr wants to hear.

So, you change tact.

"Your people are restless. I have disrupted your established way of life, of raiding your fellow men and taking from them loot, goods, and the resources your people need to thrive. I was told when I set my edicts from my 'Titan', that the great raid had been predicted on a poor harvest and harsh winter. My lands lie on the other side of the planet, and while it is cold here, it is the end of Summer there, nearing the start of Autumn. Our harvests are freshly pulled in, meaning that neither of us will starve, and to my knowledge none has here.

If your people prize combat, then I will give you the opportunity. Chose two dozen warriors that you trust to control themselves, and I will let them loose to hunt bandits and criminals in my lands. I will arm them, house them, and feed them, and in return they will be the wrath of the law against those that would break their covenants with me and mine."

"Two dozen? That's barely enough for a longboat. You expect them to triumph in foreign lands so far away with so few? Six dozen, the same terms."

"Four," is your simple answer, and you see him open his mouth, but something in your eye stops him. "As for the rest of you, I imagine the cabin fever is doing you all no good. In winter, there is little enough to do but I would present a new way to burn off your energy." From your coat, you pull a map, one drawn up by scribbling over the sensor station's monitor on the Odysseus's bridge when you first came over the Shattered Isles.

"This is the Island we are on, which my people have taken to calling the Isle of Ratatoskr, Consantine's Land lies to the north-east. Everything west and north of here, my people have not explored, and we know so very little of those lands." You continue to explain, even as he scans your topological map with keen eyes. "I would commission those you don't choose to scout these islands for us, earning wealth for information and a share of any prizes they may find in their journeys."

"You would use us as scouts?" You nod to Bradr's words, his understanding enough. "Artifacts are worth much to us, Elric. Are you sure you can meet the price my warriors could demand for their services?"

"Within reason, Yes. I command a Lance of your Titans; I am not someone without means." Is your simple declaration, and Bradr leans back, eyes going from you to the map and back.

"I will see what they say, but I can promise nothing aside from angry men."

You can only shrug. "They were always going to be angry. I've laid out my offer, it's on them how they chose to go."

The warlord stands from his seat, and from across the table offers you his hand, one you take in a warrior's grasp, giving his arm a firm shake. "You are cunning, Elric. Good Fortunes on you, now leave so I can speak to my people." He shakes his head as he finishes, already seeing ambition in the eyes of several. "This is going to take days."

~

When you return the next day, the town is abuzz with activity, men and women running back and forth carrying supplies down to the docks, loading up the longships that have stayed moored for moons on end, crews assembled by the draw of profit and glory, and you don't doubt a little eagerness to jump on any chance to leave this village behind for weeks on end.

Bradr and Elder Anna stand on a small hill over looking the expansive docks, taking in the hundreds of people working at a common goal, and you join them up there. The woman only nods in greeting, the Elder's face showing a little more life now that her people are not just sitting in their homes waiting for warmth to come.

"I see that word of my offer spread quickly." You proffer, earning a nod from Bradr.

"Aye. The moment I gave a direction, and promised gold and rewards, I had men trying to sail in the night." Looking down below, he can only shrug. "I'm not sure this is any better, but I hope your coffers are full, Elric, or you'll have many pissed off warriors waiting for you in the dark."

His point is true, but you are not worried. Between the goods your craftspeople produce and your farmer's bountiful harvests, it would take finds of titanic size to cost you more than you're comfortable with.

"We will see, Bradr, we will see. Will you take your own chance at it?"

The man smiles in response, before turning back to the shifting crowd. "I might, I might not. I've had a dozen men try and speak to me to connect them to you, and while Tyr cares little for the game of merchants and coin, it wouldn't do to let my own skills rust."

"You're taking them for a ride aren't you?"

If anything, the man's smile widens. "What they don't know, doesn't worry them."

When you leave the village behind for the last time a few days later, your holds are lighter of the supplies you brought with you, and the bunk areas are packed with forty-eight of Bradr's best, sporting armor that is of a finer quality than their more common fellows, but with all the skill you expect of them. That a dozen sport the brazed armor and long guns of the Sharpshooters is interesting, and you're curious what they'll be able to do with newly made rifles and not ones well worn by use and made with a cobble of replacement parts.

>Gained: Warriors of Tyr, Mercenaries the equal of many knights and sharpshooters that can rival the best in the land. Elite Infantry – Elite Competency - few in number. Mixed Melee Weapons/ Longguns - Metal plate armor.




In the weeks after your trip to the isles, the glow of summer and the warmth it brings starts to back away, with sunny days giving way to rain and cloud cover more and more often. Life returns to normal for many as they go about preparing themselves for winter, even as the political landscape over their heads starts to grow confused.

The new Lady Gladwell rules well as regent, and the minders sent to keep an eye on the affairs of the wayward great house have nothing troubling to report.

Lord Summermere remains in his home of Corum, his movements observed by your agents, but even they report no apparent scheming thus far.

Cousin Thaddeus and his Crew are glad to be home, and hope they may be allowed to remain for Christmas with their families, the first time many have been able given the route the Artemis takes back to the Inner Sphere.

Calm characterizes this shift in season, but it will not hold forever.
 
3031, Autumn leaves fall.1 - The Avalon rises. New
Autumn and Fall come quickly some years, and stay away for weeks yet in others, as the green and yellow leaves of Summer lose their color and shine, turning into brilliant oranges and reds, before they fall away to litter the forest floor. It is a simple fact of life that what comes before, must give way for what comes next.

So it is that you sit in the hangar as the Black Knight is held in place, the mighty Plastron that centers over its chest pulled free to reveal the endo-steel skeleton beneath, where miles of connecting wires, power feeds, coolant tubes thicker around than your thigh, and spurious slots for ammo feeds wrap around its hollow bones, the innermost-layer of armor, thin as a finger, peeled back as they pull free the nuclear heart of your grandfather's war machine.

You could see the same thing happening on the left arm, as the panels were removed to reveal the power couplings that led into the Eight centimeter laser mounted there, techs taking their time to take measurements of the connector, the armor plate, the displacement of the laser system and how to accommodate a twin from the same feed.

Oh, Fusion engines were a marvel to behold, and for that same reason were so difficult to create as the factories for them were blown apart over the course of the Succession Wars. They could meet virtually any demand in terms of power instantly, all at the cost of heat, but an engine's power-to-torque ratio was all but sacrosanct, as it didn't matter that an engine could power twelve particle cannons, if it was too small it could not move a Light BattleMech any faster than a Medium.

Your Grandfather's machine was almost four hundred and fifty years old, the design antiquated compared to many that came after it. The Highlander, the Excalibur, the Battlemaster, the Awesome.

All of those came after, but if you took every 'Mech from the annals of history and brought them before you, there was not a single machine you would rather have than this Black Knight.

You are not alone as you sit here, joined as you are by ever dutiful Alex, Persephone dragged along by Amelia, while Victoria sits in your lap, the collection of you just watching as the work is done. You would not say it is safe for children to be in the 'Mech hanger, but compared to doing work on the Orion or Alistair's Warhammer, the Black Knight is far safer as they remove the last of the power couplings, sliding free a circular vessel criss-crossed with cooling tubes like those that run the surface of your cooling-jacket. There are half a dozen slots running down either side, six by six, and from them the mech-techs fix special cranes, giving the order as they pull free the massive heatsinks that sink to the core of the engine to pull heat and disperse it back into the coolant network for chilling.

Fitting the new ones will be a pain, but it is something you'll be able to manage with a bit of luck and ingenuity. The only issue you really have, is that your 'Mech is useless to you in this condition, until they finish the retrofit and restore its engine to its proper place.

You can only hope that things do not escalate before you are clad in fourteen tons of the best armor forged by mankind again.

~


Though your focus has been on the Black Knight, the real reason you brought the Children was to see their ancestral machine repaired, and restored to the service of the Round Table, even if it's not under their house for the moment.

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You've refrained from repainting it in your family's colors, or even the Round Table's considering how close the two are. Instead, you've let it retain some of the character it had under their house, with that same bright blue shining from its armor panels, the white gloves of the Round Table's assault lance and officer core still proud on its arms.

Sal is already aboard, his Neurohelmet connection strong with the powerful 80-tonner. It now features armor worth its weight class, easily the equal of the Black Knight, and weapons that pull its range from point blank to something a little more reasonable.

You take Amelia and Victoria up on a technician's elevator, keeping them close to you and away from the railing until it comes to a stop, the Victor just perpendicular to the mooring.

"Mind your step." You warn them, as you extend the bridge, hydraulics lowering the grated bridge until it locks with a satisfying click. "Now, Sal here is going to be borrowing the Victor for a little while, so we felt it only fair to let you two know what its like to ride along in it." You take two helmets from the cabinet, fixing them in place, to giggles and fidgets from, matching brown eyes looking up at you with joy.

It would not be a final modification, but the cockpit of the Victor was large enough to fit jumpseats for two young girls, and so you pass them inside, Sal locking the mech's gyro to keep it upright as he helps buckle them in. You shake the lyran's hand, and then step back and out of the cockpit, pacing back across the bridge, and as it rises, watch the Victor continue its journey.

When you get back to the ground, you find your charges joined by another figure, your father having a nostalgic smile on his face as he watches the Victor pass. He doesn't say anything, just gives you a proud nod, your squire a pat on the shoulder and a deep bow to Persephone before he heads back for the keep.




Early October, 3031. Orbit of Frierehalt, 1st​ rocky planet of the Captain's Star system.

The mission you send up to Roundel has twofold purposes, as your dropships delay their launch until their objectives almost coincide.

The first point is in the thin debris belt that lies so far above the planet's atmosphere, that it's impossible to see from anywhere but space, as from the surface of Freirehalt you'd need to see the sunlight glint off it, while being blinded by the system's star yourself at noon. That factory module, designed to produce long lost weapons of war, is the lynch pin that will allow your planet to go from just defending itself and subsisting on yearly supply runs to the Inner Sphere, to being able to exert any power in its local area.

The second lies on Roundel itself, half forgotten as it lays against the side of a lunar mountain, the ancient and powerful Overlord-Class Dropship, a craft fit to carry into battle and through the black of space a full battalion of mechs. the Avalon had been the premier dropship of the original Round Table mercenary company, and it was one of three dropships that carried your ancestors to this planet, and its sacrifice in distant times was a loss keenly felt with the subsequent disappearance of the Camelot, and its attendant dropships the Logres and the Sorestan.

Loaded into the hold of the Black Eagle and Mule, are parts a plenty to repair the downed Avalon, but it is the Quiver, that will retrieve the important source of industry for your planet below. Roughly halfway to Roundel, the Mule diverts course, heading into the field of shattered metal and dreams. It's a delay that will put it several hours behind the Odysseus, but not one worthy of greater attention.

You are, for once, not on one of the dropships, trusting in your cousin to see the repairs to the Avalon through, with Master Burrel joining them as he travels into space for the first time in decades to double check their work. While many would dismiss Burrel as a mere MechTech, a man who only knows his way around mynomers and laser-emitters, but the truth of the man is that he is very well learned, and that he's spent the majority of his life learning about all things mechanical from whatever source he can.

He's tended mechs since he was a teenager, spent several years riding the trip between the Sphere and your homeworld learning the trade of the ship engineers. He can fix a fusion engine as easily as an ICE, locate and circumvent problems that could lead to shorts or blown components in a panel the size of his fist or wider than his torso, and, perhaps the most important, still found time to raise his son. He is by no means a master of every field of engineering known to man, but if its mechanical, odds are he can fix it.

The problem with the Avalon, and why you've been unable to fix it up to this point, has been a matter of parts. Factories that produce Overlords are incredibly rare, their products carrying that on in the price demanded for them. A great house could spend upwards of half a billion C-bills in the acquisition of a single Overlord, and that's ignoring the next hundred million they'll have to spend outfitting the Thirty Two mechs that make up the standard compliment of the massive Dropship.

It is also impossible for a single man to work on a dropship like one might a car. There are simply too many pieces, too many sections, and even in the reduced gravity of Roundel, they are too heavy for one man to move, machine assisted or not. The risk to blindly pulling something free only to damage another, more expensive or rarer component, is entirely too high.

Thus, you've waited until a crew of professionals, who have made their livings on dropships and keeping them running for years, to return to you with the parts you need to fix the unfixable.

You had removed the bodies from the wreck over a year ago now, when the hold of the Manatee had looked the part of a military mortuary, meaning that the experience of your engineers and techs is only disquieting rather than mortifying.

The principal repairs for the Avalon are to patch up the holes in its outer skin, the sort of things that could prevent it from properly buttoning up for High-G travel or shear apart under the forces exerted on it during a Jump. The difficult part of fixing such a plain problem lies in the damaged weapon mounts that leaked vacuum into the halls just beyond, as the lasers and missiles were destroyed with ballistic fire. Dropships are incredibly sturdy as long as they have armor to absorb enemy fire, and the Avalon's captain and crew appear to have navigated that thin line with remarkable precision.

None of the armor belts of the Avalon are totally stripped bare, though that does not mean you could just slap a dozen tons of armor back unto it and call it a day. The Crews of the Odysseus and the Quiver have to double-check every system as they go, doing their best to focus their limited supply of parts and replacement sections to the most vital components.

The internal structure is likewise remarkably intact, if stressed and slightly warped in the areas that took the harshest impact as it hit the side of the mountain. These are the sorts of repairs that the crew members can do more freely, owing to a combination of the far lower gravity and the surplus of raw materials they brought up with them. Shoring up structural beams and bulkheads does make navigating the corridors of the dropship a bit slower, but it's a price the repair crews are willing to make to get the Avalon out of its grave.

Before too long, the most immediate repairs are made, and Burrel's inspection of the Fusion Torch reveals only light damage, as the side of the dropship took the brunt of the damage, the landing legs horribly bent on one side, but having been sacrificed to keep the bell mostly functional.

There is no sound in space, but the crew that are standing within the Avalon can feel the roar of the engine as the vibration echoes through the floor plates, up the bulkheads and into their eardrums. The Avalon's nuclear heart beats again, as the lights that run the ship suddenly come alive, the repair men shutting off their flashlights as they can see the damage in its entirety for the first time

It is not the smoothest operation, but considering the Avalon has been left to rot in space for 60 years, it honestly goes better than either Burrel or Thaddeus could have predicted. That no lunar dust has gunked up the RCS thrusters and that the fusion torch can actually lift the Avalon without grinding it into the mountain is a small miracle.


To hear Master Burrel speak of it a week later, when the Avalon is on its way to the Artemis to mount onto a collar, it was a glorious sight.

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Fusion torches are renowned for the heat they generate on lift off and landing, but no one ever mentions the cloud of dust and sand they can throw. It glittered like diamonds in the black as the blue torch reflected off the free floating sediment.

The Avalon would not be airborne for long however, as the intent was never to try and push through the black in its state, only to get it somewhere flatter where repairs would not be complicated by sitting a quarter off its base against a rocky outcrop.

Still, the pic-captures the crew of the Quiver got are entrancing in their own way.




The free-floating factory module is easily brought into the Quiver's massive hold, taking up roughly a third of the 8500-ton area. In addition, the ease with which they capture it allows them to spend far less time in the debris belt, letting them bite back some time as they head for Roundel to continue the repairs of the Avalon.

Where to land the factory unit?

>Land the Factory unit in Alice's lands. It is a bit outside your patrol route, but it puts it squarely near almost any materials it needs, Titanium included.

~


You cannot ignore that you have to inform Alice of your idea, and acquire her permission to not only land, but build the Factory that will use the module on her lands. For many lords, this would be a boon of incredible value, but for Alice who's family is newly settled into their half finished home, it is simply another helping of work on her already full plate.

Finding the Lady Ginenet is not difficult, as she has come to the keep not only to update you and your father on the goings on of her lands, but also to visit with her sister.

You find the two leaned over one of the books Persephone has found, as she quietly but intensely shares some of what she's learned with her older sister. The elder of the pair is smiling, nodding along as she shares in her sister's wonder at some exploit of the adventurous lord or knight she's discussing. It is in observing moments like this that you question how someone as kind as Alice came from the loins of Gregor, or could be kin to Olin.

You wait for the little lady to finish, sharing a toothy smile with her sister, before a glint of the light off your outfits buckles catch their eye, and the two turn to face you. Alice stands a little straighter meeting you with a soft smile, while Persephone is almost frozen in place, as if you've caught her doing something she shouldn't.

"Be at peace." You say aloud, returning your fellow mechwarrior's smile and stepping closer to the table. Looking down, you see the book was an account of John Gawain, a cousin off the main line a few generations back. He'd have been an old man when your Grandfather was young, but when your ancestors first arrived he found errantry a better calling that administration. This was based on one of his journals after his death from what you can recall, fictionalized into a more impressive set of stories.

You think there's even a tale where he led a band of knights to sneak into a castle to rescue a princess while his brother, the Lord Gawain, did battle with the Black Knight against an evil dragon. Not the mech though, but an actual fire breathing lizard.

"A good choice, Persephone." Your voice is gentle and approving, and you give her an honest smile. "There should be other tomes with Sir John's adventures. Why don't you go find the next so you can continue telling your sister of his triumphs."

She returns your smile hesitantly, but does as you've bid, hurrying off and back into the shelves. Alice watches her as she goes, before she turns back to you. "You'd not have sent her away unless you wanted to speak with me Elric."

It does not take you long to explain why you want to place the factory in her lands, explaining to Alice both the dangers of it, as well as the many benefits that it could bring to her and her people.

You convince her with only a little effort, owing to her feeling still indebted to you and your house for not simple exterminating her bloodline. It is an unwarranted thing, and you make that clear by stating that a portion of the factories revenue will go to her as its warden. It is only right that she should benefit from the Factory that her people will have to man and operate.

With the terms set, Alice nods her head, offering a hand that you shake to seal the agreement. "I will tell my growing patrols to double their efforts around where you land it. I would suggest one of the larger clearings to the east of my keep, so that you don't have to do so much work clearing lumber."

You nod at her suggestion, adding it to the mental list of what to tell cousin Thaddeus. "Thank you, Alice. If its any help, I can second some of the Yeoman to supplement your patrolmen for a few months, as you continue to build a proper retinue and establish a proper levy."

She pauses at that, before she nods. "Their presence would be helpful in training my own soldiers. Thank you, Elric."

"This will be good for both of us. A stronger vassal makes for a stronger Lord, and in this we can benefit not only ourselves, but those around us." You give her a pat on the arm, before you step away turning for the door before you call out to Persephone. "You want the stepladder and the Shelf to your left, little lady!" You hear a tiny 'eep' from the girl, but also the roll of oiled wheels on the wood paneled floor.

You leave them at that, as Alice goes to help her sister get the heavy book of stories down from the high shelf.

~

Despite your inexperience with systems like this, you and Master Burrel do give the machines a quick once over before you start it up by hooking it to the Transporter's engine for the first time in God knows how many years. While looking you happen to spot a component that's been bent out of shape, and if left alone would run the risk of potential damage to any parts the previous step produced. Thankfully all it takes is a sledge hammer and a blow torch, and the offending part is forced back into place.

The Factory unit is working, and you don't doubt that operating under gravity was not its intended function, even if the changes in space had seemed rather... Retrofit. As it is, you time the production steps, as metal feed stock is melted, poured, cooled, stamped, heated, shaped, and a dozen other steps to produce just the receiver, the pressure vessel easily the size of your torso.

This was a factory intended to produce the tools of war that the tools of war would use, meaning that it had to manufacture them many times faster than the BattleMechs they would be mounted to. The need for spare parts, spare assemblies, or entirely replacement weapons are all part of the supply chain of a Light-Century spanning polity.

You have no guarantees that you could keep up with the material demands of trying to match that same logistic network, but you estimate that for the total assembly of an advanced Autocannon, you are looking at something like 2 or 3 days a unit. You don't know that the artisan shops that make shells could make a whole ton of ammunition in that same time.

Examining the hoppers and comparing them to how they were before the test run, you've used only a small portion of the whole, with your estimates being you have enough original feed stock for another dozen or so Large Bore cannons.

>Gain an Additional LB-X 10 Autocannon: Can use special cannister rounds that fire like a mech sized shotgun.

>Gain an Autocannon Factory: Intended to create LB-X 10 autocannons, it can manage about 14 units in a month if it has the requisite feed stocks of metal. The electronics of the weapons are far simpler and can be produced on world with only minimal difficulty.





>Focus your training on your Space Marines. They will benefit most from the Exercises.


Mid-October, 3031. At the Jump-point, 7 days from Freirehalt orbit.




You can't say that the first exercise goes well. Your soldiers certainly fight, and they even manage to have a pretty even contest, but the moment the aggressors press the advantage, the defenders can't really defend themselves once their cover is overcome. The walls are splattered with paint, several of the marines on either side are sporting training stains from the paint knives, and though it cost them many casualties, the attackers did take the 'bridge.'

This time, perhaps after working out the kinks of not having practiced their zero-G combat skills for several months, both sides put up far better showings. The squads themselves are randomized between whether they defend or attack, using the many corridors of the Athena and the Artemis to create the expected combat situations of any boarding action. Some squads are overrun quickly, managing few shots, but the ones that do hold claim a large tally from the enemy before they fall back under the cover of their own paint guns. In particular, the Engineering team manage to not only barricade themselves into the aftmost section but also keep the attacking teams from getting close enough to the barricade to 'blow' them.

As you continue to put them through their paces, the marines show good improvement as they shake off the rust, until they once more reach an equilibrium. This balance of defeats and losses is not the bumbling thing of the first round, but a hard-earned balance that sees your troops push themselves and each other to come up with new strategies, new tactics, and in one daring case, a sudden disregard for his own life. He gently floated down the corridor like a casualty, only to turn his gun on the backs of the defenders as they disregard him. The attackers took that bulkhead, and the defenders learned to double tap.

~

The exercises have progressed well, despite their shaky start. Your marines continue to develop a new doctrine for combat in space crafts, which features a combination of impressive accuracy to minimize the damage to the craft that could risk an atmo-leak from their rifles, and frenzied melee, as they continue to refine just how to acquire leverage in an environment where a bad blow will just send you and your opponent spinning apart.

Naturally, Thrusts are the preferred method, as slashing and crushing blows are nigh impossible to actually land with force unless the enemy is already pressed against a surface.

The marines are happy to be put through their paces, acting like men and women who have only just gotten to stretch their muscles again. They are far from lax even between rounds of the exercises, as their sergeants and officers have them do PT and training drills on the gravity deck, a far cry from the odd exercises that the original astronauts had to do for prolonged stays in space. There is only one very minor incident during one of these exercises, where one of the female marines manages to snag her shirt in one of the zippers of her soft-suit giving her fellow marines a show as she tried to yank it down and revealed a bit more of her chest than she might have intended.

The morale of the troops training is such that they demandask for one more round of simulated combat, and you find yourself reluctantly agreeing after they also demand that you take part. For the rest of the matches, you had remained an observer, but many of the marines had seen you compete on the ground, and they want to see how you do in the black.

You slip into a soft-suit of your own, virtually identical to the rest except for the Gawain crest on your back, and take a training rifle from the smiling sergeant.

So it is that you found yourself on the spinning gravity deck, having to deal with the vertigo of experiencing gravity while holding the deck against the attackers as they floated up the corridor.

The moment the ship's sirens blare their call, you can already hear the simulated bang of the airlock being breached, as well as the platplatplat of the paint guns spattering against the armored chests of the defender's soft suits.

You ready yourself, aiming down the length of the corridor it spins at the bottom of your shaft.



The first man to cross the threshold and try and get a bead on you eats a paintball right to the face. He wasn't properly anchored so he spins back as he falls, hands coming to his face to wipe off the paint but bounces off the window first.

The second man eats the next two balls to the chest as he tries to grab the casualty to clear up the sightlines, just overextending past the corner that would have saved him.

The third only sticks the barrel of their rifle around the corner, spraying down at you in a hail of hot pink and yellow that only splatter across the walls uselessly.



You lower yourself into a crouch, leaning ever so slightly into the corridor like you were looking down a very strange elevator shaft, carefully lining up a shot down at the far end, almost directly below you all things considered.

It's why you almost missed the head that peaked from the opposite side, just a hint of the brassed metal revealing him to you as the light of the Captain's Star gleams through the paint speckled window. You jerk your rifle up comparatively, and fire a short burst, the mechanical arm ticking as it sends the paintballs downrange.

He reacts quicker than most, trying to duck down and get a bead on you, the sole man holding this entrance to the deck, but you are quicker still, drifting your aim to the side as you fire and catching him just in the diaphragm, a soft hit in his armor but a telling one with a real gun.

He lets himself drift some as a casualty, before he's yanked back to the side out of your line of fire.

It's a close call as you move your sights back to the opposite hall, only to jerk back as a dozen paintballs fly by your door, spattering the top of its frame and giving you a dust of violet and daisy yellow. Hits like that don't end a 'life' and so you lean back out, giving suppressive fire that sees your attackers pull back around their corner.

> The last thing the enemy would expect is for you to vacate your cover, and take the fight to them.

~


"I think he stopped shooting. Uh, you think one of the other squads got him."

"Negative, none of the others report a breach, even if they've gotten good kills on the defenders. I bet he's reloading or waiting for one of us to peak."

"Alright, so you do it."

"No, you do it, I shot at him when he got Frank."

"And I shot at him too, so lean your head out and- OH FUCK."

~


Elric plants his paint knife in the armpit of the first soul closest to the corner, a vibrant streak of blue crossing their metallic breastplate as he spins with them, slotting his rifle up under their arm.

~

You fire your rifle on full auto, still spinning with the momentum of the man who's trying to be limp as you've all but hugged him, 'bullets' flying into the squad of attacking marines. You tag the first man in the leg, a maiming injury even as he tries to return fire, splattering the poor meat shield with more paint, the next avoiding your fire by kicking off the wall with a hail of fire of his own.

Two more take your shots in vital zones, the last man eating it right in the forehead of his helmet. Whether that blow would actually kill him, given the thickened armor of their helmets and chests, is unclear, but for your purposes it is a kill.

You can hear the grunts of annoyance from your meat shield through his clenched teeth as his teammate pours fire into his back, enough to set you spinning again. Something that conveniently, sees you looking at the other squad that has watched your counter attack in shock.

The other poor lot take your shots with far less grace than their compatriots, as they simultaneously try to get out of your line of fire, only to bump into eachother as you fill the hall with paint. A shot to a stomach, a head, even catching one poor marine in the groin.

That's not a mortal hit, but he still goes still like it is.

Which leaves you with the man behind you, as he lunges forward with his own paint knife.

He expected to surprise you, to catch you with your back turned.

He did not expect you to hurl the poor man you've used as cover at him, hiding you from his vision.

He also didn't expect you to use that separation to plant your feet into the corner bulkhead, and kick off it like a missile, slipping under the floating 'corpse' to tackle him around the middle.

This is not the grace of a duel to first blood, or even the organized chaos of a melee. This is the random chance of the battlefield combined with your own skill in matters of war.

Which is why you only feel a little bad as you icepick your blunt knife into his side once, twice, a dozen times in the span of a few seconds. It takes him a moment longer still to realize he's dead as his back bounces against the bulkhead framing in the window.

Releasing him, you come to a vertical position relative to the floor, a dozen of your marines floating in space or having pulled themselves into a corner to watch the rest of the chaos. You can't see their faces through their helmets or their eyes through the tinted visors, but you can imagine well the shock and surprise on them.

You don't spare them any more thought, grabbing your rifle and slotting a fresh cannister of paintballs into it as you start around the side of the interior ring, ready to outflank your teams attackers.

~

When the enemy make their hard push to finally take the Gravity deck, they think they have the advantage. They outnumber your defenders, they've been picking you off and demoralizing you. An attack form all sides should overwhelm the battered garrison, and claim a victory point for the attacking team.

What they didn't expect is for a single defender to turn the tables on them, waiting until they were already pressing into the narrow corridor to open fire into their flanks.

Dozens of marines are taken by surprise, their backs splattered with paint as they panic, realizing they've been, somehow, surrounded. There are survivors of course, the weight of fire you put down being absorbed by the casualties as much as the 'living' marines, and as you turn to hurry around to the next junction, they see the flash of blue and white on your back. The purloined radio at your hip starts to shout in warning, that 'Gawain' is flanking them.

It doesn't save them.

You burn through your magazine at the next section, and your last in the hall after that. As you lean against a wall, shoulders aching from banging into and off metal panels to adjust your heading and speed, you consider grabbing one of the enemy rifles to continue the fight, if the marine would let you take it, when a helmet pops around the corner, rifle coming up to sight you in.

There's honestly nothing you could do about it short of kicking off from the ground, and trying to get him with your knife before he puts a ball in your chest.

Except, you don't have to, as another hand bats the rifle down, a marine with sergeant markings coming around the corner cautiously with a blue band around his arm, the mark of a defender.

"You still alive, Gawain?" You let out a bark of laughter at the question, before you get to your feet.

"Yeah, I'm alive. I'm out of ammo, and I think my shoulder's going to be purple tomorrow, but I'm alive."

"Good, then you are in charge of the Garrison. Our attacks have been overwhelmed, so those of us good on ammo and not nursing bruises like lovers in every port are going to reinforce the forward barricades. You won today, Gawain, so stay put on the deck, and try not to shoulder check any more walls."

"Yes, Sergeant." You dutifully reply, using your hands to pull yourself first down, and then up the corridor to the gravity deck proper.

There would not be another attack on your position, and this time the Defenders had won with a good accounting of themselves, managing to preserve the vital systems from enemy control.

It made for a good end to the exercises, though morale fell some when you announced that the marine compliments would be the ones to clean the JumpShips.

You made the mess, so now you have to mop it up.


>Gained talent: 200 Gawain Space Marines - Elite Infantry - Veteran competency. Shotguns, Rifles, fine Melee weapons, Plated Soft-Suits for void combat. Bonus to Zero-G combat and boarding actions.
 
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