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Knights of Tezoth

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                                                                        Orvald de Martelam 

Lesson 1.
Our glorious house was known even before the appearance of Eidos the Iron and the unification of Tezoth into a single state. We did not possess great wealth, nor did we have boundless power, but our house has always been held in respect. First and foremost, for the principles we adhere to to this day. They consist not of idle slogans about goodness and love, but of what we do and for what purpose. Unfortunately, our world is arranged in such a way that most of it lives in ignorance and chaos. We are among the few who carry the light of enlightenment, revere science and true culture, as opposed to what is considered such in some other regions and beyond the borders of Tezoth. History shows that only progress can help humanity survive and become better than it is, and with its loss, civilization will regress back into barbarism. The falls of Afezeria and Tisia are proof of that. Perhaps something similar would have happened to our city, had the wise men at the helm of Flavers not reached an agreement with Eidos when he came to the city's doorstep. In doing so, they not only saved the lives of many people, but also preserved the historical heritage of their Homeland. This fact demonstrates that some of the decisions we make may seem controversial, but if one looks at the situation more deeply and with an eye to the future, the decision becomes clearer.

Lesson 2.
According to my father, it was Orric de Martelam, nicknamed "the Tower," who designed our family's coat of arms. I don't know exactly why he was given that nickname — perhaps because of his height, or perhaps there is a more interesting story behind it — but it is known for certain that he had no equal among the local smiths. Although he became famous not so much for his skill at forging, but for his engineering mind, thanks to which he not only improved but also invented new devices, both for peaceful purposes and for military ones, particularly siege engines. It was his nickname that became the symbol of our dynasty, depicted as a golden tower on a black background, reflecting the ignorance that reigns all around. And the hammer atop the tower, with the flame that engulfs its upper part, speaks of our commitment to civilizational progress and the power of thought, which is its driving force. Hence our motto, "From the spark of thought — to the greatness of deeds," coined after Orric's death.

Lesson 3
We are fortunate to live in Florenzan, as it is the most prosperous region. Lord Gitgood Flaveresens is well-versed in finance and governance, doing much to ensure that the local people live in abundance, as are his loyal assistants. Yes, perhaps money sometimes does not go toward the most important aspects of life, and it could be spent more wisely, or directed toward more important goals, but at this stage it is not so critical. In the future, I hope the lord will be more attentive to my advice, and not only mine, which will help him understand the importance of the issues raised by the wise men of Florenzan. The main thing is that Lord Gitgood does not forget that money is merely a means, not the goal itself.
There are several regions whose lords share our interests, as it seems to me, or are close to us in spirit. These are Silverdan, Lorele, Miku, Oshi, and possibly Guildaria. And Kabocha, perhaps — at least, one would hope so. The rest have either strayed too far from the way of life and the values our ancestors honored, or are mired in local customs bordering on regional eccentricities. Take Albus, for instance. It's ridiculous when a country has so many orders and nearly every resident belongs to one of them. 

Lesson 4.
The main threat to Tezoth lies beyond its borders, carried by the wild tribes living in other parts of our continent. They are barbarians to whom science, culture, history, and any concept of the institutions of the civilized world are alien. Most of them live to kill and satisfy their physiological needs. They have no striving for greatness, no urge to make the world better — only the desire to grab a bigger piece, like a rabid dog, and be content with it until their bloodthirsty nature makes itself known again. And so they live out their lives, after which their husks return to the filth from which they crawled, over which the next generation will tread, and the history of the past will be covered in the dust of oblivion. 
But one should not think that danger lies only in the chaos beyond our state's borders. There are threats within Tezoth as well, though they are of a different nature. The concept of culture is now greatly diluted, as is the concept of civilization. The former you can behold in the capital and partially in some other regions that consider themselves cultural centers. The latter has a wider spread and touches upon more spheres of our lives. As a rule, these are unnatural things, alien to human nature and to the nature of the world itself. To some extent, this even concerns magic, although here it is used for good and brings much benefit. But there is another kind that brings death and destruction — the true embodiment of darkness and chaos. The same can be said of certain creatures found in our lands and beyond. All of this poses a threat and hinders humanity's development, though not everyone understands this yet. 

Lesson 5.
Your uncle Oswald advised me to seek out a blacksmith in the south, in the Lorele region. He turned out to be right, and indeed some of the most gifted masters of the forging craft live there. It was there that I met Gustav. Since then, he has worked for me and helps keep the weaponry in perfect condition. Moreover, he may even manage to improve it, if I can find the necessary materials for that. They are rarely found, but perhaps with our connections and resources, it can be done. Should this endeavor succeed, we could even arrange a small banquet.

Lesson 6.
The names Aurelien and Oriane were not chosen by chance — they were borne by some of the most distinguished members of our house. Your mother initially objected, but I insisted on my own. For it is important to preserve and honor the family's history, to remember our ancestors and the good deeds they performed, exalting them through our own accomplishments and continuing the glorious traditions of the lineage. I think in time Margaret will come to understand this, but for now, this lesson is for you to learn and remember. As for the next conversation, I think I will tell you about how I met your mother. It is not a very long or interesting story, but it is certainly important and useful.

Sir Orvald de Martelam, Knight of the Golden Tower of Flavers, servant of Lord Gitgood Flaveresens, adherent of Eidoism.
Men of Tezoth, men +5 to body and +5 to mind, +2 to learning and +25 to characteristics for free distribution but no more than +15 in one characteristic, +1 to learning. 

Characteristics:
Mind: 20
Body: 20
Insight: 17
Energy: 20
Aesthetics: 13

Skills:
Wearing Armor
Hammer
Shield
Riding
Precise Attack
Friendship

Merchant

Equipment:
Right hand: Flanged mace "Sparkbringer"
Left hand: Large cavalry shield "Aegis" with the coat of arms
Body: Heavy armor, over which a black velvet half-tabard is worn, fastened with golden clasps below the shoulders
Head: Sallet with a bevor
Legs: Plate boots
Arms: Plate gauntlets
Shoulders: Golden cloak (dark shade, a mix of ochre and amber)
Other 1: War horn "Voice of the Legate"
Other 2: Ring of House Martelam
Other 3: Wedding ring
Inventory: gold, a flask of healing potion, a letter opener, a black leather cavalry navigation belt pouch with a gilded compass and local maps, a horse named Bastion.


Gustav

Gustav
Men of Tezoth, men +5 to body and +5 to mind, +1 to learning. The equipment worn by the character is protected from destruction and loss. 

Origin: Lorele
Belief: Eidoism

Skills:
Blacksmith
Armorer
Jeweler
Metallurgist

Characteristics:
Mind: 15
Body: 15
Insight: 10
Energy: 10
Aesthetics: 10

Equipment:
Right hand: A smithing hammer with a comfortable ash handle, pitted by sparks and scale from long work
Left hand: Long steel forging tongs with round jaws
Body: A leather work apron-brigandine, reinforced from the inside with rows of concealed steel plates on rivets
Head: A steel brow band with flip-down magnifying goggles and interchangeable darkened lenses to protect the eyes from the forge's heat
Legs: Heavy leather boots with steel toe caps, protecting the toes from falling heavy ingots and anvils
Arms: Gauntlets of multi-layered buffalo leather and articulated plates, impregnated with a fire-resistant compound
Shoulders: A dense traveling cloak of coarse charcoal-gray wool with a deep hood, protecting against wind and rain
Other 1: A steel token with the smith's personal mark
Other 2: A rough steel ring on a simple hemp cord, a reminder of a dear person who is no longer around
Other 3: A pocket-sized golden chronometer of fine jewelers' work, gifted by Orvald de Martelam for faithful service

Inventory: 100 coppers, a flask of healing potion, an ordinary hammer, blacksmithing tools, clothing, jewelers' tools, materials for work.

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Be strong. Believe