Roses in the snow
"The hole makes a change."
"What?" Jorma stared at his companion like he'd gone snow-blind. "What are you talking about?"
"The hole - it sort of makes a change in a way - from all the ice and the snow and the crevasses. It's like all the danger in this area has all been balled up into one spot and buried in the ground."
Merri Third-Eye had always had something of an odd way of looking at the world. It was one of the reasons Jorma Five Arrows hung round with him. Sometimes it was useful. And... sometimes it was just odd. "Do you think we'll be ordered in there then?" he asked apprehensively.
"Nah - we haven't got the numbers for it. It's close, but we're short-handed. Too many people hunting that Wemba fella. They won't like it, but I reckon it's been for nothing. We'll have to come back and start over I reckon."
"You're wrong there," said Jorma shaking his head. "I saw them dragging that fella south. We're all better off now I reckon. In fact the the further away they take him the safer I feel." He shivered, probably because of the cold. Definitely. Definitely because of the cold.
Merri never missed a thing of course. "Hey - I've got some of that smoked fish from Atalaq. Eat this, it'll warm your bones..."
Overview
The heroes of Wintermark and their allies have pressed north, exploring the mysterious and uncharted wilderness of Tsirku. Last season they made several alarming discoveries, the worst of which was the presence of at least one of Agramant's followers in this frozen land. Long suspected, now confirmed, Wemba the Bloody is loose in Tsirku... but not for long.
However, just as everyone is finding their feet, they discover that these lands hold more surprises than just the Howler and his followers.
The North
- The explorers of Tsirku have pressed forwards, but have fallen short of being able to fully explore the new region
North of Warriors' Gate lies a region described as "icy, covered in snow, with vicious looking chasms". The eternal storm itself does not extend into this region, but it is one that those walking that way would pass through. Imperial explorers pressed into the unknown, but unfortunately even with the support offered by the Smokehouse of Atalaq, the worsening weather and all the many, many problems of exploring Tsirku took their toll. While some headway was made, the explorers have not managed to get a thorough overview of the region.
A first in Imperial history, the region does not appear to have a name as such. Presumably it has a name in the language of the dire penguins and snow hares that call the place home, but it seems that no sapient beings have given the place a name that has stuck. Even use of Gralka's Gift to the Lost Seeker proves less than helpful, either providing eerie sounds of blowing winds and croaking birds, or simply confirming that someone is in "the wastes of Tsirku north of Warriors' Gate". It seems that even Day magic has its limitations when it comes to a place like this.
There are two significant features here, or at least two that have been found by scouts.
The first is a massive hole, perhaps a mile across. Plates of thick ice extend out around the edges and make exploration particularly dangerous. There is a long drop down into the depths of this hole, and a spider-work of cracks and chasms extends for several miles in all directions around it. The area itself is risky because some of the narrower crevices have been covered over with a thick crust of snow - one that is by no means strong enough to support the weight of a human or orc. Explorers who sleep near the hole report unsettling dreams - a great fire plunging down out of the clear night sky and filling them with terror. This has lead to some speculation that the hole might actually be a crater - one caused by the kind of starfall that struck Sküld in recent years and brought with it a lot of ilium.
The other feature is a stone settlement about a day and a half's hike east of the crater. Settlement is perhaps too strong a word. A squat three-storey hexagonal tower surrounded by a low white granite wall that also contains what seems to be a warehouse and some kind of ox stable. It takes a bit of effort to explore because the heavy doors and shuttered windows are frozen solid. Breaking through, explorers find the place eerily empty of all life, and everything coated with a thin layer of ice that glitters unpleasantly. Investigation quickly leads to the surmise that this is a Thule outpost - three are images of the five-headed dragon often used in decoration by the orcs of Otkodov. Unfortunately, the ice covering everything means that its impossible to say exactly how old this place is. It might have been build a century ago or it might have been finished last month. The question of where the inhabitants have gone is eventually answered and it is not pleasant. One of the big dogs that accompany some of the explorers dig at the snow in the open area before the tower, whining. Clearing the snow, the remains of a score of Otkodov orcs are found buried. An Echo of Life Remains discovers the name of one of the warlocks - Deyadloth of the High Pass. Some bodies show signs of wolves, other no indication what caused their death. Some of them are fully armoured in leather and fur, others are wearing little more than sleeping clothes. Their discovery leads to a decision to place some markers around the outpost and retreat, and perhaps leave further investigation to specialists who are not worried about how haunted that place might be. It also seems a good idea to avoid any kind of diplomatic incident - or at least to make sure it is someone of the appropriate authority who causes that incident.
Some explorers talk of meeting a figure that a little surreptitious insight indicates is clearly a creature of the realms. It appears as an older orc lady, garbed in thick wool and fur and using skiis to travel. Her face is hidden by a veil formed of knotted leather thongs, each weighted with white bone beads. Her presence is unsettling because she remains at a distance, often atop a snowdrift, and merely observes explorers. Those who hail her receive no response, and anyone approaching soon finds themselves being bogged down in deep drifts of snow, or falling prone thanks to hidden ice, during which she simply disappears again. Comparing tales though it seems that either she has several sisters, or she has made a point of taking a look at most of the explorers in the region. At least one eternal has an interest in this nameless snowscape, but it is too soon to say if they are hostile to those who trespass.
Names Matter
- The region north of Warriors' Gate has no name as far as Imperials are concerned
- If the Jotun or Thule have a name for it it has not "stuck"
- The scops of Wintermark could provide a name to the region and the big hole
Names, as folk never tire of pointing out, are important. In Wintermark, the solemn duty of granting a name to a thing more often than not lies with the scops. It is risky to name something before you fully understand it, but it can be useful to give something a "use name" so that people know what you are talking about rather than relying on "the snowy region north of Warriors' Gate". During the Autumn Equinox, the egregores of Wintermark will meet with the scops attending Anvil to discuss the results of the recent exploration. If they wish, the scops can decide on a name for the region itself, and for the large notable feature - the hole, crater, or whatever that gouge-mark in the snow actually is. Alternatively, if they agree that they need more information, they can wait until the place is more thoroughly explored. The egregores will inform the civil service of the scops' decision.
As more of Tsirku is uncovered, the task of naming things that do not have names will fall to the scops. They may choose to consult other explorers, but the final decision (at least for the moment) falls to the namers of Wintermark.
Winter in Tsirku
- After the Autumn Equinox, Winter will set in quickly in Tsirku
- The strength needed to map another region is doubled until the start of the Spring Equinox 389YE
- The Imperial Spymaster directs the exploration of Tsirku
After the Autumn Equinox, the weather in Tsirku deteriorates dramatically and with incredible speed. While the wastelands are hostile in Summer, it is nothing to how bad they become once Winter sets it and the seasons shift here without warning. Blizzards become commonplace, and the temperature drops cold enough to kill anyone unprepared for the cold. Winter is also when the Northern Lights are at their most active, and according to the Suaq it is a particularly perilous time to be abroad in the wastes.
The strength required to gather any information from Tsirku via the scouting network is doubled in the period straight after the Autumn Equinox, and remains that way until the start of the Spring Equinox. This will make the challenge of mapping the territory even more arduous. Either opportunities to deal with the abysmal weather will need to be found, or a major force of military units will need to be applied.
While the explorers have started with the region north of Warriors' Gate, there's no need for them to continue to focus their efforts there. Some progress has been made, and some key features identified, but it will still require the full total of strength to be applied to actually complete the review of the region. That is, to complete exploring any region enough to be able to establish its borders requires the full 5,000 strength (or 10,000 over winter). As such it may be more appealing to move to one of the other two regions that border Warriors' Gate and at least get a rough overview of them... but of course such things take time.
As before, the decision on where to focus exploration after the Autumn Equinox lies with the Imperial Spymaster, although they may receive counsel from the people of Wintermark. At the very least, the Imperial Spymaster should let the Wintermark people know which direction to head in, and the best way to do that would be to address their muster during the Equinox. The Wintermark egregores should be able to arrange such an opportunity for them.
As indicated last season, there are three regions that can be explored in Tsirku.
- The region that has been partially explored is north of Warrior's Gate towards Sydanjaa. Finishing the exploration requires the full amount of strength - there is no benefit for having performed a partial exploration.
- Westward, toward Tromsa, lies a region that preliminary exploration identifies as "barren, windswept, with wide and unsettling skies". It's likely that Lake Nutjuitoq extends into this area, and there may be a connection to the Sea of Snow given that there must be some way for the great sea beasts to reach the Grave of the Giants. The hylje have offered aid in exploring this region, should Wintermark wish to avail themselves of it.
- Eastward, towards Urdur lies a region described as "rocky, with scattered trees, that feels ominous". It's possible that the region actually abuts Urdur and if it does that increases the likelihood of some kind of Thule presence there.
The Varushkan Viewpoint
- Some Varushkan explorers suggest Winter is the ideal time to focus on treasure, not exploration
Winter is a bad time for exploration, but it might still present an opportunity. Some Varushkan explorers argue that rather than worrying about where things are and how things fit together, Winter is the best time to wrap up very warm indeed and go wagon raiding looking for valuable resources. There's one season left to take part in the Adventure in Tsirku opportunity, so why not make the most of it? They're looking to their National Assembly to back them up.
Tsirku is a wasteland full of dangers, but we Varushkans know well that where the danger is greatest the finest treasures can be found. We send (named priest) with 25 does of liao to encourage the explorers of Varushka to make the most of the coming Winter to gather the treasures of Tsirku.
Synod Mandate, Varushkan National AssemblyIf this mandate is passed, then following the Autumn Equinox any Varushkan military unit will be able to undertake the Adventure in Tsirku venture, without suffering the 2 rank penalty to their effectiveness. In addition, by focusing on gathering the resources of the wasteland, each such military unit will receive an additional "treasures of the wasteland" (a consumable representing unique resources found in Tsirku, most likely harvested from beasts of Agramant or dangerous locations) on top of the two they would normally get. A military unit that has at least 11 ranks thanks to enchantments or upgrades will also receive an additional wonder of the wasteland, a much rarer consumable. There is, as so often with these things, a drawback. If the mandate is passed every Varushkan military unit that takes the expedition will be competing for resources with the explorers of Tsirku; for every one that does so the effective strength contributed to explore Tsirku will be reduced by 50 points.
Alternatively, the Varushkans may choose to share their good sense with their friends in Wintermark and among the Imperial Orcs. They could pass this alternative mandate.
Tsirku is a wasteland full of dangers, but there is enough there for everyone to seize the opportunity and embrace prosperity. We send (named priest) with 75 does of liao to encourage the explorers of the northern nations to make the most of the coming Winter to gather the treasures of Tsirku with the aid of the virtuous.
Synod Mandate, Varushkan National AssemblyIf this mandate is passed, in addition to the benefits above it will also remove the 2 rank penalty from Wintermark and Imperial Orcs characters undertaking the Adventure in Tsirku venture after the Autumn Equinox, and any such military unit that has at least 11 ranks will receive an extra treasure of the wasteland alongside their wonders. The Varushkans will still get the full benefit of the earlier mandate, and everyone taking the Adventure in Tsirku venture will reduce the effectiveness of those exploring the wastes.
Tsirku is Enticing
- For at least a year following the Spring Equinox, Wintermark military units can undertake the Adventure in Tsirku venture
- The difficulty of adventuring in Tsirku increases dramatically between the end of the Autumn Equinox and the start of the Spring Equinox
- Dawnish military units can also take this venture, but do so at the same penalty as supporting the scouting network
Scouting Tsirku is an option now that the spy network is established there. Yet the wastes are also a source of adventure. A heroic trek into Tsirku focused around exploring not the terrain but the hidden nooks where danger lies... that might be something that appeals to the folk of Wintermark as much as any mapping expedition. For a start, it's known that there are terrible creatures in the wastelands. Some are supernatural beasts of Blood-on-the-Snow, that range down from the wild places into Sermersuaq. Others are dangerous spirits of the wild places, or creatures adapted to live in the terrible frozen wastes. If the beasts of the Sea of Snow are anything to go by, who knows what treasures might lie in Tsirku for the taking?
After the Spring Equinox, and until the start of the Winter Solstice 388YE, any Wintermark military unit may take the Adventure in Tsirku questing venture. A standard military unit that undertakes the expedition will receive two "treasures of the wasteland" (consumables representing unique resources found in Tsirku, most likely harvested from beasts of Agramant or dangerous locations) and 36 rings representing valuable or novel things recovered from the wasteland that can be sold to the curious. A military unit that has an effective rank of at least 11 (counting enchantment and upgrades) will also receive a wonder of the wasteland, much rarer consumable. Both treasures and wonders are selected from a random list, and different characters will get different results.
While this expedition to the north is inspired by the Witan, it is impossible to stop the knights of Dawn finding out about it. For some, the idea of pressing into the untracked north and risking an unmarked grave in the belly of a giant bear of Rope-chewer sounds like an epic way to seek glory. As such, Dawnish characters can also take part in the Adventure in Tsirku venture, but unfortunately the hostile environment means they do so with the same three rank penalty to the effective rank of their military unit that impedes their ability to scout.
All military units attempting to adventure in Tsirku between the end of the Autumn Equinox and the start of the Spring Equinox will suffer an additional two rank penalty due to the blizzards and intense cold.
Wemba the Bloody
The servants of Agramant gather in Warriors Gate and must be dealt with. We send the Banner-bearer of Atkonaroq with 25 doses of liao to lead heroes and glory-seekers alike to face the dangers of Treachers Dagger and drive them back from whence they came.
Hildelith Kaukosdottir, Wintermark Assembly, Summer Solstice 388YE, Vote: 290-0 Upheld with a Greater Majority- Imperial forces have captured Wemba the Bloody and are dragging the monster back to Anvil in chains to face justice
- He is expected to arrive at 21:00 on Friday at the earliest
Normally we would offer a skirmish to slay Wemba the Bloody, but on this occasion we've taken a different choice. There is no possibility of any kind under which Wemba would agree to come to Anvil - and we wanted to offer the nation a chance to get a look at this villain. We wanted the many, many players who don't play combatants and so rarely get a chance to look in the eyes of Wintermark's enemies to have an opportunity to come face to face with evil.
We realise some players will be disappointed, but we're keen in Empire to have plots play out differently from time to time. Not everything should go the way you expect. There is still one more of Agramant's named creatures running round Tsirku, so those who are looking for a chance to clash swords with the enemy will still get the opportunity in the future!
Urged on by the Wintermark Assembly, many military units diverted from efforts to explore Tsirku to focus on hunting down and defeating Wemba the Bloody. Signs of his presence are everywhere in the far north, once the scouts pick up the trail they discover abandoned camps littering the region on the other side of the great crater. The bodies of various beasts are scattered on the ground, blood spilled, their flesh half-eaten, dire penguins, bears and rabbits. This is what Wemba the Bloody has been living on? The man who swore to eat nothing but the flesh of his enemies? Surviving on a diet of uncooked rabbit - it would be tragic if it wasn't so pathetic.
The confrontation with this enemy of the Mark is more of the same. It should have been an epic tale, one for the scops to speak of in hushed tones. A brutal fight, the heroism of the Mark against the bloody steel of Agramant's cur. But the Wintermark scouts outnumber Wemba and his followers a hundred to one and more. His terrible followers have been granted inhuman powers by Agramant, their flesh turns aside blows that would stop a bear in its tracks, but somehow they keep going...
...and it makes not the slightest bit of difference.
If this was Dawn, brave knights might have made this glorious, by calling Wemba out, fighting him one-on-one, the glory of Dawnish knighthood against the terror of Agramant's brood. But heroism has no truck with glory. Heroism is about achieving what has to be done, not how difficult or dangerous it is. Deliberately making an act more difficult than it need be impresses no-one in Wintermark. More than five thousand elite Wintermark soldiers descend on Wemba's camp where he and his thirty followers are resting and they cut them to bloody ribbons.
None of them ask for ask for quarter, they know this is a fight to the death and it is a fight they cannot win. Utterly outnumbered, utterly outmatched, they are surrounded and slaughtered. Wemba himself is one of the first to fall, but the only one to survive. His body lies on the frozen ground, disembowled by a spear to the belly, bones in both legs shattered, chest pierced in a dozen places, and yet somehow he still will not die.
Not even Agramant's power can save a man from execution, Wemba will die when the time comes. But the party take it as a sign. His weapons are taken, his hands bound, his wounds closed, and then he is dragged in chains back to Sermersuaq, from there to be sent to Anvil. Let the mighty and the powerful interrogate him and learn from him what they can - the heroes of Wintermark have done their part. This monster's story is over.
Well, almost over. Wemba the Bloody will be dragged to the Wintermark camp on Friday evening. There will be a chance for those with Courage to question him and learn what they can. He is not going to tell the Empire anything about Tsirku - that much is abundantly clear - but those who want to find out what drives a man to swear his soul to Agramant, to consume the flesh of his enemies, can speak with him if they see merit in it. Once the nation is done with him, he can be handed over to the magistrates and receive his very just deserts.
Silenced Bell
The Assembly of Vigilance directs the Silent Bell to investiate the location of Wemba the Bloody, Kalina White-Eye, and their followers, last known to be in Sermersuaq. Locate them but do not confront them, that is work for other hands.
Brother Geoffrey Orchard, Vigilance Assembly, Summer Solstice 388YE, Vote: Upheld 168-0- Following the Summer Solstice the remaining Silent Bell members were assigned to seek out Agramant followers in the north
- They have identified that Kaarina White-Eye is also in Tsirku
During the Summer Solstice, Brother Geoffrey Orchard directed the Silent Bell to Tsirku to investigate the location of Wemba the Bloody, Kalina White-Eye, and their followers. These two servants of Agramant have been a thorn in the Empire's side since Sermersuaq was recovered from the Jotun. Some of the Silent Bell accompanied those scouts and raiders already heading for Treachers Dagger. Others spread out to see if they could track the movements of Kaarina White-Eye, who was believed to have fled west toward the Jotun border.
The trail is cold, but it does seem that Kaarina used her superior knowledge of the ice fields of the north to strike out of Suaq Wastes and Suaq Fount to harry the hated Jotun. She was also evidencing a keen interest in the Grave of the Giants - the bay where the majestic creatures of the Sea of Snow come to die.
About a year ago however, it looks as if she abandoned her camps in the wild places of Wintermark, and followed the same path Wemba the Bloody took into Tsirku. The Silent Bell follows, relying on the assistance of guides experienced in travelling into the unknown. Everything points to Kaarina currently being based in Tsirku, east of Warrior' Gate - although it's not clear if she is in the region directly east of there. She is clearly continuing her efforts to extract her blood-price from the orcs who slew her Thane.
Finale
- Every member of the Silent Bell that entered Tsirku has vanished
- Remaining members within Imperial borders, and those associated with them, have been attacked by servants of the Whisper Gallery
Brother Geoffrey Orchard was very clear that the Silent Bell should gather evidence and information and not engage the followers of Agramant. Unfortunately, it turns out that it is not Blood on the Snow who is their greatest threat. Between the end of Summer and the start of Autumn, every member of the Silent Bell that leaves the Empire for Tsirku... vanishes. There are wild stories - a half-dead Suaq explorer suffering severe frostbite rants about how the three members of the Silent Bell they were escorting were killed by "their own reflections" that dragged them into the smooth wall of glacial ice north of the Grave of the Giants. Other stories talk of empty tents, with clear signs of struggle that nonetheless failed to attract the attention of a single sentry.
At the same time, there is a rash of attacks across the Empire as well. Here, the attackers are more identifiable. Servants of the Whisper Gallery have targeted members of the assembly of Vigilance associated with the Bell, retired members, and those very few who survived the expedition into the Mallum to explore the malign spiritual presence of fear. Fortunately for the majority, there is a dedicated cadre of Imperial captains who maintain a careful watch for the malice of these hateful eternals. The majority if the overt attacks are stopped before they start, or interrupted before their target can be slain or kidnapped (for later murder).
The overwhelming evidence is that whatever has happened to the Silent Bell member sent outside of the Empire - and the protection of the Conclaves enmity - have been much less fortunate than the few who remained behind. Tsirku is secret, and it seems the Whisper Gallery want to keep it that way. Or at least, prevent the Silent Bell investigating the place.
Bell and Bella
- The Whisper Gallery takes responsibility for the attack on the Silent Bell
- They claim it is in vengeance for the deaths of Bella and Heliodoro
While the Vigilance assembly is still reeling from the attacks, and the disappearances of so many Vigilant souls, a package is delivered by a Navarr messenger to the grave orchard in Pickham, near the famous monastery, where Major Joshua Benson rests. A site of pilgrimage for the last three years, it is not unusual for gifts to be delivered. This gift, however, is not a bequest or an offering of support. It is a quartet of League masks, covered in bloodstains, and a bloody knife on which the blood is still, unaccountably, still fresh. With it is a gorgeous strip of parchment, decorated with an intricate drawing of dramaturgical masks with all kinds of expressions, and the two words "FOR BELLA AND HELIODORO".
Watch End
- The Silent Bell sodality is no longer able to launch investigations on behalf of the Vigilance assembly
The expedition into the Mallum to seek to expand the Empire's understanding of fear cost the Silent Bell a great deal. Many of its bravest, and most committed members paid the ultimate price for the insight they gained there. Important information was discovered, but it left the Silent Bell weakened and vulnerable. It was inevitable that if many more of them were killed then that would have be the end of the sodality.
By rights, the Silent Bell should have been safe enough in Tsirku - this is a dangerous land outside the Empire and filled with enemies, but even so, few expected them to suffer in the way they have. Unfortunately they did not expect to become the victims of a concerted of murder aimed directly at them. In the Empire they would have been safe, protected by the enmity of the conclave and watched over by the Empire's heroes engaged in the War of Whispers. But out here - in the frozen north, beyond the safety of the Conclave's dominion...
The Whisper Gallery saw a chance for revenge for the deaths of it's favourites and seized it. The Empire has taken something from the Gallery that for all it's capering the Concilium of the Perjured Throne did not want to lose. Now it has struck back, not with play, but in murderous earnest. It is a brutal reminder that for all the Whisper Gallery is baroque and mysterious, it can also be terrible and deadly when given the opportunity.
The disappearances in Tsirku are the final nail in the coffin of the Vigilant sodality that has served the Empire for years. There are survivors of course - the War of Whispers exists for a reason - but there are nowhere near enough of them to launch any kind of in-depth investigation into the threats that beset the Empire. But the sodality will be unable to continue now and cannot be reconstituted at this time. After a year has passed, the Empire might consider appraising the problem, to see if there was a way to bring the sodality back, but otherwise they have become a turned page in the Empire's long and storied history.
Participation : Silent Bell
- Characters associated with the Silent Bell are free to create stories about their experiences
Any character who has roleplaying an association with the Silent Bell is free to create a story about their encounter with agents of the Whisper Gallery. Obviously, no player character has been killed or abducted by the Whisper Gallery, but you may have had a close call. You may have been saved by characters undertaking the War of Whispers, personally fought off an assassin with your friends, or escaped their clutches with cleverness or dumb luck.
If you were in Tsirku this season, then the threat will be have been considerably worse. No mortal agents were used here, rather terrible creatures formed of billowing chromatic smoke that boiled up out of the ice and attacked.
Would You Like Some Help?
- Agramant offers to help the Empire track down Kaarina White-Eye
At the same time that bloody masks and a knife are being delivered to Pickham Monastary, a very different message is being delivered in Tsirku. The raiders returning from Treacher's Dagger have been victorious. Tired and injured, they are keen to get back to the warmth of Sermersuaq and the embrace of Wintermark friends. Just before they cross the border, a creature turns up in the middle of their camp and asks for parley. It's obviously a monster - a human-shaped monster wearing a coat made of tattooed skin, with a mouthful of shark teeth and lambent red eyes that are nothing like those of a draughir. It brings a message, for the ears of the Conclave, from it's master.
It is dreadful what the eternals of Night have done to the Silent Bell. Cowardly, even. Waiting until they were sent outside the protection of the Conclave and then murdering them all? Rude, to be honest. Giver of Gifts takes affront at the Secret Seekers paddling around in his part of the world and so he offers a boon for the Assembly of Vigilance. He doesn't expect them to take it but the offer is genuine and sincere. All they need to do is raise a statement of principle urging the vigilant to keep watch over the Grave of the Giants. If that statement gets a greater majority, then Agramant will instruct his heralds to give Kaarina White-Eye bad advice, luring her into making a trip back to the Grave during the Winter Solstice to gather more... resources. The vigilant will surely spot her, allowing the jolly old Sentinel Gate to get some Imperial heroes in position to murder her. And, sadly, as she is inside Imperial borders, the ability of her patron to protect her will be limited.
Why is Blood-on-the-Snow doing this? The herald says that his master wants to test Kaarina, and just how powerful her hate is. Either she'll prevail over the Imperial heroes, or they'll kill her. Either way, Agramant wins. Plus for that matter he has gotten just a little tired of Kaarina's constant banging on about how awful the Jotun are. And if she's foolish enough to fall for bad advice, and weak enough to be killed by so-called Imperial champions? Well, what can be destroyed should be destroyed.