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@comment(Set these values appropriately for each character profile)

@string(name="Dirk Brightwind ")
@string(realname="Dirk Sundance Brightwind ")
@string(playername="Player Name")
@string(id="903487")

@include (/mit/abstract/Characters/Sheets/cover.mss)



@MajorHeading(@value(realname))

One of these days, you'll learn better than to trust @i(anything) to a
woman!  That bitch Charity says she hasn't seen the box Rebecca swears
she left at the House of the Veil; one of them has to be lying, or
they're in cahoots.  As if you didn't have enough trouble without
them!

Rebecca Shellar is a Guard of the Realm you'd known quite well before
the war, and continued to know quite well after the war had been
declared, despite the fact that you were both soldiers.  Rebecca, it
turns out, was a traitor to her people -- somehow, the Realm seems to
breed those.  In this case, though, she turned out to be a useful
traitor.

You had found out through Naptuhim Nahor, a mage in the Realm's Wizard
Conclave (what @i(is) it about these Westerners that makes them unable
to remain loyal to anything?), that the Conclave had uncovered a
series of treatments with which they could fashion extremely effective
armor and weapons.  At first, this didn't especially interest you --
after all, what's another shipment of weapons more or less? -- but
when Nahor explained that they could tip the balance of the war
towards the Realm's victory if they remained in the hands of the
Guard, you took notice.  Weapons @i(that) powerful were certainly
worth trying to obtain, even if they were magical.  You told Lance
about the shipment (conveniently leaving out the bit about magic --
Lance is one of the traditionalists who really can't stand the thought
of it ...), and then started contacting some people to get it into his
hands.

Of course, you couldn't use Nahor himself to get your hands on them;
although he's most assuredly a traitor, he's also a coward, and claims
his intent is to ensure that the war comes to an end with a minimum of
bloodshed.  So you contacted Rebecca, figuring that a Guard of the
Realm would be best suited to the particular act of subterfuge you
required.   In exchange for promised title to a small piece of
Brightwind territory, she agreed to intercept the shipment and deliver
it to the Clanlands.

Nahor provided a package, with magical devices and instructions, that
you provided to Rebecca.  The devices were designed to shrink and
transmit packages over considerable distances (working with magic is
distasteful, but you realize you have to fight fire with fire on
occassion), in this case from Rebecca's hands to Lance's.  If anything
went wrong, you said, she should leave a message at the House of the
Veil (where Charity would find it and relay it to you, though Rebecca
didn't know that).

Charity says she never laid eyes on it.  Rebecca is nowhere to be
found.  Lance is breathing down your neck.  You're ready to explode.
Lance will probably understand, but he'll be annoyed; he was counting
on that shipment to place the Fist of the Clans in a much stronger
position within the Clans (as well as to play some political power
games with Marshall Oasis Brightwind, your Clan Head and the leader of
the Clan's martial forces.  Lance and Marshall have a strange rivalry
going, despite their similarities ... you work for both of them,
secretly, but may Mishael protect you if @i(they) ever find out!). 

At first, you thought you'd be able to placate Lance when Marshall
told you he was ill and wouldn't be arriving at the peace summit
meeting, that he was giving you his vote in the Clasp regarding it.
Instead, when you arrived at the Castle, Marshall was already here.
Probably just another of his tricks; as long as you've known him, he's
liked to test his people to keep them alert.

Whatever the reason, though, it's landed you in hot soup.  Lance keeps
saying that if the Clasp will sanction the Left Hand because they
provide the Clans with necessary firepower, then the Fist can damn
well be treated the same way; he was counting on your plans to arrange
that.  You wonder what his reaction would be to finding out that you
and Marshall have been working with one of the Left Hand (you take
that back -- you @i[know] what his reaction would be!), on a plan
that would end this whole war for good and all!

Granted, it's a somewhat odd solution -- but then again, it's a
desperate problem:  Westerners on Clan Lands and their half-breed
offspring.  You, and the others who understand the need for the
purification of the Lands and the People, realize that this
intermingling will only serve to weaken the Human Beings, and bring
them down to the level of the denizens of the Realm.  The pollution
has to stop, Westerners must be excluded once more from the Lands and
the halfbreeds exterminated -- yet this will not be easy.  In fact, if
there's anything that the last few decades have proven, it's that
isolation of the two races is damned near impossible.

Thirty years ago the outsiders were discovered, which was the
beginning of it all.  Then, at least, there was the original Fist, a
team of warriors who knew the glory of combat.  You repelled the
invaders from your land and they responded with a "peace treaty"
promising to respect your rights in the future.

Your fellow humans made one basic mistake, and that was trusting the
Westerners to behave like humans.  Indeed, there were those who argued
that immigration and free trade across the should be allowed to go on
unchecked and unobserved, although luckilly that idea was vetoed in
favor of simple isolation.  

Even with that isolation, you heard stories of Clansmen and women who
had been taken into the Realm, or had moved there of their own
volition (the fools!), being abused by the Realm's own police force
and legal structure, as if such a wretched hive of scum and villainy
could even claim to have a legal structure ... even then, though, no
action was taken by the Clasp.  And so you, along with Lance, revived
the spirit of the original Fist, running rescue missions across the
border to free your fellow humans.  

In the meantime, you rose in status within your Clan and were
eventually chosen to join the Iron Gauntlet.  You've always felt a
little strange about the Gauntlet -- while you are completely and
unquestionably loyal to the Clans, many of your activities are
technically illegal and vigilante by nature.  In particular, your
affiliation with the Purebloods would be seen as traitorous by many,
for you and they are trafficking in magic.  Still, you are and always
have been a practical man and a practical soldier, and it's stupid to
throw away a weapon your enemies are using against you.  So while it
is beyond doubt your duty to find and bring to justice those who would
betray the Clans, you must be careful not to allow your fellow
sworddancers to suspect your activities.

You threw yourself into your work with the Fist, despite its
illegality, but you came to realize that there were too many cases of
Realm abuse for two men to arrive at a resolution -- and even when
Cord Sweetwater and Mercy and Charity Goldenfield joined your
cause, there were still too few of you and too many of them.  And then
came the final straw, for while you and your new Fist was trying to
undo the remaining damage from the first war against the Westerners,
the Clansman's Clasp chose to open the borders to the West and undo
the efforts of decades.

Lance fought it, of course, as did Mercy (who attended many of the
Clasp meetings in place of the Lady Joy, although recently she has
been deprived of that position by Joy's unusual interest in affairs
political) -- though to your surprise, Marshall supported it.  At the
time, you had not yet really gotten to know your Clan Head, and
certainly hadn't become affiliated with him and his Purebloods, and
his support of the open border made you wonder just where his
loyalties lay.  Since then, you've realized he believes as strongly as
you do in the purification of the Clanlands, although you still don't
understand his motivations for voting as he did.  In any case, your
people were outnumbered, and the borders were opened.

Lance successfully pushed for the establishment of the position of
Senator Prime, a single voice to speak for the Clans with the Western
King; unfortunately, somehow the West had established a rule by
council much like the Clan's.  Lance's "Primacy" turned into a sham,
and the responsibility for keeping your people from being corrupted
came back to the Fist, as the borderline between Clans and West became
ever more ill-defined.  And the solution appeared, finally, in the
person of Dodani Yitzhok.

Yitzhok was a Western smith of some kind, who sent a team of miners
out in search of mythril, which it seems is a material of some value
in the Realm.  (In the Clanlands, of course, it is as common as any
other semi-precious stone, and Clearstone Mountain is full of it.)
You intercepted this team, and with a few pointed questions determined
how they could be used to circumvent the cowardice of your fellow Clan
Heads.  Within several days, the team had begun mining the sides of
Clearstone Mountain, near the Shrine of Mishael -- and that was all it
took to trigger another war.

Since then, you and the Fist have been keeping the war going for
years.  Sometimes this took more funds than you had available,
however, and so Lance occasionally would dip into the Clasp's treasury
for a loan -- and one day, he was caught by Mercy Goldenfield as she
inspected the Clasp's books.  Mercy turned out to share many of your
goals and attitudes; she wanted to ensure that the boundaries between
Realm and Clans remained closed and that the war went on.

Just keeping the races to their separate lands is not going to happen
by force of will or force of arms alone, however, especially as some
of the Clan Heads are in favor of maintaining an open border and
free trade with the Realm after the war!  With people like that to
contend with, it would be pointless to exterminate the polluted ones
within the Clans, as they'd be promptly replaced by more halfbreeds
and more invaders from the West.  And it's already been established
that a simple political division -- and even a war -- just isn't
enough.

It's for this reason that you agreed to support Krys Sweetwater's plan
to use witchcraft to separate the Clans and the Realm, by getting one
of the Devaic Lords to lift a wall of stone along the borderland.  If
you succeed, it will simultaneously cut the Realm off from the human
race, and perhaps demonstrate to your fellow Clansmen the
uncontrollable power of the forces they are trying to tamper with.
Though you don't completely understand the nature of the forces in
question, you understand that to accomplish your plan you must obtain
both some sort of legal ownership of contiguous territories along the
Western border (mostly Sweetwater and Goldenfield land) and some sort
of legal ownership of Clearstone Mountain.

The first will probably take some doing, but the second should be
fairly simple if you do it right.  No one can claim legal ownership of
the Mountain unless he speaks for all the Clans.  But while that is
impossible for you, it isn't for Lance!  After all, a devaic Lord
certainly qualifies as an "outsider," and the way Krys has explained
the nature of his Lord (that's still a distasteful concept, to
indenture yourself to a creature from another World -- no matter
@i(how) useful it may be), all he requires is a legal reason, even if
it is a loophole.

You've also made a little progress on the land-ownership front.
Stratus Bluemist, a fellow Sworddancer who's been missing for more
than half a year after disappearing during a battle, had somehow
managed to obtain the land-chit that granted him the ownership of a
rather large block of territory along the Western border.  It isn't
worth too much to anyone else, since the land is mostly deserted, but
it's valuable to you -- and you got your hands on it after you pushed
him into challenging you to a sworddance duel and wagering it.  Now,
even though it isn't @i(strictly) ownership of that land, you don't
think you'll have to worry about convincing the Lord Kryssonyx...

The sworddance.  Annoyance sweeps across your features as you remember
the Westerner you ran into, literally, when you arrived on this
Castle.  He'd introduced himself as the SwordDancer; you could
@i(hear) the capital letters, though you'd never heard of him, and the
unmitigated gall of the man stunned you completely.  Imagine, a
Westerner claiming the heritage of the Sworddancers!  He must needs
taste your blade in penance.  Such an insult must be avenged.

Which reminds you, also, that you have to perform your duty with the
Iron Gauntlet here, since there are only you, your cousin Hawk
Sundance (who's a bit strange to start with, though he's an amazing
fighter), and now Stratus (who, it seems, somehow managed to escape
the Realm).  The Gauntlet takes orders from the Clansman's Clasp, and
you are sworn to protect them - and while you're here, it may be the
perfect time to find some of the thieves who have been plaguing
Clearstone Castle.  The Right Hand, it seems, has become rather cocky
and arrogant, and the time has come to take them down a peg or two.
However, that will be difficult with just the three of you,
outnumbered as you are by the warriors of the enemy.  And the
conveniently "accidental" destruction of the teleport platforms that
brought you here prevents you from summoning reinforcements.  As if
you couldn't see through such an obvious ploy.

In any event, your biggest problem this week is likely to be
convincing the Heads of Clans Goldenfield and Sweetwater to give over
ownership of their border lands, and Lance to give over ownership of
Clearstone Mountain.  Put that way, of course, there's no way they'll
do it ... and you certainly aren't going to tell them the @i(truth) of
what you're up to.  It's a challenge.

On the other hand, you've always loved challenges.

@i(You are Dirk Sundance of Clan Brightwind, one of the --- if not
@b(the) --- finest warriors of your day.  The abilities you have
reflect this; you are fond of strategy games, like keeping your
subordinates and peers on their toes, and tend to stick to causes no
matter what.  You are Aware, and have a Will of Iron; you have a Sense
of Honor, when you think to listen to it; you can wear the heaviest
armor with ease, and are skilled in most forms of combat, your
preferred weapon being your longsword.  (SwordSkill =+4, Sword Defense
= +1, DaggerSkill= +2, Missle Weapon Skill =+1, Florentine= +2,
Martial Arts = +2).  You are knowegable in many fields, but the one
you excell in is Warlore.  You could talk about it for hours, if you
ever thought to speak more than three sentences a day... These
abilities may serve you well, and soon.... the sooner the farce of the
"Peace Talks" is over, the better, but you have to let them break down
naturally, not be prodded by you and the East.  Your items are few,
but necessary: your armor and sword, three daggers, a light crossbow,
three shuriken, a few land-chits, some mythil coin, some pretty gems
(you like them, you're not sure why), and your little black book (some
of the women you don't actually know; Hawk refered them to you....)
Patience, then, is the watchword... and you have much else to keep you
occupied.... good luck!)

@newpage

@include (/mit/abstract/Guides/guide.clans.mss)
@include (/mit/abstract/Guides/guide.brightwind.mss)
@include (/mit/abstract/Guides/lore.creation.mss)

@newpage
@section (Organizations)
@include (/mit/abstract/Organizations/fist.clans.mss)
@include (/mit/abstract/Organizations/iron.gauntlet.mss)
@include (/mit/abstract/Organizations/purebloods.mss)
