By Pamela Freeman
One thousand years in the past, the 11 domain names have been invaded and the unique population compelled at the street as tourists, belonging nowhere, welcomed through no-one.
Now the domain names are ruled with an iron fist by way of the Warlords, yet there are wilder parts to the panorama which can't be managed and which can end up their undoing. a few are spirits of position, of water and air and fireplace and earth. a few are more than those. and a few are human.
Bramble: a village lady, whom no-one residing can tame ... compelled to escape from her domestic for against the law she didn't dedicate.
Ash: apprentice to a safeguarder, pressured to kill for an corporation he can't get away.
Saker: an enchanter, who won't leisure until eventually the land is lower back to his humans.
As their 3 tales spread, in addition to the tales of these whose lives they contact, it turns into transparent that they're certain jointly in ways in which no longer even a stonecaster might foresee - sure via their earlier, their destiny, and their blood.
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Additional info for Blood Ties (Castings, Book 1)
Encounter Level 12 Frost Worm (147 hp) . If any mammoths survive, Peter suggests they ride the remaining creatures southwards to Dolstev for maximum effect. He has no intention of keeping them after that point. Meanwhile, the two princes are only fleeing into more trouble. Once Winter finds out about what happened at the ranch, he sends more oprichniki to find and destroy them. Nine of the 30 mammoths resist the frost worm's trill effect and begin ramming the walls in a concerted 29 Tsar Rising Chapter Three Endgame Dolstev All the shops are closed.
Dire Rat SQ: Cold Subtype-Cold immunity; double damage from fire except on a successful save. ; AC 15 (+1 size, +3 Dex, +1 natural); Atk Bite +4 melee (1d4); SA Disease; SQ Scent; Fort +3, Ref +5, Will +3; AL N; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4. ; AC 15 (-1 size, +6 natural); Atk 2 claws +8 melee (1d6+6), bite +3 melee (1d8+3); Face/Reach 5 ft. ; SA Ferocity; SQ Scent; Fort +8, Ref +5, Will +6; AL N; Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10. Skills: Climb +11, Hide +11, Hide +9, Move Silently +6.
The mammoths were his first attempt, but they won't be his last. Skills: Alchemy +8, Climb +2, Craft (sculpture) +6, Escape artist +9, Hide +5, Knowledge (religion) +2, Listen +7, Perform (gusli) +12, Move silently +9, Handle Animal +11, Profession (guide) +8, Spot +1, Wilderness lore +3; Feats: Craft wondrous item, Scribe scroll, Skill focus (handle animal), Track, Weapon finesse (sickle). If the Tsar fears anything, it is treachery, which he is not particularly adept at. Peter distrusts the established nobility, who are most impacted by his changes and most against his reforms.