Works for me. I'll go with Galder's group, then. Fix-It isn't Azarl's strong point but he's not awful since his Intelligence is high. I can also market my medicine skills, on an individual level. Hopefully my language problems don't get in the way too much.
Taking out Alvan sounds like it needs us to be in a martially stronger position than him. Right now, that's not where we're at.
Galder will smugly approve of having the most combat-proficient group rally around him. And he hopes that Xavier's idea of offering up technical skills to help out the operation here will get them inside the Fortress. He glances back up at where Kuylen's hologram towered moments ago before marching off with his team to find the nearest group to talk to.
Rand and Gallador - If we need to prove our dominance, it sounds like we'll have to perform some feat that shows that we're the most badass and should be put in charge of whatever rag-tag bunches we're about to encounter. Maybe there's some other guy trying to do the same thing that we can take on, someone who isn't as strong as Alvan but has a similar plan to ours. We can stride in, easily beat him at something he's probably already been working on, and then start giving the orders.
Otherwise, we can tackle some other issue they've been encountering that they haven't been able to solve.
Xavier will walk with Galder. He particularly wants to take note of the various technologies? How well maintained they are? How many things are being scrapped inefficiently?
Good plan, let's see what we can find and work based on this. Rand has very impessive mastery of force powers that can help impress the bottom chain darksiders here and Gallador can support him well with his social skills and force powers.
__________________ Yet the lies that Melkor, the mighty and accursed, Morgoth Bauglir, the Power of Terror and of Hate, sowed in the hearts of Elves and Men are a seed that does not die and cannot be destroyed; and ever and anon it sprouts anew, and will bear dark fruit even unto the latest days.
"… his name is Melkor, Lord of All, Giver of Freedeom, and he shall make you stronger than they."
Sauron to Ar-Pharazôn
You quickly discover that getting any respect around here needs a demonstration of force. However, this entire 'culture', if you can call it that, has become a bit self-correcting here. Whilst they are not very disciplined down here, word has come down from up-top that the army should not be constnatly cannibalising itself. CHallemnges for leadership of the group are possible, but only from people who have earned some respect. Randomly killing each other for respect is not allowed- it;s one of the few things the Commanders themselves will come down to enforce discipline about.
But as I say, this has been solved as an issue! There is, apparently, in an area of the Fortress that apparently someone in the past tried to excavate, forming a deep pit, a 'Warrior's Challenge' for those wishing to establish their credentials. It;s not a perfect solution as apparently as challenges go it;s still pretty lethal if you don't run away from it (and some of the people who try it are too proud to retreat), but on the whole it's kept casualties to a minimum. You only get one shot though.
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Those of you looking for a way up, here's the lay of the land:
Technically speaking, you are already within the walls of the White Fortress. So many outer walls have been built and re-built and knocked down and re-assembled, that it doesn't so much have a perimeter as a sort of 'zone' of outer walls of various heights. Some of these provide welcome shade from the bright sun, and a lot of the little settlements that have popped up are in such areas.
Hence the actual security perimeter has been set up at an effectively arbitrary point somewhere within. What you have is this- the fortress builds up in layers and layers, getting narrower as it gets higher, though it is less like a pyramid and more like a crazy termite mound. At a certain point, most open routes up have been sealed off and covered with a bunch of electronic security. The exception is five of these routes. As you have been told, the General has five commanders in the upper level; there is one open ascent to each of these zones. However, these ascents are heavily guarded by the commander's men, both at the top and bottom. That would be a heck of a fight to force through (to the point where I am declaring it a game no-go- you'd render yourselves incapable of finishing the game and all it would get you is one level up and surrounded by more grumpy Dark Siders)
Looking around in detail, several options present themselves, though I am always open to others:
1. You somehow talk your way past the guards. That obviously solves all problems but it needs a stonkingly good pitch. It's not something you could improvise or do with words alone
2. You actually get yourselves permission to go up there officially. As talented Dark Siders, this is an option. As it turns out, they do apparently need as much technical support as possible- this is a technology dependant army and they've recruited far more killers than engineers.Also, certain parts of the Fortress are built around ancient technologies that people are having difficulty figuring out, and it;s made parts of occupying this place a pain.
3. You somehow render a crossing point uinguarded and sneak through. Like 1, this solves everything but it's impossible to see how you'd do it.
4. You bypass the security and climb a blocked point. Looks like you aren't the first to think of that though- and a few bodies have been left on display as a reminder.
5. You bypass the security ring entirely. There are dozens- perhaps hundreds- of entrances into the interior of the White Fortress all over the place. In theory, you should be able to enter in and pop out of another one higher up, inside the secure zone. Of course, you'd have no idea where you were going, and your Force senses give you a vague idea that it's not at all safe in there.
__________________
"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"
Gender: Unspecified Location: With Cinderella and the 9 Dwarves
For option two perhaps some combination of Fix-It, Jedi Lore and Savoir Faire (which Con has) might be a good way to convince people we are the real deal. Perhaps a presentation to one of the commanders, maybe fixing up an artifact we can find down here, could help.
Also, do we have a way to communicate between groups? Some sort of comms/walkie talkies? Otherwise perhaps we should agree upon a meeting point regularly to discuss progress. And try to advance together, if possible.
When Rand hears of the Warrior's Challenge, he sees his opportunity to establish himself as a powerful individual capable of taking charge of these soldiers of the Dark Side, and hence his route into the White Fortress, and to Kuylen.
"We shall make for this arena and make a display of our power," Rand says, clenching his fist. "Once we own their respect, we can use this to establish ourselves as useful to the leadership of this army."
--
Option #1 sounds like it needs action on the lower levels to make it work, such as gaining control of a portion of the army or some other plot.
Option #2 seems feasible for the techie group, proving their use and gaining access that way.
Option #3 would need some major distraction to draw everyone off one of the approaches... possibly a use for whatever portion of the army Rand influences.
Options #4 and #5 could prove lethal without any sort of plan, or at least drain us of strength for any fighting once we reach the top.
Can the group be re-arranged? It seems like Galder would be the best for Warrior's challenge, though with Rand and Relle it is not as bad.
Would Gallador's Jedi Lore expertise be valuable in figuring ancient technologies?
Okay, so Gallador is not that confident, but he will joint Rand with going to Warrior's Challenge.
"Indeed, showing power may make it easier for us to find followers and respect here, though we need to be cautious. Let's go there, Rand."
__________________ Yet the lies that Melkor, the mighty and accursed, Morgoth Bauglir, the Power of Terror and of Hate, sowed in the hearts of Elves and Men are a seed that does not die and cannot be destroyed; and ever and anon it sprouts anew, and will bear dark fruit even unto the latest days.
"… his name is Melkor, Lord of All, Giver of Freedeom, and he shall make you stronger than they."
Sauron to Ar-Pharazôn
Option 2 is on a case-by-case basis. I gave the engineering feedback as that is Xavier's speciality. Proving you are the 'real deal' and deserve to go up may need a broader approach for others. Or a fightier one.
Jedi Lore is no good for you guys- nothing Jedi-y here, as far as you know (out of story, this is of course untrue, and so Lore may be useful later).
I'll take a list of potential challengers- you can go in as a team!
__________________
"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"
So Option #2 might only apply to Xavier, then, and Team "Tech" might not work.
Galder- you should explore just how much your Reputation will get you, in the talking through sense.
Rand will gladly have Gallador and Relle along if a team battle is the way of things in the Warrior's Pit, but doesn't mind going in alone to prove his personal strength as a Dark Jedi.
__________________ Yet the lies that Melkor, the mighty and accursed, Morgoth Bauglir, the Power of Terror and of Hate, sowed in the hearts of Elves and Men are a seed that does not die and cannot be destroyed; and ever and anon it sprouts anew, and will bear dark fruit even unto the latest days.
"… his name is Melkor, Lord of All, Giver of Freedeom, and he shall make you stronger than they."
Sauron to Ar-Pharazôn