You promised to permit The Horned Knight to bring a gift to the Divine. Did you keep your promise?
WARNING! An unwise decision here may destroy everything you have worked for. Are you sure you want to do this?
Available actions[]
1.
Yes. But you insisted that he present the gift to you first, before the feast. This way, you can decide whether to relay it to the Divine.
Difficulty: Rulership* 6/5
Success: A wise decision The Horned Knight's 'gift' was one of his living gardens, in this case a lost priestess of the chantry. The flowers in her auburn hair had grown out through her skull, and when she turned her face to you, smiling vacantly, you saw she had dandelions in place of her eyes. Ah...no. You convince him that you will present his gift to the Divine later, after the feast. He seemed satisfied, departing in a swirl of leaves. You quietly surrendered the 'gift' to the Abbess. With luck, she'll know how to purify the thing.
-4 Twilight, Your 'Lord of the Forest' Quality has gone
Failure: Harsh words The Horned Knight's 'gift' was one of his living gardens, in this case a lost priestess of the chantry. The flowers in her auburn hair had grown out through her skull, and when she turned her face to you, smiling vacantly, you saw she had dandelions in place of her eyes. Ah...no. You told the Knight you would present it in private to the Divine, later: but he thought you intended to keep it for yourself. He raged and stamped, but you held firm. This creature is going nowhere near the Divine. 'I will remember this,' the Horned Knight swore. 'Expect no kindness from the woods, Huntress/Scholar!' Then he departed in a swirl of leaves.
-1 The Divine's Favor, -2 Twilight, +4 Peril, + Unwelcome, Your 'Lord of the Forest' Quality has gone
2.
Let him present his gift. This is unlikely to go well. It'll be an evening to remember, but you'll be lucky if the Divine doesn't set her Templars on you.
Result: A truth too ugly to hide Three knocks at the door of the hall. The Templars are on their feet immediately. The door swings back, and there is the Knight, and there his 'gift'. All this you see in a moment's blaze of torchlight: his 'gift' is one of his living gardens, in this case a lost priestess of the Chantry. The flowers in her auburn hair grow out through her skull, and when she turns her face to the light, smiling vacantly, you see she has dandelions in place of her eyes. Uproar! Bodyguards unsheathe their swords and hustle the Divine through the back of the hall. Other bodyguards rush the Knight. Bellowing with rage, he parries their blows with his mailed arm, pushes the 'gift' into their path, and is gone. The Feast is in utter chaos. Nobles rise from their seats and call for their entourage. Servants hide under tables. The Bard tries to strike up a tune, twice, but eventually shrugs and settles in the corner with a cask of wine to watch the fun. You do not see the Divine again. She will not sleep under your roof: she takes rooms in Serault Town, across the Bridge of Masks. A Templar brings you a curt message in the morning. She indicates that you may expect a visit from her Seekers, and commands you to co-operate fully in their investigation. She does not mention Serault's Shame. That could have gone better. On the other hand... you've done something they'll make songs about. The Knight at the Feast. The Marquis who Dared. The Divine who Fled. If your intention was to follow in the steps of your infamous great-grandfather... you've made a good start.
Your 'The Lord of the Forest' Quality has gone, +20 Twilight, +21 Freedom, -20 Dignity, + Authority, Your 'The Divine's Favor' Quality is gone
Serault's Shame is not lifted and the game ends immediately. You lose.