There's really only one question you can ask. You have to know.
"What happened to the sky? Something about it … was it always this way?"
Surely something had to have happened. You can feel it. This isn't how things are supposed to be.
Above bad reason knowledge you wanting not wanting? Reason many. Short time not giving knowledge all. Not color stone person many it having bad mind. Not color stone person many it wanting life damage. Not color stone person many it fighting warm hard stone person many. Big stone circle home damage. Big light damage. All stone person many it having life not. Warm hard strength object it giving not mistake event. Need important yours you having. Moving good.
And then, with that final phrase, you're back in control of your body. You can hear a low, almost mournful thrum ring out across the vast space as ancient mechanisms at last shut down after enduring unnumbered centuries. The world is lesser for its passing.
As the light dims, you walk towards the object that they asked you to take. Its once mighty radiance has been reduced down to a bare flicker, but you can still feel it radiating heat like a gentle hearth. It's roughly the size and shape of a balled fist, but with the appearance of fine crystal.
Merely by holding it in your hands, you feel fundamentally improved. Somehow more than you were previously.
But you only bask in it for a brief moment. You weren't the only one who came down here, and you can recall Nothr and Sphaera collapsing alongside you. Hurrying back across the bridge, you rush over to see the two plants both still lying down. Sphaera is motionless, but you can see Nothr shifting slightly. You move to help xem up.
"Nothr, are you okay? Did you feel it too?"
Did the Tenju also speak with xem? Were xe able to ask xyr own questions?
"Feel what? Did something happen to you?"
At first, you chalk it up to the lingering effects of the mental intrusion, but something about Nothr isn't right. Xyr tone is normal, but the voice underneath it is thin, nothing like xyr normal broadleaved rustling. (Quite like Sphaera's …)
Pushing it down for a moment, you refocus on your friend and mentor. "The Tenju, it spoke to me! It wanted me to take this somewhere, a 'light hill machine place' or somewhere."
Nothr doesn't hesitate for even a moment to shut you down. "Out of the question. I cannot allow you to depart with this artifact." Then, before you can react, xe snatch it out of your hand and begin making xyr way towards the exit.
Stunned, you simply stare at xem leaving for a moment. Where did this come from? But also, "Where are you going? What about your friend? Are xe okay?" Even if this Sphaera was the one who killed the Tenju (How could you possibly ignore that?), you can't just leave them here. What if xe need medical attention?
"That vessel no longer suits my needs. I will send for it to be retrieved soon." Xe continue walking, even as xe speak.
Rushing forward, you catch Nothr by a branch. "No, explain what's going on! You're not acting like yourself."
Xe don't attempt to break free, turning to face you with a brambled expression that you've never seen on xem before. "Did xe not explain this to you already?"
You can feel a sinking in your stomach, your microbes expressing their worries about the situation. "No?"
"Then allow me to rectify. I am Basid Fifth Cluster. I was previously introduced to you as Sphaera, child of Aphani, as that was the name of my current vessel. After my subordinate's passing, I have mycorrhized xyr vessel as a replacement to my previous one, due to the damages it had sustained." A small white tendril emerges from Nothr's stem, waving slightly.
You stumble backwards in shock, your voice small. "Nothr's … dead?"
Nothr–no, Nothr's body curves downward. "Of course. I would never be so wasteful with my subordinates as to mycorrhize one that was still alive."
That wasn't the thing you were worried about! You'd heard stories about fungi mind-controlling people, but you'd always thought that was just racism!
Seemingly sensing your thoughts, Basid's expression grows brambled. "Disappointing. From Nothr's account of you and your meeting with my own hypha in Monument Valley, I had thought you were above such close-minded superstition."
What? No, xe're trying to distract you! Xe removed the fuel source, xe were the reason Nothr died! And the Tenju!
Basid meets your glare with a flat expression. "You are experiencing strong emotions from the loss of an acquaintance. I will not hold your recent actions against you, should you still wish to work with our organization, but I will not tolerate any attempt to inform others of this place. Outsiders cannot be trusted with such knowledge."
Then, without another word, xe begin herding you towards the exit. Still stunned, you let xem.
You have gained the title Ember-Sparked. You have learned the secret Grassroots Organization. As a result of new information, the secrets The Shape of Air, As Above, So Below, and Heart of the Cards have been updated. Nothr, child of Limnir, child of Spuri has been removed from your character sheet as a faction representative.
Ember-Sparked
Even during the coldest rains, this memory will keep you warm.
Effect: +1 for all rolls.
The Shape of Air: The sky is not as it once was. The Tenju in Shrine of Dust confirmed it; their people fought, and something was broken in the process. But when something is broken, there is a way to fix it.
As Above, So Below: You've found one of the secretive fungi hidden away inside Monument Valley, apparently a 'hypha' of Basid Fifth Cluster, a high-ranking Librarian.
Heart of the Cards: The strange card that you found in the abandoned tower was apparently the key to unlocking a preserved Tenju site. If you could find more, could there be other places untouched by the ravages of the rain?
Grassroots Organization
The rumors about fungi apparently have a basis in truth, and at least one high-ranking member of the Librarian's Union is a fungus that uses people's corpses as 'vessels'.
The extra workload you chose to give yourself last cycle apparently exceeded your union-mandated maximum level of productivity, and your body has made its displeasure known through a vague malaise. (-1 to all rolls this cycle.)
The meteorologists predict that the next rain cycle will come in 13 days and that it will last for 3 days before stopping. You are currently in Shrine of Dust.
- [ ] Return to the Tenju site (Scaling) (Dangerous)
While the power that animated it is gone, there's still a whole Tenju site hidden underneath the city. You remember where to find the stairway, maybe you could sneak back in and find something useful? Learn a secret? Gain a Tenju artifact? (3 days, DC 6)
- [ ] Steal back the ember (Fleeting) (Dangerous)
Theft is morally wrong, but they stole it first. You're just reclaiming something that the original owner entrusted specifically to you. Regain the ember. (5 days, DC 10)
-[ ] Explore the settlement (Scaling)
Biggest archives in the world. Really, it's less a question if you will, but rather of how long you'll spend looking through them. Encounter something useful. (3 days, DC 6)
-[ ] Search for an expedition site (Scaling)
The darkness might make it a little more difficult, especially now that you've adjusted back to the street-lanterns, but you can definitely poke around a little to see what you can find. Find an expedition site in a current or adjacent region. Can be performed once per rain cycle. (3 days, DC 6)
-[ ] Look through the markets (Repeatable)
Shrine of Dust isn't really known for its commerce, nor you for your savings, but maybe they have something cheap. See what's for sale this cycle. (1 day, DC 1)
-[ ] Sell some of your possessions (Repeatable)
You do have some pretty cool stuff.
--[ ] Water flask with one aum
--[ ] Empty water flask (2)
--[ ] Collapsible pole
--[ ] Monument Valley trade goods (2)
--[ ] Tenju kinetic sculpture
--[ ] Black ring
--[ ] Tiny spring (Write in number if multiple items of type available. Cannot sell non-empty water flasks or your last water flask. 1 day per item sold, DC 0)
-[ ] Stash something in the wilderness (Repeatable)
Well, it won't get rained on, that's for sure. No promises about the flood though.
--[ ] Water flask with one aum
--[ ] Empty water flask (2)
--[ ] Collapsible pole
--[ ] Monument Valley trade goods (2)
--[ ] Tenju kinetic sculpture
--[ ] Black ring
--[ ] Tiny spring (Write in number if multiple items of type available. Items stored in the wilderness have a chance to be lost each rain cycle. Cannot store your last water flask. 2 days per item stored, DC 0)
-[ ] Engage in diplomacy (Repeatable) No known representatives present Dialogue is the foundation of society, and you're proud to take part in it.
-[ ] Establish diplomatic relations (Repeatable)
--[ ] Librarians' Union
You've recently been quite soured on them, but present sin does not preclude future virtue. Still, it was a lot of sin. (2 days, DC 3)
Other potential factions unavailable for contact.
-[ ] Consolidate water (Repeatable) No possible variations Something about the weight distribution is a bit off. (Write in the new organization of your water between your flasks. You currently have 1 aum of water and 3 flasks.)
--[ ] Write in (No time cost.)
-[ ] Survey the region (Repeatable)
Flooding is probably close enough to raining for it to still be necessary.
--[ ] Write in (Length 10, difficulty 2. Reward: 2 aums of water. Can be performed once per rain cycle, but progress does not carry over between cycles.)
-[ ] Travel somewhere else
It's time to move on.
--[ ] Write in where to travel and the route taken (Ends the current turn, but not the current cycle.)
Hey folks, hope you're doing well. More serious tone today, but for all its positive qualities, the Zigent is no utopia. On a lighter note, very excited to finally start showing off some of the Rain World influence. Having an open world full of different factions you can roam around in is all well and good, but a little of the old 'ancient machinery built for a task that you cannot comprehend' is a welcome addition to having an actual driving plot.
Also, thank you all so much for sticking with the quest. These last few updates were some of the first scenes I envisioned back when I started writing, and I'm really happy to see them come to fruition. Stars willing, we'll be able to get all the way to a satisfying conclusion. As always, voting will be for two days or until we get a clear majority.
The extra workload you chose to give yourself last cycle apparently exceeded your union-mandated maximum level of productivity, and your body has made its displeasure known through a vague malaise. (-1 to all rolls this cycle.)
A bit longer might be good? Maybe someone else will feel inspired to make a plan if theres some more time to ruminate!
I'm not sure if this is the best course… maybe Basid Fifth Cluster is a bad apple and most of the librarians are alright. Maybe we could treat with them and get the ember back, or at least away from Basid. I somewhat doubt it though…
So instead here's a plan that spends a few days familiarizing ourselves with the settlement and researching a site in the next region. Then we attempt to steal back the ember and skip town right away - arriving at the Hole just as the rains come down. We have -1, but the stick makes it even i think? One in ten chance is bad odds but it doesn't feel right to not try, even if it's impossible.
Edit: the pole is +1 for expeditions, so trying to steal the ember back is likely an impossible dc. I still think we should do it though.
[x] Plan: Make like a tree
-[x] Explore the settlement (Scaling) (3 days)
-[x] Search for an expedition site (Scaling) (3 days)
—[x] 12: The Hole
-[x] Steal back the ember (Fleeting) (Dangerous) (5 days, DC 10)
-[x] Travel somewhere else
--[x] The Hole (11-12) (2 D)
You've got it pretty much correct. Roll a D10, apply any modifiers, and if the result is above the DC, you succeed. Matching it exactly is a bare success that has some complications.
Mhmm! So worth the -1 malus the most we can get this turn is a 9, making the dc of 10 impossible to meet. If someone else has a better idea of what to do, they might want want to throw a plan together themselves…
Alright, we've left it open for a while, this will probably be the last day of voting.
Also, @Eater, I was looking at your plan and just realized that it leaves you in a region without a settlement when the rain starts. This is currently not allowed, as it would kill you. Sorry for not catching the problem earlier.
Darn, sorry about that … just back to wind key and the animals then
[x] Plan: Make like a tree
-[x] Explore the settlement (Scaling) (3 days)
-[x] Search for an expedition site (Scaling) (3 days)
—[x] 5: Wind Key
-[x] Steal back the ember (Fleeting) (Dangerous) (5 days, DC 10)
-[x] Travel somewhere else
—[x] Wind Key(11-5) (2 D)
[x] Plan let's not gamble on 10%
-[x] Explore the settlement x2 (6 days)
-[x] Return to the Tenju site (3 days)
-[c] Diplomatic relations with Librarians (even if we're lying through our teeth about being pissed, I want some lead we can follow re Basid!) (2 days)
-[x] Travel to Stone-Perch (2 days)
Okay apologies for the delay and the formatting, doing this on my phone.
I wish I had a better sense of how to stay on the tail… Plot is fun and I don't want to give it up!
No commitment to Stone-Perch just a mild desire to go somewhere new. And probably a good place we can sell our trade goods.
[x] Plan let's not gamble on 10%
-[x] Explore the settlement x2 (6 days)
-[x] Return to the Tenju site (3 days)
-[c] Diplomatic relations with Librarians (even if we're lying through our teeth about being pissed, I want some lead we can follow re Basid!) (2 days)
-[x] Travel to Stone-Perch (2 days)
Okay apologies for the delay and the formatting, doing this on my phone.
I wish I had a better sense of how to stay on the tail… Plot is fun and I don't want to give it up!
No commitment to Stone-Perch just a mild desire to go somewhere new. And probably a good place we can sell our trade goods.
Oh, really? I thought so because of "Really, it's less a question if you will, but rather of how long you'll spend looking through them.".
Hm. Then I guess we can explore Stone-Perch?
[x] Plan let's not gamble on 10% proper
-[x] Explore the settlement (3 days)
-[x] Return to the Tenju site (3 days)
-[x] Diplomatic relations with Librarians (even if we're lying through our teeth about being pissed, I want some lead we can follow re Basid!) (2 days)
-[x] Travel to Stone-Perch (2 days)
-[x] Explore the settlement in Stone Perch (3 days)
I'll call it here. Feel free to speculate on things in the thread if you like; I won't confirm anything, but giving cryptic and unhelpful hints is an important QM enrichment activity
Scheduled vote count started by jelloloaf on Oct 21, 2024 at 7:20 AM, finished with 17 posts and 2 votes.
[x] Plan let's not gamble on 10% proper
-[x] Explore the settlement (3 days)
-[x] Return to the Tenju site (3 days)
-[x] Diplomatic relations with Librarians (even if we're lying through our teeth about being pissed, I want some lead we can follow re Basid!) (2 days)
-[x] Travel to Stone-Perch (2 days)
-[x] Explore the settlement in Stone Perch (3 days)
So far as speculation… I'm not very good at working out riddles and the like! We've encountered one of the titular embers, at least! So now we need to find the other seven?
Anyhow, I had a bit of a question/suggestion. Could we get a sort of… idle action? Spending time working on a hobby or writing notes: a travelogue, diary or something of that nature. Carving something, or doing landscape sketches. Whatever, really, but something to eat up a day or two? As is, there's this desire to use any spare days traveling to a new location to maximize efficiency and start a new cycle from scratch rather than having a day or two left over at the end of the plan.
Since we're doing some investigating and the like around the shrine of dust, it would probably have been beneficial to stay there rather than spend the last two days before the rain traveling, but there isn't a 'wait' or write in option and leaving the loose two days feels a bit incomplete
Anyhow, I had a bit of a question/suggestion. Could we get a sort of… idle action? Spending time working on a hobby or writing notes: a travelogue, diary or something of that nature. Carving something, or doing landscape sketches. Whatever, really, but something to eat up a day or two? As is, there's this desire to use any spare days traveling to a new location to maximize efficiency and start a new cycle from scratch rather than having a day or two left over at the end of the plan.
I remember abstracting the extra day or two away as just relaxing for a while when it came up previously, but if you'd like a more solid mechanical guarantee that something is happening, I can definitely try to come up with something. My immediate thought is to go off of what we've just seen with the extra work giving a potential small roll malus; going in reverse would instead be a chance for a small roll bonus over the next cycle depending on how long you spend chilling out. I'll workshop it and get back to you.
Also, apologies for the delay with the update, I've somehow managed to get sick again. Should be just a few days.