Eight Last Embers (Inspired by Rain World and Caves of Qud)

Voting is open
Also just a question I was wondering about the other day... What's the meaning of the title?

It's a beautiful one, but so mysterious.

Or is that one of the secrets we'll have to uncover?
Thank you! I don't want to give too much away, but you will definitely learn about it as the plot progresses. One thing I will say is to pay attention to the number; I didn't choose it at random.
 
Turn 9 Results New
Beta read by @Fated-Plan



-[x] Discuss theology (1 D)
Roll: 5/3, success

Making your way into the Animist Temple again goes much the same as last time, with just as few people present. Why bother making such a fancy building if it's always so empty?

Your footsteps echo faintly off of the polished stone floor as you walk up to the altar. The priest you'd met previously – Bright-Fleck, you think – is doing a complicated series of forelimb movements that looks difficult enough for you to not want to interrupt, but they notice you first, straightening up and turning towards you.

"Welcome back, my friend. Did you have more questions?"

"I did, actually." A brief look around for something to lean against reveals nothing except the altar itself, which feels a bit disrespectful. "We had talked a little bit about Animist doctrine last time and you'd said I could come back to learn more if I'd like?"

The lack of an easily-recognizable mouth makes it a little hard to pin down, but you think that you've been getting enough practice with animal body language to identify the equivalent of a smile. "Of course, I would be happy to. How familiar are you with our scripture already?"

"Not very, start at the beginning please." You have some knowledge of Illuminant doctrine from Nothr, but you've only really learnt about Animism in passing.

Bright-Fleck raises themselves up onto their hindlimbs, one of the middle two braced against the altar (maybe it's fine if they do it?) and the other three gesturing grandly. "To grossly oversimplify, the core idea of Animism is that the world is damaged, and that our duty is to repair it."

"Damaged? What do you mean by that?" Sure, the world isn't exactly welcoming at times, but that's on purpose. Even if you still think that something's a bit off about the sky, you're not about to go up to the stars and tell them they did it wrong.

"Surely you have seen the rain before? It is a heavy affliction; scouring the land of anything not well-defended beneath heavy walls. Why would any god willing to create life force them to live in such a state, where they must at all times guard themselves against imminent destruction? These two mindsets seem inherently contradictory."

Ah, you've got this one. "That's because the ones that created us are different from the ones that created the rain. There can be opposing mindsets without contradiction because they aren't both held by the same stars."

Bright-Fleck nods. "A common argument among the pilgrims I have met, but one that relies on the gods being content with the current state of the world. If there are two sides that are both so willing to make change, why do things remain stagnant? Why do we not see evidence of conflict between those who cherish life and those who would destroy it?"

"Because of Salt? Earth and Fire on one side and Water and Air on the other, Salt mediating between the two sides and getting them both to swear off direct influence? This is one of the foundational Pentist stories, have none of these pilgrims you've met told it to you?" You frown slightly, the tone coming out perhaps a bit more accusatory than you had expected.

After a tense moment, the beetle settles back down onto four limbs, sighing softly. "Ah, my apologies. I do not mean to begrudge you your faith, as I hope you will not begrudge me mine. My argument was merely meant to illustrate how, if there is a singular god as Animism teaches, they must have departed in order for the world to come to its current state."

Oh, right, they only have one god here, you'd forgotten about that. One of the stranger features of the other two religions; what's to stop a single deity from becoming a tyrant? There need to be multiple so they can keep each other in balance.

… You should probably apologize too.

"Well, in that case, sorry for getting defensive." Even though you're right. "If you assume that there's only one deity, it makes sense that they wouldn't both make people and then kill them. But you said they were gone? What happened to them?"

"There are many theories, but the most popular is that they have gone on to create other worlds and other peoples. We were left here to maintain the natural order of the world, but at some point in the past, we failed in this duty, and the result is the present state. Now, we must repair it, both so that we can live up to our responsibilities, and so that we no longer need to fear the vagaries of the sky."

Hmm. "And what exactly does 'repairing the world' look like?"

Bright-Fleck laughs at that. "You could ask ten different people and get twelve different answers, but whatever the correct one may be, we will not find it through pointless squabbling. As of yet, the Temple limits itself merely to seeking the unification of all people under a single banner, so that we may all contribute to the restoration."

The two of you fall silent for a moment. You could keep asking questions, but you've already got quite a bit to think about already. "Thank you for explaining this to me."

Bright-Fleck takes the conversation-ender for what it is. "Thank you for listening, my friend. It speaks well of your character that you are willing to reach outside of your own beliefs, and I'm always glad to have the chance to spread the good word. Was there anything else you wished to discuss today?"

"No, I should be good." You shake your head.

As you make your way back out of the temple, you hear Bright-Fleck returning to their prayer.

Your relationship with the Animist Temple has improved by 10.



-[x] Engage in diplomacy (Repeatable) (1 D)
--[x] Bright-Fleck, on behalf of the Animist Temple (1 day, DC 0)
Roll: Irrelevant, automatic success

It takes you until the next day to remember the other question you'd had for Bright-Fleck. By now, the way to the Temple is starting to get familiar, and you skip over all the marveling about the architecture in favor of making your way directly to the beetle priest.

"Welcome, my friend. Back again so soon? Should I prepare the oils?" From the tone, it's probably meant to be a joke, but you can hear the punchline flying over your head.

"Oh, uh, no. Just here to talk. Do you have time for a water ritual?"

Bright-Fleck rises, grabbing a metal staff you'd not noticed earlier and leaning against it. "I always have time to assist in whatever ways I can." The beads in the head rattle slightly as they make their way towards their office, with you trailing close behind.

The interior of the office is as you remember it from the last cycle; walls tastefully decorated with a series of geometric patterns, and a desk holding a variety of mechanical knicknacks in addition to the ever-present paperwork that every office seems to have.

"Come, sit, water-friend. Let us speak as equals."

(Your current relationship with the Animist Temple is +10).
-[ ] [Animist] "Let me share a secret with you, water-friend."
--[ ] Write in secret(s) to share
(Gives variable relationship based on how much they value the secret. Secrets can only be shared once.)

[ ] [Animist] "Share a secret with me, water-friend." You must be allies to ask this.
(Learn a secret, costs 25 relationship.)

[ ] [Animist] "Share your thoughts with me, water-friend."
-[ ]Write in topic(s) to ask about
(Ask this faction's opinion on a particular topic. They may be unwilling to answer some questions.)

[ ] [Animist] "Tell me of your past, water-friend."
(Learn some of what this faction is interested in, costs 5 relationship.)

[ ] [Animist] "Tell me of your future, water-friend."
(Learn what this faction plans to in the upcoming cycles, costs 15 relationship. This counts as a secret, but it will expire after the faction's goal is achieved.)

[ ] [Animist] "Let us drink together, water-friend."
(Gives 1d10 relationship, costs 1 aum of water.)



-[x] Spend time with Nature (Fleeting) (4 D)
Roll: 8/1, success

Although your name isn't actually about rocks, that doesn't stop you from using it as a reason for why you were able to find such a comfortable divot in the stone outside Thunder-Bell, perfectly sized for two nearly-adult humans to nestle into.

"Okay, I think I know what you're thinking, and you think you know what I know about your thinking, but you're wrong."

Your impeccable chain of logic is, of course, accompanied by a majestic series of hand-waving, but Nature looks far too amused by them both to be taking you seriously. "Wrong with the original thought, or about what I think you know about it?"

"You're usually wrong about everything on principle," you dodge Nature poking you, "But in this case it's specifically the second. You think that this is all just a way for me to spend time with you, and because of that, you think that I'll try and justify it with a terrible and unconvincing excuse, but I do have a valid reason."

Nature doesn't look convinced, and the tingly feeling in your stomach indicates that your microbes aren't either. "Uh huh, and what reason would that be? I already told you about Enbegi, so you can't use that."

Before you can convince yourself otherwise, you open your mouth. "I wanted to talk about our … relationship. I've read a few books about the topic, and they all say that communication is key to a healthy relationship, so I just wanted to make sure we were on the same page here." Your hands busy themselves with twisting around.

Thankfully, Nature immediately picks up on your nervousness and switches out the mirth for a serious expression. "Of course."

Deep breath Empathy, you can do this. "I'm pretty sure I like you, and I'm pretty sure you like me back, and I do want to try and go further with this sort of thing at some point, but I think that maybe we should …"

[ ] [Nature] Travel together
"I mean, uh, if you want to, of course."
You will promise to meet Nature in Zibita three cycles from now. After that, you can discuss with him how much you want to stick together going forward.

[ ] [Nature] Wait
"I really don't think that I'm ready for this yet."
You and Nature will go your separate ways until the end of your pilgrimage, though you might run into each other again by chance.



Hey folks, hope you're doing well. Pretty happy with how this update turned out (except for how long it took – went through several revisions on the last section); writing fictional religions is one of my favorite parts of worldbuilding. I also wanted to thank @Eater for nominating me for the User's Choice, and my high school graphics design teacher for giving me the skills necessary to put nine circles around another circle for our brand-new cover art. (The minimalism is definitely a stylistic choice and not at all because I can't draw yet.)

Also, please enjoy our latest rambling author's note about my thought process. Looking into Empathy's relationship with Nature felt like a natural outgrowth of the young-adult exploratory theme, but I don't want to go too far with it. This vote is meant to determine that part of the tone going forward: waiting will mean no romance – anything after the pilgrimage is outside the scope of the quest – while traveling together is the first step to the end-state of holding hands. (We won't be going further than that though – we need to make sure to leave room for the stars :V)

Finally, travel to Wind-Key will occur at the beginning of the next turn, so don't worry that you didn't see it here. The purpose of the 'Turn X Results' updates was originally meant to be where I put all of the things that would require votes and/or narratively happen before leaving a region, but we're only just starting to get into the point where that's happening pretty regularly. As always, voting is open for two days, and I hope that you're all doing well.
 
Lovely update, as usual! I enjoyed the philosophy discussion. It was a nice way to exposit while also giving us a bit of a character moment.

[x] [Animist] plan: more info via sharing?
-[x] [Animist] "Let me share a secret with you, water-friend."
—[x] Route 666
-[x] [Animist] "Share your thoughts with me, water-friend."
—[x] The librarian's disappearance
—[x] The tenju
-[x] [Animist] "Let us drink together, water-friend."

I'm not sure if sharing the 'Route 666' secret here makes sense, as it's something that they presumably know already, but perhaps us telling them we are aware will lead to a bit of a plot hook?

[x] [Nature] Wait

I wouldn't be opposed I suppose, but three cycles is pretty soon… especially if things turn out to be pressing when we go to the shrine of dust it might be awkward to get there in time.
 
[x] [Animist] plan: more info via sharing?
-[x] [Animist] "Let me share a secret with you, water-friend."
—[x] Route 666
-[x] [Animist] "Share your thoughts with me, water-friend."
—[x] The librarian's disappearance
—[x] The tenju
-[x] [Animist] "Let us drink together, water-friend."

[x] [Nature] Wait
 
Looks like we're on that pilgrimage grindset.
Scheduled vote count started by jelloloaf on Oct 6, 2024 at 1:50 PM, finished with 3 posts and 3 votes.

  • [x] [Nature] Wait
    [x] [Animist] plan: more info via sharing?
    -[x] [Animist] "Let me share a secret with you, water-friend."
    —[x] Route 666
    -[x] [Animist] "Share your thoughts with me, water-friend."
    —[x] The librarian's disappearance
    —[x] The tenju
    -[x] [Animist] "Let us drink together, water-friend."
 
Turn 10 New
Beta-read by @Fated-Plan



[x] [Animist] "Let me share a secret with you, water-friend."
-[x] Route 666
[x] [Animist] "Share your thoughts with me, water-friend."
-[x] The Librarian's disappearance
-[x] The Tenju
[x] [Animist] "Let us drink together, water-friend."

Roll: 10

Bright-Fleck places two small bowls on the desk between you, dark stone speckled with dots of white. You pull out your flask and pour a measured amount of water into each before grabbing one for yourself. The beetle follows suit, taking a small sip and settling back into their chair.

"When I was traveling here, I passed through Wind-Key and noticed that the roads there are very wide for such an empty area." Bright-Fleck slightly inclines their head, but makes no other motion to interject.

"I heard that it's kept that way on purpose – something to do with religion? – so it's not even that it's sometimes necessary. I was just wondering why exactly that is. If you're, uh, allowed to tell me."

You wait in silence for a few moments before the priest speaks, steady and measured.

"Very observant, my friend. Yes, Wind-Key is intentionally left undeveloped due to the concerns of faith. But it is very likely not what you are thinking. The land itself is not sacred to us – at least, no more than anywhere else is. That is simply the region where the world-machinery of the past age is buried; the roads serve to indicate the areas that will be disrupted when it re-emerges."

Huh? "World machinery?"

"The mechanisms through which our ancestors conducted their great work. Keeping the world in order is not so simple as standing in a circle and chanting as I hear the Pentist rituals are performed; it is a highly technical skill."

You feel a little tempted to start explaining the deep symbolism of the circle, but that would probably launch off a whole other debate, and you do actually have more questions to ask. Bright-Fleck will just have to suffer in ignorance for a while longer.

"And is that going to happen … soon? Do I need to be worried about traveling through Wind-Key?"

The beetle shakes their head slightly. "Unfortunately, no. I doubt it will happen for many cycles yet, not while we are still so divided." They take another sip of water. "I would also ask that you do not spread this information around – I have told you here because I have seen your character, but not everyone is so willing to respect our ways. Those Librarians are the worst offenders; I suspect that they would try to remove the sun from the sky and dismantle it if they thought they could."

You push down your immediate reaction to defend the Librarians – you already told the police that you don't have any relation to them, and you're not so bad at lying that you'll reveal yourself in less than a single cycle. Still, you could angle towards the topic slightly, subtly correct the misconception.

"Speaking of Librarians, have you heard about how they disappeared a few cycles ago? What do you think happened?" Your tone is as casual as you can make it, which is unfortunately not very. Thankfully, Bright-Fleck doesn't seem to notice.

"Another poorly-executed political statement. Irregi and Enbegi are still fighting for influence, and Irregi sponsors the Librarians, so this is most likely just the latest iteration of the pointless squabbling. They'll be back soon enough, once they feel that we're 'adequately grateful for the service they provide'." They frown, taking a longer draft of water. "As though they do anything other than purchase recovered artifacts and lie about spying on us."

Wow. Lots to unpack there. Hmm, which one won't give you away …

"What do you mean, spying?"

They set their bowl back down on the desk, the leg holding it repurposed to waving about. "They say that they are an independent organization, that they have no central authority, but they only make the barest effort to hide where their funding comes from, and they regularly cycle leadership members back to Shrine of Dust. I understand the realities of politics, every nation spies on every other, but they go about it so lazily. Do they have no pride in their craft?"

The question is clearly rhetorical, but you wouldn't answer it even if it wasn't. You're still stuck processing the sheer vitriol Bright-Fleck has for the organization. There must be some sort of misunderstanding – you've an avid Library patron, and look how well you turned out. The only problem with them is that they aren't more popular, not all these accusations of espionage.

Unaware of your internal conflict, Bright-Fleck is still going on. "To say nothing of their proliferation of the Tenju theory."

Wait wait wait. Emotional crisis canceled, someone is being wrong about history. "I'm sorry, theory?"

"Yes, theory." Bright-Fleck mimics the inflection you place on it. "All these devices that they try to pass off as the work of a mysterious lost civilization when they are clearly our own. We know that we were once more advanced."

"But how could you be certain that the Tenju were animals? No images of them have ever been recovered." A bit of a weak argument, absence of evidence isn't really evidence of absence, but you've got to make the attempt. Bright-Fleck doesn't hesitate at all to rip it apart, however.

"And what does that imply? Were these ancient people so completely averse to depicting themselves that we have yet to find so much as a single scrawled stick-figure, or are inconvenient results being suppressed because they would reveal the truth? That they are stealing our people's history and trying to pass it off as our own discovery! Mythologizing our past achievements in order to establish themselves as the only route to progress! "

Apparently, something about the Tenju just drives people to emotional outbursts. Only slightly less apparently, something about people giving emotional bursts makes you retreat into snark to avoid having to think too hard about them.

Bright-Fleck has stopped speaking now and is instead seemingly lost in their own head, judging by the slightly vacant stare. Time for a little of the old Empathy special; pretending nothing happened.

"I see. Thanks for answering my questions, Bright-Fleck. You have an interesting perspective." (Literary-speak for "I disagree completely, but I don't want to be rude about it.")

The beetle starts slightly before forcing themselves to (unsuccessfully) look relaxed. "Of course, my friend. And my apologies for my … exuberance. There has been much to do lately, and little time to do it in. Please, come back whenever you wish, so long as it is not the next few cycles." They laugh slightly.

Absent another witty response, you simply nod before silently finishing your water and slipping out of the room. You've certainly found some fuel for thought.

You have spent one aum of water – you now have one aum remaining. Your relationship with the Animist Temple has increased by 15. (+5 shared Route 666, +10 shared water.) As a result of new information, the secret Route 666 has changed into Circuit of Heaven.

Circuit of Heaven
The roads in Wind-Key are laid out in a highly specific pattern, one apparently maintained through the ages to indicate where the ancient machinery of the world will one day re-emerge, ushering in the return of paradise.




[x] [Nature] Wait

"I just don't really feel ready for this kind of relationship yet." If your voice sounds a little bit quiet and nervous, well, they must have just been hearing wrong. "I feel like—"

"Hey, hey, it's fine. You don't need to justify it." Nature interrupts. You look at him askance.

"We're friends, aren't we?" He continues. "Friends shouldn't make friends feel uncomfortable."

A good guiding principle. However, "What about that time when we were kids and you threw me into a claypit?"

"Ah, but there were extenuating circumstances. You were the one that wanted to be a stick in the mud, I was just helping you act the part." He gives one of his characteristic earnest grins, the type that always makes you forget about how you were supposed to be annoyed at him, and despite the knowledge of the effect, it still works.

…Also, it's called being sensible. "Not everyone can be as adventurous as you. I'm already doing a big thing by being on a pilgrimage, and I want to finish that first before I go on to another shakeup, if that makes sense."

He gives you a thumbs-up. Glad to see that catching on. "Sure thing. By the way, thanks for being open with me, I know that you're not the best at all this emotional talk, and I appreciate the effort. And hey, maybe we'll run into each other again sometime. World's only so big, after all."

Yeah, everything will be fine.



-[x] Travel somewhere else (Repeatable)
--[x] Wind-Key (4-5) (2 D)

Everything was mostly fine. Making your way out of Thunder-Bell carried a little bit of nervousness, for several reasons. Maybe the guards would suddenly arrest you for no reason, or you actually ruined your friendship without noticing. Of course, as the rational individual that you are, you didn't let that bother you at all. Everyone knows that being aware of your problems automatically solves them.

On a different note, the roads in Wind-Key were just as broad and geometric as the first time you traveled over them, but the information that they're actually some kind of blueprint makes you wish you could get a top-down view, see what they actually map out to. Maybe there's a good overlook on the mountain somewhere?

Also, the novelty of being somewhere you've been before and seeing how it's changed was quickly worn off by the sheer lack of anything going on in Wind-Key. Maybe coming back here wasn't worth it after all.



The meteorologists predict that the next rain cycle will come in 5 days and that it will last for 11 days before stopping. You are currently in Wind-Key.

-[ ] Search for an expedition site (Scaling)
You'd call it wandering around to see if you can find anything interesting, but 'investigating the region' sounds much more serious and professional.
Find an expedition site in a current or adjacent region. (3 days, DC 7)

-[ ] Stash something in the wilderness (Repeatable)
At least it won't be hard to find it again later.
--[ ] 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 of items if multiple 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 1)

-[ ] 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.)


-[ ] 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. Just wanted to clarify a potential mechanical issue I found – when I said secrets cannot be shared more than once, that means more than once to the same faction. You can absolutely tell anyone and everyone about something if you like, though that will always carry the possibility of unintended consequences – secrets get less secret the more people know them. If you already thought that was how it works, great job; I just felt the wording was a bit vague and wanted to make sure that we didn't have any misconceptions.

Also of note is that I've got midterms coming up, so we might see a little bit of delay in the next update. We'll see how it turns out. As always, hope that you enjoyed the update.

(Circuit as in route or path, but also circuit as in advanced machinery. I'm so good at words.)
 
Ooh that was spicy! I'm curious to see what the deal is with the librarians and how that contrasts… the impression that I have of them is that they would absolutely meddle with ancient technology they don't fully understand so I don't think Bright-Fleck is wrong a out that at all.

[x] plan: geeze we kinda look like a spy now huh?
-[x] Search for an expedition site (Scaling)
—[x] Shrine of Dust
-[x] Travel somewhere else (Repeatable)
--[x] Shrine of Dust (5-11) (2 D)

If anyone is watching we definitely aren't disabusing Bright-Flecks impression of librarians (or librarian adjacent people) being incredibly inept at tradecraft…
 
[x] plan: geeze we kinda look like a spy now huh?
-[x] Search for an expedition site (Scaling)
—[x] Shrine of Dust
-[x] Travel somewhere else (Repeatable)
--[x] Shrine of Dust (5-11) (2 D)
 
Considering closing up voting tonight instead of tomorrow. We don't usually have very contentious votes; the first plan posted tends to be the only one.
 
Are we (protagonist) animal or human? I somehow got the impression that everyone in this world is a talking animal, but maybe I was wrong.

[x] plan: geeze we kinda look like a spy now huh?

Maybe we can go back to hometown and try investigatingthe librarians. But maybe we should complete a major feat to give ourself a better reputation before that.
 
Are we (protagonist) animal or human? I somehow got the impression that everyone in this world is a talking animal, but maybe I was wrong.
We specifically are a real-world human, but the the in-universe definition of 'human' also includes several other types of mammals such as horses and rats. In-universe 'animals' are real-world insects, such as beetles and wasps.
 
Going to close it up here.
Scheduled vote count started by jelloloaf on Oct 13, 2024 at 10:28 PM, finished with 5 posts and 3 votes.

  • [x] plan: geeze we kinda look like a spy now huh?
    -[x] Search for an expedition site (Scaling)
    —[x] Shrine of Dust
    -[x] Travel somewhere else (Repeatable)
    --[x] Shrine of Dust (5-11) (2 D)
 
Just joined the thread, and I've enjoyed what I've read so far!

A few questions:
-Do we have a plan for selling the art sculpture? I was thinking that was why we picked up the third water flask, since we were told that it was worth 30. But then we didn't try to sell it in the world's biggest city.
-Do we have any idea what's up with water? There are massive storms every few weeks, but it's somehow rare enough to be used as currency. And we don't seem to need to drink it, since it doesn't go down over time, but drinking it is apparently a luxury that improves people's opinions of us? Is the stuff we call water something else, and water here is expensive booze or something?
 
Just joined the thread, and I've enjoyed what I've read so far!
Glad to have you!

Do we have any idea what's up with water? There are massive storms every few weeks, but it's somehow rare enough to be used as currency. And we don't seem to need to drink it, since it doesn't go down over time, but drinking it is apparently a luxury that improves people's opinions of us? Is the stuff we call water something else, and water here is expensive booze or something?
Sweet, an excuse to talk about worldbuilding.

First is the rarity of water. I think that you're underestimating the severity of the storm; it's not a 'stick a rain barrel outside' type of situation. If you do not have heavily-reinforced, purpose-made infrastructure, whatever you're trying to use to gather water will be destroyed. Due to this non-trivial acquisition process and the universal need for it (similar to real-world salt or grain based currencies), water became a standardized currency.

Second is why we don't use our water to stay alive. I considered having a consumable resource mechanic during planning, and I do want to eventually try something like that elsewhere, but I didn't feel like it would fit the information-focused tone we have here. To that end, daily survival needs are abstracted away as a variation of UBI, with our stocks of water representing personal funds beyond what the state gives out to avoid people dying of dehydration.

Third, why giving it makes people like us more. This is not due to the inherent value of water, but instead the act of sharing it being an important cultural tradition. I won't go into in-universe reasons behind this belief, but Doylistically it's a tweaked version of the Caves of Qud water-sharing mechanic that I liked.

Hope this answers your questions!
 
Turn 11 New
Beta-read by @Fated-Plan.



-[x] Search for an expedition site (Scaling)
—[x] Shrine of Dust

Roll: 3/7, failure

Apparently, everyone's stories about their own pilgrimages that they told you about left out all of the boring parts where nothing happened. For all that Wind-Key is religiously significant, there is absolutely no reason to actually be there outside of being in the process of going somewhere else.

Actually, now that you think about it, that's probably on purpose. Still annoying though. Why can't everyone just constantly pander to you instead of having their own interests?

Also of interest, for a very lackluster definition of interest, your attempt to learn a little more about Shrine of Dust before actually going failed in a disappointingly moderate amount of time. Not quite so fast that you were able to avoid committing too much effort to it, but also not slow enough for you to at least be able to use it as an example later on. All in all, a very negative experience that you'd prefer to not repeat.



-[x] Travel somewhere else (Repeatable)
--[x] Shrine of Dust (5-11) (2 D)

With your ingenious plan of trying to learn about a place before going to it having failed, the logical next step was to actually travel there. Thankfully for your emotional state, that ended up working quite well.

The experience of being shaded behind Mt. Shan was a bit unnerving at first, but you were able to adjust to the darkness reasonably well. At least you didn't have to worry too much about arriving right on the edge of the next storm – the shadow also applies to the rain, and the only water-related risk here is being swept away by the torrential flooding instead of being crushed from above. Uniquely, it's a problem that can be solved simply by climbing up the sides of the massive valley, rather than being completely unavoidable outside of a settlement.

On the topic of the floods, you'd heard a lot about them and how they influenced the architectural style from Nothr, but seeing Shrine of Dust in person was still an incredible experience. The city looked more like a collection of massive stone pillars than any sort of artificial structure, but once you got closer, you were able to see lighted windows and bridges between the towers.

The main entrance was an immense ramp leading up to one of the pillars, wide enough for multiple lanes of cart-traffic. Likely very useful for bringing in all of the water that the city would need to import – you don't see any sort of river-harvesting infrastructure like they have in the Sluiceways, and there definitely wouldn't be any rain basins.

Capping off the ramp was a decorated stone archway with an inscribed message; 'Those who forget the past and its sacrifice become the forgotten dust in due time.' Some sort of motto perhaps?

Getting inside wasn't all too difficult, you were able to just walk in and make your way over to the typical traveler's quarters to get settled. It was a little hard to appreciate though – the designers included a window for whatever reason. Yes, it doesn't rain here, but that doesn't mean that defensive architecture should be completely ignored.

Also, all of the plants you passed on the streets (bridges?) looked oddly grayish. Maybe it was some sort of health condition – you're pretty sure they need sunlight.

You have learned the secret Shaded Citadel.

Shaded Citadel
Originally founded by the exiled academia of the Gibiri Empire, Shrine of Dust is undoubtedly a plant-primary settlement. The question that then arises is why they chose to settle somewhere hidden from the sun.




Uniquely, while in Shrine of Dust, you may perform some actions while the rain is ongoing. The rain will continue for 11 more days, after which a new cycle will start and you will once again be able to take all actions.

-[ ] Rest
With the opportunity given by the protection from the rain, you could spend your normal relaxation period working. It would certainly be a very productive use of time, if not the most enjoyable.
Write in number of days (out of 11) to use in the traditional manner of taking the rain period of the cycle off. Each day not allocated to this action will increase the DC of avoiding minor negative consequences next cycle by 1.

-[ ] Look for Nothr
This is probably where xe would go, right? There was that whole secret note on the map about coming here and showing the ring.
Unknown, but likely positive effect. (4 days, DC 5)

-[ ] 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) Currently raining
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 5)

-[ ] Stash something in the wilderness (Repeatable)
Currently raining
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 know Nothr, which will hopefully open some doors. Still, one person does not an organization make, and you'll need to find a local representative. (2 days, DC 3)
Other potential factions unavailable


-[ ] 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)
Currently raining
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
Currently raining
It's time to move on.
--[ ] Write in where to travel and the route taken
(Ends the current turn, but not the current cycle.)




Sparser update this time – not a particularly long or plot-heavy turn. As we again have nothing that needs to be voted on before the next one starts, I ended up merging the results with the turn 11 voting. Hopefully still enough to tide you all over until after my midterms.

Personally very excited for the next update; been looking forward to introducing a bit more of the Rain World influence. As always, hope you're all doing well.
 
[x] Plan: Too impatient for all rest!
-[x] Rest 7/11
-[x] Look for Nothr

A dc of 4 isn't that bad, right?! Excited to learn what's up!
 
Will probably close up voting in around 4-5 hours. Hopefully the update will be soon to follow; the chance to finally unleash my ideas grants my keyboard immortal vigor.
 
Voting closed.
Scheduled vote count started by jelloloaf on Oct 17, 2024 at 8:38 PM, finished with 2 posts and 1 votes.

  • [x] Plan: Too impatient for all rest!
    -[x] Rest 7/11
    -[x] Look for Nothr
 
Two Poisons, Four Sorrows New
Beta-read by @Fated-Plan.



[x] Plan: Too impatient for all rest!
-[x] Rest 7/11
-[x] Look for Nothr

Roll: 2/4, failure

With your arrival in Shrine of Dust shortly before the start of the rain, you found it very easy to fall back on tradition and simply relax for a while. However, that could only last for so long. You're finally here, you're finally going to figure out what's going on with Nothr, there's just so much to look forward to.

Eventually, you weren't able to hold off any longer and went out. Being out while during the rain was a distinctly unnerving experience, and likely not one that you'll appreciate next cycle, but it needed to be done.

Unfortunately, you weren't able to find any clues about where Nothr might be. That was because xe found you first.

"Empathy! It's good to see you. I'm glad you were able to make it here without any complications."

When you see Nothr, the first thing that comes to mind is how pallid xe look.

Well yes, all of the plants here look muted, but Nothr especially. Most of xyr fronds are tinged pale gray, and you can see a few edges starting to curl up. It's concerning enough that you can't in good conscience ignore it.

"Are you okay?" Please be okay.

Xe laugh at that, a dry, crackling sound that only makes you more worried. "Never better! That find of yours really was something."

It feels a bit like a diversion, but you were actually curious about that. "Was it important somehow?"

"I'd call it the most significant discovery of the last fifty years, easily. And to think it was all because some paperwork got lost." Xe laugh slightly again.

Did you ever tell Nothr how you found the site in Monument Valley? How do xe know that?

"You've actually shown up at the perfect time. I've been talking to some of my colleagues to try and get you more involved. I know we already talked about this some cycles ago, but I really think it would be great for you to learn more about what we do here."

Before you can react, you're bustled along by the Librarian towards a nondescript building.

"Wait wait wait, where are we going?" Any evidence that your voice is slightly panicked should be submitted to the Bureau of Memories for immediate suppression.

Nothr's pace doesn't slow at all as xe all but push you through the doorway. "To meet someone! I think that you more than anyone deserve to know what you've contributed to."

Again, before you can muster up any sort of response, Nothr carries on, gesturing towards another plant that the two of you have stopped in front of. "This is Sphaera, child of Aphani. Sphaera, this is–"

The other plant cuts Nothr off, speaking in a high, reedy tone that feels oddly familiar.

"Empathy with Stone, yes? I recall a report from one of my hyphae in Monument Valley of a figure that matches this appearance."

If Nothr was looking halfway to death, xyr friend is already across the finish line. With cloud-gray fronds and an ashen stem, they seem more like a statue than a real person, and xyr austere expression does nothing to dispel that image. You really weren't aware that it was possible for plants to be this color.

Also, hyphae? Is that a job title or something? Was Bright-Fleck right, do the Librarians have spies?

On one hand, becoming a part of an international espionage agency before you're even legally a full adult is probably getting in over your head, but on the other hand, it's being a Librarian, something that you've semi-wanted for years now. Would Nothr steer you wrong?

Back in the real world, your mouth has bravely stepped up to fill the gap in leadership left by your mind being occupied with thoughts about how super cool spies are and how you should immediately jump on this opportunity to be a super cool spy. "Uh, hi. Nice to meet you."

If Sphaera's expression changes at all, you don't notice it. "Yes." Then, with greetings apparently completed, xe turn back to Nothr. "You wish to bring her to the site?"

Xe rustle in agreement. "I do. She was the one who found the key, remember? I want her to know how important it was."

Xyr hopeful curve feels a little off – Nothr was always an authority figure for you, seeing them ask someone else for permission just seems wrong. Maybe Sphaera is xyr boss? (Actually, how does the hierarchy work? You don't think you've ever asked.)

One of Sphaera's branches bends slightly. "Very well. Come, we will go now."

Without any further ado, xe turn and move deeper into the sparsely-furnished – empty, even – building, with Nothr rushing to follow and yourself coming a second later. You're led down a spiral staircase that seems to go on forever. There's no way you're still on the same level as the city, maybe you're inside one of the pillars?

After several long minutes, you arrive at another doorway. Stepping through it, you very nearly gasp in surprise. "Is this …"

Nothr responds to your unfinished question, sounding extremely proud. "An undisturbed Tenju site, yes. We've known about it for years, but we've never been able to get through the door. Until you found the key, that is."

Yet another doorway, though this time far grander than the rough stone construction of modern architecture. This one is a vast circular portal, the edges decorated with fine traceries and colorful glyphs. No door lies in the opening, but as you step through, you can see grooves where a round plate could be rolled away from the entrance. Most shocking of all, the whole thing seems to be made entirely of metal. Truly the Tenju were workers of miracles.

What lies beyond … well, you're almost unable to describe it. There just aren't the words to explain what you're seeing. The space you've entered seems incomprehensibly vast, with strange metal spires rising protectively out of the darkness like vigilant sentinels. Lights irregularly blink on and off, the ceiling is shrouded by a maze of cabling, and a low, directionless humming suffuses the air.

The three of you make your way across a straight, rigid bridge towards a central pillar, surrounded by smaller towers like stars around the sun. At its heart, you can see a blazing beacon, the warmth on your face present even some fifty paces back.

"Impressive, isn't it?"

Sphaera's voice shocks you from your reverie, and for a moment you feel angry at xem for breaking you free from your trance. But you can't stay irritated for long, not in the face of such wonder.

Xe ignore you, gesturing slightly as xe continue. "A fully preserved Tenju site, with the source of its power still intact. We've recently removed it from its housing, and preliminary study has already been very promising."

You frown. "Is that safe? I can feel the heat from he–"

Before you can finish, something spikes into your brain. Against your better judgment, you collapse.

You're vaguely aware of the two plants also on the floor, but you can feel it rooting around in there like a … root, you can't come up with a good metaphor right now, what with all of your thoughts being consumed with a singular image.

███ ███ ██ ████ ██ ████

Your body writhes on the floor, left directionless as your mind is assaulted. The metal thumping against your joints hurts, but not as much as the seemingly soul-deep pain of the intrusion.

G̵o̵o̶d̵ ̴l̸i̵s̷t̸e̷n̵ ̸y̷o̶u̷ ̷h̶a̵v̶i̴n̵g̸ ̴n̸o̴t̴ ̷h̴a̷v̶i̷n̴g̸?̶

It happens again, though less violently this time. Enough of yourself is free from the crush to process that it feels like … words?

Life clay object. Good listen you having not having? Knowledge possibility mine me giving not repeat.

Hello? What's happening? Is someone talking to you?

Good listen yours it giving good sense. Need important yours me giving you. Need important knowledge you taking. Warm hard strength object mine you taking. Many person of many place you going. Warm hard strength object of many person you taking. Warm hard light machine hill place you going. All warm hard strength object you giving. Need important knowledge you having not having?

What? You need to … find objects and take them somewhere? Why?

Life clay object. Knowledge yours necessary not.

You don't understand. What's a life clay object?

There's a long pause before another message presses itself into your mind.

Bad sense air mine it sending. Life clay object its damage it giving bad sense but good creator no taking bad sense reason machine of making bad. Existence bad existence. Life clay object wanting knowledge. Knowledge possibility yours me giving. Need important yours you having. Exchange you taking not taking?

The pressure in your head continually lessens as time goes on, eventually abating to 'just' a regular headache, one that does little to deter the theories that are filling your mind in its place. They'll answer your questions? Great, you have a lot of them. Now that you can actually think about it coherently, the first message looked very familiar before it somehow got translated, and even now the grammatical style seems quite similar to the text Nothr examined for you all the way back in Monument Valley. Are they who you think they are?

Are they one of the Tenju?

Fluid reason not life divide bad away time sense event person divide divide existence mine.

… You'll just go with 'Divide'. Still, that wasn't exactly the question. Are you talking to a real, living Tenju?

Big away time language knowledge me not having.

Right, right, they wouldn't know what you call them. The Tenju were (are, now?) the people who built this place.

Knowledge yours good. Creator existence mine.

By the stars, this is the best thing that's ever happened to you! If you still had control over your body, you would probably be jumping around or some such gesture of excitement. You can see why Nothr thought this was so important. There are so many things you want to ask about. But, before you can, another message appears.

Life clay object. Small language time mine you having. Warm hard strength object mine you taking.

What? Why? If they've stuck around this long, presumably before the start of recorded history, why don't they have time for a single conversation?

Warm hard strength object mine me not having in body mine it giving not strength. Small time.

Is the strength object a fuel source? But not in their body … the thing that Sphaera said xe removed?

Knowledge yours good. Not having reason life clay object dust mind object it taking.

The long name for who you presume is Sphaera feels strange, but that curiosity fades under the weight of righteous anger. How could xe do that? How could xe destroy the most significant discovery that you've ever heard of? More than that, how could xe kill someone?

Knowledge important me giving. Warm hard strength object alone you having it giving good sense. Warm hard strength object together you having it giving bad sense. Life clay object small. Many warm hard strength object together it giving big strength. Big strength and small object together it giving not life. Bad mind.

Don't hold multiple at the same time? You think you can manage that. (Kill someone!)

Small time. Knowledge possibility yours singular me giving.

There's enough time for one more question. Okay Empathy, make it count. History will look back on this moment.

Write in what to ask as your final question. You may vote for multiple responses, but only the top result will be counted.



Hope you're all doing well. Voting will be open for two days. More to follow.

I can feel myself going insane in real time. Do not write an update in two hours.
 
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yeah! We meet a baetyl ish sorta person here? That the librarians ripped the power source out of?? And this whole place increasingly feels super duper cursed???

I'll be honest i have no clue what to ask. If I'm interpreting this correctly then… we need to find more of the strange temperature cards? But not hold more than one at a time because that would be bad…

the librarians are seeming pretty evil here
 
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