Cold Iron, Empty Throne

[X] Just say no to this. You'll find better opportunities if you wait.
-[X] Use the fame effect of your night deed to get a permission to investigate the death of the local mage. If anything is of the matter right now, then it is figuring out the properties of this arcane disease or cataclysm.


The biggest issue right now is the nature of the cataclysm and its implication on societies. Depending on its spread and nature (and whether or not those who died to it come back as undead), the highly populated nodes like the capital are now undergoing chaos and havoc caused either by freshly-reanimated undead or by opportunists going on revolting/pillaging/murdering sprees. If things are in the early stages of development, the transportation would likely to collapse soon, and the quarantines are being raised, turning towns into localized subsidiaries of hell. Ironically, the small and isolated towns like this one might be a better place to survive the initial social shockwave. It might be a good idea to wait in safety while keeping an ear/eye for gossips and observations and working towards procuring the means of transportation.
 
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[X] Take Zahira up on her offer, and go back to the capital. Things should make sense there.
 
[X] Tell Zahira that you suspect the capital is going to be even worse than this town, given how whatever's happening seems to have struck down all the power...
-[X] But that it might be a good opportunity if we can take advantage of it. If this hypothesis holds up.
 
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A little jaunt by boat
In the end, you accept Zahira's offer. You don't have any better alternatives in front of you at the moment, and there's something about her that makes her, if not quite likable, someone that you're fairly sure is dealing straight with you. The rest of the day is mostly killing time; Zahira takes care of the arrangements, as she has the purse at the moment, courtesy of rifling through dead men's personal belongings. The Emprise turns out to be sailing with the afternoon tide, and after you're introduced to it and its captain, a woman named Banu who's definitely had her gray hair for a while, you don't have much to do until embarking.

It's not like you have a lot of goods to carry with you, after all.

Luckily, it's also not going to be too long of a trip; three days should get you there, with the expected winds. As a paying passenger, all that's really expected of you is to mostly stay out of the way during the operation of the vessel. This leaves you at loose ends. Zahira embarks early and spends a lot of time watching the crew, though she doesn't share why. Samir immediately finds some locals playing a game of chance and very enthusiastically spends a lot of time and effort gaining and losing a grand total of almost nothing. He eventually ropes you into this, with no change in actual fortunes. Dawn and Kalju withdraw. They spend a lot of time talking quietly to each other. Dawn seems to still not quite be over the fact that she's not getting sacrificed to the gods, and quiet Kalju is just the sort of listener she needs.

- -

The Emprise is a schooner-rigged two-masted vessel, exactly the sort best designed to ply the waves without having either magical assistance to bend wind and wave or else the sheer, back-breaking effort of a galley. Of course, the endurance needed to row a galley from island to island had a lot to do with why those vessels were usually just limited to navies. For a general-purpose merchant who might be moving anything from textiles to passengers to perishable fruit, something like this is a good design. You mentally add up generally expected expenses and possible profit margins. Emprise could, indeed, do well for itself.

The trip itself is, mostly, uneventful. Samir turns out to know more about handling such ships than you realize, and he spends quite some time explaining rigging and different types of sails and jibs and how it all helps sail relatively close to the wind and a thousand things more until you lose track of what he told you about first.

The break in that is when a lookout, sweeping the horizon from as high as possible, allowing himself the best possible visibility as far as distance goes, suddenly announces he's seen a tentacle on the horizon. That produces a murmur and general stir. The great krakens are the apex predators of the Shallow Ocean, and for all that they rarely bother ships, they certainly can bring down all but the very largest vessels, which the Emprise emphatically is not. Most krakens have learned one or both of the facts that attacking ships isn't generally that profitable (they're mostly wood and other indigestibles) and that doing so attracts the attention of some brilliant hero who can slay them for attacking human vessels.

Captain Banu calls back up to the lookout. The two of them have a technical conversation about what they're seeing. Samir translates it into "not-seaman" for you and, basically, they try to track the kraken's course and movements and find that it's not moving, not even waving the tentacle curling up into the air, leading to a suspicion it might be dead. This is a relief. The crew loosens up now that a potential threat is transformed into a known non-threat.

Personally, you're not much happier knowing that there's an unknown something out there that can strike down such a leviathan of a sea creature, but you keep this to yourself. Worse, it seems to inspire a dark dream that night: during the night, you feel like, somehow, you're being watched.

Turning away from the usual nonsense murmur of an ongoing dream, you see a vaguely human figure in the corner of your dreamworld, covered completely in a ragged gray cloak that completely shrouds their appearance. "Who are you?" appears in your head without requiring you to hear its voice. "You're not that angel. Oh, blast--" It wavers and fades away, and the 'normal' part of your dream, which features your boots trying to eat your toes, reasserts itself.

When you awake, carnivorous boots fade like a normal dream, but the figure doesn't.

- -

The capital is one of the three largest islands in the Shallow Ocean, and is still almost entirely covered in city. From the palace where the emperor rules in the name of his mother, the Goddess of Rulership and Authority, through the temples dedicated to the other gods who walk with mortal humanity, down to the busy docks that see a constant influx of food and an outpouring of centralized planning, it's all dedicated to being the central location of civilization, and it's so universally recognized that there's very few who call it anything save "the capital".

Of course, as you eventually come into port on the morning of the third day, it seems oddly quiet. When you were being raised by the temple of Tal-Roshath, you didn't get a lot of time to watch the docks, but surely it was busier than this! In no time at all, a small launch rows out, and a harbor pilot guides the Emprise to one of the piers that extends out far enough to allow for her draft. The pilot outright refuses to talk about anything but his job, which doesn't make anyone, crew or passenger, any happier.

You discover why when you get down the plank. One of the imperial bureaucrats is here, taking notes by tying precise knots in a string, backed up by a couple of silent guards bearing maces and the city's symbol on their shields. Captain Banu is the first off, of course, but Zahira and the four of you, as paying passengers, are right behind her. "Captain of the Emprise," he greets Banu. "Name and point of origin? Seen any unusual deaths in the last few days?"

That catches Banu off-guard. "Captain Banu, sailing from the island of Millow. Deaths? Millow saw a few deaths before we left. I didn't catch who. We also may have seen a dead kraken. Why do you ask?"

The bureaucrat gives her a small smile completely devoid of any possibility of warmth. "Why, we're considering just how widespread it is. I guess you missed the news, what with sailing when you did. The gods are dead, so is the imperial family, so are the heroes who mastered enlightened martial traditions... hell, even most of the spirits and mages we've found, everyone who works more magic than your typical village elder casting some pain management skills." He says it in an incredibly matter-of-fact manner that tells you he's had this conversation several times and no longer cares much for the shock and worry it might engender, especially . "Everyone who comes in and we check in with seems to have had the same story, so it seems to have happened everywhere. The seer network is too patchy for us to see all over, so we're verifying this way. No, we don't know how this happened or why. So now you're up to speed, and my job is still the same as long as someone supplies my salary. Sign here." The note-string is put away in favor of a scroll for Banu to sign.

The next hour or so is a blur. The five of you, including Zahira, rush to the temple of Tal-Roshath as soon as you can get past the necessary rigmarole. The temple is boarded up completely, with even the little hole in the back wall that Samir used to wiggle through to get out and go gambling blocked off. There's a sign on the door that says "Closed temporarily by the order of Lady Adara until the current unpleasantness is resolved." Next to it, in a completely different style and by a different hand, is a sign that says "Sealed by the Regency Council. Trespassing not allowed."

You look over your companions, as you try to decide what to do next. Samir is the one who looks the most sanguine about this, probably because day-to-day life still seems to be operating fine most of a week after... whatever it was. Dawn is looking uncertain, but Kalju's at her shoulder, comfortingly. Zahira, on the other hand, looks more angry and frustrated than down.

It's clear you're going to need some direction. You need information, and you need it as soon as possible. Given that, your first place to turn is...

[] Investigate who this "Lady Adara" is. You feel like you've heard the name, but don't know anything about her.
[] Investigate this "Regency Council". You know you've never heard of a Regency Council, but if they're trying to give orders, you should know who's giving orders.
[] Break into the Temple. Some of your things may still be in there, and it's still home if anywhere else.
[] Find some of the capital's magical item experts. You need to know what you have with your pendant and cracked crown.

- -

Sorry that this took so long to get out. The last two weeks in May and first two weeks in June are the busiest of the year for me, and I couldn't carve out the time.
 
[X] Investigate this "Regency Council". You know you've never heard of a Regency Council, but if they're trying to give orders, you should know who's giving orders.

I betting that there's chaos, and although expecting us to have any agency in the fate of a nation is ubsurd, I bet we can find a properly sympathetic character we can perform quests for. We're adventurers now, after all.
 
[x] Break into the Temple. Some of your things may still be in there, and it's still home if anywhere else.
 
[X] Find some of the capital's magical item experts. You need to know what you have with your pendant and cracked crown.
 
[X] Investigate who this "Lady Adara" is. You feel like you've heard the name, but don't know anything about her.
 
[X] Investigate this "Regency Council". You know you've never heard of a Regency Council, but if they're trying to give orders, you should know who's giving orders.
 
[X] Investigate this "Regency Council". You know you've never heard of a Regency Council, but if they're trying to give orders, you should know who's giving orders.

Might be our best shoot at finding out the who, what, how, and small chance to find out the why.
 
[X] Investigate this "Regency Council". You know you've never heard of a Regency Council, but if they're trying to give orders, you should know who's giving orders.
 
[x] Break into the Temple. Some of your things may still be in there, and it's still home if anywhere else.


We don't have to listen to no council! They're probably just the eldest living bureaucrats taking power. Also, we might want to pick up any important items and/or gold left in the place.
 
Yknow, changed my mind
[x] Break into the Temple. Some of your things may still be in there, and it's still home if anywhere else.
 
[X] Investigate this "Regency Council". You know you've never heard of a Regency Council, but if they're trying to give orders, you should know who's giving orders.
 
Another thing I just realized.

If we break into the temple and grab the right clothes, we can at least present ourselves as being on the level of the new priestess (when we go meet the council later), instead of being the lowest of the low (the normie sacrifices).

I doubt it'll open many doors for us or anything, but it'll be a step up and make it so we're a touch less looked down upon.
 
[x] Break into the Temple. Some of your things may still be in there, and it's still home if anywhere else.
 
[x] Break into the Temple. Some of your things may still be in there, and it's still home if anywhere else.
Adhoc vote count started by Gazetteer on Jun 10, 2018 at 1:11 PM, finished with 16 posts and 11 votes.
 
A peaceful homecoming
For a long moment, you consider setting out for more information, but... no. You're tired. "Kalju, help me get this door open. No one cheers, but everyone brightens at the notion. In a world where all sorts of certainties have been overthrown, 'home' is still here.

The door gives way. The interior is silent, but that doesn't seem too out of place. Tal-Roshath was not exactly a hymns-and-hosannas type of god. There's no smell of incense or burnt sacrifices, which is a little strange, but if you push yourself hard enough you might be able to detect it. Or, possibly, the memory makes you think you do. The high, vaulted ceilings, the desk and guard post in angel size (that are basically never staffed), the worn but intricate mosaic under your feet, the echo of footfalls that carry in such a way as to feel as if they enhance instead of break the silence... its's familiar.

Things make a little more sense as long as you have someplace to be a touchstone like this. You doubt anyone has rummaged through your things, since tradition has always been to confirm that the "burgundy tunics" are dead before cleaning out their room. You had to do it a few times, for older, earlier sacrifices. That means you'll even have your familiar room and belongings, little though you ever expected to see them again. The four of you, with your little shared barracks room...

"I call the high priest's room," Zahira shouts at the top of her lungs. She cups her mouth to make it carry. The sound echoes a few times as it reaches all the way down the main corridor, passing hallways to the temple's other branches and ending in the grand audience chamber at the far end, where your god used to hold court and service.

Everyone else turns to look at Zahira. "What? He's not using it any more. He's dead."

Kalju clears his throat, as it's been a while since he last spoke. "Could he have turned into a zombie, like that mage in Millowburg?"

"No, dumbass," Zahira says, with probably unwarranted confidence for someone who hasn't been right about much lately. "No chance. Without a magic-user to do it intentionally, you have to just be unlucky with the ambient magic. I know the temple's magic background really well. And, well, we'd have had a lot of zombies if I was wrong on that. What with how many people die here. Used to die here." Her voice cracks and she looks lost for a moment.

"Good point. I get that big room by the steam baths!" Samir dances from foot to foot, not recognizing or caring about Zahira.

"Are there any other priests here?" Dawn has been scanning every crevice she can see, just in case there's some familiar faces lurking around or something. "Or... anyone else who lived here?"

"Nah, when that council and the Lady Whatever locked the place off, they clearly cleaned it out beforehand. No bodies, see?" Samir is very unbothered by the thought of piles of dead bodies with faces you all might recognize. Both Kalju and Dawn look a little put out by the mental image he's given you. Samir continues, blithely, "Also I see a lot less gold. Or even goldish. So we get whatever rooms we want, all to ourselves!"

The group breaks up without needing to agree to it beforehand. People drift away, to look things over, to claim new rooms, to explore what you have left and peek into previously forbidden corners. There doesn't seem to be any doubt in anyone's mind that you have every right to claim anything you can find here, and no zombies appear to turn Zahira into a liar.

Personally, you end up in the armory. It's a familiar place for you. Your head for numbers and organization was constantly in demand, keeping the various ledgers of the temple in order. Money, food, checking in an out everything from short wooden training weapons for the young to live steel for monster hunters, it's all the same, in the end. It needs to be tracked. The armory was, too, at least somewhat raided, probably at the same time that the bodies were taken away. Any slightly magical weapons or shields were taken, along with anything ornate enough to look valuable (which you know quite well is not quite the same as being valuable). The remaining weapons, everything from a simple slip of leather that barely qualifies as a sling to war axes to a halberd to an oversized longbow to a pair of punching daggers to a dizzying variety of very slightly different one-handed swords, are still here, most of them where they should be, though a few were misfiled, probably by people who decided to swap one prize for another. It offends your sense of neatness, but you're not quite feeling up to fixing it, yet.

There's still the locked display cases for the handful of really magical weapons that the temple was holding onto, waiting to bestow them on some sufficiently worthy hero or angel. The cases look fine, but all three of the weapons are thoroughly broken. It reminds you of what happened to the angel's crown: highly magical goods cracked clean through and the magical effects lost, at the same time that heroes and enlightened martial artists all died.

"Hey," a voice says, appearing in your head without going through your ears, one you have previously only heard in dreams. "Can you hear me? Hey! Azer!" You shake your head to dislodge a tiny buzzing noise, with a feeling something kin to almost hearing your name over a noisy crowd. "Pay attention to me!" Frowning, you pull the magical pendant out of your pocket, staring at it intently once it's revealed. Why are you staring at a rock? Your frown deepens as you try to puzzle it out, and a voice you can't quite comprehend whispers something...

"Heeeey, boss," Samir says with a slur as he staggers into the armory room, clutching the neck of a bottle in one hand. You can smell alcohol easily enough. "Y'should try this stuff. 'sgood." He almost holds it out to you, then thinks the better of it and pulls it back to take another slug himself. "Whatcha got here?"

You put the pendant away, feeling as if you're forgetting something. "Just taking inventory. What did you get?" You arch an eyebrow at him and his bottle.

"Dunno. 'sgood. Kalju told me where it was when I asked. Was in a priest's room, under the bed." Samir stumbles slightly.

You take him by the elbow and gently guide him towards the exit, well away from the rocks of meticulously maintained sharp objects he probably shouldn't be near right now. "Why did Kalju know where that was?"

"You know," Samir stands up a lot straighter and more steadily once he realizes what you're doing. Probably, he's not near as drunk as he's acting. "Handsome b-bas-guy like him, he doesn't spend most nights in his own bed. He knows where all the good stuff is kept. 'sgood," he adds, in a tone of deep contemplation.

"Don't overdo it. Find someplace good to rest. And you're really going to regret it tomorrow if you keep drinking more."

"Yeah, yeah." Samir heads off to a quiet corner of the temple, acting a lot more together than when he came to check on you.

You make a quick circuit through the temple, finding everyone without issue. Kalju is in the kitchen, where he seems to be working some dough with an expression of intense concentration on his face and a lot more force in his hands than the dough really warrants. Dawn is in the audience chamber, sitting lotus style on the ground before Tal-Roshath's empty throne. It's a thoughtful position, but not a prayerful one. Zahira is in the library, with a stack of books on magical theory and a couple pages of notes already. The margins of her notes are filled with doodles of mages (who you suspect are intended to look like her) shooting fire and lightning at cowering masses. By the crumbs near them, both of the girls look like they already had dinner, courtesy of Kalju's cooking.

You feel a bit obligated to check in with people, but it's hard to know who's looking for company and who isn't.


Who do you talk to? Pick up to two. Choices will be considered independently, not as a set.

[] Samir. Maybe a bit of drink isn't that bad an idea. He's in the best mood of anyone right now, and hopefully his cheer will rub off.
[] Zahira. You learned some magical theory during your training, and she's no more a magic-user than you right now. You could help.
[] Dawn. Anyone who's that deep into thought for that long needs to turn it into words. She might have a real epiphany by now.
[] Kalju. Doubtless he's got something for you to eat, and baking may not have swept away all his troubles.
[] Yourself. Sometimes you just need time to think, without anyone bothering you. It will be just you, completely by yourself. Wasn't there something about your pendant?
 
[X] Yourself. Sometimes you just need time to think, without anyone bothering you. It will be just you, completely by yourself. Wasn't there something about your pendant?
[X] Zahira. You learned some magical theory during your training, and she's no more a magic-user than you right now. You could help.
 
Okay, initiating a logical breakdown.
Samir - there was a reason behind getting drunk in the first place. Cheery types often hide angst in that way. Arguably informative but potentially supportive choice. A wildcard, really.
Zahira - the roguish mage girl thinking about roguish mage things. Might yield a few hints and gossips on what happened behind the curtains in the temple before everything died out. Not sure how valuable now. Most likely informative and uncertainly supportive choice.
Dawn - obvious existential crisis. The girl might be in need of a deep and long recovery program from the religious indoctrination. Philosophical / life talk incoming, but it may prevent a future meltdown of the weakest link. Arguably informative but potentially very supportive choice.
Kalju - only dead men are truly phlegmatic. This one might exchange some hints/observations/insights for those of yours. Also, having a straight n quiet talk between introverts is a part of their emotional maintenance. Probably informative but arguably supportive choice.
Yourself - obvious plot progression. The hallucination voice from the dreams is certainly the author's plot device. The real question is whether someone from the gang is going to listen to the protagonist about this strange mcguffin. Maximum of obscure information but obviously no support (unless someone of the lunatics would decide to check on the PC)

[X] Dawn. Anyone who's that deep into thought for that long needs to turn it into words. She might have a real epiphany by now.
[X] Yourself. Sometimes you just need time to think, without anyone bothering you. It will be just you, completely by yourself. Wasn't there something about your pendant?
 
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[x] Yourself. Sometimes you just need time to think, without anyone bothering you. It will be just you, completely by yourself. Wasn't there something about your pendant?
[x] Kalju. Doubtless he's got something for you to eat, and baking may not have swept away all his troubles.
 
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