Archangel (Original, Post-Apoc Fantasy Setting)

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Archangel

"This is the holy land," matron tells you. "And you are the avatar of its hopes and...
Introduction
So, I've started a fair amount of Quests in my time... But I really do think this might be the one. No, honestly!

So this was inspired by this, this, and this. The... 'mythology' used in this will likely be a heavily bastardized imitation of some of the more... Interesting? Interpretations of Abrahamic religion. Apologies if I offend anyone, but I saw the images and was inspired.

The long list of Angels to choose from - well, there are about 28, but it doesn't... Really matter which one you choose? I mean, obviously it does matter, but each one will grant you different bonuses, and no one Angel is inherently better than the others. Some might be more combat based - Azrael, for example, is almost purely combat - whilst others might not - Eistibus, for example. If you want a better idea of the bonuses/magic each Angel confers... Look at what they represent, and at the links above. They'll give you some idea.

I will most likely have quite a bit of time over the next week for updates, although my time is strange, other than that. I will... Attempt, regular updates.
I hope you enjoy.

Archangel

"This is the holy land," matron tells you. "And you are the avatar of its hopes and fears."

As she speaks, she splashes water on your face, and you cough and splutter at the unexpected action, water entering your nose and mouth.

"You are Malach. Malach Adonai." Matron smiles at you. "Sent to perform His holy duties and missions, here on our Earth."

She splashes more water on you, and this time you choke and cough, your infant lungs wailing in protest as large amounts of water enter your throat.

"You will take your place as the Right Hand of God," matron says, holding you gently in her arms and lifting you out of the water. "And you will cast out the deceivers and false prophets."

Matron lowers you again, into the water, but this time she pushes you down, down into the water and rushes in to fill your lungs and and you desperately search for breath but find only liquid-

Darkness.

-/--//--/-

You were brought up in the church. You don't remember anything before that, and the first person you remember is the matron, holding you in the Baptismal waters. But that isn't your first memory.

The first thing you remember… A cold night, the stars hidden by clouds, wind biting at your infant limbs. You didn't know it at the time, but you'd been left on the doorstep of the church, one of many dedicated to the archangels described in the Book of Apocrypha.

In the final chapter the Book states that those chosen of each church will attempt to attain the position of Right Hand of God. The final one standing shall be appointed to His Right Hand, and given the power to perform His duties on Earth, carry out His holy mission, and defend His citizens.

For as long as you have lived, you have been told that you will be the Right Hand. You have been trained in the arts of killing, of hiding, of deception and of truth. You have been trained in the magicks of your church, to use them to their most potent and deadly.

And you are finally of age. Seventeen years old. As you sit in the Remembrance Hall, you reflect on your life.

That first memory, of you lying in a basket on the doorstep of your church, you remember looking up and seeing the symbol of your church… The archangel of which you became the avatar.

[ ] Af, Angel of Anger
[ ] Armaros, Angel of Undoing
[ ] Asbeel, Angel of Ruin
[ ] Azrael, Angel of Death
[ ] Baraqiel, Angel of Lightning
[ ] Eistibus, Angel of Divination
[ ] Gadreel, Angel of War
[ ] Hasmed, Angel of Annihilation
[ ] Israfel, Angel of Song
[ ] Kokabiel, Angel of Stars
[ ] Leliel, Angel of Night
[ ] Matariel, Angel of Rain
[ ] Penemue, Angel of Script
[ ] Rahab, Angel of the Deep
[ ] Raziel, Angel of Mysteries
[ ] Sahaqiel, Angel of Sky
[ ] Samshiel, Angel of the Eclipse
[ ] Sathariel, Angel of Deception
[ ] Sariel, Angel of the Waning Moon
[ ] Shelegiel, Angel of Snow
[ ] Simikiel, Angel of Vengeance
[ ] Suphlatus, Angel of Dust
[ ] Tamiel, Angel of the Unseen
[ ] Uriel, Angel of Flame
[ ] Zachriel, Angel of Memory
[ ] Zadkiel, Angel of Mercy
[ ] Zaqiel, Angel of Purity

Ever since that day you'd been trained in battle, in killing, in stealth, diplomacy, manipulation… Every single skill the matron thought would benefit you. And even though you are undoubtedly skilled in all of these areas, some of them you enjoyed far more than others.

In battle, you preferred…
[ ] A shortsword
[ ] A longsword
[ ] A dagger
[ ] A bow
[ ] A mace
[ ] A spear

But overall? Though you are able to use all far above the power of the average person, your preferred area was…
[ ] Fighting
[ ] Stealth
[ ] Magic

You start a little as you hear the call from inside the Initiation Hall.

"Malach Adonai, enter!" Patron calls out, his voice booming through the Halls as he roars. Two serfs pull open the thickset double doors, allowing you to peer into the Hall of Initiation for the first time in your life. All of the graduated initiates, the acolytes, are lined up along the sides of the Hall, looking to you.

Though you have been called Malach Adonai your whole life, you have never liked that name. You much preferred to go by…
[ ] Write-in

You enter the Hall, walking glacially, as the serfs close the doors behind you. It is a long path to the end of the hall, which is raised above the main area. At its centre is a podium, at which Patron stands, smiling down fatherly at you. This is only the third time you have seen patron in your entire life - but just behind him, you can see matron, an old woman now, smiling at you kindly. You shudder internally - you have been taught to fear matron many a time.

As you pass the silent rows of acolytes, all staring on at you, you nearly feel nervous. You quash the feeling instantly, crushing your fear down into your core as the magisters taught you.

You notice that male acolytes are on the left, whilst female acolytes are on the right. There are roughly the same number on each side - the church is big on separation of the sexes, and as such you sleep in the…
[ ] Male
[ ] Female
… Dormitories.

You reach the podium, and go to one knee in front of Patron, as you have been taught. Patron gives you a subtle nod, and you pre-emptively quell the sudden pride you feel.

Patron begins the Initiation ceremony, and you close your eyes as he begins the chant of your Angel.

-/--//--/-
 
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Other Information
Other Information

Ealdstone - Your hometown, the place of worship for those pray to Israfel, Angel of Song. An old town, it prides itself on a rich and powerful culture and history. The church has been a part of the town nearly since it's inception, and holds much sway over its inner workings.

Shiffreath - The neighbouring town, not too far from Ealdstone. The place of worship for those who pray to Af, Angel of Anger. Although tensions between Ealdstone and Shiffreath have often been high, the towns have recently come to an uneasy accord - an arrangement which there respective churches begrudgingly accept.
Assumed location of Af, Angel of Anger.

Oberol - The 'capital' of the holy land, Oberol plays host to none of the official churches of the Angels, instead containing shrines to each. There resides the closest thing the holy land has to a king, where he hosts the sinful and destructive vices of the world - gladiator fights, whorehouses, taverns on every street corner - Oberol is host to all the darkness in men's hearts, but is also home to some of the most famous philosophers across the regions.
Assumed location of Kokabiel, Angel of Stars.
 
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[X] Israfel, Angel of Song
[X] A bow
[X] Magic
[X] Selen
[X] Female
 
First Prayer
Archangel, II

The burning one
The herald of the dawning day
Summoner of the final hour

-/--//--/-

"Rise, Adonai." Patron says, and you manoeuvre yourself slowly to your feet. "You have done well, Angel."

You nod once, your head still bowed. You feel water cascade over your head, and you know that Patron is dowsing you in the Baptismal waters once more, for your second birth - your initiation.

"Let this child, this Avatar of Your Will, Oh Mighty, Rise once more and take the first steps on the path to Your side." Patron called out, his voice echoing oddly with the acoustics, creating an ethereal doubling effect.

You remain silent as he finishes anointing you, then turn and walk back the length of the Hall, and stand sentry at the entrance to the Hall. Patron offers the acolytes the final words of the ceremony, and then steps back from the podium. Matron steps up.

"And now, the feast shall begin." There's a pause - these theatrics have been repeated enough times that the acolytes know to wait for her next words. "Come now, dearies, eat up!" She giggles throatily and steps back.

You stand sentry at the doors of the hall for the next two hours, watching over the acolytes as the eat, share gossip about each other, the town, whatever subject comes to mind. Mealtimes are the only times when the genders aren't segregated, so it's one of the most animated times of the day.

Once the feast has ended, Patron once more steps up to the podium. "Acolytes." He begins, smiling across the Hall. "The day is ended, and you have taken sup. Look now to our Angel of Song and pray."

You stand silently as the acolytes move away from their tables, go to their knees, and prostrate themselves in your direction. Patron and matron remain standing, though with heads bowed. The magisters behind them are on their knees, hands clasped in front of them.

You remain silently for the next minute before, as the acolytes rise, you turn and exit the Hall of Initiation, the serfs silently closing the door behind you.

-/--//--/-

You go to your dorm from there - Patron will not have need of you tonight. Tomorrow is your final day in Ealdstone, and you don't want to waste it by waking up late. You want morning lessons finished as quickly as possible - you want to go hunting again as soon as possible.

You enter your room and bolt the door behind you. You're the only initiate - graduate, now - who has their own room, and you have made it yours… To an extent. Your bow adorns one wall, your various sets of arrows beside it. On the desk resides your Book of Hymns, that magisters gave you to study when you began learning magic - twelve years ago, now.

You take the bow off the wall and the Book off the desk, and settle onto your mat. Although a bed and feather-down mattress is provided, you have always preferred sleeping on something harder, firmer. You prop yourself up against the wall, Book in your lap, and open it to the two-hundred-and-eighty-third Hymn.

Your bow in your hands, you recite the Hymn as you string and re-string the bow.

"In Heaven, a spirit doth dwell,
Whose heart-strings are a lute…"

-/--//--/-

The next morning you awaken on your own, and redress yourselves in your hunting gear. Consisting mainly of browns and greens, it fits your form relatively snugly, whilst allowing freedom of movement. You leave the hood down, for the moment, and pull the collar forward to allow you to see inside the tunic.

You frown at the symbols inside. Faith is faded, and Vitality is outright dead. You sigh, before releasing the collar and pulling out your flute. The flute was gifted to you on your ninth birthday, to help channel your Hymns. Whilst singing would have a similar effect, the flute amplifies it far more than mere words could. Whilst you have managed to get the recitals down to only hummed notes, using your flute is still useful for precision work.

You play nine notes precisely - Faith is our, whilst Vitality is five. Fairly standard symbolwork, but you see the runes are back to full strength. You replace the flute at its rightful place against the small of your back, it's comfortable weight calming you.

You enter the gardens of the church, to see your magisters are already waiting for you.

Magister Yril clucks her tongue, her long robes cascading over her form. "You are late, Selen." Though your magisters are supposed to call you Malach Adonai, it's really more of a title. You much prefer Selen, though you would never tell matron or Patron that - it is a bastardised form of Selene, an old-world Goddess of the moon. To ask others to call you it would be blasphemous, and should Patron find out, your magisters would face dire consequences.

"Apologies. I had to renew my symbols. I'm ready for your teachings now, Yril." You bow your head and clasp your heads, and she chuckles.

"Oh very well. Moving Drill number three, then - don't want to run you too hard on your last day." Yril replies, and you nod, a tiny smile gracing your face.

You move to the archery field, where eight targets are set up. You turn away from them to face Yril, close your eyes, and draw your bow. You string an arrow without looking, then throw yourself backwards into a roll.

As you roll you loose an arrow, and as you come up you dive once more, firing again as you turn in midair. Your stringing arm touches down momentarily, enough to let you move into handspring, string another arrow, and fire once more.

You land in a crouch, and loose two arrows at once from your bowstring, before bending over backwards into a handstand, bending your arms, and pushing away from the ground. Your gear allows you to become weightless momentarily, and you float higher than ordinarily possible, before stringing and firing two arrows in quick succession. You tur in midair, land in a crouch and straighten up, before firing once more.

Eight perfect bullseyes.

You turn to Yril patiently, as she approaches the targets. "Hm." Yril is kind in all things other than archery. She will forgive you for forgetting to finish a chore or two, or for beating an acolyte too badly at Thun, but she would punish you severely if you forget to unstring your bow before bed. "Sloppy. As usual, Selen. Adequate, I suppose, for your last day."

You know, inwardly that what she really means is that you have surpassed every other archer in this region of the holy land - 'although only just,' she would no doubt be quick to add.

You open your mouth to thank her, but you hear pounding footsteps and turn to see an acolyte running up to you. He gets to his knees before you, and prostrates himself.

"Angel Israfel," he says. "Malach Adonai. Patron has sent me with your final task."

You frown. You remember nothing about a final task - is this just a test? Or something… More sinister?

"He has given me three missions to offer you, of which you may choose one to complete. He wants this done by the end of the day, in preparation for your sojourn to Shiffreath."

Shiffreath is where the church of Af, Angel of Anger, resides. It would be your first stop, on your path to kill the other Angels. Although some would no doubt have already set off to find the other Angels and kill them, the church would have given you some clue as to Af's whereabouts.

"Very well," you reply. "What are the tasks."

The acolyte hands you three pieces of parchment, and you look over each quickly. You scan for the important details, attempting to find the important instructions - to help decide.

"Inform the patron that I have made my decision." You hand him back the two other parchments. "Tell him I will take care of it."

The acolyte nods, prostrates himself once more, before running off to Patron.

You look at the parchment in your hand. The task you chose…
[ ] A new church has attempted to set up another place of worship. You need to pay the clergy a visit to... Deter them.
[ ] A band of merchants have entered town, boasting of impressive and rare goods of great religious value. You are to obtain the relics - by any means necessary.
[ ] A mercenary camp has set up outside town, and has been causing trouble with the locals. You are to take them as quickly and as quietly as possible.
 
[X] A band of merchants have entered town, boasting of impressive and rare goods of great religious value. You are to obtain the relics - by any means necessary.
 
By the way, I've added some info to the 'Other Information' threadmark, and will be periodically adding to it as the quest goes on. Give it a read occasionally.
 
[X] A mercenary camp has set up outside town, and has been causing trouble with the locals. You are to take them as quickly and as quietly as possible.
 
[X] A band of merchants have entered town, boasting of impressive and rare goods of great religious value. You are to obtain the relics - by any means necessary.
 
[X] A band of merchants have entered town, boasting of impressive and rare goods of great religious value. You are to obtain the relics - by any means necessary.
 
Second Worship
Archangel, III

You look down on the merchant group from your position atop the roof of the inn. The merchants have set up their trio of caravans across from the inn, in an empty part of the marketplace. Generally the area is reserved for visiting travellers who bring a retinue, but the merchants have taken over the whole place.

Each of the caravans are fairly large, larger than the average travelling caravan at least. Merchant caravans generally are bigger than travelling ones, but these stand out as particularly large. Each of them look pretty well-cared for, although one is definitely slightly worse-for-wear than the others, and one carries the symbol of their origin.

A white, nine-pointed star with a hollow centre, set on a golden background. The sigil of Kokabiel, Angel of Stars. You frown. They could potentially have knowledge of the Angels whereabouts.

There are three guards, total, which seems oddly low for caravans of their supposed worth. They all bear spears, typical weapons for common bodyguards. One of them stands watch at the front of the three, the other two appear to be constantly checking the outsides for… What, you're not sure exactly. Is it possible they have more guards inside?

Either way, there are three caravans. You have no idea which one the relics are in, so you'll need to either get lucky, or be fast. Unless you take out the guards first, then you can take your time with the caravans.

The merchants themselves are inside, having a grand old time throwing money around and flirting with the serving girls. you can afford to take your time - for now.

So what's the plan?
[ ] Take out all the guards, now.
-[ ] From a distance.
-[ ] Up close.
[ ] Sneak into the caravan carrying their sigil.
[ ] Sneak into the slightly-damaged caravan.
[ ] Sneak into the nondescript caravan.

Shorter update for now, but the enxt should be longer to compensate. Once this is finished, we'll move on to the journey to Shiffreath.
 
[X] Sneak into the nondescript caravan.

Nobody voted, and I want to see this continue. By the way, are the people Humans?
 
[X] Sneak into the nondescript caravan.

Other two seem like they'd have heavier security (one looks expensive, the other one looks like it was attacked recently).
 
Third Glory
Archangel, IV

You settle on the nondescript caravan - coincidentally, the central caravan. The first guard stood in front of it, his spear slung casually over his shoulder, in easy reach. He's scanning the area in front of the caravan with focus - absurd focus, for a bodyguard. His stance is wide, as though he's ready to move into action. Generally you only see that kind of expertise from church-raised guards.

You murmur a few notes, for silence and weightlessness, before jumping off the roof of the inn. You sail farther than possible, and land softly on the roof of the nondescript caravan, just as the hymns run out. You exhale slowly.

Creeping over the top of the caravan, you edge over the lip of the back of the caravan. Watching the other two guards, you quickly notice that they patrol the opposite sides as they work. When one inspects the back, the other inspects the front, and when on inspects the right, the other inspects the left.

Again, their focus seems uncannily intense for regular bodyguards. You begin to wonder if they are, in fact, church-raised.

You pause, planning things out. You don't know any hymns specifically relating to lockpicking, but there are many to do with opening doors. They usually mean in the metaphorical sense, of course. Magister Aqil was very thorough with pounding that into your head.

You begin the hymn in your head, humming a few notes to silence yourself. You time it so that the second guard just rounds the end of the caravan before you climb down to the back door, and the hymn finishes just as you lay your hand against the lock. The hymn finishes, power emerges from your hand, and…

You hear something jangle in the door as you slowly open it, slip in, and close it. It appears that attempting to 'open' the door caused the locking mechanism to… fall apart. You breathe a sigh of relief that you were still under the hymn of silence before you closed it.

You turn, slowly, sinking down on your haunches, and survey the room, instantly seeing the main object: A Scrub Fox.

Scrub beasts were usually only found in the desert. Decades ago, they had adapted to some kind of new source of water - that had yet to be discovered - that caused incredible growth. The exact reason had not been discovered, although the best philosopher's in the land were working on it. All most people knew where that Scrub beasts were violent and deadly.

And you'd just stumbled across merchants with a damn Scrub Fox. You estimated that, standing, it would reach approximately your shoulders - fortunately, it currently seemed asleep.

You hum a few notes for a hymn of silence, and creep over to the pile of chests stacked against one door. Although you are now silent, should you step too heavily, the vibrations could wake the beast.

You slowly and carefully pull the first chest down, uffing a breath at it's weight. You lower it to the floor, still silent, and pull open the lid, before rearranging the cloth inside to show the objects within.

A grail. Simple golden design, without extraneous ornaments. Inside… You carefully pick it up. Lettering is written across the inside of the cup, but it is in a language you can't decipher. This must be one of the relics Patron described.

You carefully wrap it in cloth and store it in your pouch. You hum more notes for the silence hymn, renewing it, then close the chest and store it back in the pile of four. You slide the other one out of its inlet, and lay it on the ground carefully. You pull open the lid, and this one contains…

A censer. Again, simple gold, apart from lettering across the top that you can't decipher. You bundle it in cloth and store it in your pouch. But… The chest also contains a large amount of golden bevels - the holy land currency. The number of 'vels in the chest is more than you've seen in your entire life - and hey, you're already stealing. Plus, having some extra money for your journey, not just to Shiffreath but past it, Oberol and further - would be very useful.

But… You feel as though Patron would not be happy if he found out you hadn't stuck to the mission parameters. Patron would do anything for the good of the church - but this is for your own good. An acolyte has no need of wealth.

[ ] Take the money
[ ] Leave the money

You close the chest, then begin to pull out the one it was on top of, replacing it with the chest you had just searched. You place it carefully on the ground, and the Scrub Fox snorts.

You freeze, cursing internally. Hearing isn't the only sense a Scrub beast can use - they were just as proficient with scents. The Scrub Fox's nostrils twitch, once, twice, and it snorts, ears flickering. You can tell it is on the verge of waking up.

There are still two chests left for you to search - not to mention the other two caravans. You need to make a decision now.

[ ] Attack the Fox, and kill it. That'll leave you plenty of time to search the chests and the other two caravans.
-[ ] Use your knife.
-[ ] Use your bow.
[ ] Leave now, while you still can.
-[ ] Search the other two caravans.
--[ ] Which one first?
-[ ] Return to the church with what you have.
 
[X] Leave the money
[X] Attack the Fox, and kill it. That'll leave you plenty of time to search the chests and the other two caravans.
-[X] Use your knife.
 
[X] Leave the money

[X] Attack the Fox, and kill it. That'll leave you plenty of time to search the chests and the other two caravans.
-[X] Use your bow.

Don't really want to get up close to the giant feral fox if we don't have to.
 
[X] Take the money

[X] Attack the Fox, and kill it. That'll leave you plenty of time to search the chests and the other two caravans.
-[X] Use your knife.
 
Fourth Reverence
Archangel, V

You slowly, but assuredly, move the chest to the side, out of your path so that it doesn't get in your way. Then you carefully recast your hymn of silence, just in case. For it to run out now would be disastrous. Whilst you were confident in your ability to fight of three guards - even church-raised - being hunted by a Scrub Fox would have made Patron rather unhappy, and would have opened up the church to scrutiny.

You slink towards the Fox, moving on all fours to spread your weight as easily as possible and hopefully preventing it from noticing your approach. The Fox snorts a little as you approach but, thankfully, doesn't appear to notice.

You position yourself in front of it's head, positioned upon it's folded paws, and draw your knife. You position your knife above it's head, ready to bring it down, and breathe slightly. You take another moment to renew the hymn of silence - the constant recitals are draining you a little, but after this you'll have a day before you have to strain yourself.

You finish humming the couple of notes and bring the knife plunging down- just as the Scrub Fox shifts in it's sleep, it's head lolling ever so slightly - but enough so that instead of cleanly piercing its brain and killing it instantly, you drag a shallow cut through its left eye.

The sudden shock of pain brings it to full awareness, and it leaps to its feet, howling in agony. Thankfully, you renewed the hymn of silence, so its actions are still muted. You take it's moment of shock to attempt another stab, a routine movement of impalement to the throat, intending to take it out as quickly as possible - it catches the throat, draws blood, but does not kill.

The Fox rears up, fully awakened now, but it appears as though it's ruptured eye, bleeding throat, and the lack of its auditory senses are putting it off balance. It shakes its head vigorously and spins, drops, and rolls, as though trying to rid itself of its afflictions. It paws at its head, and you attempt to send your knife plunging into it's chest - it rolls away, and you score a shallow line across the beasts rib cage.

It lashes out with one giant paw, and you duck under it, rolling towards its underbelly with your knife, but it turns, and a rear paw catches you in the shoulder, spinning you around and sending you careening into the wall of the caravan. Thankfully, the sturdiness appears to be working to your benefit - there is no rocking that could alert the external guards. As you watch the demented fox screech and bat at it's own head, you quickly renew the hymn of silence, with a few murmured notes.

You rub your shoulder - that kick was powerful. It would most likely leave a bruise, but you don't have time to worry about it now. You lunge forward again, twisting to avoid it's writing body, and come to a crouch next to it. You stab into a haunch, and this time achieve a direct hit - you practically feel it's muscles tearing as they ripple beneath your blade.

You back of, dodging the snapping jaws of the beast, and grab a fistful of its fur. It turns it's head to snap the your hand, and it's jaws close momentarily over your wrist - you wrench it away immediately, but it draws bloody lines across your hand.

You send your other, knife-wielding hand down, slicing across its midsection and dropping flat as it swipes blindly in your vicinity. It's partially blinded, you realise - your first strike took out it's eye and left it with an enormous blind spot.

You ruthlessly take advantage of this, slashing with your knife again and again, backing off whenever you feel your hymn of silence nearing completion to renew it.

Finally, the Fox collapses, blood loss rendering it numb with exhaustion. You take a moment to breathe, clutching your wounded shoulder - the Fox had not been an easy fight.

Then you approach, relentless, and slit it's throat, before plunging your knife into it's brain - just to make sure. Then you stand, wipe the blade clean on the beast's fur, and survey the damage. The writhing of the Scrub Fox had damaged much of the caravan, cracked open several chests, and spilt gold bevels across the floor. You heave a sigh of relief, and check the chest you had been about to inspect.

Inside is not another relic, as you had hoped - it appears to be various official documents, proof of the validity of the merchants and their trustworthiness, as well as assuring the value of their merchandise - the relics, you assume. It is stamped with the official brand of the Oberol government.

Useless, at least to you.

-/--//--/-

The slightly-damaged caravan, to the right of the central one, contains only one other chest - although, there appears to be evidence that there were more valuables, before an apparent attack, judging by the slash marks near the back of the caravan. That single chest contained a badly-damaged chismarium, myrrh leaking out into the wood of the chest. You consider attempting to bring it back to Patron, but the dented, rent metal could tear your pouch, and potentially damage the other items. Still, surely Patron would want all potential relics?

[ ] Take the chrismarium.
[ ] Leave the chrismarium.

You leave the caravan, taking a moment to renew the hymn of silence - now you really are feeling the drain. Fortunately, you've been fought to fight past your low vitality, and keep moving.

You enter the third caravan, the one bearing the sigil of Kokabiel. Inside appears to be the sleeping area for the three merchants and, unfortunately, no more chests, which means no more relics. There is, however, a large desk, strewn with maps, documents, and numerous sheets of paper.

You take a moment to dig through the pile, glancing across the maps of various towns - and find a rather interesting one.

It appears to detail the movements of Kokabiel's avatar - they exited their town immediately after initiation, and instead of attempting to hunt down other Angels, they headed straight to Oberol, to… Hide? Cower in fear, and wait out the killing? Disgusting.

Privately, you hope that they are still alive by the time you reach Oberol, so that you can kill them yourself.

You exit the caravan in silence, cast your hymn of weightlessness and leap back to the roof of the inn. The day has crept into evening, the sun poised on the edge of the horizon, in the midst of setting. You bound across rooftops towards the church, where Patron awaits.

-/--//--/-

Your arrival back at the church is met with hushed greetings. A trio of acolytes guide you towards the Hall of Prayer, where Patron oversees a sermon. Thirty men and women lie prostrate on their mats, pointing towards the altar, where a representation of the Angel Israfel stands, knelt before God as though in prayer.

You manoeuvre your way to the back of the Hall, where you wait for Patron to notice your entrance. He glances at you nods very slightly, and you nod back. Then, he begins to end the sermon.

"And now take your time to finish your own prayers, to our Angel and our Lord." You can tell he is impatient.

He guides you off to one side of the raised end of the Hall, into a large office, a wide mahogany desk, with velvet-seated chairs set up against it. He takes a seat behind the desk and gestures for you to take a seat.

"You brought the relics, I presume?" He asks, eyes alight in anticipation. You nod, silent, remove your pouch, and place it reverently on the desk in front of him. You withdraw each item with care, placing them before him.

"Excellent," he smiles, caressing the censer. "My dear, you have proven yourself. Tomorrow, when you begin your sojourn, know that you do it with the utmost skill at your fingertips. Goodnight, Angel Israfel."

"Goodnight, Patron," you reply, and bow out.

-/--//--/-

The shortest way back to your dormitory is exit the Hall of Prayer and cross the courtyard, but on the way back you see a vague light flickering from between a copse of trees. When you focus, you can hear the sound of cheer and song playing - most likely, some acolytes celebrating on thing or another. You could investigate… But you are so incredibly tired, you'd probably fall asleep, and you begin your journey to Shiffreath tomorrow.

[ ] Investigate.
[ ] Go to your dorm.
 
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