Chapter 46: The Bells - Part 2 (Roll Required)
Chapter 46: The Bells - Part 2


You take one look at Tybalt's red face and quick breathing, and it's all it takes for you to abandon the idea of bringing him along at all. Regret feels like it's going to suffocate you. But that doesn't mean that this priest of Agriculture is dead weight in every sense of the word. After all— you're a clever, creative man of your word, and have plenty of principles to uphold (even at a time like this).

While you all briskly head into town, a massive commotion stirs from every exit of the Church. No fewer than a dozen clergy of Agriculture dash out from the building, heading for what's no doubt the stables. There's hollering, word to be sent out to bordering houses, and calls for who will be invoking in what way.

Dread settles into the pit of your gut. As badly as you would like to invoke right now (a giant, many-legged horse seems like it would be a fine steed for you and your allies), you can't trust that Dream will even listen to you. Particularly not after what you witnessed last night.

Worse still, you simply weigh too much to mount an average horse. Even your stallion, Impetus, would be strained if he had to carry you. As a lover of animals, it wouldn't sit right with you to push even a beast of burden so hard. It would take a horse of absolute greatness— a shire horse, or some other giant draft breed that rivals your height and weight— to be able to safely ride, let alone to gallop in the way that you'd like to right now.

Fishing around in your satchel is incredibly annoying at the pace you're walking, but you manage to pull out your golden seal from the bag and thrust it at Tybalt.

"I want you to go into town and acquire horses for all three of us. I don't care how long it takes you, what their pedigree is, or where you have to get them from. Three horses. Large enough for you and I to safely ride, and— and healthy enough to meet our demands."

The young man takes your seal. It's stamped with a pair of outstretched hands, below rays of light and all of the sun. He gives no protests. Just a simple question.

"Is the seal enough...?"

"Mention me by name, as well. Play up my titles if you have to."

"Alright. Where are we meeting?"

"Father Pevrel and I will head for the fire. Meet us halfway, if you must. If you don't find us, I want you to assist in putting out the blaze in any way that you can. Have I made myself clear?"

"Yes, Father." Maybe it's the urgency of the situation, but there's no sass. Tybalt shoves the seal into one of the smaller pockets on his robes— keeping it completely out of view— and turns in the opposite direction that you and Father Pevrel are heading. He gives you both a slight wave as he heads off, going at a far slower pace that what you all were just taking.

You wave back, hollering after him, "push yourself, Tybalt! The Gods are Merciful!"

He's out of sight, around a corner of the Church within minutes. The bells have yet to stop chiming. What was previously a pleasant reminder of your favorite instruments has turned into a death toll.

Father Pevrel somehow looks gloomier than the morning sky. He fires a glance over his shoulder, right at where Tybalt was last seen. "I can't say I approve, Anscham—"

"You know just as well as I do that he was going to get someone killed today."

"Let me finish, for fuck's sake."

"Sorry."

"I was going to say, I sure as shit am glad you sent him off." Despite his sour mood, Father Pevrel looks incredibly relieved.

The pace that the two of you are keeping eclipses the demonic march that got you from Eadric to Wearmoor in a matter of weeks. It's already got your knees aching and a sweat on your brow, which is unusual, as it's only been a few minutes. You know you can run if absolutely necessary, but the thought of how much strain it would put on your joints is not something you're looking forward to.

The Lord of Honor stares hard at the smoke on the horizon. "Whatever you need to do, I want you to do it. We're not losing anyone today." He moves to pick up into a run. "Come on! I'm not letting you fall behind, either!"

>Roll 1d100.
>Because you are blessed by all of the Gods, the best of the first three rolls will be used.
>The winning roll will have a modifier of -10.

-30 PRIEST OF AGRICULTURE (Though your endurance is better than it's ever been, you're still hauling a lot of weight around.)
-20 FAME (Traveling without being spotted is always a challenge for men like you and Father Pevrel.)
-20 FRIENDS AND FOES (They're everywhere.)
-5 SLIVER (Something's still a little off, and it's affecting your physical performance.)
+10 VIM AND VIGOR (A full, moonstone induced night's rest and a decent breakfast has you feeling much peachier than usual!)
+15 GREEN THUMB (You'll do everything in your power to avoid anyone in the city— and you have quite a lot of power.)
+20 THE LORD OF SHADOWS (Father Pevrel does stuff like this for a living.)
+20 THE FATHER OF PROTECTION (You're possibly more proficient in dealing with catastrophes than any other man alive.)

>IN ADDITION:

>For the low, low cost of public indecency, you can convert your -30 PRIEST OF AGRICULTURE malus into a +30 SACRIFICE bonus.
>This may lead to undesirable behavior, and SACRIFICE cannot be easily disengaged once selected.
>In return, you will disregard any personal harm you come under, and will be capable of performing even in the event of a catastrophic failure.
>By default, this option will not be chosen.
>If you would like to opt-in to the SACRIFICE modifier, clearly specify so in your post BEFORE you roll.
>Majority vote will decide if SACRIFICE is used or not.
 
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Chapter 47: Flashpoint
Chapter 47: Flashpoint





Teeth grit, hands clenched, you break into the fastest run you dare. Pounding steps puts your pulse in your ears. You knew this was going to hurt. There's almost immediately an ache in your knees and gut, but it's nothing you can't handle. You've put your body through infinitely worse strain, and so it's with a grimace that you keep perfect form, and don't falter for an instant as you catch up to Father Pevrel.

The priest of honor gives you a huge smile and pulls just a little further ahead. "Keep it up!" His grin is vicious. "I know you can do better than that!"

A brief, breathless prayer to Flesh carries you through the first ten minutes of the run. Focusing on avoiding any and all detection is a tremendous challenge while you're moving so quickly and in so much discomfort, but the nonstop reassurance and teasing coming from Father Pevrel has you pushing yourself much harder than usual. You almost find yourself wishing that he was the one who trained you in the Church of Flesh all those many months ago, but judging by how much pain you're already in, it's probably for the best that the Father of Punishment isn't your running partner every day.

You both have to stop in short spurts here and there, to assess which alleyways are best to dip into, or to wait a minute to pass around a crowd unseen. The way that you've taken to adapting Father Pevrel's own sight without sight has him impressed beyond measure. If you weren't mistaken, you'd say that the man was actually enjoying himself by the time you reached the halfway mark.

Your heart just about stops. A colossal burst of smoke shoots up on the horizon, taking up half of the sky. One of the corridors or rooms in the dungeon has exploded into flame. The faintest traces of light gray smoke unfurls into huge plumes of black. You can't help but wonder how extreme the damage is at your destination.

The sight is incredibly sobering. The thought of Serpent being at the center of it all is somehow worse.

Father Pevrel's smile falls, but he gets just a little further ahead of you, picking up the pace even harder. "Don't let your boys down. Come on!"

Stunning gardens and countless parks whip by in a sea of endless green. Were it not for the constant interruptions in your run, the incessant risk of someone spotting you both, the chronic fear you have of someone trying to kill you and Father Pevrel on the street, or the fucking sickness you're sweating out from having so much sliver last night, you're certain that you'd already be at the dungeon.

As it is, you dig deep, and press on as best as you can. Your form doesn't slip once, though by the Time you're out of city bounds, there's severe pain in your right knee from favoring that leg. There's no doubt that it's thanks to the old arrow wound in your left calf making that limb as a whole weaker. It's incredibly difficult to focus on anything else but the steady, throbbing pain. It's borderline soothing. A comfortable reminder of worse injuries. A pleasant distraction from the nightmare at hand.

Still, you can't afford to get distracted at a Time like this. You try to think of cold, sobering thoughts. Things like what will happen if you let your steps falter, if you don't get to Serpent in time. The sight of his dead body, suffocated and blue.

Leaving behind Wearmoor's city walls, you and Father Pevrel sprint through the woods for another five solid minutes before the smell of smoke really hits the air.

Your ally falls back just enough to come up alongside you, and puts a hand to your back, practically shoving you forward. You remember that Father Pevrel hasn't slept in three full days, and have to wonder how the drunkard's faculties are holding up. It's not only likely that he's been pushing himself just as hard as you on this run— it's probable that he's feeling shittier than you even do.

Sweat pours down your ally's brow, his tunic is stuck firmly to his slightly exposed chest, and his hands are damp as he gives you one, firm shove. The sadist smiles to himself as you're sent reeling forward. "I want you to push yourself. We're not stopping, even once we're there." He sprints ahead, then calls back to you with deathly seriousness, "just don't enter the building if it's still on fire!"

It takes everything you have, but you dig deeper. The ground is little but streaks of pebbles and dirt, flying past your rapid footsteps. The canopy and tree trunks all around whip by in a dizzying and dangerous reminder to mind your step, even with your attunement to the earth.

Smoke is so thick all around— even in the open air— that you gasp, "cover your face!"

"I need my hands free!" There's no question that Father Pevrel is going for his sword the instant he comes to a stop. His sense of self-preservation might be wavering, too. You'd shake your head if you could, and simply keep one sleeve over your nose and mouth.

The sudden decrease in air is almost unbearable. Your head is swimming, a nightmare of a headache is building, and none of it suddenly matters.

Something horrific lances the air. It starts quietly at first, but as you run ahead, it builds into a cacophony.

There's cries. Cries for Mercy, cries for aid, and cries for men to move in tandem. There's orders for invokers to target parts of the blaze, screams of bloody murder, and what must be fifty prisoners all shouting hysterically to be let free.

"MERCY!"
"I have a wife! Children! PLEASE!"
"Help me!"
"Get to the center of the building!"
"It burns! Make it stop!"

The trees break into a massive clearing. The above-ground dungeon is at its center; more like an abandoned castle than a prison, though not so ruined as to be beyond use. It has to be four stories tall at its peak, with the lowest two levels recessed into the ground. An inferno still rages inside of the tremendous stone structure. The fire licks and burns in a state of decay, smoldering over the wooden floors and beams throughout the behemoth of a building. Only embers are on its outermost edges, but its very center has totally collapsed, and is the source of the majority of the smoke. The sound of wood crackling and popping carries under and over the screams of invokers and the damned.

"We're RIGHT HERE, can you not HEAR US!?"
"I can't breathe!"
"Has anyone seen Brion?!"
"Help!"
"I'll do anything, please—! It's melting into my skin—!"
"FUCK!"
"LET ME OUT!"




You go pale and come to a halt alongside Father Pevrel, hands to your knees, fighting for air. It looks like weakened stone walls fell inwards, thanks to the fire eating up the wooden supports and floors on and around them. It granted some of the people trapped inside an escape, but the prisoners who ran for the woods have all passed out or died from smoke inhalation. You count four men laying on the ground just outside this side of the building, and there's the sound of men sprinting through the woods in almost every direction.

"Mercy." You manage a grimace, staring dead ahead. You'd really like to comment on your performance, but nothing more needs to be said.

"Yeah." Father Pevrel is just as out of breath, but he gives you a tired, approving look. It's more than sufficient. Both of you know damn well that you made it here faster than any clergy of Agriculture on foot, and only ten or fifteen minutes behind men on horses.

You sound like you're about to keel over, wheezing as hard as you are. "There must be more weaknesses in the building's security, even with clergy of Agriculture inside. They must be totally overwhelmed."

Father Pevrel unsheathes Remorse. He couldn't look more upset. "It's difficult to discern criminals from clergy, here. This is unrelated— I'm talking just about my own sight— but it's like I've been saying: the clergy of the Church of Agriculture are corrupt. But I can make out eight or nine people trying to control the blaze, and another seven or so fighting against greater groups of escapees. That means we have less than twenty allies on our side, Anscham— and there are over fifty other moving bodies inside."

"Moving?"

"There are a lot of sick and wounded. They're inert. You wouldn't even be able to detect them." The priest rips off one of the sweatiest bands of fabric on his body and ties it around his nose and mouth. "I hate this. I won't blame you if you hate me for it, too." Father Pevrel goes to take off, straight into the side of the building that's been ripped open. You tail after him— baffled— until he says, "I swore to help you find your boys— but my oaths to Vengeance must come first. I'll see to securing the dungeon and capturing the prisoners! You see what information you can dig up on Serpent!"

"Wait—!"

He actually stops, lingering just outside the crumbled archway. The hand he has to Remorse is trembling. Both of you are breathless, so it takes Father Pevrel a moment to reply.

"This fire was no coincidence. Serpent might still be in there, but he may have escaped. Search the building. I'm telling you right now to disregard everyone else. Let me take the fall for any casualties here, and find your boy. I'll keep everyone else busy." Father Pevrel's knuckles are white. "This is incredibly hard for me to say. Don't make it any harder than it needs to be. Alright?"

"You're seriously trusting— trusting me to investigate this—"

He whispers, "yes." The look you're being given is terrible. This is a man who is desperate to serve his God, just as much as you're willing to sacrifice everything for yours. "Don't make me say it twice."

>Majority vote will decide.

>A] Trust in yourself, your ability, and everything that Father Pevrel has taught you. Give him a hug, then go search the prison. You'll do everything in your power to find Serpent (or clues leading to him) and will disregard EVERYTHING else, short of fighting to save your life. You know that Father Pevrel excels at leading others in times of extreme turmoil, and that he will safely control the fire while you work. (A HIGH ROLL WILL BE REQUIRED. Speculation regarding Serpent's behavior during his captivity, how this fire came about, or ANY other theories may add massive bonuses!)

>B] Give Father Pevrel a really big hug. Ask him to keep watch on you for a minute while you invoke Spirit, even though it will force him to ignore a situation that desperately requires his brand of justice. There's too much calamity here for you to risk searching the entire prison, and desperate times call for very desperate measures. (A MODERATE ROLL WILL BE REQUIRED.)

>C] You know yours and Father Pevrel's strengths. Tell him that you're willing to cause even further chaos in Wearmoor. Assume the role of leader of the Church of Agriculture and command the clergy here. You know how to lock down a building better than any other man alive, and as the jailer of the Church of Mercy's dungeons, you are confident that you and your clergy can handle this situation while Father Pevrel investigates. You'll find some way to make it up to him. (A LOW ROLL WILL BE REQUIRED.)

>D] Write-in. (Creative theories regarding Serpent's whereabouts (past or present) can net massive bonuses! Feel free to specify how you wish to defend yourself from any prisoners as well (such as which weapon, if you'd like to purely use non-lethal attacks, etc). Due to how volatile this situation is, a roll will still be required for all write-ins.)
 
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Chapter 48: Desperate Measures
Chapter 48: Desperate Measures


"I won't." You take Father Pevrel into a big, soft, sweaty hug. Neither of you linger in the hold. An inferno is still raging dead-ahead, and it's getting harder to breathe by the second.

A weary, utterly pissed off look sears into you, once you part. "You're about to ask me to do something stupid, aren't you?"

"Serpent choked on wild growth. That growth could very well be this fire, and I CAN'T search the entire prison and expect to still find him alive—!" He opens his mouth to talk over you. You shout, "before you protest, I want you to understand that it's Freesia and Inertia who will change the fate of our country! Not petty criminals!"

"You don't know what any of their sentences were for, Anscham—!"

"Are you going to stand there and argue with me, enabling our enemies, and giving them— and giving them exactly what they want?! We both know they're playing to our weaknesses. Mercy forgive me, but they— but they know my love for Her and our oaths. Your love of Vengeance is the same. I know it is."

Every complaint falls from the priest. Conflict rages behind a pair of vacant eyes.

"I know how hard this is for you." You take a knee, hands clasped in prayer. One, last, desperate look goes to your friend and ally. "Are you going to help me in the name of greater justice?"

There's commotion from within the dungeon. It sounds like several people are headed your way.

The Lord of Honor steps between you and the nearest entrance, sword drawn. His hand flexes around Remorse's hilt. The other might as well be radiating blood lust, as he strikes a fighting stance.

"Just make it fast."

>Roll 1d100.
>Because you are blessed by all of the Gods, the best of the first three rolls will be used.
>The modifier that will apply to the winning roll is +20.

-25 INFERNO (The fire is still raging, you're not sure of its source, and this building has already partially collapsed.)
-20 CLOUDS OF ASH (The air quality is aborrhent. Each passing second you're around the dungeon will only make matters worse.)
-15 PRISON ESCAPE (You will be defenseless against any criminals running amok while you are invoking Spirit.)
-5 RUN RAGGED (Father Pevrel fights like a monster, but even he has his limits. His performance may not be his best.)
+5 INTEGRITY (Your desire to protect the law and order of your nation carries Vengeance's blessing.)
+10 PEERLESS MEMORY (It should be a breeze for you to pick Serpent's distinctive appearance out from a crowd.)
+10 WHEN LIGHTNING STRIKES TWICE (You've connected a brilliant pair of dots. Spirit approves of your skill in recollection and insight.)
+15 GREATER JUSTICE (Appealing to Father Pevrel's sense of right and wrong is a surefire way to ensure the success of your mission.)
+20 FAITH OF A GODDESS (This bonus is temporarily increased, thanks to Mercy's personal investment in saving your children!)
+25 TO KILL IS TO SERVE (Your ally will make sure that your invocation goes uninterrupted.)
 
Chapter 49: Latescent
Chapter 49: Latescent


Pounding footsteps and the sound of metal on stone fills the air. Father Pevrel rushes ahead to meet a swarm of three escaped convicts, wielding irons and rusted bars as weapons. Two are cut down with strangled cries before they can even register the danger that they've walked into. The screams of the last man standing carries over your feverish, rapid prayer.

"Goddess of the immaterial. Hear my pleas. The time of my child's reckoning is at hand, and the culprit of this atrocity is of no mystery. Reveal to me that which is has been hidden from all seeing eyes! For to linger— to seek Your holiest solution by mundane means— will only deprive us of the truth. I dare not tarry a moment longer! I ask not that you reveal all to me, Spirit...!"

Taking rapid steps backwards, Father Pevrel casts a hurried glance over his shoulder at you while flicking a stream of blood off from the hilt of Remorse. The smoke roiling out from the bowels of the dungeon has even his empty eye sockets watering, but the man holds firm, and snaps his attention to a band of men several dozen yards away. They're all sprinting into the woods, after noticing your inert (and seemingly uninterested) form.

Your ally tears off after them. You're left alone for a few seconds, bowed over your white, tightly clasped hands.

"...I ask not for that which has already been revealed! We have seen this BEFORE, in circumstances less strange, and company far fairer! Your servant offers all that he has to give in return for this: mind, body, and soul! Make that which is latescent CLEAR before me! HEAR ME, SPIRIT! THE IMMATERIAL MUST BE KNOWN!"





Your eyes, veins, and all the world flushes with liquid pearls. The vice of your clasped hands breaks apart into a light and airy reminder that your physical tension has no bearing on this situation. Not on the men who are charging straight towards Father Pevrel on the outskirts of the dungeon. Not on the blood that's being shed in all directions. Not on the prisoners boiling alive within the confines of the building ahead of you.

Your physicality has no bearing on your boy. Serpent. You can envision your child— your child without your blood— clearly. The tattoos on his eyelids, back, the nape of his neck, and covering his arms and legs are mostly unknown to you, but he has so many identifying markers, that to picture them all is far from necessary. No one could disguise the man's split tongue without removing it entirely, for instance. They've tried to make his hair grow back in, but the lunatic has even found a way to keep himself shaved even through weeks of confinement.

The Goddess of Clarity does not focus on the physical, nor does She subject you to his weeks upon weeks of confinement. You flip through the pages of his story, arriving soundly at the end of a slender and burning tome. Serpent smuggled cinders of the occult— volatile, liquid, Magical flame— and used them to ignite the fire that's consuming the dungeon now. The mad attempt at escape was performed after only a matter of days studying the Magical material, and nearly killed your boy outright. His lungs are smoldering. He's choking. There's little time left for him, try as he might have to burned his bonds and flee for his life.

His bonds are not of this world. They are of the impossible. Your boy's captors are sorcerers by their very nature. They recognized the substance— the cinders—for what it was. This is all thanks to your congregation's extensive use of cinder during their civil war in Calunoth. It is thanks to the example of your reckless children, the pyromaniac Spangle, and of the ceaseless destruction that your children have wrought that your enemies— Serpent's captors— let the fire rage out of hand.

The better to distract you and Father Pevrel. The better to buy them more Time. The better to have another cause to blame your boy's death on.

After all, if his death was only Serpent's fault, the blame was shifted far from their hands.

Though Serpent was trapped within the highest reaches of this dungeon, in a windowless cell, without any hope of flight or rescue, your boy is now on the move. He has been taken by his tormentors deep into the woods. They're not even dragging him. His mind— his greatest asset— is warped, and bent under their control. The fresh air that he's receiving may save his life, but it may be too little, too late.

Someone is sneaking up on Father Pevrel from behind. Your ally is currently beset by six other men, all trying to gang-up on the priest at the same time in the hopes of overwhelming him. There's no doubt that they all fear that if they run, they'll be killed regardless. They think that this is their only shot at freedom.

You run a hand along the ground, pulling a piece of thread out from the fabric of reality. The thin, white string snags on the ankle of the haggard man who's stalking behind the leader of the Church of Vengeance. He lets out a cry in shock and horror, as the piece of tissue is connected to his very skin.

You pull hard. The man unravels. A pile of thread is all that's left in his wake, without a scream or any further indication that the would-be murderer was ever alive at all.

You can't pause in shock or horror. This is what your Goddess wills. She knows what is best. It was a painless death. She is Merciful.

Every other figure facing Father Pevrel suddenly recognizes your position, the nightmare that's transpiring, the danger that they're in, and they turn to flee. The presence of the leader of the Church of Mercy changes things, no matter which God you're in the throes of. They assume that you'll spare their lives, and they're right. You have more important concerns than petty criminals— even though you're now aware that the majority of these men and women are incredibly dangerous Magic users, serial killers, rapists, arsonists, or are otherwise tremendous threats to the safety and security of your nation.

The Church of Mercy is the only Church to regularly take prisoners, after all. For these people to have been held for any length of time is severely unusual, and warranted good cause.

As it is, Father Pevrel mows through each running figure with impossible speed, calling on his own God while you and Spirit turn your attention back towards Serpent. The flare of black in the distance is soothing. Reassurance that your work will go uninterrupted. Vengeance and Spirit are historic and modern allies, after all.

You knew that Serpent started this fire. You knew that he was still in fair enough health to stage a breakout. You knew that he was capable of holding his own against the King's army for months, and that only a truly greater threat would be capable of containing him. He went after these people voluntarily, in the hopes of finding more information, and what he found was worth enough to STAY captured until now.

He got his information, but the escape went awry, and now his life is in peril. His captors have caught on to this entire charade.

Serpent has been pulling the strings of this operation all this time, and your enemies have had enough. They're going to kill him. They're going to suffocate him, will blame it on the fire, and will make it out like he was the one to blame from the start.

Serpent has former ties with the cult of Inertia.

Spirit is not the Goddess of Mercy, and does not give you even a second for this information to sink in.

Serpent is going to be pinned as a captured agent of the cult you are sworn to fight against. A case would be made for all of the crimes he has committed against the theocracy, and not a single piece of evidence presented would be a lie. Your children are all heretics, criminals, killers, rapists, thieves, and some of the worst that mankind has to offer. You could present this invocation, or subsequent invocations of Spirit to try and defend him, but that would do nothing to clear his name.

Not that it would matter. He's found out information regarding the true nature of Mother Bethaea's death. THAT is why he is going to be killed, but that is NOT the reason that you have invoked Spirit.

That is information you will have to seek out in your own time. To know is to serve.

You invoked Spirit to discern the location of your boy. He's still choking to death, deep within Corcaea's woods.

Your body is in shambles, but Spirit IS Merciful, and has granted you a moment's reprieve. You should be capable of sprinting to his location. Pain has never stopped you before.

A maze of trees and poison ivy flashes into your mind's eye. It's identical to the maze you traversed in your Dream. You already know the path.

Spirit has shown you where to start asking questions. They suit you, after all.

"ANSCHAM—!" Father Pevrel comes running, sliding to a stop just a few feet away from you.

You're on hands and knees, with liquid pearls flowing freely from your lips. You turn to your ally and grin. The immaterial is slick across your teeth. "We know where he is."

The God of Retribution speaks through your partner in arms. "Good. Get up."

You're helped roughly to your feet, but the invocation doesn't end. Spirit isn't done with you.

You will need all of your strength to face the enemies ahead. But if you do not linger, the entirety of this building will crumble. The priests and priestesses of Agriculture within its center will likely live, but the prisoners within it will almost all suffer a miserable death. The entire center of the dungeon is set to collapse.

Serpent will die if you stay to fix the structure. He has mere minutes to live.

You are the leader of the Church of Mercy, but Spirit knows that you would rather save your boy. She passes no judgement. She simply wishes for you to know.

The invocation ends. The world is sharper, harsher, and a whole lot colder than it was before. You drag yourself to your feet, shivering, wiping the liquid pearl from your lips— it's cold, viscous, and has no taste whatsoever— before looking straight towards your target.

The inferno no longer matters. Deep within the woods, one of your boys is dying a rapid death.

"We have to move. Serpent is being held by four sorcerers." You know this, because Spirit knows this. "If we take him head-on, they'll try to kill us both. The entire dungeon is about to collapse as well. It will be a miracle if a single prisoner survives."

"What a shame." Father Pevrel doesn't bat an eye, but looks you over, trying to make sure that you're still steady. He's covered head-to-toe in darkness, and the blood on him is dripping much slower than it should be. It's almost like his shadow is trying to savor the presence of the ruby-red liquid. "Are you...?"

There's no cloying insecurity. No void in your soul. Only cold, brutal awareness that if you dither for one more second, you will not get to Serpent in time.

"Fine. Thank you for protecting me."

All of the blood on your friend is clearly not his own. He's sweating like a pig, but seems totally unharmed. Possibly even better off than he was when you first arrived. "Likewise. We can plan on the move, but I'm fine with plan C."

The usual plan. Father Pevrel invokes Vengeance, you invoke Agriculture, the two of you operate as agents of death incarnate allied by your Relic. It's brutally effective. There are no survivors unless you want there to be.

"Anyways— lead the way."

>DUE TO YOUR INCREDIBLE LUCK, A ROLL WILL NOT BE REQUIRED FOR THE FOLLOWING PROMPTS.
>WRITE-INS MAY STILL REQUIRE A ROLL.
>A and B are mutually exclusive. Majority vote will decide.

>A] Abandon the prison. You don't give a shit about any of these prisoners. Make a bee-line for Serpent by any means necessary.
>1] Invoke Flesh to reach him in record Time. You're going to beat these Magic users to death with your bare hands if need be.​
>2] Invoke Mercy to protect yourself and Father Pevrel from whatever nightmare you're about to run into.​
>3] Invoke Spirit again, to deduce and maneuver around any traps ahead.​
>4] Invoke plan C. You'd like to see someone try to touch you in a forest while you're invoking Agriculture.​
>5] Write-in.​

>B] You can't leave over fifty men and women to die. Not even to save the life of someone you love.
>1] Invoke Agriculture to strengthen the entire building, then dual invoke Flesh to try to make it to Serpent in time.​
>2] Write-in.​
 
Chapter 50: Your Aching Heart
Chapter 50: Your Aching Heart


"I really need to get you shaded glasses for occasions like this." You wave a hand before your eyes, praying that Father Pevrel isn't about to become completely useless. "Shield yourself."

The priest turns his back to you, throwing an arm before his eye sockets, cringing.

As you rise from the pearl-streaked dirt, you reach out to the Goddess of Gold. She has no need for speech, for prayer, or for anything more than to know that one of your children is moments from death.





You stagger, reeling, as your senses are fried by molten heat and the screams of dozens of men and women boiling alive. Pin-pricks run from the base of your feet to the base of your skull. You're reminded of spiders. Skittering. Hundreds of them, digging the tips of sharpened legs and venom-slaked maws into your tender skin. The pain doesn't stop at the surface of your skin. Unbearable heat pumps through your veins, sapping your vitality, and bringing a scream to your lips. You're choking. The prickle on your skin pales in comparison to the scrape of smoke in your throat, in your lungs, in your eyes, in your soul.

This is nothing compared to what your dying children are going through. As badly as you would like to have ignored the plight of the prisoners right beside you, Mercy can't. The light in your eyes is dimmer than it should be. Blood rises to your lips in sympathy for every last chilling scream that you can clearly hear. Blistering skin that might as well be your own crawls along your chest and sides.

The heat on you is so intense, you're going cold. A few droplets of gilded blood splatter to the floor. You press a finger to your gold-slick lips in horror, as apology after apology falls from you.

No.

You didn't mean to hurt Her. While you wonder if invoking Flesh, Agriculture, and Mercy simultaneously— to put a stop to this all, to save EVERYONE, would do worse things than burn a hole in your soul itself— Father Pevrel lowers his arm from before his eyes. He sees you hesitating, and wraps one of your arms around his shoulders with a grunt.

The points of contact between his shadow and your light spark and flare into a miasma of smoke and light that's downright intoxicating. It's unlike any other interaction you've felt between the Gods. There's none of the animosity you've come to expect, such as from your first devastating attempted union of Agriculture and Vengeance. As your ally speaks, and the God of Justice speaks through him, you are enamored with harmony.

"Tell us where we need to go."

Gold is a light metal. One that you drag away from the prison, as if your partner were clinging onto your heels, crying and screaming for you to not let Her leave more of Her children to suffer. Your gilded footsteps take you further and further into the forest, leaving a trail of gold and sparkles of light in your wake.

Being pulled away from the dungeon puts a fire through your veins, coursing pain up through the soles of your feet and ankles. The magma running into the tree trunks of your legs threatens to bring you to your knees. You try not to groan. Mercy is not the Goddess of the Greater Good— She is the Goddess of ALL good, and She cannot comprehend that leaving fifty seven men and women to die is acceptable. Not by any means.

It's hard to breathe. It's harder to see. Pale, sickly yellow light eclipses the forest, your sight, and all of the world— yet it's nowhere near enough. It feels like the sun itself is dimming under your will, but you still recognize the path well enough. The woodland that you're looking to now is the very same one that you saw during your last visit from Dream. You can practically see the blue tinge on the world. There may be no paint running in rivulets down the sky, but the sun is cold, and every leaf, twig, rock, tree and creature is identical.

The fire spreading through your veins redoubles as you pick up your steps, breaking free of Father Pevrel's hold. It almost makes you feel like yourself again. Every pounding step in the damp soil, the crunch of leaves underfoot, and the air in your lungs (no matter how smoky) puts a little more life in your eyes.

Your ally lets out a breath of relief, breaking into a jog by your side as you break into a run, struggling to get control.

"We have to be ready to heal him immediately," you gasp. The screams of the damned resonate over every word that leaves your lips, drowning out any hope of coherent speech. You furrow your brow, fighting through it, hoping with everything you have that Mercy can understand. "Maybe even get him mobile."

Drudging through leaves and running past poison-ivy entangled boughs only adds to your building dread. For several agonizing minutes you can't seem to place what the problem is.

It finally dawns on you that there's something off about the wood that you're traversing. Every time that you need to take a turn, there's another tree in the way.

Another, sudden, hard cough seizes you. Spasms wrack your throat and chest. You come to a full stop, clutching at your heart, wondering why Mercy is doing nothing to stop each horrific jerk from stealing the breath from your lungs.

Father Pevrel comes up alongside you, barely able to look at the light emanating from you. With the last, hardest cough, several flecks of gold shower into the air.

The tree right in front of you provides no resistance for the droplets of liquid metal. The gift from your Goddess of Gold splatters to the ground on the opposite side of the trunk and roots, as if the tree were not there at all. You wave a hand through the air, aiming to hit the tree before you. It passes through the bough. The sensation is a bit like trying to move your arm through a wall of pudding.

You flex your burning, aching arm, confirming that the forest before you is largely an illusion.

Something else designed to slow us down.

Mercy.


One, miserable look goes to Father Pevrel. He's sweating badly, and wincing so hard that it's giving you a headache. Between that and the pain in yours and your Goddess' voice, you're worried that he might not understand you at all.

"I would like to see just how bright I can get."

The Lord of Wrath is so pissed, he looks like he could vomit. "Oh, fuck off."

"Our enemies will have much greater difficulty attacking us if they can't see us." The softness of your voice makes it nearly inaudible. "Will you be alright?"

The sight of him closing his eyelids never ceases to disgust you, but Father Pevrel's brow instantly relaxes. He takes Remorse in his dominant hand, and with the other, he grasps your free hand in a death-grip. "I'm fine. Now stop wasting Time. Let's move."

You break into a dead sprint, pushing yourself as hard as you dare. The earth rushes past your feet. Rapid, desperate prayer to your Goddess leaves you with each beat of your aching heart. You aren't certain if the organ is about to truly give out, or if Mercy's love is about to kill you. The taste of iron and the blood on your tongue is an ugly reminder of everyone you've just left to die, of the agony you're putting your partner through, and of something you hadn't even considered might upset the Goddess of Empathy.

But you press on, while the canopy overhead flies by in dizzying cascades of color and light. The pest that was your pain rapidly dissipates with it. It's like every step you take away from the dungeon brings you back into Mercy's tender embrace. Her love. Her healing. Her light.

It feels as though the rest of the world fades from sight, too. With each passing second, the radiance emitting from your eyes, your hands, and from your soul itself flares into a dizzying spiral, extending from the lowest reaches of the forest to the peaks of the sky.

Your enemy does not know precisely where you are, but by all the Gods, do they see you coming. Though the sky and the world all around is awash in yellow light, the earth as a whole rips out from under your feet.

Your stomach feels like it catches in your throat for a split second, strangling the shout that wants to escape. Only the iron grip that your ally keeps on your hand, the strength of a God, and a lifetime of dealing with bullshit Magic users enables Father Pevrel to keep you both from stumbling.

"The FUCK is it?!" Father Pevrel seems utterly unaffected by the ground spinning underfoot like a mad treadmill. He's breathing hard, and somehow tightens his hold on you.

"The ground—" The gold dripping from your hands remains totally inert as it splatters onto the floor, despite all appearances. "...it's an illusion—!"

A bolt of solid darkness lances through the air, silently exploding mere inches away from your face. It takes every ounce of restraint in your body to not scream.

The choked sound that you make is what catches your ally's attention. "Keep your voice down." Father Pevrel didn't seem to notice the projectile, but his hissing has taken on enough urgency to get you to quiet down instantly. "They've found us."

A high-pitched, trailing, teasing woman's voice echoes all around, as bursts of shadow bloom in all directions. Each quiet flare of darkness is no more than a foot across, but it sucks even Mercy's light into it.

"He's not got much Time left, Father!"

You're intensely reminded of the fact that Magic distorts the Gods' will. It's likely the only thing that could present a real challenge to Mercy's protection.

You shift into a fighting stance, shielding Father Pevrel with your own body as best as you can while keeping him underhand. Your free hand's fingers splay as you tense your will, manifesting a wall of solid radiance before you. The tower shield spans from the base of the woods to the tip of your substantial height, completely shielding your ally (and half of your own body) from any danger.

Another, louder, gruff, male voice screams, "COWARDS!"

"Drop the light, Anscham." The Lord of Honor tightens the grip on his weapon. "Drop the light. They won't show themselves so easily, but I trust that you can protect us both. Drop the light. Let me at them."

Your vision may be filled with liquid gold, but it might as well go red.

A sound is amplified across the forest. It sounds like someone is choking to death.

The female voice echoes again. "Can you hear it, Father?! The trickling of the sands?! Has he got any Time left at all?! Ahahah!"

>A ROLL WILL BE REQUIRED FOR ALL OF THE FOLLOWING.
>MAJORITY VOTE WILL DECIDE.

>A] There will be no use finding Serpent if these Magic users simply kill your boy. Ally your's and Mercy's strengths with Father Pevrel's and Vengeance's via your Relic, then crush these sorcerers where they stand. No one should be able to hide from Truth and Justice incarnate.

>B] Apologize to Father Pevrel. You'll keep everyone protected, no matter what pain your enemies try and rain on you. Insist that you stay hidden for now, take him with you, keep your defenses high, and dual invoke both Mercy and Spirit to find Serpent's true location in this illusion. You won't waste a second longer on fighting if you can help it.

>C] Try to dual invoke Mercy and Dream, to protect yourself and your allies while shrouding this entire forest in night. You aren't sure if it will even work, given your history with Dream and Mercy's current distress, but you are willing to try. (Prayer/appeals to both of your patrons may increase the odds of this succeeding. Failure may have catastrophic consequences.)

>D] Write-in. (Strategy could go a very long way! Creative/clever use of your abilities may net bonuses!)
 
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Chapter 51: The Mirror of Truth
Chapter 51: The Mirror of Truth


Now there's an interesting idea.

"I have to try something first." You swiftly unclasp your Relic. With the side of your nail, you open the small locket. Within it is housed a minute mirror. A representation of the truth that you love and hold dear. It's no more than an inch long, but the highly reflective surface catches on the light all around. The tiny reflection shows that you are in a far sparser clearing than what your eyes can see.

You swing the small item around, keeping your shield high, and dodge to avoid another blast of darkness from consuming your face. You have to pull Father Pevrel down in the process, but get a look in the corner of your Relic's mirror that there is a tiny cottage nestled deep within the woods, due west. The top floor must have an attic. You know that Serpent must be inside. There's likely one of the Magic users in there with him.

The trouble is, nothing in the illusion around you is dissipated. To the naked eye, it would seem that you're still entrenched in a labyrinth of dense woodland. To make matters worse, the pockets of darkness that the enemy is flinging are growing worse by the second, both in number and how long they're persisting in reality. It's granting Father Pevrel some relief from the illumination on you, but you know that it would be folly to try and maintain your radiance for even a moment longer.

"Well? Did it work?"

You quickly place your Relic back around your neck. It's too damn small to make out everything on the field, let alone to locate all of your enemies at a time like this. "Serpent is due west, and most of these trees in the clearing are an illusion. They will provide us with little cover. Let's stick together and crush these sorcerers where they stand." You tense your hold on Father Pevrel's hand. "I'm going to drop the light. If anything happens to me—"

The grip on your fingers is crushing. He doesn't want to give away any more of your position, but you can feel every other inch of the priest tense as he shifts to run. "Save your breath. I'll be able to pick out the closest target the second you let up on the sun. Don't stay too close, either. Make it harder for them to target us both."

"On my mark, then."

"No Mercy, Anscham."

"You do not know Her like I do."

>Roll 1d100.
>Because you are blessed by all of the Gods, the best of the first 3 rolls will be used.
>To ensure that you all are not operating at a greater disadvantage, QM discretion has been applied, and a minority vote has been elected.
>You will invoke Spirit to aid in this fight, following the spirit of the A vote from Chapter 50.
>Consequently, a bonus of +10 will apply to the winning roll.

-30 DISSIPATION (You're familiar with this form of Magic, thanks to your weeks spent with Celegwen, but have never had it used against you, and it seems that Mercy is particularly weak to its influence.)
-25 ABERRANT ADVERSARIES (You don't know everything that your enemy is capable of, and it seems that's exactly how they want it.)
-20 AMPLIFICATION (Someone in this field is capable of manipulating sound to their advantage. Simply recognizing a form of Magic will not save you from it becoming weaponized.)
-15 APPARITION (The illusion of these woods has been seen through by your Relic and the Gods' will, but ignoring what's right before your eyes in the heat of battle may prove difficult.)
-10 RUN RAGGED (The discomfort that you and Father Pevrel are in is nothing that either of you haven't shrugged off before— but a small disadvantage could make or break this fight.)
+5 INTEGRITY (Simply attempting to take on underhanded foes pleases Vengeance.)
+5 THE MIRROR OF TRUTH (Coupled with your excellent memory, catching a glimpse of these woods as they truly are should be a major boon.)
+10 INDOMITABLE (What's a little pain?)
+10 FAITH OF A GODDESS (Though Mercy still wants to aid you, this bonus has been reduced to its normal value, in lieu of Her extreme distress.)
+25 VERITY (Spirit wishes to guide you. The toll on your soul may be great, but the Goddess of Knowledge will ensure that your faith is rewarded.)
+20 ATONEMENT (The Goddess of Death smiles on your actions, particularly towards Magic users who seek to distort the natural order of the world.)
+35 THE FATHER OF MURDER (Your ally has been dying for a chance to cut loose, and he seems invigorated by the blood he's already spilled.)
 
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Chapter 52: No Time for Caution
Chapter 52: No Time for Caution


Another burst of darkness radiates in the space where your chest was occupying a second before. Ducking to the floor at the last second causes you to yank Father Pevrel to the ground with you. He has enough self-control to not even shout, but he fires you a heated stare as you scramble into an upright position and try to rapidly explain.

"The attacks are getting closer. We're going to do this together. Mercy, Spirit, Vengeance, you, and I." You lead Father Pevrel's hand to the divine locket over your heart. He instantly tightens his hand over the hot metal.

The two of you stay close to the ground, ready to run at a second's notice. The priest's breath is rapid, but he speaks with a level and firm voice. "On your mark."

You can't express how much it means to have his faith in you. There's no need to say another word to him, though. Your actions will be more than thanks enough.

The same cold tilt that crept into your body moments before now creeps into your voice. "These blasphemers seek to distort your truth, Spirit."

Heat and clarity binds together between your body and soul, dulling and sharpening your mind in ways that has you struggle to stay even on your knees. You gasp, grinning towards the treeline as the illusory growth fades in and out of view. It's like every bit of Magic in the area is actually a strand of unfurling, frayed thread.

"Join forces with Truth and Justice incarnate."

A wave of silver courses through the gold dripping from your hands, intertwining three Gods with the might of two men. The hold that Father Pevrel has kept on your hand has yet to falter, though you can smell his flesh beginning to cook from the newly molten metal.

Your Relic pulses for a split second from the degree of power running through it.

Your heart feels like it could burst through your chest.

The presence of so many conflicting forces does not shatter your Relic, but hairline cracks run through your mind. You try to remind yourself that your Relic is your vessel. It is what will keep this union together. Not your body. Not your mind. Not your soul.

You look to the forest beyond with purpose. Divinity divorces your speech from sanity. "Grant me your verity, that We may remove these liars from existence."





The ground quakes. Every tree in your immediate radius shivers, fading in and out from reality. Those that are of Agriculture's domain persist, though their leaves have turned to plated gold, and threads of silver run along their boughs. Those that were naught but an illusion become sucked into gaping pits of shadow, searing with a white-hot heat that incinerates every illusion as soon as it came.

Metal and blood bursts forth in a deafening roar from yours and your ally's feet.

"Maintain our hold on reality!"

Solar flares dance at the back of your mind. The light around you has intensified tenfold, searing away the last few of your enemy's attacks, but Mercy's sun is already eclipsed on the periphery of the woods by more Magic.

There's something about your attacker that's ripping Mercy's will asunder. It just won't do. You drop the sun from your inner sky, bringing down the light that encapsulated Wearmoor's woods, and release your hold on Father Pevrel's hand.

Normal daylight returns to the woods for a split second. As the world stabilizes, your vision feels like it rends in three.

To your right, your ally breaks into a run. Every step causes another spike of jet-black sin to protrude from the ground, skewering the enemy's attacks as if they were tangible victims for him to penetrate.

To your left, gold drips from the sky. You're spurred on by a gentle pressure at your back, to keep after Father Pevrel, to match his strides, to fear nothing that the enemy puts your way. The shield in hand takes in blow after blow of lightless agony. Each hit gnaws away at the edges of the towering defense, and with it, it feels like a piece of you is consumed in the process.

Between the softening edges of the world and the relentless charge of your friend, there is a vivid streak of clarity. You can see the fabric of reality clearly. The forest you're in is more like a clearing. Every false tree that Father Pevrel is weaving around, each burst of darkness, and the way that the ground underfoot is still spinning is nothing but a cheap parlor trick. Over watered grass waves gently in the wind. The nearest enemy— a young man with a strip of dyed purple hair atop his otherwise bald head, wearing a billowing cloak made of plain brown linen— is far closer than what your ally expects.

Leaning into the Goddess of Healing, you push yourself to sprint ahead of the Lord of Wrath. The weight of each step might as well not matter. You are acutely aware of your presence on the field of battle— a wrecking ball of destruction, grinning maniacally as light and silver streaks from your eyes, casting aside your shield to manifest a garrote of transparent thread between your gold-streaked palms— but it does not matter, in terms of speed or survival.

A blast of shadow cleaves through the last of your shield. It explodes into a shower of light and glimmer as you pull ahead of Father Pevrel and tackle the first sorcerer you see to the ground.
Something snaps the second you land with your full weight on him.
A mad scuffle ensues for a matter of seconds.
As the Lord of Restraint and an expert at close-quarters combat, you weave around the panicked man's attempts at defense.
His screams lance the air in the instant it takes Father Pevrel to turn on the spot, skidding to a stop before you, looking for the next target before you've even killed this one.

The sorcerer tries conjuring the illusion that you've been stabbed through the heart, frantically gesturing and screaming an incantation as you grapple with his wrists and neck. You grimace as nonexistent blood gushes over your robes and his gaunt face, slamming him into the mud. It's quick work for the Lord of Restraint to bind the fool's wrists behind his back, tying the silver thread swiftly around his neck, and using his own motions to dig the thread deeper and deeper against bulging arteries.

You give him one warning. "Stay still."

Before the man realizes what he's doing, he's slit his own neck open against the gift of a Goddess. The trickle of blood against his neck becomes a violent spray. As violent as his attempts to thrash out from his razor-sharp bonds, to speak through the molten-hot tension on his vocal cords, to get out from the crushing pressure you've kept to his back as he's pinned into the dirt.

The heretic's motions slow. You ease up the pressure from behind his back, getting to your feet, and don't make out the last of his strangled gasps for air.

A sudden, devastatingly shrill cry resonates throughout the forest. From your gold-leafed orchard just down the way, a dozen birds take flight. Pain threatens to explode behind your eyes and from within your ears, but Mercy is on you and your ally faster than sound can travel.

Soft pressure sinks against your ears. The sound slowly winds down, while you and Father Pevrel leave behind your first victim, and run towards the source.

All the world's gone quiet (to your Mercifully dulled senses), but your fellow invoker gestures quickly and effortlessly, indicating for you to get in front of him, to put your shield back up, and to cover all sides of you if at all possible.

Though Mercy has muted the world, Spirit reveals waves of sound traveling through the air in haphazard directions. Massive swathes of grass and wood tremble from the force of it. The earth underfoot is vibrating, pulsing, and you can feel that all life for miles around has fled for their very lives.

The attacks of empty space and darkness suddenly redouble. You skid to a stop at the last possible second, ducking to slide under a huge void in reality. The gaping space in the air above you crackles with power.

Father Pevrel is right behind you, manages to keep low to the ground, and not only avoids the attack, but helps hoist you back to your feet as well.

You look around frantically, as your hyper-attunement to the earth has you recognize the next attack streaking through the grass not a second to late.

You turn hard towards the eruption of unnatural power and wind at your back. A wave of sound slams against the front of your shield. The force is so extreme, it blasts you and your ally fifteen feet backwards, clear off your feet.

You land flat on your back, winded and reeling. It feels like your organs have all ruptured. Excruciating pain carries throughout all of your body as you stay in the grass, dazed and unable to hear what Father Pevrel is screaming at you as he tries to get you up.

The world is cold.

The priest by your side doesn't wait for you to get your bearings. While your arm is slung over Father Pevrel's shoulder and he breaks back into a run— not giving a single shit about how you're responding to so much sensation at once— heat floods through your body. Mercy tenderly works over whatever nightmarish internal injury should have just killed you, mending your heart, your lungs, and every other delicate piece of you that should have taken the soul from your body.

The enemy has you clear in their sights. Giant, black holes appear in pockets throughout the grass. They are no illusion. The seemingly endless voids create a massively convoluted route towards what should have been the closest attacker— wasting precious seconds of your time.

Father Pevrel parts from holding you up for a split second, takes his sword in both hands, and swings Remorse from the heavens to the earth. In the wake of his blade comes a streak of razor-sharp night, that cleaves through the entire clearing. It lances from the air well above his head to the tree that is your destination— and chops the entire bough clean in half.

You never hear a cry from the figure that's killed in hiding, but you see their corpse slump to the ground. Blood pools behind the tree, as its trunk splits perfectly in half. The sound of its collapse never registers to your senses, either. Residual attacks from the sound sorcerer dissipate on the edges of the field— and it's only after the last of the blasts of noise have totally evaporated that your hearing returns to you in full.

A mad cackle trails across the forest. One Magic user has seen fit to try and still take you down, yet it would seem that the last of the illusionist's trees have faded. There's far fewer trees present, but an ocean of darkness between you and a single woman, on the opposite side of the woods from a lone cabin.

Your nose wrinkles as if you've crossed paths with a skunk. The woman's hair is shortly cropped, bright blonde and streaked with strips of black. She's wielding a colossal staff, no less than five feet in length, which is twisted with black twine and carvings so obscene that you can make out leering faces and crude depictions of men even from your distance. Her skirts are totally inert, her dark cape lying flat against her back, as if all the wind on earth has died. If you weren't mistaken, you'd say it looked like she was playing an instrument. There is no indication of her casting any spell, save for the occasional twitch of her hands as she runs long and slender fingers along her staff.

The gaping maws in the forest floor have created a path so narrow, you and Father Pevrel would have to walk single-file on it in order to safely traverse. Your enemy seems assured of her safety and upper-hand, while she continues to fling massive holes of empty space at you and your ally.

You're the Lord of Protection, and try not to laugh as you walk in a straight line towards the sorceress. Under every step you take comes a radius of solid gold. It provides a safe platform for you and Father Pevrel to sprint across, as your friend mimics your path perfectly. You sling your shield over one arm, paying no heed to the barrage of attacks pointed directly your way. It may feel like every hit is wearing at your soul itself, but you have greater concerns.

You take another strand of silver thread between your hands, gleefully spinning it with molten gold into a lengthy noose.

Father Pevrel makes several rapid slashes with Remorse, carving through the waves of darkness that are launched at your back with increasing speed and intensity.

Taking a single step backwards, the sorceress makes a massive sweep of her staff, bringing it before her feet. The earth opens up between the three of you.

You wind up and throw the noose of your Goddesses' design at the woman, catching her off-guard as Father Pevrel hurls a series of volcanic daggers at her face. Most of the blades are absorbed and vanish within more portals to nothingness, but one lands true, plunging deeply into the woman's shoulder.

She gasps obscenely, leering at Father Pevrel before turning her focus towards him.

The transparent rope you threw lands soundly around her slender neck. With all the strength you possess, you pull fast on the thread, yanking your target to the ground.

Confused and terrified, the sorceress lets out a shriek, bringing up her staff to attack rather than to try and free herself in any capacity.

With a running start, Father Pevrel launches himself from the narrow strip of forest he's occupying, clear across the void the sorceress created, and lands soundly right next to the enemy.

Wide, blue eyes look up to the Lord of Execution. She can barely talk through the molten metal searing into her neck, but the lunatic manages a few last words.

"You're already too late!"

Remorse pierces through the sorceress' face, straight through one of those baby-blue eyes into the back of her neck. With a grunt, Father Pevrel twists his blade, ripping the woman's face messily in half.

Blood splatters across the ground, coating the lower half of the priest in blood. Her body goes slack.

Silence pervades the woods.

There's still massive swathes of nothingness between you and your ally, moments after their creator has died. The path to the little cabin in the woods is at least three times longer than it was before. Father Pevrel screams at you.

"FUCK! Just go!"

You look to the building through the eyes of a Goddess— and from what you can tell, where there were once two figures inside of the building, there is now only one. The other sorcerer must have escaped.

Lying inert on the floor, deep within the topmost level of the building is what you know must be an heretic. A killer. A fiend.

It's your boy.

You break into a dead sprint, leaving Father Pevrel on the little island in the forest, surrounded by voids that you're certain will fade in due time. The path you take is a straight shot. You know you're probably already too late, but you have to hope.

Despite your urgency, something feels terribly wrong about this building. It's not just gut instinct that makes your steps falter, as you approach the small and humble cabin. It's just a little over one story tall, with enough room for an attic if you squint. The topmost windows are boarded, and there's no motion you detect from within, but you have two Goddesses of Truth working through you, and insight Herself is trying to give you Time for caution.

>A ROLL WILL BE REQUIRED FOR ALL OF THE FOLLOWING.

>A] You've already taken too much Time. Make a bee-line for Serpent. You'll do everything in your power to save him, no matter what obstacles have been placed in your way.

>B] You have a terrible feeling about this cabin. Ignore the front door, go get Father Pevrel (for his safety and help) and climb in through another entrance.

>C] Drop your invocation of Spirit. Dual invoke Agriculture alongside Mercy— to break into this building without disturbing any entrances or exits, while still possessing the power to heal your boy.

>D] The Goddess of Insight is granting you a split second to think about how you approach what is obviously a trap. Honor Her, and use your head. (Write-in.)
 
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Chapter 52: No Time for Caution - Part 2 (Roll Required)
Chapter 52: No Time for Caution - Part 2


You have a terrible feeling about this cabin. Everything from the sharp shadows cast off of its slanted roof, to the way its front door looms silently in the center of this clearing. It's ominous and downright spooky.

Even casting a glance over your shoulder to Father Pevrel for backup, for his expertise, or even for his support feels unthinkable. There's simply no Time to ask for help. No matter how great of a team you make, and no matter how many mundane ways there may be to enter this building, you were granted a vision from Dream. By all the Gods, if you can't even use divine foresight to save your boy, you're going to make life a living nightmare for every last person who's helped to get in your way.

Before taking a single closer step towards the cabin, you release your invocation of Spirit. The Goddess leaves you silently and smoothly. Once again, you suffer no illness of mind or body from Her.

Conversely, you're instantly devastated by the absence of Her clarity. A cold, critical, detached analysis of the pain and pleasure running through you makes way for wave after wave of raw relief. You drop to a knee, and thank Spirit as you prepare to immediately invoke Agriculture. There's no use fighting to get a hold of yourself, be it from the way your ears are still ringing, the throbbing pain through every inch of you, or the way that your soul has been scraped raw and ragged from the attacks pitted against you and Mercy. NOTHING is going to stop you from seeing this rescue through.

You dig your nails into the dirt, teeth grit, ready to drop a hole in the ceiling of this shithouse.

The only graves that will be dug today will be for my enemies.

>Roll 1d100.
>Because you are blessed by all of the Gods, the best of the first 3 votes will be used.
>The winning roll will have a total modifier of +15.

-55 SOUL ACHE (Having manifestations of your soul chipped away after invoking three times back-to-back does not feel pretty.)
-25 ABERRANT ADVERSARIES (You don't know everything that your enemy is capable of, and it seems that's exactly how they want it.)
-15 ULTRASONIC (The audible attack that hit you moments ago REALLY smarts. Given by the fact that Mercy is still healing you through it, you may want to keep up your invocation of Her for awhile longer.)
-10 RUN RAGGED (Mercy has been healing you through mortal injuries. Minor complaints have gone on the back burner.)
+5 NOBODY'S FOOL (You're positive that this entire building is trapped, and will exercise extreme caution in your solo approach.)
+5 SOPORIFIC (Your plan to lull anyone within the building into slumber may not stop suffocation, but it will surely slow any living threats.)
+5 ODD APPEAL (The God of Respite condones your unorthodox plan of attack, and wishes to bless the attempt.)
+10 FAITH OF A GODDESS (Mercy wants nothing more than to see your child alive and well.)
+20 ATONEMENT (Agriculture has been itching to aid you in this endeavor.)
+20 PRIEST OF AGRICULTURE (While your weight may be a concern in a rickety attic, the attunement you have to any sort of natural weapon pitted against your boy will be a great boon.)
+20 SACRIFICE (The sheer degree of pain and discomfort that you're in will only further incentivize you to push yourself— for better or worse.)
+35 THE FATHER OF HEALING (If you can just get to Serpent, you're certain that you can save him from almost any injury.)
 
Chapter 53: The Snake
Chapter 53: The Snake





Hands encased in the earth, you close your eyes, and try your best not to scream. Invoking yet another Goddess on the heels of three other invocations is nearly enough to break you in two.

It ultimately doesn't matter. You smile to yourself, through the intense stress on your mind and soul. The gentle pressure winding beneath your skin feels like coming home.

You're not just enamored with your lovers. They want nothing more than to support you, and to see your boy safe again, too.

You open your eyes, slick with pollen, light, and emotion— then crush the soil underhand into a tool you can make real use of.

A few gasps fall from your lips as a network of vines and ivy climbs from the base of the cabin, all the way to its roof. A massive outcropping of molds work themselves carefully between the eaves, plucking out an opening for you to slip through (once you can get to the top of the damn building).

You have a hunch. Inspired— and thinking to your most recent visit from Dream— scanning the field for trip wire reveals a massive labyrinth of translucent, razor-thin traps that just barely catch on the light. Their resemblance to spiderwebs is uncanny. Rather than step and weave around them all, you wave towards the massive network of peril before you.

With the sweep of your hand, hundreds of gilded roots and leaves sprout from the soil. They keep the integrity of each tripwire firm, ensnaring them completely.

You rush forward, splay your hands, and melt a clear tunnel through the strings. The heat of the sun itself does not move gossamer. It creates rivulets of transparent wire through the grass, splashing under your feet as you charge towards the cabin.

You stopped breathing while you were running, breathlessly coming to a stop at the base of the cabin. Nothing is triggered, so far as you can tell. You don't even test the vines for integrity, and set about scaling the side of the house.

The burn in your limbs is as divine as the sound of coughing and retching from within the attic.

"SERPENT?!"

You can't get to the peak of the roof fast enough. Another few desperate motions are made to create a rope of molds and roots, which you hesitate to use.

It's a good thing. Peeking inside of the hole in the ceiling nearly sets off four more trip wires. They're covering the entire room from top to bottom.

Most of the furniture is gone. There's only a few boxes covered in dusty old sheets, a mirror on the far wall, and a slender figure in the center of it all.

Serpent is inert on the floor in the center of the sparsely decorated attic, barely shrouded with a white sheet. It's obvious that he was already left for dead. What little skin is visible on his face is blue and pale. Dark, sour-smelling puke coats the front of his body and most of the area by his right side. He's on his back— twitching in the throes of some horrific poison, on top of the smoke that must still be straining his lungs— and the sight of it is enough for you to almost abandon all caution.

Biting through tears, hands trembling in fury, you repeat the same procedure you performed in the area leading up to the cabin. "Serpent, hold on! We're coming— We're right here!"

This time, rather than make a horizontal tunnel, you clear a vertical passage to descend into. It takes an excruciating few seconds, during which time Serpent goes completely still.

"SERPENT!"

Your own heart might as well have stopped. You loosen the rope you made into the newly formed, safe entrance, and descend into the attic in a perfectly straight line. Whatever traps are set to go off in this nightmare of a house remains untriggered.

You don't dare to even breathe, once you touch down on the rickety attic floor. The puke-soaked sheet is carefully removed from your friend and set aside, revealing several other horrific injuries to his body. He's obviously been tortured for the last several weeks. Lacerations are around his wrists and ankles from over a month of struggling against bonds. He's lost a tremendous amount of weight, making his cheeks sunken in and his waist far narrower than it should be. He's not even in his usual, fashionable attire. They have your boy outfitted in rags, likely to blend in with any other prisoner that occupied that cells inside or outside of Wearmoor. Most of his tattoos are burned off or have been inked over with expletives or other crude depictions meant to deface him further.

All mundane attempts at healing go out the window. You place a single hand to the man's cold and clammy forehead, and another hand atop his chest.

The Goddess of the Heart moves with a single beat, joining with the will of the Goddess of Poison.

You close your eyes, and pray. "Please don't go. Please live."

Serpent suddenly and violently turns to his left side, with a sharp and wet breath. You keep him from rolling too far, giving the man some support on his back while he coughs and retches up a huge volume of poison and smoke out from his body.

The black miasma pools for only a moment on the attic's floor, before you wave a hand and evaporate the entire puddle in heat and glimmer.

Breathing hard and barely able to see, Serpent stays on his side for a moment, trying to process that he's alive.

"Serpent. It's alright. We're here. You're safe."

The man grunts from the effort, but he sits firmly upright and pulls you into a tight hug. His voice sounds like death warmed over.

"You've really got to stop saving my ass like this."

You take him into the gentlest hug that you can, breaking down on the spot. "Never ask me to make a promise that I can't keep." Wiping your eyes doesn't help at all. All you want to do is hug him. "It's so good to see you."

"Yeah." Even if he wasn't fighting not to cry, it sounds like speech is agony for him. "You too."

"We have to get you out of here. I know you were poisoned and choked on the fire. Just keep working it out of your system." There was blood in the vomit beside you. "You have internal injuries—"

Serpent shakes his head, wincing from the motion. A weak smile is sent your way. He's missing a few teeth, too. "Yeah."

You spend the next ten minutes agonizingly patching your patient back together. He keeps trying to talk to you about what he's found out, but you have to communicate how to get the man back on his feet before anything else.

Eventually, you're able to get Serpent back on his (shaky) feet. He should feel physically fine, but there's likely enough going on for him mentally that he'll need some help getting out of the attic on his own.

With the time pressure on you greatly alleviated (but still extreme, as Chesty is still out there somewhere), you start growing a staircase to the top of the attic, rather than risk trying to climb up a vertical ascent with a grown man in your arms. It gives you a few minutes to breathe— and for your friend to finally speak.

"You got to me first, huh?" His voice still sounds horrific.

You quickly fish out your flask. "Water. Here. Drink it slowly. And yes, we got to you first." Slowly sitting back on the floor, Serpent shakes his head once again. He manages to wash some of the sick off from the front of him, and takes a few very small sips of water. "It's why I needed you on your feet so badly. I can't stay."

His hands are shaking violently. Serpent is missing his left index finger, but it's nice to see that they didn't do anything to his split tongue, at least. "I know you have to go. But he would have wanted me to pass this information onto you."

Your heart stops. Saying it out loud should make it easier for him to understand. "He's not dead."

"Probably not, but neither one of us knows if that will last. I need you to listen to me. Okay?" This isn't the warmest hearted man alive, but there's a lot more fire in Serpent's eyes from when you last saw him. It's clear that whatever his captors put him through, they were far from breaking him.

>A] Break down crying, give Serpent a proper hug, and just let the man speak. He nearly died trying to get you this information. It would be cruel to both of you to postpone it for a second longer. Just ask him to keep it quick, until you can find Chesty and speak freely.

>B] Keep a stiff upper lip. Father Pevrel's investigation has been intensely aligned with Serpent's own research. Leave the two of your allies to put their heads together, while you go after Chesty. Ask both men for every lead and pointer they can give you, before you part ways. You can catch up once everyone's safe.

>C] Keep it together for just a minute longer, get you both to safe ground, then let Serpent talk as much as he needs to. You're all going to play this as cautiously as possible, and he might reveal information that could bring you closer to finding Chesty.

>D] A LOT of people died to save this man. There's also a lot that you might want to say (such as about the revelations that Spirit gave you). This is a delicate situation, however. Bear in mind that for every second you spend in Serpent's company, that is another second that could be taken from Chesty. (Write-in.)
 
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Chapter 54: Answers
Chapter 54: Answers





You pause in your work just for a second to kneel down beside Serpent, then pull him into the tightest hug you can. He's totally healed from his internal and external injuries, and give you a smile with three new golden teeth as you cry like a baby into his shoulder.

"My boy. You're back. You're okay."

Those terribly shaky hands pat you on the back. There's no strength in his body whatsoever, but Serpent puts on the closest approximation to strength in his usual tone as he can. "Thanks to you."

"There were times that I thought I would never see you again." Pulling back from your boy, you try wiping your face dry with the hem of your sleeve, only to realize that it's soaked with blood. You settle for fishing out your handkerchief instead. "I don't mean to hold you up. We both need information, and fast. Please tell me as much as you can, but keep it summarized. We can catch up once everyone is safe."

Stashing away the little piece of golden cloth on your person, you resume creating an exit out of the booby-trapped attic. Constructing a system of steps that is not only made from new growth, but is stable enough to support your weight without disturbing the colossal amount of trip wire all around is a slow and tedious process.

Your voice has yet to level out, and tears are still running freely down your face, but determination is all throughout your speech. "We still have Chesty to save."

Serpent remains exceedingly respectful as you sob to yourself, not commenting even once on the outburst while he gets more comfortable on the floor beside you. He clutches reflexively onto his sides and temple every time he moves, likely from some horrible injury he'd been dealing with for the last many weeks.

"Let's not keeping him waiting, then." The absence of pain has him smiling to himself briefly, but Serpent's expression quickly becomes deathly serious and extremely reserved.

"Mother Bethaea did not kill herself. She was assassinated."

It seems that everyone by now has suspected as much, but you remain completely silent, not daring to interrupt.

"I figured you might have pieced some of it together by now. This wasn't done just by one person with a vendetta. She had enemies everywhere, Father. There was an entire organization formed, with this murder as its foundation. They called themselves The Freesia Society. A band of incredibly organized men and women, who were... hired by the Church of Agriculture, for the sole purpose of orchestrating Mother Bethaea's death."

He pauses a moment, despite the urgency that you're both in, just to make sure you're alright.

You're still crying hard, doing your best to focus on the invocation while Serpent speaks. The motions of coaxing new life into fruition while protecting yourself and your charge are tremendously soothing, but this is almost unbearable. You manage to choke out one word.

"Why?"

"There were various reasons. People felt that she was to blame for the famine. Even once it ended, there were still fingers pointed, and blame to spare. People wondered why she hadn't done anything sooner. Others thought that now that the famine was over and the land was healing, that they would be better fit to lead. Others thought all along that she was incapable of doing her job, and that she was being elevated by others— to escape the burden of their own positions. To have someone to look up to. To have someone to believe in."

He's getting more pissed by the second. Serpent spits, "yet the members of The Freesia Society have all been allied under a single, covert banner, to put a stop to corruption within the theocracy. It's a noble cause, Father. I wanted to know more, even if you hadn't asked me to come here and look into all this. I got as deep as I could into the web, and found out that The Freesias are STILL operating today."

You feel incredibly sick. "No one ever caught them, did they?"

"No. It wasn't easy to find out. There isn't a single killer in the nation who hasn't heard of my association with you, and Harvey, and all the mess in Calunoth by now. I couldn't get closer to the Freesias by any ordinary means. Chesty has an easier time of blending in, so we split up. The last I had heard from him was the day before I was 'captured'. He had befriended several members of The Freesia Society, and was going deep underground with them to try and root out their current goals and objectives. Literally. He should be under the city right now."

His voice drops to a sinister mutter. "I stayed up top, to focus on getting to the bottom of who caused Mother Bethaea's death to begin with. I let them take me, and torture me, and got in as close with the other inmates and guards as I could. I could talk for days about the sick shit I've seen Father, and could always keep them guessing. Don't worry yourself. I barely know you, and there's nothing I could say that would come back to hurt anyone that we trust."

The lunatic grins maliciously to himself. His new gold teeth are a good look, for someone so covetous. "It's amazing how much you can learn, if you're willing to make a few sacrifices. I found out who was responsible for her death. It wasn't a sorcerer or even anyone of high birth. They didn't involve anyone from the Church, or even a Freesia. It was just a man. Just a hired man, who was in the right place at the right time. His name is Giles Faintree. He's still a resident in Wearmoor. He killed her in her sleep, Father, and it seems that he isn't proud of it. Finding out his name cost me a fucking finger, but it was worth it."

It feels like you're going to vomit. You stop your motions and put your head to your hands, still crying your eyes out.

He's muttering to himself. "It's all been worth it."

A brief motion is made to Serpent to lean over so you can hug him again. He accepts the firm hold without complaint.

"Inertia had nothing to do with any of this, did they?"

"No. I think they recognized that the situation was already in the shitter and kept their distance. I haven't heard anything about Inertia since I arrived. I seriously doubt I'll hear anything now."

An even harder line comes into Serpent's voice. It couldn't be more clear how invested he's gotten into this affair, since you last saw him. "The Freesia Society hasn't needed to control anything behind the scenes in years, either. Wearmoor has been running smoothly and happily while the rest of the nation has fallen to pieces." He cringes. "I hate to say it, but they've done a damn fine job here. Not that it's any justification for your loss— but strictly in terms of how they've been running the city? And by extension, the rest of the country? Most people who suspect that Mother Bethaea's death started it all— that's why they think she's a martyr, Father. Not because of her sacrifices in life, but because of what her death enabled. No one wants to check them. Everyone who knows about them is happy with the way that things are. Most people who don't know about them are still happy with the way that things are. They feel like they have a shot at a normal life, no matter what shit you're doing about the Catalyst."

You shake your head. "They can't possibly know what's going on in the rest of the nation."

"Most of them don't, no. Word is hard to come by. This is half of the reason why Harvey and the rest of us fought so hard in the capital. Someone has to tell the world what's actually happening out there."

>A] This is bullshit of the highest caliber, and Vengeance is sorely needed here. You're going to find Giles, you're going to look him in the eye, and you're going to kill him in the exact same way that he killed Mother Bethaea.

>B] It was The Freesia Society that's to blame for Mother Bethaea's death, not some assassin. You are conveniently the partner of Death incarnate, and would like to ruminate on this fact.
>1] You're going to bloodily dismantle this entire organization, starting with whoever has captured Chesty. Not even all the Gods could help whoever stands in your way.​
>2] You know nothing about how The Freesia Society operates, and would like to learn more about it before going on a crusade to kill every last one of its members. That said, you're still furious, and this organization has now earned a spot on your shit list.​

>C] Mother Bethaea died in her sleep, and now you know who's responsible. You are the leader of the Church of Mercy for good reason. Keep a clear head, a lighter heart, and get a move on. This is devastating news, but it brings you a tremendous amount of closure to know that this was a political killing done by an ordinary man. You'll decide what to do about all of this once Chesty is safe and you have the full picture, and will continue dealing with traitors on a case-by-case basis until then.

>D] Write-in. (Subject to QM approval. Richard is an anti-hero and a priest of Vengeance, but I will not write any disgusting and/or elaborate plots for torture. If you like, you can delegate dealing with Giles to Father Pevrel as well, who would have no qualms about subjecting him to any number of twisted punishments.)
 
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