Extrication, or: Tricking Fate

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Stories have power. This would be fine if it were the perfectly ordinary sort of power which...
Character Creation (Part 1)

Alivaril

On a magically-deficient journey of self-discovery
Location
A single human dimension
Pronouns
She/Her
Stories have power. This would be fine if it were the perfectly ordinary sort of power which comes from changing the thoughts and opinions of those who hear them, but unfortunately for you, they can also warp the world itself. They, much like many of those who made and told the stories in the first place, don't care about the suffering of their participants. Some call the process "Fate" or "Destiny," but as that can get a bit confusing when a story references a different kind of either, you prefer to think of the whole process as "Echoing."

Recently, it's become abundantly clear that a story is trying to force you into a role you don't particularly care for. You'd prefer to have a happy ending, thank you very much. It doesn't even have to be a "happily ever after," you'd just prefer to get out of the current problem with your skin intact.

Now, you might be able to subvert the story at the last minute, but you've heard that sort of thing can be really very difficult and failure-prone. As such, your best bet for survival is to simply move your path to a happier tale and do everything you can to prevent the old one from reasserting itself.



Who are you? (Please vote by preference: 1-5 instead of X in the boxes, lower = you'd prefer it)


[] A Tragic Hero

Enchanted princess in a sleeping castle? Check. Maze of sharp, deadly bushes? Check. Third one to take up the call? Apparently. Not a good sign. Pure-hearted hero? Hah, no.

Yeah, you're not touching this one with a ten-foot pole.

(Hard{er} Mode; there are so very many tales which involve dead heroes…)


[] A Soon-to-be-captive Princess

Your mother is dying, your stepfather is a slimebag, and you can't actually remember the last time you saw the sun shining over the castle. Combine the three and you're guessing your life is likely to become really quite unpleasant rather soon. At least, if you simply sit by and let Echoes dictate your life. Not likely.

Strictly speaking, following this tale to its conclusion may leave you with a happy ending, and possibly even a "happily ever after." Unfortunately, while your stepfather might just lock you in a tower or something similar, there are plenty of tales which involve awful things happening to princesses before a hero finally comes along. You'd like to skip that part if at all possible.

Thankfully, for whatever reason, princesses seem to be involved in an awful lot of tales. If you're clever and lucky, you might be able to get out of this relatively unscathed...

Example: Flee the castle, start a rebellion against the evil stepfather who has "usurped your throne."


[] The Sorcerer's Apprentice

All your life, you've been told that magic is both a gift and a curse. Prior to the current situation, you'd doubted the latter claim.

Recently, your mentor came into possession of a midnight-black orb he was supposed to destroy. While you haven't seen it since, you're guessing the growing dark magical aura at the top of the tower indicates a severe lack of following through. If this keeps up, you're likely to be either the first sacrifice or corrupted into his faithful assistant. Or maybe something else worse, or maybe better? Given as you've been a bit more focused on magical studies than the habits of Echoes, you're not entirely sure what you can do about your current situation. Perhaps the tower library could help you find out?


[] The Misunderstood Artifact Guardian

You're a dragon. Collecting things is practically in your job description, or it would be if you actually had a real job. Unfortunately, you recently looted a ridiculously powerful and very much evil artifact from the hoard of one of your family's foes. The murderous whispers at the back of your mind kinda gave it away.

The pesky thing has been highly resistant to disposal and keeps reappearing in your bed no matter what you do. Even dropping it in a volcano didn't work.

You know how this is going to end if you don't do anything about it. Either you'll be corrupted by the blasted thing, or some moronic human is going to slay you, ignoring anything you say regarding the current situation. After that, he'll likely bring down a curse on the land or otherwise make the lives of everyone a bit worse. Oh, he may feel a bit guilty later on, but you just so happen to like life.

EDIT: You do not have the ability to turn into a human.


[] The Evil Sorceress

...Pardon?

Okay, just because you inherited a haunted castle in the middle of dangerous forestland doesn't mean you're evil. The ghosts are free to leave whenever they like and you're on friendly terms with most of them. Some of the types of magic you use are a wee bit questionable, yes, but you always use either yourself, volunteers, or mere animals. Surely, that has to count for something.

Of course you wear dark colors; trying to keep white robes clean is just such an utter waste of time. You've been expanding your territory lately, certainly, but you've also improved the living conditions of those under your sort-of-not-quite rule.

So why do you keep feeling the overwhelming urge to break out into diabolical cackling, and why do you keep getting offers of marriage or alliance from warlords and rulers you've never even heard of? Finally, what is with all the dark artifacts which keep magically appearing in your treasury and workshops when you're positive they weren't there before?

...An Echo has taken an interest in your life, hasn't it? Well, this could get annoying.




Most of my quests are almost indefinite in length and would take a long time; this one, probably not so much. I'll do more with the setting later if people like it.

Some inspiration was taken from Mercedes Lackey's The 500 Kingdoms, but as I haven't read any of those stories in several years, not much. Susan's (Hogfather) version of Jack and the Beanstalk prompted this idea.

In order to make it easier to comply with SV rules, please assume that any stories which reference a 16th birthday do so with an 18th birthday instead. :V
 
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CC Part 2 (Too many options!)
Winner: [1] The Evil Sorceress


Over the years, you've compiled a respectable number of magical abilities. Whether they'll be enough to get you out of your current predicament remains to be seen.



Vote as a plan. You have sixteen (16) points to spend, excluding the free ones for darker magics. Cost is not necessarily indicative of usefulness.


Mundane Skills & Knowledge

[] Food Preparation (1)
You know how to tell what parts of an animal carcass are to be discarded, which bits to remove and put to the side, how to clean the entire thing, and how to do the same for assorted vegetables and spices.

[] Cooking (1)
You can make your own food without the need for servants. Of course, that doesn't necessarily mean you want to, but at least you have the option. A bit of magic often helps with the taste, too.

[] Logistics (1)
You know all the various little things that are needed to keep your little corner of the world intact. Happiness is optional.

[] Politics (1)
You knew what the political landscape was five years ago and you know how to find out what it's like now.

[] Cleanup (1)
You're quite good at doing your own laundry and generally cleaning up after yourself.

[] Haggling (1)
You can avoid being cheated at a market stall. Of course, turning people into frogs could probably serve the same purpose, albeit with the side-effect of people wanting to burn you at the stake.

[] Swordplay (2)
According to your aunt, nobody ever expects a spellcaster to start swinging around a sword half her own height. You hope you never need this; you're no expert and it would probably only be good for buying time against someone who is one.

[] Archery (2)
You're no master, but it's often easier to aim a spell when it's attached to an arrow instead of just trying to throw it with no guidance. It goes faster, too. Oh, and you get to hunt fresh food.


Normal Schools

[] Divination
Gathering information via magical means. Scrying is the most famous example, but isn't really that useful when you get down to it; you have to be really very lucky to look in on a foe at the exact moment they're talking about something important. If you aren't very skilled at this school, you'll be stuck staring at a bowl of water for hours or days at a time, waiting for some useful tidbit of information to fall into your lap. Experts can use divination to see into the past, and masters can view the most likely futures. Initially easy to learn, then undergoes an abrupt difficulty spike.
-[] Novice (1)
-[] Competent (2)
-[] Expert (2.5)
-[] Master (3)

[] Transmutation
Changing things into other things. Turning arrogant princes into frogs and pumpkins into carriages are perhaps the most famous examples, but personal shapeshifting is not to be overlooked. Changes are generally temporary or easy to break unless it's a master doing an altering.
-[] Novice (1.5)
-[] Competent (2)
-[] Expert (2.5)
-[] Master (3.5)

[] Blasting
This school of magic has more elegant names, but you prefer to be truthful. Blasting involves bolts of lightning, balls of fire, volleys of icicles, calling down storms, and so on. Difficult to avoid killing with, but undeniably useful.
-[] Novice (1.5)
-[] Competent (2)
-[] Expert (2.5)
-[] Master (3.5)

[] Glamour
The ability to alter what the world perceives, this school deals with both illusions and altering the thoughts of other sapient beings. Until you get very good at using illusions, animals, most notably cats, can see through them. When it comes to altering minds, changes are more difficult to detect, resist, and reverse than blatant ones.
-[] Novice (2)
-[] Competent (2.5)
-[] Expert (3)
-[] Master (4)

[] Enchantment
The practice of infusing objects with specific purposes, Enchantment is a very expensive school to learn and fuel. The reagents and materials can often be hard to find and you can't exactly enchant something if you don't know how to accomplish that task with normal magic. Thanks to the expense and effective fusion of different schools, this is the most difficult and time-consuming school to learn. Masters are capable of deliberately creating intelligent items, although that can still happen by accident if you make something powerful enough. Especially if an Echo is involved.
-[] Novice (2.5)
-[] Competent (3)
-[] Expert (3.5)
-[] Master (5.5)


"Questionable" Schools (Minimum 1, 4 free points to spend)

[] Life Magic
...Or, as it's more commonly known, Blood Magic. This school of magic feeds off suffering, pain, and death in order to produce raw magical power. Always be sure to wash your hands before and each sacrifice; an awful lot of animals are disease-ridden little pests. This type of magic is perhaps the easiest of all to learn and is often used to fuel other types. Masters of this school can steal the life of others and use it to keep old age at bay.
-[] Competent (1)
-[] Expert (1.5)
-[] Master (2.5)

[] Necromancy
The go-to example for when peasants are trying to look for something "evil," Necromancy deals with utilizing formerly-occupied remains to accomplish various tasks. The more complex magics in this school involve the binding of souls into magical vessels; "shades" are one of the most famous examples. The part where some of the magics in this school can also help ghosts be closer to life tends to be ignored or willfully overlooked.
-[] Novice (1.5)
-[] Competent (2)
-[] Expert (2.5)
-[] Master (3.5)

[] Curses
This probably has some official name for its school, but if it does, you don't know it. Curses are exactly what they sound like, targeting a given individual with any of a large number of unpleasant effects until the spell is broken. Masters can target entire areas instead of specific individuals. The fae allegedly have their own version of this school, but you haven't been able to get your hands on any texts describing it in anything more than vague terms. You suspect they might just have made it up to get around the negative stigma associated with this type of magic.
-[] Novice (1.5)
-[] Competent (2)
-[] Expert (2.5)
-[] Master (3.5)

[] Conjuration
The practice of summoning and binding demons and other assorted spirits to do your bidding. Despite being relatively harmless and only slightly painful if you're careful, demon summoning is considered to be black magic. Summoning unwilling spirits is frowned upon, too, no matter how much they may deserve it. The more skilled you are, the less you need to give in return and the easier it is to make sure the process is safe. Masters are capable of binding a given summon indefinitely regardless of whether or not they were willing in the first place.
-[] Novice (2)
-[] Competent (2.5)
-[] Expert (3)
-[] Master (4)




[X] Plan Example

[X] Cooking (1)
[X] Logistics (1)
[X] Politics (1)
[X] Cleanup (1)

[X] Enchantment
-[X] Master (5.5)

[X] Transmutation
-[X] Expert (2.5)

[X] Glamour
-[X] Master (4)

[X] Conjuration
-[X] Master (4)
[
 
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Part 1: Evil Plotting
[x] Plan Galadriel
[x] Politics (1)
[x] Logistics (1)
[x] Haggling (1)
[x] Divination
-[x] Master (3)
[x] Enchantment
-[x] Expert (3.5)
[x] Transmutation
-[x] Expert (2.5)
[x] Glamour
-[x] Master (4)
[x] Necromancy
-[x] Master (3.5)


Once upon a time...

Nope.

You toss the offending book at the opposite wall, scowling at it and crossing your arms. When that little annoyance had popped up by your bedside table while you had no memory of putting it there, you'd assumed that it was given to you by one of the resident ghosts. Apparently not; they know better than to bother you with trivial nonsense when you're going through a tough patch.

The Echo is getting less and less subtle as time goes on. Recently, you've started to feel the urge to try and resurrect your dead aunt despite knowing how futile it would be. Knowing her, she's probably taking full advantage of the "no pain" part of the afterlife to get monstrously drunk without ever needing to suffer from a hangover. Lucky old hag.

The messages you've been receiving have gotten increasingly annoying. Some of them even demanded a reply of some sort instead of accepting the lack of answer as what it really is: an outright rejection. Still, Echoes rarely control every aspect of their participants, and a few of them have gotten rather insulting. As you seem to have been given the role of an evil sorceress, this provides a wonderful opportunity for you to change which Echo you're dealing with. Being the primary antagonist instead of a minor character gives you quite a bit of leverage, should you choose to exercise it.

Still, what to do? The traditional response to such insults would be to head over and curse either the senders or their first-born children, but you never really devoted very much time toward learning how to curse people. Plus, you're not even sure that would really work. It might discharge some of the expectation surrounding you, but those who curse wrongdoers tend to be mere messengers instead of the focus of a story.

Perhaps you could raise deceased loved ones and have them harass those who insulted you? If you just sicced them with little or no instruction, you'd run into the earlier problem of being a messenger, but if you had them report back periodically...

Actually, you don't know what would happen if you tried that. You'd be pitting multiple strong Echoes against one another while still remaining within their boundaries. Perhaps your victim would learn lessons of respect while going on a quest to free their loved ones from you? Of course, you'll need to figure out some precise method of making sure you don't die at the very end of the Echo; freed spirits tend to be a bit vengeful, and if an Echo is backing them up, they become disproportionately powerful and dangerous.

Finding some nearby kingdom with an unmarried ruler? With the right use of glamour, you could set yourself up as an adviser, evil spouse, or something else appropriately diabolical. As long as you act appropriately evil for the duration, you're about 80% sure the Echo will leave your mind more-or-less alone. The trick would be to find an Echo which lets you merely escape with your diabolical plans "foiled" instead of outright killing you.

Aggressive territory expansion? You're positive the related Echoes would be big enough to free you upon completion and using undead would make sure nobody was killed in the conflict, only injured and inconvenienced. In all likelihood, your neighbors would unite to take you down. As usual, the tricky part would be to make sure you survive the final act.

Fighting your background? While it usually applies to children of demons and the like, perhaps not wanting to deal with an Echo as an evil sorceress would be enough. If you could make it stick, you'd probably feel urges to "fight" things you'd never wanted to do before, but at least you'd have a low chance of death. Probably. You might have the bad luck of attracting one with "death=redemption."



[] Look into the backgrounds of all the people who insulted you.
-[] If any of them have deceased loved ones, turn them into ghosts and task them with harassing their erring friend/lover/family member/etc.
--[] Explain your predicament to them and ask for their help. The Echo might force them to forget, but perhaps you could remind them every time they come back?
--[] Make sure their temporary forms are durable and difficult to exorcise. That would be a rather anticlimactic end which would leave you right back where you started.

[] Research those ruling near your own little domain.
-[] Using divination.
-[] Ask for volunteers from the castle ghosts, then task any who step forward with spying on nearby rulers.

[] Begin the long process of raising an undead horde...
-[] ...Then attack your strongest neighbor.
-[] ...Then attack the weakest of the nations adjacent to your territory.
-[] Then sit back and wait.

[] Appoint a regent to keep the place intact in your absence, then temporarily cut ties with your home.
-[] Start searching for an appropriate area practically begging for a hero. While you can't fill that role right now, perhaps you could attach yourself to the party of one.
--[] Just use divination to look for an appropriate hero instead of searching on foot or via ghostly scouts.
--[] Use glamour to make yourself look like a man. You don't want to have an Echo mess with your love life.

[] Write-in



Most IRL cultural (folk?) tales are Echoes, but not all Echoes were IRL folk tales.
 
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Part 2: Privacy? Secrets? What are those?
[x] Use Divination to:
- [x] Research those ruling near your own little domain.
- [x] Look into the backgrounds of all the people who insulted you.
-- [x] Taking particular note of their loved ones who are dead.


You live, and rule over, a charming little forest known as the Ghostlight Woods. At times, it seems like the forest can't decide whether it wants to be dark, dead, and dreary, or overgrown and dangerous. Thankfully, human corpses seem to make wonderful fertilizer. This means you can cut it back with skeletal assistants when it's trying to grow too much and feed it zombies when it wants to die.

There is little of interest to the north, only a massive river followed by lands too cold for anyone sane to want to live there. This doesn't stop people from trying, nor do your comments stop them from succeeding. Two rulers catch your attention, neither of them human. Queen Irinia is what's known as a "Snow Maiden," although it seems like she's closer to being made of a mixture of ice and magic with little to no snow involved. She's capable of using magic, specializing in weather control, and has kept conditions relatively stable under her rule. Despite having a reputation for a literal heart of ice, it would seem she's just awfully lonely. You're guessing a marriage-related Echo will hit her within the next few years—or, since she's not human, decades.

Emperor Jack took over a surprisingly large area two years, three months, and nine days ago. He seems to be deliberately trying, and failing, to claim the role of Jack Frost. Considering the last few have yet to die, you're not surprised. As such, while Jack is a spirit of winter, he's weak and will probably be ousted within the next few years.

To your west-northwest is something called "The Cathedral of Nightmares." The silly name doesn't appear to just be for show; even with your level of skill, you can't see the interior and the exterior seems to be constantly dripping blood. You don't see anyone going in or out and the sun seems to be overcast at all times.

To the southwest and west is the Sundered River, a holy river lined with cities and towns intended to cater to pilgrims. Hostile Echoes frequently pop up and are subsequently eliminated with only a few casualties each time. You initially suspected there might've been someone specific getting rid of them, but it would seem the teachings of the local church are sufficient for the kinds of Echoes which show up. The closest things to rulers are the various religious figures occupying the area, but surprisingly, there only seems to be a minimum amount of corruption along the entire river. Perhaps their habit of using it as a water supply might have something to do with it? Drinking from it yourself may dispel the Echo pursuing you this time around. Of course, it might also painfully convert your internal organs into ash, but it would certainly be the quickest method. If you're very, very lucky, you might even end up as some sort of a "holy maiden." ...Wait. Don't those tend to end up as martyrs with unfortunate frequency? Souls damn it.

Among those in charge of the area, Archbishop Luke could be considered the actual ruler. No matter how hard you try, you can't manage to find any awful sins lying around; unless he has someone capable of blocking even you, he really is what he appears to be: a living saint. At sixty years old, he's had more than a few Echoes latch on to him and try to turn him into a martyr over the course of his life. It would appear he's always managed to weasel out of it via doing something males seem surprisingly reluctant to do a lot of the time: Asking for help.

The Kraken Sea is to your south and southwest. Despite the name, there don't seem to be any tentacled monstrosities terrorizing the local port cities. A surprisingly large slave trade, yes, but the monsters in charge of those operations seem perfectly human.

Dry planes occupy your east, northeast, and northwest. This area seems to be where the vast majority of your letters seem to be coming from; lately, it's been locked in perpetual conflict as one of the major rulers died with only a single successor. In theory, he committed suicide out of grief, but you learn he was actually assassinated. The assassin was soon killed by his employer, who was then killed by the assassin's friends.

Currently, there appear to be three especially noteworthy individuals in charge of their own little slices of land. Each of them seems to be increasing their influence and eliminating weaker warlords by the week.

Noyon Batbayar has an unfortunate reputation for ruthlessness which, it turns out, he really doesn't deserve. An Echo seems to have latched on to him and intends to make all his actions be interpreted for the worse until after his death, whereupon his noble actions will finally be recognized as such and he'll be remembered as a hero. Probably. You might be thinking of the wrong Echo.

Noyon Ganbaatar is the most powerful warlord out of those who insulted you. It would seem you're expected to ignore most of the others; a good quarter of them aren't even alive anymore. Ganbaatar became famous due to his notable skill with a bow and arrow and accompanying temper. While he seems to be a relatively kind man much of the time, it's remarkably easy to goad him into a rage and keep him there for quite some time.

Ganbaatar's wife died in childbirth about eight years back, leaving him a daughter he despised and subsequently handed off to a barren mother where he used to live. The daughter in question doesn't even appear to know he exists, although Ganbaatar himself still appears to mourn the loss of his wife.

Noyon Naranbaatar, despite what "he" may want others to believe, isn't actually male at all. Her actual name is Gerel and she appears to have the backing of the mythical Port of Beryl. While seemingly weaker than the other major warlords and certainly less skilled than them, she has access to tools and assets they do not and knows how to use them effectively. You suspect she'll have control over the plains within the next decade or two.


- [x] Look for an appropriate area begging for a hero, and a suitable hero you can maybe attach yourself to.

Unless you're very much mistaken, it would appear you currently possess four options for potential heroes.

Sister Coralie is a junior priestess heading out from one of the cities lining the Sundered River. A knight, Corin Fletcher, accompanies her, but judging by the other Echoes in the area, your focus shouldn't be on him. She's headed to the north, and although their path shouldn't take them all the way up to the Cathedral of Nightmares, you suspect they'll end up there anyway. You don't know whether they'll die at that point, but you find it likely, barring some miracle—

You rest your head in one hand. Right. Priestess. One miracle, coming right up.

The second, Esther Sault, was a moderately-clumsy messenger who appears to have gotten caught up as part a movement to free slaves via force and deception. He's not clumsy anymore and has taken to using a rapier for reasons beyond you. They're happy to accept volunteers, although you suspect Esther is going to rescue a "love interest" quite soon. Either way, there are multiple methods of joining their movement, some of which would be more embarrassing for you than others.

The third is in King Jack's domain and may very well kill him shortly. Grisha Issakov is a blacksmith's son and recently found a ruby among his father's belongings. When his father died, Grisha forged a sword with the ruby set in its pummel, producing a rather impressive flaming sword. As Grisha appears to have neither skill with enchantment nor any sort of magical potential at all, you're positive an Echo is involved somehow.

Grisha, being a practical sort, has kept it unsheathed and is taking full advantage of it as a source of heat. He hasn't left his village yet, but you suspect it's only a matter of time until he does. A bit of digging reveals that the ruby fell off a trader's cart and was picked up by Grisha's great-grandfather. Prior to that, it was part of a dragon's horde for several centuries, and before that, it was extracted from the earth by a dwarf who would later become a king.

The last hero, as far as you can tell, is the hero for your Echo. Or at least, a hero; you suspect he's supposed to die in order to make room for a better one. Ethan Faure is the leader of an eight-man squad of knights heading straight toward your little forest. He's been instructed to "Find whatever evil has taken root there and burn it out." Despite his reputation for being pure of heart, he seems to have remarkably few qualms when it comes to killing people if he believes their sins warrant such. On the other hand, he seems perfectly willing to make detours to help lost or endangered travelers. Ethan seems to be a bit sexist, but as he leans more toward "Women are to be protected and don't belong in danger" instead of "Women are brainless ornaments," you can forgive him for that.


- [x] Look around for a nearby bard you can consult on Echos.

The closest bard to allegedly fit your requirements is one Alan Glenn Lister, a surprisingly good harp player who really should've been given a permanent position by now. He appears to make a habit of wandering along the villages and towns in the area between your domain and the Sundered River. With the assistance of magic, it would likely only take you a day or two for you to reach him; without it, ten times that period.


[x] Share your findings with the princess and your ghostly advisers, get their thoughts on the strategic/political situation.

While Princess Florette, Lord Clarus, Lord Misha, and Lord Nazarius all seem unusually surprised by your summons, they show up in your chambers within a few minutes. Your explanation takes quite a bit longer, but fortunately, they seem to grasp what you're getting at remarkably quickly.

Lord Misha is the first to speak after you're done filling them in.

"Declaring war on anyone nearby is... not the best of ideas. Casualties are inevitable, from human stupidity, disease, accidents, and/or starvation if nothing else. I expect even a single death would cement you in the role of a villain; based on how you've been acting lately, that would be the end of you."

You open your mouth to angrily object, then shut it with a snap. That would just prove him right, wouldn't it?

You're guessing Lord Misha saw your initial reaction since he just nods grimly.

"Raising a warlord's loved ones would almost certainly lead to them not only attacking you, but doing so with the assistance of their subordinates. As such, allow me to mark it off as a bad idea for the same reasons I objected to warfare. This entire area is dangerous for even prepared mortals; unless you were to actively lend them your aid, I believe many would die long before they reached you. Even if you did help them, you are not omnipotent. Mistakes happen, and with an Echo interfering, those equal death."

Lord Nazarius waits patiently until several seconds after Lord Misha is finished speaking.

"None of us are an expert on Echoes, Iris. I didn't even know they existed until decades after my death. My advice would be to consult the bard or Archbishop Luke; the former will cost you little or nothing and may prove useful, while even the act of trying to get help from the latter may be powerful in its own right."

"Seconded." Lord Clarus echoes.

"I think you could survive drinking from the river," Princess Florette pipes up. With a mask of warring enthusiasm and concern, she reminds you of a small, slightly unintelligent puppy. She keeps her hands folded neatly in her lap; even in death, she remains at least a little vain. "Countless people do it every year and quite a few of them are, quite frankly, brutes."

Florette pauses, her face turning slightly pink. You distantly note that such a reaction would be beyond her without your meddling.

"As in, cruel and that sort of thing. Many of them are strong, that's to be expected; plenty of jobs require manual labor or strength to get by. There's nothing wrong with that. Anyway, almost none of them ever die and you're nicer than they are. You'll be fine, this Echo will be driven off, and our lives will return to normal."

Florette turns an even darker shade of pink.

"Unlives? Please tell me you know what I mean. I'll be quiet now."

Despite the severe lack of any real lungs with which to do so, Lord Nazarius coughs. You're guessing he was covering up a small laugh.

"We do, don't worry." You pat the shrinking princess on the shoulder, prompting her to look up with some small amount of happiness and worship. Just like a puppy. Maybe I should get her one? "You don't need to be quiet. I invited you here because I wanted to know what you thought."

Lord Nazarius coughs again.

"Returning to the topic at hand, I have little to no comment to provide on the water-drinking suggestion. Personally, I believe that may be a little risky, but it sounds like even sneezing would be at this point. Do what you believe is necessary to survive. I rather like being able to taste real food again and the lack of gut troubles resulting from unhealthy habits is a rather nice perk."


-- [x] Girl talk with the princess! What's her story?

While you're tempted to interrogate Florette about her past, you elect not to. When you've asked in the past, it's always remained a sensitive topic which occasionally ended with tears; based on what you've heard from the other residents, she was brutally murdered prior to her coronation by someone dear to her. One ghost—you forget who—commented "A particularly pole-assed priest would not have approved of their relationship."

Instead...

"Thank you for your time. Feel free to go back to whatever else you were doing prior to my call; if you think of anything else or need anything, you know how to find me."

Being polite never hurt anyone, and it may help fight off the wretched Echo creeping up on you.



[] Gather more information, if possible.
-[] On who or what? (write-in)

[] Travel to the Sundered River.
-[] Drink from it. All the options available to you seem to be at least a little bit risky, and at least this one would be quick either way.
--[] Bind your soul to a gem beforehand to make sure you'll technically live on even if your body dies.
---[] And make sure you have a suitable body ready for you to occupy should things go wrong. You don't intend to possess some random individual just to keep yourself alive; even planning to do such would likely mean the river would kill you.
-[] Go on a pilgrimage to the cities along it. You honestly have no idea whether or not it will work, but it may be worth a try.
-[] Contact Archbishop Luke and ask for his help.

[] Head out to visit the bard, Alan Glenn Lister.
-[] Ask if he knows about the effects Fate can have on unwilling individuals.
--[] Regardless of whether he does or not, tell him it's trying to force you into the role of an evil sorceress and you'd very much appreciate some help getting out of it.

[] Travel to the area near one of the potential heroes.
-[] Sister Coralie & Corin Fletcher.
-[] Esther Sault & "The Resistance."
--[] Just show up at one of their safehouses and ask if you can join.
--[] Use divination to find out what the usual methods are and do that. You may not have a recommendation or anything like that, but maybe everyone will assume someone else did it?
--[] Free as many slaves as possible until they contact YOU. You may cement yourself as more important that way.
--[] *sigh* Give one of your ghostly tenants a real body for a little while and have them sell you to someplace which will shortly be raided. You'll probably end up as a love interest or something else stupid and/or embarrassing if you do this, but it's worth a try. You can always fight your way out if things go wrong; it's not like you'll be a real Distressed Damsel.
-[] Grisha Issakov, the smith with the flaming sword.
-[] Ethan Faure, the hero of your own Echo.

[] Write-in
 
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