[X] Ignore her; it's regrettable, but it's probably better for her if she doesn't know you know about her, and Satsuki is making progress but would probably still be upset if you try to help Tarbin.
- [X] Mission.
You sigh and shake your head. Tarbin was yours - still is, as far as you can tell - but … the only way you could get her for yourself would be by antagonizing the Bureau, and if she isn't civilizable …. "Fate, can you make sure she doesn't know I know about her?" Three sets of eyes focus on you.
"You aren't going to try getting her released into your service?" Fate seems surprised, and you shake your head again.
"This … this isn't what I'm good at. Remilia could walk up to whoever's in charge of her sentencing, and convince him that sending her to me would be the most just thing he could ever do in his entire life, but I'm not that persuasive. I can bully people, and I could probably get her put in my care - but you said that she'd taken someone's heart?" Fate nods. "And then she made her way to within shouting distance of here, in about half an hour. That means it was premeditated, and it also probably means she spent some time practicing. Have you ever cut someone's heart out, Fate? Depending on how you do it, it can take a while, and doing it without damaging the heart can be trickier than you'd think. And I don't think Tarbin has a surgical background." Fate pales, then alternates between green and white as she realizes what you're implying. "And given how easily she was caught, she probably has all sorts of clues to her activities wherever she lives. And if she has killed more people, your people probably won't want to, essentially, give her what she wants." After a few moments, Fate nods slowly.
"And - you want me to keep the fact that you know about her a secret?"
"Yes. If she knew that I wasn't actively helping her, it would hurt her badly, I think. I would like to get her back, if possible, but … I also have to keep Satsuki in mind. I don't think she would get along with Tarbin, and Satsuki is my responsibility right now." You stare down at the table for a long moment.
"Alright, Flandre. She won't learn about you knowing." You smile at Fate.
"Thank you."
Of course, that isn't the end of it. A rare period of introspection settles over you, as you try to work out how responsible you are for Tarbin, and for any other affected members of Marino's unit, and what you actually could do with and for them. Sergeant Astra, in particular - if Tarbin is killing people to try getting your approval, what of the man who fed you his own blood because he couldn't get approval to withdraw some for you? Satsuki notices your change in mood immediately, of course, and accepts your refusal to explain with good grace, working on her own work or what you've already taught her.
The next day, Fate approaches you to let you know that, yes, Tarbin has killed before. Bureau agents found evidence indicating that she attacked, if not killed, at least thirty people, and had taken the hearts - with varying success - of twelve. The number is both impressive and worrying, considering the short amount of time she had since her withdrawal from the Bureau.
Then Wendi tries cheering you up, by relaying a bit of information from Lutecia. Already, less than two days after the interview, your image is 'going viral' - specifically, someone used a short section of video showing you picking up Korosh by his face, and added a gruff male voice saying, "Wrong answer!" And that little bit of imagery is becoming more and more popular … which would, under normal circumstances, amuse you quite a bit, but in your current state, all that you can see is that if you try to go shopping, at least on Mid-Childa or similarly-civilized worlds, you're going to attract attention, and Patchouli's mask probably won't help.
And when you finally start dragging yourself out of your funk, Fate approaches you again - another mission.
You sit in the cafeteria of the Avesta once more - and, once more, en route to the planet called Hroth. Satsuki sits beside you, forcing herself to stay awake as she studies the gruesome images. Each of the dozen images shows a child, approximately eight to ten years old, pretty and blonde - crucified, eyes gouged out, and crude approximations of your wings forced into their backs. A horrible enough tragedy for humans, but according to the report Fate gave you, when the Church investigated the planet more thoroughly, they found far more than a mere dozen cases. The planet had been scraped clean of children that even vaguely resembled you, literally thousands of child-trees planted to … summon you? Insult you? Ward you off? You glance at your servant, wearing a special barrier jacket that runs off a stored power supply. Her rage is almost palpable, and nearly as fierce as Fate and Alph's.
Your superior and her familiar are on the bridge, however, talking with the other ships around the planet. The Bureau is a late-comer to this event, and you scowl at the smiling face of the girl responsible for that. Vivio, reincarnated Sankt-Kaiser of Belka. According to Fate, she is the one who overruled Carim's initial request for Bureau assistance, all because she hates you - a hatred not of her own mind, but from the Number, Quattro, and not yet fully cleared, it seems. And a hatred that isn't serving her very well in the war going on below. The Night-Demons, it seems, have returned - and in force, in numbers and magical strength large enough that the Church's militant orders cannot hold them back everywhere, and even the personal involvement of the Sankt-Kaiser does not lead to an easy victory. You turn away from the reports and the images and look at the map of the city, and the videos showing the important parts of the battle.
Legions of the night-demons assail the city, approaching from three primary directions. Blunting one advance is Vivio herself, aided by a brown-haired boy - but she is much too impatient and inexperienced. The boy seems to be trying to rein her in, and supports her blistering assaults with storms of green energy, but while anything Vivio actually focuses on is obliterated in short order, the girl is much too tunnel-sighted, ignoring the night-demons that aren't in her immediate path. Even as you watch, the boy is barely able to stop the night-demons from swarming over her - and then she has to retreat to his position, having found herself much too advanced for him to support her easily, much less for her to help him. Sooner or later, however, she is going to do something stupid and fall into a trap.
Another wave is breaking upon the blades of Schach and one of her subordinates, a young girl with brown hair and two blades of reddish energy. Here, it seems that the girl is holding Schach back, but the Sister knows her own limits, and the two work together quite well. Their greatest limitation is their lack of significant ranged abilities - a fact that the night-demons seem to have noticed, as they appear to have begun funneling in more of their strange magic-users.
The third primary strike path is across a river, and the defenders are Carim herself, Verossa, Sein, and several knights you haven't met - two with spears, another with a great hammer, and the fourth carries a massive two-handed blade that he manages with impressive agility. Although the most well-rounded of the primary defensive locations, the Church's leaders also face the most night-demon magic-users, particularly the defensive ones, and so the stalemate is slowly edging against them.
Of course, the night-demons aren't only attacking in those three locations, and the majority of the Church's soldiers are scattered throughout the city, fighting against smaller bands of the creatures … sometimes winning, and sometimes dying.
And all the Bureau could spare was Fate, Alph, yourself, Satsuki, and two oversized companies of their own troops. You force yourself not to smile - Satsuki would take it the wrong way.
You turn back to the reports on the distinct breeds of night-demons the Church has encountered. The sneaky green kind that you encountered seems to be the rarest, as they were encountered only once - but the force they attacked was entirely wiped out, so they seem to be quite powerful. The most common breed is colored brown, although they range from weak, frail, tawny-colored creatures smaller than you, to massive brutes the color of peat, as tall as Meiling and capable of breaking through a stout wooden door by themselves. They occasionally throw things - most frequently weaker members of their kindred - but otherwise engage in melee with claws or some stolen weapon or implement. Their 'mages' form two distinct breeds - the protective specialists, who seem to have an affinity for water, are all shades of blue, and while not incapable of fighting back with beams of energy, they are most effective when creating shields for their brown cousins. The offensive specialists are masters of fire and lightning, using magical strikes and some kind of hurled ball of flame to assail their foes from - relatively speaking - afar. Much like their brown cousins, they are more effective in groups, although two Church reports mention specific individuals who were capable of prodigious magical strikes on their own - both individuals were noted to be significantly taller and leaner than their lesser kin, and one had a broken horn.
You watch the engagements, nodding in admiration as the remains of a squad of Church knights throws itself into a brutal melee to give their charges some time, at least, to escape closer to safety. Then Fate comes in, already dressed for combat, with Bardiche out. Alph, too, stands ready and eager in her adult form. "Carim finally convinced Vivio to let us help." You nod … but, fun as it would be, maybe you shouldn't even join the fight? After all, you know where some of them should be able to be found - and they were interested in you ….
What do you do?
[ ] You'll go to the forest while the others help protect the city. Maybe they'll talk to you?
[ ] Help at the city. After all, Schach and Verossa are there!
- [ ] Help Schach.
- [ ] Help Vivio.
- [ ] Help Carim's group.
[ ] Helping the city is important, but if Vivio doesn't like you, maybe you shouldn't have your first meeting be in the middle of a battlefield. Of course, Satsuki can still go.
- [ ] Help Schach.
- [ ] Help Vivio.
- [ ] Help Carim's group.
[ ] Other?
DM Note: The Bureau troops will be helping the basic troops and shoring up defenses where they can. If Flan goes to the city, Satsuki will default to following her, but you can send her somewhere else if you want to. It is dark enough for Satsuki to be out and about. If she fights, Flan will default to actually fighting, but if you want to have her hold back and support Satsuki instead, you can.