Judgement Cast
4rd of February 2007 A.D.
Steal a holy relic from the Church to use as bait for some of the worst people and the worst things in the universe... The decision feels like it should be harder, filled with soul searching and doubt, but you have searched your soul and found only certainty in the memory of your father's sad eyes when you asked what happened to his friend Shiro, in the long unbroken silences when 'work' came out, in the understanding of how Tiffany had been pruned into a spite and venom upon the world yet always a slave to her maker. Even in the fear that remains at facing the Devil's own vanguard that had laid low so many knights you find only assurance. If they are going to come for you then you will come for them. Arrogance some may call it to set your will and your mind against those of messengers who were with God in the Begining, whoever tainted, but at the root of your soul the Crown whispers voicelessly. Its fires had been stoked to bring death to the deathless, an end to eternities.
"I'm in." Such small words for so grand a plan.
Tiffany lets out a sigh of relief for worry she'd been hiding, Daniel gives you a smile seasoned with bravado, Olivia just nods in firm understanding.
"It's a pact then," Lydia proclaims, the air itself seeming to grow heavy as though the stones themselves are listening. Who else is, you wonder, struck by suspicion. Thankfully that's one question you don't have to live with. Only the names of you five echo back from the Crown, even the hounds had left the dungeons so you could have a chat with the prisoners. You tip your head to Tiffany,
good guess, to which she quirks an eyebrow in pride half self-deprecating, half sincere.
Lost 1 Essence -> Now at 14/15
Lydia opens the speaking slit again and asks, no
commands bluntly: "If you would have your freedom knights tell me true, how do you plan to fulfill your vows once your service is out."
Lydia Loses 1 Essence -> Now at 5/7
For a moment Lyr seems to freeze, not even breathing then he says just as straightforward. "You have a guess." It's not really a question. "The Shroud of Christ," he adds after a moment. "Gwair suggested we seek it instead of the Cauldron, but others there were who said Arthur would not wish for his knights to take like bandits in the night from the vaults of the Emperor in the East, for all that he too was unworthy of his crown for the refusal to aid his brothers in the West. Now Arthur lies in sleep of death. If he should find such fault with us I welcome it since that would mean he has breath to do it with."
Gwair himself glares at the golden haired knight's glib tone, though from the way it bounced off his resulting smile you'd guess that is common enough an occurrence. Even that mirth does not last long as you explain the bare bones of Tiffany's plans, to make a snare of Fallen Angels from the moment, to pry the coin from the corpse of Nicodemus Archleone and his fellows.
"Mighty are you daughter of death, but mightier still have fallen seeking to make an end of the Dark One's brood," to his credit Madon seems genuinely concerned with the safety of the girl who, at least for the moment, is still his jailer.
"Mightier still we are all together," you uncoil the whole of your soul, eyes beyond count burning, brighter than they ever had before, mingling with silver and pale crystal light. Tiffany takes a step forward, but does not unveil herself, either from a wish to be subtle, or not wanting to risk a failure, drained as she is from empowering Daniel earlier.
The others take a step back, but it's Lyr who is moved to shock, the air starting to play around him, tugging at hair and beard, though not a wisp passes the door. "What fire do you hold Margret Queen of Cities Five?"
"My own," your answer brooks no clever wordplay nor self-deception. "In the Halls of Winter it was found, bound against itself, to me it came when mortal strength would not suffice to overcome the trials ahead. Perilous it is, for such is the nature of fire." You reach a hand almost through the slit, letting the cold waft in. "Grasping it is for such is the nature of ice, but I do not burn that which is not foul, nor bind any save what this world should not have to bear."
In another, time, another place, they'd likely have asked for surety, but you are companion to the one who, alone of all the world can free them. Or perhaps they trust your father's good name even not having met him, the judgement of Excalibur.
"Add three more swords to that tally," Madon says quietly.
Gwair speaks up then in Welsh, not Latin, though the answer from Sir Madon is translation enough, no need to look to Tiffany.
"We swore to oppose the thralls of Hell long ere Arthur fell on Cambo-landa. How can we let the young ones fight this battle alone, only because it risks being our end? By your silence you agreed to service for a year and a day to the Daughter of Arawn. Was it only for the belief that it was without peril?"
"You are right," the younger knight —at least you think he's younger, hard enough to judge in the stillness of this place. "It was unworthy of me to ask that a quest just as ardently sought should be delayed for the sake of our own. To us and us alone, falls the judgement, the last of Arthur's knights."
Lyr's smile grows vicious. "Let us remind them why they feared to cross the borders of Camelot, why six of their fellows came to languish under Merlin's wards. I Lyr Half-Tongue... " he begins and one by one the knights make their vows. No magic binds them, for they are mortal still, despite the Essence flowing through their veins, but you have no doubt they will keep them all.
Lydia presses her hand to the door and then presses into it, flesh and essence sinking deep, like recognizing like.
Attuning it like the strange figure you won from Opal in the house of the Mothers, Usum whispers. Smoothly, without sound it parts down the middle. For the first time in more than fifteen centuries the last Knights of the Round Table walk free.
Though the hall the hounds begin to bay, from the foundations to the peak crowned in pale flame, not a warning, but in joy. Again they could walk the wide world beyond the sceptered isle.
Lydia Reaches Essence 4 -> Essence Restored to 8/8
Lydia Gains Incarnate Hounds of Arawn
Tiffany clears her throat and says in English. "It might be wiser to take the Ways to Chicago. I do not think they would find it anymore shocking than Brittan, less so perhaps for being set atop unfamiliar bones."
"Or I could teach them
here, the basics and the language," Lydia says, obviously not thinking much of the prospect. The point had been to take what hounds desire it home with her.
"I'll teach them," Tiffany steps up. "I might not remember their world perfectly, but I'm still closer to it than most and I can make some observations of their strengths and weaknesses for when such things are needed."
"Oh... thank you. What can I...?"
Tiffany cuts Lydia off with a dramatic shrug, meant you suspect to veil sincerity she's not that comfortable with yet. "It is what friends are for is it not?"
As though to emphasise the point a veritable avalanche, a cornucopia of hounds, a
dogo-copia maybe, bursts in and start asking Lydia all kinds of questions:
Where are we going to live? Are you in charge there? Are you advising the rulers? Are there beast spirits to run with or just spirits of thought, lightning and steel? They cheat in races...
"We cheat too though," one of the smaller hounds speaks above the din kindling a spark of long cherished divine power they all share.
As Creatures of the Otherworld the Hounds that Lydia called to her side have strength, wit and will far beyond any mortal beings in addition to
- The power of speech, once attuned to the land the Hounds can speak all languages spoken in that land the better to guide the dead
- The ability to cross the veil in places of death, choosing to walk in spirit or in flesh (See Deathless Beast Fetter)
- The ability to bite at the heels of the unquiet dead, no matter what form they may take (Damage always counts as Aggravated against the undead)
Additionally they retain one legacy of their past as divine hounds beloved of the Lord and Lady of the Underworld
[] Bad Luck Curse: The hallmark power of black cats and other beasts of ill-omen, this Charm directs the tides of fate and fortune to curse the ass of some beleaguered mortal.
The spirit's player spends one point of Essence and rolls that spirit's Gnosis against difficulty 6. Each success on that roll changes the result of the targeted character's next roll into a 1. Thus, an otherwise-successful roll can be turned into a failure… and, if there are no more successes left, but one or more 1s on that roll, into a botch. The spirit may use this Charm as often as it likes. Pissing off a black-cat spirit, then, is a fast-track trip to a really bad day.
[] Deflect Harm: With an invisible wave of power, the spirit deflects incoming attacks made against the spirit or — if the spirit "lends" this Charm to a mortal host — the host imbued with the spirit's blessings. Each point of Essence spent by the entity blocks one health level of damage from an incoming attack that turn.
This Charm deflects bashing, lethal, and aggravated damage equally well, and protects against damage caused by magickal assaults as well as it protects against physical ones.
A spirit may employ this Charm for as long as that character's Essence Trait holds out. A mortal host blessed with this Charm by a spirit helper, however, may deflect up to five health levels of damage per turn; additional damage slides past the deflection effect and affects the host normally.
[] Good Luck Charm: By adjusting the flow of fortune, the spirit offers good luck to the object of its affections. One Essence point allows the another character to reroll a single task, though for better or worse that character must keep the results of the second roll. This Charm can be employed only once for any given task but can be used as often as the spirit desires. Being lesser magic this charm does not apply to rolls relating to the use of Ancient Sorcery (Casting Spells and Creating Splendors)
[] Blinding Fog: Conjuring a thick curtain of dark smoke, the spirit confounds the vision of pathetic mortals in its midst. Such smoke is a hallmark power of certain djinn and elementals, though spirits of water, moors, swamps, or coasts may conjure blinding fog instead. The spirit's player spends two points of Essence in order to conjure the cloud. That cloud obscures all forms of mortal vision, including magickal and hypertech sight, for as long as the spirit concentrates on the cloud's existence. This billowing curtain fills an area of roughly 10 feet square for each point of that spirit's Rage Trait. The cloud appears wherever the spirit wants it to manifest, and it disperses one turn after the spirit stops concentrating on its presence.
[] Spirit Gossip: Heading off into the Umbra to speak to other spirits, the entity can gather information about Otherworldly matters. Obviously, the entity in question must be able to enter the appropriate Realms and talk to the appropriate spirits without getting smacked for its presumptuousness. A demonic imp, for instance, who wants to go quiz some angels is liable to have a difficulttime finding anything other than a celestial beatdown.
This Charm requires no Essence to cast; instead, the spirit departs its immediate surroundings in search of information. Depending on what questions that spirit asks, and which methods it employs while looking for the answers, the spirit's player rolls the character's Gnosis plus any
appropriate Abilities (if it has them), such as Occult , Etiquette, Intimidation and so on. Thanks to variations of time-passage between the Umbra and the material world, this excursion might take as little as a turn or two, or else as long (for a really involved search with complications) as a day or more.
OOC: The hounds are built like weak familiars, I know that is quite strong for her to have dozens of them, but well... Molly has SGI clones, I think it is fair for Lydia to have her own inteligent magical agents.