The Third Night -- Part Three
- Location
- New Brunswick, NJ
- Pronouns
- He/Him/His
[*] Move on, saying only a few words in passing, or nothing at all: Gain this card as an Aura.
[*][ASCENT] Keep exploring.
Tally
[*][ASCENT] Keep exploring.
Tally
You dither for what seems like a long time, though in truth it must only be a few seconds. There is a fellow occultist before you, struggling to accomplish something dangerous, possibly for bad reasons and possibly for good reasons. Should you trust that he's got this? Should you help him succeed? Should you banish the spirit whose only use is to do harm? Do you have the right to interfere? If you help him bind it and he hurts someone with it, or if you banish it and someone hurts him because he doesn't have it, that's partially on you. But inaction is not morally privileged: do you have the right not to interfere? If he fails at binding it and gets hurt when you could have definitely averted that outcome, that's also partially on you.
And he's young, that's another thing which adds a wrinkle to it. You have never forgotten how unhappy you felt when you were young and powerless, and how much better you felt once you started having resources you could call your own, ways you could fight back against those who would do you harm. Living in scarcity and fear hollows you out; safety is a basic need. But you don't know that's what he wants it for: you could just be projecting. And just because you were a scared child does not mean that any responsible adult would have let you play with knives: feeling safer is not the same as being safer.
You stand there. You watch. You think. And, in the end, you elect to do nothing. This young man, and what he does or does not do with the Sicarius he does or does not bind, will not be part of your story. You go back, and find another corridor, and walk on.
You wish you knew whether to wish him well.
FIVE OF WANDS
After navigating a maze of corridors, you ascend a staircase into a guard-house and depart through the rear gates of the stronghold, following the path up the hill. However, your hopes of a nice clean ascent are dashed, as instead of leading to another hill to climb, or a way up the larger mountains, it leads straight down the other side of the hill and veers into yet another cave. Wonderful. You know that progress along the Ascent is not literally tied to how high you appear to get during the climb before -- it scarcely could be, given that location is inconsistent and you don't appear one night where you left off the previous -- but it still feels bad to be directed down when you want to go up.
Your bad feeling intensifies when, after a few minutes of walking, you enter an enormous cavern lit by thousands upon thousands of candles floating atop the massive pool of water that dominates the space. Near the banks of the lake is a shrine, the altar of which stands proudly, illuminated by the sacred radiance of the chamber, unmixed with the light of the sky.
The Shrine of the Word Unveiled. A place of veneration for the blessed powers who know certain hidden words, which contain within them the highest truths of the supernal. Some dreamers have names for some of those powers: Thoth, Odin, St. Jerome. Perhaps there is truth in one of those names, or more. Perhaps they are all just myths covering over the mysteries of the dream.
[*] Take a breath, and move on: Gain this card as an Aura.
You know it as soon as you look upon it, without needing to find the gilt letters etched into the wood. You sigh heavily. Your previous night, in the cartographers' hall, you had specifically sought to avoid this place, once you deciphered that it lay in your path. You didn't possess a suitable offering with which to honor the powers of divine understanding, nothing that demonstrated your commitment to the course of wisdom. You had hoped to find one, but you haven't, and fate, or the hidden machinations of whatever wills are at work in the dreaming-realm, or sheer bad luck, has conspired to put the Shrine in your path again, and so you must continue on your journey, leaving it behind.
You take a moment, first, to bow your head and contemplate it anyway. You do want to understand. It's why you started climbing in the first place. And some Socratic part of you thinks that your awareness of your own ignorance is the sort of offering worthy of being made in this place, even if it isn't adequate temptation with which to draw a greater power of the dream closer to you.
Then, without a backwards look, you move on.
SIX OF CUPS
When you finally emerge from the tunnel through the mountain, you're at sea level, white-capped breakers crashing in. You sigh and start walking along the shoreline, keeping an eye out for the first mountain or hill or even ridgeline that looks at all climbable. Even if this place is weird and works by weird rules and maybe there can be seas high up above the lowlands, it still feels wrong.
As a result of your focus on matters on the land, it takes a while before you notice the mermaids.
In fairness, even if you had been watching the sea more avidly, they're not easy to spot. From a distance, their fins and tails above the surface just look like sharks or dolphins. They're singing, of course, but it's hard to hear over the sound of the waves unless you know what to listen for, and even then it's muffled and distorted. But a momentary climb atop a sand dune gives you a better view out to the horizon, and you notice a peculiar color to the water, and then a number of things click in your mind in rapid succession. Once you've recognized the Silver Sea, it does not take much more work to recognize its most famous denizens for what they are.
The sirens of the Silver Sea offer knowledge of the future. And they have knowledge of the future. They can prophesy truly, if they want, if they like you enough. It is within their power to grant wisdom rather than death. That's how they get you. But you could make an efficacious appeal to them for mercy and knowledge, you think. You could bargain with them, if you spent the time and energy to do so.
You hear the mermaids singing, each to each. You wonder if they will sing to you.
[] Take a breath, and move on: Gain this card as an Aura.
[] Spend 1 Willpower and one Supernal resource or Aura of any suit: Add this card to your Pneuma. Look at the top two cards of the Ascent Deck; you may put either or both of them on the top or bottom of the deck in the order of your choice.
-[] Write-in what Aura or Supernal resource to expend
[][ASCENT] Keep exploring.
[][ASCENT] Wake up, ending the Night.
Decks and Resources: Character Sheet
Night-specific information: 4/max 6 Explorations, Swords Aura, Wands Aura
- Technically I should have stopped and called for a vote after the Five of Wands for whether you wanted to keep exploring, but I elected not to because the previous update's vote had been pretty decisive in favor of continuing and nothing has really changed: you didn't spend any resources, you just gained an Aura which if anything makes continuing more appealing. So in the interest of having better pacing, I fiated; if you really wish I hadn't done so, please let me know so I can adjust my future behavior.
- Just like last time, if there's consensus in favor of the "scry 2" option, I'll close the vote earlier than I normally would, look at the next two cards, and start a new vote to resolve the effect, in the interest of keeping things moving. That new vote will also have the keep going/wake up vote so you can make an informed choice about it, per @Wiadi's excellent suggestion last time.
Last edited: