QM's Note: I divided the original post into chunks so the "take Sigurd along Y/N" vote wasn't lumped together with picking where to go. I've also instituted a 1k word/day writing quota for my quests and that seems to be working out fairly well thus far, so I should actually be able to deliver on my promise of more frequent updates now.
[X] Travel to Velgarth.
-[x] Return to your friends. Worst case scenario, you talk magic with a heroic ghost for a little while. No huge loss, that.
Aiming for your cluster of friends goes almost as well as it usually does. The disgusting sensation of cobwebs covering your body is, however, an unwelcome change. You bat away the sticky threads and land at the base of an old, dead tree—annnd about ten meters away from Vanyel and Sigurd. They break off eye contact with each other and look to you as you shake your hand, the phantom sensation of spidersilk still clinging to you. You're not sure what that was all about, but you don't like it.
: Welcome back! Vanyel and I were just arguing some of the finer aspects of morality.:
Despite not having a real body, Vanyel has no problems dragging one hand across his face with either exasperation or frustration. You're not sure which.
: I can't tell if he's just challenging me or if he really does harbor some truly unorthodox beliefs,: Vanyel admits.
: I want to say the gods wouldn't send someone down who honestly believes what he does, but I've met a couple of them and it wouldn't be the strangest plan they've harbored.:
: To summarize,: Sigurd chimes in,
: Vanyel thinks we should work to keep the world peaceful and happy for those who can't or won't contribute as effectively. I think we should kill those who would make it to the Havens in the absence of any further actions, but have started to succumb to temptation or simply aren't having a positive effect on the world around them. Mortals might have some problems judging, but Companions? Not so much. We just have to use our soul-sight for judgment instead of Choosing. :
:
Companions would be actual devil-horses if you did that,: Vanyel sighs.
: Being Grove-born is no excuse for wanting to kill people. :
Sigurd places one paw over his sternum and assumes an affronted expression, his ears tilting slightly backward.
: I didn't say I wanted to kill people. Just, if the Havens are supposed to be the final resting place of mortals, that implies that mortality is distinctly unrestful. Shouldn't we ensure that the soul equivalent of perpetual naptime is open to as many people as possible? :
Vanyel looks like he's about done with Sigurd's BS when you decide to intervene. You don't want your sort-of-Companion to put you through some of the annoying tests and trials your new mother persists in.
"Sigurd, Mom—
um, Mom is already overly fond of pushing me too far so I agree to something lesser. Could we please skip the devil's advocate stuff? I'm sure you can find something harmless to argue over without making me feel as though you're actually a serial killer in disguise."
Vanyel and Sigurd establish eye contact before Vanyel jerks his head toward you. Sigurd's muscles ripple in a shrug before directing his almost unnaturally blue eyes toward you.
: I didn't intend to do it with you, don't worry. Yes, I enjoy challenging deep-seated beliefs; I feel as though it ensures people actually know why they believe something, and if it's bloody stupid, they might move away from it. That requires someone to actually have rooted beliefs, though; given your age, Princess Jade, I'm not likely to do it to you. If it makes you uncomfortable, and it sounds as though it does, then I can stop. You don't really have to worry about us fighting, though; what do you know about the Mage Wars? :
Um, okay, lesson time I guess? And… huh, pretty much nothing.
"Not enough for me to be confident relaying any of what I think I know?"
Sigurd gives a brisk nod, turns in one full circle, and flops onto his side with all four legs parallel to the forest floor.
: Okay, so first up, you should know that the official story isn't entirely accurate. Power-hungry archmages did cause quite a few problems, but things were actually going pretty well before they showed up. The big problem was the infighting among all the good guys. See, when you have power on par with some of the stronger godlings and disagree with someone on how to best use it, it's easy for you to start justifying aggressive actions in terms of lives saved. Something like 'If I conquer this resource-rich nation, there will be suffering in the short term, but their lives and the lives of my current subjects will improve in the long run.' Now imagine if every ruler started thinking that. :
When Sigurd decides to change the subject, he really doesn't mess around, does he?
"...Okay, isn't that kinda governing 101? I mean, not the war part, but making sure the lives of everyone are as good as you can manage?"
Sigurd shakes his head with silver slivers of sunlight glinting off his fur, making him look remarkably similar to a shiny metal porcupine. You try to hide your resulting snicker behind one hand. Judging by how Sigurd's ears perk up, you didn't fool him.
:Kinda, yeah, but if enough people 'invest in the future,' then there's nothing left for the present. And, well, some of their investments start disappearing. Basically, you had a ton of otherwise sane individuals warring over relatively minor disagreements in policy while their actual enemies stayed quiet and amassed power. End result? Only two archmages survived to the end of the Mage Wars and they ended up wrecking the world as they finished killing each other.:
: I think you skipped a few steps,: Vanyel comments.
Sigurd rolls his eyes at the ghostly Herald.
: Okay, fine. A ton of people who should've worked together instead fought each other. Evil, meanwhile, started amassing under a few common banners. Good guys fought one another, bad guys waited, good guys grew weak, bad guys attacked, everyone lost and lost their knowledge. Happy? Anyway, the reason I'm bringing this up is your apparent interest in transferring a Gift from someone else. See, a bunch of magical artifacts survived the Mage Wars. The pseudo-vault at the center of the Dhorisha Plains has pretty much all of those, and if they get out, the world is going to get wrecked again. Few deities want that, so she gets to intervene more than she really should be allowed as long as her followers largely stay in the plains.
: If you're going to say hello, walk in from the edge of the plains and wait for her followers to find you. Shouldn't take more than a couple hours, don't mind the threats. You'd also be pretty xenophobic if a bunch of power-hungry mages were trying to steal your sacred world-ending charges. That's also why you really shouldn't do the flying or Gate-travel stuff; as far as the Shin'a'in are concerned, if you're appearing that far into the plains without a friend-marker, you're probably up to no good.:
: You don't have any of the taint of dark magic, so they wouldn't shoot first,: Vanyel adds.
: But they'd certainly be less willing to listen and humor you. Your status as a Changechild, or a human heavily altered by magic, isn't going to help matters any. Blood-path mages are really the only mortals who are skilled enough with flesh-sculpting to manage cosmetic changes; there are a minimal number of mages who engage in sculpting to heal deformities, but ethical practice is obviously hard to come by. Blood-paths are not so constrained in their choice of learning methods. :
:There's also Karse, but that's the sort of problem that you should really give your full attention to. Yeah, you probably wouldn't have to pay anyone to take their 'Witch-gift' and they'd probably be pretty grateful, but even godlings can be taken down with enough power and Karse's priesthood has no qualms against making deals with demons interested in killing good-aligned gods for the sake of doing so. Provided, I'm not sure they actually have the names of any of those bastards, but I bet that's more due to a lack of necessity than a true limitation.:
: I expect you could simply wipe out the upper echelons of the priesthood, but there's no guarantee that would actually improve matters. If there's one thing that can unite warring factions, it's the alleged demon-horses of Valdemar. Cleaning up Karse is going to be a full-time job and we can't be the ones to do it.:
:'We' meaning the Heralds, Companions, and Valdemar in general,: Sigurd elaborates.
:For one thing, the priesthood has made itself the only reliable source of healers and medical care. For another, there are actually a handful of priests who aren't corrupt pricks and are simply making the best of a bad lot, so you can't just kill them all and let their god sort them out. Not without getting innocent blood on your hands, anyway.:
After a couple seconds of consideration, you frown and tilt your head questioningly.
"So do I get to take a mage-gift from Karse or not? You're sending mixed signals here. Okay, no full-fledged purges just yet, but it's not like we're incapable of being subtle. We find someone who doesn't want their gift, maybe pay them but we might not even need to do that, and go on our merry way. End of story?"
Sigurd shakes his head.
:Adepts don't grow on trees. Unused adept-gifts, even more so. You might need to check both Karse and the Dhorisha Plains. I'm just saying that if you do head into Karse, you shouldn't go fire-and-purge on evil until you can actually dedicate time toward doing so. Mitra filled me in on how busy you're going to be—and on that note, are you sure you're not a Herald yet? You could give some of their worse workaholics a run for their money. Training, training disguised as games, ruin-raiding, exploration, more training disguised as games, lessons, magic training, and did I mention the training? You should really take a vacation once this disaster thing is dealt with.:
You open your mouth to defend yourself, but find your thoughts going thoroughly off-course from a single strained word.
"Jade?"
You blink and wonder if Nanoha somehow developed a greater resistance to Eternity. She shouldn't be awake for several more hours.
"Um, hi? I'll be right over. Why are you awake?"
"Ask Sigurd," Sidhe sighs.
"The oversized fuzzball is somewhat useful after all."
Sigurd sits up straight and manages to radiate an aura of dignified smugness, apparently having been included in Sidhe's messages.
: I used some of the old tricks for alleviating Gate-sickness. It's not a perfect cure, but it does cut down the recovery time by a couple hours. In-ter-est-ed?:
You narrow your eyes at Sigurd.
"You know, if you actually wanted to be my friend, you wouldn't be putting conditions on teaching us useful skills."
Sigurd's ears go back as the kyree-based Companion vigorously shakes his head.
: No, no, you misunderstand. I'm not allowed to, and I quote, 'Share pre-fall secrets or technologies with anyone on the material plane.' I don't think that's much of a problem for you when we can just go to another plane, right? Anyway, can I go with you to whichever place you're going? I'm told you can't summon me until we get to know one another better, and that's not happening if I'm napping here all day. :
"Didn't you mention Karse had a thing against Companions? I might be going there; it feels right to get Nanoha a flaming Gift from a land following the local god of fire."
: Sentiment isn't exactly the best compass, Jade,: Vanyel warns.
You resist the urge to scowl at the heroic spirit
(heh) and settle for shaking your head.
"My magic is that of emotion. Following my gut might make it stronger all on its own."
: ...Fair enough, I suppose. Just remember to be careful,: Vanyel sighs.
:I laugh in the face of danger! Mostly from terror-induced giddiness, but I'm careful to keep all the screaming on the inside. Seriously though, I'm not so unsure of my soul's place to fear death.:
[] Drag Sigurd along.
[] Leave Sigurd behind.
[] Let your friends decide.
[] Write-in
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