Monster Marriage Quest

Night of Frights
Your gear collected and placed properly on your person, you decide you'd like to talk to Ada (And Teo and Wolfram, secondarily) one last time. It's occurred to you that Ada seems to place a lot of importance on concepts like 'justice', and if she's a priestess in training as you've been told she might feel some degree of responsibility for what the Neustadt priesthood is doing to Freelanders... or you might be able to bring her around to such thinking. Either/or.

You're not really surprised to find a Runner injecting paralytic venom into Ada again as you arrive (She makes a muffled noise of pain), though everyone else in the area seems pretty upset by the process. (Teo has managed to roll over enough to have a view, but Wolfram is still face-down in the grass: you're not sure his moan actually was in response to Ada being re-paralyzed) You're not sure why; the needle involved is surprisingly fine, you've always been impressed by how little bleeding occurs, and it plays out in about a second. You'd think soldiers -guards, whatever- would be a bit less squeamish.

You shrug it off, and simply approach Ada. (Flanked by Breeds, just in case Beardy Man gets ideas) With a smile, you say, "Before I go, I wished to have a proper conversation with you, Ada dear." The guards -even Felix- all give you odd looks, while Ada groans something incoherent into the grass. "Okay, maybe not a conversation as such, but I am a bit pressed for time, unfortunately, so this will have to do."

Ada and Teo both mumble out things that were probably meant to be angry and defiant but just end up sounding like a young child ineffectually attempting to imitate things adults are saying around them. Beardy Man looks very regretful of his life choices, while Felix and Konrad look uncomfortable.

"So you're to be a priestess of Bu-... Brandstifters, yes?" You pause for a moment to let Ada give a response, but she's silent and motionless quite suddenly. Which is a response in its own right, mind. "Right. Which, it seems to me, means you intended to share responsibility for the actions of the priesthood. So one could say that you are, in fact, responsible for the many senseless and horrible deaths in the Freelands the priesthood has caused with their cruel distribution of... Brandstifters via ignorant caravans." You're not sure why Felix and Konrad go white at this point. Or why Ada is now thrashing and moaning a little. "So I should think you would wish to right this wrong; if you come with me to the Freelands and share what you know of how to suppress the lethality of Brandstifters, or better yet how to remove them safely when they are unwanted, this would go a very long way to make things right." Felix and Konrad look relieved; what did they think you were driving at? Oh well, perhaps a question for later.

Ada slurs out something that might be roughly, "I won't be taken in by Teufel's lies." Maybe. Teo manages to choke out a really angry-sounding condemnation of- rude! Maman has always been very committed to Papa! You have difficulty imagining her finding another man even once he's dead! Wow, Teo, so rude!

Breathe in, breathe out. You smile again. "Please do give the matter some consideration while I'm off on my business."

Not that you intend to give them a choice: you'd rather Ada comes and helps willingly, but while kidnapping a teen girl leaves a bad taste in your mouth, you find yourself imagining friends -or worse, family- burning to death from the inside while you try to explain to them that you chose not to grab a probable solution when it was right in front of you because it made you ~feel bad~...

... and that is a considerably more unhappy feeling.

You wait a few moments longer in case anyone has anything to add, but all that greets you is silence.

So you stand up, mount up on a Roller (Which is very awkward, and feels quite odd, but works reasonably well), issue your final orders to the Runners (Keep Ada and Teo here, don't let anyone else go running to Neustadt) and Workers (Get Wolfram tied to a tree, then make sure everything with the carriage is in proper order), and set out with your forces, Rollers pushing curled-up Boulders while Suncrawlers do their awkward best to keep up, and the Gatekeeper runs in the middle of the group.

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Wojciech was a bit anxious: it had been two hours or so since Heiligwachtmeister Petra had taken the rest of South Gate's crew to investigate whatever thing the lad was freaking out about, and he'd yet to see sign of their return.

Truth be told, Wojciech wasn't really expecting them to have encountered trouble. Older kids goofing off in the woods sometimes ate mushrooms while they were out there, and poisonous Madcap was really easy to mistake as the delicious and perfectly safe Nightcap; usually someone babbling about strange things in the forest wasn't seeing anything real, just Madcap visions. The Heiligwachtmeister was very studious about checking potential trouble thoroughly, though; frankly, Wojciech didn't expect her back for another hour regardless. Probably she was still dragging the lads through mud and brush and berating them for their lack of diligence when they pointed out the boy was probably panicking over nothing.

But Wojciech had always been of a nervous disposition, so he was feeling a bit anxious regardless. There was also the very real possibility that a traveler might show up even though it was past dark, and ideally there'd be three people at minimum to do all the checks and so on in a timely manner; he really wished the Heiligwachtmeister had at least left Wolfram behind. One person wasn't really enough...

At last, Wojciech spotted movement down the path the Heiligwachtmeister had taken out, and he relaxed a little: finally, they were done and coming back!

Then it occurred to him that he didn't see the glow of a lantern. He couldn't remember who had grabbed it, but the group hadn't simply forgotten the lantern, and it was too dark to simply do without. Wojciech sighed in annoyance; had Felix lost the lantern again? That would be the third time in the last six mo-

Wojciech frowned, then squinted at the shadows shifting in the thin moonlight.

... no, that wasn't the Heiligwachtmeister and her crew. He couldn't make out numbers and shapes properly, but the shifting forms extended too far in a line to be the watchmen and the kids coming back. And the shapes seemed wrong to just be people walking. A caravan? Or perhaps a team of horseriders?

Now Wojciech's nervousness had better grounding: that was a very strange road for a caravan to be coming down, especially in the dark, and if it was horseriders, that probably meant knights, which meant some noble was once again trying to bring Neustadt under their dominion.

As such, Wojciech began ringing the bell, shouting, "To arms! Riders in the dark!" and similar over and over, and lit the signal fire that would ensure that East Gate would be alerted as well. Of course, most citizens of Neustadt were trying to sleep by now, so the response was slow (Probably exactly as the bastards intended!), with the younger folk especially tending to wander out, confused, before somebody got it through to them that they needed to grab their militia kit and ready for battle.

Wojciech, meanwhile, was running west down the wall, continuing to ring his bell and shout, as was his duty-

-but he slowed down, eventually coming to a silent stop, as the riders in the dark got closer. There were two reasons for this: the first was that the riders were still not turning toward South Gate, but heading straight toward the section of wall maybe thirty paces ahead of Wojciech, and some irrational instinct was telling him he shouldn't be there when they arrived.

The second reason was that the riders in the dark were now close enough for Wojciech to see that they were not Common knights. He wasn't sure what they were, but these creatures with dull glowing coals (Were those eyes?) were too large to be a knight on a horse, and were pushing enormous, oddly-round rocks in front of them.

After a long, long moment, Wojciech remembered half-heard tales from soldiers returned from holy expeditions, of the dark Dominators from Teufel's shadowlands to the west: the soldiers had spoken of dark creatures whose eyes glowed evilly in the shadows. His eyes widened in shock: the priests had always said Teufel's evil creatures couldn't leave their fetid lands! What- how- no, it didn't matter, he just needed to let everyone know. "The riders in the dark are Teufel's monsters!" He screamed, and resumed his run down the wall, bell ringing again, as he continued shouting to let everyone know that Dominators were here.

And then he glanced to one side, frowned at how the creatures were still coming right for the wall, then his eyes widened as the enormous rocks were released with final pushes at the wall-

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You wince a little as the Boulders slamming into the wall knocks a man with a torch and a bell who was shrieking something about Dominators off the wall. It's not that tall a wall, maybe two, two-and-a-half stories up, but the man has probably at least broken a leg, if not his neck. Darn it.

At least the charge between farmer's fields was smooth. Nobody seemed to notice the passage of your troops; you're not sure if they were asleep or if they just didn't think to look outside, but those families are so far uninvolved.

The stretch of wall you're targeting doesn't collapse quite as thoroughly as you were hoping, requiring the Boulders to uncurl and push their way into still-standing stretches to knock down a wide enough area for your troops to enter side-by-side, but this gives the Suncrawlers some time to catch up -you hadn't realized quite how slow they were before- so it's not all bad.

That done, you take a look about at the frankly kind of filthy area around you, trying to see if you can see any sign of this being the lower priests' quarter like you were told, and glossing for a moment over the dozen frightened-looking men and women holding lanterns and quite clearly having grabbed the first thing at hand for a weapon (There's three brooms in there, for a start) who are clearly reconsidering the idea of confronting you.

Then a thought occurs!

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Helga flinched as what must surely be Teufel himself turned its terrible, hot-coals-glow gaze upon the small crowd, and smiled its demonic smile.

"E̸x̸c̷u̴s̶e̸ ̵m̶e̴,̶ ̷t̶h̴i̷s̷ ̸i̴s̷ ̸t̷h̵e̶ ̵l̴o̵w̶e̸r̶ ̸p̷r̸i̷e̵s̴t̸s̸'̴ ̸q̵u̵a̸r̸t̴e̸r̶,̷ ̷y̸e̷s̷?̸" it asked in its horrid mockery of a human voice. Helga wasn't the only one to gasp in horror at the idea of Teufel seeking out the blessed ones, or to flinch at the voice. "I̷'̸d̸ ̵r̸e̸a̶l̷l̶y̷ ̸r̶a̴t̵h̴e̷r̷ ̴n̶o̴t̸ ̸h̶u̶r̴t̴ ̵a̴n̸y̴o̶n̸e̵ ̷e̷x̴c̶e̵p̴t̶ ̵t̶h̴e̴ ̵o̴n̷e̵s̷ ̶r̴e̷s̵p̵o̴n̸s̵i̴b̴l̸e̸ ̶f̶o̵r̴ ̸h̴a̷r̵m̵i̶n̶g̵ ̶t̸h̶e̵ ̶F̷r̶e̷e̸l̴a̷n̶d̵s̸,̷ ̷y̴o̶u̵ ̵s̶e̴e̶.̸"

Bart, the lad who always had more spine than sense, shakingly said, "Y-y-you'll not hurt anyone on my watch, T-T-Teufel!"

Teufel seemed to heave a frustrated sigh, which was obviously ridiculous; surely it was some mindbending manipulation only Teufel was evil enough to understand. "T̵h̵a̷t̸'̶s̶ ̴n̷o̶t̸-̵ ̶y̵o̴u̸ ̷k̵n̴o̴w̸ ̸w̸h̵a̷t̸?̶ ̸F̵o̴r̴g̶e̴t̸ ̴i̶t̸.̵ ̴J̴u̴s̵t̷ ̴p̵l̵e̸a̵s̸e̴ ̸m̸o̶v̶e̶ ̷a̴s̷i̵d̷e̴.̴"

The crowd braced itself instead, courage renewed as another half dozen people turned a corner, these ones with their militia armor and spears.

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You sigh again. Okay, you'll just look for signs. Surely there'll be... religious iconography or something to mark the temples, yes? Burner Worms or something...

You direct the Boulders to push the people aside, grabbing weapons (Well, 'weapons' in a lot of cases) and tossing them aside as able, with the Rollers following close behind to grab smaller weapons and more gently create further space. The Boulders show admirable patience with this plan, even when the peasants with spears (If these are even guards, let alone soldiers, you will find a hat in Caras' castle and eat it) manage to poke the softer parts of their front and draw a little blood, and eventually the group's nerve finally breaks, everyone fleeing east through an alleyway your Boulders might not be able to squeeze into. (Shouting about 'Teufel', of course. sigh)

The Suncrawlers fully catch up about now, and you give four of them their very sneaky instructions: top of the hill, kill people without being caught, stick to people large enough to be adults, and maybe target older folk first? (Back home, the priests of the Great Plan were generally older, at least in your experience; maybe this holds true of Commoner priests?)

You also wish them luck, but you have the impression they found the concept confusing and ignored it. Oh well. Hopefully they sell their lives very dearly regardless!

Then you focus on scouring the streets for temples.

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"L̵e̶t̸ ̶i̸t̸ ̶b̶e̵ ̵k̸n̵o̴w̵n̸ ̵t̷h̸a̵t̷ ̸t̴h̷e̶ ̴f̶o̸l̴l̵o̵w̵i̸n̵g̴ ̷i̴s̸ ̴a̶ ̶p̷u̵n̴i̸t̶i̶v̸e̷ ̵a̴c̵t̷i̴o̵n̶ ̴i̶n̴ ̵r̶e̶t̷r̶i̴b̴u̶t̷i̷o̴n̶ ̷f̸o̵r̵ ̸t̸h̷e̵ ̶m̷a̸n̴y̷ ̵F̵r̸e̷e̴l̵a̴n̵d̴e̵r̶ ̶l̴i̵v̷e̷s̶ ̵y̷o̴u̷ ̵h̶a̸v̴e̸ ̴t̷a̸k̵e̶n̴ ̶b̶y̸ ̸s̶e̷l̴l̶i̷n̸g̸ ̴y̵o̸u̷r̶ ̷'̴c̸a̶n̶d̶i̴e̶d̴ ̸b̴r̵e̷a̶d̷'̴!̷"

Curate Illsa stared from the window in horror at the monsters arrayed before the main temple of the lower holy quarter, two of them already making for the door. Was that Teufel himself in human guise? How was Teufel and his monsters here at all?! The older priests always said Teufel and his creatures couldn't leave their dark lands because they would burn in the sun's cleansing light!

"T̵h̵o̴s̶e̵ ̵o̵f̷ ̸y̵o̸u̴ ̸n̸o̵t̶ ̵i̷n̵v̷o̶l̷v̵e̶d̷ ̴i̸n̶ ̵t̶h̶i̷s̷ ̶f̷o̷u̸l̴ ̶a̷c̵t̸i̸o̷n̴ ̸g̸e̸t̵ ̷t̴o̵ ̶l̷i̷v̵e̶,̵ ̷u̴n̷l̷e̶s̷s̴ ̶y̴o̶u̵ ̸r̷e̴a̵l̵l̶y̶ ̶i̸n̵s̷i̵s̷t̸ ̴o̴n̴ ̵t̵r̵y̷i̷n̴g̴ ̸t̷o̵ ̶s̷t̴o̵p̸ ̴m̵e̸ ̴f̴r̷o̷m̴ ̶k̴i̴l̴l̸i̷n̶g̸ ̴a̴l̷l̵ ̷t̶h̸e̴s̷e̴ ̵l̵i̶a̵r̶ ̵p̵r̶i̶e̸s̴t̶s̴.̵"

Illsa turned to the frightened acolytes bunched up behind her. "You, you, you-" She pointed to two older boys and the one adult woman in this bunch. "Help me barricade the door. The rest of you? Check the back door, and if no Dominators are there, run for the barracks as fast as you can and stay there."

They all nodded, eyes wide, clearly wanting to ask questions but also recognizing that this was absolutely not the time -except for young Tia, who worriedly asked, "But what about the cauldron? Surely the monsters will kill the baby Brandstifters!"

Illa winced a little at the thought, but shook her head. "It's too heavy to move safely or swiftly. Better that at least you live, rather than dying trying to save them."

Tia nodded in reluctant understanding, and everyone scattered to their assigned tasks.

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After probably twenty annoying minutes of having Rollers smash Boulders into the solid oak door, splintering the wood and slowly revealing that chairs, tables, and other furniture have been awkwardly piled against it to support whatever normal locking mechanism it has, finally space enough is cleared for a Boulder to simply shoulder its way in, clearing space for the rest of your troops to barrel through -including the crucial Gatekeeper.

"I don't know what profane protections-"

Burner! Burner! Burner!

"-you've hurk" goes the yelling woman as a Boulder slams into her now that the Gatekeeper has confirmed her infected status. (And that of her cohorts)

Hmmm. One older woman and two young men. (Now both dead, crushed, and thankfully not setting on fire) The temple seems a bit large for so few people.

Splitting up your forces quickly confirms it normally has something like two dozen living inside it, going by beds and personal belongings and whatnot, but also that there was a rear door that is not properly closed and latched: the others must've fled through it. Drat.

You also find a bubbling cauldron, which you initially ignore, assuming it's for laundry, but the Gatekeeper reported it was 'infected' with Burner Worms, and indeed it's... a cauldron of bubbling water filled with what you assume are young Burner Worms given their small size and the presence of what looks like unhatched eggs and eggshells in the bottom. Oddly bird-like eggs: you wouldn't literally mistake them for chicken eggs (They're too round), but if you found them on the forest floor you might wonder if a bird's nest had been knocked out of a tree. The Burner Worms themselves don't particularly react to you leaning over the cauldron to look: a couple might be moving their head (?) to face you, or they might just be drifting about in the water. They have far fewer of the fine hairs you saw on Petra's Worms, as well, whatever that means.

You personally remove the firewood and put out the fire, then have a Boulder rolled into the cauldron, and then a Suncrawler comes in and kills all the Burner Worms and tears apart their eggs. (You do briefly wonder if you should take any live Burner Worms or their eggs, but you don't have anything on you to safely carry them with and in any event are in a hurry to find more priests)

Then you resume the hunt.

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Jannik grabbed one of the running militia by the shoulder and demanded, "What is wrong with you? Fight, or we all will be dominated!"

Jannik realized he'd grabbed Klaus by coincidence as the usually-stern man spoke up in a quivering voice. "The monsters are too much! Our weapons barely hurt them, and they keep taking our weapons from us, sometimes snapping them before our very eyes! And-" Klaus' voice dropped to a hush here. "-I know it's Teufel and he always lies, but their leader says they're just here for the holy ones! And... they've only killed blessed people!"

Jannik's frown intensified. "Monsters? I'd heard it was knights." That was what the man who ran into the barracks from South Gate had said.

Klaus shook his head fervently. "You heard wrong, then! It's- it's Dominators, and I think Teufel himself, wearing the guise of a young woman? She keeps asking where the priests are, and somehow she knew poor Ernst was hiding in the crowd, and she killed him so gruesomely!... but the monsters didn't really hurt anyone else, and she said the priests killed innocents in the shadowlands..."

Jannik let Klaus go at that point, scowling at the man. "Right, 'innocents in the shadowlands'. And how would the priests do harm to anyone outside these walls, exactly?" Jannik, being a blessed soldier, was in fact aware of the priests selling bread with Brandstifter flesh inside it, including the final result of Freelanders dying... but that was a secret precisely so Teufel's servants wouldn't discover it and counter it. Though clearly something had gone wrong with that plan.

Klaus shrugged helplessly. "I don't know! But it's what she keeps saying, and she acts like she means what she says!"

An expression of profoundly ugly anger twisted Jannik's face for a moment, and he cuffed the coward by the shoulder he'd previously grabbed. "Don't go repeating Teufel's lies," he growled out. The implied threat of or worse will be done to you hung silently in the air between the two men, Jannik's squad glaring at Klaus from behind him.

Klaus' eyes dropped to the ground and he mumbled out an apology, and then made himself scarce at top speed.

Jannik stared after the coward for almost a minute, then shook himself. "Alright, I guess we'll be getting all the glory for ourselves, given all these cowardly militia won't horn in on our win!" This thought cheered Jannik's squad significantly (Which was, of course, the point), and they hurried through the stream of confused militia, following the flow right to Teufel's evil monsters.

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Jannik turned a corner, spotted Dominators, barely stopped himself from saying shit! aloud, and backed right up into the squad of aspirants behind him. "Weapons out!" He hissed, suiting deed to word himself.

Then he peeked out.

What in Kamin's name are these?

Jannik hadn't been on a holy expedition in a year or so, having covered himself in glory and been given the honor of ensuring prospective blessed soldiers were trained properly in deed and thought, but he remembered the Dominator creatures vividly still. He recognized one of the types, the grey-backed things that were ungainly but otherwise very dangerous, but the glistening wet things -no, there were two kinds of them, one type flat on the ground- were completely new. He'd heard stories of the Dominators changing over the years from some of the retired soldiers, but he'd never seen sign of it being so himself, and had come to think that those men must've misunderstood something, or gotten mixed-up in their old age. He'd need to apologize to Old Man Frank after this.

Truthfully, Jannik was more troubled by the slip of a girl, kitted out like a warrior but clearly not that familiar with her armor or her spear. While Jannik repeated all the things said about Teufel, in the privacy of his mind he'd not really believed such a being existed. The Dominators had a variety of forms, but nothing one would ever mistake for a human being, and though the Dominated were traitorous servants to the creatures, he'd never heard of them fighting alongside a Dominator. Yet here was a girl where Jannik's eyes would pass right over her in a crowd... except for that disquieting dim coal glow coming from her eyes, a lesser version of the Dominator glow, and...

"Y̶̛͜o̸̞̚u̴̧͙͊͗ ̶͇̀̕ͅk̸̹͊ị̷͒̆ĺ̴̙͂l̴̳̟̔̒ȩ̵̤́̉d̷̢̈́ ̸̪̈́c̸͚͉̈́̒ḧ̸̗i̸̼̓͊l̸̻̆̎d̴̛̠r̸̖͆ȩ̴̉n̴̛̥.̸̝͍̔ ̸͔̏̓Y̷̜̪̓o̴̢̅͠ụ̶̗̈ ̸̻̞̇k̶̜͒͛ĩ̸̯̜l̵̯̙̋l̸̢̖͝ẹ̵̍̋d̴̥͖̆ ̷̢͖̈m̴̗̆̏o̵̘͐͝t̸̪͓́h̵͈̖̉e̸̝͑̕ṛ̸̙̚ś̵̝̽ ̷̻͚́w̴̼̓̃i̶̜̿̀ț̶͒̍h̷̺̄̋ ̴̰̩̄̋u̸̢͠n̸̦̈̍b̴̺̹͌ö̸͉͔́r̶̺̕n̵̗̿ ̷͕̜͆̐b̷̖̄à̷̜b̵̬̫͌̎e̶̯̪͂̉s̶̯̈́.̵̛̩̔ ̶̗́̒Ŷ̶̠̭̄ó̴͑ͅu̶̦̺̐ ̷̦̅d̴̦̜̎̒o̶͕̖͝ṇ̴̱̇'̶̩̈́t̴͇̘̀͝ ̴̖̆ġ̷̗e̷̹̕t̵͕͛̕ ̴̢̭̋t̶͎͐ȏ̴͚ ̸̰̃͝p̴͖̺͝l̵͈̜͐̿ë̶̯́̓a̵̖̐͒ḍ̶̭͊͐ ̴͚̭̈́f̷̮̚ò̷̬̹̈́r̸̖̎̽ ̶̗̠̽m̵̨̮̊͠e̵͇̬̋r̴̛͓̼͋c̴̙̏̐y̷̢͚̓.̴͕̟̇"

... the voice, which was alike to the enormous worm monster that seemed to command the other Dominators.

Jannik didn't really think she was Teufel walking the Earth in a near-perfect disguise, but the idea that the Dominators might be able to grow eerily-close fakes was considerably more disquieting: Jannik imagined tens of these monsters made (Jannik shuddered as it occurred to him that they might actually start from a real person), and then sent out to quietly infiltrate Neustadt de Glaubens. The eyes and voice were wrong, but the creatures could clearly change themselves: they might iron out this flaw. In a decade's time, Jannik might have monstrous neighbors and be none the wiser.

Jannick shuddered at the thought. He dearly hoped this blasphemy was unable to stand in the sun, like the rest of the Dominators.

He whispered to his second, "I need a minute to go hot. Tell everyone to make ready to follow my lead."

And then he closed his eyes and began to pray.

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Deep breath, in and out. That last priestess had been a girl a bit younger than yourself, which had given you unpleasant feelings until she started begging for mercy and you remembered these awful, awful people had gotten almost everyone in Estvallee killed with their machinations.

"... aaarge!"

You glance up, toward where the voice is coming from, and oh my? Are these actual soldiers? Nine of them, the one in front doing the screaming and with a similar appearance to Petra -purple iconography on the shoulders, for example- and all of them armored and coming your way with swords, a couple of them with kite shields at the ready.

You shout, "I'm assuming the man in front is 'blessed'-" You'd ideally check with the Gatekeeper, but that seems unlikely to happen. "-and the rest of you aren't. He dies, but if you other eight retreat, I'll not follow!"

You're not really surprised when they all ignore you talking and just scream war cries, continuing to run headlong into your forces.

They're actually coming up from behind you, which is to say where the Suncrawlers are concentrated and only a couple Boulders and Rollers are positioned. You direct your forces to turn about, the Gatekeeper moving away from the fighting, and the Suncrawlers rotating (They do that pretty quickly, at least) to bring their limbs more to bear, while the Roller you're sitting on moves awkwardly out of the way. The man in the lead swipes his sword exultantly through a Suncrawler arm-

-and while you're unhappy to see the limb is severed at the bone, he looks shocked and horrified when steam plumes up into his face. He slows, coughing and sputtering, while his troops look uncertain, but then he waves them forward with one arm and after a moment they resume their own charge.

Most of the eight make uncertain attempts to attack the Suncrawlers once they're within reach. They stab, they slice, they dance away from awkward attempts from the Suncrawlers to grab at them, and after a frenzy of such attacks, they're sweating and breathing hard and it's not clear whether they've done anything of substance. You can see nicks on the Suncrawler bones, even a gouge in one skull, but their jelly flesh pulls back together not terribly long after a blade passes through it; you think this is meaningfully injurious to them going by your ongoing background awareness of Breed experiences (Incidentally, you're pleasantly surprised at how the four sneaking Suncrawlers have yet to report being attacked), but you suspect the soldiers think they've accomplished nothing.

Two of the soldiers went past the Suncrawlers -one actually jumped over a Suncrawler- and had rather more success each fighting a Boulder, dancing away and stabbing in and drawing blood and even taking out an eye on one Boulder if you understand its report correctly. But then Rollers push Boulders into position behind them, and when they realize they're surrounded they quite clearly despair, grit their teeth, and decide they'll at least sell their lives dearly.

Those two are pretty confused when the swords are finally knocked from their hands and the Boulders stop on your order.

The leader, meanwhile, made another stab at the Suncrawler, piercing its skull and producing another burst of steam accompanied by a horrific noise you don't know how to begin to describe, killing the Suncrawler, and staggered forward -you finally realized the Runner venom was apparently getting into him through the steam- and managed to reach a Boulder and stab it, setting it ablaze instantly while you directed the other Boulders to make space. He made a sound of triumph, and then a Suncrawler finally got a firm grip on one of his legs and began dragging him away from everything, at which point he began screaming, "No! No! No! You'll not make me into a monster!"

A minute later, where once was a 'blessed' man trying to kill you, now there is a writhing pile of Burner Worms in his armor, which you quickly direct Suncrawlers to kill.

You turn with a radiant smile upon the eight confused, frightened soldiers the Gatekeeper-

Clean. Clean. Clean. Clean. Clean. Clean. Clean. Clean.

-quickly affirms are not 'blessed'. "As I already said, if you don't fight me, and you aren't part of the priesthood or a 'holy warrior', I have no quarrel with-"

Something swoops overhead.

"-you," you finish with confusion. You glance up, but there's just empty sky.

"Dominator kidnapper!" One of the soldiers shrieks, and there's a moment where you're baffled as to how these people know your intentions to grab Ada, but then you follow the woman's hand to-


-something you've never seen before in your life. Wings like a bat, skin stretched taut between the wing bones, four stubby legs gripping tightly to the roof this one is landed on, all growing out of a rounded and fuzzy body that vaguely reminds you of a bumblebee, except there's two tiny pink eyes placed to each side of a long neck sticking right out the front, which ends in a cluster of more of the pink eyes. You can't see a mouth on the thing, or indeed any kind of orifice at all. (... what's that rotting smell?)

You blink a couple of times.

Then there's two more swoops, and two thuds as other rooftops are landed on nearby.

"Shit! How many Brandstifter cauldrons have we lost?!?" Another soldier shouts in despair, while you think to yourself that you've knocked over three so far. (Though the first was by far the biggest)

"The fog! The fog!" another sobs, and yes now that he mentions it you suppose the night is a bit foggy? You're... not sure why he's sobbing about it...

"Um," you start to say. "Do you know?..."

The soldiers stare in confusion at you, with one of them saying, "They're Dominators?" in this manner like you must be stupid to not know this already.

Somewhere nearby, there's a shriek as one of these things lifts off, carrying a person with its four legs, flying off somewhere east.

Um.

What?

[]You know what? Whatever, you're focusing on your mission: this just makes it easier! Probably! You'll keep killing priests down here, then retreat!

[]Alright, you'd intended to hunt for more priests and retreat when either a bigger force of soldiers showed up or you lost too many Breeds, but you're getting out, right now.

[]Uh... apparently the Burner Worm cauldrons were keeping these things out, and you've endangered innocent Commoners by wrecking them? That's- you should try to do something about that. Escort people to shelter, or try to kill these things, or something.

[]Your number one priority is getting an explanation about these things. One that makes more sense than suggesting they're Gendarmerie, because no, you don't believe that for a second.
-[]Your number two priority is getting out of here.
-[]Your number two priority is helping the locals fight off... whatever these are.
-[]Your number two priority is ignoring this whole thing and continuing to hit priests.

[]You're capturing one of these things. Seriously, what?

[]You're going to follow these things back to where they're taking their victims. (Hopefully it's close enough you have the nighttime hours to do it)

[]You're going to take advantage of the chaos to try to hit the priests at the top; if Neustadt's citizens are busy fighting (or running from) this threat, they might not send a significant force to stop you before you get there.

[]Write-in.

(I have had this moment in mind for over 4 years thanks to the stupid hiatus. I didn't think it would happen quite this way given what I expected from voters, but still, I've had these creatures defined that whole time, all the way back to Ada's Interlude.

Also: lol 'next morning', but I did get it up next day! Close enough!)
 
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Oh hi Baron of freewheeling. I see there's a reason you're liked by the Council-
Presumably, fighting the Freelanders was your job before it was deemed worthwhile for Cara's to hold there position…
I have suspicion that if the Baron dislikes Caras he might be annoyed he lost the honor, and privileges of guarding the Dominator lands…

[]You're going to follow these things back to where they're taking their victims. (Hopefully it's close enough you have the nighttime hours to do it)
I'm inclined to check this out because this is important for clearing up diplomacy/figuring things out. We might need to attempt negotiations with the Baron after all…

[]Your number one priority is getting an explanation about these things.
-[] Basic tacks: how do Burner Couldrons keep the fliers away, how many are needed, and in exchange you and your forces will leave-not the fliers. Teufel did not tell you he was sending other servants then yourself and your force!
-[]Your number two priority is getting out of here.

Not sure about the write-in to focus the explanation…
 
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Oh hi Baron of freewheeling. I see there's a reason you're liked by the Council-
Presumably, fighting the Freelanders was your job before it was deemed worthwhile for Cara's to hold there position…
I have suspicion that if the Baron dislikes Caras he might be annoyed he lost the honor, and privileges of guarding the Dominator lands…
This seems at best an overly reductionist set of assumptions, given that we've never seen anything like this when we saw the Baron's forces, and...

Somewhere nearby, there's a shriek as one of these things lifts off, carrying a person with its four legs, flying off somewhere east.
they're going farther into commoner lands.

I think 'Freewheeling Raptors somehow has secret bases past Caras's lands' is a less likely theory than 'oh look, another weird thing like Gendarme, Storm Beasts, and Burner Worms'. Not exactly a shortage of weird, inhuman creatures about.
 
Hmm. This is kind of why I'd have preferred to keep our attacks focused on high priests rather than low, but... This attack is honestly going much better than expected since I underestimated our Breeds' durability. And even though we're killing probably innocent lower priests, we are at least somewhat convincing Commoners of our cause, and killing Burner Worms, so that's good. I'm wondering now if we actually have the forces to storm up the hill and exterminate the high priests in their lairs without having to rely on Suncrawlers to do it over the coming days... But I also feel like it's important to investigate these flying kidnappers.

Hmm. From Ada's internal monologue, this is what we possibly know of them.
She only hoped someday the rest of the world was protected from the Dark Dominators' nightly predations. The stories her grandfather used to tell of people being stolen away in the night still sent shivers down her spine, wondering what awful things the Dark Dominators did in secret to their victims, unable to stop her imagination from conjuring ever worse scenarios. That so many villages still had to fear the night was truly a depressing thought, and every year since her own blessing Ada had volunteered to help take the latest batch of Brandstifters to be given to the pious. Alteisen in particular was still haunted by the sinister Nebelqualle ambushing hunters and woodcutters and anyone else that dared enter its murky woods. Ada missed her cousin, who had been lost to these Dominator depredations. Why couldn't these damned monsters leave Commoners alone?...

When I first read this, I thought it must be another of Caras' cohort attacking Commoners in the woods. But consulting the maps in informational, it looks like Commoner lands are east of Caras' territory, and Alteisen specifically is in the eastern part of Commoner lands. Freewheeling Raptors' territory is west of Caras' lands. Do Commoners just have the poor luck to be in the middle of two inhuman nations? Bad luck for them. Still, this means that it seems that if we pursue them, we'd be trekking through the whole of Commoner lands or something, and that's ugh.

I don't think questioning people will be much help, since they don't know much. We might learn more by capturing and dissecting one. Hmm.

In lieu of knowing how to make meaningful progress with figuring out these things, I'm inclined to focus on our objective of killing high priests, storming the top of the hill and seeing if we can kill them all before they get their wits together.

Secondary objective is perhaps escorting Commoners to shelter or capturing a flying kidnapper.

These are my current thoughts, but I'm willing to be persuaded by discussion before committing to a plan. In the event that storming the high priests' area is deemed too risky, then I think the best thing to do from a PR and informational stand point is stay here, escort Commoners to safety, fight and kill off flying kidnappers, and capture as many as we can for study/dissection.
 
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Hrrrm.
We don't have ranged though, and Cara's leans towards bulk via armor…
I think we have a runner that could try and get them via a jump…
But…Hrrrm…
This might explain a few things honestly-
That these things are getting conflated with Caras because aahh monster! And of course the Priests are swinging at everyone…
Not sure.
I think asking more questions and retreating immeadiately might be a good idea, unless we decide we should campaign to deal with those flier monsters…
But I kind of think at this point we might want to retreat, check in with Caras and Virmire about these things and figure out what, if any action we should be taking about them, especially if they succeed in penetrating into the Shadowlands…
 
I think 'Freewheeling Raptors somehow has secret bases past Caras's lands' is a less likely theory than 'oh look, another weird thing like Gendarme, Storm Beasts, and Burner Worms'. Not exactly a shortage of weird, inhuman creatures about.
I think it is very unlikely that the burner worm cauldrons actually repel the monsters. My guess is that the flying kidnappers and burning worm priests are working together. Possibly the monsters and worms are both the product of some Overlord in commoner lands not aligned with the council.
 
I think it is very unlikely that the burner worm cauldrons actually repel the monsters. My guess is that the flying kidnappers and burning worm priests are working together. Possibly the monsters and worms are both the product of some Overlord in commoner lands not aligned with the council.
I have thought that the Burner Worm parasitism granting super powers is somewhat like the way Integration works.
 
My initial impulse is to methodically retreat, calling out to people that they need to hide from the fog monsters. If there's an opportunity to kill a fog monster, make the attempt and try to bring the corpse with the boulders.

I don't think that staying can help. Anybody we try to interact with will see Sabrina and the Gendarmerie as enemies just as much as the fog monsters. At best, this is a three way battle, which doesn't favor the innocent people here.


I think it is very unlikely that the burner worm cauldrons actually repel the monsters. My guess is that the flying kidnappers and burning worm priests are working together. Possibly the monsters and worms are both the product of some Overlord in commoner lands not aligned with the council.
Whether or not the burner worms might keep out the fog monsters, the timing of this attack is extremely suspect.
 
[X]You know what? Whatever, you're focusing on your mission: this just makes it easier! Probably! You'll keep killing priests down here, then retreat!

Man the priesthood should have put more resources towards suppressing whatever the hell these things are rather than infecting people in Caras' land, maybe then losing a couple of cauldrons wouldn't have immediately led to them getting double raided.
 
[X]Your number one priority is getting an explanation about these things. One that makes more sense than suggesting they're Gendarmerie, because no, you don't believe that for a second.
-[X]Your number two priority is helping the locals fight off... whatever these are.

I understand the temptation to just focus on our mission, but I think that leaving things as is would just bring a bigger mess on our heads later. Intentional or not, we suddenly have an opportunity to start undwedging this misunderstanding. Even if it doesn't actually fix things, finding who's fighting what and for why would be very helpful.
 
This is a real wildcard thrown into the mix. I wonder if Cara is familiar with these creatures? It could be that he knows what they are, but hasn't told us anything. We might want to grab a priest and get an explanation.
 
This is a real wildcard thrown into the mix. I wonder if Cara is familiar with these creatures? It could be that he knows what they are, but hasn't told us anything. We might want to grab a priest and get an explanation.
I'd argue that we already have a priest to interrogate later, in the person of Ada. I'm leaning towards Sabrina's next actions as focusing on just goals for the next couple hours.
 
I'm going to assume that storming the location of the high priests is too dangerous/risky right now, given Sabrina isn't even considering going for that hard target. I don't want to keep killing low priests, because honestly, they have nothing to do with selling candied bread, so they're pretty innocent. I don't want to withdraw either, because that makes it look like we're bowing to the presence of these flying kidnappers and making way for them or something.

As such, I say we stay and be seen fighting against these flying forces to emphasise our message that we're here because priests did bad things, and keep killing holy soldiers who come after us until they come in sufficient strength to drive us off. That'll be sufficient strength to protect Commoners from the flying menaces as well, I assume.

[x]Uh... apparently the Burner Worm cauldrons were keeping these things out, and you've endangered innocent Commoners by wrecking them? That's- you should try to do something about that. Escort people to shelter, or try to kill these things, or something.
[x]Your number one priority is to damage high priest faith/credibility by killing holy soldiers when they come after you, but otherwise helping the locals fight off... whatever these are.
-[x]Your number two priority is capturing one of these things. Seriously, what?

I'm not bothering with questions because I don't think these peasants know much about the flying monsters, and the time for questions is not when lives are in immediate danger. We'll find out more by capturing or dissecting these things, which we should end up doing quite handily while defending locals.
 
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Well this throws a wrench into things. Our lack of ranged options really cripples us against flyers. The mention of the fog worries me too; I suspect they like to blind people as part of their modus operandi but it could be something else entirely. I'm a little curious if we can see through that, but if not we'll have mele fighters that cannot see going up against airborne forces. I do not like that calculus.

Additionally I'm somewhat worried about our prisoners, @Ghoul King, have the workers/runners we left behind noticed these creatures gathering around them as well? Or if we can't get that, can we at least tell if they're still alive? I know we have some mental connection to them...though I'm not sure about range.
 
[x]Uh... apparently the Burner Worm cauldrons were keeping these things out, and you've endangered innocent Commoners by wrecking them? That's- you should try to do something about that. Escort people to shelter, or try to kill these things, or something.
[x]Your number one priority is killing holy soldiers when they come after you, but otherwise helping the locals fight off... whatever these are.
-[x]Your number two priority is capturing one of these things. Seriously, what?
 
I'm not bothering with questions because I don't think these peasants know much about the flying monsters
Point of order, the people we just captured—the ones with us right now—aren't peasants, they're soldiers. I fully expect they'd know at least general information about defending against these things. You're quite right that we don't have time for a long discussion, but I very much do want to know about common units and generally effective ways to hurt them. Would also be nice to know if there's somewhere we should be escorting people to in the event of Dominator raid. Though I swear, if people are directed to take shelter on the high-ground in the town... Information on what they're generally after in one of these raids would also be nice. People clearly, but is that all?

My preliminary vote is this:

[X] Uh... apparently the Burner Worm cauldrons were keeping these things out, and you've endangered innocent Commoners by wrecking them? That's- you should try to do something about that. Escort people to shelter, or try to kill these things, or something.
-[X]Your second priority is getting an explanation about these things. One that makes more sense than suggesting they're Gendarmerie, because no, you don't believe that for a second.
-[X]Your third priority is capturing one of these things. Seriously, what?

It doesn't mention self-defense like some, but I feel it goes without saying that we'd prioritize that over other objectives here. Our character has shown no inclination towards suicide, foolish self-sacrifice, or being wasteful with her resources.
 
I fully expect they'd know at least general information about defending against these things.

I actually somewhat doubt that.

"Shit! How many Brandstifter cauldrons have we lost?!?" Another soldier shouts in despair, while you think to yourself that you've knocked over three so far. (Though the first was by far the biggest)

"The fog! The fog!" another sobs, and yes now that he mentions it you suppose the night is a bit foggy? You're... not sure why he's sobbing about it...

They're despairing and panicking. If we end up working together to beat off these things, we should notice them attempting methods to drive them off, but honestly, they sound like the lack of Burner Worm cauldrons means they're doomed, so... I really don't think they have helpful information beyond panicked yelping of Teufel's servants come to take them all into the darkness of hell or something.
 
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keep killing holy soldiers who come after us until they come in sufficient strength to drive us off. That'll be sufficient strength to protect Commoners from the flying menaces as well, I assume
The holy soldiers, with their brandstifters, are likely the best informed and capable people for fighting the fog monsters.

Killing them will end up helping the fog monsters get people.


We are a dramatic distraction to the people is expect as most capable of saving civilian lives. As long as we stay here, continuing this three way conflict, I expect that to continue.


[X] Uh... apparently the Burner Worm cauldrons were keeping these things out, and you've endangered innocent Commoners by wrecking them? That's- you should try to do something about that. Escort people to shelter, or try to kill these things, or something.
-[X]Your second priority is getting an explanation about these things. One that makes more sense than suggesting they're Gendarmerie, because no, you don't believe that for a second.
-[X]Your third priority is capturing one of these things. Seriously, what?
 
The holy soldiers, with their brandstifters, are likely the best informed and capable people for fighting the fog monsters.

Killing them will end up helping the fog monsters get people.

Ah, see... My priority is not actually saving Commoner lives. My priority is being seen to save Commoner lives. I can hardly believe it, but the latest update has shown that our efforts to sow doubt against the priesthood are actually working. We can hardly leave now and let the flying monsters and priests ruin our narrative, right?

I want to stay, be seen defending Commoners, and get to look like the good guys when those zealous holy soldiers attack us, so we have extra excuse to kill them. Or if we can't quite look like good guys, we will at least show we're stronger than them and further shake Commoner faith in them.

I maintain focused on our priorities, which is to stop the Burner Worm threat originating from Neustadt. I would have liked to do this by executing every single high priest, but we apparently don't have the forces to do that, unfortunately. So I'm shifting to the next best tactic of fomenting unrest against them, shaking the people's faith against them, and generally causing them problems so they'll hopefully be too busy quelling dissent once we're gone to keep doing too much against us.

I note that Commoner reverence for Brandstifters is partly for the good health thing, but also partly because they apparently keep away the flying kidnappers. If we can sufficiently distinguish ourselves from the flying kidnappers, and maybe even offer an alternate method of protection by having Breeds successfully protect Commoners instead of them relying on Brandstifters... Well, it's possible seeds for the future.
 
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Additionally I'm somewhat worried about our prisoners, @Ghoul King, have the workers/runners we left behind noticed these creatures gathering around them as well? Or if we can't get that, can we at least tell if they're still alive? I know we have some mental connection to them...though I'm not sure about range.

Sabrina hasn't gotten any news from them. Most likely, everything is fine and nothing is going on with them. It's technically possible some kind of coordinated, overwhelming ambush took everything out so stealthily none of them could send an alarm over the connection, which Sabrina wouldn't notice unless and until she explicitly tried to check on them and got no response, but that or something completely outside of Sabrina's expectations would be required for things to be going wrong there and Sabrina not 'hear' about it, given the range and the fullness of night.

I think we have a runner that could try and get them via a jump…

The two Runners stayed behind to keep people paralyzed. Sabrina has 7 Suncrawlers on hand (All a bit dinged up), 10 Boulders (With light wounds on a few), 12 Rollers (One of which is in not-great condition), one Gatekeeper, and herself on hand.

I would have liked to do this by executing every single high priest, but we apparently don't have the forces to do that, unfortunately.

It actually did occur to me that 'use the chaos as a distraction to push for the priests at the top' would be a very sensible voting option... about 30 minutes after I no longer had internet access.

I have edited such an option into the post:

[]You're going to take advantage of the chaos to try to hit the priests at the top; if Neustadt's citizens are busy fighting (or running from) this threat, they might not send a significant force to stop you before you get there.
 
They're despairing and panicking. If we end up working together to beat off these things, we should notice them attempting methods to drive them off, but honestly, they sound like the lack of Burner Worm cauldrons means they're doomed, so... I really don't think they have helpful information beyond panicked yelping of Teufel's servants come to take them all into the darkness of hell or something.
From their point of view, the dominators breached their defenses, disarmed them, and now they will be forced to watch in impotence as dominators run rampant across the town (and possibly become victims themselves). Makes sense to me that some (not all) would be breaking down given a lack of any option to change that.

Fortunately this misunderstanding is readily solvable. We can offer them such an option. A solution greatly aided by our own distinguishing choice not to go after civilians.

I want to stay, be seen defending Commoners, and get to look like the good guys when those zealous holy soldiers attack us, so we have extra excuse to kill them.
A rather a cynical approach I feel. I requires they continue to act exactly as they have regardless of whether or not such action would still be a net benefit. But more than that, I would have never seen this as being what you meant when you added self defense to your vote. You might want to rephrase that so it doesn't look like you're just worried about her not defending herself for some reason.
 
A rather a cynical approach I feel. I requires they continue to act exactly as they have regardless of whether or not such action would still be a net benefit. But more than that, I would have never seen this as being what you meant when you added self defense to your vote. You might want to rephrase that so it doesn't look like you're just worried about her not defending herself for some reason.

They're religious zealots, I feel like expecting them to attack us always regardless of circumstances is a pretty solid bet... Plus, they can't allow us to keep proclaiming their crimes and possibly revealing the truth of all the lies they've been telling the populace. I felt like my phrasing of "number one priority is kill holy soldiers" rather than "defend ourselves" is clear enough, but I've reworked the phrasing to make clear the actual goal.

I'm currently trying to figure out if going after the high priests is worth losing the good PR we currently have and are building on, as well as more information about these flyers.

Pros:
  • Potentially stopping the problem at its source
  • Getting to kill lots of high priests and holy soldiers, which will definitely cripple their ability to cooperate against Caras
  • Able to wield Suncrawlers with precision against targets instead of hoping they get the right enemies over the coming days
Cons:
  • Losing opportunity to find out much more about the flyers
  • Losing current semi-positive PR
  • Possible future complications due to being tarred with the same brush as the indiscriminate flying kidnappers
... I don't like losing out on knowledge. And I'm worried that going after the high priests so violently on top of being associated with the flying kidnappers means that the other Commoner cities really will band together against Caras under the threat of mutual annihilation. They currently squabble with each other, but that's with the understanding that Teufel's servants can't enter the Lands of Light, and flyers can be warded off by Brandstifters.

But my earlier statement holds true about the high priests of Neustadt being our main problem, with no other high priests being willing to sell holy bread to random merchants. And we might get bad PR anyway, just from our Suncrawlers continuing to murder priests/nobles/holy soldiers over the coming days. Maybe they'll end up killing random adult servants up on that hill. I worry about Commoner cities banding up, but at the same time, they're really used to squabbling, so they might not actually unite unless 'Teufel's servants' end up attacking cities repeatedly. Or some fellow might end up opportunistically deciding to use this excuse to band the Commoners together to fight against Caras, but he likely would have been looking for an excuse anyway, and us attacking Neustadt at all would probably be sufficient in that case.

... Alright. Subsider already has a vote for info-gathering, I'm gonna provide alternative options here, and see if either gets any support.

[x] Plan Undermine and Investigate
-[x]Uh... apparently the Burner Worm cauldrons were keeping these things out, and you've endangered innocent Commoners by wrecking them? That's- you should try to do something about that. Escort people to shelter, or try to kill these things, or something.
-[x]Your number one priority is to damage high priest faith/credibility by killing holy soldiers when they come after you, but otherwise helping the locals fight off... whatever these are.
-[x]Your number two priority is capturing one of these things. Seriously, what?

[x] Plan Root of the Problem
-[x]You're going to take advantage of the chaos to try to hit the priests at the top; if Neustadt's citizens are busy fighting (or running from) this threat, they might not send a significant force to stop you before you get there.
-[x]Strike down any flying kidnappers that you can, opportunistically, and save citizens if it doesn't cost you too much time, but focus on the high priest to hit them hard and fast.
 
So far the votes are largely for "try to protect Commoners from these things" and secondarily for "try to get a proper explanation about them". With a tertiary tendency toward wanting to try capturing one.

Not closing the vote today for a few different reasons, but if no big vote upset happens I'll probably close the vote tomorrow and proceed with the above.
 
Okay, should be able to get an update up today, so closing the vote:

Sabrina's first focus is on fending off whatever these things are (Because she feels a bit guilty for apparently making it easy for them to attack), with a secondary goal of getting Commoners to actually explain what's up with these things. And I guess a tertiary goal of capturing one if she can.

Update incoming, please stand by.
Scheduled vote count started by Ghoul King on Aug 23, 2024 at 7:10 PM, finished with 22 posts and 6 votes.

  • [x]Uh... apparently the Burner Worm cauldrons were keeping these things out, and you've endangered innocent Commoners by wrecking them? That's- you should try to do something about that. Escort people to shelter, or try to kill these things, or something.
    -[X]Your second priority is getting an explanation about these things. One that makes more sense than suggesting they're Gendarmerie, because no, you don't believe that for a second.
    -[X]Your third priority is capturing one of these things. Seriously, what?
    [X]You know what? Whatever, you're focusing on your mission: this just makes it easier! Probably! You'll keep killing priests down here, then retreat!
    [X]Your number one priority is getting an explanation about these things. One that makes more sense than suggesting they're Gendarmerie, because no, you don't believe that for a second.
    -[X]Your number two priority is helping the locals fight off... whatever these are.
    [x]Uh... apparently the Burner Worm cauldrons were keeping these things out, and you've endangered innocent Commoners by wrecking them? That's- you should try to do something about that. Escort people to shelter, or try to kill these things, or something.
    [x]Your number one priority is killing holy soldiers when they come after you, but otherwise helping the locals fight off... whatever these are.
    -[x]Your number two priority is capturing one of these things. Seriously, what?
    [x] Plan Undermine and Investigate
    -[x]Uh... apparently the Burner Worm cauldrons were keeping these things out, and you've endangered innocent Commoners by wrecking them? That's- you should try to do something about that. Escort people to shelter, or try to kill these things, or something.
    -[x]Your number one priority is to damage high priest faith/credibility by killing holy soldiers when they come after you, but otherwise helping the locals fight off... whatever these are.
    -[x]Your number two priority is capturing one of these things. Seriously, what?
    [x] Plan Root of the Problem
    -[x]You're going to take advantage of the chaos to try to hit the priests at the top; if Neustadt's citizens are busy fighting (or running from) this threat, they might not send a significant force to stop you before you get there.
    -[x]Strike down any flying kidnappers that you can, opportunistically, and save citizens if it doesn't cost you too much time, but focus on the high priest to hit them hard and fast.
 
Guilt and Family
Okay! Okay! You... really did not intend for whatever this nonsense is to happen, and you feel kind of guilty for helping make it happen (even if you had no way of knowing), so even though it's sort of... contrary to why you're here at all, you're going to help!

"Okay, new plan: I help you fight off whatever these things are-"

"Dominators," one of the soldiers says in the slow, exaggerated tone of someone attempting to ensure a child understands a simple concept, which you roundly ignore.

"-instead of trying to kill more of your 'holy' folks."

The soldiers look at you uncertainly, but then one of the 'kidnapper' things lifts off and glides down, beelining for the smallest of the soldiers, at which point they all shriek and the sobber from earlier intensifies their crying fit, clearly feeling helpless to fend off the thing-

-and your Boulders close ranks around the soldiers, causing the kidnapper-thing to break off its dive and go looping back into the sky.

The soldiers cower for several more seconds, not seeming to register that none of them was grabbed, while you frown at the kidnapper-thing. You don't think it's giving up...

... yeah, it loops around and comes for you.

You direct the Roller you're riding to face toward the kidnapper-thing, and the thing's neck-mounted eye seems to scrutinize the motion carefully, with it breaking off once again. Reluctant to risk itself? Worried about crashing?

There's another scream in the distance as someone gets carried off somewhere (you wince guiltily), the soldiers all flinching and then apparently realizing the scream was too far away for it to be any of them having just been grabbed. So you say, "Is there a standard plan of action for dealing with these things aside the cauldron... defense thing?"

One soldier stares at you incredulously and says, "You're not tricking us into giving away our defensive plans. Stop trying."

You sigh. "Okay, fine, make my aid less efficient. I'm just going to the largest cluster of these things I can see, and you can come with, or I guess you can stay behind to be snatched if you really want." Your forces start marching on your mental command, heading to... probably the middle tier? You're not familiar with the city, but it looks to you like the kidnapper things are most numerous in swooping toward that. The guards said that was for families of some means, but not the 'elites' of the city: you wonder if that's relevant somehow.

The soldiers stare after you and your forces, a couple of them grabbing the weapons knocked out of their hands earlier, but make no move to follow until the sound of vast wings passing through the air frightens them, at which point they grab up all their weapons and follow behind your forces, clearly caught between an impulse to attack your troops while your back is turned alongside not really wanting to get close to your troops.

They shriek and move closer when two of the kidnappers start dives at them, breaking off only once the soldiers are right among your forces.

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A few minutes later, you are indeed on the second level, watching a half-dozen of the kidnapper-creatures scuttle over a large building's roof, using their long and flexible neck to peek into windows, and sometimes lurching awkwardly in through a window. There's shrieks and sobbing coming from the building, and in the time it took you to get here four more people were carried off in the distance; you've yet to notice additional kidnapper-creatures show up, though it's hard to be sure given you can't see them all on a reliable basis, and it's exacerbated by the fog having gotten noticeably more dense. You can't see the creatures at all if they're moderately far away, and you're pretty sure they have to be even closer for you to hear their wingbeats. (They've yet to clearly vocalize)

At one point a kidnapper-creature passed in view with three arrows sticking out its side, leaking vivid red blood at a sluggish rate: the soldiers made low muttered remarks complaining about how long it took the 'lazy, undisciplined militia archers' to get their bows in action. You have the impression they really are complaining no arrows came your way, earlier in the night, but though they've apparently resigned themselves to needing the Breeds about to not be kidnapped, they still haven't actually spoken to you; you're just overhearing parts of their quiet conversation with each other.

Watching the creatures tromping across the roof, you notice none of them are grabbing jewels or similar. One has a dress awkwardly hanging off one wing... until its motion causes the dress to fall off, entirely ignored, as if it hadn't even noticed the dress in the first place.

Hmmm.

You get out your sling, get off the Roller, grab a rock off the ground (There aren't many in this city, but it only takes a few seconds to find one), start spinning the sling, and with a hopefully-well-timed release-

-your rock bounces off the hide of one of the kidnapper-creatures, prompting it to look at the spot you hit (You were trying to hit an eye, but missed) with its neck-mounted eye, glance about in apparent confusion, and then seemingly shrug off the event, resuming its search of the house.

Drat. So much for that plan.

A different one of the creatures notices you standing a bit in the open, away from your Breeds (You needed space for spinning the sling), and with a bit of an awkward running start leaps off the roof and glides your way, legs stretching out in anticipation of grabbing you, while you hurriedly put the sling away, get your spear in position to impale it if it keeps coming-

-and it breaks off awkwardly, hitting the side of another building and scrambling to the roof with its legs assisted by frantic wingbeats.

Okay, so you're probably not baiting them into a trap. At least, not so obvious a trap.

"What are you doing?" asks one of the soldiers very loudly in a tone of absolute bafflement.

You ignore the question, though you turn to face the group. "Please tell me there's some place I can escort people to that these things can't get into or won't try to get into. I'm not sure I can kill any these things under current conditions, and there's only so many people I can protect by having them hide among my forces."

The soldiers exchange uncertain glances again: how many times are they going to do that? But they stay silent. (Though one looks guilty and haunted, staring straight down, as a distant, fog-muffled scream drifts eastward and out of hearing) You sigh again. "Whatever. Stay here and don't cause trouble." Then you silently direct all the Suncrawlers on hand, all the Rollers on hand, and all but four Boulders to come with you into the house, leaving 4 Boulders behind to try to prevent the kidnapper-creatures from targeting the soldiers.

As you enter the house, you shout, "If you can, please come to the main entrance for an escort away from these monsters!"

There's relieved shouts and sobs in response; at least ten people in total, if you're hearing this correctly.

The actual process of getting the escort done is... frustratingly un-straightforward. Multiple times adult men come into view, scream 'Dominators!' or some such, and go running back into hiding. An adult woman carrying a baby comes into view from down a hall, her eyes go absurdly wide, and she silently retreats. A young man and woman -siblings, you think- come hurtling down the hall, come to a screeching halt, then run shrieking away. All of them ignore your attempts to say you're here to help.

After probably ten minutes of this nonsense, a young girl shrieks, comes running down the hall with a kidnapper-creature squeezing itself through the hall in pursuit, wings carefully folded against its body, and the girl clearly notices the Breeds around you but doesn't slow down for an instant, slamming into your legs and clutching at them, sobbing. (You lean down and put one arm around her shoulders, making reassuring shushing noises, your attention only partially on her)

The kidnapper-creature notices your forces arrayed in this room, and, curiously, begins trying to turn in place rather than simply backing up, but multiple Suncrawlers are able to reach it and get firm grips on it before it can complete its rotation, and you have the Suncrawlers drag it into the main of the room. Finally! Also: they can be baited into a bad position from which you can attack them!

As you'd like to capture one of these things alive, if possible, you have your forces drag and push it back outside, break its wings (The girl whimpers a bit at the sound of bones snapping, but still clings to you), and hold it in place. Oddly, it doesn't actually struggle that much, except specifically when its wings are attacked. Its neck-eye keeps moving about, looking everywhere, but once its wings are broken it just... stops resisting. And it still hadn't vocalized; you're almost certain they can't. No apparent orifice, for one...

Idly, completely certain it won't work, you try talking to the thing. You get no response, which is what you expected.

With the one girl rescued, the rest of the family (For it is indeed a single family) becomes less reluctant to come out. They're clearly wary of you, but... well, for one thing another adult woman is staring at the girl and wringing her hands anxiously, apparently not wanting to leave her with you. (You assume this is a mother and daughter) Eventually, you have a dozen people in the room, looking nervous but not shrieking nonsense about 'Teufel's servants', and you try to smile reassuringly (Nobody looks reassured) and ask, "Is that everyone?"

The answer is no, but actually yes: a grandmother was taken away, but everyone else is accounted for.

"So is there a safe place I can drop you all off at without these things getting to you?" you ask gently.

The girl attached to you sniffles and says, "A temple. Or a wine cellar. Is what gr- grandma always said."

Alright then. "You'll need to lead the way; I'm not familiar with the city," you say to the girl, basically ignoring how the rest of the family is clearly ambivalent on the idea of following you anywhere.

"Okay," she says, still sniffling, grabbing you by the hand and timidly pulling you along, wincing every time a noise comes from the roof. (Or when a roof tile hits the ground and shatters)

The soldiers all look utterly flabbergasted, while the family follows behind you in a... disorganized manner. The woman you presume is this girl's mother follows closest, making aborted motions with her hand toward you and the girl periodically, followed by the teens, followed by one of the adult men, then the mother carrying a baby, then the rest of the family in a clump. When you say aloud, "You should stick close to the Breeds to keep the snatchers off you," the family looks horrified (Except the girl, who just nods and sniffles), but ultimately the sound of wings in the fog clearly pushes them to do as you say.

When the girl directs you to a cellar door after you've passed only two houses, you're relieved at how quick the whole thing was...

... though the girl is reluctant to let go as the family troops past into the cellar, shaking her head when you try to get her to let go of your hand.

"Dear, you should go with your family," you try.

"They can't protect me," she says in a hollow voice that bothers you to hear from one so young.

"You said the cellar is safe," you try instead.

"It just makes the monsters work for it. They can still get inside. Grandma... said grandpa was taken that way."

You bite your lip a bit, because if that's true... well. You feel bad about bringing the family to 'safety' and then abandoning them if it's not really safe.

You could leave a Breed here to guard the place. Temporarily. It's very much not ideal, but... you could.

[]You'll leave a single Breed here and insist the girl stay with her family. That should be sufficient: the kidnappers seem quite wary of your troops.
-[]A Boulder. They're well-suited to guard duty, really.
-[]A Suncrawler. It seems sensible.
-[]A Roller. You have more of them on hand than any other right now, and it should work adequately.

[]You'll promise that the soldiers will protect the family -they're armed now, and you're pretty sure that an enclosed space like the cellar will give them the advantage against these creatures. (Not that you know whether the soldiers will agree to such, mind)

[]You'll insistently foist the girl off on her mother(?) and move on: she'll be safe enough here, probably safer than with you.

[]You'll give up and let the girl come with, ignoring how obviously distressed her mother(?) is. One child is not a significant imposition, and you're pretty sure you'll be haunted by this girl in your dreams if you force her to stay here and then she gets snatched anyway.

[]Write-in.

----------------------------------------------------------------------

After that's resolved, you approach the soldiers and exasperatedly ask, "Now will you tell me what is up with these things?"

There's a lot of muttered 'Dominators', 'Teufel's servants', etc, but finally one soldier, after a lot of hesitation, asks, "You... truly don't know?"

"I have never seen anything like these in my life. And look!" You gesture at the one your troops crippled and are keeping an eye on. "Would my forces do that if we were on the same side?"

More mutterings about 'Teufel's lies' and so on, but the soldier in front of you looks agonized and finally says, "We don't... really know." You have a momentary, intense urge to say something very biting, but rein yourself in with only a little difficulty, while the soldier continues with, "They come only on foggy nights, they steal cattle, sheep, chickens -anything that lives and moves and bleeds, except Brandstifters. We used to only build houses with windows too small for them to fit through, barricade the doors, and cower indoors all night, and the farmer families outside still do all that, but the Brandstifters made such fear unnecessary within the city itself... the creatures and the fog are gone by morning. We don't know where they take it all."

You consider this info, seeing how it fits together with what you already know. For one, you now understand why your approach to the city walls involved no farmers peeking out their windows or doors: they were hiding from these things. You similarly finally see why the Commoners might have thought these things the same as Caras' forces: simply lumping together one type of nocturnal being with another.

(Though now you have questions regarding why one guard was so shocked at 'Dominators' in 'the land of light': you might want to ask Felix or Konrad about that when you get back to them)

That established, you nod decisively to yourself and continue as you have.

Yep, leaving off with no vote at this endpoint. I couldn't think of anything sensible to be voting on, wanted to cover Sabrina finally dragging answers out of the soldiers, but the vote on the kid really needs to be done before more of the night plays out. So oddly-placed vote it is!
 
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