Never Full: A Tale of Adventure, Curiosity and Hunger Without Ending [Original Quest]

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The Scab Palace 7
[X] Big Yan, down in the southside docks of Irontown, is usually found buying and selling all manner of exotic animal and Nephilim goods, especially dragon parts from Nashax. If you were selling unusual animal products sublegally in Qoma, you'd probably go through Big Yan's operation.
[X][Act] A Mellifluous Factor from Dis has been making strange deals involving the faith of the Trinity Undaunted, of which Savnok is a member. Sacred beef from His churches surely must fall within the Factor's interests, no? They're working out of an office on the northern side of the Rise, near the Dissian District.

Knowing about these exotic meats is all well and good. That's a piece of information which is more than what you had and gave you something to narrow things down with. But it's not everything. You needed more to get anywhere, a name, a location, something to conjure with, and you indeed have those things. You have somewhere to go, something to do, names and locations and operations to track and to run after, directions to follow, dotted lines on a map, spoor in the wind. And what a pair of leads you have! They are ripe with adventurous potential.

At two islands you've already visited, in regions of them that you haven't, there's people and schemes that warrant investigation. On the Rise, in the north, is someone who appears to go exclusively by the name of the Mellifluous Factor, with no proper use-name given. They're a Devil, apparently, and they're located near the edges of the Dissian District, a place as cast in Dis's image as Little Vespergren is in that of your home, which makes you nervous. The Dominion are old enemies, after all, and without being cautious there you could face potential danger irrelevant to your quest, just for being who and what you are in a place like that. However, the Factor deals in artifacts of the Trinity Undaunted, things sacred to Scal, Savnok, and Gaevir--tektites, meteoric iron, shed skins of temple snakes, the armor of warriors, bloodstained sand, bones of saints, etc.--and so that's something which is surely relevant to all of this illegal sacred beef. Surely nobody interested in the trappings of Savnok's church would be ignorant of the movement of this sacrilegious butchery, and, being a Devil, perhaps you'd be able to strike a deal with them regarding their sources. One of the things you've had drilled into your head, regarding Devils, is that you can't trust them but you can expect to deal with them. Just be canny, or else inevitably come off worse.

Your other lead is a black-market dealer known only as Big Yan, operating from the Irontown docks, an area you have passing familiarity with. Big Yan deals in illegal animal products, especially the parts of dragons and other Nephilim. Someone who's involved in animal products with supernatural properties should also be a solid lead for this kind of thing. Getting the organs of unusual creatures into the hands of people with money and a desire for privacy is their entire business model, or so you've gathered from your brief overheard explanation of their operation, and so they have to, if not be involved directly, know someone who is. However, you find yourself with more than a passing interest in the Trinity given the imminent war, the kebab vendor, and the parallels you can't help but draw between your gods and theirs, not to mention the mingled fear and fascination you have for Dominion Devils, and so you have to put Big Yan aside for now. It's definitely a good idea to track down the Factor first, and even if it isn't a good idea, it's the one you're going to prioritize.

You finally leave the caravanserai, this time for good, and take a deep breath of smokeless air as you consider your very next step. Above, you can see stormclouds on the horizon, a great black anvil of cloud stretching as high as you can see, slowly rolling forwards from many miles away. That'll be fun... you just hope Qoman rain isn't as dirty and stomach-griping as Vespergrenite rain. A cloud that big is going to dump plenty on the city.
As you examine the thunderhead, you think a little. Gods... you were raised to think that gods were things which were cruel and wild and violent, like storms and feral animals, responsible for the forces within you that vie for the way you handle yourself, responsible for testing and tempering you through violence and trial, things you had to protect yourself from by offering them things that made them turn their attentions elsewhere, or dedicating your life and power for them. The Tribulations. Xhaal, Damalu and Rhakui. Savagery, scheming, and raw hunger. What else would gods be? What else would gods be. But the Oriza, the Erzan, and all the other people who worship the Trinity. Their gods protect them. Scal, their strength to overcome, Savnok, their resilience not to back down, Gaevir, the presence at their births and deaths. Their gods show them love, raise them up, support them. You've been taught that makes people weak. And sure, almost any individual Vesakh could defeat almost any individual Oriza or Erzan, but together? There's a reason your people are limited to a handful of cities and territories and their people have a vast nation, though it took a lot of reading between the lines to see that. Maybe you'll look into that... maybe you won't. Tradition is a heavy weight.

You look around. There's the big platform steps back, if you wanted to retrace your steps across the Stairs, the bridge, and back to the Rise and around to the North. There's a train, which seems heavily guarded--must be hoping to avoid a repeat of the recent bombing--that will take you directly and quickly to the northern Rise. There's some kind of passenger vessel dangling from a diagonal metal cable, which a sign proudly declares to be a 'tram,' which will take you the same place as the train but cheaper, slower, and more precarious and dangerous. And there's a series of animals for rent, which you would not have originally considered but it could come in handy in the future... or not.
[] Take the train.
[] Take the tram.
[] Take the steps.
[] Rent a riding bat. (25 astrels, three days.)
[] Rent a white vulture. (25 astrels, three days.)
[] Rent a... desondu taxi? A sort of padded bucket towed by what look like a bunch of short humanoid bats with the eyes and tentacles of squid. (10 astrels, anywhere in the city)
[] Rent a wyvern. (100 astrels, 1 day.)
 
We have the money to spare, let's take an aerial transport. Should make our travels fast, and independent from how the islands connect to each other.
Would probably be handy to get in and out of places, too.

[x] Rent a riding bat. (25 astrels, three days.)
 
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I'm guessing you mean the vulture, Eiral, but an electricity-formed carrion bird sounds AWESOME!

[X] Rent a riding bat. (25 astrels, three days.)

WE SHALL RIDE AS A BAT OUTTA HELL! ...does.
 
I'm guessing you mean the vulture, Eiral, but an electricity-formed carrion bird sounds AWESOME!
Yeah, sorry I mis-typed. I was curious if the bat has the advange of being the better flyer during the night*, but for example having overall worse physical stats than the vulture. That kind of thing.

*That could give a safe taxi for the heist job
 
@Eiral A White Vulture is a resilient, tough scavenger-predator famous for its association with the aerial cavalry of the Confederate army and with orthodox Erzan military in general. It can soar for hours, track prey sharply, and is very tough in a fight. Pound for pound, a white vulture can defeat a riding bat one on one. It's monochrome-patterned with mostly white and grey, and its beak extends back over its face like a bone mask.
A riding bat has better aerial maneuverability, not to mention clinging to sheer surfaces, and is more at home in cramped spaces and darkness, but it eats more than a vulture, isn't quite as dangerous in a physical confrontation, and is not an endurance flier. They're also more commonly associated with Locusts, though part of Chelqath is supposed to raise them as well.
 
[X] Rent a... desondu taxi? A sort of padded bucket towed by what look like a bunch of short humanoid bats with the eyes and tentacles of squid. (10 astrels, anywhere in the city)

b a t t a x i
 
[X] Rent a riding bat. (25 astrels, three days.)

The desondu taxi would be awesome if we got to sit in something a bit more dignified than a bucket. So a riding bat it is, even if it suffers from an egregious deficiency of tentacles.
 
[X] Rent a riding bat. (25 astrels, three days.)
 
The Scab Palace 8
[X] Rent a riding bat. 25 astrels for 72 hours, counting from when the rental is finalized.

-25 Astrels
+1 Use of Riding Bat (3 Days)

Enough eavesdropping, enough rumors of wars, enough intel gathering and dithering and waiting for information to come your way so you can plot for more information to come your way. You're armed with intelligence and direction. You're armed with literal weapons. And you have just spent the princely sum of 25 astrels on getting yourself a riding bat. There's no time like the present to hop on your new ride and soar yourself on down to the outskirts of the Dissian District, get yourself in the same room with the Mellifluous Factor, and start getting yourself a new lead on all this beef nonsense.
The bat is... weird. Fluffy grey fur over black hide, light filtering through its membranes, big ears and upturned snout and bright black eyes. There are no bonespurs, no scales, no vestigial limbs, no patches of armor or bald, pebbled skin, no tufts of sharp, wiry hair or clusters of dermal teeth or eyes. It's so similar and yet so nothing at all like the bats back home, so relatively small and symmetrical and fluffy. It's weirdly cute, for being such a small, unimposing creature, with only the natural claws and admittedly respectable fangs that whatever Unchosen process birthed it chose to endow it with. And it's still plenty big enough to carry the somewhat unimposing burden of your skinny frame and gunna. You scramble up its side and onto the saddle, wedging boots into stirrups and winding the reins around your spurs for extra sureness, before having it take off with a rustle and a single big flap. You can't help but let out a brief, breathless laugh as you hurtle into the air, the Rim of Iash Qoma shrinking suddenly below you, exulting in the whistle of wind about your ears and the rush of motion. You wheel above the caravanserai, breathing in the high air, before cracking the reins and dipping downward, coasting the thermal into the great pit and around the side of the Lodgepole.

Even despite the weird thermals rising from the islands below, and the network of girders, cables, bridges and hanging buildings webbing the air between the Lodgepole and surrounding structures, flying around the cave of Iash Qoma is exhilarating, and makes you let out another laugh, exulting in the sheer freedom of it all. You're flying, legitimately, actually flying, and not even the foreignness of your mount can distract from its warmth and solidity under you and the way it opens up the skies to you. It chitters excitedly as you coast past the towers and bridges, wheeling around the Lodgepole towards the northern side. You guide it low, skimming above the rooftops, until you catch the geometric, stark buildings of the Dissian District, all concrete and steel and limestone, alight with purple and red glass-tubes, smoke-stacks, and statues of beautiful robed Devils holding scales, wheels, braziers, bowls of water, or swords. It matches perfectly the stories and mage-pictures of Dis you've seen, in shabby miniature over a little chunk of the Rise, starting at the edges of a waterfront and spilling up into the vertical crawl of buildings ascending the Lodgepole's vertical real estate. You check your pockets for the whistle that came with the bat, ensuring you'll be able to call it at will, and set down by the waterfront. You give it a gyurma and a scratch behind the ruff, endure it nuzzling you, and send it off, ignoring the brief pang of temporarily losing the sky after so short a flight. You'll have to spend a little of your spare time just flying, while you have the chance.

The first person you see is a Caprid dockworker, wearing heavy overalls, a canvas jacket, and an iron-bound truncheon at his side. A knit cap is wedged down between his curling, brazen horns, pulled just over his round, black eyes set in a fish-like snarling face, and metallic hooves poke out from his pants cuffs. You approach him as his impassive gaze settles on you, holding your palms out by your sides in the universal "I am coming towards you without the intent of harm or visible weaponry" pose.
"Hey there," you begin, flashing him your winning smile. He grunts in reply.
"I'm just following up a job lead. You wouldn't happen to know where the Mellifluous Factor can be found, would you?"
He visibly thinks, before holding out a palm, his third and fourth fingers crossed.
-2 Astrels
He seems both disappointed with and resigned to the amount of coin you've crossed his palm with.
"Follow this street," he points up along a staircase that flattens into a path, "south until you see the statue of the Vintner. Head left until you see Nazarie's. The Factor's on the third floor. Step cautiously, little bug. This is Dominion ground, for all purposes, and I can't imagine you'll have any reason to get comfortable here."
That little speech concluded, he turns and lumbers off, presumably to pound something in, push something over, or drink up your bribe.

You follow his directions to a five-story building with some kind of steel-and-glass cube atop it, plants in multicolored profusion inside it. The ground floor has a fenced in area with tables and chairs around it, and a light-tube sign reading NAZARIE'S. Several Devils are seated, talking and smoking and chatting as other Devils and a few humans, all good-looking and clad in red aprons, serve them platters of food and trays of drinks in fancy glasses. It smells delicious, but you have priorities right now. (Is this what being on your own, what real adulthood, is like? you have a moment to wonder. Prioritizing things like jobs and leads over food? Terrible.)
You sidle around the side towards a spiral staircase leading upwards and downwards, heading up and up to the third floor, which consists of a square loop of hallway boasting eight different doors. The third bears a plaque, gold with a honeycomb pattern, reading "Mellifluous Factor. Artifacts paid for, jobs hiring. Inquire within." That's... convenient.
[ ] Enter confidently, a quick pounding knock before striding in, already talking.
[ ] Listen at the keyhole, metaphorically, for a moment, before entering normally.
[ ] Enter quietly, circumspectly, cautiously.
[ ] Go get some food, first.
[ ] Write in.
 
[✅] Enter confidently, a quick pounding knock before striding in, already talking.

It's a power move, Grail!
 
[x] Listen at the keyhole, metaphorically, for a moment, before entering normally.

Sure. Was tempted to strut in for a moment, but this is hostile territory; any attention we command is more likely to be negative than not.
 
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[X] Enter confidently, a quick pounding knock before striding in, already talking.
 
The Scab Palace 9
[x] Listen at the keyhole, metaphorically, for a moment, before entering normally.

It'd hardly be a good idea to just smash your way into the office of someone you're supposed to get a job from, even if it wasn't located in hostile territory which is in turn located in indifferent territory. What would be a good idea, however, would be to get yourself an idea of what's up in there before you just stride on in. Intel gathering is never a terrible idea, and while you're getting closer and closer to where the metal meets the meat, it still would behoove you to feel out as much of this situation you can. Soon enough you'll be at the Scab Palace proper, applying your skills to mayhem, thievery and general violence and disrespect for the concept of personal privacy. For now, though, it's time to look like you aren't eavesdropping, while in fact dropping eaves like there will be no tomorrow in which to drop them.

"--and so I believe you are quite, quite mistaken, Mx. Luca. I am, as I've said, an independent operator, and, speaking candidly, even if I were a representative of the Dominion administration, I doubt I would have anything to say to your... employer. Quite frankly I find him distasteful."
The voice is smooth, rich, sweet, even in tone and fullbodied in resonance--you could listen to it all day. It definitely lives up to the 'Mellifluous' in 'Mellifluous Factor.'
"So," they continue, "I unfortunately cannot help you in this task. You and 'General' Orsus will need to look elsewhere. Perhaps the slums of Great Men? The distinct odor of desperation and unquiet bone on you suggests you're already familiar."
Another voice, which is somewhat deep and kind of raspy, and honestly sounds like trash after listening to the Factor, speaks up with obvious yet controlled anger.
"You sit here in your cushy office and you ignore the future. You will have cause to regret this, Factor. I assure you. And that's Captain Vaeras to the likes of you, burner."
The door swings open, and you spin to the side, flattening yourself against the wall as a Grey Erzan in a long fur-collared coat, with facial scarring and an eyepatch, strides out of the office in the other direction without looking around or really registering your presence. Their storming-out is accompanied by the soft sound of the Factor's laughter. You wait there, controlling your breathing, absurdly thankful they didn't notice you, before you hear the Factor call out, "You can come in now, dear. Unless you're looking for the leech next door?"
Nothing for it, you're nicked.

You walk in the door, closing the door with a foot to just slightly ajar. Having an easy escape route is slightly higher priority than preventing eavesdropping, right now. The office is small but not cramped, with a window that overlooks the docks and smells obviously magically trapped, a brazier producing warm, spicy-smelling smoke dangling from a ceiling chain, and several bookshelves. Two comfortable padded chairs face a dark wooden desk, and there is small table with a cold-box built into it supporting a golden, hinged replica of a beehive and a drinks stand next to the desk. Between and on the shelves hang some objects you guess are related to the Trinity Undaunted's worship: Carved steel and stone slabs, a steel-plated Oriza skull with polished black stones set in the eyesockets, a bronze spearhead set with bloodstones, a shed green-and-red snakeskin, a glass cabinet full of nuggets of blackish glass and pocked iron. Behind the desk's elaborate steel-and-gold typewriter, semiprecious-stone globe of the known world, cigar case, paper trays and golden desk clock sits the Factor themselves, leaned back comfortably in a nice leather chair.
A Dissian Devil you estimate to be about your height, the Factor has a somewhat soft figure neither slim nor heavy, clad in a finely tailored three-piece suit of black with silver pinstripes, a silver waistcoat, and an open-throated white shirt. Jewelry of fine golden links at their wrists and neck shows up finely against their coal-black skin, which contrasts nicely as well with the fluffy, ash-white hair cut in a bob, parting neatly around the tall, beringed black horns rising from their hairline. Half-moon gold-rimmed glasses frame eyes the color of hot steel, and below smiles a sharp-toothed but welcoming smile. You feel yourself heating up as you realize how much time you're spending sizing them up. They're gorgeous.

"Welcome to my humble operation," smiles the Mellifluous Factor. "Please, take a seat."
You perch in the chair they indicated, self-consciously fiddling with your own hair.
"How can I help you today, dear? Selling or seeking?"
"My name is Grail," you begin, tapping your fingers nervously against the spurs of the opposite wrists, "and I suppose I'm seeking. Both information, and work if that's the price for it."
"Information! Marvelous. It's not precisely my stock in trade, but I certainly do see it move hither and thither, and have some little hand in said movement. What information can I offer for your perusal and purchase, Grail?"
"I've been hearing some words about beef. Specifically, beef that... has some relevance to a certain god."
The Factor leans forward, eyes sparkling, and the door closes behind you.
"Ohoho! The beef! The beef sacred to He who you and I will just refer to as the Line for this conversation. Yes, I'm familiar with said beef, though not to the point where any of it has passed through my eager hands. What do you know about it?"
"Well," you admit, "not much. In fact, I came here looking for anywhere it might have gone."
"Hmm. Still, I think I can work with that. There's a person I am certain has at least one of the poor doomed bulls' carcasses, in somewhat denuded condition. However, I think it might be conducive to business if you say why you want said beef?"

You hesitate. Should you tell the Factor that you're looking for the Scab Palace? That you don't want the beef at all? Or should you keep them guessing and act like a beef purchaser?
[ ] "Oh, I don't want the beef," you hasten to assure them. "I just want to know where I can find someone who may have bought some. Specifically, I'm looking for somewhere called the Scab Palace."
[ ] "Oh, I don't want the beef," you hasten to assure them. "I just want to know where I can find a certain buyer."
[ ] "It's for my boss. Beef sacred to... The Line... is something that perks up a lot of ears back home."
[ ] Write in why you want the beef.
 
[x] "Oh, I don't want the beef," you hasten to assure them. "I just want to know where I can find someone who may have bought some. Specifically, I'm looking for somewhere called the Scab Palace."

Kinda nervous about wasting this guy's time in any way
 
[X] "Oh, I don't want the beef," you hasten to assure them. "I just want to know where I can find a certain buyer."
 
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