Moving cautiously, you pick your way across the broken ground, placing each foot with care and relying on the sinuous length of your tail to help counterbalance the weight of your body. The clouds of dust kicked up by the collapse are slowly starting to settle, and as you make your way through the narrow passage and into the chambers beyond you start to get a feel for just where it is you've managed to wind up.
Kenabres has a literal underground, as with most cities along the borders of the World's Wound - denied the space to expand beyond its protective walls yet required by circumstance and charity to take in large populations of displaced refugees from fallen Sarkoris, the city expanded down into the hill upon which it sat. Tunnels were dug, basements and expanded and by the time ten years had passed it was entirely possible to pass from one side of the city to the other without ever once feeling the touch of the sun upon your face. You know this for a fact, having done it more than once in your youth, the better to evade patrolling guards and the judgemental gaze of the temple inquisition.
These tunnels, however, are of a much older and more primeval make than anything carved by mortal hand; the demons, it seems, have gouged wounds so deep into the flesh of your hometown that they reached all the way into the depths of the Underdark itself. You'd heard rumors that such places existed, stories often flavored with grim tales of grisly fates inflicted upon those who sought to expand their properties one too many times by the unhappy denizens of the dark, but to hear of such places and to walk among them in person are two entirely different things.
You are far from the only one to make the fall, of course; not even your luck is that bad. You might be one of the only ones to survive it, however, for the first man you find ends at the waist beneath a block of stone the size of a horse, and the next dozen to cross your path somehow met with even worse fates than that. The air stinks of blood and sundered bowels, but you have seen death before and even this is nothing to frighten you unduly. You say a prayer for the souls of every man you find, and lacking the means to give them proper rites move on without further delay.
It takes you ten minutes to find your first survivor, and another two to know him for what he is - at first glance, the tall man in the fine robes seems every bit as dead as the others, his face a ruin of scorched skin and melted flesh, but just as you are about to leave him behind like all the others his chest heaves and he hauls himself upright.
"Lylina!" He cries, his tone surprisingly musical for the circumstances. "Lylina!"
You don't recognize the word, but judging by the slender build and the pointed ears the man before you is an elf, so perhaps this is to be expected. Your knowledge of his tongue extends only to a handful of words picked up in your youth, most of which were curses, and the monks had better things to teach you than the language of a distant people who never liked to leave their beloved trees.
"Steady, friend," you call out to him, perching on a nearby cluster of rocks well out of his reach, "no enemies here. Catch your breath."
"Mala… ah, the human tongue, my apologies," the elf says, turning his ruined face in your direction. You think you can see a pattern in the marks across his skin, a series of faint lines that run from the edge of his brow down to the base of his skin, each the source of the fiercest burns that he has clearly sustained. "Where are we? It's… so dark. We must be very far underground…"
"We are, but it's not all that dark," you say with a shrug, "you've got no eyes. Looks like something burned them out."
The elf flinches at that, one trembling hand rising to explore the ruin of his face, and for a moment you think that maybe you should have focused more on softening your words and less on disguising the sibilant edge of your accent. A forked tongue and a mouthful of fangs make it hard to speak without sounding particularly diabolical, and disguising those audible signs of your heritage has been a necessary part of your survival more than once.
"Oh. Oh dear," he says softly, dropping his hand back to his side once more, "that is… well, it's unfortunate, but thankfully temporary. All we have to do is get back to the surface and my friends can patch me back up. Yes, I think Gallus still owes me a favour…"
You raise your eyebrows in silent doubt, remembering the smoke and the crumbling stone that filled the air when last you walked Kenabres' streets. Still, given the robes and the finely spoken words, you would hazard a guess that the elf is some kind of magister; perhaps he has more reason than you know to be so confident in his recovery.
"Sounds like a plan," you say instead, rolling your shoulders and hopping down off your pile of rubble. Your boots are the one thing of genuine quality you possess, a solid investment you made with what little funds came your way before your return to Kenabres, and considering the piles of rubble all over the place you have more reason than ever to bless your own foresight. "I'm not sure where we ended up, precisely, but there's bound to be an opening or passage back to the surface around here somewhere. We'll head back together, how about that?"
"An excellent idea," the elf says firmly, as though there was actually a real choice in the matter, "this is a regrettable occurrence, but with my mind and your muscles, we will see our way out of this one yet. Ah, speaking of… I am Aravashnial, a humble wizard and proprietor."
You are less than entirely impressed that the elf saw fit to call you the dumb muscle when he cannot even see your face, but perhaps that is the lesser of two evils in this situation. A blind man might accept a tiefling as companion far easier than one who yet has sight, after all. And… oh, right, the name.
Many tieflings take for themselves a 'Virtue' name, seeking to wear their hearts upon their sleeves as a way of providing a more favorable first impression than their physical appearance can secure. Such conduct was actively encouraged by the monks of your order, and so you chose for yourself the name:
[ ] Carrion. A bitter, self-depreciating name on the surface, your moniker is in fact a private joke; what you would make of your enemies, first you make of yourself.
[ ] Hymn. You found faith in the monastery, an understanding that there was a rightness and order to the universe, no matter how hard it might be to see at times. A name commemorating this discovery only seemed appropriate.
[ ] Iron Mountain. As a youth you tempered your body, as an adult you hardened your will, and now take a quiet pride in the knowledge that no matter what the world might throw at you, you will survive.
[ ] Write in (Choose a virtue name similar to the above, and consider what it means for our main character that they would choose such a moniker for their own)
"A pleasure to make your acquaintance," Aravashnial says politely, and for a wonder it almost seems like he means it, "Now, I'm sure I can manage on my own, but perhaps you might help me for at least the first little bit? Just until I compensate for my vision. Oh, and you should probably see to the girl over there as well."
Frowning, you follow the direction indicated by the wizard's negligent wave. There is indeed someone over there, a young woman slumped bonelessly over a chunk of rubble you suspect must once have been some kind of grand column, but her face is pale and her body still. "Her? I'm pretty sure she's dead…"
"No, she's breathing," Aravashnial says confidently, "quite regularly at that, so she may even be awake, if somewhat senseless from the fall. There's no sense in leaving her hear when we go, in any case."
"Huh. Good ears," you mutter, picking your way across the chamber towards the fallen girl. Drawing closer you can see she is dressed as a scout of some kind, clad in a light suit of armour made from boiled leather and armed with what appears to be a slightly curved short-sword of some kind. "Alright, Lady, let's get you up and…"
The scout uncoils like a snake, and from behind the bulk of the broken column lifts a compact crossbow of oil-black wood into sight. A bolt has already been set in place, and the steel tip gleams faintly in the dull light as it comes to bear upon your chest.
"Not one set closer, demon-spawn," she says, her face pale and bloodless beneath the coating of dust and blood smeared there by the fall, "back away, slowly, or I kill you where you stand."
You pause, eying the girl and her weapon warily. This is not the first time you have been threatened in such a manner, but it never gets any easier.
"Oh, fuck off," you say harshly, anger robbing you of the self-control necessary to hide the soft accent, "all the shit that's happened today and you want to make it
worse?"
"Most of that shit was done by your kind, tiefling," the scout says in a cold tone, the crossbow never wavering, "so yeah, I think I kind of do."
"Everybody just calm down!" Aravashnial says sternly, slowly pushing himself to his feet and leaning heavily against the cavern wall, "My lady, please, if our friend here meant any harm he would have opened my throat while I lay insensate. Instead he spoke to me, and offered his aid. Such undue suspicion seems a poor reward for his generosity."
"What the elf said," you say briskly, though in truth you're a little startled that the wizard has not taken the revelation of your race more poorly. Perhaps it's different for elves, who have not such darkened mockeries of their form to torment them as the humans do? Who knows. "Stow the weapon, girl."
"My name is Anevia," the scout says firmly, but there is an edge to her voice that speaks more to pain than malice. Judging by the way her leg is twisted, you think you can make a guess as to the cause. "And not a chance. He leaves, now, before he gets any clever ideas."
"Please, Anevia, be reasonable," Aravashnial says soothingly, as though to a frightened horse, "My injuries are quite severe, and I do not rate my chances of escaping from here high without the help of someone able bodied. Unless you are volunteering to assist me in his place…"
"It'd be kind of hard, given the state of her leg," you add helpfully, crossing your arms in front of your chest.
"...then it seems we need him," the wizard concludes in his most reasonable tone. "Can we not simply set aside our grievances in the common interest of mutual survival?"
Anevia hesitates, her crossbow wavering, and for a moment you consider adding a comment of your own. You are not best pleased with Aravashnial for framing this as some kind of mutual problem when she is the one who drew a weapon unprovoked, but honestly… no, better to be silent. You've never been all that good with words.
Before a decision can be reached, however, the three of you are interrupted by a most familiar sound - a scream of some kind, high and panicked, that echoes along the tunnels and through the chamber in which you stand.
"Ah, a fellow survivor!" Aravashnial says brightly, "My friend, perhaps you might attend to their distress? I will assist the lady here with strapping up her leg in the meantime."
You frown, somewhat dubious at the idea of letting the blind man provide medical assistance, but… well, you can see the logic to it. You are the only one among your little group that can hope to reach the sounds of distress in time to do anything about it, after all.
"Alright," you say shortly, and without another word turn and bound your way back across the cavern, moving with the speed and grace that God gave you and your training refined.
It is difficult, tracking the sound of a scream in such a broken and chaotic environment, but you are well equipped for the task. You leap across open fissures, slide down a long slope slick with the fluid from some kind of subterranean spring, and quickly track the source of the scream to a small cavern sprouting from its larger kin like a mushroom for a corpse. Ready for battle you fling yourself through the opening and slide to a halt.
"You have got to be joking."
The man pressed up against the far wall of the cavern is human, you see at a glance, and a particularly fat and pale specimen at that. His sickly skin is sheened with sweat, and the fat fingers he presses to the unforgiving stone are adorned with half a dozen gleaming rings of gold and silver. A noble, then, albeit one bereft of the fine robes and dashing cloak of his station by ruinous circumstance. He looks at you with fear and effrontery in his eyes, and in the middle of the cavern the coiled form of the pale snake does likewise.
It is maybe half the size of your foot.
"What? Who are… no, never mind that," the noble gabbles desperately, "just get rid of that thing, now, before it bites me!"
With a sigh you step towards the snake, shaking your head in bemused exasperation. The reptile hisses and spits as you approach… and then, with barely a second to spare, turns and slithers back towards its burrow on the far side of the chamber wall.
"There's nothing within a hundred miles of here that has enough venom to do more than make you mildly ill," you say with a sigh, "and that thing was clearly terrified at best."
"I knew that," the noble says with a snarl, "I just… have allergies. Anyway, you scared it away, so let's get out of here. Get me back to the surface… no, back to my manor, quick as you can."
You blink, staring at the human with your sharp golden eyes, and only when he has begun to squirm do you deign to finally speak. "And why, exactly, should I do that?"
"My name is Horgus Gwerm," the noble says, as though it explains anything. "You know… the Gwerm family?"
"I've been away for a while," you say blandly, as much because his flummoxed expression amuses you as for the genuine explanation it provides. "Why does that matter, again?"
"...I'm very rich," Horgus says at last, rolling his eyes as though frustrated by the need to explain such a self-evident fact. "Get me back to my manor and I'll pay you. Five hun… hmm, no, you look like a man who can take care of himself. A thousand gold pieces, in cash or goods of equivalent value. How does that sound?"
It sounds like a lot of money you don't really have any actual use for, to be perfectly honest - you don't own very much, and even if you had something in mind to spend it on you're not even sure how you'd go about carrying that much money with any success. Still, maybe you can talk the man into making a donation to a charity or church on your behalf - there's always need for such this, and paying a tithe of your income to charitable causes is something the order taught you to do without so much as thinking about it.
"Alright then," you say with a snort, "come on, let's get back to the others. Safety in numbers and all that."
Leading Horgus back to the cavern where you left the other two takes considerably longer than reaching him in the first place did, a delay made no easier to endure by his constant stream of muttered comments and aggravating complaints. To listen to the man talk you would think the demons attacked Kenabres purely to make his life difficult, and with every passing moment the desire to punch him straight in his flabby gob rises like the tide.
Somehow you manage to keep your temper, and when you return to the cavern it is to find Anevia the scout on her feet once again, right leg bound up with lengths of wood and coils of dirty fabric. She leans heavily on an improvised staff made from a section of scavenged timber, and as you enter squints suspiciously in your general direction. Still, she doesn't raise the crossbow again, which you suppose is progress of a kind.
"Ah, excellent," Aravashnial says happily, turning his blind face towards you as you enter, "you're back, and you found another survivor. Someone who can hold a sword, perhaps?"
"Don't dream of it, elf," Horgus growls, crossing his arms and glaring at the three of you as though you are in some way responsible for his current situation, "I'm not some hired thug to carry you out of here."
"...Horgus Gwerm. I see," Aravashnial says in a slightly terse voice, before visibly forcing his way back to a positive mindset, "Well, another pair of eyes cannot hurt, and standing around here all day cannot help. Shall we move on?"
You hesitate briefly, glancing up at the ceiling. When the attack came you had just finished your midday prayers, so hopefully you haven't missed the coming of dusk… well, you'll offer a prayer when you stop for a rest or make it to the surface, and trust that God will understand.
"Very well," you say curtly, moving past the wizard and the scout to enter the tunnel beyond. Having Anevia at your back with a loaded crossbow does not sit well with you, but there's no helping it, you'll just have to make do.
As you begin your journey, choose one topic of conversation to cover with your fellow survivors.
[ ] Faith. You think you saw an icon of Desna, the patron of starry nights and wanderers, hanging from Anevia's belt. Perhaps talking of such things will help convince your new companions that you wish nothing more than to oppose the abyss that tainted your blood?
[ ] Origin. Horgus seemed inordinately proud of his name, as so many nobles are, but you know little of Anevia or Aravashnial, and they know nothing of you. Perhaps correcting that will lead to a more harmonious attitude among your little group?
[ ] The Attack. You have scattered fragments of memory from the demonic attack on Kenabres, but if you seek to return to the surface then you should at least get an idea of what you might be walking into.