XI - Thorns of a Righteous Devil
Jewel wasn't badly injured: 24

Winter Jasmine doesn't escape unscathed: 18

Fateful Jewel turns the forest floor between her and Argent into a conflagration of blue flame and scalding steam, snow sublimating in an instant. She fires and reloads the dragon sigh wand with uncanny swiftness, sighting her next shot even as firedust streams through her fingers and into the massive fire wand's breach.

Argent weaves around the torrents of fire, his anima silver stained red — a blood moon. Every move carries him closer to Jewel's perch, until finally, with a blur of motion, he's leaping at her, bearing down with the full might of a Lunar Anathema. The kind of sword blow that could have cleaved a horse in half, let alone a woman.

Jewel doesn't even miss a beat — she lets a handful of firedust fall to the ground, snaps the fire wand closed, and extends the bayonet blade folded under its gold-coloured barrel, holding the weapon like a spear as she catches the daiklave halfway up its length. Her arms strain and her legs nearly buckle, the wood of the fallen tree she's standing on groaning and cracking beneath her feet. A riot of sword grasses, flowering nettles and thistles with thorns the size of your fingers shoot up around her as the warm green light of her anima expands with the effort.

Argent ignores the plants tearing at his skin, hammering Jewel's defences with the clear aim of overwhelming them. She's forced to leap clear of the log, fresh growth erupting from the churned snow she lands on. She wields the flame weapon in melee combat with the ease not merely of long practise, but of formal training, a martial art honed through generations of practitioners. The instinctive expertise your Exaltation instilled in you tells you this much. It also tells you that she's going to lose. She's skilled enough to drag it out, but like Parting Sigh facing you, she can't keep up with the raw speed and power of her opponent.

The ring of moonsilver against green jade is a deeper, almost wooden sound, compared to the more cleanly metallic clatter of moonsilver on orichalcum from a moment before. You've interposed yourself between the two combatants before either of them could entirely register your motion. You shove Argent hard with both hands on your wrackstaff, and he's forced back. Before he can recover, Jewel snaps her already-reloaded fire wand downward, and shouts: "Aster, do not move!"

More blue fire pours out, this time aimed squarely at Argent's feet. He screams in pain as it flares up higher than your head, fanning out to either side with shocking speed until you and Jewel are both enclosed in a towering halo of flame. The heat is immense, but you're left standing in the razor thin habitable zone between the wall of fire and the venomous mass of thorns that churns around her. You can barely make out Argent throwing himself clear rather than stay and burn. His absence buys you a moment's respite. Not necessarily a good thing, though: Jewel is staring at you, and her expression isn't happy.

Your own anima is spilling out around you now, defiantly gold, chased with the pinks and purples of an almost lurid sunrise. As you twist your head to look at her over your shoulder, you know that the mark of the Forsaken is blazing out from your forehead. Jewel is so shocked, it's a moment before she seems capable of feeling anything else about what she's seeing.

"Farm Girl? You're—"

"Yeah, I'm 'not human anymore', I know." You mean for it to come out resolute and stoic. Instead, you sound almost pathetically wounded, fearful in a way you hadn't been before, merely fighting for your life. "We don't have time for this, though. The Anathema—"

"The other Anathema," Jewel cuts in, voice harsh in a way you've never heard from her. There's no warmth in her green eyes when she looks at you. That stings worse than the edge of her anima does. You can't repress a flinch.

"Yes, fine, the other Anathema! We have a Frenzied trying to cut us both in half with a giant sword! Help me fight him, and then yell later. Or shoot me in the back, whichever!" The fire comes down all at once, and Argent wastes no time in coming back at you. You block, pivot, and strike him hard in the back. Her staggers forward, and barely dives out of the way of another gout of cobalt fire.

Jewel mutters something dark in Flametongue as she reloads. "Get me distance. As much as you can." she says.

"Right!" As Argent gets back up, you're already standing over him. There are burns all over his body, wounds that it's hard to conceive he can still fight through the pain of. He tries to come up swinging, but you bat the blade aside, and ram the orichalcum-capped tip of your staff into his face.

Argent spits out a mouthful of blood. "Do you think the Terrestrial will thank you for this? Do you think any of them will? They'll still kill you! Is this worth that?"

"My family lives in this valley!" you shoot back. "Protecting them is worth dying for!" You trade blows back and forth, steadily driving him backward, the green jade staff continuing to fill you with warm energy.

He snarls again. "'Protecting them' so they can live in service to the most corrupt House of a corrupt dynasty? The Cynis are slaver scum." Your weapons lock again, the Lunar trying to physically overpower you.

"They were Chosen by the Dragons to lead us!" you say automatically.

Argent gives you a disgusted look, even as you strain to hold him back. "Of all the childish—" he shakes his head, dismissing you and the whole subject. "Cal put Jasmine through enough. She doesn't need this."

"I don't even know who that is!"

"Aster, move!" You don't wait to question the instructions: you dive out of the way, accepting a cut along your side in payment. You're just in time: Jewel stands straight and unbowed, staring down the sights of her dragon sigh wand, anima unfurling to either side of her like a pair of thorny wings. A swirling, blue mandala hangs in the air, painting a line from her to Argent like an eye of judgement. As you leap, she pulls the trigger, and from the weapon's patinated muzzle, a burst of cobalt flame blazes forth, wreathed in wings of golden essence that carry the shot to its target too fast for mortal eyes to follow.

It strikes Argent square in the face with all the force of a righteous accusation, engulfing his body in wracking flame, driving him to his knees. The Lunar lets out a bestial hiss, trying to rise to his feet even now... and you break his sword arm, daiklave spearing the ground at your feet. He lunges at you, still burning — you dodge around him, and break his leg next. True to the name 'Frenzied', he still tries to grab hold of you with his one good arm, fingers curved like claws, trying to seize you, to hurt you for what you've done to him. You send him sailing through the air with a blow that staves in every rib he has, your staff sending off a celebratory flurry of aster petals in his wake. He hits a nearby tree trunk with a crunch, and slides limply to the ground, burned, poisoned, and beaten.

You approach him, eyes wild, until his broken body is before you, illuminated by the cascade of multi-coloured sunlight thundering down around you like a waterfall.If he weren't an Exalt, he'd have been dead five times over. But Maw Lurking Argent is an Exalt. He gets up.

His face is a ruin, one eye seared away entirely, horrific burns disfiguring his features, his neck, his chest. But he's pulling himself to his feet despite the broken bones, glaring balefully at you with his remaining good eye. To your horror, you see some of his wounds actually knitting closed before your eyes.

You stare for a few crucial seconds, transfixed, before you're brought back to reality by a silver-blue comet falling from the treetops overhead. Silent Pause hits the forest floor hard, warform injured in several places. "Argent, we're leaving." Winter Jasmine is overhead, spider legs clinging to a tree trunk. Her hair is wild, and her clothes torn, dreamlike anima encircling her. There's no sign of her ghostly minions, but she's sporting little more than a few bruises for her end of the fight with Pause.

"Jasmine, I—" Argent starts.

"... Can barely stand. We're going."

"As you say," he mutters, still glaring at you.

You lunge to stop his escape, but darkness seems to close around you, enveloping the whole clearing. When it eases, Jasmine, Argent, and the daiklave are all gone. You look after them for a moment... then bolt to your fallen ally's side.

"Are you alright?" you ask the human-jaguar monster.

Pause groans, his form shining silver once again, shrinking to the shape of the androgynous monk he'd been when you first met him. His eyes ease open. "I'm quite durable," he assures you. His fangs are completely obvious now.

You remember Argent from a moment ago: Lunars are scary. "Yeah, I guess you probably are."

You turn, slowly, to face the only other Exalt left amid the field of devastation. Fateful Jewel has not lowered her weapon. You freeze, taking a hesitant step toward her.

"No closer," Jewel says. Her anima coils around her, venomous and menacing. Her very posture seems to fling every lie of omission you've ever told her back at your feet.

"Jewel..." you don't even know how to begin.

"No closer!"

You flinch. You don't regret helping her, but the full consequences of this are starting to sink in. It's not just that she's going to hate you... she's going to tell the authorities what you are. Captain Wandering Heart and the prince have made it clear that they're in no position to protect you. You're going to be exposed for exactly what you are, and hunted down as a monster.

For now, you're both still here, though.

Article:
What do you do?

[ ] Apologise for lying to Jewel
[ ] Remind Jewel that you just saved her life when you could have ran
[ ] Thank Jewel for risking her life to help you
 
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XII - Shadows
Apologise to Jewel: 24

Thank Jewel: 18

You stare across the clearing at Fateful Jewel, still pointing a deadly artifact weapon at you. Looking at her face, at the hard accusation there, you feel a painful tightness in your chest. For a second or two, you almost can't breathe.

"... I'm sorry," you manage, finally.

Jewel's impossibly green eyes narrow. "'Sorry'?" she repeats back, incredulous more than mocking.

"I—" you freeze in place, not sure how to begin. This all feels wrong. Before anything else, you toss the staff down, casting aside the length of heavy jade into the snow and holding up your empty hands to show her. Immediately, you feel the absence of the weapon's invigorating wood essence, the bitter cold of the shadowland seeping back into your body. At least the sky is beginning to lighten overhead again, with Jasmine's disappearance — the ghosts won't be able to stay solid anymore, the others will be able to escape. "I really am sorry. I didn't want to lie to you!"

"You were lying, though. The whole time."

"I was scared!"

Jewel doesn't exactly blink at your outburst — not while she's staring down a Solar Anathema with no backup — but you sense that it's caught her off guard in some way. "Scared?"

"Of this!" You look pointedly at the dragon sigh wand. "Of... people looking at me like you are. Like they don't know me anymore, like I'm a monster. And I... don't want to die!"

Slowly, warily, like it's against all her better judgement, Jewel lowers the weapon. It's still on hand, though, still loaded, and you've seen exactly how fast she can bring that thing up, aim and fire. The blade at the tip gleams a wicked, antique gold. "Aster," she says, words slow and careful. "you are a monster."

It hits you like a blow. The hurt is so obvious in your expression that she seems to regret the words, at least on some level. "I know," you say, voice small and helpless. "I just... liked you, a lot! And you kept wanting me around, and it was really flattering that you'd want to... with me. I'm sorry."

Jewel looks at you for a long, searching moment. When she finally speaks again, there's a faintly horrified note in her voice: "You were not choosing this for yourself, were you?"

Numbly, you shake your head. "It just... it happened. I can't help it."

There's another long, awkward few seconds, before abruptly, Jewel turns away, giving her back to you. "Maybe I was arriving too late," she says, tone strange. You frown, not understanding her at first. "Maybe I was arriving too late, and Guardswoman Aster na Nuri was already having been slain by the Anathema. Who is to say, if no one is ever seeing her again, after now?"

You stare, flummoxed. Jewel isn't looking at you anymore, a defeated set in her shoulders. She's offering to cover for you, to lie for you, if you're willing to run and never come back. You'd just be a brave, stupid mortal girl who got in over her head and died. One your family can mourn proudly. A bitter part of you absolutely believes that it would be easier on them than the truth. But what happens if you're caught? When the lie is inevitably found out? It will absolutely come back onto Jewel, and she'll be tried for aiding and abetting an Anathema. It's one of the few crimes where her being a Dragon-Blood would make things worse for her — a mortal could have credibly claimed to have been under demonic influence, but an Exalt is expected to be above that. And it won't take long for your entanglement to come up, making things look all the more damning.

This is a last-ditch chance to save yourself, to preserve your secret and your good name, at the expense of someone else's safety. And... you've been faced with that choice before, haven't you? You're Anathema, and you know how all this ends, but you won't become a creature that only hurts others to survive.

Especially not Jewel.

"Tell them the truth," you say, quietly. "About... Everything. Don't get yourself in trouble for me."

She sighs, a bitter sound, and says something in a stream of fluid, musical Flametongue. A curse or a prayer, you have no idea. You would have found that distractingly attractive under better circumstances. "You will be hunted down."

"I know."

"If I am seeing you again, I will not be your friend."

"I... I know." You swallow hard, squeezing your eyes shut for a moment against a sudden burning there. When you open them, you almost take a step toward her, but the venomous aura that's still surrounding her is almost as forbidding as the lines of her back. You open your mouth to say something, anything that might make this even a little better, but you come up with nothing. So you just tell her what she needs to know, instead. "The spider-Ogre's name is Winter Jasmine," you say instead. "She's old — really old, I think, she mentioned knowing Jochim the Anathema. She's behind all the ghosts, and she's planning something, I don't know what. It'll be really bad for the city, though. Tell Captain Wandering Heart that?"

"I will be telling them what happened," Jewel says. Then she walks away from you, leaving a trail of live vegetation in her wake, slowly dying and frosting as she moves on.

You stare after her for a moment, before you scoop up the staff from the snow nearby. The mere touch of it drives away the worst of the icy pain in your extremities... but it does nothing for the deeper ache in your chest.

"Are you alright?" you ask Pause. "I mean... can you walk?"

With a groan, he sits up. "Jasmine poisoned me quite severely," he explains. "It's going to take a while to get over it. I'll be... slow."

Well, you can't stay here, the numb part of you still concerned with such matters reasons. "Do you need to use my shoulder?" you offer, finally.

The Anathema monk considers this, then nods gratefully. Instead of standing up and leaning on you, though, his whole body flashes silver again, and a bedraggled looking parrot flaps up in his place, landing on your proffered shoulder.

"Oh! Uh... okay," you say, unavoidably flustered by this casual display of shapeshifting. Even as a bird, his chaotically twisting anima is a different sort of cold against your skin. "I have no idea where I'm going, though."

"Out of the forest?" Pause suggests. His voice is softer than any parrot's should reasonable be, and in the mindgled glow of your animas, you can see he still somehow has fangs despite the beak.

"Well, uh, yeah, I just mean..." your legs start moving, seemingly without consulting you. The cut on your side has already closed up, although it burns in the open air. "It's all over, isn't it?"

"I also felt that way, when I was newly Chosen," Pause says. "I am truly sorry that you've been on your own all this time."

"Well," you say, not sure how to take this sympathetic note, coming from a parrot with the crescent moon of a Face-Stealer on its green-feathered brow, "it makes sense, I guess. That's what happens to Forsaken, isn't it? We end up alone."

"Do you know why Dawn Castes are called Forsaken?" Pause asks.

You frown. It's an odd thing to test you on, now of all times. "When the Dragon-Blooded rose up against the Anathema, the Forsaken were abandoned by all their allies, who left them to fight and die while they escaped." It's in all the stories.

"It is a moral lesson," he explains."Your Caste is used in such parables as a shorthand to caution against rule through martial strength alone, unguided by enlightened principles. How such power earns no loyalty, only fear, and leaves those who rely upon it alone at the end when they most need allies. Is that what you've done with your power, Aster? You told me before that you've done nothing wrong."

"I... don't know," you say. This explanation, confusingly, casts what you'd always taken for dramaticised history instead as a sort of instructional allegory.

"Why did you join the Tributary Guard?" Pause asks.

"To protect people," you say. "My family. Do something good, while I still could."

The parrot nods wearily, an oddly human gesture. "So, you haven't used your power that way. And you are not forsaken, Aster. I am your friend for as long as you need one."

You sniff, gripping your staff as if for comfort. "Why? We barely know each other."

"Because I had friends who helped me, when I was in your position. I believe you deserve the same."

You fall silent for a good while, trudging through the snow, staying out of the deeper shadows all the while. "... was it Winter Jasmine, who helped you?" you ask, quietly.

"Yes," says the parrot, still huddled on your shoulder. "Eventually she and Argent came to find me — she's never quite settled down, despite her age. They're not the first ones I was thinking of, though. Before them, there was Whisper."

You stop up short. "Wait, Whisper?"

He misses the look of recognition on your face. Yes, the last member of our Circle," he says. "Jasmine, Argent, Whisper and myself... And Cal."

"Uh... black hair, Nexus accent, speaks in riddles a lot?"

Pause cocks his head. This gesture is entirely bird. "You've met her," he realises.

"Once? Briefly?" You shrug. "She, uh... tried to warn me about Jasmine, I think." Just not in any way that had actually been actionable, at the time.

"Tried does sound about right," Pause admits, laughing a little. "It's not her fault. It's just... the way she is."

Your mind, already over-crowded with too much information, reels with all this, having understandably forgotten about the mysterious woman who had startled you, delivered a cryptic warning, then left. "Is she..." she was part of an Anathema 'Circle', had refused to walk in sunlight, and had appeared from nowhere before vanishing just as quickly. "... a Wretched?"

"Night Caste, you mean," says Pause, "but no, Whisper isn't a Solar."

"Well, what is she, then?" you ask, frowning. Can't even one thing just be simple or obvious?

"A shadow cast by a spark, stolen by a shadow," says Whisper herself, who has just seemingly materialised beside you.

With a cry, you whirl on her, staff pointed at her throat, moving so quickly that Pause has to flap his colourful wings to keep from falling off your shoulder, talons digging into your flesh painfully for a moment. Whisper herself doesn't move, barely blinks.

"Hello, Wisp," says Pause, with a long-suffering air. "How long have you been near Greyfalls?"

"Longer than you," she says, without greeting, unphased by Pause being a talking parrot.

"Well, you could have said hello, then," he says.

"Were you still the spider's friend? I did not know, before now."

"You could have asked," Pause says, a little exasperated now.

Whisper shrugs, slightly awkward, but she says nothing.

"Who are you?" you ask her, almost pleading.

"A Whisper," she repeats, maddeningly.

Pause comes to your rescue. "Aster, this is Whisper, the Chosen of Shadows. Exigent champion of Five Days Darkness. Whisper, this is Aster na Nuri, Chosen of the Unconquered Sun."

"I know," says Whisper.

"Yes, but you haven't actually introduced yourself," says the parrot.

Whisper shrugs, defeated by this logic.

An Exigent, you vaguely know, is the rare Exalt of a lesser god. They're by their nature spiritually dubious — a base mortal should not be in contact with such a deity to begin with, and are definitionally not born with the spiritual purity to be worthy of such power, the way a Dragon-Blood is — but are not necessarily Anathema. Five Days Darkness himself is a strange sort of god, who you know mainly as a fixture of numerous Scavenger Lands folk tales and ballads. A largely benevolent figure, willing to help an intrepid hero at his lowest point, or punish a villain who no one else can touch. Despite this, he's still always spoken of as a being shrouded in the darkest night.

You lean heavily against a tree. You're very nearly out of the woods already, but this is all a little much, after everything else. "Why are you following me?"

Whisper frowns, going through some sort of intense internal struggle in order to produce an actual straight answer. "Cal died," she says. "You shouldn't."

This really only brings up a very big question that has yet to be addressed — who was Cal, and what does he or Jasmine or any of this have to do with you? Before you can voice this, however, Whisper continues:

"Things will get very bad here. I can aid in your journey, to shield you from prying eyes."

You stare at her. "You mean... leave?"

She nods. "Sindeq, and then on to the No-Sky proper, beyond the Realm's Reach."

You shake your head. "No," you say.

"The Hundred Kingdoms are not as safe. A well-trod hunting ground for the Dragons."

"No," you say, more firmly, "I mean... I'm not leaving.

Whisper stares at you. "The spider will kill you. The Dragons will kill you. It's all they'll agree on." There's something vexed in her expression. "Why?"

That you're staying isn't actually in question. If you were going to simply vanish, you would have done it a long time ago. It just wouldn't be who you are, who you've chosen to be. No more than letting Jewel take the eventual fall to buy you some breathing room would have been. Whatever Winter Jasmine is planning, Whisper's right about one thing: It's likely to get very bad here. And with her presence about to be revealed by Jewel, Jasmine is liable to act sooner rather than later.

Article:
You have many reasons for staying through the days ahead. In all events, you want to protect the home your clan and your family lives in. What else immediately comes to mind, though? What is going to be a particular priority alongside that?

[ ] Let Prince Thay know you're still her woman

You're too toxic an asset to be publicly acknowledged anymore, but that doesn't mean you can't be of use, more discreetly. You are going to focus on upholding your oath, even if it's all gone wrong faster than anticipated.

[ ] Stop Winter Jasmine at all costs

You don't know the details of Jasmine's plan yet, but she's a dangerous and unstable witch who engages in foul necromantic rituals, a sworn enemy of the Realm who doesn't seem to care about collateral damage. Whatever confusing feelings you experience around her, you will resolve here and now to stop her.

[ ] Fateful Jewel
 
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XIII - Broken Bonds
Let Prince Thay know you're still her woman: 24

Fateful Jewel: 16

Stop Winter Jasmine at all costs: 6

You take a deep breath, squaring your shoulders and looking Whisper straight in the eye. You're not trying to loom over her or anything, but you have nearly a head on her, which makes it hard not to. "Whatever Jasmine is doing is going to be really bad. You said it yourself— she's going to 'weave a web that covers this whole valley'."

"I did," Whisper says, taking a step back, uncomfortable with your proximity.

Silent Pause regards Whisper with a yellow-rimmed eye, ruffling his bright feathers thoughtfully. "Jasmine is a Lunar of the Silver pact. She's a sworn enemy of the Realm. However, infiltration and subversion are one thing, but openly threatening a satrapy as major as Greyfalls would be... bold, compared to the Pact's usual tactics. Particularly here in the East — the Queen of Fangs will not like this."

You stare for a few startled moments at this casual evocation of the most infamous Anathema alive. Your parents used to frighten you with horror stories about Raksi's cruelty and wanton appetites as a child. But... there's no time to get side-lined by that. "Right. She's already hurting people, though. Those ghosts are still terrorising the countryside!"

Pause looks as grave as a fanged parrot can. "When an Exalt has lived for enough centuries, it becomes easy for them to lose perspective, when it comes to the wellbeing of individual mortals. Cal and I used to help ground her in such matters. Argent, though, is ferociously loyal to a fault, and is unlikely to argue against any of her decisions. She will be thinking of this as liberating this valley, with the danger to the populace incidental, perhaps not even deliberate on her part. It's easy for her to think that it will be forgotten in a generation or two, and better for everyone in the long run."

"Whatever the reason," you say, "she's hurting people. No one here asked to be 'liberated.'"

"What of the slaves House Cynis ships downriver?" Whisper asks, seemingly a bizarre and unhelpful swerve from her earlier stance toward Jasmine.

"Well... um..." Few people are pleased with it, of course. The Lower Market is an unpleasant addition that didn't exist under the watch of House Nellens short years ago. "Still! No one's asked to be 'saved' by Anathema."

"Then why are you staying here?" Whisper asks, and the words cut you more than you'd like to admit. "Oh monster of sunlight and slaughter. Do you think they will look upon your intervention more kindly than hers?"

You close your eyes, taking a deep breath. Why does no one understand that that isn't the point. "My family lives in this valley. My whole clan lives here. I'm sworn to Prince Thay, Anathema or not."

"Do you think House Cynis will accept your service now?" Pause asks.

"I don't care!" you don't mean to shout, but it comes out that way, and you feel your Caste Mark flaring hot on your forehead for just a moment, before disappearing again. You don't know quite how you look to the other two, but Whisper visibly flinches. Pause merely goes perfectly still on your shoulder. "Does the Immaculate Order want yours?" you ask, making your voice calmer. You're already feeling guilty for snapping.

"No, of course not," Pause admits. "I was excommunicated the moment I Exalted. Any Immaculate in the valley would call for my death, if they knew what I was. But the Philosophy is more than the Order — that is why I keep my vows. That is why I am still a monk."

"And I serve the Prince of Greyfalls," you say, "not House Cynis."

"Your bargain with the puppet prince is such that, were you to be discovered, she would cast you out," Whisper says.

You stare for a shocked second, before demanding: "How do you know that?" Has she been following you this whole time? Spying on you even in the prince's palace, unseen?

"It's a secret," Whisper says. "Whispered at night, never spoken of in the light of day until now. I search through shadows for such things."

That's not much better, frankly. "Fine," you say. "She can't acknowledge me publicly. Or help me if I'm caught. But I can still be useful! I owe her and Captain Wandering Heart that, and it's the best way to protect everyone. That's why I'm staying."

Whisper frowns. "Fighting the spider is a mistake," she says. "She killed Cal. There's no one she won't kill." She shakes her head more forcefully. "I won't be party to this." You don't know why that makes you feel crestfallen, but it does. You don't know this woman. She's strange and confusing to you, still. But she had seemed like an ally, for those few moments. She was offering to help you. Maybe if you knew a little more about her, had gotten a chance to speak to her more before this, you'd have something to say here. Right now, you have nothing.

"You helped me once," Pause tells her. "You didn't know me at all, but you helped me, even though you knew they would declare you Anathema for it."

Whisper shakes her head again in quiet frustration. "Would always have happened. I find secrets. I know what the Manse of Ivy doesn't like. The Bronze Stars pulled the Order's strings, looking for an excuse." She has an amazing talent for only ever raising further questions whenever she opens her mouth. "I helped you because it was right. But to hide from the Dragons, to live, to have time to grow. Not to go to your death. The same now as then." She shakes her head one last time, looking at you with that oddly frustrated frown. Like if she could communicate better, you'd understand why she's right. Then, without another word, dark lines crawl over face, like an invisible brush is inking in pictograms in a strange language. Whisper vanishes, fading back into the shadows she's standing in. You have to blink a few times, assuring yourself that she's really gone.

On your shoulder, the parrot also watches the place Whisper was, sighing heavily. Which is still very surreal to see from a parrot. "You're right that Jasmine and Argent are being reckless, endangering the populace. I told you I would be your friend as long as you need one. I won't go back on that now."

You can't suppress a grin of relief. "Thank you," you say, quietly.

A moment later, you cross back out of the shadowland, the icy chill replaced by the merciful warmth of a Fire afternoon. You sag in place for a moment, leaning on your staff again, just soaking it in. Soon, you'll check to make sure the others made it out. For now, you're just glad to have escaped the Frozen Wood alive.

You almost surprise yourself by asking: "Who was Cal?"

Pause cocks his parrot head to the side, considering how to start. "Cal was the previous bearer of your Exaltation. When a Solar or Lunar dies, our power leaves us, and Luna or the Unconquered Sun chooses another worthy mortal — sometimes years later. Yours was one of a handful of Exalations still bestowed by the Unconquered Sun, unbroken this past millennia or more."

This much makes some sense. When the Solar Anathema were cast down, Hesiesh burned their bodies, and Daana'd had sealed them away in the Underworld for all time. Only a few had escaped this fate, cropping up now and then to menace the world until the Dragon-Blooded could destroy them again. "What was he to Jasmine, though?" you ask. You have larger theological questions, but one thing at a time.

"Most Lunar Exaltations are bonded to a Solar counterpart," Pause says. "The bondmates always know one another, across all generations. Jasmine has lived through countless incarnations of her Solar Mate, and has known several. Cal was her lover for decades and her greatest champion. I knew them for many years -- they and Argent were all great friends and allies despite our... religious differences."

Even you can tell, from your brief meeting with Argent and Jasmine, that 'religious differences' is putting things mildly. "What happened then?" you ask, an odd sense of foreboding filling you.

"I don't know," Pause admits. "Our Circle parted ways for a time. She and Cal settled in a valley to the Far East, one that we'd liberated from the rule of a tyrannical forest god. She set herself up as queen, with Cal as her consort. The people seemed content enough with the change in rulership. I thought they'd do well there, under her guidance."

"Until she murdered him and..." you frown. "What's a Sacred Hunt, exactly?"

"Ah. Well. You see. That's..." For the first time, Pause sounds genuinely self-conscious, shuffling back and forth awkwardly along the length of your shoulder. It's with a slight hesitation that he explains: "You have heard stories, I imagine, of Lunars eating the hearts of our enemies to claim their shapes?"

"... Yes!" you say, openly horrified. You recall Whisper's words from your first meeting: "The spider who loved you and killed you. She who wept as she drank of your still warm heart's blood. She who will know you the instant she sees you."

"The Sacred Hunt is an ancient ritual in Luna's name. It's central to what we are, and how our shapeshifting works," Pause has the air of trying to explain an embarrassing family eccentricity to an outsider without casting it in too bad a light. "The Hunt in of itself isn't what I objected to. It was that she carried it out not on an enemy, but on an ally. A loved one."

You fall silent, this topic making you a little queasy, and you begin walking through the much more mundane stretch of forest ahead of you. Birds flit overhead — a squirrel scolds you as you walk by. Insects buzz through the air, although they seem to be leaving you alone, which you half suspect is from your staff. All these signs of life, large and small, manage to raise your mood fractionally.

Still, after a time, you can't help but ask: "So, have you...?"

This doesn't make Pause's mannerisms less awkward. "Yes. Not often on humans. There are other ways to claim a face, although they're less reliable." Which is a very slight relief until he adds: "I normally eat no meat or fowl — breaking this restriction requires pennance each time."

"I guess you are a Face-Stealer," you say, recalling the crescent moon Cast Mark he'd displayed earlier.

"Changing Moon Caste," he gently corrects. "And I'm not, I'm Casteless. Moonsilver tattoos would violate my vows of humility as much as mundane ones would — they're required to set a Lunar Caste."

Despite everything else, it fascinates you that Pause is as concerned as he is about these vows. They're essential for the spiritual purity achieved by Immaculate monks, of course, but breaking either of them a thousand times over would pale in comparison with the spiritual crime of simply existing as a Lunar Anathema. Somehow, he seems to have reconciled the two identities — the monk and the monster. It's a clarity you wish you had yourself, at the moment.

Pause returns to the earlier topic. "Whatever Jasmine and Cal were to each other, he wasn't you, even if she seems to have lost sight of that, for the moment. What she is to you is for you to decide. The bond only makes you feel something for each other, it doesn't have to be love."

"That's... good to know?" You still barely know how to feel about anything in this conversation, let alone this strange connection to an Anathema necromancer.

You fall silent again, lost in unhappy thoughts about Jasmine, about Jewel, about the many ways in which your life is over. You finally break the treeline on a hill overlooking the Pebble river. Down below, a bit of a distance off, you see the boats you came in on, and the bedraggled ranks of your fellow soldiers, having retreated from the wood as you have.

There have obviously been injuries and losses — the Cynis troops have seemingly fared worse than the Tributary Guard did, although whether that's from lack of skill or lack of good fortune, you can't say. Everyone is bloodied and wide-eyed with terror and sleepless exhaustion. Many are still shivering, evidently not able to shrug off the deathly cold of the shadowland as quickly as an Exalt. Cynis Roho, a livid, red cut marring the dark blue of his face, appears to be in the process of ordering a departure. Fangs load themselves into the boats while a protective line of healthy soldiers stands guard.

Maybe the Cynis troops are boarding first because of their larger numbers of injured... but you doubt it. Auxiliary troops like the Tributary Guard will always be the first in and the last out.

You feel a pang as you spot Jewel standing beside Captain Wandering Heart, conferring closely with him. He nods once, and she leaves his side, setting her dragon sigh wand down in order to kneel next to the stretch of river bank where the worst-injured are laid out. You're too far away to make out the details, but she seems to be trying to stabilise them for the journey ahead. You have mixed feelings, looking at them — you weren't there to fight with your fellow Guard members, to protect them, but at least you kept Winter Jasmine and Maw Lurking Argent busy, or you imagine the casualties might have been greater, with the other Exalts spread out the way they had been.

You're sure that you're out of sight. Your anima has gone down, and you're screened by the trees. So it gives you an undeniable start when Wandering Heart turns around, and stares directly at you, those cold, blue eyes pinning you to the spot. You tense to run, in case he's about to sound the alarm... but instead, he seems to sigh, shakes his head sadly, and turns away.

"I'll need to get word to the Prince that I'm still alive," you tell Pause, stepping back from the crest of the hill.

Evidently feeling a little better, the parrot hops off your shoulder and onto the nearest tree branch. "I can certainly play messenger, once I've worked through the poison," Pause says. And you can see how. It's one thing to hear about the great threat of Anathema infiltrators, but seeing the ease of their shapeshifting firsthand is quite another.

Article:
Who will you send Pause to?

[ ] Contact Prince Thay directly

[ ] Contact Wandering Heart first, and ask to meet...
- [ ] ... outside the city, near the shrine Pause is staying at
- [ ] ... at the riverfront on the outskirts of Greyfalls
- [ ] ... in the crowded night market, where you can hopefully blend in
 
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Interlude - Meetings and Heartbreak
The following is set between updates XIII and XIV. When I'm posting it is a little awkward, pacing-wise, but it will make more sense in the thread index. I've been wanting to write this for a while, but update XV being as short as it was seemed like a good excuse to sit down and do it.

"Damn it all, I forgot about the party." Cynis Roho scowls in annoyance, the deep blue of his skin blending into the night. "She'll be in the middle of all that."

Fateful Jewel follows his gaze, looking up at the grand architecture of the satrap's manor, ensconced here in the heart of Garrison Point. Even separated from it as she is by the stone wall encircling the house, the lights and sounds of muffled music and merrymaking spill out into the still air, impossible to ignore.

"We are waiting, then?" she asks her companion.

Roho shakes his head emphatically. "Dragons, no. Four Anathema! We're going to find her."

"If you are saying so," Jewel agrees. The two of them are exceedingly tired, dirty, and bloodied, freshly returned to Greyfalls within the hour — she even imagines her flower must be looking a little wilted. Jewel knows how they must look to the guard at the gate that Roho is approaching, as that uniformed woman takes them in. In particular, the legionnaire's eyes follow Jewel herself, dragon sigh wand still carried on her shoulder.

"Lucky Blossom," Roho says, by way of curt greeting.

"Sir!" She recognises him a moment too late, hastily coming to attention.

"We need to see the satrap immediately," he tells her, voice grave.

Blossom pauses, looking nervous. "Yes, sir. We... if you could leave your weapons behind?" She's clearly talking to Jewel specifically, rather than Roho. But he impresses Jewel by giving Blossom a hard look before unbuckling his swordbelt, laying it on the table of Blossom's guard station next to an empty teacup and a battered deck of playing cards. It's quickly followed by an exquisite black jadesteel knife, worth more than Lucky Blossom has likely earned in her life. From her expression, she knows it.

On another night, Jewel would have had a bit of fun here, lightened the mood for the nervous guard's sake. Tonight, she just wordlessly takes Spite from off her shoulder, leaning the weapon's bulk against the wall beside the guard station. She then proceeds to lay down both of her flame pieces by Roho's sword, followed by a pair of flame piece bayonets and the worn leather pouch that houses her precious supply of firedust. It's a great deal of flame weaponry for this part of the world, and Blossom looks at it all as if it might explode into a conflagration just from her breathing too hard.

Jewel sighs, taking pity on her. "They are none of them being loaded. Pouch is being fireproof, as long as you are not throwing it into a brazier. Use your good sense and you'll be fine, yes?" Jewel claps the legionnaire on the shoulder, giving her a smile she doesn't feel a bit.

"... Right. Thank you, ma'am." Blossom looks mortified for her fear to have been so transparent.

"Saying a prayer to Ingenious Flame is never hurting your chances though," Jewel adds as they pass through the now-unlocked gate.

The manor is now just on the other side of an orderly courtyard, walls sheer and ornate. The building is smaller than the Prince's Palace, but even at a glance the sheer magnitude of the wealth the Realm extracts from this satrapy can be almost viscerally felt.

"Don't encourage heresy in the mortals where anyone who matters can hear you," Roho says. It's a gentle reproof at worst.

"Apologies," Jewel, says. Encouraging someone to invoke the goddess of flame weaponry while handling firedust is common sense in her world. She doubts that Ingenious Flame is even afforded space on the local Immaculate prayer calendar, this far north, so there's no point in waiting, is there? But then, she's not Immaculate.

"Did you claim it after a Wyld Hunt?" Roho suddenly asks.

Jewel blinks. "The firedust pouch?"

"No, I mean the firewand."

Obvious in retrospect. Jewel is rattled about what happened, to have missed that. Still, she forces a grin. "Ah, you are meaning Spite. No, I am claiming her from a very lucky hand of Deliberative." Roho laughs a little nervously, glancing from side to side as they cross the courtyard. The arrogant Dynast from that morning is gone. It's always hard to tell with a Dragon-Blood you don't know, but Jewel adjusts her assumptions about his age down a good ten years. "We have been getting along very well since! She doesn't give up all her secrets to me, but jade is not growing on every tree, for some of us." This is patently misleading. Jewel wouldn't trade Spite for all the jade in Prasad. The weapon is a vicious, cruel thing, but it's been Jewel's only constant companion for a long time, to say nothing of its inarguable power. Even if she can't quite wring as much out of the demon-gold as a Solar Anathema supposedly could. As much as—

Jewel enjoys the notoriety, the spectacle carrying it affords her. The only reason she feels no panic in leaving the weapon unattended as she has is the sheer impracticality of a mortal thief moving it in a hurry.

"You have fought them before, though?" he presses. Hesitates. Then to Jewel's surprised relief, switches to fluent Flametongue. "Anathema, I mean."

"Yeah, a few times," Jewel says, matching his dialect. His Flametongue is notably Tengese, but that's fine by her. At least she can feel like she's not tripping over her own words for a little while. "A Lunar nearly killed me in Steel Lotus, but we got it. Then a few years later, still in An-Teng, an Exigent — their Pale Mistress has one that crops back up just often enough to keep everyone on their toes. I got the kill on that one." The Chosen of Woe is a recurring horror, a rare, reincarnating Exigent that arises every two or three generations. From what Jewel had witnessed in that fight, the Immaculates were far from unfair in designating each new one Anathema the moment they were Chosen. "Years after that, a Frenzied, South of the Lap. We wounded that one badly, but it flew away."

Jewel doesn't mention Varang. Those long, fruitless nights in the desert far beyond Urim's glittering walls, searching for the young "caste thief" who had turned around and gorged themself on the hearts of an entire squad of Varangian peacekeepers sent to arrest them. The vultures had gotten there first, and Jewel and the others had found little more than bones and bloody sand. She doesn't think that Roho wants to hear about an utter failure, just now.

"Never a Solar before?" Roho asks. He's plainly impressed, but there's a note of nervousness that's easier for Jewel to detect now than in his Riverspeak.

"Never a Solar," Jewel agrees, struggling to maintain her false good cheer.

"What kind was it today, exactly?" He seems fascinated in a half-fearful way.

"A sunburst mark," Jewel replies, touching her forehead. "With rays. Whatever that one means." The specific varieties of Solar Anathema, with their tritely moralistic names, had never been common enough outside of tedious Immaculate fables to bother with memorising. Before now.

"A Forsaken." Roho looks openly pensive. "Mela, give us strength." There's a moment of silence between them, before he admits: "I've never even seen one. Any Anathema at all, I mean."

Which is exactly what Jewel had assumed. What is she supposed to say to him now? That everything will be alright if he's smart and follows her lead? Jewel has never been part of a Hunt that's had to deal with this many before. Even if they are fighting each other... and one of them seems mostly to be lost. Then they're inside, and there's mercifully so much noise and warmth and stimulus that the memory of a guileless, uncomplicated smile is momentarily scoured from Jewel's mind.

Heart-pounding music fills the grand chamber Roho leads her into, though Jewel can't see the source through the press of humanity. The place is packed -- nearly every suitably adventurous Dynast in or around Greyfalls must have been there, along with whatever local elite and hangers-on could scrape up an invitation. Alcohol flows like water. She can taste opium and marijuana smoke on the air, along with traces of stranger and more exotic substances, all provided by comely servants wearing impressively little. Not that all of the guests are currently wearing much more, by this point in the evening. Dark corners and side rooms offer the barest deniable privacy for the numerous tangled forms that occupy them.

Fateful Jewel, Chosen of Sextes Jylis, is no stranger to a good time, has dabbled with no shortage of recreational substances and exciting companionship in her day, even if her tastes eventually settled on the tamer end of things. Still, faced with this scene of almost surreal debauchery, she freezes on the threshold, momentarily stunned.

For all his nervousness at the prospect of further monster hunting, Cynis Roho forges ahead unflinchingly, a fish returning to the water, albeit one with a very specific task to complete. Jewel only has a second or two to follow, or risk his narrow-shouldered frame vanishing into the crowd. She catches up in several long strides, snatching a glass of the best liquor she's ever had in her life and flashing an utterly hollow smile to the gorgeous woman serving it. Jewel swallows it down in one gulp, appreciating it as little tonight as she does the girl's undraped beauty.

"Are you drinking?" Roho frowns at her.

Jewel shrugs, focusing on the pleasant warmth filling her chest. "Just a splash. I'll be sober enough for this." A Wood Aspect can't be affected by mundane poison unless she wants to be, anymore than a Fire Aspect can be burned or a Water Aspect drowned. Unfortunately, Jewel has never wanted to be drunk quite so powerfully in all her life. To lose everything in a smothering haze. She can't, of course. Not while she still has a satrap to be dragged in front of. A little buzz can't hurt, though.

Roho winds his way through the heady delights of the party and up a short flight of steps. They terminate in a small balcony overlooking the whole mess below. The music is a little quieter here, the atmosphere less thick with intoxicants. There, seated in a comfortable chair like it's a throne, Cynis Verheen, satrap of Greyfalls, surveys her own party like it's something sordidly amusing. Like she's above all her guests in every conceivable way, rather than just physically. A mortal man in finery is attempting to bend her ear when she spots Roho. A single wave of a bejewelled hand is enough to have him backing off, all apologies and well-wishes.

"You've returned," Verheen says, taking a small sip from a glass of finest Eagle Prefecture red. Her emerald gaze flicks over both his and Jewel's clothes, their bearing, the evidence of treated injuries. The gaze lingers on Jewel. "... and you brought the outcaste. I take it things have not gone well?"

Verheen is a handsome, middle-aged woman, skin tinged a lighter green than the foliage growing amid her greying hair. Middle-age for a Dragon-Blood is old indeed — Jewel knows that the satrap is likely closer to two hundred years than she is to fifty. Verheen's mood is impossible to read, as inscrutable as an oak.

Roho swallows, bows. Jewel barely remembers to follow suit. He opens his mouth to address Verheen, but stops short as a fourth Exalt appears. "Roho. You look like a mess." Jewel recognises the speaker, stepping aside to allow him past. Cynis Knife Dancer, Verheen's consort, Garrison Commander of Greyfalls, and Jewel's direct employer. He acknowledges her with a nod, scarred face unsmiling as ever. "Koventali." He almost glides more than he walks in that way that some powerful Air Aspects have, white hair blowing out in a breeze felt by no one else around him. The former-outcaste comes to a stop beside Verheen's chair, a stalwart pillar of support at his wife's side. Jewel notes that he is very much still wearing his daiklave.

"Sir!" says Roho.

"Commander," says Jewel.

"Well, don't you two stop on my account," Knife Dancer says. Verheen nods her assent.

Roho begins, speaking in rapid High Realm. Unfortunately, Jewel's grasp of that language has always been fairly limited, but she recognises the word "Anathema" many times, as well as her own name... and the word "Nuri". A certain tightness twists in her chest everytime that last comes up.

When he finally finishes, Knife Dancer is the one to speak up, dropping back into Riverspeak. "The Forsaken was one of the Tributary Guard? You're sure?" His cold eyes lock onto Jewel, and she can't look away.

"Yes," Jewel says. "She is being... I knew her." Thought she had.

Verheen sits forward. "Knew her? A mortal soldier?" She sips her wine, giving Jewel a shrewd look that feels like it lays her bare in an instant. "Sleeping with her, then?"

Jewel flinches, too obvious to lie now. "It was... being something like that."

Verheen nods. "So," she rolls the word around on her tongue in a contemplative manner, and Jewel understands ahead of the true confirmation that her life depends on what comes next. "Tell me. How did you walk away from four Anathema, all on your own, barely hurt?"

Jewel chooses her approach carefully before replying. "They were fighting each other," she says. "And I was escaping." Not technically a lie. Absurdly though, it tastes like a small betrayal on her part, considering what had really happened. She'd gotten away because a monster who looked exactly like a tearful young woman had never wanted to hurt her in the first place.

Verheen raises an eyebrow. "I see," she says. "How fortunate for you. Why don't you tell me what happened, in your own words. From the beginning."

Jewel begins speaking, talking about Anathema witches and ghosts and Solars disguised as allies... and carefully not about confusion or heartbreak. When she finishes, Verheen holds her gaze for a worrisome moment, but the satrap is distracted by Knife Dancer.

"We aren't prepared for this," he says, stormy eyes full of urgency. "We'll need to act now — this changes much."

"We'll discuss this later," Verheen says, sipping her wine again.

"Verheen, this cannot wait."

"It can." Something sharp enters her voice for the first time, and the look she shoots him takes in both Roho and Jewel. It can wait, clearly, until they're actually in private.

Jewel watches the hardened veteran, chastened, give way before the look and falling silent. An obedient Dynastic husband, whatever his recent origins. Verheen turns to look at the two younger Dragon-Blooded present. "You're both tired," she says. "Go get some rest."

Jewel thanks her, bows to them both, and is halfway down the stairs before she really knows what she's doing again, pushing back into the churning mass of the party. Even more so than before, some combination of her bearing, her appearance, and her obviously being a Dragon-Blood makes anyone sober enough to care step out of her path.

"I thought she was going to yell!" Roho says as they step back out into the cool, night air. Jewel hadn't realised he'd been keeping pace. "Where are you headed now?"

Jewel lets out a long breath. "To be properly drunk. Somewhere that is quieter than here."

Roho opens his mouth, as if he might invite himself along, but the set of her shoulders makes him reconsider. "Well, I suppose you've earned it."

"If nothing else," says Jewel, expending the very last of her false good cheer. "Be taking care."

Then she goes back through the gate, collects her weapons, and walks off into the city night. Entirely alone.

==========​

"... and don't get me started on that ungrateful, ignorant child!" Winter Jasmine's skirt swishes around her ankles as she whirls in place, continuing her violent pacing across the small chamber. "Lecturing me. After I tried to help. I tried to help!" At this last, Jasmine whirls again, this time facing her only audience: her own dark-haired reflection in a full length mirror. Her reflection looks back at her, always ready to listen to her problems without judgement.

She takes a deep breath. "I never learn, do I?" she asks the mirror, a little calmer. "Sometimes, I think Shahan-ya was right. They're never worth it." Still looking into the mirror, Jasmine sinks down onto the narrow cot that serves as her bed. Most of the chamber is taken up by shelves of magical component`s: odd bones and dried Underworld insects and wyld-touched herbs that glow in the dark. An entire shelf full of what look like human skulls lined up beside each other, carved with strange runes. The chamber itself is underground, hollowed out from the earth and linked with silk, supporting beams of conjured bone helping to bear the weight of the ceiling. It's warm down here, the power of Jasmine's magic warding off the worst of the chill from the Frozen Wood overhead.

"Why should I even bother?" she continues. "Let her get herself killed like all the others. It doesn't have to be my problem. Better that it's now, while she's still a stranger." Jasmine closes her eyes, taking a deep breath. "Better than the alternative, right?" Her voice comes out much deeper than it had moments before, and the cot creaks as if a greater weight has settled onto it. With a sense of misgiving, she opens her eyes, looking into the mirror again.

The man who looks back at her is tall and broad-shouldered, brown-haired, perpetually unshaven in a way Jasmine had teased him for, but had secretly loved. She slowly stands up, eyes locked with her reflection. With those same eyes she'd watched the light slowly go out of. "Better than that," she says again. She can abruptly taste his blood on her tongue, hot and metallic. Luna is a kind enough goddess to remove certain inhibitions when they bestow their gifts upon a mortal, but the mere memory of this blood in particular makes her want to gag.

"... Jasmine?" She turns around, startled to find Maw Lurking Argent standing in the doorframe. At the sight of her wearing Cal's face like this, he does a double-take, his remaining eye going wide with shock.

Cal's body shines faintly silver, shrinking back to Jasmine's true shape. "Don't you knock anymore?" she demands.

"I did," he says. "You didn't hear me. You were shouting."

Jasmine stops short. "Was I really being that loud?"

"You were," says Jasmine's own voice, from directly behind her. Having spoken for the first time in the conversation, her reflection steps out of the mirror, identical to her in every way, albeit with subtly inverted features. "Are you alright?" they ask.

Jasmine pinches the bridge of her nose. "Rattled," she admits. "I'll be fine."

Reflection nods. "I understand. She hurt you." They let that linger in the air for a few seconds before adding, carefully, "All Exalts are young and stupid at some point. You've grown a great deal yourself, since you first pulled me into the world. Perhaps it is best not to judge her too quickly."

Jasmine sighs. "We'll see."

Reflection nods again, understanding that this is the best they're likely to get. "I'll look in on the excavation. Nice to see you, Argent." They add the last just as they dematerialise through the nearest wall. In their absence, Jasmine has no reflection in the mirror at all.

Argent, who had briefly scowled at the mention of Jasmine's latest Solar mate, jumps directly to his actual point. "We have a visitor. A messenger."

Jasmine goes completely alert, already moving past him to sweep out of the room. "From above or below?" she asks.

"Below." He keeps up with her, but Jasmine knows him well enough to see the pain he's hiding. He can regenerate, and Jasmine did what she could for him with her own magic... but, frankly, he shouldn't be up and walking around at all, after multiple broken bones and his eye. There had been no saving his eye, and it will require much more time and effort to repair such a wound. Thinking about it makes her furious with Aster all over again, to say nothing of that Wood Aspect she'd been shielding. Silent Pause was a deeper, more bitter betrayal that Jasmine isn't ready to process yet.

"Who sent them?" Jasmine asks.

"I don't know," Argent admits. "She's not a ghost."

Jasmine pauses briefly in the passage. It's a narrow, rounded tunnel, massive ribs curving up silk-lined walls with a winding spine overhead, as if they're walking through the gutted carcass of a giant snake. Ghost lights hover overhead, illuminating everything in a pale blue light. She thinks about this for a moment, and comes to a quick conclusion. "Did she come from upriver, or down?" From further into the East, or from the Scavenger Lands. Such things had their Underworld equivalents.

"I... don't know," Argent says again. "She just showed up from out of nowhere."

There are many lords and petty monarchs of the Underworld. The East is lousy with ancient ghosts of power and influence, groaning under the weight of thousands of years of restless dead. There's always the chance that this is merely a ghost-blooded heir or byblow. A living scion sent as an ambassador to the living. In her gut, Jasmine doesn't believe that, though. It's only ever been a matter of time before her work draws the attention of one of the great horrors of the Underworld, and such beings don't need to rely on servants as frail as a half-mortal.

Jasmine starts walking again, heading for an exit tunnel. Her moon-sense tells her that night has fallen hours ago — it will take her where she needs to go, now. "Where did you put her?"

"Rains has her waiting in the overseer's office," Argent says.

Jasmine reaches a dead end. At her touch, the terminus of the passages becomes a door, swinging outward into a different world entirely. The deathly chill that pervades the Frozen Wood is still here, less a sharp cold and more a pervasive ache in Jasmine's bones, barely discernible. At the same time the black Hearthstone set into her forehead burns with power. Eternal night's gloom closes in on her, unnaturally inky and oppressive. Alien stars hang overhead, just barely illuminating the outline of a river in the distance, flowing as black as tar. The trees here are strange, skeletal, stretching out too tall, roots spreading in all directions like broken insect legs.

Argent shudders very slightly as he crosses over, and like always, Jasmine elects not to notice for the sake of his pride. Herself, she's as at home in the Underworld as any living being can be. She first walked its shadowed forests over seven hundred years ago, and has since plumbed the depths of the very Labyrinth and emerged with her mind intact. This place is for the dead, but it is the nature of Luna's Chosen to adapt to any extreme they find themselves in.That is what Jasmine has done, more or less.

In the distance, she can see the lights of the excavation, faint shapes of her workers moving with renewed vigour as they get so close to their goal. There had been setbacks — the original structure had been nothing but a barely-visible, plant-choked foundation, and Jasmine hadn't imagined that any of its defences would still be in place. When they'd broken through the stone, every hungry ghost for miles had converged on the spot, forcing her to counteract the old spell with a necromantic working of her own. That this had driven so many of them into the shadowland and out into Creation had been an intense annoyance, with complicated results.

Aster's infuriating, judgemental voice comes to mind: "You're lurking in a haunted forest working magic so foul that you've blocked out the sun, setting vicious ghosts on the surrounding countryside to terrorise innocents..."

Complicated.

Jasmine's destination tonight is a cluster of wooden buildings on the river's edge. As she approaches, the shades she passes stop what they're doing to bow respectfully. Not only her workers and war ghosts — also peasants, traders, travellers. The denizens of the Underworld know what power is, and they don't risk offending it lightly. Jasmine acknowledges each of these pallid, deathly figures with a shallow nod of the head, striding implacable forward. She would have flown over to save time, if she didn't think Argent should avoid that kind of activity just yet.

These are new structures, especially by Underworld standards. Wooden houses built to accommodate her people. Jasmine pushes her way into the largest of them. Inside, she immediately freezes up. Several ghosts crowd the building's entranceway. Three are fairly standard war ghosts — spectral figures clad in ancient armour, still bearing arrow wounds or with gaping cuts in their throats. The fourth is Early Rains Kutari. "... here you are, my lady," Rains mutters, seeing her. "Queen of Fangs be praised."

As massive in death as he had been in life, Rains' black fur still bears the claw marks of the demon who ended his life all those centuries past. A powerfully built giant of an apefolk, a methodical and ferocious warrior and a powerful ghost in his own right. Jasmine has known him since her days studying under her Shahan-ya, when he was newly dead and she had been Exalted for less than a century. Now, Rains is slumped on the floor, Simian face trying not to let on just how much pain he's in. A fresh cut, deep and jagged, goes down the length of his torso, spectral blood escaping from his corpus in alarming quantities. The dead are as solid here as anyone else.

"What happened?" Jasmine asks, kneeling beside him.

"The messenger grows impatient," Rains says. "I tried to convince her not to wander around looking for you. Maybe successfully. But she was not pleased."

Jasmine feels the familiar fury well up in her. That cold-burning fire in her chest, spurring her to storm into the dining room, physically seize this messenger, and rend her limb-from-limb. To hurt anyone who would dare to harm a man under her protection, dead or not. The rage of Luna is an old companion, though. Jasmine keeps her composure, taking a deep centring breath. "You'll be alright?" she asks Rains.

He grunts. "Better once she's gone, my lady."

"Well," Jasmine says, "I'll see what I can do."

The food and drink of the Underworld can sustain a mortal as well as that of Creation. The tales of such fare trapping the unwary forever do have some truth to them, however. The living human who lets even a single crust of bread from the Underworld pass their lips will have their soul subtly anchored there. When they die, the possibility of leaving behind a ghost reaches a certainty. The thing Jasmine is confronted with now shows no reservations about this possibility.

The messenger sits along at a large, ebon dining table, stuffing her face from a plate of sticky rice cakes. Upon seeing Jasmine, she pauses, swallows one last time, and gives the Lunar a grin with fangs that seem too big for her childish features. "Finally! You took forever. I was gonna have to go looking!" She speaks in a broadly rustic North-Eastern Forest-Tongue. Separated by time and tribe from Jasmine's native dialect, but closer to it than most.

"You have raised a weapon to my servant," Jasmine says, voice still under control. "By most measures, that forfeits your right to my hospitality, messenger or no."

The messenger rolls her eyes, an appropriately juvenile gesture. "Yeah, but then you're not gonna know the message or nothing, and that'd be pretty dumb, right?" She's a scrawny girl of twelve, hair a dark tangle crudely hacked off at shoulder-length, garbed in a threadbare burial shift, the white of the garment's hem stained and ragged from travel. Her skin bears the red-brown tones common to much of the East, but pallid, washed out, as if she hasn't so much as seen the sun in years. Behind her, leaning against the wall and still wet with ghost blood, is a wickedly sharp sword, black surface filled with a thousand screaming faces frozen in agony. The weapon would properly be classified as a short daiklave, but even this seems too big for the messenger. "You wanna hear it or not?"

Argent growls at her lack of courtesy. "Do you have a name?" His accent is terrible even after all these years.

The messenger looks at him like he's being appalling stupid, before rolling her eyes. "Nope."

He bristles further, taking a menacing step forward. "Do you think I'm going to stand here and be mocked by a child?"

The messenger shoots forward, a small hand slamming down on the table, sending the plate of rice cakes crashing to the floor. A Caste Mark opens like a blackened wound on her brow, an eight-rayed mark of Dawn weeping blood down her face. Somehow in that moment, fangs bared, eyes blazing, this unkempt waif of a girl exudes an aura of supernatural terror that not even Jasmine can entirely disregard. "I think I can do whatever I want!" she says. "I'm not here with a message for you. Mother won't care a bit if I take your other eye out or nothing."

In Argent's brief moment of hesitation brought on by this display, Jasmine gives him a sharp look. "Out," she says, dropping back into Riverspeak.

"But—"

Her expression silences him. "Haven't you had enough for one day? Leave us." Reluctantly, Argent nods and stalks out of the room. Luna preserve her from newly Exalted children and Full Moons who should know better.

When the door shuts behind him, Jasmine regards the messenger again, who has subsided back into her chair, chewing on a stray rice cake that didn't make it to the floor. "What are you called, then?" Jasmine asks, not repeating Argent's mistake.

The girl grins again. "I'm the Shoat!"

Jasmine considers this, the girl's Eastern appearance, the ominous allusion to a 'mother'. "You're from the Dowager."

"Yep!" the Shoat agrees. The Caste Mark has vanished, but blood still drips down her face in a gruesome reminder of what she is.

"What is your message?"

"That mother knows what you're about, and she'll be here to pick up the pieces once you get yourself killed at it." There's a definite edge of malice to the Shoat's words. Impersonal, amused in the way a child is amused by the misfortunes of a stranger.

Jasmine's jaw tightens. "Anything else?"

"A lot about you sticking your nose where the living don't belong, 'cause you're a nosy witch-spider with more pride than sense."

Jasmine nods slowly. "In that case, please tell your mistress that I wish her all luck in staring vacantly into a well and muttering to herself, in the meantime."

The Shoat stares, blinks, then laughs, high and delighted. "Can I really tell her you said that?"

"Be my guest." Not the wisest decision Jasmine has ever made, but she's angry, and it's hard to truly direct that at the girl, rather than the power that created her. And if a Deathlord were actually in position to interfere with her work directly, Jasmine wouldn't be being sent patronising messages born by offensive deathknights. Instead, they would simply do it. She's close now, so close she can taste it. That what she's digging for is so close to Greyfalls, an ideal first target, is only icing on the cake that will make anything afterward all the easier.

The Shoat laughs again, then glances down at the shattered plate and mashed rice cakes still laying on the floor. "You got any more've these?"

Jasmine nods. "I'll find you some more. To go."
 
Last edited:
XIV - Omen-Beast's Evil Eye
Contact Wandering Heart first, and ask to meet in the crowded night market, where you can hopefully blend in: 4

Contact Wandering Heart first, and ask to meet... at the riverfront on the outskirts of Greyfalls: 3

Contact Prince Thay directly: 1

It's nighttime and you're huddled alone in a little hollow between two trees, a ways up from the Pebble's banks, too paranoid either to start a fire or to go to sleep. You've put as much distance between you and the shadowland as possible, but you can't rule out the possibility of being assailed by ghosts still, hence your bleary-eyed vigil. The lack of a fire is to avoid detection from more human foes. Relatively speaking. You've made an enemy of nearly everyone now, after all.

You're not so cold at least. The green jade wrackstaff, laid out across your lap, doesn't seem to want to let you be uncomfortably cold or miserable, even sitting as you are in the dirt with your back against a tree trunk. The weapon's presence is tangible — not a thinking thing, but something that seems to feel, somehow. What you're getting from it at the moment is the sense of something entirely satisfied. You refused to compromise with the wicked, and fought them in order to save the innocent. It's almost pleased by this, not even understanding the concept of such things having negative consequences, let alone being troubled by those that you face now as a result. It's like being comforted by a friendly dog, if a dog were an indescribably valuable weapon made entirely from enchanted metal.

Something flutters by overhead, startling you until you recognise it as a bat. This offers little reprieve when it lands nearby, and begins to assume human shape. You shoot back up to your feet, wrackstaff in hand.

"It's me," says Silent Pause. He straightens out his robe, looking about as tired as you are in the faint light of the crescent moon. "I caught up with them. No one else saw me give him the message."

You slump back down to the ground. "Good. Thanks. Sorry. Captain Wandering Heart's going to be getting enough hard looks, now that people know about me. We don't need to add to it."

"I offered, you don't need to apologise. Are you alright? You look exhausted." Pause settles himself down across from you, legs folded beneath him, as comfortable here on the ground as he would be on a temple floor.

"So do you," you say. "I can't sleep. I can keep watch, if you need to, though."

He gives you the sort of gently disapproving look that every Immaculate monk you've ever met seems to have mastered long ago. "Aster, you need to take care of yourself."

"I'm fine," you say, not meeting his gaze.

"No, you're not. You're running yourself ragged," he says. "I remember what being newly Exalted felt like — I know you feel invincible right now, but you only have so much. If you don't rest, you'll bleed your magic dry, and your abilities won't be there when you need them. sleep."

There's something abnormally compelling about that direction, beyond the authority that a shaven head and a set of hempen robes implies to you. Now that you know what Pause really is, there's a part of you that can't help but be suspicious of this sensation, of how reasonable and rational his words always seem. You've heard of the many horrible ways an Anathema can ensnare the mind, after all. But, Pause is the only friend you definitely have left in the world, however young that friendship is. So when he commands: "Sleep. It's been a hard day, Cub. With harder to come. Find peace where you can," you listen.

You curl up on the most comfortable piece of land you can find, cradling the staff for the warmth it provides, as ridiculous as that makes you feel. "You need sleep too," you remind him.

"I do," Pause agrees. He settles his back against the same tree you'd been leaning against, closing his eyes. "I will awaken at the slightest hint of danger. One of Luna's gifts to me."

"... if you say so," you say. Then you close your eyes, and you're instantly dead to the world.

==========​

The hilltop is cold and desolate, a lonely perch overlooking an army camp on a grassy field. Here you stand, gazing down on your forces with grim satisfaction. This is a good place to make a stand, to turn things around once again the way you always have. You'll break the Tepet legions just as you have others before them.

"It's not too late to admit that this is a mistake."

You turn to face the woman beside you. Winter Jasmine is particularly striking in this moment, even beautiful — dark hair blowing in the harsh northern wind, dots of moonsilver ink running down her throat, catching the light brilliantly against her Eastern complexion. You don't let yourself forget who and what she is, though. This is a six-hundred-year-old witch, a necromancer who has crawled out from the dark places of the world. "So you keep telling me," you say, looking down at her. You stand head and shoulders over her, and you take no pains to disguise it.

"You barely escaped with your life the last time this kind of force cornered you," she reminds you, not giving an inch. "And here you are, doing this all over again. It's been seven years of this already! Find some corner of Creation out of the Realm's reach, settle there and rule for a century or two. Build something instead of destroying."

"I will not settle for a tiny piece of what is rightfully mine," you tell her. You're nearly looming over her now.

"It's not about settling," she says, exasperated. Like you're an over-eager child who doesn't know what he's gotten himself into. "It's about waiting for the right time. If you go for dangerous prey's throat without wearing it down first, you'll only be gored and trampled."

"Waiting," you scoff. "Cowering in some miserable cave, pouring over mouldering tomes while once in a great while daring to kill a Dragon-Blood or two? I will not squander my gifts as you have."

Jasmine laughs at this, cold and derisive. "Boy," she says. "You have no idea what my designs are. I have plans which may only come to fruition centuries from now. Maybe one of your successors, one wiser than you, will be fortunate enough to see it."

That makes you angry. Who is she to sneer at you, one of the Solar god-kings of old come again? You can all but call up legions with a stamp of your foot, honing men and women into the fiercest of fighters, instruments of your will, in scant weeks. None can challenge you in battle and live. You've cut down more than a dozen lesser Exalts in combat. Where is her reverence? That's what you want from her, you realise. Her awe and admiration. Not her tutelage or her unasked advice, and certainly not her scorn.

Your hand lashes out swift as lightning, striking her full across the face. Jasmine's head rocks back, and she stumbles away from you under the blow. She stares at you as though dumbstruck, as though she hadn't even considered there might be consequences to laughing in your face. "How dare—"​

You cut her off, voice full of the fury she's earned so well. "How dare I? How dare you! Learn some respect, witch, and I won't need to hurt you again." Does she think you enjoy her making you do this?

She stares at you for a split second further, before you can actually see the animal rage fill her up all at once. She looks at you like she wants to tear you apart, like she wants to sink fangs into your body, pump you full of poison, and then drink what's left. Instead, she heaves in a deep, controlled breath. As she exhales, her eyes flash silver, the same colour as the Caste Mark flaring on her brow. The full glory of her anima pours off of her as she spreads her arms wide, inky-purple laced with silvery spiderweb, strewn with the bones of dead prey. Her many-limbed shadow looms across it all, impossibly large and menacing. She speaks, and her voice echoes with grim portent as you feel her gaze pierce deep inside of you, her eyes a mirror reflecting your deepest flaws and weaknesses, her words seizing them and twisting them back against you:

"Your vainglory will be your downfall," she says. "When next you enter battle, you will be faced with a deadly foe, and in your arrogance will be blind to the threat they pose. They will strike you down. The Realm will scatter your followers to the winds and hunt them down at their leisure. All you have tried to build will crumble, your only legacy a trail of corpses and your name, evoked as a monster to frighten children. Jochim the Anathema. And as you die, may you remember that I offered you a hand, and you spat in it. You may avert this doom only by learning true humility. By recognising your limits, and acting upon them." Winter Jasmine smiles then, slow and mocking, nearly a snarl. "Can you manage that much in less than a fortnight, little king?"

And then she's a raven wheeling up and away from you, still shrouded in Celestial light. Leaving you alone on your cold hill with your great army below and her words echoing in your head.

==========​

You wake from the dream to find yourself back in your little hollow, the seated form of Silent Pause assuring you that you are, in fact, safely half a world and nearly two centuries removed from that scene on the hill you just witnessed. You don't immediately get up, or say anything. Being told that the power you have once belonged to the likes of Jochim the Anathema is a very different matter from somehow sharing a dead man's memories from so long ago. It had all been too real to just be a bad dream, too — some of your own memories are less vivid than that had been. You felt the cold of the wind, the impact of your — of his fist as it struck Jasmine's face.

At this last thought, you can't help but recall something she said after you'd made clear your intentions to fight her, back in the shadowland: "You always do this! You hurt me, and then you act like I'm the one in the wrong!"

You're so preoccupied by these thoughts, you don't even think to ask how Pause intends to get you back to the city in time for your meeting with Wandering Heart, until you're both awake and walking down to the river, and he casually tells you.

"I should be able to cross the distance in that timespan. My river dolphin shape is quite fast, even with someone hanging off of me. And it might be easier to remain concealed that way, although I will need to take us under from time to time with little notice."

"Won't I freeze?" you ask, considering spending that long in the water. The sun hasn't risen yet, and this close to the Frozen Wood, the Pebble is still cold as spring meltwater.

Pause glances down at the wrackstaff you're still holding. "That's Verdance, isn't it?"

You frown. "Verdance?"

"A famous weapon. I had heard that one of the monks carried it into the shadowland with her; it protects the wielder from the natural elements."

"It... did stop me from feeling the cold, even back in the Wood," you admit. It feels right, you suppose, that such a weapon should have a name. Something else occurs to you all at once, something far less important, but still, you ask: "You... ate a dolphin, then? For its shape?"

Pause blinks, then laughs. "No, actually. That shape, I earned quite bloodlessly. It came from a young moon-touched I aided... it must be years ago, now. Ask me about that another time — it's a good story, but we need to get underway."

It's a very strange feeling, holding onto a dolphin's dorsal fin with one hand, Verdance with the other. Pause sets a startlingly fast pace, making use of super-human... or, rather, super-dolphin speed and endurance. You're hauled through the water behind him like a piece of flotsam, travelling at least as fast as the boats had managed. It helps that he's going downstream at first, but it's still a stark reminder of how many tools that Lunar Anathema have at their disposal when it comes to travel and evasion. It's impressive that Wyld Hunts find them as often as they do — you have quite a bit less going for you in this department. A troubling prospect, but...

You're not really expecting to walk away from this in the end, are you? You just want to do what you can before your luck runs out. You don't want to die, but surviving past this crisis would be... what would you even do? Better not to even think about it.

==========​

Drying your clothes off while hiding in the countryside outside Greyfalls wasn't fun, Verdance or not. Getting back into the city, however, is less fun still.

Security has plainly increased in your absence, presumably in response to the Lunars' presence... and to yours. There won't be any Jewel to talk you past the gates this time — even from a distance, you can see that the same one you originally came in through is now manned by at least five guards, as well as a Dragon-Blood, conspicuous with his bright green hair and skin, plainly in charge.

You very quickly decide that you'll need to wait for dark, and go up a wall. Your first concern — cresting it and finding someone there to catch you — is covered by Pause, who promises to discreetly draw attention elsewhere for you. Moon Mad or not, you're increasingly glad you took the time to befriend the Anathema monk. He's extremely handy to have around.

The second concern is Verdance. You have no idea what you're going to do with this incredibly conspicuous weapon when you'll need both hands to make the climb. Before you can even voice the concern, though, it simply vanishes from your hand in a small burst of golden light, startling yourself. You can still feel its connection to you, it's not really gone, just... somewhere else. You know instinctively that you could pull it back if you needed it. Anathema magic is very strange.

The wall is both tall and sheer — no ordinary human should have been able to scale it without tools in broad daylight, let alone in the middle of the night. You find a way, though, the same as you found a way to leap between tree branches, or to run along a clothesline as though it were a broad avenue. You ascend a series of barely-protruding bricks like a ladder, making your way up the fortification as quietly as you can manage.

By the time you get to the top of the wall, mercifully darkened and deserted, you're breathing a little hard. It's nothing so bad that you can't swiftly make the descent down to the clay-tiled rooftops below, however. On the streets below you, patrols are increased to such a degree that even taking the high route as you are, you're forced to take lengthy detours to avoid detection. This city where you've spent months of your life feels utterly transformed now. There's a tension in the night air, and even the Giant, despite being frozen in place with a waterfall coming from its stone mouth, seems to be glaring at you a little more than usual. You don't belong here anymore.

It's a relief to see that the night market is at least open as per usual. The populace must have noticed the increased security, but clearly the satrap doesn't want to cause a panic, or disrupt commerce by shutting it down, or warning the public at large of a probable Anathema attack. It will get out eventually, of course. Such things always do. For now, the place is still thronged with merchants and buyers, the scent of good food thick in the air. You ignore the gnawing hunger in your stomach and instead make your way to the meeting place you requested.

It's a quiet, out of the way corner of the market, a couple broken stalls crammed into a forgotten nook. Still in plain sight, but not so close to everyone that you'll be immediately overhead over the sounds of the crowd. And here, tall and pale and blond as ever beneath a hood, is Captain Wandering Heart, looking characteristically stoic, if a little out of place. Unfortunately, that's not all. A figure lurks on the rooftops above him, darkly clad, trying its best to blend in, plainly watching the captain. He doesn't seem aware of them, and you don't think either have spotted you yet.

Has he been followed? Is this the satrap keeping an eye on him? The Lunars? Yet another group you haven't even thought of yet? Panic claws at your chest.

Article:
What do you do?

[ ] Confront the watcher
[ ] Get the drop on the watcher
[ ] Greet Wandering Heart, and try to warn him discreetly
 
Last edited:
XV - Flowing Shadow Stance
Short update today, but there will be something else coming within a day or to compensate for that.

Confront the watcher: 13

Get the drop on the watcher: 9

Greet Wandering Heart, and try to warn him discreetly: 1

You take a final running jump, landing on the same darkened rooftop as the mysterious watcher. They jerk around at your arrival.

"This is a private meeting," you say. "Can I help you?"

"You!" says the watcher, voice accusatory.

"Me?" You're taken aback by the anger in her smouldering eyes. "I— You!" Abruptly, despite her dark hood and the mask covering the lower portion of her face, you realise who this is. "How did you get out?"

Parting Sigh scoffs. "They opened the door, and out I walked." She's gotten over her shock enough to adopt a smug posture, arms crossed over her chest. There's a readiness in that slender frame, a nervousness she's doing her best to mask. She knows she can't take you, one-on-one, and she's ready to bolt if worst comes to worst. But for some reason, she seems confident enough to just stand here and try to get under your skin.

"Why would they do that?" Your disbelief is clear in your voice. Alright, she's succeeding in getting under your skin. "You're a murderer!"

She actually laughs in your face, stifling it almost demurely with a hand in front of her covered mouth. "No, I'm an assassin. And, Nuri, you're a literal Anathema. You're not exactly in a position to be looking down on my vocation."

"Aster, stand down!" hisses Captain Wandering Heart. His gaze pierces the darkness to the pair of you. "Sigh, stop antagonising her. Do you want to bring attention down on us all?"

"Sir—"

Wandering Heart cuts off your protest ruthlessly. "Enough. Get down here."

You cast a frustrated look at Parting Sigh, who shrugs, insufferably pleased with herself. Then you leap down to meet the man you came here to see. "Why is she here?" you demand in a whisper.

The look he gives you makes you squirm in place. When he speaks, there is no trace of warmth in his voice. "Why are you here, Aster?"

You wince involuntarily. "I'm here to help."

His stony expression doesn't loosen up a bit. "To help."

"I... I..." you falter, swallow. "I swore an oath!"

"I think we made the circumstances of our arrangement extremely clear," he says. "You can't be here."

You take a step closer to him. "I know it's a mess, and I can't be connected back to you or to the— to her. But I can't just do nothing!"

He sighs, frustration piercing his emotionless stare. "You could be on your way to anywhere else by now. That mercenary woman told everyone what you are. They will kill you. And, frankly, us, if we're caught together. The Guard is already going to get enough scrutiny from this without the hint that we knew and kept it a secret!"

"I'm not just going to run away while a... a second circle necromancer is threatening my home!"

That gets his attention. "... the Lunar is a necromancer of the second circle?" he asks. "You're absolutely sure?"

Honestly, you have no idea what it even means, other than it presumably being worse than the first circle you assume exists. Your main point of concern is just that there's an Anathema witch threatening the valley at all. "That's what she said. And Pause didn't argue with her, so it's probably true. Uh... Pause is— he's a friend, never mind."

Wandering Heart gives you another searching look, like he would like to ask you a lot of things at once. "There are three circles of necromancer. Most only ever achieve the first circle, the Circle of Ivory. This is an impressive enough feat, and is troublesome enough in its own right — among the living, I've only ever heard of Lunars managing to achieve more, and then only the most powerful and dedicated. The Circle of Shadow can rend open shadowlands, call forth armies, give her access to terrible, dark rituals. What you are telling me is that one of the greatest necromancers alive has been discovered near this city, and she wishes us ill. This is worse than I'd credited."

Your stomach sinks a little more, even as you get your hopes up a little that maybe he's not going to order you to leave after all. Eventually, he says: "Parting Sigh?"

The Grass Spider is off the roof, by his side in an instant, her stealth almost as uncanny as Whisper's. "Yeah?" she asks, lazily.

"You have a safehouse in this city," he says. It's not a question. "She's already seen you, so there's no hiding your presence. Take Aster back to it."

This makes her bristle. "You want me to shelter an Anathema?" she hisses.

Wandering Heart gives her a flat look. "Yes."

"You're not paying enough for this," Sigh warns him.

"You're paying her?" you ask, horrified.

Wandering Heart ignores you. "You'll be paid," he tells Sigh.

"We'd better be." Sigh's voice is briefly dangerous. "A deal's a deal, but we're not going to be taken advantage of."

"What deal?" you demand.

"You'll be paid," he says again. Finally, he looks back to you. "A deal has been cut with her... organisation."

"You... what?" You don't understand, at first. What deal could possibly be cut with someone who killed a man in the middle of this very market, let alone the ones who sent her to do it?

"Simple enough," Sigh says. "I got let out of that cell, and got to finish my contract off, and for that consideration, my bosses loaned me out at a discount. A steep one."

You round on Wandering Heart. "You let her just kill more people?"

He is unmoved. "The targets were Guild officials. Vultures eying up a plum carcass in case the Cynis leave room for them to move in. We won't mourn them."

"But..." you try to make your objections properly known, but you don't even know where to begin.

"Crying over a few rich slavers?" Sigh asks. You can't see her smile through the mask, but it's there in her eyes.

You glare at her, but fall silent. You don't know what to do with this.

"I asked you not to antagonise her," Wandering Heart says to the assassin.

Sigh scoffs at that, but doesn't actually argue, or continue. "Fine. I'll take her."

"Go with her, Aster," Heart tells you. "You want to be useful? This is how you start."

You grit your teeth at that. "Yes, sir," you say, reluctantly. You do want to be useful. You want to keep the valley safe. You came here because working together with the captain and your prince could help that.

He looks at you, suddenly a little sad. "I wanted things to be different than this."

That much, despite everything, you appreciate. "I did too, sir."

As you leave, you see him trudge resolutely back into the boisterous crowd, a grim and lonely figure.

"Grala's spear, you're loud!" hisses Sigh as you follow her along the rooftops.

You decide not to argue. Next to her, you are, and you'll be in serious trouble if they start posting sentries up this high. You barely caught sight of her the first time you encountered Parting Sigh, after she'd assassinated her first target, and tonight her footsteps on the roof tiles fall as lightly as a cat's.

You're not looking forward to rooming with her, not least because of how hard she was trying to kill you before. "How far is it to this place?" you ask instead.

"Just shut up and follow my lead," she says. In the end, you do.

==========​

You have tentatively reestablished contact with Wandering Heart, who is accepting your aid in light of the dire threat he believes Jasmines poses, despite some severe misgivings. Your position with Prince Thay is tenuous. The satrapial authorities are actively hunting for you. Your family will soon be told you're a monster, and will likely disown you. You have made an enemy of your Lunar mate, a powerful necromancer older than the Scarlet Dynasty. Fateful Jewel has promised to treat you as an enemy if you ever meet again.

On the other hand, you have a place to stay, even if you and your roommate don't get along, and you think Pause still seems to like you. Nowhere to go from here but up!

In the meantime, you still have a brief window of time to collect yourself, and try to come to an understanding with the woman you previously put in jail. Even if she is an utterly shameless killer.

Article:
Pick two topics from the following list to come up in your conversation with Parting Sigh. This is not a plan vote.

[ ] Accidentally unload about your romantic woes
[ ] Have an awkward talk about religion and Anathema
[ ] Coax her into talking a little about the Grass Spiders and her life
[ ] Gossip about Wandering Heart
[ ] Talk about her earlier targets, and how she's very sure they had it coming
 
XVI - A talk
Accidentally unload about your romantic woes: 20
Have an awkward talk about religion and Anathema: 14


Talk about her earlier targets, and how she's very sure they had it coming: 13

Coax her into talking a little about the Grass Spiders and her life: 9

Gossip about Wandering Heart: 7

Parting Sigh's route along the moonlit rooftops of Greyfalls is long and circuitous, doubling back on itself numerous times. You strongly suspect that she's going to these lengths to shake off potential pursuit mostly to compensate for how hopelessly loud and obvious she finds you. In your defence, none of the stories you've heard about Forsaken — "Dawn Castes"? — have told of their great capacity for subtlety.

Eventually, Sigh leads you to a riverfront neighbourhood, and not a nice one. The thunder of the Falls fills the night air, and the two of you are navigating your way through banks of mist, watching your step on dampened roof tile. This can't be too far away from the place that Jewel is staying. Was staying, you correct yourself. Why wouldn't she move immediately, now that she knows an Anathema has seen where she sleeps?

You try to put that thought, and all of the distracted places it goes, out of your head. Here and now, Sigh is dropping down onto a balcony, somehow landing as lightly as the breeze. Then she gently knocks on the upper story door in front of her. You can detect a specific pattern, even as you lower yourself down off the roof and onto the balcony as carefully and quietly as you can. A floorboard creaks beneath you, and Sigh shoots you a quick glare — even with the embers of her eyes smouldering, she's very good at giving glares.

A moment later, a wooden slat is dragged back from the door, and a pair of eyes peers out at Sigh's masked face. "The hour grows late," says a rusty voice.

She hooks a thumb under the edge of the dark cloth, dragging it down to reveal her youthful features. "Not for those born to darkness," she says, utterly grave.

There's a pause filled by a series of soft clicks and thumps, bolts being pulled back and locks being undone. As the door creaks open, the two of you are quickly ushered inside. The small gaunt man standing beyond shoots you in particular a hard look. "You brought a Nuri?"

"Yeah," Sigh agrees, tone dangerously frivolous. "In your long association with us, has asking extra questions ever been good for anyone's health?"

The man stiffens, then bows his head in silent apology, scurrying past the two of you to close the door. "Apologies," he mutters.

"Food would be good," Sigh adds, moving past him. She navigates the dim, cramped hallway with some familiarity, guiding you along to the second door you come to. As you awkwardly follow along, you try to make sense of what sort of building you're in. The upper floors of a shop, you think. Maybe a bakery.

The room you're led into is small, barely furnished, a single window barely large enough to let in some moonlight set into one wall — it's at least facing away from the spray of the falls. You hover by the door, not sure quite what to do with yourself, as Sigh retreats to one side of the room, unfastening her dark cloak and unbuckling her swordbelts from around her waist. Eventually, she seems to find your dithering annoying. "Dragons! Just sit down already!"

You drop down onto one of the two cots in the room, unavoidably sheepish, shoulders hunched as if to take up less space. "You, uh... ran through most of your throwing knives, huh?"

Sigh glares at you again, pointedly removing the first of the bandoliers that had been hidden by her cloak. This one one bears a single, lonely shuriken. The other still has a few throwing needles left. "Yes, throwing them at you. The shurikens were new! A gift from my sifu just before this mission."

"Sorry!" you can't help but say. Except, because you have nothing to apologise for, actually: "I was on duty, though. You killed someone right in front of me!"

"Well, it's not like I knew there was an Anathema watching!" She says this as though there was nothing wrong with the murder itself, other than having been caught. Seeing your stare, she rolls her eyes. "I had a contract. A Grass Spider always carries out a contract."

As frustrating as this bit of shocking amorality is to you, you can tell that this whole conversation is a nonstarter. It will just lead to a heated argument in a cramped room, and the way she's settling herself down on the cot opposite yours reminds you of nothing so much as a cat in a space with someone it does not entirely trust. All affected nonchalance, while keeping as far from you as physically possible, and having every one of her weapons well at hand on the bed. If you twitch wrong she'll bolt or go for your jugular, and you can't be sure which way things will break.

"My name is Aster," you tell her.

Sigh leans back against the wall, looking at you strangely. "I know."

You frown at her. "Aster. Not 'Anathema'."

She keeps looking at you for a lingering moment. "It really bothers you, doesn't it? You're not much like what I expected."

You shift uncomfortably. "What did you expect?"

Sigh shrugs. "I don't know. Someone who actually likes it? Like in the stories. I don't remember a lot of fables about the Dragons meeting a Forsaken that's just trying to be a stiff-necked guard who keeps half-flinching whenever she hears someone say 'you're an Anathema.' Look! You did it again."

What does she expect? It's hardly a nice thing to be called. "You're Immaculate then?" You'd like to change the subject, suddenly.

Sigh raises a hand, wobbling it back and forth in a show of ambivalence. "You could say."

"What does that mean?" The idea that this unrepentant killer might be faithful, after a fashion, while someone like Jewel isn't, is surreal to consider. You force yourself to remember that, whatever else, Parting Sigh is a Dragon-Blooded Prince of the Earth.

"Well, was raised to it. I never entirely stopped." Sigh reaches down to her belt, raising a small, wooden figure on a chain for you to see. It's a man in monk-garb, kneeling in meditation, holding a lit candle in each hand, with a third balanced on his lap. At first, you don't understand the significance.

Suddenly, your eyes widen in shock. "That's Hesiesh!" An icon of Hesiesh.

Sigh laughs out loud. "Dragons! This bothers you too! I know the Dynasty's monks are uptight about stupid things like this, but... from you?"

It is, of course, a Dragon-Blood's right to carry such a heretical object if she so chooses. Parting Sigh's own spiritual purity is beyond reproach, theoretically, her Exaltation earned over many past lifetimes filled with upright action. You've never actually seen someone bearing such a thing, though, let alone flaunting it. It makes you uncomfortable to look at. The Dragons aren't normally meant to be depicted so directly — it says so in the Texts, you've always been taught. "Are you Lookshyan?" you guess. The wayward city state famously allows such things.

Sigh gives a minimalist jerk of the head. "No. My father was. He carved that for me after I Exalted, though. Right before I left for— before I left." She stops abruptly here, and shows no willingness to continue. Clearly, the details of the life of a Grass Spider are not to be so casually divulged to just anyone.

"Why are you fine with this, though?" you can't help but ask.

"What, with worrying about whether you're going to murder me in my sleep?" Sigh makes a face. "I wouldn't go that far, but it's work. And your bosses have me over a barrel here, don't they?"

"I'm not going to—" you're not going to get anywhere with this, you realise. There's nothing you say that's going to make her stop being nervous about your presence just like that. "I meant comfortable working with Anathema at all."

"Oh." Sigh sounds dismissive. "We've got a policy about Anathema. You know what it is?"

"No."

"Your blood still bleeds, and your silver still spends." She says this with a perverse sort of grin. "Just make sure to charge at least three times as much for either."

"Even though I'm a monster?" For some reason, it's hard not to be a little appalled by this indifference. It's worse than someone like Pause, who has clearly spent a lot of serious thought on the matter, or Wandering Heart, who was never Immaculate to begin with. Sigh must have been raised on the same sort of fables you were, clearly believes in them, to a degree. And yet she's still adopting this attitude.

"Do I look like a monk to you?" Sigh asks. "I kill who I'm supposed to. If I'm lucky, it's someone I feel really good about killing but if not..." she shrugs. "Work can't be all fun all the time, right? I accept my targets, and I eliminate them."

You open your mouth to say something — you're not even sure what — when the door opens again. The furtive little man comes back in, hurrying over and setting some water and two wooden bowls of grain porridge down on the floor between you, before backing out again without a word. It's not exactly a feast, but the scent of it reminds you that you're ravenous. Shovelling the porridge into your face is enough to distance yourself from what had been, after all, an increasingly awkward conversation. If this had been your first close, personal contact with a real Dragon-Blood, you can't help but think you might have come away from it a little disillusioned. Did Hesiesh really Choose her for this?

"The last Dragon-Blood I... spoke with about this took it a lot worse," you admit, once you've inhaled a healthy amount. You're not sure this is a good idea, but it's too late to back off now — you've caught her attention.

"Yeah, I'll bet," Sigh says. "Your creepy boss back there mentioned a mercenary?"

"Yeah, that's her," you admit. "Fateful Jewel. We... knew each other, before she knew I wasn't just normal."

"You knew her, or knew?" Sigh asks, caught up in a sort of morbid fascination, even as she seems to regret asking a little.

"She kissed me, if that's what you're asking," you say. "We just ran into each other, and she kind of... kept being interested."

"Wood Aspect?" Sigh asks.

You blink. "Yes. How did you know?"

Sigh laughs again. "Educated guess," she says, before taking a mouthful of flavourless grain.

You feel a slight stab of annoyance, a desire to defend Jewel's honour over what feels like unfair stereotyping, but you're not going to actually get into that argument with her at this point. It would put you in too ridiculous a position, challenging a Dragon-Blood on such a thing. Instead, you just keep talking about Jewel, with a mind to stress her good qualities. "She was, I mean... she is really..." You struggle for a few moments. "She doesn't like being put above people. I nearly tripped over her the first time we met, then yelled at her for it like an idiot, but she just apologised, and shared a horrible drink with me instead of getting mad."

Sigh nods, looking increasingly uncomfortable with where this is going. You barely notice, though.

"She never made me feel stupid, or overly sheltered, or anything like that, even though she's Exalted and has been all over, and has probably been with like, a hundred other girls." You feel your face heat at this. Technically, you don't even know if Jewel has only been with girls, let alone the number. You never could quite bring yourself to ask.

"What'd she do, try to kill you when she found out?" Sigh asks.

"No!" you protest. "Well... she might have, if there hadn't been two Lunars to deal with, just then. One of them acts like she knows me, because the last person to have... 'this Exaltation' was her lover, I guess?" It's more than that, and you know this, but you're not interested in trying to take a stab at approximating Pause's explanation of what a Lunar-Solar Bond is.

"What, the Anathema necromancer you were talking about?" Sigh makes a face there. "Better you than me, with all this. I mean... she could be pretty much anywhere, at any time, right? Birds, cats, dogs, people..."

You hunch further and further in on yourself as she goes on. "Yeah, I've thought of that," you mutter, pointedly not checking the corners of the room for spiders, although you really want to now.

"Well, good. Maybe you're a little smarter than you look," Sigh says. Then she goes back to her bowl.

With an almost robotic air, you follow suit. You wonder if either of you are going to get any sleep at all tonight.

Article:
Fortunately, despite tonight's discouragements and the setbacks you've faced, you will accomplish something important in the coming days. What is it?

[ ] Discover vital information, but draw unwanted attention
[ ] Directly disrupt part of Jasmine's plans, but not subtly
[ ] Gain a valuable but highly dubious new ally
 
Last edited:
XVII - A New Friend
Gain a valuable but highly dubious new ally: 15

Directly disrupt part of Jasmine's plans, but not subtly: 11

Discover vital information, but draw unwanted attention: 5

You sleep poorly, and the next day, overcast and gloomy, does not start off auspiciously.

"Hold still," Parting Sigh tells you. "I know what I'm doing."

"I'd be more comfortable with this if you weren't using that," you tell her, glancing sidelong at the razor-sharp throwing knife she's using to sheer away your hair. This is only partially true, of course — the sight of your bright green hair piling up on the floor gives you a far-from-comfortable pang. Not to mention, things with the assassin still feel very strange, for all that she's at least seemingly decided you're not going to murder her unexpectedly.

"Oh, stop complaining," Sigh says. She's standing over you while you sit in a rickety, uncomfortable chair. It's about the only position the two of you could be in where she has easy access to the top of your head. "I'm doing you a favour, remember."

"Right," you mutter, "thanks. You're sure this will even work?"

Sigh exhales sharply. "Was I Chosen by the Dragons to have my skills questioned by a battering ram who walks like a woman?" she demands. "Was I trained by the world's most deadly assassins for eight years to be second-guessed by some common soldier who stole a little sunlight?"

"Sorry," you say, sheepish more than defensive.

"You can criticise my disguises once you're not the least subtle Anathema alive, not before!"

"Well, I've never lounged on a throne made out of bones, at least," you say.

"What, did that Ogre of yours do that?" Sigh guesses. She finished up her final touches, taking a step back from you. When you raise a hand to check her handiwork, it's been cropped shorter than you can ever remember it being, not even coming down lower than your ears.

"Yes," you say. "Right before she grew spider legs. And called up a thousand spiders."

"Well, can't fault the choice in aesthetic," says the Grass Spider. She moves over to a mortar and pestle resting on a little table nearby. She picks up the mortar and examines its contents critically, making sure that the disgusting mixture she made earlier hasn't separated or otherwise gone off already. "This is about ready — here."

Sigh approaches you, mortar in one hand, what looks like a paintbrush in the other. You look at her dubiously enough that she actually laughs. "Oh, relax. If I wanted to try and kill you, I've been working on at least five better ways to go about it than trying to poison you through hair dye. Everyone knows that common poisons only slow Anathema down."

"Do you usually put this much thought into how to kill people you're working with?" you ask, somehow not reassured.

"Of course not," she says, as she begins applying the cold, murky concoction to your hair. "Hardly anyone needs this much thought. Try to take it as a compliment."

"Well, thanks?" you say, with less enthusiasm than might have been hoped.

Sigh spends a good while working the dye into your roots, clearly aiming to be thorough, rather than gentle. At the end of it all, you're left looking at yourself in the safehouse's single, cracked mirror. Your hair is as coal-black as Sigh's own, to say nothing about the length. It really does do a lot to change your look, especially with you not wearing your uniform.

"Hm," Sigh says, looking at you critically. She goes up on tip-toes, taking your chin in a businesslike grip to tilt it this way and that, scrutinising your features as much as her own handiwork. "Can't you at least try to be a little shorter?" she asks.

You give her a strange look. "Of course not. I'm the height I am."

Sigh brushes this off irritably. "I know Dragon-Blooded who can disguise themselves so perfectly their own mother wouldn't know them. To say nothing about some of the wild stories you hear about your kind. So don't give me that." She takes you by the shoulders, pushing down on them until you're standing at more of a slouch.

"Yeah, well, I can't really do anything like that," you say. "I can balance real well, and my senses are real sharp now, but mostly I'm just good at hitting people. And farming, but I don't have any Anathema magic for that that I know about."

"A farm girl," Sigh says. "Yes, that explains a lot. Come here." You approach her, and immediately regret it. She starts apply grime to your face, further obfuscating your looks.

You wince, both at her continued efforts, and at her choice of words, even though it's a silly thing to worry over. "Please don't call me that," you say, voice quiet.

"Call you what? 'Farm girl'?"

"It's what Jewel calls— called me," you admit, looking away.

You catch sight of Sigh's grimace in the mirror. "Right. Okay. Let's avoid that one, then," she agrees, looking suddenly as awkward as you feel.

Things go quiet between you two after that as you wait for the dye to dry completely. Sigh's the one to break the silence, rising with a stretch from her cot where she'd been brooding. "I've got some work to do. Information gathering. Hopefully that'll give you something to do when I get back. Shouldn't take long, really."

You glance around at the largely-empty room. "Um, okay," you say, watching her snatch up her things. Then she's gone.

The problem isn't quite boredom. Mind you, you are bored enough, as you lounge on your uncomfortable cot alone, staring up at the ceiling overhead. The man from last night had appeared with breakfast, then retreated again. There's been no sign of him since, so there's not even the off chance of a conversation to cut through the tedium. Much worse, though, is that same fire in your belly, that feeling that first drove you to go out and join the Tributary Guard instead of keeping your head down and minding the farm. You don't like not doing anything for too long.

You give up on lounging, and go through some training exercises, using a broom in place of a proper staff. Verdance is frankly too long for the confined spaces you're currently in, even if the weight is off and has to be accounted for. The training can only go on for so long, though. In the end, you're left sitting on the creaking chair, looking out the tiny window and down at the river-front street below. Through the mist of the Falls, people go about their day. Workers swarm around the docks that downriver, while peddlers and food-sellers hawk their wares. A pack of children in ragged clothes run through the crowd, laughing as they chase one another.

There's a tension in the air, though. People can see the soldiers on the street as easily as you can — not Tributary Guard, but Cynis troops from the Imperial Garrison, their suspicious, contemptuous gazes making people hurry about their business. There's a great deal of hushed, nervous whispering going on. You can imagine that rumours are starting to propagate through the townspeople. There's only so long the satrap can keep news of four Anathema in the area quiet, after all.

Your eyes fall on a group of three soldiers idling around a stall selling steamed clams, eating and talking and generally scaring off far more business than they're providing. One man sets down a pastry he must have grabbed from another vendor, briefly looking up to scan the mist-obscured figures around them for signs of danger. He misses the young girl — maybe eleven or twelve, at a guess — who walks up and, bold as brass, snatches the partially eaten food, happily munching on it as she continues on her way. You watch this, half-impressed, half-appalled, not sure whether you want the soldiers to notice. The girl looks very pale and sickly, and could probably use a decent meal.

Whatever your ambivalence, the soldiers do notice her. The man reaches down for his pastry, hand coming up with nothing. His eyes go wide, and he whirls around on the spot, trying to see where the thief might have gone. The girl's dark head of hair stands out through the mist, and she doesn't even try to hide the pastry she holds in both hands.

While his companions grin, the soldier rushes after the girl, shoving aside the crowd and catching up in several long strides. He reaches out a hand to seize her by the shoulders... and misses. The girl side-steps just in time, as if knowing his approach by a sixth sense, then bends out of the way of his next grab even as she takes an insolent bite out of the soldier's food, right in front of him. Roaring with anger, he lunges for her. She ducks, rams her small shoulder into his midsection at just the right angle to send him spilling over her shoulder. He hits the street hard on his back, the air driven out of him. Grinning, the girl takes another bite of the pastry, and kicks him hard in the face.

She's already up and running when he surges to his feet, broken nose bleeding freely. He wheezes a bellow and staggers after the girl, murder in every pained line of his body. His two companions don't look much less furious as they race to catch up. It had been funny to them, until the little thief had actually dared to fight back.

This isn't your business. It's not your job to save thieves — in fact, it was rather recently your job to catch them. But however slippery and mean in a pinch, that's a little girl they're trying to run down, not a hardened street tough. If you had it in you to look the other way and put your own well-being ahead of others' when they're right in front of you, well... you wouldn't be in this situation, would you?

You're out of the room, out the door, and down the stairs to the street in short order, before you have time to really consider what you're doing. As your feet hit the paving-stones, you try to follow Sigh's advice, slouching as much as looks remotely natural, doing what you can to alter your natural gait. You head in the direction the girl and the soldiers left in. You think you know where she's going to try and lose them, which would be your only hope of catching up if it weren't for the trail of disgruntled cityfolk shoved out of the way in the soldiers' wake.

Your guess turns out to be right, regardless — you just barely catch sight of one of the soldiers ducking under a little-used pier, where the riverbank becomes suddenly inconveniently steep. The bright colours of his uniform vanish into the mist and the gloom. A moment later, you follow, the diffuse spray of the Falls thicker this close to the water. It makes your clothes hang heavily against your body, and the chill feels strange on your suddenly much shorter head of hair.

"Alright, come here, you little shit!" you hear. Sound down here is strange, echoing around the underside of the pier and resounding off the surface of the river as much as it's also swallowed up by the mist. You see them, the three soldiers having cornered the girl right at the water's edge.

"Aren't you all supposed to be looking out for Anathema?" you say, announcing your presence as you come up behind the other two. They turn to look at you, glaring.

"Girl, I don't know who told you that, but this has nothing to do with you," one of them says, giving you a warning look. "Turn around and walk away."

The street urchin glances away from the man screaming at her to regard you curiously, saying something small and questioning in Forest-Tongue. Then she pointedly shoves the rest of the pastry entirely into her mouth, barely chewing before she swallows. "Oh, that's it!" the soldier with the broken nose cries, pulling his sword clear of its sheath as he lunges for the girl. You're fairly certain, by his opening motion, that he intends to club the child over her head with the pommel, rather than actually running her through. You're also sure that he's angry enough not to stop there.

Either way, you're already trying to push your way past his two companions. One of them pulls his own shield from his back, shoving you away hard. "Last warning, local girl," he says. "Believe me, I'm not picky about how much uppity Threshold trash we have to teach a lesson to." While he and his companion block your line of sight to the action, you don't see what causes the first soldier's strangled scream. Understanding that things have become violent, you don't waste anymore time, though. You don't even think.

When the two barring your way turn their heads to see what's going on behind them, you reach your hand out for your weapon... and it's just there, called back from wherever it had been waiting for you. With one move, you lever Verdance up over the top of the sloppily-held shield in front of you, wrenching it straight out of its owner's hands, and automatically putting it into a spin, bringing its length down onto the shoulder of his swordarm. You internally wince — his armour does little to blunt the impact that six feet of masterwork jadesteel makes as it crashes down. You hear his collarbone snap, and a ragged gasp as he drops, sliding halfway into the river.

You barely have time to register that, beyond him, the first soldier is on his back, blood pooling beneath him. Most of your attention remains on the last soldier standing, who is already on you, stabbing at you with her sword. Once again, instinct takes over as much as training. She blunts her sword's edge against Verdance with a horrible, metal-on-metal screech. Your counterblow strikes her square in the head, ringing against her helmet almost loudly enough to drown out the snapping sound her neck makes. She goes down bonelessly and does not get up. You've killed her.

A group of bandits while half out of your mind was one thing — they had categorically deserved it, and your memories of that fight are hazy at best. Besides, you'd been a little distracted by the spiritually-shattering realisation of what you'd become. These three had been planning to hurt a child quite severely, if not outright kill her, fuelled by the disdain that most of the Blessed Isle-born troops often have for the local population. They were still soldiers of the Realm, though, and you'd killed one of them, maybe crippled the other. It had been disconcerting, just how easy it had been. How fragile mortals are compared to you now.

You look around, checking for the urchin girl. It takes you a moment to spot her, and when you do, you can only stare, frozen. She's on top of the man whose collarbone you'd broken, and she's biting his throat. Biting into it with razor-sharp fangs, drinking the blood that gushes out. As she straightens, you see that on her forehead, she bears a mark like someone has carved your own Caste Mark into her pallid skin with a sharp knife, blood trailing down from each of the sun's eight rays.

"Well, that wasn't too boring," the Anathema child says. She begins shamelessly rifling through the pockets of her victim. Her second victim, you realise — a glance over in the direction of her original attacker reveals that a knife taken from his own belt has been left in his throat. "Who are you, anyway?"

Your attention is jerked back to the girl at the sound of her voice. "I, uh..." She's speaking Forest-Tongue, in some kind of Northern dialect you are just barely managing to follow. The old Nuri language is a Forest-Tongue dialect as well, but it's taken on a great many loan words from Riverspeak and even Realm, and your family doesn't usually speak it at home anyway. You fumble past your shock, trying to think of the correct way to answer her question. "I am called Aster."

She doesn't seem offended by your pause, or your stilted answer. "I saw some gold when you called up that beat-stick," she says. "You the Solar that grumpy Linowan lady's supposed to be all mad over?"

Linowan lady? "You mean... Winter Jasmine?" you ask, a fresh chill going down your spine.

"Oh, yeah, I remember you both had stupid flower names like that," the girl says. "Must be you, then! I've never met an actual Solar before." She's incredibly calm for someone who has, in effect, just murdered two people over a pastry.

"What are you?" you demand.

"I'm the Shoat," she says, as if this explains everything. She's already rifling through the pockets on the second body. "Lucky break no one heard that fight, huh? I dunno if I could've kept it as quiet if you hadn't shown up."

She's the... Shoat? Maybe you hadn't translated that well enough. You watch as the Shoat finishes turning over the soldiers, depositing their possessions in a little pile. Then she starts picking stones up from the riverbank, and stuffing them into the corpses' clothing.

"What are you doing?" you hiss. "You... them... you just killed them!"

"Well, two of em," the Shoat says. "Or, one and a half, maybe. They would've done the same thing to us, though."

"No, that's— we're Anathema!" You'd feel this distinction is patently obvious.

She shrugs, and blithely rolls the first body into the river, displaying an uncanny strength beyond what her small frame should be able to conceal. You let out a gasp at this rough treatment of the dead. "Who are you? Where did you come from?"

She rolls her horrible red eyes at you, but at the very least, she doesn't pretend to misunderstand. She sits down on a larger rock, one incongruous well-made boot planted against the second corpse. "The Shoat of the Mire, deathknight blah blah, in service to the Dowager of the Irreverent Vulgate in Unrent Veils, Deathlord and blah blah, you get the idea."

You certainly know one of those words. Rumours of the particularly horrible Anathema that had overrun the coastal satrapy of Thorns at the head of an army of ghosts and monsters had swept the Scavenger Lands from end-to-end. You raise your weapon, ready to ward her off. You can't quite bring yourself to attack a pre-teen child, though, no matter what she's claiming to be.

The Shoat continues. "Yeah, so, Mother sent me here to give a message to your girl— Jasmine, I guess — and then I was supposed to come straight back, but... it gets real, real boring around the Mound of Forsaken Seeds. Like, so boring. And it'll be ages until she misses me. She's there most of the time, but she's not there most of the time. Anyway! Stop looking so worried, we killed people together, right? That makes us friends." Then she kicks the second body into the river.

"You cannot just do that!" you protest. "They... the bodies must be burned." Apart from common decency, without at least a small amount of ceremony, their lower souls will grow restless and vex the living, more likely than not.

The Shoat looks up at you like you're being stupid. "So, what, you want to start a fire instead?"

You falter. "... No," you admit. It's impractical where you are, and you can't exactly drag them out of here through the streets.

"This way, it'll be a good while before anyone finds 'em," the Shoat continues. She gets up, moving over to the last body, the filthy hem of her shift just barely clearing a puddle of blood. "And the bodies won't lead anyone right to whoever's hiding you this way, yeah?"

Your stomach twists uncomfortably at that thought. That would be a fine way to repay Wandering Heart and Parting Sigh, wouldn't it? Ugh. You hate it when things get all grey and muddled like this. All you want from life is a way to defend something worthwhile, and maybe a nice girl. Not all these murderers and Anathema.

Setting your teeth grimly, you kneel down in the mud beside the last fallen soldier, the one you killed directly. You think about saying sorry, but... they had certainly not known that they were cornering a dangerous Anathema, rather than an unusually brazen street urchin. Instead, you just mutter "Thank you for your service. May you do better in your next life. Please don't come back." And you roll the woman's weighted body into the river, where it promptly vanishes beneath the dark water. You have no idea how you're going to explain this to anyone.

You straighten again to glare down at the Shoat. "You made this happen on purpose!" It's frustrating how stilted your words are in this language.

The Shoat blinks up at you. "What, kill them? Sure, I did that on purpose, but at first I just wanted that bun. And it was so good!"

You keep frowning at her. "Are you going to kill anyone else in this city?"

She shrugs. "Dunno. If they deserve it. Say, you know where I can get more?"

"... More?"

The Shoat nods. "Yeah! More sweets. Back home, I mostly have to find stuff for myself. Nothing that good, ever."

"Why would I help you?" you demand.

She sighs. "'Cause we're friends? We kinda are, anyway. Also, I won't kill no one in this valley unless they—" she stops, winces, looking annoyed. "Oh, just shut up for a bit," she mutters, seemingly at thin air. Then she continues as if nothing had interrupted her. "I won't kill no one unless they attack me first. Plus, I'll give you something good on your girlfriend, since you two are fighting so bad."

You jerk back, appalled. "Winter Jasmine is not my girlfriend!"

"Whatever," the Shoat says, waving a tiny, bloodied hand carelessly. She's average height for a girl her age, by Eastern standards, meaning her head comes just barely past your shoulder. "I've got some good stuff, you know, and I don't like her that much. Gotta have something to offer your bosses when this is all over, right?"

This whole situation is deeply surreal, and your mind races to try and find a way to get rid of her aside from the one she's presenting. You draw an immediate blank, other than starting a fight that will definitely draw the wrong kind of attention down on you both. And it will feel good to actually salvage something useful out of this mess.

Reluctantly, you play along. ""Alright, but only if you promise."

"Already did!" grins the Shoat. "Go on, ask me, then."

Article:
What do you ask the Shoat about Jasmine's plans?

[ ] Where Jasmine is hiding
[ ] What Jasmine is looking for
[ ] Who Jasmine has helping her

You'll just barely arrive back at the safehouse before you're confronted by:

[ ] Parting Sigh
[ ] Silent Pause
[ ] Both Sigh and Pause arriving at once
 
Last edited:
XVIII - Choices
What Jasmine is looking for: 17

Who Jasmine has helping her: 3

Both Sigh and Pause arriving at once: 12

Parting Sigh: 4

Silent Pause: 3

Every moment you spend standing under this pier, looking at the Shoat's red eyes and insolent smile through the mist, you become more dubious about this whole thing. The blood on her teeth and her brow doesn't help.

Still, you don't have any better ideas. You sigh. "Alright. I will tell you, but only if you can give me some idea of what Jasmine is after here."

The Shoat nods eagerly. "Well, she wants a piece of a grid or whatever."

You frown at her. "What does that mean?"

The Shoat shrugs. "It's what mother said. She says weird stuff like, all the time, though. I just go with it."

"Is that it?" Your expectations had been so low, and yet you're still disappointed.

"Well, also that to get that, she's looking for something to 'get above herself'. 'The tattered shade of a borrowed power', or something like that. That's mostly just mother being kinda snooty about living necromancers, though, I think."

Wandering Heart had certainly talked like a Shadow Circle necromancer was a grave and terrible threat in her own right, and Jasmine had seemed strong enough when you and Pause had fought her before. You know only very notionally what a Deathlord is like, but anyone holding someone as old and powerful as Jasmine in contempt is deeply worrisome. You hope that this Dowager's attention remains at a distant remove.

As for the rest... well, you don't have any idea how to parse any of these. You'll just have to relay it to someone more knowledgeable than you, like Wandering Heart or Pause, if there's even anything useful to pry out of it. You also really wish the Shoat would stop referring to some kind of undead horror as 'mother' constantly, but you instinctively recognise that as an impossible battle before you even ask her to stop, and try to put it out of your mind instead.

This is probably about the best you're going to get out of the Shoat of the Mire, realistically. "Alright," you say, "You want to go to Yan's stall in the night market once it opens. Best sweets in the city. Here." You reach into your purse, producing a handful of copper. Before you give her the money, though, you first give her a hard look. "Use this to buy them — do not steal, do not draw attention to yourself, and do not kill anyone."

"Sure, sure, fine!" The Shoat snatches the coin pieces out of your hand. She ends up with a couple eighths of Yen, which is quite enough to buy her more pastry than a normal girl would have been able to eat. You can only hope that this will keep her out of trouble. "Thanks," the Shoat adds, remembering what few manners she has.

She kneels down, and uses the river water to clean out her mouth, so at least her teeth won't be stained red anymore. When she straightens, she adds: "Don't worry. I can sneak around fine if I want to."

"You're a Forsaken too, though!" you protest.

The Shoat gives you a look of quiet scorn. "Dusk Caste. And sure, but that's no reason not to learn to sneak a bit. Makes hunting a lot easier."

Well, there goes that excuse.

==========​

You're slowed in leaving by the Shoat's need to wait for her Caste Mark to stop bleeding and go away. You could have left ahead of that, but the part of you that is really not certain of any part of this arrangement just isn't comfortable until you're sure. Watching it, you became very glad that yours only glows, which is not a sentiment you could have imagined you'd ever feel before this.

As it would happen, you get back to the safehouse before Sigh returns, but not by very much. You're just settling back down onto the uncomfortable seat when she's suddenly there, her black hair and clothes materialising out of the shadows like a wisp of candle smoke in a dark room. You can't help but give a bit of a start, and you open your mouth to greet her, but she tugs her scarf down from her mouth, and cuts you off ruthlessly. "What weapon was I using the first time you spotted me?"

You blink. "... What?"

Sigh pinches the bridge of her nose. "Just answer, Nuri."

"A glass throwing knife," you say. "What is this about?"

Sigh nods, relaxing a little. "We're dealing with Anathema, Aster. You need to check that who you're talking to is who you're talking to. Now ask me something."

You stare at her blankly. "Uh... what did I talk to you about last, when you first brought me back here?"

Sigh grimaces dramatically. "Your girlfriend ditching you because you're actually a demon and how you're sad about it."

"Thanks, Sigh," you mutter.

"You're the one who keeps bringing it up!" she says back. "It doesn't matter, though. We've established that there are no Lunars in this room."

No sooner has she said this, than a large red squirrel darts through the tiny window, stops in the middle of the floor, and becomes Silent Pause. "Aster—" Pause begins.

Before the monk has even gotten two words out, however, Sigh is already moving. Both swords clear their sheathes as she launches herself at Pause with lethal intent. Pause claps one descending blade between both hands, flowing aside so that the second only barely clips a bit of robe.

"Wait, wait, wait, stop!" you say, physically interposing yourself between your two allies, before they start killing each other in earnest.

Sigh glares at you fiercely for a moment, but relents as Pause releases her weapon. She clearly does not enjoy being outnumbered two-to-one by Anathema in a confined space.

"Thank you, Aster," Pause says, looking back to Sigh. "I am Sister Silent Pause. As Aster says, I am a friend."

Sigh looks scarcely less dubious, and she pulls her scarf back up over her face before speaking, hiding everything below her burning eyes once again. "Parting Sigh. Nuri didn't mention you were coming."

"Aster didn't know," Pause says. "I apologise for startling you— my news is of an urgent nature." You look at her closely. Like when you first saw her back in the temple, something hard to define does make her looks veer toward feminine today. If actual shapeshifting is involved, it's subtle, however. The same androgynous features, the same form-concealing hempen robes, the same shaven head. Compared to the last time you saw her, though, when she was Brother Silent Pause, there's a change to her poise, the way she talks and holds herself.

"What is it?" you ask. You have a sinking feeling already. Today has not been going well for you even before this.

"I've found a body," Pause says. "In the river, by the southern docks. A legionnaire."

Your heart stops. Could one of those bodies you or the Shoat killed really have gotten that far already? You'd hoped that you might have a bit more time than that before they were found. You prepare yourself to admit what happened, to explain what you were involved in.

"... With its heart missing," Pause finishes. Oh. Well, you hadn't done that.

"The southern docks..." Sigh frowns. "Cynis is sending a tribute shipment today from there. Should be leaving soon." You're not sure how she knows that, but you suppose that sort of knowledge probably can be helpful for someone in her usual line of work. And Sigh does seem like a very good assassin, when she doesn't have a Solar blundering into her way.

Pause nods. "The body was fresh, but well concealed. I suspect that Jasmine has plans for this shipment."

"An attack?" you ask. That seems suicidal. Her ghosts won't be any good in daylight, and two Anathema won't last long against the might of the Realm directly, even what small fraction of it resides in Greyfalls.

"Perhaps," says Pause. "I doubt it will be anything so blunt as an outright assault, however. Jasmine may be a radical in her approach, but she's been fighting the Pact's war for many centuries, trained personally by the Queen of Fangs herself. Argent has been her protege for fifty years, and he is no fool, despite how he acts sometimes."

"Whatever they're doing, it won't be good," Sigh says. "But if you start making a mess down there, they'll kill you just as quickly as those two." She had definitely raised her eyebrows at the mention of Jasmine's teacher, but seems to be trying to school her features enough to not betray the dismayed surprise too badly. You, having had more experience with Jasmine so far, and having heard Pause mention her and Raksi in the same breath previously, do a little better than you normally might have.

"This is true," Pause says. "The treasure convoy is very well guarded."

"If you're going to do this, though, I can run a message to your boss before circling back, at least," Sigh offers. "There's something else first, though."

You blink. "Oh, what you went out to find?"

"Yes," Sigh agrees. She casts a dubious glance at Pause.

"You can trust her," you say, quickly. "She's a monk."

Sigh looks at you as if this is the most inane thing you've ever said. "She's an Anathema. Was she ever even a monk, or did she just steal the face off of one?"

"I took my vows long before Luna came for me," Pause says, calmly. There's something oddly literal about the way she says that that makes it seem like more than a simple turn of phrase, somehow. "I keep them still, whatever my... disagreements with the Immaculate Order itself."

Sigh snorts at 'disagreements', but relents. "I've been keeping tabs on a few things for the captain. One of them got ahold of something he really shouldn't have been able to get near, and sold it off to someone. Now he's pulling a runner with some muscle, but we should be able to catch him before he leaves the city if we hurry."

"What did he sell that was so valuable?" Pause asks, eyes narrowing.

"Plans," Sigh says. "Ancient ones. He's just a clerk, no idea how he can even get ahold of them, or what specifically they say — hard to do that when they're gone, isn't it? It does look like they explain some of the inner workings of the Four Winds Throne, though."

"What?" you demand. "That's vital to the city's defences!" Everyone knows that much about the ancient war manse that forms the Giant's crown. The structure's towers are visible from nearly every part of the city, although access to the manse itself is strictly controlled by the garrison commander.

"Worse than that," Pause says, voice grave. "It's one of the component manses of the Sword of Creation."

Both you and Sigh go silent for a few seconds at that. The greatest weapon of the Realm, which only the Empress herself can wield. The one she used to save the world during the Contagion. The timing is too suspicious to make a coincidence remotely plausible, as far as you're concerned. The person who this traitor has sold these plans to is very likely Jasmine herself, or an intermediary.

Stopping the clerk before he flees might be your only shot at finding out what was in those documents, and why the buyer wanted them. You don't feel good about leaving whatever disaster is going to take place with the river convoy either, though. It feels as though things are speeding away from you in two directions at once, and you're not sure which is going to turn out to be more important.

Article:
Which course of action does Aster voice support for?

[ ] Follow up on Parting Sigh's news
[ ] Follow up on Silent Pause's news
 
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XIX - One of the Herd
Follow up on Parting Sigh's news: 13

Follow up on Silent Pause's news: 4

This is hard — your first instinct is to rush off and try to defend the caravan. Your power demands to be used, and what better way is there than defending others with it? If this were simply a choice between hiding here like a good girl and thwarting whatever trouble is brewing at the waterfront, you aren't sure you could have resisted. What you're coming to understand, though, is that these urges are something to be directed and managed, rather than fought. Sigh's lead isn't your first desire, but it's direly important in its own way. Even Pause seems to agree with that, for all that she came here with her own news.

"I'll go with Sigh," you say. "Whatever it is this clerk gave to Jasmine, it must be bad."

"An understatement, from the Realm's perspective," Pause agrees.

"Or this valley's," you say. Which is more your concern than the Realm — the Scarlet Realm is too big and too powerful to truly hurt on a large scale, surely. Not like a single satrapy can be.

"Well, the people in charge of it, anyway, and one of them is footing my bill," Sigh says. She follows up this disheartening bit of cynicism by casting Pause a dubious look. "You're sure this one isn't going to murder us and eat our hearts the moment our back's turned?" she asks you.

"Yes!" you say, frowning at Sigh.

Pause gives Sigh a smile that shows long, curved cat fangs. "Only if I wanted to do a whole month's penance afterward. Red meat is against my vows, despite the dietary restrictions being less restrictive than other strictures." She lets that hang for a moment, taking in what can be seen of Sigh's horrified expression from just her eyes above her mask. Then Pause laughs. "You're quite squeamish, for a hired killer! Worry not, though. For as long as you stand as an ally, I will not do you harm. I swear it by the Dragons and by Luna both."

"There, you see?" Your own smile is a little harried as you look between the two of them. "No one's eating anyone's heart. Now, let's go."

"... Fine," Sigh says, shoulders hunched in obvious discomfort as she turns away.

"I will come with you, for now," Pause says. "but should the situation at the waterfront... appear serious, I may go see to that as best I can."

You nod. Pause is definitely a useful person to have with you, but you can certainly understand her desire to see things for herself, and she's a lot more subtle than you are.

You leave, feeling oddly conspicuous next to your companions. In your current state, an Immaculate monk and a Fire Aspect dressed all in black should have stood out more than you. Sigh seems to half melt into the shadows, though, and Pause takes on an odd, unremarkable quality. Even though you know who and what she is, you find your eyes sliding off of her among the people out and about, like a line on a page you're reading over and over again. Next to that, you're very solid and very obvious, but you quickly find a new appreciation for Sigh's disguise work on your behalf. Despite your height, no one gives you a second look, and you suspect that some degree of magic has gone into the seemingly mundane hair dye and makeup. Sigh is Dragon-Blooded, after all, for all the villainous purposes she puts her power to. You're very lucky to have found allies capable of making up for at least some of your shortcomings, in this regard

Despite having been in Greyfalls for less time than you, Parting Sigh very obviously knows the layout of the sidestreets and the myriad tiny waterways forking off of the Lesser Rock, as though she'd memorised a detailed map of the city. And she probably has. Regardless, she proves as confident a guide on the ground as she did by rooftop, her smoky, flickering form charting a winding path that would be excruciatingly difficult to follow.

It's hard to tell at first, but from Sigh's occasional backward glances in Pause's direction, you can't help but notice that her nervousness for Pause seems to be considerably stronger than her residual mistrust for you — you have to suppose that it comes down to Pause being a Lunar. Solars are figures from scary stories about things that happened a long time ago. Even rare Solar warlords like the Bull of the North are rare and happening somewhere far away to someone else. You're just not the first thing anyone thinks of when they hear the word "Anathema". Winter Jasmine is, though: A shapeshifting monster lurking on the fringes of civilised lands, feasting on the hearts of her enemies and working unspeakable magic. You're not sure it would have been easy for you to shake those associations from Silent Pause as quickly as you did under other circumstances, either. Maybe Sigh's Immaculate upbringing left more of a mark than she's letting on.

The three of you slip through a final series of narrow alleyways, steadily climbing progressively higher by way of the odd few steps every so often, built into a natural rise in the riverbank. Soon, you find yourselves on a small walkway overlooking a lesser canal, your position cast into darkness by the surrounding buildings blocking out the sun.

"There," Sigh says, pointing to a building on the far side of the canal. "He'll be leaving that hidey-hole of his any time now." It's a teahouse, not entirely unlike the one that Jewel had liked to take you to for cards, but considerably larger. "He and the muscle have been biding their time up one of the private rooms on an upper floor of that place. They'll still be there."

"You're very certain of that," Pause says, voice neutral.

"I'm good at my job, when I don't have a Solar Anathema blundering into the middle of it," Sigh says. "Oh, lighten up, Nuri — that's why I brought you with me this time. You'll be blundering into someone else's job, this way."

"Thanks?" you say, schooling away the expression you'd given her. It is a vote of confidence, in its own way.

Sigh continues. "Anyway, they're taking a boat from an underground launch there." She points downstream a ways, to a dark and cavernous opening beneath a building. The water of the canal vanishes into it before flowing out again. "Quiet. Dark. Secluded. As good for us as it is for him. We can wait there and get the drop on them."

"And the muscle?" Pause asks.

"Big, scary, armed. They look tough enough, but they're not going to be a problem for us," Sigh answers. "One looks like your average Eastern mercenary — way too tall, scarred face, armour made of mostly leather. The other two are beastmen, though. Out of the Jaguar Principalities, I think."

At this, Pause cocks her head in some real interest. "I'll be curious to know which Principality. It has been some time since I've encountered one of my countrymen."

You give her a startled look. "But, you don't look... I mean, most of the time you don't—"

The monk laughs quietly. "Not every last soul in the Principalities is born with the gifts of the Jaguarfolk, Aster. As much as I can look the part when I choose, now."

"... Right," you mutter. It makes sense in a way; the Jaguar Principalities are big enough that not everyone in them can all be the same. You've never thought very much about the place before, though, and whenever you've heard it mentioned it's been in the context of vast hordes of half-beast warriors willing to trade with the merchants of the Golden Road. Then, because it's important and not just to change the subject while you're embarrassed, you ask: "Why can't we just go in after them if we know they're in there, instead of waiting for them to leave? What if they don't go the way you expect, or something else changes?"

"Well, I don't know exactly what we'd be walking into with that place," Sigh admits. "Could corner them that way, but a lot can go wrong, and there'd be more people around even if they're up on an empty floor." She gives you a sidelong look. "I did wonder if you'd want to just start busting down doors."

You open your mouth to defend yourself, but Pause raises a hand, pointing over your heads. You turn to look and see a column of smoke rising up over the buildings, darker than the waterfall mist as it billows out into the gloomy sky overhead. "The waterfront!" you say.

"Yes," Pause agrees. "The waterfront. I'll be back soon, if I can."

"Are you really sure you should..." Sigh trails off as Pause steps deeper into the shadows, and a bird streaks out of them again. Pause quickly wings up and over the nearest rooftops, vanishing out of sight. "Well, never mind, then."

You frown after her. "Maybe we should have gone that way after all."

"Unless you're going to grow wings next, it's too late for second-guesses, Nuri," Sigh says. "You'll just end up arriving too late over there, and missing everything over here too. Come on, we need to get to that launch now if we want to be situated to take them by surprise."

You know she's right about the first, as frustrating as it is. The second, though... a part of you very much wishes to do exactly what Sigh accused you of wanting — just going straight into that building, finding the bad guys, getting some answers. You can feel her eyes on you, their glow blazing out of the shadows. With Pause gone, she tugs her mask down again to show you a slight frown. She wants you to follow her lead on this.

The knowledge that somewhere right now, people are in danger and you aren't helping them eats at you, though. It burns in your gut like an itch you can't scratch. Even if you can't make it all the way out there in time, doing something proactive now instead of waiting would at least help take your mind off of things. Even if you do make a bit of noise, surely every guard in the city is going to be headed to that mess rather than responding to disturbances above a teahouse.

Article:
At this point in the narrative, it has become apparent that Aster's notional "limit trigger" is being prevented from directly defending innocents, with innocents being a variable term as judged by her gut. While this quest does not concern itself much at all with strict mechanical adherence to the Exalted RPG, as a Solar, Aster's passions run much higher than those of mortals. Being prevented from acting on her basest instincts in this way causes her great stress no matter how well justified it is. This can be managed, mitigated, or exacerbated by her actions and those of others, but will probably boil over eventually.

What do you do?

[ ] Go directly into the teahouse after the clerk. Direct and satisfying, but not subtle
[ ] Follow Parting Sigh's plan and head to the launch to wait for the clerk. Aster will be a bit more frustrated, but Sigh will be happy with her
 
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