The analysis goes as such:
Last turn, it was 1.3. Which means we rolled just shy of the average Suspicion gain. Not bad at all.
"There's a whole world out there you couldn't imagine. Things you couldn't possibly dream. You can leave all of this behind. You will never have to go hungry again. You could travel, as I do. You could be free." He sounded like there was something catching in his throat, and he could not meet her eyes.
Theresa laughed again. "Now there's a nice thought. Mr. Birch —oh, excuse me, Gabriel— you're not usually one for jokes. What's gotten into you?"
Birch took a long breath, as if he had made an awful decision, then rose from his chair and met her gaze. For the first time since she had met him, his eyes were not sad. They glinted with something unfathomable, and quite terrible. Theresa's laughter died on her lips.
"Theresa, how would you like to live forever?"
I suppose it is inevitable, in the sense. Birch had always been the most normal of our memberships. That and the fact that everyone else are more or less being more busier than normal means that in hindsight, him being put for the task of inviting Atwater in is to be expected.
(Birch: 4 Horror Gained)
(Birch: Trait Gained: Guilty)
Guilty: This character's sins hang heavy around their neck. They have done something they believe to be truly abominable. Were there some fairness to the world, they might even be judged for it.
He lured Atwater to our terrible purpose, and the guilt of it will haunt him through the worlds.
The Guilty part, less so predictable.
It is a shame what we have done to her, and what we will do — but we shall do worse things, before the end. She knows of nothing, just yet.
Just yet
, huh? Well, we'll see about that.
The days grow shorter and the nights grow longer. The fires grow dim, and the awful darkness of the timeless gulfs weaves in close and tight about the world of man. These, then, are the wicked hours which the ancients feared.
The Fomorians stride forth from the abyssal deeps of time.
Samhain is nigh.
Oh hello there. This seems to be the season where the dark makes its plays. Perhaps more so than the
Wormwood, we must take care because certain expeditions and paths might be more than fatal to tread, rather than 'just' fatal.
The society's plans and ambitions have began to unfurl across the world in the last month. The tempo of your ambitions has changed, for you now have a concrete goal around which to organize yourselves. You will ascend the studded heights of mortality. You will overcome the curse of flesh, and defy time and tide itself. You will be as the cats and the rats are, and as the Worm once was. You will walk one of the blasphemous Ways that were Forbidden when the rivers were young.
You will be, forever.
Now, some might dislike the Forbidden Ways and considering my sympathies, I can at the least assure and remind that once more, just because we have
a concrete goal doesn't mean we can't still try to pursue a secondary more concrete goal. Also:
[] The River People: In the dawn of mankind, there lived a certain people on the banks of the River Indus. Their very names have been scoured from history ten times over, and their crimes will never be forgiven. Something of them still remains, however. Dig the earth and find their cities, and you may learn of the sin that so offended both the Dreamcrow and the Dragonfly.
So forbidden, so forgotten, and in the dawn of mankind where the rivers might be considered young? Well, I think we have found our first lead into the matter.
There is only one vision which has recurred in the Mirror, and continues to do so constantly: a tall emperor with proud scarlet eyes and a forked beard, wearing a robe of brilliant yellow silk, who does not need to eat, or drink, or breathe. He is not human, but takes the form of a man when it so suits him. The people of this other-China name him the Dragon, for their language has no words to describe what he truly is.
It is the Dragon, Yasir says, to whom the mirror belongs, and the visions are the story of his life. He is --or rather, was-- an enemy of the Men of Glass, perhaps the greatest, and in other histories he becomes something not unlike a god, and in other ways not unlike a star. In the mirror-history, he is slain after lifetimes of war by those who walk shining, and his heart is carved into nine pieces, which are then devoured. The mirror-visions suggest, impossibly, that he is not quite dead -- or that if he is, it may not always be so. His children, however, survive his downfall, and are hunted broken and burning across the worlds, shedding their memories and their skins as they flee.
Yasir has seen the true form of the thing they called the Dragon. He will never forget the shape of it, not until his bones are dust.
Sometimes, there is something like fear in his eyes, now.
There are morsels of important informations. The Enoch Names might pertain to the hidden children of the Dragon, or indeed, something like them. Atwater might be one of them. And depending how proven the link is between the Men of Glass and the Tigerlily, she might truly be the one to avenge her progenitor in some form.
Might, is the keyword here.
(Yasir: 40 Horror Gained)
He has gazed upon the terrible shape of The Dragon, and it shifts behind his eyes.
As usual, the Iremic Sanity Tank proved his worth by only being 'somewhat' unfazed. But the rewards...
The Dragon: In another history, something that was decidedly not human ruled in the Middle-Kingdom for lifetimes untold, waging a terrible war against the Men of Glass -- and may yet rule there again. The Dragon is dead, at least as men understand death, but his children live still, and have fled, desperate, into other skins and other times. Their hunters' hounds are many-limbed and silver, and there is no pity in their eyes. Understanding: II
..Well, we managed to gain two ranks of Understanding with just the Mirror in just one turn. Despite the 40 Horror cost, it seems almost paltry, for having synergized with the two MoG options we voted for.
It survives off of a certain energy given by living creatures, particularly humans, and provides something of the stars in return -- a stellar parasite of alien origin and alien thought, dwelling inside the bodies of it's hosts, prolonging their lives and changing their skins as it does so.
It is not unkind. It loves, if such a thing can be said to love as we understand it.
It also thinks 'Organ' is too impersonal.
And I think we have found what in so far seems to be the most Fallen London-esque of our Artifacts. A mostly benign Heart which well, have different meaning on 'love'.
The light of The Stars burns in her blood.
And as a side bonus, we have LeBlanc being more acquainted with her roots, isn't that nice :3?
Something like Jon Stephanus left his flesh and walked in that place which no occultist may safely name aloud: the place where all is quiet. Whispering, he made an awful promise with those who dwell in silence, the particulars of which can never be spoken. His bones will smolder for a time when he is dead.
He has seen the shape of the world to come. Stephanos' voice is imperceptibly softer, the sharp-eared among you note. His skill in The Rituals has grown.
Well, that's just the start. We'll make his bones burn longer later.
He has walked in the place where voices are forbidden and knows something of the awful truth of The Rituals.
the place of which none may speak: There exists a certain place, reachable only through Ritual, where it said that none may speak. To talk of this place or it's inhabitants one must whisper, so as not to disturb them, and take care never to name them directly, lest they silence you forever. It is said that the greatest of occultists speak with a whisper, not because of any great humility, but because they have walked in this place too often, and for too long. A certain familiarity with the ones who are quiet is required to understand The Rituals in any meaningful capacity.
Relatedly, despite having grown, it seems that he still only has 5 Arcana contribution which is a
bit anticlimactic from the mechanics perspective but that's fine.
Stephanos has also examined the Abbot, or the thing that was the Abbot. With the insight from Yasir's own study of the mirror, he has determined that it is a servant, or a slave, of those who are called the Men of Glass. Like it's masters, it, and those like it, dance through histories other than it's own. It is many-limbed, though just how many is impossible to tell, though not for lack of trying. Stephanos admits he began to weep after his tenth attempt. It is silver, like a knife's edge glinting, or like razor wires in the sun. It is not, he has determined after many weeks of investigation, wholly here -- it is a creature of maybes and could-have-beens, that exists in planes and histories other than our own. In this history, Yasir and Harcourt slew it off the coast of Scotland, but that is only one history, and there are many. To us, it is dead, most certainly -- but we may catch at times awful glimpses of those histories where it lives still, shifting, pitiless, and silver.
So in the sense, Hidden Histories allows one to be 'alive' in more than one history. It also means there must be a way to bypass this immortality, at least temporarily. After all, the Dragon fought them for a very long time.
He recalls an awful moment when he turned quickly to gaze at the source of the sound -- and was met with a view of himself, turned to gaze back at a third Birch -- who, himself, was turned staring at another Birch, and so on and so on in an awful kaleidoscope that stretched on into infinity. He says they all screamed, then.
Oh hello there "Trippy Scene from TLJ", good to see you here.
His water and food ran out, or so he swears, and he was forced to procure more. Exactly how he did this, he has not said.
...he killed himself, didn't he?
The Clocktower is an anchor, of a sort, a thing beyond our imagining. It exists, like the Abbot, in the then and the now, and in distant, awful aeons yet to come. Long years from now, countless and numberless days in the future, the beings known as the Men of Glass will walk shining upon our world, and build in their time an abominable clocktower off the coast of what was once Scotland. This tower will stand --does stand, has stood --backwards and forwards through our history, an impossible anchor through all the days of our Earth.
The Men of Glass are not coming.
They are here.
They have always been.
We just do not know it yet.
(Birch: 16 Horror Gained)
An anchor is an anchor. It can be removed. Somehow, someway. Though with Protection not being our forte, it might not be the best to go all in on this. If I am reading the implications right on how the Dragon
may yet rule there again
, though. It seems possible that lifting the anchor in this time of the Bringham would have effects to ripple throughout the Histories.
Seems, is the keyword.
They do not know, of course, what they seek. Their idea of control is an illusion. But as any occultist will tell you, illusions are important. They come to Mammon Place, and engage in their petty revels. They feast in the room with the blood-red chandelier that has tasted of greater debaucheries than they will ever imagine. They play at being sadists -- silly little games with whips and knives and bone-carved things. They are masked and nude, and they imagine they are monsters.
When they are done, they pay you a great deal.
One of them is not quite satisfied. There is a greater hunger in his eyes. He leaves his card in the foyer.
[] Contact A Libertine: There is a man of certain proclivities in New York City. The pleasures of regular society are not enough for him. He hungers, and he will pay. (Gain 1d10 Suspicion) (+20 Wealth) (Chance of gaining Influence)
How fortuitous. I have talked about this earlier that if we pick Atwater, we would need more Agents to compensate, even if it means running on a Wealth deficit for the rest of the game. This is just perfect.
There are clients of theirs who wish to obtain certain things. If you can retrieve these things, you will be very well compensated. A contract will be signed, of course. Breaking it will not be in your best interest, and neither will failing to deliver. Once taken, you will have precisely four months to complete a contract.
A very high risk and high reward contract. It's more elaborate than I thought but
surely, Telamon wouldn't be so cruel as to fail our first sidequest... r-right?
Well, regardless of that, this is the cost-benefit analysis. Keep in mind that Moorham and Sons aren't giving us
more than the contract. How we're going to accomplish this is up to the Society with one key thing to keep in mind.
Moorham and Sons has several contracts they would be glad to offer Society members. The understanding, of course, is that all artifacts, treasures, and material possessions gained from these contracts belong to the clients. The Society is free to keep whatever knowledge they have gained, and the contracts are quite lucrative indeed.
We only need to
hand over the given bounty. The loophole here is that should we wish, we can
study the bounty and indeed, anything else that we get that
isn't the bounty, so long as it doesn't take us more four months.
[] The Boreal Knight: In the deserts of Arabia, a Knight Commander of the Knights of the Order of Prussia searches desperately for a lost city which has haunted his dreams for a lifetime. He bears with him an ancient artefact of his order, which holds, it is said, the awful secret to their unlife. Find the knight and lay him low, and take from his corpse the truth of their order's sin.
I see we have a poor sod who is entrapped by Irem and its allure. Well, a Knight Commander isn't
just any sod, but this is a singular hard target who might not be so hard if he's lost in the sands.
Discovery Difficulty: Easy-ish. We have Birch and Al-Athari, two explorers with one of them being an expert at this whole Irem deal. I think it's safe to say that we'd be able to find him in just a month.
Dangers: High. A Knight Commander of the Boreal Order is a step too advanced, I think. I don't think a Knight Commander is a Childe like Ellery, but this is at least a cut above the Abbot. Harcourt's Men of Fortune is not nearly enough to deal with this sort of opposition. Had we a Society member with combat speciality, I'd have gone for this but as it stands, taking on this one would require us to probably time it with the Mongrel, which is well, not the most reliable of ways.
Rewards: Moderate-High. The Boreal Knights would remember us well for one. And though money is the main deal, nothing said we can't
keep the body. And the secret of the Knights, well...
Perhaps we will know why Boreal weeps.
[] Zhāyēdān: There is a man in the Zagros Mountains of Iran whom it is said has lived for millennia. All others sent to find him have failed, or been slain. Moorham and Sons instructs you to find this man, and return him alive, if possible, and in once piece, if not. The rewards will be great, Moorham and Sons promises.
...The Zhāyēdān are, in translation, the Immortals. It needn't be said what they represent to Bringham, as a Society with vested interest in the Forbidden Ways.
Discovery Difficulty: Very Easy. I would go ahead and say that having two explorer-types makes any sort of Discovery actions to be easy. In this case, unlike the Knight Commander, we have the general area where he is located....
Dangers: Moderate-High to Very Difficult. ...the problem is just that when one is dealing with someone who apparently has been part of a standing contract for quite a
while now — and indeed, having lived for millennia —, one needs to tread more lighter than the voices of those who speak the Rituals.
Fortunately, we do have ways to gain expertise against this one.
[] The Ten Thousand: In antiquity, the elite spearmen known as the Ten Thousand Immortals served the Shahs of Iran. Their name, some irreputable histories tell us, was not an exaggeration.
If I don't miss my mark, we have just enough time to not only find out where the Immortal is, but also time to study whatever it is we find from this endeavour to make an impact against him.
And nothing
says we can't bring him peacefully, is there?
Rewards: High to Very High. The text is clear in this. Here be the high-risk high-reward contract. Here be the contract that not only deliver a high sum of money, but also advances the Society's goal. Plus. one doesn't live for as long as this one has without accumulating some manner of trinkets and doodads.
[] Lupercal: In Rome, there is an ancient cave where it is said the boys Romulus and Remus suckled on a she-wolf's breasts. In ancient times, a Roman cult devoted to the god Vejovis held their degenerate rituals in this selfsame cave, giving parts of themselves to their one-limbed god. Venture into the ruins of their crypt, and find the knife they used to mutilate themselves.
Ah, the Tigerlily. This one
seems simple enough but well... let's see.
Discovery Difficulty: Moderate. This has the markings of a more-than-simple Fetch Quest. There's no guarantee that the knife would remain within the crypt, after all. It might contain the clues but well, the Vejovites are indeed shaping up to be quite the opposition. But this one's not the hardest to figure out.
Dangers:
Moderate-Low(?). It must be said that we're spelunking, for the most part. The dangers, here's hoping, aren't active. We're not storming the Dragonfly's church, but we
might be storming a broken sanctum and
that, sounds rather dangerous. Stephanos is a must to bring here, if only because this looks like the most Arcana-oriented contract to deal with.
That's assuming, of course, that the knife remains inside the crypt and hasn't been moved. The Vejovites is not an opponent we want to deal with lightly.
Rewards: Moderate(?). A broken sanctum is still a sanctum, there's lores that we can glean and getting our Understanding on these strange, pervasively malicious active opposition is good. But the same time, the Cannibal Way is not ours to forge. But stranger things could happen, unlike the first two living bounties, this one is the more mysterious by its inertness and our lack of knowledge on the Vejovites.
And lastly:
[] Influence: The Society is now possessed of enough money and influence to attempt to manipulate events around the world in their favor.
--[] The Brazilian Government has uncovered an artefact of considerable age, said to be related to the Worm-Lore. Force them to relinquish it. (-5 Influence, -5 Wealth)
--[] A Russian expedition has found the tomb of a Mongol conqueror recorded in no modern history. The seals upon it are written in the blasphemous tongue of the Vejovites. Force them to turn the expedition over to you. (-7 Influence, -4 Wealth)
--[] A Star fell to Earth in America. The authorities reached it before you, but that is of no matter if you know the right people. (-7 Influence)
--[] There are people of wealth and power who are in your debt. Push on them. (-8 Influence, Gain 1d3 Artefacts next turn, Gain 11 Suspicion)
--[] A lost paper here. A shredded document there. A dead man there. It will be like you were never here at all. (-10 Influence, -10 Suspicion)
Yay~ This is good, but nothing here strikes the match yet. Not to me anyway. We have more than enough in the way of backlog to not go add more to the pile. The Star is more than useful for the Cannibal Way but we have the lead on Elagabalus to work on the long way first. Not knowing what exactly the Star entails would be... dangerous.
I swear, these analysis are getting longer by the update, but hey, here's them. My plan - might be plural, depending on busy-ness - would be up in a while more longer. Also
@Telamon,
this time, the Contract is folded into the Plan Vote, right?