[] Tell Ephrei about the Waif only. She may glean some intelligence from it, but no real advantage, and cannot easily fit into your plan to take the Waif down.
"I don't know exactly how much help I can be," you say, deflectingly. "So far as I know, no Deathlord has
ever been destroyed, and, believe it or not, giving me a step-by-step account of how to defeat her wasn't one of the first things that she gave me."
Ephrei shrugs. "We will take what we can get."
You nod, and give her the overview. Some of it is things she clearly already knows, but she doesn't interrupt you or hurry you. After all, there's no telling when something you think is mutual review will reveal an unexpected nugget of intelligence. The Waif has clearly been seeking various great works, singular tools like nothing else in the world, something to give herself an advantage that is unmatched in the Age of Sorrows.
Ephrei asks a few clarifying questions, enough that you have to stop and check with her. "I'm trying to verify something," she admits. "The Prioress of the Bloody Sands--it's a new name, one only a few years old, so we think that that's a new title for an existing Deathlord. I'm one of the majority who think that it's most likely Eye and Seven Despairs, but the second leading theory is that it's the Lonely Waif."
You have to consider. "She has only spoken to me of things that directly affect me. I don't get the impression that she's the sort to hide behind fake identities. It's still possible, but she's never indicated anything of the sort. The only time she's mentioned another Deathlord at all was to complain about the Lion."
For the first time, Ephrei cracks what looks like a genuine smile. "I am not surprised. No one in the Underworld who isn't directly reporting to the Lion likes him. Easy to see why--he's running something of a military junta, with ambitions to expand his Underworld empire. He even seems to have another Deathlord under his thumb already."
"He does?" You only know the one Deathlord, but you just about can't imagine the Waif accepting a lord over her, regardless of the situation.
"You would be amazed at the sheer amount of detailed, reliable, and complete information that absolutely does not come out of the Underworld to make its way to Heaven," Ephrei says, dryly. "But, yes, we're confident on this piece of intelligence. It's one known as the Black Heron or one of about half a dozen lengthy titles that start with 'Princess Magnificent'." With the air quotes Ephrei makes, she isn't pretending to hide her feelings on this. "Doubtless there's more to their story."
You shrug. "Probably," you agree. Not your concern.
"All in all, however, a disappointment." You cock your head at this. Ephrei waves your attention off: she was mostly talking to herself. "You have given me many useful things, but I was hoping for the mythical enchanted arrow that would settle the whole affair at once. Not unexpected not to find it, but still disappointing on some level."
"I'm just a single Anathema," you say. "What could I actually accomplish?"
"Don't underestimate the value of power at a point," Ephrei replies, evenly. "Finding the right spot to put your thumb on the scale is the very heart and soul of what the Five Score Fellowship does." She stands as she says it, dusting herself off.
"And, having said that, you're just going to leave a deathknight behind as you leave, then?" Part of saying that is just to point out that you are alert to that, to disincline her from trying. "Leave me be and not try to finish me off?"
"Of course not." There's a rueful smile on the Sidereal's face. "I would love if you were the worst sort of threat I had to deal with, and thus could justify it, but you don't seem to be directly our enemy... and we know from bitter experience that deathknights take a lot of killing to go down." She gives you a small, ironic salute and turns away.
She walks out the club's front door.
The noise of the club spills back into your consciousness. No one seems to have noted Ephrei's presence. She was just there when she needed to be, and now she's gone, and no one is aware of her leaving.
It's eerie. Or, well, it would be a lot eerier without Dub-dubs snoring lightly on your shoulder. They've drooled a bit while you were distracted. With the arm they're not sleeping on, you scoop up a napkin and dab your funeral whites clean again. It's a good thing you're involved with the sorcerers; they are expected to be a little weird and they tolerate that sort of weirdness in each other, so the fact that you're always dressed like a mourner (or cadaver) isn't too strange, comparatively.
There's a strangled gasp from the next table over, where one of Flawed Topaz's new companions reaches a breaking point, and almost throws the nightmare dream opal away from himself.
You glance around one more time, taking in the atmosphere, admiring the bodies on display, and shift a little to let Dub-dubs rest more comfortably on you. You're here, and there's probably no more interruptions to come. You might as well enjoy the time. You reach for your dream opal.
* * *
It's full dark by the time you all leave. Dub-dubs eventually woke up, and a triumphant Flawed Topaz rejoined you both. A reasonably good time was had by all, and the general spirit of shared amity did help you, in the end.
It was hard on Flawed Topaz, however: she's out cold. Dub-dubs carries her with Exalted strength and a certain easy familiarity, leading the way home through the old mining tunnels that make up Gem's underground portion of its city. It clearly isn't the first time she's ended up overdoing things and ended up carried home by the Water Aspect. You'd almost swear there's a slight tinge of 'responsible parent' in Dub-dubs' expression. Probably your imagination. "I hope you enjoyed yourself this evening," Dub-dubs says to you.
You smile back. "I think I did," you say.
You get a fuller smile back: still sleepy, but slightly triumphant, at the same time. "I think that's the first time I've seen you give a smile that uncomplicated and happy, Amphora."
You're briefly taken aback. "Surely it isn't."
"I didn't mean to embarrass you."
"You didn't. Just... I suppose it's been a strange few weeks for me."
"Of course. We all have our reasons. No one comes to Gem unless they're greedy or have quite a story." Something in their tone says Dub-dubs isn't putting you in the former category. You, of course, recall Dub-dubs telling you about being a scavenger lord, seeking ancient relics, lost treasures, and forgotten wonders along the Dreaming Sea. "I'm curious about yours." It's a light tone, one that isn't pressuring to get it. Just... friendly. It's very odd, not to have any suspicion behind it.
Topaz makes a small noise and shifts slightly as the light of a glowstone embedded in the ceiling falls on her face and disturbs her, saving you from having to come up with a good response. "Does she do this sort of thing a lot?" you ask, instead.
Dub-dubs gives a small giggle, an unusually lively sound from them. "She's always liked to meet new people, challenge them in some way, and see what happens from it. Novelty, you understand, plus that fae heritage that likes to cause chaos."
You arch an eyebrow. "I suppose it's good she has someone looking out for her, then."
"I like being able to be there for my friends." You nod. That does explain why the two of them are so close to inseparable, while being so different. They're supporting each other in a way both are comfortable with. "Gem normally isn't too dangerous for the likes of us, though, so... I suppose I haven't kept up all my instincts."
"You mean combat training?"
"
'Training'?" They laugh. "The Dreaming Sea is not a kind place. I just knew how to defend my crew well enough." There's the suggestion of a shrug that won't disturb Topaz. "Never as much of a warrior as you seem to be, Amphora."
"In most of the world, Dragon-Blooded clans raise their children to be ready champions." It's a relatively bland statement, one that shares nothing of import. It's not just the Realm. There's lots of Dragon-Blooded traditions in the world, and all of them know that they have to stand ready to defend what is theirs.
"Well, I never had that. My father Exalted randomly, without any tradition or family who expressed the blood of dragons, so he had to make it up himself. I was one of only two out of eight children who Exalted. Just me and my half-sister. We looked a lot alike, but never got along. Not exactly a huge clan, nor a lot to work with. Hence why I struck out on my own with just my crew." Their tone takes on a lighter air. "Ah, but listen to me! I'm just rambling on about myself. I'll stop. If you're not too tired, you're welcome to come to my place and share whatever you want of your own story, talk a little about sorcery and see what we can learn from each other. No pressure."
You're passing through one of Gem's all-hours markets, a lower-pressure and more sedate shopping experience than the main bazaars, with only a few active shoppers this time of night. "Ah!" Your eyes flash in the direction of Dub-dubs' look, and you catch a familiar flash of sandy hair right before Dub-dubs goes on. "The angel of healing!" That's what the locals have taken to calling Ari after his anonymous medical care in the wake of the Clochard's blood-soaked rampage.
The Changing Moon ducks at the exclamation, backing away as Dub-dubs approaches to give him a chance to take stock of who is calling out to him. It's the general reaction you'd expect of a Lunar Anathema who spends a lot of time in places where he wouldn't usually be welcome, but Dub-dubs' gentle steps, all smiles and carrying someone asleep, is clear. This is a friendly meeting.
"I... sorry, do I know you?" Ari looks at Dub-dubs without recognition, though you catch the flicker in his eye as he sees you hanging back.
"Probably not," Dub-dubs says, undaunted by this. "But you still helped. I was trying to stabilize Topaz, and you came to us out of nowhere." The Water Aspect gestures to Topaz with their chin.
"Ah... yes, I do recognize her," Ari agrees, considering the sleeping woman. "I couldn't... I tried, but I couldn't..."
"You
helped," Dub-dubs says, firmly. "We needed a hand, and you were there. That means more than you might give credit for. I owe you for that. If there's something I can do for you, come find me. My name is Welcome Wellspring, and I'm one of the sorcerers here in Gem." There's more than just a thank-you in that.
Favors owed are a currency as meaningful and valuable as jade in much of Creation. To say you owed someone a favor, or to request one, is not an empty thing to be easily rejected.
"Well, thank you." Ari gives a heart-breakingly gentle smile. "I appreciate that. I'm not sure that I'm going to be able to take advantage of it. I'm leaving Gem in the morning, and I'm probably going to end up going a long way away."
"With only that?" Dub-dubs considers the single pack Ari was filling before your trio interrupted his preparation. "That's not very much."
"Well, I have some other preparations that you can't see right now," Ari says, deflectingly. Accurately, too, of course. Even if he doesn't have some sorcerous conveyance, he should be able to fly in hawk-shape longer and faster than any mortal hawk, and distance vanishes when one can go in straight lines at fifty miles an hour or more all day long.
Dub-dubs nods. "As long as you're prepared. Let me know if I can do something for you to help the trip. Just a neighborly thing." In other words, not the favor owed.
Ari's smile grows a bit proud. "It's not the first time I've made the trip. I'll be fine, but I appreciate the offer. I was almost done preparing, at this point." He swings the back onto his back and checks how it's sitting on him, clearly finalizing what he has.
"Fair enough." Dub-dubs shifts their grip Topaz slightly. "I'll let you go, then. I have to tuck my friend into bed, after all. But thank you."
"I'm always happy to help," Ari agrees. He gives you one quick glance, before turning to another direction, one that will take him away from the three of you. This is where you'd separate from Dub-dubs, regardless: the commercial efforts in this tunnel are here partially
because it's set on a tunnel nexus, where different underground routes meet each other.
"I'll see you later, too," Dub-dubs tells you before going to a different route. How much later, exactly where... well, that's up to you. They made the offer, but aren't going to push it.
For a long moment, you feel how alone you are. There's people here, of course. Even at a quiet hour, Gem is never anything but lively. But none of them are paying the slightest attention to you any more: you're not selling anything, you're not buying anything, you don't look like an easy mark for a thief, and you're not blocking the way. You could be a wall for all anyone cares.
You shake your head to clear it, and set off down the tunnels. You have somewhere to be.
* * *
You are still mad at Ari, who took advantage of your time to unwind by stealing your face without even asking. He had a chance to read
how mad you are in your body language. How mad are you?
[] You're not happy with him.
It's still a breach of trust and the theft of one of the few things still unequivocally yours, but you don't think there was malice in it, and he seems contrite.
[] You aren't going to get over it.
Some things are irreconcilable. He might be an ally, but you're going to keep him at arm's length from here on.
Regardless of how you feel about that, where are you going from here?
[] You're going to take a walk on the surface, and happen to keep talking with Ari.
The plan is starting to come together, and you need to keep your Anathema allies informed and everything coordinated.
[] You're going to meet with Dub-dubs, once they return home.
Dub-dubs is curious about you and clearly thinks of you as an important, if new, friend. You'd like to deepen that.
[] You go home alone.
There is much work to be done. You can do it more easily alone, and well-rested.