Yawning Abyss, Soaring Shrike [Exalted]

Well, looks like we might be reaping some dividends from having her put out a good word to a sidereal.

Yeah... Knowing our luck and how Sidereals are? This is just another person on the long list of people with perfectly justifiable reasons to want us dead. Best-case scenario, she figures she can manipulate us. Which Vessel will take poorly.
 
Well, having an Abyssal trying to kill a Deathlord is a win-win situation, either they succeed and the worse foe is weakened, or they fail and you have one less Abyssal active, for now.

They know how Exaltations work, killing him won't help, there'd be another and he's not exactly experienced enough to be hard to replace at all.
 
Solace shrugs, a little diffidently. "He was sure, at least. Sifu... he was Chosen by the Deathlord. He couldn't take it. He fled the Lap, seeking to take his own vengeance on her."
I don't think we've crossed paths after we decided what to do, so I briefly wondered how she knew that. I suppose Avalanche could have told her, and it would be strange of her not to inquire about a potential wild card.
 
I don't think we've crossed paths after we decided what to do, so I briefly wondered how she knew that. I suppose Avalanche could have told her, and it would be strange of her not to inquire about a potential wild card.

I think the "Teach" told her about it. We've told him about what we're going to do, so he does know.
 
In the Despot's service
[] "Amphora."

"You can call me Amphora," you say to Tehli. She marks it down on her sheet. She doesn't care much if it's a fake name, and neither is anyone else likely to make much of a fuss. As long as your business doesn't harm Gem, you can call yourself the Kukla and aren't likely to get much worse than snickers. You might be an exception, but generally Gem doesn't care.

The audition cistern is a large depression in the ground in reasonably armored building. Tehli warns you about the hole as the two of you go in, giving you a moment to pause in the dark as she lights a series of large candles with bronze reflectors to let you both see. As the lights come up, you look around, and see a complicated vent in the ceiling to let the minimal smoke not build up, but not expose the water inside to thieves.

The cistern itself is just a hole in the rock with the sides marked to let a viewer measure the quantity at a glance. It's drained dry right now. "In your own time, Amphora."

A little theatre wouldn't go amiss. You start your weaving of Essence as you come to the edge of the cistern. Here, you do little more than gesture, pulling energy from the lit candle flames to help. For this specific spell, you aren't even consuming the fire, though you suspect you'd have to snuff the flames if you were powering any other spells.

From your feet, a torrent springs to life, a flow that could sweep aside a squad of horses. Here, it simply fills. Tehli can't completely stop her eyebrow from creeping up to match the rising water level. It's a surprise, no doubt. Unstoppable Fountain of the Depths generates a lot of water compared to a more classic spell like Water From Stone.

After ten minutes, the flow slows to a mere trickle. "Well," Tehli says, "As we discussed, I'm going to get a senior representative to deal with your specific case and questions, but... I hope it's not getting ahead of myself to welcome you to the Despot's service, Mister Amphora."

It's hardly going to be a black mark for her to bring in a useful new sorcerer, even if you're a little bit of a pain to negotiate with and are dressed in somewhat odd loose white clothes that could be fit for the deceased at a funeral.

The next couple hours are a bit of a mess, as you lounge here at the cistern and a couple different levels of functionaries come to see you, refreshments are sent for, terms are argued, and you eventually sign a slightly better contract than the standard one.

The real reason you made a minor pain of yourself isn't just that you deserve a better contract than some mortal who's learned a spell or two. It's a way to meet with various people and sound out what's common knowledge to the bureaucracy here. That, in turn, you can use to discover what's really going on here. Some things you confirm are just about as expected, such as relations with the Lap, already a little on edge since the loss of a slave caravan last year and the mutual finger-pointing that came after (none of which was your fault), taking on a new edge with the shake-up in the Lap's internal governance and the new ambitions that it seems to be flirting with. However, there's more afoot, it seems.

The results of your probe are somewhat disturbing. It's not just that the Shrike showed up. Other unusual things have happened, too. There's been an uptick in reports from the mines, complaining of eyes in the darkness and things lurking around corners to stalk the miners. It seems unlikely to be made up. In response to the complaints, soldiers were dispatched, and they, too, reported the same sense of being watched and observed by something unseen. There still hasn't been any credible eyewitness accounts of what's causing this feeling. It simply is that many people agree that there's something watching them.

The Shrike is rarely far these days, it seems. People keep reporting it flying past, criss-crossing the air above Gem. Its search may or may not be exactly centered on Gem, and it hasn't attacked anything since its first strike... but it's still around. You personally haven't seen it yet, but now that you've heard this you'll keep your eye out more.

The Despot hired some mysterious woman with an Easterner look to her to help deal with the Shrike situation. Apparently, she really wowed him with her command of First Age lore, as she has been given a rather wide remit to command resources if need be to contain the Shrike. She hasn't yet made much of it. Word is that she always wears a band that covers her forehead, for some reason. For the moment, no one you speak to seems anxious to rumor-monger about what that's covering.

A couple weeks before the haunting or whatever it is in Gem's mines began, the Despot's most elite excavation team also dug out something notable from an exploratory shaft under a mostly-extinct volcano. It takes a little effort for you to pick up what that is, because while it's not fully a secret, it is the sort of thing that only gets passed along to those who should be in the know already.

They found a yasal crystal of surpassing size and perfection. Yasal crystals are a strange sort of gem: they can contain and restrain dematerialized spirits. In theory, this is only supposed to be the weaker sort of spirit, ghost, or common demon, but no one has ever seen a crystal like this before. Apparently, there's a certain shadow auction going on for the Despot to make a profit off this, but he's not too eager to sell quickly: for a prize like this, he'd rather make the most of it than accept the first offer received, as well as perhaps also negotiate some valuable considerations beyond the mere exchange of money, so a number of parties are being discreetly contacted. To make the prize even more enticing, the yasal crystal may currently hold some being.

You feel the Whispers stirring in your mind as you put together the Shrike, the presence in the mines, and the yasal crystal. Of course _____ would attract/cause/instigate _____. The voices subside a bit after presenting that singularly unhelpful thought. You're coming to realize that while you're interpreting the Whispers as sentences and almost conversations, they really aren't that. They're instant flashes of thought, but of an order that's such that you can't decode it without putting it to words for your own use, which happens on a rather subconscious level most of the time. That, in turn, leads to some puzzling pieces as you lack the vocabulary to interpret their more esoteric terms. You try mentally holding up the threee thoughts to the strange holes in the Whispers, but none of the six possible combinations are more clearly right than the others, and the Whispers do not wake again to give clarity. Still, it does suggest that there's two related things, one coincidence.

It's a lot of things to grasp a hold of at once, but that's something you can deal with. At a basic level, things are going on here to attract the Waif, who certainly has put whatever agents she can into play here. She can hardly have done otherwise. That means you have the initiative. The Waif hasn't contacted you since Calibration, and you don't think even her necromantic communication to you reveals your location, so you know she's here, and she can't be equally sure where you are or what you're doing.

You'll take the chances you can, nip at her heels, ruin her plans, and seize the moment where you will be able to make her regret stealing your birthright as a Dragon-Blood.

Eventually, the paperwork is done and you've done all the grilling you think you can get out of the functionaries, at least without going past the level of reasonably annoying and getting into the point where people are actually going to be frustrated to deal with you. The latter is counterproductive. Part of how you know you got it reasonably close to right is that Tehli offered to meet with you socially outside work, with what was quite clearly a flirtatious overtone, the way she blushed a bit while offering and couldn't look directly at you. She had to go back to work just then, though.

With all that handled, you have the rest of the day to yourself and some coinage in your pocket from conjuring water for the Despot. You take a little time to pace the streets of Gem, including finding that its subterranean streets are at least as busy as the above-ground ones, just lined with glowstones and mirrors to keep the now-useless-for-mining emptied-out tunnels lit for everyone to operate there. The omnipresent sweat smell is even more focused there, as it isn't even open to the air, but it's also cooler. Many buildings open on both the street and a tunnel, with stairways and ramps and the odd ladder allowing one to go from one to the other. You take a little time to pace the streets of Gem, both levels, getting a feel for the place. It's the same way you adapted to the Lap when you were first stationed there, part of how House Peleps teaches its scions to get situated in a new location.

From street level and within its boundaries like this, Gem is best thought of as a series of little forts, it seems. The rich and powerful live behind thick walls and post armed guards. You happen to be going past one of those houses right as they're inflicting a punishment. Despite it happening on the surface street, a crowd gathers to watch the entertainment as two armed guards drag up a bedraggled-looking man in a slave collar. "This slave," a richly-dressed woman announces to the assembled people, "is guilty of seeking to sell House Arbani secrets, and will be executed by public strangulation." One last of the House workers, this one a slightly supernaturally muscular woman, comes up to perform the deed. You don't feel any particular need to watch the details, so you give up your place in the crowd, which is more than happy to let you past and get closer to the action.

House Arbani you know. There's a saying sometimes spread in the South (although smart people try not to say it in front of the Dragon-Blooded): "The gods made men different; Arbani made them equal." They made the best flame pieces in the South, which means they make the best flame pieces in Creation. There's not that many who can even begin to rival them, which explains why their secrets are worth so much.

Away from the ultra-rich, neighborhoods huddle together, in some cases all the houses in an area opening only on a shared courtyard with a single path to the street. There's poor and homeless people in the forgotten corners on a scale you would never have tolerated in the Lap (besides, anyone there who worked as an indentured servant until age 43 had put in their time and the Lap would be sure they at least had a livable retirement), along with any level of wannabe toughs, actual criminals, and endless street vendors and places of business, offering anything from questionable food to war horses, deliverable immediately. There's miles, actual literal miles, of places of business.

The most surprising and most home-like things you find are actually on opposite ends of the same underground tunnel-street. At one end, a raksha noble, resplendent in glamour, attended to by hobgoblins, operates what seems to be a legitimate business, where she devours a little bit of someone's soul and in exchange provides dreams and wonders of the Wyld. A sign at the window, not particularly discreet, states "Your slave's soul is NOT yours and is not eligible to pay for your sale.". Gem is a weird city. At the other end of the street, however, is a familiar-looking if comparatively shoddy Immaculate Temple, complete with decorations meant to evoke the five dragons without being an actual piece of iconography. They're simple efforts, done with care but without a lot of artistic skill. The Temple could certainly fit a few hundred people at a time, but that's still hardly a large amount of Gem's population.

As you had planned, you're going to have time to pursue your own projects outside of your duties. It's just going to be a question of what you need to prioritize, either because you think it's going to lead to the Waif, it might lead you to to allies or powers you can use, because it has some other value... or, quite simply because it seems relaxing and you can't be at full capacity at all times without blowing off at least a little steam.

[] Investigate the mines and quietly find out what you can about the haunting presence.
[] Run into this mysterious Easterner whom the Despot hired, see what is up with her.
[] Try to to gain access to the yasal crystal. You won't be allowed to touch it, but a sorcerer should be able to look.
[] Meet with your fellow sorcerers. Learn about the local supernatural scene in a relatively controlled way.
[] Search for undead, shadowlands, and necromancers. There's secrets to be uncovered, for sure.
[] Make some time to go to the Immaculate Temple. Surely that will help you.
[] ...Go out for a nice dinner with Tehli?

Vote for as many as you like. Top three will be chosen.

The other thing you're doing as you look around the city is to figure out where you're going to live while you're here. There's a variety of options that you could take, of course, but in the end there's basically a question of what you think is going to be the best type of lodging for you, based on the image you're trying to project, and then finding the best example of that.

[] Find a cheap and ascetic-looking place. Seek no luxury, simply find some minimal place where you can rest your head as need be.
[] Find moderate housing, amongst the higher-ranked sort of craftsmen, appropriate to how Gem views sorcerers.
[] You can just afford that gaudy place on top of a hill. No one else really wants it because it's in sunlight, but your Stone of Chilled Breath will keep things cool.

Votes will be considered separately.
 
[X] Run into this mysterious Easterner whom the Despot hired, see what is up with her.
[X] Meet with your fellow sorcerers. Learn about the local supernatural scene in a relatively controlled way.
[X] Search for undead, shadowlands, and necromancers. There's secrets to be uncovered, for sure.
[X] ...Go out for a nice dinner with Tehli?

Look, we may be a Day caste, but getting as many contacts and favorable relationships is just about the only way we've known to survive thus far. (I know I picked four, since it's a top three of all votes ranking thing, but for the record my lowest priority is the Shadowlands one.)

Also...

[X] Find moderate housing, amongst the higher-ranked sort of craftsmen, appropriate to how Gem views sorcerers.

No sense standing out too much, say I, but... come on. Are we really going to settle for some run-down hovel? Of course we're not! We deserve at least some semblance of luxury, if not overflowing excess! Let's be reasonable, here.

(Also, now that we're going by "Amphora", I am absolutely keeping in reserve a gag about the Waif referring to us as "Vessel" during our inevitable confrontation counting as deadnaming.)
 
[X] Investigate the mines and quietly find out what you can about the haunting presence.
[X] Meet with your fellow sorcerers. Learn about the local supernatural scene in a relatively controlled way.
[X] Make some time to go to the Immaculate Temple. Surely that will help you.
[X] ...Go out for a nice dinner with Tehli?
[X] Find moderate housing, amongst the higher-ranked sort of craftsmen, appropriate to how Gem views sorcerers.
 
[X] Investigate the mines and quietly find out what you can about the haunting presence.
[X] Meet with your fellow sorcerers. Learn about the local supernatural scene in a relatively controlled way.
[X] Make some time to go to the Immaculate Temple. Surely that will help you.

[X] Find moderate housing, amongst the higher-ranked sort of craftsmen, appropriate to how Gem views sorcerers.

I'm not sure if we should get closer to anybody who isn't exalted; the possibility that they might just drop dead is pretty daunting.
 
[X] Investigate the mines and quietly find out what you can about the haunting presence.
[X] Make some time to go to the Immaculate Temple. Surely that will help you.
[X] ...Go out for a nice dinner with Tehli?
[X] Find moderate housing, amongst the higher-ranked sort of craftsmen, appropriate to how Gem views sorcerers.
 
You try mentally holding up the threee thoughts to the strange holes in the Whispers, but none of the six possible combinations are more clearly right than the others, and the Whispers do not wake again to give clarity.
three
One last of the House workers, this one a slightly supernaturally muscular woman, comes up to perform the deed.
not sure if grammar is correct?
It's just going to be a question of what you need to prioritize, either because you think it's going to lead to the Waif, it might lead you to to allies or powers you can use, because it has some other value...
doubled words

[x] Investigate the mines and quietly find out what you can about the haunting presence.
[x] Run into this mysterious Easterner whom the Despot hired, see what is up with her.
[x] Search for undead, shadowlands, and necromancers. There's secrets to be uncovered, for sure.

[x] Find a cheap and ascetic-looking place. Seek no luxury, simply find some minimal place where you can rest your head as need be.
 
[X] Run into this mysterious Easterner whom the Despot hired, see what is up with her.
[X] Meet with your fellow sorcerers. Learn about the local supernatural scene in a relatively controlled way.
[X] Search for undead, shadowlands, and necromancers. There's secrets to be uncovered, for sure.

[X] Find moderate housing, amongst the higher-ranked sort of craftsmen, appropriate to how Gem views sorcerers.
 
So, we're an Abyssal and our like shtick is The Dead. We have a lot of advantages with dealing with the dead, see Soanso back in the first update. Some might have tools to know we are a powerful Dead Thing. Which is both good and bad, we don't really have to care and with the Raksha + Immaculate street we know immediately that we are faaaaaaar from the light of the Immaculate philosophy so being revealed as a Abyssal is not immediately catastrophic. It's still Bad because it gives a sign to the Waif as to where we are but we'd theoretically have time before needing to leave, or might be able to gain enough allies to rebuff the Clochard or something. Not the Waif herself obviously, but like a single other "sibling" deathknight.

And something else we need are people. On our side in some way in this new and scary cyberpunky city.

[X] Run into this mysterious Easterner whom the Despot hired, see what is up with her.
[X] Meet with your fellow sorcerers. Learn about the local supernatural scene in a relatively controlled way.
[X] Make some time to go to the Immaculate Temple. Surely that will help you.

Now this starts with the living stuff, because while the Dead are our balliwick I actually want to start with the living so we have a base to go off of before diving in head first.

This way we also get to know the shape of the social landscape and can decide if the Easterner is a Waif plant.

[X] Find moderate housing, amongst the higher-ranked sort of craftsmen, appropriate to how Gem views sorcerers.
And then this puts together an image of "slightly weird funerary themed sorcerer who has rumors of being from a far off land and a powerful water spell" into the sorcerer box instead of "weird monk maybe?" box or "social mover and shaker" box from the other two options.
 
The Despot hired some mysterious woman with an Easterner look to her to help deal with the Shrike situation. Apparently, she really wowed him with her command of First Age lore, as she has been given a rather wide remit to command resources if need be to contain the Shrike. She hasn't yet made much of it. Word is that she always wears a band that covers her forehead, for some reason. For the moment, no one you speak to seems anxious to rumor-monger about what that's covering.
So, fun thing that sticks out about this description. From the previous quest:

As the mighty working begins to take shape, three more deathknights emerge from the shadowland, silently lining up behind the Waif. The first has the slightly woody look of a native of the far East. While she bears nothing in her hands, she has a complicated mechanical goggle device over her eyes and temples, and an outfit of many pockets, everywhere one could be fit. She has a tattoo on her forehead that looks like a black version of the Twilight caste mark. Withered Flowers Twine the Soul is proud of her Daybreak caste, and wishes it to be seen even when she is not using her power.
...but the fight is lost. Three of the deathknights and two of the nephwracks are dead, while only two of the Sidereals that weren't the Clochard's foes are down. The Waif looks up, the moonless night so dark she can't see the Penitent... or what she was hoping to see there. The Waif breaks off her ready pose. "Twine! Clochard! Tesklore! We're leaving."

So, this pretty much has to be Withered Flowers Twine the Soul. Who... Vessel has never met and therefore would not recognise. I am so sad that Amphora won the name vote, now, because him literally going up to her and unwittingly being like "Hi, I'm Vessel" would have been kind of amazing.

[X] Run into this mysterious Easterner whom the Despot hired, see what is up with her.
[X] Try to to gain access to the yasal crystal. You won't be allowed to touch it, but a sorcerer should be able to look.
[X] Make some time to go to the Immaculate Temple. Surely that will help you.
[X] ...Go out for a nice dinner with Tehli?

[X] Find moderate housing, amongst the higher-ranked sort of craftsmen, appropriate to how Gem views sorcerers.
 
Last edited:
I am so sad that Amphora won the name vote, now, because him literally going up to her and unwittingly being like "Hi, I'm Vessel" would have been kind of amazing.
To be fair, I feel that 'Hi, I'm Vessel but With Water' is almost better, because the paper thin disguise will absolutely hold up until she gets the context for it.
 
To be fair, I feel that 'Hi, I'm Vessel but With Water' is almost better, because the paper thin disguise will absolutely hold up until she gets the context for it.
The best possible outcome of this would be that the two of them team up out of convenience and partially aligned goals, neither realising who the other is, until eventually Ari shows up or something to be like "Vessel that is a Deathknight". At which point she could kick herself, because... "Amphora", really?
 
[X] Run into this mysterious Easterner whom the Despot hired, see what is up with her.
[X] Try to to gain access to the yasal crystal. You won't be allowed to touch it, but a sorcerer should be able to look.
[X] Search for undead, shadowlands, and necromancers. There's secrets to be uncovered, for sure.
[X] Make some time to go to the Immaculate Temple. Surely that will help you.
[X] ...Go out for a nice dinner with Tehli?

[X] Find a cheap and ascetic-looking place. Seek no luxury, simply find some minimal place where you can rest your head as need be.
 
Housing looks pretty settled, but we have a tie on our third-place plans.

Of course, knowing how these things go, that tie is going to get to be a three or four way tie before it breaks, isn't it...?
Adhoc vote count started by VagueZ on Feb 27, 2020 at 8:45 PM, finished with 11 posts and 9 votes.
 
Last edited:
At one end, a raksha noble, resplendent in glamour, attended to by hobgoblins, operates what seems to be a legitimate business, where she devours a little bit of someone's soul and in exchange provides dreams and wonders of the Wyld. A sign at the window, not particularly discreet, states "Your slave's soul is NOT yours and is not eligible to pay for your sale.". Gem is a weird city.

modbanit, you made me almost kinda like a rashaka for a second there. You monster
 
FINE, I'll throw myself on the sword of giving-up-having-a-nice-dinner in favour of breaking the tie.

[X] Run into this mysterious Easterner whom the Despot hired, see what is up with her.
[X] Try to to gain access to the yasal crystal. You won't be allowed to touch it, but a sorcerer should be able to look.
[X] Make some time to go to the Immaculate Temple. Surely that will help you.
[X] Meet with your fellow sorcerers. Learn about the local supernatural scene in a relatively controlled way.
 
Going to lock it up with that, then. Update will take a few days; I'm still busy at work.
 
modbanit, you made me almost kinda like a rashaka for a second there. You monster
Look, the Raksha are free market entrepreneurs, but they can't abide by something so crass as selling what you don't own!
The claims are nightmarish!
The best possible outcome of this would be that the two of them team up out of convenience and partially aligned goals, neither realising who the other is, until eventually Ari shows up or something to be like "Vessel that is a Deathknight". At which point she could kick herself, because... "Amphora", really?
Thats the best kind of referential name, the kind that anyone who actually is looking for Vessel and knows he's there would recognize instantly once they know he's a water summoning sorceror...and which anyone without all three facts would miss.
 
Opportunity knocks
[] Run into this mysterious Easterner whom the Despot hired, see what is up with her.
[] Meet with your fellow sorcerers. Learn about the local supernatural scene in a relatively controlled way.
[] Make some time to go to the Immaculate Temple. Surely that will help you.

[] Find moderate housing, amongst the higher-ranked sort of craftsmen, appropriate to how Gem views sorcerers.

In the end, you decide not to be too showy with your abode in either direction. You find a semi-sunken apartment to let, something of reasonable size and cleanliness by Gem's standards. This complex has four stories, two above ground, one below ground, plus yours that's mostly sunken into the ground, but the only door out opens to stairs leading up to the street. The partially-sunken-into-mines thing makes getting around a curious pain at times.

This neighborhood is one where you attract a little attention, but not an abnormal amount, which is part of why you chose it. Any supernatural-touched human with a jade weapon is going to attract attention anywhere in the world outside of maybe the Realm's Imperial City or Nexus, but here the level is normal curiosity about a novel new neighbor, not suspicion.

It's still a notable step down for you in the world, really. Instead of having a manor with servants and guards, you have a couple of rooms, an upstairs neighbor who by the sound of things practices his belly-flops at random eight hours of the day, and you have to handle things like making food and keeping the place tidy all by yourself, or else hire someone to do that. It's not worse than what you were trained to endure for field deployments or similar military matters, but those had a purpose in not dragging unnecessary luxuries along for the field. This? This is supposed to be civilized.

You don't like roughing it.

Your first full day in the Despot's service starts relatively smoothly. You show up where you're expected to, and a functionary takes you to the cistern that needs filling today. The route is entirely sub-surface, through rock tunnels studded with glowstones, so you can't see the Shrike even if it's around. Through luck of the draw, it isn't Tehli that's leading, so that conversation with her doesn't go anywhere.

You aren't alone, either. Today's bureaucrat has not only the usual 'two armed guards' along with him, but another person. This one has blue hair, blue eyes, an androgynous look to both face and clothing, and dark cast under their eyes. They give you a sleepy smile as you all walk together. "Hey. I'm Welcome Wellspring, Water Aspect. Dub-dubs for short. Don't recognize you."

"Amphora. I just got into town yesterday."

"Well, nice to meet you. Air Aspect, right? You have a bit of an icy look to you." You make a non-committal gesture that Dub-dubs apparently accepts as confirmation. "Good choice to join up. It's an easy gig. Best rates for sorcery for more than a hundred miles, and the Despot doesn't want to let us get poached or hurt."

"Been working here long, then?"

"Forty years, give or take." Like most Exalts, Dub-dubs could be twenty or ninety without you seeing much sign of aging. The Dragons' blessing is typically good at keeping its Chosen in their prime.

"Must be a good career then. I haven't even been a sorcerer that long." You don't feel any need to tell them, or anyone else, that you've been a sorcerer for less than a week, and still haven't experimented with much of anything beyond your control spell. Or that you're only in your mid-twenties to begin with.

Dub-dubs continues the conversation as you go, providing you a distraction as you slowly climb through the tunnels, which rise at a gentle slope without coming to the surface ever. It's mainly a slow chatter about a lot of the local supernatural gossip. This was something you would have been looking for if it hadn't dropped into your lap, so you let them. It's focused more on gossip than you care about, since the fact that Jyovira, local god of struggle and bloodshed, is sleeping with a specific gladiator is more detail than you need, but it still helps.

The conversation, with your prompting to keep it rolling, continues on through the actual work part of the day, with a little pause here and there for actually casting sorcery.

The cistern you're filling must be the one that the Shrike attack drained. It's a vast pool, so large that it's hard to see the far side in the minimal lighting. It's low on water at the moment, though, and the edges of the pool have a bit of detritus like you'd expect to see at a construction site. It's understandable: even if a good chunk of the mountain came down, the water storage and transport (not to mention the necessary effort to protect that water) is probably easier to patch and keep using than to wholesale replace.

You call forth several torrents, where Dub-dubs calls forth a larger number of more sedate flows, in both cases leading to water flowing down to join the rebuilding reservoir. It doesn't raise the level appreciably to your eyes.

Dub-dubs' casting seems significantly less pleasant to use than yours. You just let the underlying flames of the world open a path for water. It's a straightforward and intuitive effort of will, almost as easy now as walking on your hands or moving quietly on drumsand. Dub-dubs, on the other hand, ends up clutching their head and muttering something that sounds rather like a whimpering cry. They recover after they do, and no one else seems to react as if this is odd, so it's probably normal for them.

There's a bit of a cadence to the work. You don't have to rush: a day's sorcery for straightforward spells like this is only an hour or so of work, and can be less if you hurry. It's easier and more comfortable to alternate chatting and sorcery.

Dub-dubs' stories, with your gentle prompting, gradually let you piece together the feel of things. You already had an understanding of Gem's political landscape. It's basically a syndicate like the most organized criminal enterprises elsewhere in the world, just openly. The Despot and Gem's other noble houses all conspire to get all the money they can, and everyone else works to grab onto all the money they can without that 'house edge', and everyone from the street beggar to the Despot has to look over their shoulders a lot because profit is more important than civic safety.

This lets you layer more nuance on top of that, to understand how the supernatural functions here. Worship of Anathema, demons, or deathlords are all forbidden. Very little else is banned, but there's a lot of self-selection that keep it from being a total free-for-all. The most obvious Essence-users are the mercenaries. Even a handful of Dragon-Blooded sell their services here, as well as the full assortment of other types. Anathema like Lunars are the only exception, which is simply because Gem needs the Lap's food surplus to exist, and the Realm won't sell to people who openly deal with Lunars. Technically, nearly every security and enforcement force in Gem is from these mercenary companies.

Related to the mercenaries, as people often dabble in both to advertise their prowess, are the gladiatorial games. Gem has five increasingly elite circuits for gladiators, culminating in the Volcano Circuit that no unenlightened mortal can meaningfully compete in, regardless of skill. All the productions are run by a single noble house, Circla, which has a monopoly on it.

There's also those like Dub-dubs here: workers of one sort or another. Dub-dubs mentions offhandedly that beyond their water sorcery, they do a certain reasonable business working various defensive sorceries to keep people's vaults safe. You also get a few other names and descriptions of your new peers, so that when you run into any of them like you did with Dub-dubs, you can show a certain friendly awareness of who they are.

The last group are the gods and their cults. Shrines to gods like Plentimon and Jyovira, local spirits, and other important figures, whether through the spirit directly or priests, are a source of blessings and sundry effects. These local deities have never been tamed by Immaculate monks, but somehow the locals have still struck a balance with them, keeping them as hopeful figures, yet not letting them take over and oppress people.

You can pretty much ignore the last group, it seems like. Spirits like that live too long to act abruptly, so there are unlikely to be any connections to the Waif and her people unless something specific changes. That's not impossible, but it is unlikely to be the first sign of their actions.

The last notable discovery of the working day comes when Dub-dubs asks where you're staying, and they break into a grin as you tell them. "Oh, we're practically neighbors! I'm two tunnels east of you. It's a pretty good neighborhood. The apartment owners employ people to shoo the transients out."

You express appropriate surprise back, and somehow this all turns into Dub-dubs taking you out to a Volcano circuit match. They insist, given your clear interest in gladiators, and you don't actually argue against it too much, so once you've cast all your day's sorcery, that's where you head next.

The match is held in an indoors arena. You and Dub-dubs end up further back, which isn't surprising due to coming at the last minute. People who wanted good seats either paid more, came earlier, or both. Most of the few hundred seats crammed into the building are taken, and as you're coming to realize is ever-present in Gem there's vendors selling concessions or trinkets that circle through the seats. Dub-dubs continues the friendly chatter with you as you wait for the match. Apparently, they don't normally come to these sorts of matches, except for special occasions. They don't explicitly frame it this way, but it seems that meeting you must qualify.

"Never been interested in competing, then?" You ask at one point in the talk, mostly a friendly joke that still is a probing question, too. After all, Dub-dubs is a Dragon-Blood. All Dragon-Bloods are called by the Dragons to be the heroes Creation needs.

"Nah. Even outside the deathmatches that's usually limited to slave gladiators, it's too easy to get yourself seriously hurt in these things. I'm more a lover than a fighter, sort of person. And I've had enough excitement in my life already." You can't help but notice a subtle shifting of Dub-dubs' hands, which now clutch a little woven charm meant to help catch bad dreams.

There's no more chance to chat after that, as an announcer with a powerful bellow to her voice stands in the center of the arena and begins hyping the match up, introducing the fighters and giving them each a chance to show off some of their tricks for the audience. It's an understandable way to lengthen the show and give people a chance to try to weigh each of the fighters, allowing last-minute bets to be placed.

It seems both of these fighters are relatively new to Gem's fighting circuit, but it's not hard to see why they were put into Volcano immediately. The first one introduced, Syzygy, works for House Arbani and boasts one of their firewands, a flame-discharge weapon with significant barrel length. He shows off his skills with a display of precision target shooting, incinerating a series of targets while performing acrobatics in a butler outfit modified just enough to allow him to move unimpeded. It's a pretty good show, you have to admit.

The second one introduced is Crowson. You don't see where he comes from; the crowd is in the way, and you only see once he's in the central field. He is a tall man with a handsome cast to his face that is somehow completely ruined the moment he smiles. He is introduced as a ghostblood, but the moment he throws off the shapeless cloak he's shrouded with, you instantly straighten up in your seat. Dub-dubs looks over at you, quizzically, but you smile and force yourself to sit more calmly. Deathknight is foremost in your mind, something you are somehow instantly assured of, even though you've never met one that isn't you. His presence is far more potent than any mere child of a ghost, and from his shoulderblades extend four tentacles, dark red in color, the tips of each wrapped around the handle of a different beat-up old meat cleaver. They mostly hang to the ground, making a scraping noise as he walks around, but at his silent command they jerk to life, and he savages a trio of target dummies with a wild flurry of hacking even though he still has his arms crossed.

The introduction and last bets are concluded, and the fight starts. It's an odd match, to your eyes. Both of the fighters aren't fully trying to win as much as they're trying to win while playing to the crowd. Syzygy proves adept at fighting with his flame wand as a whole weapon, parrying with the barrel and hammering with the stock as well as filling the air with fire, its heat so intense that the front rows pull back, exclaiming excitedly, whenever he sets it off in their direction.

Crowson, on the other hand, fights exactly as you'd expect, stalking lightly around, still without uncrossing his arms, and his cleaver-tentacles jerk to life for slashes whenever the chance arises, leading to a chase as Crowson gradually reveals just how far his weapons can reach, which is significantly further than you would have expected. He's adept at moving quickly without looking like he's hurrying.

For a few minutes, the fight goes on like this, both of them searching for an opening and neither quite committing too hard. Eventually, though, Crowson maneuvers Syzygy into one of the corners, and Syzygy has to contend with having no room to dodge or back up, with two cleavers coming from each side at the same time.

There's a sudden roar of approval from the crowd as the cleavers just about hit... and Syzygy disappears entirely, instantly reappearing on one knee in a perfect firing pose partway across the arena. The largest flameblast yet roars forth, but Crowson shows a new trick, levering himself off the ground entirely, his blood-red tentacles seemingly immune to the searing heat.

Suspended in the air on his back, Crowson rolls over, two of his tentacles shifting from lifting him to swinging in a huge arc. Syzygy is thrown back as the two impact him, throwing him back even more than they chop. He's out of the ring, disqualified. The crowd goes even more nuts.

Crowson doesn't hang around. As quickly as he appeared, he's gone, not staying around to interact with fans, and coincidentally putting him beyond your reach again. Dub-dubs also doesn't stick around; citing needing to go check up on some workings for their other job, but it's a friendly leave-taking. You listen to the crowd around you as the arena empties out. From how people are discussing it, these two were definitely two of the circuit's rising stars and best fighters.

That turned out to be a surprisingly profitable outing. Through Dub-dubs, you've managed to get a feel for the local water-conjurers, even if you haven't met them all yet, and if Dub-dubs accepts you, likely the others will, too. You're already 'one of the gang'. You've got a feel for how personal might is seen and distributed in Gem, and you've seen two powerful gladiators, including finding your first deathknight in the city. While both of them were a little strange, only Crowson was a deathknight, and he's a public enough figure for you to start to track him without needing to do any hasty, thoughtless moves to confront him.

You're still thinking about that when you find yourself in front of the Immaculate Temple again. Your idle steps brought you here on automatic as you thought. Impulsively, you go in. It's almost instinct. The First Diligent Practice rings in your mind as you do. "Hear a recital of an Immaculate Text at least once a month, in the company of at least 17 other followers of the Philosophy." Maybe you were never the most devout, but it was still something that always was a background part of your life, regardless, and... it has been a while since you've been to a Temple, by now.

Inside, there's only one person, in a monk's outfit and with a monk's shaved-bald head. She is cleaning as you enter, but she sets the broom aside to give you a bow in greeting. You return the gesture. "Welcome, my child," she says. "What brings you in?"

You're not totally sure how to answer that. It just sort of happened. But you know how to act in a Temple after so many years of going there from childhood on. "Seeking the Dragons' blessing and guidance," you say.

"Of course." The monk gestures to a pew, which you sit in. She crouches on the one ahead of it, facing backwards over its back. "Are you with the Immaculate Philosophy, Immaculate Religion, or Pure Way?"

That one does floor you. You don't have a ready answer. It takes several seconds of mental flailing for you to come up with an answer to something that you interpret as "are you with the Realm's truth, Lookshy's odd heresies, or Prasad's absurdities?" She waits patiently for you. You think you mostly keep the thoughts off your face, but the pause alone is enough that she basically has to be aware of what your thought process is. "Immaculate Philosophy," you tell her. "Are all three really practiced in the same place here?"

She gives you a smile. "In a land where most of the people still subscribe to the Hundred Gods Heresy or various ancestor cults? Of course we do. What unites us is more than what separates us. But I do conduct separate services. I'm Understanding Auris, and this is my temple." You introduce yourself in turn, then, to your surprise, she stands and gestures for you to follow. "You, my friend, need something. That's why you came here today."

"I do?" You obediently trail along, bemused as much as anything.

"You need clarity. And there's no better way to achieve clarity than a spar." In front of the pews is an open space, suitable for a little light bout. "We are Immaculates. We respect the martial arts."

You line up at one of the demarcated starting points and Auris moves to the other. "Unless I miss my guess, you're not blessed by the Dragons," you point out. It's certainly not impossible for a Dragon-Blood to look merely human, but it's rare for there to be no signs.

"You are correct," Understanding Auris agrees, echoing your starting bow and moving smoothly into a defensive stance from there, one you don't recognize. "But I am a god's child. It's what pushed me to the faith." You may not know the details there, but that tells you a lot. Some god wasn't a good parent, showing why it is important to follow the Immaculate separation of mortal and divine, with Dragon-Bloods bridging the gap. "I may not be the greatest warrior, but don't count me lightly."

Auris gestures for you to come at her. You do, a standard series of exchanges that produce no telling result, but let you each take the measure of each other. She's letting you dictate the pace, and her defensive style is sort of strange, accepting blows into her cupped palm and her absorbing most, but not all, of your punches' power. It even extends to kicks: she blocks your kicks with her shin, and absorbs the force by that leg being thrown back, shifting her overall balance without hurting her.

This is just a friendly spar, so you don't draw Blizzard's Scourge, unleash Air Dragon Style to its full extent, or otherwise try to overwhelm her.

"What brings you to Gem?" Understanding Auris asks, as she catches one of your punches. The last word comes out in a sharp exhalation, as your not-quite-stopped punch pushes her own hand against her belly.

"I was looking for work."

"That's not it." For the first time, the monk takes an offensive move, trying to catch your right arm in the crook of her elbow. "I can tell already. You're too driven just to be here for coin."

"You're right." You rip your hand free with simple, raw strength, unbalancing both of you about as much, so neither gains an advantage. You push her back with a series of low kicks, and she circles around as she gives ground, to avoid being pinned against a wall. "I'm also chasing someone."

"Why?" She shifts her approach suddenly, ducking past you under your reach.

"Because I have been wronged." You can't completely resist a sliver of annoyance at her repeated badgering. You turn that into a more forceful attack, aiming at her eye.

She has to catch your fist with both hands and still rocks back under the impact. "And?" She throws your hand to one side and launches her own attack, an open-palm thrust at your heart. "We have all been dealt a rough hand at some point."

You deflect it with your other forearm and spin, a swift motion fed by the force you're redirecting, fingers stiffening like a spearpoint to hit her in the shoulder, digging into nerve clusters. "This is different." The strength you put into that hit puts the lie to that.

Yet, somehow, the blow strikes her before it builds up all the force it should, as Understanding Auris steps into the blow, accepting it. "Are you really chasing someone, or just trying to run?"

"What?"

"You have come a long way, traveler, but you're still bound to your roots." It's true: you left the Realm, left House Peleps, left the satrapy system... and went straight back to the Immaculate Temple. Which puts you in front of an Immaculate monk as she lays a gentle fist to your arm, somehow causing a stinging stunning in what shouldn't have been a serious hit to begin with. "What can't you outrun?"

Your hands blur faster as the very wind speeds your blows. "I don't want to break something--to break someone--I care about again!"

"So?"

"So instead I'll break someone who deserves it!" A third and a fourth and a fifth strike come out of your unfolding combination. One of them slips through her guard completely, hitting her in the mouth and knocking her down.

Suddenly, you stop.

Understanding Auris wipes away blood from a split lip and stands back up. She bows to you. You echo it. "What happened there?" you ask, a little uncertain. You hadn't meant to say anything in particular, and certainly not as much as you did. Her strange style, its absorbent defense that practically begs you to pour out your thoughts as you try to overcome it... you've never quite seen the like before.

"That is the Art of Victorious Concession, a martial art of compassion. Naturally, it lets you draw out things you need to share." The lip is already looking better. Her divine blood clearly includes impressive healing. "The Five Glorious Dragon Styles are not the only strength of Immaculates." She searches your eyes. "Did you find what you needed to, my son?"

You consider, bringing your breathing down to its normal level. "I... did." The truth of the matter is that Understanding Auris is right: you are bound to who you are, and to who you were. You may not have been pious enough to immediately turn yourself over to the Immaculate Order to be purified as Anathema, but you're not going to risk destroying the good Immaculates leave behind, either.

She nods. "Then I am glad to be of service. May the Dragons guide you back soon." The godblood hides her hands in her voluminous sleeves. "Immaculate Order messages are every Venusday, starting an hour before sunset."

You nod back. "I'll see when I can make it." You drop a high-denomination coin in the box for giving as you leave. Immaculate Temples, even outside Realm territory, teach children for free. Reading, writing, math, history, good moral lessons, physical education, and self-defense. That's worth something.

Thoughts keep percolating through your head as you go out into the sunken tunnel-street, past the raksha noble's parlor. She might not sleep; you can't know.

Perhaps... perhaps you should look up more Pure Way doctrine. It's said that the Prasadi sometimes live alongside Anathema like you. Perhaps there's something there you could take some solace in, some way to reconcile your current nature and something at least like your upbringing.

On the other hand, you've never actually been that dedicated to religion, and you are busy.

* * *​

You top off your Essence on your way back to your apartment. You hide Blizzard's Scourge through the simple expedient of tucking it under your tunic. It's more than a little awkward to hide two feet of curved, bladed jade, but flaunting it makes it less likely that you'll be accosted. Smart people know what it means to have an attuned magical weapon.

This pays off. A gang of three try to stab you in a dim side tunnel using rusty knives, which might also be poisoned. You don't check. Their corpses you leave behind. This is Gem; someone will find the bodies and try to turn a profit off it somehow.

* * *​

The next day starts much the same. Meet a functionary for the Despot, go and cast your sorcery. This one isn't as long a walk: it's actually in the city and at a much smaller pool, besides. Likely this is somewhere that is more typically filled and emptied on a regular basis. You were the only sorcerer needed to take it from empty to brimming. As you leave, there's a line already forming of both the well-to-do and slaves of the even better off, queueing to purchase fresh, cool water.

And this is the wet and cold season for Gem, technically. You can't imagine what the summer months are like.

The day's work done, you move on to your own projects. It doesn't take much but a little listening and light chatting with bored people to learn a bit about the Easterner's movements, the one who's handling the Shrike situation. She has several places she moves between, the better to observe it in flight. You pick one based on it being the closest of any of them, and do a little light casing of the joint. It's a narrow tower, probably once part of a city wall, many years ago, before the city swallowed it completely on both sides. It's got a high vantage point, with no nearby towers of higher height, and... not much else. It looks slightly abandoned.

No one seems to be home, so you leave it for now. There's more investigation to be done.

A murmur arises from the street around you. You glance around. People are looking up. You do the same.

There's a tiny shining point in the sky. It looks much like a star, save it's visible in the daylight, and it's hurtling across the sky swifter than any true celestial body actually can.

It's the Five-Metal Shrike. One of the most powerful, untamed mysteries of the ancient world is soaring above you. No matter how much you try to focus on it, you can resolve next to no details about it from this distance. The Shrike is close, so close, and still utterly untouchable.

Before you tear your attention away, someone barrels into you, basically bouncing off you as something goes all over the ground. "Oh, damn," a distracted voice says. "Where did you come from? I thought I was sensing all the living here."

The speaker is a woman in a garment of many pockets. Her hair is twisted at points into something that looks like a shrub's thorns, and there's a faint green tint to her skin. She's on her knees, gathering up what she dropped.

You bend down to assist her. What she has is a collection of optical equipment, lenses and tubes and mirrors, thought thankfully it all looks rather hard-wearing, so there's no shattered crystals. You try to hand her a piece or two. "There's no time! Can you carry that for me?" She tosses her hair back as she straightens up. She has a cloth band tied around her forehead, hiding where an Anathema's caste mark might appear. Thoughts click into place behind your eyes, ones you don't let touch your face, just in case, no matter how casually she's treating you.

The Dragons are smiling on you today, it seems. This just about has to be the Despot's Shrike expert, and you are just about as sure that she must be from the Waif. It explains perfectly how she could know a great deal of First Age lore, how she has an interest in the Shrike.. and why she would hide her forehead, where a betraying caste mark could appear.

She rushes off, and you trail behind, a handful of strange devices in your arms. You were seeking an opening for a later action, but unlike before in the arena, this time you do have a fleeting chance and you simply have to seize it while it exists.

The reason you're so amenable to this is because of where she's leading you: to the tower you were looking at before, the abandoned and lonely place she uses for some of her observations. You shut the heavy door behind the two of you, cutting off the noise from the street. Stairs wind upward into a single room that has balconies open to the air, allowing heat in but also giving a view of the sky. The woman sets down the things she scooped up on a table, then gestures impatiently for you to set the rest there. As you do, she immediately begins assembling things to help her get a better reading on the Shrike's course.

You have an opportunity.

[] Attack her. You may never get a better opportunity.
[] Talk first.
- [] Introduce yourself as a sorcerer, interested in the Shrike.
- [] Bring up the Deathlord's name. See how she reacts.

Top line will be considered first, so it's attack vs talk, and if talk wins, then the sub-vote determines which path from there.

One of these scenes gave me a tremendous amount of trouble and I probably went through a dozen complete or partial drafts. I hope you can't tell which one.
 
Last edited:
[X] Talk first.
- [X] Introduce yourself as a sorcerer, interested in the Shrike.

If we're right and we attack, we have to fight a Deathlord. If we're wrong and we attack, they're probably dying, and also we just killed a mostly-innocent-of-the-things-we-were-thinking-of person. If we're right and we don't give the game away, we can learn more about her and her purpose. If we're wrong and we don't give the game away, we just make a friend or something.
 
Back
Top