Progress bustles about the Cauldron.
You take in a deep breath as you watch those loyal to you work. You fly high above in draconic form as the sun caresses your scales. You are above the great super-volcano that forms the core of the Cauldron. Before you realms continue to spread and grow, all that come together towards the center. Forests and plains, sea and islands, towers and rainbow bridges. All is radiant and alive, a new vitality to your realm as it settles into Bytopia. A new vitality that matches your vigor, your hope and all of your energies.
That is not all. You see so much, you hear more. Your city and all around it are alive to you as if you were right there. Subjects of all kinds, from mortal to utterly eternal, work away at your will and the will of your friends. Your aspects and portfolio swirl within you at the same time, as you feel hope and righteousness in tandem with the ethereal movements of time and and the ever-fire of flames. Heat burns within you as you lose yourself in those sensations, of great infernos and the clash of wars, from the holy to the dread and profane. All of them filter through your mind like an eternal array of flashes of knowledge.
"Godsrush. That's the name that's stuck." Donald's voice, casual as can be, as he's simply besides you in the air. "In case you haven't heard, Seira. Also, Seira, that's Joyn. Joyn, that's Seira." Donald's words are casual as he stands on thin air, his gaze on your draconic form without a hint of fear at all. All as you can virtually taste the winter that swirls around Annerose, as she murmurs prayers to you amid a blizzard-wrath that harms her nor Helena besides her. The man next to Donald also hovers in air, though he bobs while Donald stand stone still, as if gravity is no concern to him. He wears a heavy cloak and hood, a slight man even with that.
"So," Donald says as you have to resist a shiver with practice, as you see a great charge of demonic rabble, lead by a screaming balor, into the lines of the dead. The Blood War blossoms in your mind, another encounter in the fury of the Hells Beneath. At the same time you can taste the fresh breads, fruits, skewers, spices and so much for sale below, where food both ready and portable is sold. "Since I can't do spymaster anymore, I asked around and one of Sanzha's is a good fit for it."
Joyn comes forth and sketches a bow to you, and after a breath, "My Great Lady," he says, "I am honored to meet someone of your august and divine presence, and I thank you for the honor you have bestowed on me with this opportunity. How rare and valuable is it to be directly taken in such a manner and given this chance? It is the stuff of legends?"
Prayers.
One of your stumbles and falls, his party overwhelmed by ogres and wolves. His last prayer is a bare whisper to you as his throat is torn away by an enraged wolf, yet his hope never buckles, even now. Another prays to you as he takes golden marks to your temple in Balmuria, offerings devoted to the spread of your faith. This one is a stout, strong warrior who bears your sigil on his armor, one of your dragonfire knights. Another, praise as a newborn child is born healthy, a follower devoutly giving thanks to your mercies.
"See, he gets it," Donald waves it off, "Figured you should meet him first hand, so he knows what he's getting into. Fearless, this one," he jerks a thumb at him, "Probably the vampire blood in him or something."
Worry not, my love, I checked him for the taint of undeath. He is a fully alive creature, his biology is merely altered by a brush with the dead. He is actually hardier than most mortals as a result of his blood.
A cough at that from Joyn before, "If you are not already aware, My Great Lady, my mother was bitten by a vampire whilst she carried me and taken to the brink of death. I am not one of the cursed dead, nor have I ever been. My heart beats as strongly as any other's."
As you can feel the hope of a nation that resists invaders, as they resist the hobgoblin empire that threatens them, as a few voices there call your name for benedictions, a world away and trapped in a struggle for life and death? "Yeah, yeah." Donald waves it off, "Anyway, I have a good feeling about him. What do you think, Seira?"
Just a little shorter than the others, but you can see the appeal here since you're getting an important part right out of the way.
"We're not in the habit of doubting each other," Seira tells Donald, taking her humanoid form so as to not frighten Joyn.
Whereas before, she would try to handle direct interventions herself, she has been trying to delegate such things to a dedicated spellcasting avatar specializing in support. She has the utmost trust in Annerose's efforts, and while she'd keep an eye out in case of Auril's dirty tricks there is no need to do anything but assure her that her efforts are important and just. The rest of those praying to her, too, get this subtle feeling that their prayers have been heard. Yet one in particular requires a more direct touch, and so said avatar brushes her will against the dying follower to restore enough vitality and give him a fighting chance. She's always against such pointless death, but in that particular situation there is also the man's friends and companions to worry about, and so his throat is repaired and his strength bolstered with knowledge that he is not alone. And then, she can focus on the Prime undergoing a massive war against hobgoblins. It bears a more careful study to properly tailor the amount of aid she should send.
"Hello," Seira greets Joyn, asking him curiously, "How did you come to follow Sanzha, if you don't mind me asking?"
Joyn pulls back his hood. His face is drawn, as if starved, and is white as snow. His hair is likewise snow white, and his eyes are two great blocks of white, as if blind, yet his eyes move to follow you.
"My mother survived because of her noble blood and more importantly, her noble coffers to hire the best healing Waukeen had to offer," Joyn explains, "I have always understood the value of nobility and of money since then, but Waukeen's service was never quite right. No, I was unattached for a time, but I came on a copy of the Sa'Zahsim."
"So you get money is a means and not an end?" Donald banters, "It's a tool, not the entire purpose."
> roll 1d100 low is good
<Penuche> Kotono invokes Penuche's magic: < 98 > [d100=98]
Meanwhile amid the swirl of knowledge and visions, you see your faithful's throat heal. Balym rises a moment and rejoins the fight - but it is a doomed venture. An ogre's club slams into his head and bone and brain exit the other side, his death instantaneous. In fact, the blow was strong, stronger than any other the ogre did. You sense it, a hand guiding it, the same brush as your intervention.
A feeling, a flicker. An image of a black furred hand with bloodied claws. A sensation of bloodlust and fury, like a copper-hot taste over your tongue. Malar has intervened as you did.
Death comes to Balym, the hunt is complete. Take your mortal's soul and interfere no more in this matter, the battle is decided.
It's not an act beyond the pale, like Shar's efforts tend to be. At the same time, it infuriates Seira that Malar dares to escalate so much while preaching to her about interference. Thus, she tempers herself as she safeguards Balym's soul, and by the time that's been handled she keeps an eye on the battle. As her faithful fell, she would safeguard those he fought for. Should she spot a hint of Malar's influence in the attackers, she will smite them down directly.
"I can certainly understand your original dilemma," Seira agrees. "After all, I've followed Waukeen for a long while. At the same time, while we remain the best of friends, my place is not in Brightwater. Welcome, Joyn."
The battle is doomed against Balym and his friends now. Yet you see Malar take no further action, no further intervention. It's simply a doomed struggle as the ogres and wolves triumph this day. You feel Malar's presence, his eyes on this battle, but nothing further comes from this clash. You feel the fallen heroes pass into Uatu's realm, the mists there envelop them, protect them and allow them to begin their journey into eternity.
A moment, two other presences. The presence of cool steel and the pressure of a steady gaze - Helm. The eye of a wary judge, a wise warrior - Kelemvor. Neither makes any more to acknowledge the other, merely a glance on the battlefield before both are gone.
Joyn bows again, "Thank you, My Great Lady. I will serve to the utmost to ensure this honor receives every bit of diligence it deserves."
"I'm glad to hear it. There's a lot of work to be done!" Glancing over at Donald, she muses, "I'm thinking we'll look into the Mercane situation first?"
"Yeah, you got something in mind there?" Donald asks, "Joyn needs to be caught up on that, too."
"Please, by all means," Joyn invites, "The mercane were mentioned, but I have not heard details yet."
As you stand in the air, amid all the bustle? You hear Balym once more. He walks the Well of Souls now, his final trip begun. A dreaming prayer, an echo and yet heartfelt. "Thank you, my lady." Four simple words, but each is spoken from the heart, simple gratitude and emotion within them. "What will become of me?"
"While we'll show you the full details properly once you get settled in, but at the core of the matter our second-hand knowledge that highly-placed devils secretly took control over the reigning faction of the Consortium," Seira tells Joyn, having made certain they have their privacy. "Waukeen won't act on this publicly without solid proof, however, and we lack that at present. I'm hoping you can shake something loose, with the commercial base of a growing planar trading hub like the Cauldron backing you. I trust that you realize the dangers of this, especially in concert with devil overtures to Acheron and Fire?"
With a mental greeting to Uatu and the pair of deities watching his realm, Seira's avatar projects itself astrally to walk alongside Balym. "A shame that that the outcome of that battle did not change, but you fought bravely," she muses. "As for your fate, I tend to be on the liberal sides where deities are concerned. It's up to you if you would like to be reincarnated or pick up the good fight at the Cauldron. Like any heaven we do have quite a few regular jobs as well, if you'd like to actually rest for now. It's perfectly fine." This usually happens in a more intuitive fashion once her faithfuls's souls arrive to her properly, but there's no reason she can't chat about their options normally once in a while. "I do tend to have people keep their memories as their sense of self was certainly righteous and proper if they reach me, but a clean slate is possible for those who have romanticised notions of celestial promotion."
To this Joyn bows his head to you, "A difficult situation, My Great Lady. I understand the Cauldron also grows and prospers as a hub, and rises by the day. Surely some information will come, but devils can be discreet foes. What kind of devils have interfered? Does a particular devil claim this coup?"
"Yeah, well, it's a bit complicated," Donald says, but lets you go on.
Meanwhile, in the mists, you can feel eyes on your avatar. Eyes of defenders and guardians, yet not one moves against you. Balym walks, mostly asleep, yet you feel unspoken happiness from him. It is as fresh as the morning sunshine and as pure as a puppy's affection for her mother. Unfiltered and only leavened by relief. Eventually he murmurs to you, "Was...was I worth it?"
One guardian's eyes catch yours. Deep in the mists and mostly hidden even to you, but Pollyanna meets your gaze and nods, a faraway greeting.
Seira raises a finger. "First, the previous head of the Consortium met an untimly and final end." Another finger rises to join it, as she continues. "Alicia and I were approached by the new leader simultaneously, to discuss cooperation. Third, despite the flashy way that happened, we received no further communication from the Mercane, and my own inquiries as delivered by Sanzha in person were ignored. All these circumstances were already unlikely to occur, but an erstwhile member of the Consortium revealed to me that Eligaas, one of Bel's trusted lieutenants, is very high in the new management's structure. There are contracts in play that keep a lot of information secret, like a poor man's anathemic knowledge, and he was lucky enough to escape them due to being low enough on the totem pole officially to not matter. Waukeen and I believe that while the devils don't hold a majority of influential mercane, they do control the strongest faction and the others are cooperating or biding their time. Naturally, should this fact be proven, perhaps by having samples of those contracts, or further information discovered, we could act in the open."
Please find the time for a visit, Seira speaks for Pollyanna's ears alone, even as she returns the nod. Amaryl, Elle and Donald would love to see you again.
"Yes," she answeres Balym without hesitation. "You've worked to make a difference in the world. How could I do anything but support you in turn?"
A deeper bow, "Then I'll have to get started so as not to let you down, My Great Lady." Joyn concurs, "I only need a few day's time to put my affairs in order."
"Your affairs?" Donald smiles, "What are they named?"
Meanwhile Balym walks with you, that sense of happiness stronger now. A simple contentment as he goes, down each step shrouded in mists, others glimpsed on their own walk, shrouded as well.
Pollyanna raises her hand in greeting and acknowledgement, and whispered to you on the misty winds, 'We will when duty permits.'
"It's alright if you want to bring your family here," Seira offers. "As for the task itself, ask Donald to put you in contact with friendly mercane if you think it'll help. Waukeen has decent contacts there, and she's shared a few with us."
Seira pats Balym's shoulder comfortingly, and takes her leave. He can consider his next life during his travels.
As for Pollyanna, Seira hopes said duty permits it soon.
"It will be done," Joyn bows and Donald takes him off.
Once that's done you turn your attention back - only to get a faceful of Amaryl's ranges, as she pulls you into a hug and her chest. "Seira," she calls happily. "There you are!"
"There I am!" Seira cheerfully responds, hands going around her wife's waist.
"Isn't it wonderful?" Amaryl asks, as if you can see with your face so occupied. "The Cauldron's grown so much and it's still growing." Her voice is light, "I've had such joy as I shape entire towns and regions to my will. To make an entire world, to guide it when it needs to be guided and to let nature grow where it must. Plus the gnomes! We've had a few look in already, they make such wonderful guests. They're such kind people without the corruption of the God-King."
A prayer. Amid the eternal burn of the flames one walks. Abagail passes through the infernos of Fire, her stride unbowed and unbroken. A simple, reflexive murmuring to you. Not a single speck of fire burns her as she passes through a field ablaze now and forever, her step sure and gaze ahead. "Seira, wish me luck."
Safe travels
Since it's Abby, Seira also looks into the reasons for her visit. She'd thought that Abagail was content to live in semi-retirement on her Prime.
"Of course it is," she responds to Amaryl, directing a cloud towards them. As it floats over, she solidifies it just as it touches Amaryl's ankles and leans into her to drop the two of them onto the fluffy cushion in the sky. "Towns, huh? I was so sure you'd expand upon the forests."
Checking prayers allows you to find the answer easily enough. The tinges of fire are felt around her motivations along with the stirrings of hope. A lead on a powerful magical item thought lost in Fire, hints of legends and stories. Moreso, whispers of shards, stories of the Battle of Father and Son, of a broken artifact cast across Fire. You can feel the embers of hope in her, the thoughts of what she could do with some of those shards.
Amaryl falls back onto the clouds with a soft, poofy bounce and lies back, arms spread out. She looks up at the sky and declares, "Towns of the forest, part of the forest. Do elves not have the Citadel of Light?"
As Abagail walks, elementals move in and out of the flames. Great elementals, a zone of protection around her. It is just as well, for Abagail looks up. In the nightmare fire-sky a half dozen efreet flying carpets fly, each one with a trio of efreet on them. Each is clad in blackened, burnt armor and helmets, faces hidden and scimitars, halberds and flaming crossbows at the ready. "Efreet," Abagail murmurs softly to herself, hand going into one of her spell pouches, at the ready.
If Abagail acquits herself well on her travels, even should she miss out on a shard of Imix's shield, Seira will provide her with a sample. This engagement is also a chance to see how Abagail's unique summoning choices work in high-level combat, so Seira merely keeps watch for now.
"I thought that making smaller tree-based dwellings would be more interesting," Seira admits out loud, relaxing on their private cloud. "Sort of like homesteads or villas, rather than a sprawling metropolis. But it's certainly true that we can easily have both." Glancing over at Amaryl, she asks, "Do you feel nostalgic for Pallanth? We could take our avatars there and meet with the noble houses."
I'm also curious about the Prime where there is a massive war with hobgoblins. I mentioned looking into the circumstances earlier, but it probably was missed.
Sure. I'll cover it in this post. If I don't, say I get sidetracked writing up the post, just poke me to edit.
Amaryl turns her head to you, "In a way," she says at last, "It's home and it isn't. It's nostalgia, but I wasn't happy there for some time. Of all the things, I miss Lord Chillander. I miss the crisp snows on the pine trees there, the villages that endure the cold from the mountains. Most of all I miss the slow days of poetry and music, where I might ponder something with all of my attention. I suppose it means I miss my childhood."
Abagail meanwhile stands firm and at the ready, a long, drawn out moment of face-off. No one reacts for those long and tense moments.
You recall the hobgoblin empire. The Empire of Sasharay, a theocracy ran by the Clergy of the Blackened Hand. This is a cult of Bane made good, an empire of tyranny that would fit right in with Hell. Or Hell would fit right in with them, depending on your particular bias and slant. Regardless, these hobgoblins are civilized, strong and cruel. The Free Nations of the South resist them, unified at last by a threat none of them can ignore.
"Then we'll definitely find the time for a visit," Seira decides. "It won't even delay our work in any serious sense." She hopes that a new perspective might even shift Amaryl's recollection of a miserable past into something better.
To unify over a common threat such as one posed by the Empire of Sasharay is good and well, Seira speaks to those of her faithful amongst the Free Nations. However, true strength would come from finding a positive reason to band together. One where you would fight for a better future, trusting one another as brothers.
As a mortal, she might have been that guiding hand herself. But now, she wishes to find those who would pick up that banner amidst the locals. Once enough take that important first step, she will be able to support them properly.
Diplo real quick? There's about zero chance you'll fail this one, but I want to see how far you hit it out of the park.
19:41 <Seira> roll 1d20+91 (+2 vs men)
19:41 <Kobot> Seira rolled 1d20+91 (+2 vs men) --> [ 1d20=3 ]{94}
You feel hope kindle in your faithful, like a ripple of golden light that passes through all of them. A ripple-storm of it, like a cascading blur of wonder.
Amaryl's answer is almost lazy as she replies, "Hmmmm? Did someone do something good this time, Seira?"
"I decided to oppose Bane on a Prime. It's been a long time coming, anyway."
"That is good," Amaryl's voice is lazy, comfortable, warm. "I'm sure you'll win that, too. Mine are being well today - one of my rangers is hunting a devil. Or a Baneite. Or both. They are similar."
"They are, except a devil was born that way." Seira shakes her head. "I'm hoping someone uniting the Free Nations realizes that a military victory pales to one where their enemies are won over to their side."
She gives her faithful time to do just that, and keeps her eye on Abagail for now.
> roll 1d100 low is good
<Kobot> Kotono rolled 1d100 low is good --> [ 1d100=46 ]{46}
A stare down.
A long one, neither side reacting.
Abagail stands firm in Fire while the efreet do the same. After perhaps a minute of it, one of the efreet makes a curt gesture and the carpets fly on, no battle to be had today.
"And Abby just stared down dozens of efreet without so much as a single summons by her side," Seira notes cheerfully. "I knew her legend will get out there, even as reluctant as she'd been to operate off-world!"
"Wonderful!" Amaryl's all smiles at this as the two of you lie there.
As you do, resting back?
Seira! Are you busy creating trouble?
Always! she responds cheerfully to Gond. But I'm not so busy I couldn't spare a moment to help my friends.
"How about you arrange our visit to Pallanth through your church there? Or a more direct means, if you'd prefer that?"
I'm going to make a ship that can land on Selune, and you're just the dragon I need to help with it.
Sounds interesting! Selune's game for it?
It's a surprise, don't worry about her. What I need is your goldenfire to start a reaction in the ship's furnace.
Seira sincerely doubts anyone can surprise Selune as they attempt to visit, but that sounds fine.
Sure thing! Just say when and where, and I'll be there.
How about right now? Come on over and I'll direct right to where this is.
Seira sends an avatar over!
You find Gond in a massive, open air scaffolding that extends thousands of feet up. Here in the air hovers a ship miles long and almost as deep. A great sailing ship for the air, forged entirely of gleaming mithral. The vast deck has regular slots where great staves point outwards. There are no sails, only a single mithral mast dead center. Rather than a steering wheel, there is a vast contraption by the front, an enclosure of mithral with countless strange arcane energies swirling within glass containers therein.
How such a ship defies gravity can only be explained by divine power.
Gond stands on deck, hands on his hips as nearby, Elyssa works away on one of the staves. Her expression is one of concentration, hammering away at a particular bit as her fingers trace arcane patterns in between hammer strikes.
"Ho, Seira," Gond calls, "Come on deck!" He has a big smile on his face, scorched all over but unburnt.
Seira gives Elyssa a friendly wave as she flies over to the deck. Once there, she offers Gond her hand, grinning. "This is an amazing ship! And is it armed, at that?"
Elyssa is busy with her work, but manages a quick, "Hiya!"
Gond shakes your hand, grip like iron. "Of course it's armed! What sort of grand ship isn't armed as high as Lathander and as deep as Selune?" he declares, "It's named the Spitfire, and the name describes the weapon systems well." He starts to head to one of many stairways going down.
"Mind a bit of unsolicitated advice as you show me around?" Seira asks Gond, following him down below deck. "A surprise visit to Selune in a heavily armed ship has bad optics. Even though our very natures are far more of a weapon than anything we carry with us, it might come across as an insult. Since you're dead-set on making it a surprise, is there any way to clearly display that the weapons are disabled for this trip?"
Gond chuckles warmly, "Selune has faced down Shar with nothing more than that mace of hers and a lot of hate. She won't blink at a ship that could only be my work."
After a moment there is a simple followup, "Phoebe always fires a warning shot first, anyway."
Seira snorts. "That's an oddly specific thing to mention. Actually, why the moon and not the sun? Just curious."
As you head down stairs, "The moon's easier to land on and safer," Is the answer.
She can't help but laugh now. "Overcoming those dangers sounds more exciting, though~"
"The sun's also hotter," Gond points out, "The ship runs hot, but it can only run so hot!"
"Did watching Aurora's battles inspire you to make it," Seira asks curiously, "or was it a long-term project that finally came to fruition?"
"Both," Gond says as you go down and down and down, into a vast chamber. Most of is taken up by what looks to be a metal furnace, with but a single gap into it. Piping connects to it and into the walls as Gond says, "What I need you to do is breathe goldenfire into there."
"Alright, I will. Just one thing, though. It might be the Fire of Creation, but that purity means it's also poisonous to all except a precious few. Even from me it takes a considerable effort to use it in a way that's safe for others to handle. Even your ship's systems might end up taking damage eventually, along with anyone near the pipes connected to the furnace."
"It's fine, it's fine," Gond waves it off, "I've planned for that, I think I have it this time."
With a thumbs up at Gond, Seira gathers air into her lungs and breathes goldenfire into the furnace!
Wooooooooooooooooooooooosh!
Goldenfire fills the forges, ignites the flames. The pipes glow with a faint golden illumination as the entire ship hums. "Success!" Gond calls, "Goldenfire cycle established!" Cupping his hands to his mouth and turning towards the door, "Elyssa, get ready to check power outputs and don't forget that ring I gave you!"
"Do you need me to keep it going? Or it's self-sustaining for now?"
"It should be fine," Gond agrees, "Now let's go see this take to the skies!"
"I'm right with you!"
For my own reference here since I need it, how much damage does your breath weapon do?
For my avatar using goldenfire, it would be 20d10 fire and 2d10 holy
Onto the deck.
The ship is in place as Gond blinks as and is now at the front of the ship as he calls, "Watch! Look below and see!"
Making her way over to his side, Seira takes a nice, long look around!
Far below you can see golden flames blasting out of the bottom of the ship. They're propelling it upwards as meanwhile you sense something amid the flow of prayers.
Dugarth's prayers reach you, a plea for protection. For her looks out from his forges and you see the town beyond is in snowfall. Visible to all an Avatar of Auril walks through the town, many walking with her, talking with her of the ways and patterns of winter. The Frostmaiden instructs all those who will listen to her.
How brazen! Seira looks over at Marianne and Lyris, to see if she can redirect them to intercede.
Dugarth is on Lifasa so this logically is happening there, whilst those two are off helping Malana. Unless you intend for them to world hop and do something.
They're my go-to for anti-Auril efforts, and since they're troubleshooters they could divert. I just want to see if I have that option here or not.
I always walk at your side, Seira assures Dugarth. She would do what she can to avoid a battle between avatars on a Prime, but if Auril is actually limiting herself to preaching, Seira will make an appearance of her own.
Sure, if you want them to go. Just wanted to make sure you understood the situation.
Marianne and Lyris are enjoying a quiet day of rest. Marianne's looking out the window of her inn room, snowfall thick in the air. She sips a steaming hot cup of tea. Nearby Lyris tosses a dart up and down, always catching it safely. They sure don't look busy with anything else.
She doesn't have many avatars, but Seira can devote a second to a task such as this! She materializes on Lifasa, properly prepared to argue her case against Auril!
The streets of this city are full of people who walk amid the snowstorm. The avatar of Auril wears a white, woolen robe with the hood up, and her words are as cold as a polar wind.
"Embrace the winter," she instructs, as she reaches up, snowflakes falling onto her hand. "Fear it, but use that fear to respect and honor it, not to flee from it. You cannot stop winter, it will always come."
"Or you could keep yourself safe and warm, spending the time you're snowed in together with your loved ones," Seira muses, drawing upon the part of her that stands for Fire to extend that warmth to the crowd as her avatar's orange hair dances about her like a living flame. "We should take dangerous things seriously, so a call for respect is fairly spot on. But fear? Of something that mortal perseverance can deal with? That mortal ingenuity has found ways to deal with safely? Of something that, despite Auril's wishes, always comes to an end, giving way to spring, to thawing snows, to green fields and reemerging life?"
Give me a divine rank check here, you're directly competing with Auril's will that it be cold.
22:35 <Seira> roll 1d20
22:35 <Penuche> Seira invokes Penuche's magic: < 11 > [d20=11]
> roll 1d20 avatars
<Penuche> Kotono invokes Penuche's magic: < 4 > [d20=4]
Heat spreads over the crowd as the speech pauses. Auril turns to you and with an inclination of her head she says, "Seira," in a chilly voice.
"That's me~"
Taking a bow before the crowd, Seira cheerfully tells the gathered people, "Since some hardworking goddesses like to make life miserable for people to get you to submit, the least I can do is be twice as hardworking to let you all get on with your lives without that sort of meddling, wouldn't you say? After all, people are inherently decent!"
Gimme a Diplo check here? This is going to be an opposed one by Auril's check.
22:53 <Seira> roll 1d20+76 (+2 vs men!)
22:53 <Penuche> Seira invokes Penuche's magic: < 95 > [d20=19]
> roll 1d20+72 (+30 competence, +10 insight, +15 ????, +3 ???, +5 winter's corona)
<Penuche> Kotono invokes Penuche's magic: < 77 > [d20=5]
Auril's gaze is cold, "Yet winter always comes," she repeats, as if that says it all.
Yet your warmth draws them to you, seems to abate the snowstorm. Eyes are on you now, a chance for sure.
"Yet spring follows it, and summer comes after that, and autumn eventually replaces it," Seira notes with a shrug. "Heat and cold. Wet seasons and dry seasons. The sun comes, bringing daylight with it! Selune chases it down, and day turns to night! I've yet to hear Selune or Lathander try to swindle mortals by pretending that once their time has come, it somehow became eternal. Most things in life are cyclical, so just how shameless must you be to say that once the wheel of seasons had reached winter, that's your stop and you'd like everyone in the grand caravan of life to stop in place with you, forever."
"Because it is inevitable," Auril declares coldly, "You can never escape winter." Her gaze is all on you now, focused on you. "The cycle defaults to the cold, and the northern winds are always but a moment away."
"Escape winter? Perish the thought!" Auril might be focused on her, but for Seira, this isn't about convincing Auril. Rather, she seeks to connect to the townspeople, and so it is with them that she interacts and maintains eyesight. "Who doesn't like winter? It is a time to stay safely warm indoors, spending time with family that we might not see much of during planting season or harvest. It is a time to live off the fruits of one's labor as we wait for the snow to thaw. Yet even in winter, there's still life aplenty. Shallots and peas grow well, camelias and pansies are beautiful and break through the monotony of white that snowdrops represent so well...." Her expression turns mischievous as Seira addresses the adults in the crowd. "There's a good reason each year sees more babies during the warmer months, too~"
"The only thing being rejected is the needless cruelty of winter," Seira finally tells Auril. "In other words, you."
Gimme a second Diplo check, this one will also be opposed.
18:06 <Seira> roll 1d20+75 (+2 vs men)
18:06 <Penuche> Seira invokes Penuche's magic: < 88 > [d20=13]
I was off by one in the previous roll, not that it mattered. This is the correct modifier for my avatars with longterm buffs.
> roll 1d20+72 (+30 competence, +10 insight, +15 ????, +3 ???, +5 winter's corona)
<Penuche> Kotono invokes Penuche's magic: < 85 > [d20=13]
An unspoken challenge. The people split. While several stay by Auril's avatar, more come to you, more flock to you rather than her.
As more and more sensible people dismiss Auril, Seira approaches a group of children and kneels next to them, asking with a conspiratorial grin, "Do you want to build a snowman?"
A child smiles as Auril leads her catches away and calls, "You bet!"
Meanwhile, back on the ship, "Look at this go!" Gond calls, "Hold on, let's get to the moon!"
As her avatar cheerfully builds a snowman with the children, she can't help but sing along~
But the avatar standing at Gond's side, while just as excited, just barely refrains from singing as she responds, "To the moon!"
> roll 1d100 low is good
<Penuche> Kotono invokes Penuche's magic: < 28 > [d100=28]
Woosh! Off you go, sailing higher and higher into the sky. It's really working, it's working - and you notice the deck is starting to glow golden yellow. "Daddy!" Elyssa calls, "The goldenfire loop stabilizer isn't working!"
Gond glances down and scowls, "Take the controls," he calls to you, then vanishes.
Not missing a beat, Seira familiarizes herself with the controls. While she's not usually at the helm of such ships, she does have nice experience going all the way back to the first time she'd invaded Avernus! Good memories.
For now, the task is to keep the course steady, compensate for engine failure and avoid stalling.
Let's just call this an Intelligence check, +2 circumstance bonus.
19:35 <Seira> roll 1d20+23
19:35 <Penuche> Seira invokes Penuche's magic: < 41 > [d20=18]
It's a massive puzzle but you grasp the essence, taking the control levels and keeping the course steady - even as they begin to glow golden.
> roll 1d20+142
<Penuche> Kotono invokes Penuche's magic: < 145 > [d20=3]
The clang of metal on metal echos through the ship as Gond is heard bellowing, "Elyssa, get in front of it and throw the Portal Hoop out," he calls, "One of the empty bays!"
You glimpse Elyssa fly forward, a blue halo of spellfire around her feet as she soars ahead. Once ahead she tosses something, and suddenly a portal to a vast, empty cavern is dead ahead.
Seira calculates the distance the ship has to maneuver and marks the spot she needs to start decelerating before she guides the vessel into the portal with all possible haste.
Done. The portal closes once the ship is through, which now entirely glows with goldenfire. Then Gond is there, "Well, we'll handle it from here. You may want to go home. Now." he says quickly, "Just in case."
Control over Goldenfire is one of her unique abilities, boosting her already divine powers over Fire. Fleeing might well be required, but not before she tries to grasp all that energy and channel it productively! As a beam shot through a portal to Vacuum sounds like a decent choice.
It's a lot, a whole lot. You think you can handle it if you want to try, though.
Gond, prepare to purge the furnace on my mark! Elyssa, open a small portal before me to some empty part of Vacuum, one way if possible! Then get to safety, both of you, I'll try to channel the Goldenfire and save the ship!
Then do it, it's ready!
Now!
And Seira focuses on the task, two fellow avatars pausing briefly in the restoration of Bytopia's population to assist with the calculations from afar.
The great gouts of goldenfire erupt out, channeled into Vacuum. Vacuum cares little for it as the ship ceases its glow. Whew. You aren't sure offhand how badly the ship and systems are damaged, but at least it's intact.
It's a bit of a waste she didn't use her first target of Salt, but it would be rather unsporting.
Is the furnace shut down?
Yes. It's fine now.
She breathes a sigh of relief. "Glad to hear it. Do you want my help to look over the systems? Perhaps we can figure out a better way of containment for next time."
For now it's fine. I'll be in touch later about it.
"Sure thing." Once more, Seira needs to overcome herself from forcing her help on others. "It was good to see you, Elyssa. Till next time."
She blinks away, appearing at the Cauldron on standby.
With that done and quiet for at least the moment, what's your next move?
There are a few things ahead of her. The open invitation for Alicia to visit to discuss their infromation from the Abyssal Guardian. Planning the assault on Dis. Guiding her faithful towards forging a true alliance between the Free Nations.
But one thing stands out before all, and so Seira contacts Valar.
I would like you to extend an invitation to Aurora's leaders, she speaks to the leader of her forces stationed with Aurora. I don't believe that the Aurora ever visited Bytopia, so this could be a good chance. And the leaders could stop by as well, of course, past or present.
'I will see to it,' Valar answers. 'Do you mean the generals only or more of the leadership?'
The generals
'It will be done.'
Well then! Let's skip ahead.
How far are you looking to skip ahead and what to, and in what order?
If they accept my invitation and show up within 24 hours, that's fine. Let's skip to Aurora's arrival to Shurrock and the arrival of any of their generals, past and present, that they choose to bring.
If they don't accept my invitation, or take more than 24 hours, let's discuss Dis with Amaryl, Xera and Zariel.
I need a little bit since I didn't anticipate this, so let's knock out a quick side issue while I do DM improvisation.
Your preparations are interrupted by Fooze. A simple prayer, "Trouble. Sharrans. Look."
Seira looks! Flooze said the magic word!
Fooze stands in a cavern, over a handful of burnt corpses. He has torn one of their backpacks open, and a book with the unholy symbol of Shar rests within.
I sent him to the Mageocracy, so is he anywhere within their structure? Who would be the resident authority? My knowledge is ridiculously high.
It looks like he's just outside of it. The current authority is something of a question mark - it's an internal struggle at the moment. Nothing really related to anything else as far as you know, just turnover.
How did you come upon them? Seira asks Fooze, even as she uses the Orb of Yesterday to supplement Fooze's account.
If he's just outside it then he's close enough! Governments always like to expand their authority spheres. Who are the leaders of all the internally 'warring' factions? Name, approximate level and alignment would do, if a couple sentences is difficult. How close is the nearest city/town/settlement with a city guard/police-equivalent of any sort? Who is the chief of said guards (name, approximate level and alignment or a brief write-up, please).
Since Shar is always so hard-working, I need to respond with just as much effort every time she comes up. Also, please tell me if the Mageocracy has an anti-Sharran faction, and who leads it, if so.
'Accident. Went looking for lava.' Is the answer you get.
There are four factions - less for any great ideological differences and more of a simple scramble for power. The first is Maryn Oak, a wizard of some renown and of a decidedly sour bend. He's morally neutral as far as you know.
The second is Alan Blossom, a sorcerer and druid with considerable skill in both. Rather nasty sort, but keeps things straight on his end. Not quite an archmage but having both talents makes up for that a good deal. He's morally repugnant from all reports.
The third is Airesdale Foles, a skilled necromancer. Surprisingly neutral as he specializes in undead defense rather than creation, but notedly ruthless in the pursuit of power. Not quite as strong as the others, but he has deep pockets which matters.
The last is Barnan. No last name, just a hermit-wizard who has recently emerged. Notably unpleasant and said to be a follower of Cyric. Ugly business but he mostly puts on a pleasant facade. Mostly. Stronger than the rest, able to cast the 9th circle for certain.
The nearest town of any note is a few dozen miles away by your knowledge.
You don't know the name of the guard captain offhand - it's just obscure knowledge and you don't happen to have it.
There's no anti Sharran faction that you can recall offhand.
That's a pretty terrible Prime. Is that because anyone strong and halfway decent ran away from it to the planes?
Sighing to herself, Seira decides to delegate this one.
Sanzha, can you spare an avatar for rooting out Sharrans in a nation filled with magic and intrigue? There's no faction I can genuinely support, and your skills are more than enough to prevail. Starting a following on Arythma can't hurt you, either.
That's the world Emily ran to and met Alyssa on, I believe? My, I suppose I can take care of such a trifling thing.
Yes, and one of Aurora's champions is from there, Seira responds. The only other Prime quite so productive was mine, so I'd like us to establish a decent presence there. Here, this is what I know....
She passes on the information the Orb of Yesterday revealed to her of the Sharran presence, while telling Fooze, My friend Sanzha will help you out with the Sharrans. Work with her and study hard about the mortal ways of use elements together!
'Yes, we will,' Is Fooze's agreement.
Troublesome. It's hardly worth being quiet if Shar is up to trouble.
Establishing yourself by making a splash and drawing enough followers for a fifth faction is fine too~
I'll find someone who works. All it takes is a few droplets to start a river.
Thanks again! Please have them help Fooze out. I'll intervene if there's something big or you call on me, but otherwise stay out of your way.
Anything else to do here, then?
Also, 100% pure curiosity, but why'd you choose Sanzha here?
Let's skip to Aurora's arrival or the Dis meeting, please.
I picked Sanzha exactly for the reasons I stated, since I'm honest with my friends. She is the one best suited to navigate the trecherous halls of intrigue (Amaryl could but she doesn't like it, Elle could but she's too flamboyant for this, Donald, Kascha and Ranbar aren't suitable here). It's also a Prime of Interest (tm), so I would love for us to establish a stronger presence here, so we could kill two birds with one stone. Three birds, if we consider that Sanzha is the only one of us that doesn't have a favored Prime to fall back on for mortal followers, so Water aside this is a good chance for her to get started.
Fair enough, was just curious.
Soon enough you sense them arrive. It's a selection of leaders - not all generals as you recall, but you suppose they're using what they have or there's been structure changes. Morniel leads the group, along with Hanna, Ebony and the Master.
Aurora itself did not arrive to Bytopia?
Seira decides to meet them in the war room of her palace, with Vayley tasked to guide her guests to it.
I assume it popped over, but was just focusing on the people who entered the Cauldron.
As you set this up and prepare?
"Oh!" Kascha calls, "They're here!" she smiles, "What a wonderful idea, Seira!"
"I hope you still think that afterwards~" Snapping her fingers, Seira adds, "How about you stay? It makes sense if you do."
"You couldn't get me to leave," Kascha laughs lightly, "They look good, I'm glad they were able to come and rest a little bit from the current crusade."
"Whatever else, Aurora will certainly find this a safe haven," Seira agrees, waiting for their arrival.
It's not long. Morniel enters first, and nods to you, "Lady Seira, The Golden Flame."
Ebony merely smiles as Kascha claps her hands together, "Morniel, how are you?" she comes forward. "Ebony, Hanna and the Master too!"
"You've grown," Hanna has a hand on her hip, "As if Baleruk hasn't been noisy enough about it."
"We all have," Seira voices, even as her will closes the double doors behind them and seals off the room. "Please, take a seat." She follows her own suggestion, sitting down at the massive round table dominating the center of the room. "Thank you for taking my exceptionally subtle invitation so promptly."
Everyone comes on at your invitation, getting comfortable as greeting are exchanged.
"So this isn't merely a social call?" Ebony asks in the meantime.
Seira blinks. "Clearly, I hadn't gone for max subtlety like I thought."
Smiling at Ebony as she shakes her head in amusement, Seira tells her, "Naturally, I and everyone here at the Cauldron is very pleased to have the Aurora visit. We would also love to offer a safe haven here in Bytopia for you whenever you need one, and since I believe this would be a first for you, there's no reason not to stay a while. However, I did have a reason to call you. Ah, but before I go into that, I did hope to hear more about the original generals. Adrian, Afina, Ithea and Jaela, weren't they?" she asks, glancing over at Kascha for confirmation. "Are they doing alright? General Jaela aside, do you remain in contact with them?"
It's Hanna who speaks here, "Jaela's fine," she says, "The Triune called on her."
"Afina seeks Gathgorian," Morniel says, "Adrian and Misalea work under Selune's command now, while Ithea is in Rapture and serves Sharess."
"Can you get in contact with them discreetly to pass on the information I intend to give you? It would need to be in person."
"I'll see to it," Morniel agrees, "Go on."
"What you may not be aware of is that Asmodeus ascended Bel and Gathgorian, so Afina's quest has acquired impossible difficulty. However, I plan on sharing this incredibly risky procedure with you before making the knowledge of the ritual anathemic in Creation, so those of you capable of the process could decide for yourself whether you use it. All I want is your discretion, once more. I don't intend to enforce it in any way, but I ask that if you feel your patrons should know that you direct them to me first."
Every expression becomes solemn here, as Hanna's eyes narrow and she adds, "Alright, we're listening."
The Master's expression is grim, "We will have to be aware of that, including Afina, before she rushes into a battle unprepared for its ferocity."
"Ideally, she would have been here. But I think it would be more advantageous to you if I'm not obviously seen telling you all this, hence the diplomatic pretense of a state visit while Aurora pays a visit to Bytopia. In any case, you've tangled with the Beyond before. Certainly enough to forge a weapon, and gain a ridumentary understanding of the dangers that exist there? As you might have expected, opportunity exists to ascend outside the boundaries of Creation, and without submitting yourself to Lord Ao's judgement. There is a ritual, incredibly difficult and possible only for those possessing a powerful, charismatic personality. Through it, one might channel all that drive and ambition to forcibly ascend, and I intend to provide you with a bit of reading material that would make the attempt suicidally risky rather than flat out impossible to make."
Seira pauses to allow Aurora's leadership to absorb that, before saying, "The benefits are manifest, so let us go into the dangers. Merely being in the Beyond means you will attract its denizens, and those abominations fight with no reason or logic. You may be destroyed that way. Next, the person undergoing the ritual would be utterly defenseless, requiring those who accompany them to play guard for an indefinite amount of time. Next, the ritual may be merely lethal, but could also twist one's soul into one of those Far Realm abominations. In the least worst case, a halfway ascension like Baleruk's might be possible, but chances are that a failure would twist your body, warp your soul and break your mind. Even I may not be able to help in this situation, so undergoing it means accepting the very real possibility of final death."
"This is the root of the Godsrush?" Morniel speaks up here, as everyone soaks that in. "I would not do it, it sounds far too dangerous."
Ebony is quiet throughout all of this, but does not add anything do it. Her head is half bowed, as if lost in her own thoughts.
Kascha hums here. 'Seira,' she sends to you, 'Can you make information about the Far Realm anathemic? If it's by definition outside of Creation's rules, will that even work properly?'
As Kascha engages in some good, old fashioned philosophical speculation, Morniel continues. "How likely to you estimate our success if we were to try it?"
"That's a stupid name," Seira mutters, grimacing. "The dangers are important, and you should all revisit them after perusing the material I have for aiding in the ritual. It is my estimate that Afina, Jaela and that Meillarberyl cutie have good odds of success. In fact, Afina should succeed barring exceptionally bad luck. You and Crystal could probably manage it, Morniel. Perhaps Goldanariux and you as well." Seira nods at the Master, before glancing over at Hanna. "Maybe your son. Naturally, the fiends you have, though I'd caution against ascending them so soon, if ever. Perceptions are important, sadly."
To Kascha, she responds with, The book we have with notes on the One ritual was made in Creation and can be turned anathemic. I don't want to eliminate knowledge of One, just of our shortcuts.
Something about that makes Ebony raise an eyebrow, but she does not comment.
"This is..." Morniel lets silence reign a moment, "A remarkable chance, but a remarkable danger."
"We'll do as you ask," Hanna agrees, "If they try or not, I know not."
'Ooooh,' Is Kascha's answer.
"If you'd like to dispense with the smokescreen and rely on us directly, we'll provide security for the trip," Seira offers. "Also, I know how dry such reading material can get, so if anyone seeking to make a serious attempt wants to consult with me, that's perfectly fine. As for additional reasons for secrecy... we have enough monsters from the Beyond seeping through the cracks as it is. If demons decided to rush it and hope for the best, becoming abominations that seek to invade and destroy Creation as they lose themselves may well be their end goal rather than the risks involved."
"Like the obyriths?" Hanna asks there, "Is that what they are?"
"There is a filter of sorts around Creation that protects it, and attempts to map any invading abominations to Creation's rules," Seira tells her. "Demons seem to be handy for that, given their propensity for mindless destruction. I don't believe the obyrinths are directly related, though, to answer your question. Are there any others?"
"No," Ebony says at last, "I will discuss this with the others."
Seira nods, and then all that remains is providing the collected advice on the One ritual, as well as casting the spell making the knowledge in question anathemic.
Which is fine to do offscreen.
Sure. So that I'm clear, which parts of the info are you giving them?
+15 to the attempt
Once their guests leave, Seira asks Kascha, "What do you think about recruiting Baleruk?"
Okay.
"Honestly?" Kascha hesitates a moment, "It's more trouble than it's worth, Seira. Just don't tell him I said that," With a faint blush, "He's so loud and outspoken about everything. He's the king of his cave in Aurora, and that may be best."
"Ah, well." Seira shrugs. "It's a shame, but you're the expert here."
"Can you imagine his bellow across the Cauldron, or when he leans in to stare to you, eye first?" Kascha smiles when she says this, "Or if he wants to compare hordes? Can you imagine how the great and mighty Baleruk would demand so and press so, in the way he does?"
So dragon Elle, right? A more draconic Elle, that is. Maybe with a dash of Sanzha and Donald.
"I suppose we've filled our quota on flamboyant dragons with dubious tact," Seira muses. "Look over Aurora, will you? If they come back and I'm in the middle of something crucial, handle their request? Honestly, so long as Afina gets the message and is properly protected, it's all good. That asshole Gathgorian kept trying to creepily pass on threats to her, so best she's able to compete with him on the same level and put him down."
"I will, Seira," Kascha says and smiles slowly, "Oh, now Surru on the other hand, if he wasn't so busy," she murmurs. "Of course, Surru is a lot less impressive to look at than Baleruk, but he's so good at his magic."
"We're all good at magic. Even the straightforward fighters," Seira gently reminds Kascha. "Anyway, he's retired since, I'm not so crude as to intervene with that after he earned the rest from participating in the Crusade."
As you talk, you notice a prayer of interest. It's from Annerose and she prays for protection, for battle against Aurilites looms this day.
Seira fills her heart with courage and her mind with the surety of their cause!
And watches over Annerose. Any sign of Auril's intervention will be met with escalation!
> roll 1d100 low is goo
<Penuche> Kotono invokes Penuche's magic: < 5 > [d100=5]
There is but one bit of good news - Annerose is of the blizzards, too. So is Helena. You see them progress onward through the furious snowstorm, a flash as foes fall before them. They are fast and relentless, experienced hands at this as you watch.
Cold. The storm winds howl in your mind. Auril's presence, watching and yet no sign of direct intervention.
The urge to speak to Auril is storng, so Seira covers it with a pillow until it stops moving. Annerose has her focus, and she continues her vigilant watch.
Annerose battles against specters of the winter, wailing spirits of frost that part to her magic. On and on they advance until they at last see a cave ahead, amid the vast snowstorm.
"There," You hear Helena cry, as you feel Auril's frosty gaze on them, watching every moment of it.
Seira expands her field of vision, to see what awaits Annerose and Helena inside. She won't interfere, not yet, but being prepared is best.
Rank check, Auril's trying to be extra bitchy here.
08:05 <Seira> roll 1d20+6
08:05 <Penuche> Seira invokes Penuche's magic: < 16 > [d20=10]
Incidentally, I don't understand how she can be any sort of bitchy with my remote viewing using my follower as a focal point here. I thought that only applied in divine realms and consecrated places, so am I correct? Or are there other exceptions?
That's a fair question. You may well find out soon.
> roll 1d20+10
<Penuche> Kotono invokes Penuche's magic: < 27 > [d20=17]
You feel it all at once. Your vision is pushed back and away as suddenly unholy power radiates from within the cavern. Desecrated ground to Auril, a flare as Auril's power emanates from it. Your vision of Annerose is blocked, remote sensing stopped entirely.
Someone isn't playing nice.
I cannot enter a place desecrated to her, Seira speaks in Annerose's mind. I leave the choice of proceeding to you, but I'll always support your efforts.
Annerose's answer is faith and conviction as she strides forward into the dark unknown.
Seira sighs, even as she continues to wait. Prayers should still get through, so if Auril is doing anything too underhanded, Seia might hear about it and escalate appropriately.
Aside from this, I'm basically waiting on either Alicia stopping by like I asked in a previous thread, or on the Dis strategy meeting with Amaryl, Xera and Zariel.
Sure, I suspect Alicia's going to do something in a few posts and if so we'll roll into that. For the next few we'll resolve this with Annerose.
> roll 1d100 low is good
<Penuche> Kotono invokes Penuche's magic: < 88 > [d100=88]
Waiting. Prayers from afar - prayers for protection. In the end, you can suddenly see them - an escape through the snow and away. Wounded but alive, a tactical withdrawal when the enemy was far stronger than anticipated. No intervention that you noted, just mortal matters working out. A small victory for Auril perhaps, but hardly a triumph as your chosen heroine escapes to fight another day.
Not traveling alone is an important lesson Seira is happy that Annerose has learned in the past, but she makes a suggestion that she travels with more allies when she can afford to. With friends who fight side by side, the sum is often greater than its parts.
If only everyone else wasn't defending against Umberlant troubles on the coast - but she takes your lesson well.
Such is the life of a hero.
Alicia's coming your way shortly so gimme a few to wind down the Ebony discussion in her threat real quick.
Soon enough Alicia approaches the Cauldron and...
Okay you two, go ahead and set up and I'll roll with it, since you two wanted to meet.
Once more, Vayley is sent to guide Seira's guest to her! Seira decides to meet her friend in a cosy library on the top floor of her palace, refreshments already provided for the two of them and Kascha.
After admiring the Cauldron's new placement, Alicia will go to wherever Seira directs her while Ebony goes to Aurora.
"Seira," she greets, taking a seat in the library once they're inside. "It's funny you wanted to talk to me about the 666th layer of the Abyss. I just had a meeting with Malcanthet where she showed me something from there. Although before that, couldn't you have warned me you were going to give away all our knowledge of One to Aurora? I don't have anything against them," a nod to Kascha there, "But it's a big risk to spread it so freely like that."
Seira freezes at the rebuke before grimacing. "My sincerest apologies," she tells Alicia, deciding to set aside her matters and deal with the problem she had created first. "I should have talked to Antenora and you, and to Sylvie as well. After what I've seen, I realized that this was a gamble I had to make, but I did not consider how rude it would be to my friends. Or that you wouldn't understand why I needed to help Aurora. Still, these are only excuses. The fault for this lies solely with myself, so please tell me how I might make it up for you."
"I'm not going to hold it over you," Alicia says with a soft exhale, "We've been through too much for that. Fortunately Ebony took it gracefully - Marie had to prevaricate on her last visit to Aurora when Ebony tried to probe, and it's nice to clear the air even if the situation means I still have to keep secrets from her. Just please don't give up the fruits of collaborative efforts without asking the rest of us? And don't forget Io as well as Antenora and Sylvie," she reminds her of the main contributor to all that lore. "What's your goal for them anyway? Do you want all of them to ascend?"
Ah, damn, it really was worse than she thought.
"I want Afina to ascend if she makes the choice herself, and I wouldn't mind if Jaela and that Mei girl do it too. Afterwards, in the long term, I want to give the same chance to exceptional, heroic mortals who fought to save a Prime when we gods had to abstain for the longest time. We should've been there, you know? At the time, we would've died in the face of the opposition, but we stll should've fought from the very start."
"So you want to set yourself up as arbiter of divinity in place of the Incarnations?" Alicia asks after digesting Seira's argument. "You're playing a dangerous game, even leaving aside the risks undertaken by anyone who attempts the ritual, it's going to attract attention and spread the knowledge to their own patron deities, we can't even discount it rousing a reaction from Ao if we start seeing large numbers of deities and abominations arising from this."
"Gathgorian is still after Afina," Seira tells Alicia with a sigh. "After consulting with Zaphkiel, I took Asmodeus up on his offer. He claimed he wanted help with a seed, but I wasn't really needed there for any of the challenges. I think he just wanted to show how much stronger Bel and Gathgorian were than I, and possibly to spread rumors that I've been corrupted or such trash. I visited Nessus twice, and each time that shitty devil would pretend to be above it all and tell me creepy messages to pass on to her. It's one thing if the survival of all Creation relies on letting them go, but quite another to just stand there watching again while Aurora's heroes are defenseless!"
She deflates, leaning back in her armchair. "Zaphkiel forced Asmodeus into forbidding blatant action over Primes, but that's a deal that favors the Hells. I'm doing my best to stop any subtle efforts on Primes to cover that stupid loophole, but they're not a group to stay quiet and ride this out on some Prime. I trust that Aurora's leaders will make the right choices, and the net result on Creation will be overwhelmingly positive."
"I hope so too, but the more that information is spread the harder it becomes to control. Just from this we can assume that Tyr, Gwynharwyf, and Tempus all know what's involved now. They might well tell the rest of the Triad, or Morwel, or Red Knight. If it spreads further from there? Only the mad pursue the secrets of the Far Realm right now, but if it becomes known that godhood lies there? We won't just see the result of failed apotheoses, but botched transits tearing open rifts as well from every archmage with more ambition than sense.
"I understand wanting to stop Gathgorian. I wish I'd struck him down when I saw him skulking at Eblis's feet months ago. But you've set events in motion that we can't predict or control."
"It's not quite that open," Seira responds, shaking her head. "The knowledge is anathemic, and so it won't just escape out into the wild. Not in any prominence above the other conspiracy theories about the recent ascensions. While it's true that deities are not restricted in this way, Queen Morwel would need to make a personal choice in dispatching someone like this. And while it's true that evil deities might conceivably decide to actually throw their top followers's lives, we really had no way to prevent that since Asmodeus knows what to do."
She sighs again. "I fully know this is a gamble. You know, I've been wondering if this is how Lathander feels? Except I'm going to own the mess and do what I can to fix it if things turn south instead of ignoring it...."
Alicia blinks. Anathemic? "But... if it's anathemic doesn't that mean everyone in Aurora will forget it too? Ebony might not because she's my proxy but the rest..."
She wonders if Asmodeus has told anyone outside of his two champions or Lords of the Nine that might then forget it now. Everyone on their side that knows is a deity by now, she thinks, or at least a proxy.
"That's why I explicitely invited the leadership," Seira responds. "Since I made the knowledge anathemic, they are excepted from it, and could discuss it normally with those in the know or those immune such as deities. If they wish to suggest a candidate, I will help them out by allowing for the retention of the knowledge properly. I'm going to help with security for any Far Realm excursion, and provide advice to them. I didn't intend to just throw some bits of lore at them and have them stumble through everything on their own."
Small DM interrupt here. Just for clarity for everyone and I have a post to point to if it's needed, what precisely did you make anathemic knowledge here? You mentioned the lore in your IRC PM to me, but I'd like something in the game text to verify this.
Everything about our notes and related information. I don't believe I can make the knowledge of One itself existing anathemic, but the rest.
Alicia is unfortunately not well versed in how anathemic knowledge actually works or can be worked around so she's unfortunately unable to meaningfully debate this point other than being left with a vague sense of unease over the entire concept that knowledge can be erased in such a manner. If someone had done so previously then she and Antenora wouldn't have been able to learn anything from Eblis in the first place.
Why hadn't someone done this previously? Can it be undone? It seems a startlingly big deal that Seira can just unilaterally excise information from Creation!
"I see..." she says, discomfited but unable to go anywhere with the thought. "Well... you wanted to talk about the Abyss?"
Seira nods. "This came up when we approached the Guardian of the Abyss. What it had to say was a warning to never address or name what lies on layer 666. It is a thing that can reverse truth and lies. The problem comes from how it said Shar might use it to threaten Creation, and that the very topic came up when I asked for information on legacies on par with 21." Looking over at Kascha, she adds, "Please tell us what you've learned of it from Muirfinn?"
"Odd timing," Alicia says. "I just had a meeting with Malcanthet where she offered to trade a thing from that layer for Violet. It could make lies into truths and truths into lies - she demonstrated by changing the form of various objects and even their magical natures. But it was a magical effect like an artifact, not... well, the tools of the incarnations and guardians simply work without magic. I could analyze its dweomer and it couldn't affect actual beings."
"Perhaps it wasn't this thing, but merely something forged from materials harvested near it? I would imagine such artifacts would have lesser effects on their surroundings."
"It did have the feel of being incomplete, or part of something larger," she agrees. "Malcanthet talked it up a lot but it didn't seem as destabilising a threat as Violet is so there was no exchange. It just seemed an interesting artifact to me."
"Ahem," Kascha clears her throat, having kept out of the current scuffle entirely. "While we investigated Kina-Ja, we came on an old man in Pandemonium. He was known as the Man of the Winds and knew things he had no business to know. I've met many seers before but this one was different." A breath out.
"He called Muirfinn Muirfinn-Dying-In-Void. It reminds me all too well of his fate after his encounter with Asmodeus. It rattles me to this day," Kascha quietly admits. "He called Baleruk Baleruk-Screaming-Of-Rainbows and Syala Syala-Who-Cannot-Be-Seen. He knew of both 27 and 21 in spite of them being well kept secrets. He spoke of one of Muirfinn's sons dying to erinyes during the invasion of Lifasa. He spoke of Kina-Ja's search to defeat Sharess and that she went to the 666th layer of the Abyss. She found something there - him. He told us to never speak its name, because it was a lie spoken by a liar. Then the Man of the Winds smiled and asked Muirfinn to ask him for the name of what lies in that layer. It also said the absolute light was key to it all against Kina-Ja, even if we didn't end up employing it to defeat her."
With a long look to Alicia and then Seira, "He is mad, but he knows things somehow. The winds tell him secrets. Yet...he couldn't have known some of what he knew. Muirfinn and his fate must be a coincidence. No one could predict Asmodeus like that, not with what he is, unless Asmodeus wanted to be predicted. But I can't stop that feeling of disquiet when I think about it. He helped us, but he was malicious. More, another there spoken of strange numbers of magic, that could only be recovered through magic to rejuvenate Muirfinn's mind. 493. 5. 3. 390944. 5920. 49. 580284208424. 54935. 5938. 0928300. 384. 589382984298. 49. 1. I don't know what any of them mean, and Glitterosm - our numerologist on Aurora - came to naught in his efforts to decode them. It could be mad gibberish, but I feel that nothing that man said was meaningless."
"Syala mentioned Kina-Ja as well when Malcanthet showed off her thing," Alicia says, looking unashamedly lost at the numerology. "Actually she might have been quoting the same source, some of the terms she used matched up."
I'll take ten on this int check for 53, boosted by Good Hope and Improvisation.
"Probably, Syala was involved in the Kina-Ja incidents," Kascha agrees. "He even wanted us to kill Kina-Ja and said our promise to do so made him content."
Int check for what?
Numerology on these numbers. Actually, let's drop a princess spell here for a rounder 55.
You believe that the 5 and then 3 at the start are important, particularly the 3.
You reckon that the 1 means the ultimate conclusion has something to do with the self.
The others are more complex and probably interrelated. The problem with numerology is that there's so many interpretations of numbers. For example, the 49 could mean 7*7 and be a reference to the Heavens. Or it could be meant to be read as 4+9=13, and 13 as the addition of 6 and 7, to signify some sort of conflict between the Abyss and the Heavens. Or 13 as a symbolic notation of the self and the echo of the Three Incarnations. Or that instead that the 49 is incomplete and other numbers there hold the solution, if properly applied.
Or it could all be complete and utter bullshit. The more you look at it the more you don't believe it is, however. There's a structure to it. 5 and 4 dominate as the first number to non single digits. Numbers never increase in digit size more than once in a row, but they often go down in digit size more than once in a row. 49 repeats twice, including just before the end.
49. 493. You notice there are two matching instances of 493 as well. 5 always immediately follows 493. 5, the number that combines truth of the self and soul to overcome the truth of death. You feel that there is something here, you can see more and more of a pattern. If you just had a key, or could divine some further insight, something to break it open. Hm. The number 5 starts the biggest numbers, while 4 starts only smaller ones. 4, the number of death, overcome by 5 and the truth of the planes and realities beyond the Prime.
For reference: 493. 5. 3. 390944. 5920. 49. 580284208424. 54935. 5938. 0928300. 384. 589382984298. 49. 1.
As the scroll she created with divine will evaporates into sparkles, Seira massages her temples with a sigh. "...yes, there is actual meaning here. Probably to do with truth and the existence of outer planes trumping death. I'll run it by a friend of mine who is the best numerologist on the Inner Planes--" She glances over to Alicia and Kascha, asking, "If that's okay?"
"I've got very little stake in this," Alicia admits freely. "Do as you please with this knowledge. But to get to the point, we can assume there is in fact something dangerous on the 666th layer left behind by the guardian of 21, or the incarnation of balance itself?"
"I can't say for certain it was left by the Incarnations or their direct servants, but it should be something incredibly dangerous and powerful. The only question is, do we go there or try to investigate first?"
"I'd be leery of going there now since after Malcanthet's display it feels like a baited trap," Alicia admits.
"I'm honestly not sure what the right move here is," Seira commiserates. "Perhaps by going we could draw Shar's attention to it. But staying away means loser demons like Malcanthet could be all over it."
"Hm." Kascha's quiet as she listens to you two before, "Do you thinks he was trying to bait you into that, Alicia? Get you curious, investigate and destroyed by whatever is there?"
"It's one angle, she was after all very open about where she got it from," Alicia says. "And one thing to know about Malcanthet is she always has a lot of angles."
"And she's always very open?"
Alicia sighs softly. "Yes, you can go there too if you want."
"In a bind like that, what can we do but try to laugh?"
Kascha blushes and loudly clears her throat. "The problem is that Malcanthet lets anyone go there if they want." She manages to keep a straight face for a few moments before she smiles momentarily. "I'm sorry, but I think Seira has a point. A moment of levity can help us focus ourselves." After another moment, "It's the problem with the planners of the planes and the plotters. So often it seems they play to win, but in ways where they eliminate the ways to lose. I'm trying to learn from them and improve my new followers and our plans, but it's difficult. I've studied some of Hell's moves versus Asmodeus's motivations from my time in Aurora, and somehow he always seems to advance something. Even when we unquestionably win, he can sit back and know that he's moved something, damn it."
A breath out, "So if we're right, how d we make Malcanthet take a loss and be unable to avoid it?"
"I imagine that any negotiations with Malcanthet broke down?" Seira muses. "And she probably posed a bit about how you'll be sorry and she'll turn up the pressure? I haven't really worked against her, but what if we go after her now? Whittle down her followers, remove her schemes where we find them, perhaps even deal with her properly?"
"I'd imagine that if she saw that as a possibility, she'd have support from another power," Kascha points out, "If talks fail, violence follows. She has to know that. Didn't she call on favors when you faced her in Rosewater, Alicia?"
"Favors usually need to be repaid, and unlike us in the heavens, no one would keep on helping her time after time out of the goodness of their heart," Seira points out. "It sounds like she's at her most vulnerable now."
"Actually no, the talk ended quite amicably by the standards of these things," Alicia says, shaking her head. "Of course she has allies, and so do we. She's already being pressed by the Seldarine after they took offence to Violet's actions, but I'm focusing my attention on her cults and followers on primes. I've got no plans to invade the Abyss, it's just not worth it to me right now."
"Low key is fine, then. I'll see about directing some efforts that way as well. In fact, perhaps everyone at the Cauldron could do it?" Seira muses. "Everyone's looking to Compete, and it might as well be for a good cause rather than just meaningless clashes for power. I'll suggest it to the others."
"Unless Malcanthet's goal was for you to stay back because she's tied up with the Seldarine," Kascha frets, "Oh, and then we're playing right into her hands." A soft sigh, "This seemed so simple when I discussed it with Antenora, but the plans are so complicated."
"She explicitly wanted a truce and that was discussed as a separate matter from trading for Violet," Alicia tells Kascha so as to give more context. "Ultimately we have to follow our own instincts, that sort of navel-gazing and fretting over how clever our foes are does nothing but make us sad. I'm going to continue opposing Malcanthet at the current intensity because that's what I can afford to commit, and I'll meet any escalation with one of my own."
"Then it sounds like a plan for now," Seira voices. "As for 666, perhaps Sylvie could look into it? I'll contact her to sound her out. Her experiences with 21 and ties to Celestia could give her an advantage."
"Alright," Alicia nods, standing up. "If there's nothing else I'd best get back to Sylica."
"She may be best for it," Kascha agrees. "She's the only person I've met who may be as intelligent as you, Seira."
"So tons of book smarts and a concerning lack of judgement at times?" Seira snorts, standing up herself to show Alicia out. "I might have more in a week or so, but nothing solid to share so far. Perhaps I'll visit next?"
"Come by any time," Alicia agrees, bidding farewell to the pair as she's shown out and plane shifts back to Sylica.
Okay then Seira, next move now that this has wound down?
Dis plotting time!
It's not hard to get everyone together for it in the Cauldron, in an outer balcony that overlooks the new lands. The oceans in particular as you can see the sea, the ocean blue depths bright under the sun's light.
Go ahead.
I'd like to start the presentation by informing everyone what I got from Asmodeus. Since we delayed that until a later time, I don't know that information OOC. Can you please tell me OOC or cover it IC as Amaryl informing Xera and Zariel?
Sure, just refresh me on what you were supposed to get.
Here: http://www.soulriders.net/forum/index.php/topic,104400.msg1175395.html#msg1175395
You can enter the Iron Tower from Gaggar's Bank. Merely go there and ask to speak to Gaggar and show the attendant there the amulet and he'll take you to the secret passage.
You are also given an iron token made of metal and in the image of a tower. It's small and easily fits into your hand.
An iron amulet that hangs heavy on the neck. It has no particular shape, close to being a simple lump of iron, but it should work.
1. Knowledge of a secret passage into the Iron Tower.
2. A special token that will provide some level of access in the Iron Tower.
3. An amulet that will protect the wearer an those close to him protection from the passive scans of the Iron Tower's sensory magics.
Exactly what sort of access does it provide, and how? Must you UMD it, possess it, present it visually for inspection? Basic usage information.
How closely does the amulet protect the wearer? Does it show as magic to greater arcane sight? If so, what is it, Abjuration? We talked about the amulet concealing divine presences, so that Deity Seira could enter another's divine realm without being detected (and same for those near her). Does it only work for Dis? What are the passive scans we are being protected from?
Would the amulet cover up divine presence? Yes (http://www.soulriders.net/forum/index.php/topic,104389.msg1167094.html#msg1167094)
Just carry the token and possibly present it if someone challenges you.
The amulet does not radiate magic that you can see at all. The amulet would allow her to enter Dis like that, but not another divine realm. The passive scans are the various scans and defenses of the Iron Tower.
Seira arranges the relics on a table she summons up at her side, alongside with some refreshments. "First, this," she says while gesturing at the amulet, "will allow our presence on Dis and inside the tower without tripping any divine defenses. Next, carrying this ugly thing," she continues, tapping the top of the tower token with her index finger, "and presenting it to any patrols would allow us to divert patrols and suspicion while in the outer parts of the tower itself. Together with the amulet, we'll be safe from passive detection. That means that a stealth mission is definitely possible, and we'll endeavor to use stealth until it proves impossible. Finally, our actual ingres will be through Gaggar's Bank, where the amulet will double as our key into the tower."
Ridiculous knowledge result of over 100 for who is Gaggar and what is his bank? Confirmation that the radius for the amulet's coverage is 30ft?
Exactly what sort of access does the token provide? Since it covers 'some' level of access, I would like to have at least a general idea of what 'some' means.
Gaggar is a unique devil that runs one of the many banks in Dis. A very minor servant of Dispater made good. He's a nasty sort but pretty hands off, he lets his investments and money work while he toils to get more gold and souls that do him no real profit at all.
It'll cover at least the outer areas.
The radius is indeed 30ft.
"Possible, but we'll need to see how vast it is," Xera agrees with that, "This is an open door, not an unbarred fortress."
"There would be no meaning in it," Seira voices. "What we do has to register. It's a rescue, yes, but she's been captive and brainwashed for so long... if we do it half-heartedly, we won't be able to save her. We have to give it our all and then some, so I'm fine with just getting a foot in the door."
She looks at Amaryl expectantly. "How about your own efforts to pursue our other leads?"
Our other leads are detailed here: http://www.soulriders.net/forum/index.php/topic,104389.msg1167430.html#msg1167430
"I have some," Amaryl says, "First, it's only natural that the Dukes who serve under Dispater will be called on if matters go poorly. So we should expect that. Hardly worth the trouble to get something so obvious, so I have something better. If we come on a place in the Iron Tower named Grindstone, we should seek out a pit fiend named Amadaes and ask for respite. He will help us for the right amount of money - 20,000 gold coins per person or equivalent goods."
A pause, "There is a city in the Iron Tower, possibly several. The one I heard of is named Ferrum's Crown. It's ruled by a fiend who possesses the body of an extraordinarily powerful iron golem. Any who enter must make an offering of souls or a magical item to proceed in."
"Did we find any confirmation of a portal network within the tower, or any information supporting it is constructed out of layers?" Seira asks as she absorbs that, glancing over at Xera and Zariel.
"There's hints of one, but no solid confirmation," Amaryl agrees, "I'd be more surprised if there isn't."
"At least one," Zariel concurs, "It could be two, it could be nine, it could be more. He's had all the time and resources he needs to build this. We'd be a fool to assume too little of the Tower."
"So what we're missing at present are any sort of map, or a way to find Yemimah?" Seira confirms. "Do we have any leads on those to pursue? And is there anything else we absolutely require that you can think of?"
"I've found maps," Amaryl speaks up, "But almost all of them are obvious forgeries or fakes. I'd suspect Dispater routinely changes parts of the tower to make mapping impossible. It's paranoid but that's what he is."
"Tymora's own luck would help," Xera pipes up, "We'll need all our faith and fortune for this adventure."
"In that case, there is only one last matter to discuss," Seira tells them. "Xera, do you believe there is a benefit to going as you are? I could make you my proxy, but there could be advantages to avoiding the touch of the divine, even with our protections."
Xera's quiet as she considers, "I think so," she says at last, "If only that if one of us needs to past some muster fro ma greater being, that I would be able to be as I am."
"Then we'll go as we are," Seira agrees.
If you want us to delay this quest, here's the chance to present a timetable or something more urgent we should do first.
In the interests of my own planning, and my own prep since I have some plates to spin tonight, do you have any short term todos?
Follow-up with Aurora as needed, I need to catch Sylvie and Antenora for a chat and I did want to talk to Gond about AI.
In the interests of my own planning, please answer my question as well~
Okay, we'll do a few more things first. I think it's apparent by now that no matter what, this is not going to be a short quest.
Also, what question? I don't see one in your last post.
Also, elaborate on Gond and AI a sec? You mean like intelligent weapons and armor there or intelligent magical items?
I planned to go into this IC, but sure. Basically, there was that crystal I grabbed in B1 off a defeated archmage that used it to create a harem. Hilarious and all, but the projections actually retained information between activations, so I thought it was pretty cool. In B6, Ive described using personal assistants of sorts that were based on that, and helped me with spell research and design. But I'd like to take it to the next level, aiming for Elena or Elyssa. I figure Gond might have fun with the project, and if not it's similar to his request for me to help out so he probably would.
Sure, go ahead and drop him a line about it, we'll start with that.
Hi! Seira greets Gond, hidden away in one of her laboratories. Are you free to consult me on my research?
I can spare some time, I owe you for your goldenfire.
Thanks! It's a curious little thing I've been working on for a couple decades, but the progress rate feels too slow. I'm hoping a second opinion fron a specialist will help me make a breakthrough. Come over?
Sure enough, you soon have an avatar of Gond before you. Big and burly as you'd expect, a smith away from his forge.
"Well then," Gond declares, "What is it you're working on?"
"So! Funny story! There was this nasty archmage I took down with my friends, and when I went looking around I found that he had a harem. Now, I'm thinking, I'm gonna rescue all of them... except they're all projections from this heavily enchanted crystal!" Seira snorts. "So at this point I'm thinking, hey, the guy was pretty shitty but at least he didn't abduct people and such. But after I finished looking at the rest of the place and came by again, they remembered me visiting. That's what really got my attention, and I brought that huge crystal back."
Seira focuses, and the room's floor becomes see-through, revealing it.
"I've actually advanced with it, since I've been looking for assistants to develop my spells and for guides to ensure the Cauldron's recreational areas were safe for offplane guests. That all works... but what I'd really like to do is to take it up a notch. A fellow researcher rather than a handy note-taker. A true innovator rather than merely a projection that handles the heavy lifting of an already-designed spell by trying different preset combinations to figure out what works best. They learn, after all! So if they learn, they can keep on improving and even anticipate my needs! And, and they can develop their own needs and wants and desires, and it'll be great!" She shrugs helplessly. "I've almost given up on that when I heard of Elena from Kascha. But if Medi could do it, I'm sure we could too!"
"Aaaah." Gond says, "Well this isn't that hard for you now. The biggest trick is giving a magical projection a soul." He sweeps one huge arm forward, "Your divine will is perfect for that. You don't want a spirit like a golem, you just want to give what's there a soul and let it grow like you'd let a child learn and grow."
"I did consider souls," Seira admits, "but I ran into all these ethical questions I wasn't sure how to resolve. Normally, I can form a soul and give it free will. Even with the lowest of the elementals who don't have much of a sense of self, they have their basic wishes and they can develop further. The same with awakened animals. On the other hand, when the soul being shaped is of a great hero or important servant, you might be far more hands on in their development, but it's a bit like having children."
She frowns, looking over at Gond. "For this project, I'm seeking a finite existence. I'm giving them freedom, but not ultimate freedom. If I raise a soul from birth to be a secretary, is that really alright? And what do I do if she actually wants to do something else? Since intelligence is a key feature, and they will keep on learning, it doesn't feel right to limit their options from the start. I don't think I would be happy with an existence like that. Or is it just me, and I'm overthinking it?"
Gond chuckles, his entire large chest moving with it, like the rumblings of a great cat. "Some! You want a soul but you don't want them to have free choice? If it's like raising a child, does your child not deserve the chance to choose their own path?"
Seira blinks. "You're right, I was being silly. Instead of worrying that I'll make caretakers that may not want to stay with me, I'll aim to raise wonderful caretakers that could lead Creation even if I'm not there anymore!" Turning towards Gond with a grin verging on the maniacal, she asks him, "What about physical sensations? Can a soul be nurtured properly if it only gets intellectual and social stimulation but is prevented from interacting with the physical world properly? Are there any benefits to offset that for a projection? Perhaps a natural affinity to magic or the elements, or symbiosis of a similar design as item familiars? Ooh! Wouldn't it be great if they could act independantly, but had the chance of such companionship? We have to make them far more compact for that, or it won't work! Like, ring gem-compact!"
"Design them for it or not. AS long as they're born that way and you don't change it, they'll adapt." Gond explains, "Souls adjust, minds adapt. Children are born with poor vision, did you know that? They grow into it."
Seira nods her understanding. "In that case, I'd like to design for high intelligence, augmenting mental faculties." She can always aim for exceptional wisdom some time later, after all. "Excellent memory retention is a must, but I'd really like to manage concurrent concentration on several threads of thought and hastened speed of thought. While Chronomancy is forbidden, there are a few spells for mental partitions, parallel thought processes with limited ability to interact in the physical world and for generally speeding up one's self. Can you help me with a portable prototype for her?"
A chin rub, "I'll show you some of the techniques," he agrees, "Though I suggest starting with an average intellect. A normal child's hard enough to get right. Look at how many parents get that wrong."
Seira considers it, before nodding reluctantly. "I can always cheat a bit and favor her, no one would really care since it's not a competition. I do want her to think in parallel and retain information and focus properly, though. I've always felt I could've learned a lot faster that way. Nothing's wrong with having a shorter childhood than biological species, especially if you're not preparing to fight."
"That's the spirit," Gond slaps your back, "Now let's get to it!"
An intelligent girl, curious but hesitant. She'll have her chance to figure things out with the boons Seira will provide to her, so rushing head-on without first working things out is counter-productive. A girl blessed with optimism, that subconscious certainty that she is loved, for that is the realiziation that brought her to life. An avatar of a silver-haired half-elf with bright purple eyes, clad in a lovely white dress with amethyst highlights. Seira forms her soul even as she designs the vessel set to receive it, pouring her hopes for the future into her!
Is she going to be contained in anything like you mentioned?
Amaryl! It's finally happening, come quick! Seira sends to her wife. She'd probably know anyway from remote viewing, but it would be very nice to have her present in person for this.
Her 'true' form is of a +5 Knowledge Prism made of the same crystal as the original one, compact enough that it could be inset in a ring or a tiara like Seira's.
Amaryl pops in, "It's happening?" she asks with a soft gasp, "You finally did it, Seira!"
"It was a mental block on my side," Seira tells her quietly, all of her attention on the new soul shining brightly before them. "For a name, how about Emilia?" she voices, reaching out to pick the avatar up.
"What about Zarellasha?" Amaryl suggests instead as you hold it, the first flickers stabilizing as it begins to stir and awaken.
"On second thought, I've decided. She definitely looks like an Emilia!" Seira cheerfully responds, running her hand through the avatar's hair comfortingly.
At least it didn't start with an X, this time, but still what a villain name! Her naming sense might be lame at times but Amaryl's is just plain dangerous! Maybe Kascha should name all their new lands.
The avatar begins to stir, "...mmm....?" she asks aloud, slowly rousing from her slumber to awareness for the first time.
"Good morning, Emilia," Seira greets her warmly. "How are you feeling?"
A slight stirring here as she says, "Hello...?" she says, opening her eyes an dlooking up at Seira. "...Mother?"
"You're so adorable," Seira tells her, smiling so widely her face would hurt if she were still mortal. "Welcome to a world of infinite potential~"
"Mother," Emilia agrees, resting her head against you with a soft smile.
Thank you so much, Seira tells Gond, her focus captured by Emilia as she does her best to keep her comfortable and safe.
A warm chuckle is your response from Gond.
"Mother," Amaryl agrees, joining you. "Hello there, Emilia. Welcome home."
"It seems like a nice day for a walk outside," Seira suggests. "Sunny and warm, and a decent breeze from the sea. How about it?"
Emilia smiles, "Do...can I go with you?" she asks, sounding hopeful.
"Of course!" Seira chirps. A diamond set into her choker shakes itself free at her mental prodding, floating up as an ioun stone, and Seira picks up the crystal holding Emilia's soul while carefully holding her projected body close with the other. She places the crystal within the diamond, and smiles down at her. "You can go anywhere with us."
"Then let's go!" Emilia hurries off at that, smiling and going to run ahead.
Amaryl watches this with a big smile, "This reminds me of when Emily would always run ahead at picnics. She'd always be so excited and want to run around, climb the trees and try out her newest magic."
"We put a lot of hopes into her," Seira muses, walking at a more sedate pace while keeping an eye on things. If Gond wishes to take a bit of time off and enjoy the Cauldron with them, he would be more than welcome to it. If not, Seira's avatar will be there to see him off. "In both she and Xerandalla, really. If that's why Emily grew up with such pressure on her shoulders, perhaps we need to try a different path now."
Amaryl keeps with you as Emilia runs ahead.
"Maybe. Emily..." A long trail off here. "She's never been a failure, but she's also walking her own path. Our own path only grazes hers at times."
"It's not about success or failure," Seira agrees. "But since any child we raise with love will grow up fine, do we really need to be so focused that our children feel pressured into acting against their nature? I wonder, perhaps I should release Xera from her vow? There is a merit in humble living, hard as it is for me to accept, but to actually bind her that way...."
"Why don't you ask her?" Amaryl questions you right back, "Does she even want to be released?"
"I was going to, after... well, we'll see. If you don't think there's a problem, I shouldn't overthink it."
Amaryl puts an arm around you. "You're fine, Seira. You're more than fine."
She laughs, if a bit more subdued than usually. "Thanks. So! In a blatant topic change, what do you think of Amicitia as a name for our pantheon? I thought that instead of looking for something that was showy and not too much of a mouthful, maybe descriptive was best."
"It's lovely," Amaryl says, but softer, "But I'd love anything you suggested. What do the others think?"
"You're the first one I asked, of course," Seira tells her with a grin. "And like a great many things lately, I just thought of it now. And speaking of things, did we ever congratulate Alicia's new friend on her ascension? Queen?"
Guys! And girls! What do you think of Amicitia for us?
"We should," Amaryl says, as you get a blinkb efore you hear Sanzha in your mind ask, 'Is that a type of mushroom?'
How uncultured! Learn Draconic already!
Linking her mind to Amaryl's is a simple matter, and then Seira's will seeks out Queen's! Hi there! My belated congratulations on your ascension! On behalf of the Cauldron, we wish you all the best!
'Who is this?' Queen asks right back, 'Wait, the Cauldron. Seira Aryn?'
Yes, it's Seira!
She nudges Amaryl to introduce herself as well!
Hello there, Queen. Welcome and well done.
More silence before, 'It's an honor,' Queen says at last.
Same here! If you need anyting, you'll have a bunch of friends over at Bytopia~
Meanwhile, Seira mentally prods the rest of her friends. They better not be uncultured swine and provide their opinion about the name!
I like it. It's very well and easily spoken. It just needs more of a flair.
It is mushroom-like.
That would be boletus or fungus! Seira insists to Sanzha and Donald.
I rather think it's pretty. It sounds like a woman's name.
A female mushroom, then. Say, I think I've ran into a few things like that over the years. Then again, if the tits start releasing spores, it's time to get the hell out of there.
Then again, it is a pretty name.
I think that's everyone but Donald and Ranbar. If Ranbar likes it, we'll go for it! Embellishments can work, so suggest any, girls. I just figured simple is best because people tend to shorten everything. It's a bit like how you can call something Hope or the Tower of Hope, but if you go for the latter and people decide to shorten it to just The Tower, you're left without any hope. Make sense to you?
Oh yes, people do that. I think that's wise, take the chances away from them. I think Ranbar's out right now, Seira, she went off to...Sylica, I believe? I'm not sure where after that.
That's fine, we'll wait on her. And in the meantime, the name can grow on Donald. Like a mushroom.
In the meantime, relist your todos for me real quick?
I want to invite Sylvie and Anternora for a chat.
I would like to direct Marianne and Lyris to the unhallowed spot that Annerose and Helena fled from, it shouldn't take more than a couple posts of SUBTLE divine inspiration.
I want to get the status of my assignments to some of my key followers on the various Primes, can be either IC or OOC.
I want to give a few assignments (public works and purification) to my friends, probably works best OOC.
Dis.
Sylvie's still a bit busy so we'll pause that one for now. Go ahead and inspire Marianne and Lyris, we'll do that one first.
After confirming that neithe of the two is busy with something personal, Seira sends Marianne and Lyris a vision of her followers approaching a cavern, a sense of it being unhallowed grounds for Auril, and then a vision of the wounded pair fleeing. Perhaps a less direct approach like this would work well enough in this case.
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=30 ]{30}
Marianne and Lyris happen to be sharing lunch.
With a slight sigh, "It seems business has picked up, Lyris." Marianne says, getting up.
"I'll get my darts," Lyris agrees, going off to do just that.
Seira puts a small care package in their traveling supplies when neither is looking. Just because they'll be on the road is no reason they can't enjoy some dessert when they stop for a rest. Who doesn't like strawberries?
It can be something else if they are strawberry-hating heretics.
As they get ready? "Oh, Seira," Marianne says as she readies herself, as if you're right there. "I'm sure our presence will get our enemy to send a champion or two as well. She can't leave us unopposed. Do keep half an eye on us in case this devolves into an avatar. I know enough of the divine that as one who faced Daa-vid, she won't take us lightly."
How silly, Seira always watches over her adorable followers! In a very wholesome manner.
An avatar will be ready!
> roll 1d100 low is good
<Rei-chan> Kotono rolled : 1d100 low is good --> [ 1d100=33 ]{33}
To this Seira watches them. The two go forth and into the cavern. No sign of them leaving early, no sign of distress. It looks good, at least from a distance.
They know enough to pray to her if they need aid! Seira might be a hands-on sort of goddess, but she does allow her people the opportunity to do solid work all on their own, and that goes double for her troubleshooters across the planes.
> roll 1d100 low is good
<Rei-chan> Kotono rolled : 1d100 low is good --> [ 1d100=36 ]{36}
Soon enough they emerge. A single message from Lyris, "It's done."
Seira sends them a feeling of gratitude!
Okay for next, which assignments did you want to get updated on?
I want to hear from Laurenal on the progress of our efforts to eliminate global hunger on the Balmuria Prime, and to hear from Dugarth which of the Balmuria successes have/can be replicated on Lifasa. I'd also like to get a general idea of where Malana is going from Annerose and Jannel.
Your first report is from Laurenal.
"My Golden Lady, the Liberator.
Our blessed efforts proceed well. Balmuria and Pallanth are already plentiful, and expanding efforts both west and eastward is productive. The Free Cities do well, though they maintain a certain distance even in the aftermath of Malmuth's sundering. The successor states to the Malmuthian Empire improve by our efforts, as do the Southern Confederation. Our efforts to the west are more complicated by the geographical realities of the Desert Fiefdoms. Nonetheless, we continue to produce results there and seek to head west into Kelara and the surrounding regions.
In time we would like to push into the great jungles between that region and Kesse, Evrai and Sanaxt, but that is not today's labor, but tomorrow's. Our labor today is to secure our base and strengthen the system, and it is a labor we have succeeded at."
Reach out to Kascha's faithful in the Eastlands, for she is concentrating her efforts there, in the ancient land of her birth, Seira bids Laurenal. Share our knowledge and wisdom with those serving her, and feel free to learn from the fruits of their intellectual pursuits as well. Ask Amaryl's priests to lend a hand in Kesse and its neighbours, and Donald's faith is best suited for the exploration of the jungles themselves. Elle's faithful should be best suited for oiling the gears of politics in the Desert Fiefdoms, which should allow you to proceed on your current course and meet the others halfway.
She also adds at the end, Ah, and shall I presume that the reclaimed Wastes colonized by Balmuria's citizens also share in Balmuria's bounty?
Laurenal kneels and prays, 'Yes, my lady. We work as we can in the lands that have been restored. We work onwards.'
To see an entire world where hunger and thirst have been eliminated, where literacy and easy of travel is spread to every corner... I wish for that vision to become reality, and your efforts make me proud.
'It will be done, I vow that to you, my Lady!'
And once that happens, they'll figure out a way to provide everyone with a roof over their heads and with an honorable occupation. In a sense, Seira is happy that it's future Seira's problems.
Onwards!
For Dugarth, refresh me on what precisely you were trying to copy over to Lifasa?
Sure. So in the Balmuria Prime, we have several nice things! There is a teleportation network that has local hubs, national hubs and international ones, connecting Seira's temples for travelers and traders. There are (bland but filling) food and water-providing items at each temple that are enough to feed the local population (and Laurenal is working on spreading that globally). There are libraries all over with magical and mundane information, and the world itself has been mapped out (said information too is in the libraries). There's the high end which is the magical academy and the Mythal, there's the lower end like an inn here and there.
For Lifasa, I'd like Elle to handle a version of the transportation network, and I've established an academy town that should have a library and magical school. But the rest is pretty open, and for him to attempt whichever improvements he thinks work best/are most needed in Lifasa.
"Lady Seira.
1. The teleportation network can be copied, but it will take time and money. However, Lifasa's abundance of powerful heroes and patrons makes this more feasible than it would be otherwise. Estimated timetables are enclosed, but we cannot discount possible interference. However, Lady Elle's help only further smooths our way.
2. While possible, we have received signs that Auril will work against this from our auguries - in an unhidden way, because the nature of winter is one of deprivation. Nonetheless we proceed forward to accomplish this goal, but with abundant caution as for now, food is plentiful and will remain that way for some time.
3. Libaries proceed well and information spreads. There are many powerful heroes and forces willing to do so, and Lady Afina's further efforts here were helpful, before she focused on other issues.
The money is no issue, with Elle's help, Seira informs Dugarth. Focus your efforts on winning hearts and minds. Sell the concept of the transportation system and its benefits in providing assistance and food as need be, not to mention the advantages to personal travel and traders. Auril can only do so much damage acting directly against this network given it's all based out of my temples, but turning the populace against us will ruin the entire effort.
'As you will it, my lady,' Dugarth sends back without hesitation.
A warm feeling of approval envelops Dugarth!
Let's hear from Malana and our anti-Auril plans.
A simple report is your answer.
"Since the demise of Lord Jack Maggen, slow progress has been made. However, Aurilites are entrenched and this will be no quick operation. There always seem to be more, and Lady Marianne believes that Auril herself may be sending more servants. We have made progress, but this will not be done in one winter, or ten or even more. However, current actions have given us the initiative, at least for now."
What do you need to help feed, cloth and protect people, providing them with a roof over their heads and warmth to shield from Auril's frosty love?
'Seira! More of everything,' Is the answer, honest and direct. 'But mostly more capable warriors.'
I'll see what we can manage. Send me locations and duties where you believe they can do the most good.
'I promise I will! Ones strong against the winter, too.'
Elementals might be an interesting approach, and a call to Waukeen will not go amiss. Seira decides to first focus on the latter.
Sorry if it's sudden, but do you have any sort of presence on this world? Seira asks Waukeen, sending her an image of Malana along with her words.
That world? I do, but nothing strong in that region of it. Auril and the House of Fury is strong there.
I picked a fight with Auril there and on Lifasa, and it's going to expand. I'm thinking of keeping her on her toes by having the support network covered by a technically neutral party that's still in my corner and focus all my efforts on reconstruction and directly opposing her. Do you think you could help me there?
Incidentally, I need a name for the other all-elemental we have, and what s/he is doing at present if anything.
It is named Combi and is currently studying fire and earth. Namely it's throwing lava around.
I won't stay neutral long is Auril thinks I'm shielding you, Seira. I doubt the legal status of it will matter a whit to her.
I'm not asking you to support me beyond wishing for my success, Seira elaborates. Rather, a big part of the fight is keeping people safe and secure. Auril has pretty directly caused harsh winters and loss of crops, and is pretty close to driving the land into a famine. For me to provide people with food and shelter, I'd need to transport a lot of materials. And all those supplies would need extra protection if I were to do it, simply because I'm doing it. I doubt she'd send her followers to attack the caravans of a neutral party, and if I'm asking someone for a favor like that, you're always my first choice.
Meanwhile, Seira asks Combi to stop by.
She won't let me stay neutral easily. She's strong in that world and I doubt she'll hesitate to attack my own if they're helping you.
No matter how any of us try and claim we're neutral - you can't be if another side refuses to acknowledge it and declares war on you.
I can't dispute that. What do you say, then? Want to risk it, and Compete there with Auril to fortify your values over hers if it fails?
A moment. The one I would draw on here has been treated poorly by my own mistake. He deserves to have his opinion heard as recompense, before his life is possibly turned awry again.
Seira sends Waukeen her agreement. It's not a hard sell, after all, but a mutually-beneficial offer, as she sees it.
> roll 1d100 low is good this is really Waukeen's roll, not yours
<Kobot> Kotono rolled 1d100 low is good this is really Waukeen's roll, not yours --> [ 1d100=100 ]{100}
Well, even Waukeen has bad dice days.
Alright. For you, Seira, though he won't be a part of it. I will need time to prepare and marshal what I have there because of that.
Thank you. I'll step up my efforts there presently, so we won't be seen as working directly in tandem, Seira tells Waukeen. Even if Auril doesn't end up caring, she's not the only one in play.
That leads her to wait for Combi to arrive as she wakes Emilia up. It would be nice to have her part of the discussion.
Which one, Emilia or Combi?
This is probably a case of the DM being dense.
Both. I summoned Combi in a previous post and am waiting on her (presumably) arrival. Meanwhile, I figure it'd be nice to involve Emilia in this and I randomly chose that she would be napping right now thus I can wake her up.
Soon enough Combi arrives, a mass of wind and fire, earth and water. "Master," it bows deeply to you.
"Thank you for coming," Seira tells her. "I've been keeping an eye on your research, and I think it might do us some good for you to gain some practical experience. Ah, but before that, have you met Emilia?" Smiling at her girl, she completes the introductions with, "Emilia, this is Combi."
Emilia smiles and waves, "Hi!"
"Emilia," Combi says solemnly, kneeling before her. It reaches out and one huge finger gently pats the top of her head.
"I would like to present a world to you both," Seira says, projecting an illusion of a Prime. Most of it is shrouded in fog, so that the focus is mostly on a single country covered in frost and snow, with Tempus's symbol encroaching on one of its borders. But the capital is lit up with Lathander's warmth, and elsewhere spots are covered by golden dragons that melt the snowflakes near them. Some of them look more like Bahamut, but most of them represent Seira, in particular an entire region of the land. "This is a contested Prime Material, although it's a bit cheeky to call it contested given that Auril's all but won there a few years ago until a few heroes sparked a rebellion against her rule."
She pauses there to allow for any questions!
"Ma...lana?" Combi says slowly. "I heard a servant speak of it."
"It looks pretty," Emilia smiles, "The snow's pretty in the sunlight from Lathander."
"There's a lot to find pretty here," Seira agrees, before nudging Emilia with a smile. "Umberlee is trying to harass from the seas, so how about you add her to the map?"
Returning her gaze to Combi, she says, "My followers and agents both request aid. I entrusted them with making people's lives better and protecting them from threats, Auril's chief among them. I want a dedicated force to fighting off Auril's minions, so that those already working to make life peaceful and harvests bountiful would have an easier time of it. They've asked for those who could withstand the cold, so an elemental force suited to that would be best. But since you're working on magma, if you were to lead this force it would work out even better."
"I can go there?" Combi asks slowly, "To Malana? And I can throw magma there?"
"When in battle against Auril's servants, and there are no bystanders to be hurt," Seira amends. "Would you like that? The other benefit is leading troops to help you with that. Everyone needs to cut their teeth on command, and it's a reasonably safe one for a first sortee."
What are Combi's mental stats, out of curiousity?
Is he just a flat all elemental or have you added anything more to him?
I honestly don't know how that'd work. I do have my elemental uplift, which an all-elemental could undergo too since why not. If I can, then I did.
Also, is Emilia adjusting the map?
Yes, one sec on that.
Base All-Elemental mental stats are: Int 12, Wis 15, Cha 17, so he's plenty capable even before any improvements.
As the map updates to your command, "There," Emilia says, "Is that good, mother?"
"Excellent," Seira tells her warmly, waiting on Combi's response.
"I would, if I can do that," Combi agrees, "Especially throw lava at the snow Aurils."
"Where do you think it would be best to act?" Seira asks Combi and Emilia. The mountains are eternally cold and guard one of the borders, but there isn't as many people to protect in that region. The area which Annerose controls is where most of those enemies focus, but it also has the benefit of having her protection. And besides, having several spots of hope and protection throughout the land should work better for this phase of Seira's operations than a single, shining fortress. The coast wouldn't have much of Auril's attention, but perhaps the presence of her forces would draw Auril there, and force a three-way competition with Umbrelee in the mix? Seira doubts those two could truly coexist if they don't have a buffer between them. Then, there is the option of stationing her troops near or even in the capital, or just having them travel the land.
"The mountains," Combi says immediately, "Volcanoes would help chase out the Aurils!"
"A bold choice!" Seira comments, looking at Emilia next. A slow introduction to command and leadership decisions is important not just for Combi, and she wants to give Emilia a chance to either shine or learn from a mistake.
"If Combi is going there, then he should choose," Emilia says, "Since he'd be leading them, but volcanoes are too destructive? How about you work out from a strong point and spread out over time?"
"Providing other choices is important as well. After all, there's nothing wrong with having a selection to choose from."
Seira extends her hand to Combi, and a copy of her diadem appears in it. A lesser one to be sure, only boosting leadership capabilities, albeit that should help a great deal in her new role!
"Select enough elementals to thrive against Auril's thugs in that environment, and prepare for the journey. Know that you go with my blessing!"
Leadership: Diadem of Cha +6 enhancement, +5 competence bonus to Cha-based skills.
"Good luck!" Emilia calls, "I'll help you choose!"
Combi takes the circlet delicately and holds it in both hands, "Thank you," he intones and places it atop his whirlwind head. "I will show the lava!"
One Combi is ready to depart, Jannel will be informed of it. Whether further coordination happens would depend on his choice.
I believe this leads us to requests that I wish to make of the rest of the pantheon.
Sure thing, the IC or OOC ones?
Up to you.
Let's hear what they are real quick and we can shift IC if I feel it needed.
I would like the Cauldron to instruct our followers to focus on Malcanthet's. Not to the exclusion of all else, but to receive instructions to look into their activities and disrupt them where possible.
I want to make good on my proposal to Laurenal and ask for most of them for support from their followers on making the Balmuria Prime a wonderful place. Sanzha is busy with Arythma and Ranbar isn't in the game yet, but there's plenty for the rest of us. Specifically, we're talking greater cooperation, the spread of knowledge, patronage of the transporation system, offering a similar system of simple (tasteless but filling) food and water at their temples as part of my plan to eradicate hunger and so on. Raising awareness and political support for our efforts, too, so we're welcomed with open arms.
I want Elle to send an avatar to establish a transportation network on Lifasa. It'd be similar to the international one we set up on Balmuria, given that it's not as densely populated. I've been waiting on approval, which my Dugarth just got from the locals and passed on.
Purification quests. Our vault of cursed/evil items can be found here (http://www.soulriders.net/forum/index.php/topic,104172.msg1165838.html#msg1165838).
-Of particular interest, I would like Kascha to fix Todesurteil, preferably either into a proper sheath for Arondaaq or a means of boosting the Cauldron's natives similarly to a Mythal (except it'd be a safe positive energy effect to raise temp hp to double normal max, or raise con similarly) while in our realm.
I don't mind if the others use this chance to give purification quests to their followers or what. Aside from how it'd be nice to have these items properly (followers would be well-rewarded, of course), it's the best idea I have of trying to help them advance their node goals. In fact, all of this has the secondary goal of advancing their node goals.
Malcanthet focus is fine, I'll bear it in mind.
Yeah, they're part of a pantheon and would go along with that, sure.
Remember, Elle isn't supposed to have an avatar yet. She's point that out, too.
Sure, I'll have the others start tackling purification quests. Remind me about it a bit later too.
What if she changes into my avatar? Clearly no one actually cares to check that much unless we interact directly. She can go with Amaryl's avatar since that's relatively public knowledge and predates this.
Like magic to look like yours and then fake being yours, basically? She could try that, sure.
Pretty much. A disguise, then divination-blocking and so on. It's not like my avatars absolutely use divine voice to speak, and I'm the one who often speaks directly with it anyway. I'll keep an eye out to ensure success.
Sure. In the meanwhile...
You wished to speak with me, Seira?
Yes, Antenora. In person, if at all possible?
And incidentally, Sylvie does have an avatar which would make this easier.
I will be there presently.
Feel free to toss her a message real quick then.
Vayley will show Antenora over upon her arrival. In the meantime, Seira asks Sylvie, Can you spare a moment and stop by, please?
I'm out with Moore right now. I wish I could be, this entire trip is someone's nonsensical mess that Moore's trying to clean up and get to the bottom of. Found a nice demiplane at least, it's a shame it's probably going to break one day or another.
An avatar is fine too.
Have an extremely secure place for my arrival. I'd not like this to be discovered by mere sloppiness.
Soon enough, the two are there. In a room of your choosing and...
Go ahead.
Since Seira gave Sylvie leave to arrive directly into the secure chambers she had prepared, only those who might look into their realms directly has a shot of finding this out, and Zaphkiel already knows to begin with.
"Right. Thanks for coming. I wanted to discuss a few things and brainstorm together, but first, I owe you two an apology. I've given Aurora's leadership the means we've put together of becoming One, made the knolwedge anathemic, and did it all on my own initiative without even consulting you. I realize how I've wronged you, and I wished to apologize in person. If there's anything I can do to make up for my failings, please let me know."
"Seira." Sylvie begins, as she quietly facepalms. "I know that I've made some bad choices in my life. Ask my Mom, ask Aurora, ask Whimsical Sweets, ask Moore. But I yield to your expertise in fucking up. I can't beat that one."
Antenora is more quiet, "They are worthy heroes," she begins, "But I believe you already understand the downsides?" She sits and is quiet for a few moments before, "The more people know, the more it spreads and the more who will try. I fear not the successes, or even evil finding out how to do this. Asmodeus knows how, and if he feels a need to balance the scales, he will. No, my fear is a failure that manages to return to Creation. Nonetheless, I also recall the pain you dealt my back when we first met." Here Antenora shakes her head, "I accept your apology, and only ask you to act with more wisdom in the future. Lathander is not a role model in this regard."
At this Sylvie looks up from her palm and says, "Why did you tell them in the first place?"
"Because I believe that it is necessary given Bel and Gathgorian's interst in them, especially the latter. I don't wish to see Afina killed, perhaps even the rest of Aurora, while the rest of us are bound to stay on the sidelines again and watch due to the agreement between Zaphkiel and Asmodeus. Some of it is probably guilt from not acting before, when Lifasa was taken. And I think that the sort of heroes that gathered to act while we failed is exactly the sort of new blood we need if we keep on looking for an Answer, either for the Incarnations or for the problem we've all found ourselves in."
She shakes her head. "The mistake I've made is acting on my own and not considering my closest allies and friends. Imitating Lathander... yes, I've thought of it the same way in retrospect. I'll do my best not to make a mistake like this again. As for the consequences that most worry you, Antenora, I intend to help with protection and containment should Aurora decide to risk the ritual. Of course, should they choose to ignore my help, I'll just need to stay extra vigilant and protect Creation in the event of the worst outcome."
Lowering her head, Seira repeats, "To return to the topic itself once more, I apologize."
Antenora comes forward and places her hands on your shoulders, then leans in and kisses the top of your head. A gentle, friendly thing, before she says, "You're forgiven. Your sins, even your most foolish, still look paltry compared to mine."
Sylvie shakes her head, "Fine, it's accepted. We'll just have to work to limit the damage."
Tyr will not be a problem, nor will Morniel.
"Ah--" Seira scratches at her cheek. "If even Zaphkiel is commenting, maybe it's a more dangerous gamble than I realized. Um, so anyway, would you like to go over my anathemic restrictions later?" she offers to Sylvie. "If I missed something obvious, we can tie up the information better. Not that I think Aurora will act in bad faith, but to help protect them if the leadership falls captive somehow."
She forces herself to perk up. "Besides! That's the worst case scenario! I just know those heroes will succeed against the odds and make Creation even better! Five of you've ascended so far and more might follow even without this!"
"Alright," Sylvie says, "How did you make it anathemic?"
"Magic reinforced by divine will. Knowledge of One itself is exempt, but the research gathered here," Seira says, summoning the compilation of Io's writings and Antenora and Sylvie's contributions, "was made anathemic. I presume it would fail if the knowledge spreads too far, but since only deities or the original caster should be able to do that, I don't think it's a short-term concern, if at all."
In the end, even Aurora's leadership is unlikely to spread it to every common recruit, and there's likely a hard limit on just how many suitable and loyal officers they can recruit.
The writings appear instantly as they float up for all of you. The magic of it appears in the air in lines of runic script, illustrated and radiant with white light.
It also isn't your will that does it.
"In a way that only worries me more. The knowledge without the aid means that failures are far more likely," Antenora points out, "Creation can handle another evil deity, no matter how much it groans under the weight of the injustice." A breath, "Creation cannot handle a horror from the Far Realm."
Sylvie studies it all, "Alright, it seems fairly standard and nothing's wrong with it. The work's good."
Seira purses her lips. "What I'm taking from this is that Zaphkiel believes this is the least bad option for him, and that giving us agency to try is worth more than limiting us, even if we might end up messing up. Alright, I can work with this. Since you've gone over my magic, Sylvie, the actual danger is the one Antenora pointed out." She turns towards Antenora, telling her, "Like I already said, I'll do my best to keep Creation safe from horrors, whether they result from a failed attempt or otherwise. And I do think that with the exact means out of reach, those who would learn of One would spend their time on gaining that knowledge rather than just gambling with the idea itself. Perhaps One itself would remain a secret for a while, since I can't see any benefit to those in the know spreading the knowledge."
Then, to change the topic, she says, "To move on from this, I did have other matters to discuss if you can spare the time. In particular interest to you is what we learned of Layer 666, Sylvie."
She already told Alicia what she knows, but perhaps this matter wasn't important enough to be shared in Sylica just yet, so Antenora might also be interested in hearing it.
It may be time to also discuss the limitations of anathemic knowledge, and how it can be overcome.
A pause at that before Antenora nods, "A moment, Seira. Lord Zaphkiel?"
I have trusted all of you with everything. I trust you to make your own choices with wisdom, compassion, love and an eye for Creation's salvation. I do not deny that your actions were taken with great consideration of the gains and I do not doubt the purity of your motives.
Thus, what is done is done. We must manage it until the time that Ao is put aside and we can set all things to rights.
Seira inclines her head. It's certainly the best chance they have of improving their understanding of anathemic knowledge, and havin explicit rather than implicit... approval? validation? whatever it might be, it helps to hear Zaphkiel speak like that.
"It was my understanding that outside of beings that exist beyond the reach of anathemic knowledge, mostly the divine, that anathemic knowledge could possibly be retained for a time, perhaps as much as a week, but that a mortal mind was unable to hold onto it barring exceptional situations. The one exception to this that I know is being aware of the knowledge before it became anathemic, or otherwise being granted the knowledge by the divine, along with our protection from anathemic blocks. Is there more to it, Lord Zaphkiel?"
Yes. Moore found one solution, though one only an elite few can partake of. There are other counters and other means to it.
"But all require both immense power and an even greater investment of time and effort to retain this knowledge? Or truly exceptional ability with Words of Creation and its counterpart?"
There are more specialized counter spells and ways around it, though require a great deal of mastery. Mortal magic may be helpless against it, but there are ways and means.
Moore's solution was effective against everything, a universal immunity. Other measures are more limited and more focused.
Seira nods, asking, "And how does your power affect it?" while nodding towards the radiant white script.
I can overcome it. The truth is sometimes hidden, but it is meant to one day shine from horizon to horizon.
"Tha makes sense," Seira agrees, waiting to see whether Sylvie or Antenora have more to ask Zaphkiel.
Antenora mulls all of that over, "It is not a question of good or evil, is it not?"
It is not. The Archangels and the daemons both use anathemic knowledge. Nor is it of law and chaos.
"Erathaol guides knowledge with holy wisdom, and demands wise restraint with dangerous knowledge," Antenora goes on, "Shar keeps knowledge sealed away in her shadows and caverns. Logically, it's a situation where it's like a sword, where it matters how you use it, rather than if you use it."
Yes.
"Then, it again comes down to us. To avoid error with it, to not make another Hecatoncheires or Fairest Star." Antenora continues from that, thoughtfully. Her head is half bowed in thought. "We're also getting away from our original purpose here."
Antenora is so cute, she can only come up with two examples of colossal divine fuck ups!
"We are, a bit," Seira agrees. "So, to recap...."
I'll share the information Kascha and the Guardian gave us about Layer 666, and just not mention Alicia's experiences with Malcantet.
She was actually going for a token three-set. Yours is the unspoken first and the other two are second and third, with the first being unspoken being a nod towards the discussion of anathemic knowledge.
What? Devils overthink things, some things stay true even after redemption.
Antenora takes it in while Sylvie nods at the end, "I know a few parts of that," she agrees. "I have a theory about a few parts of it that may verify the veracity of the Man of the Winds, but I need to talk to Alyssa for confirmation. I suspect she has the piece that will solve some of the mystery around him."
A sidelong glance from Antenora, "Really? Did you discern that or was it from 21?"
"A portion from both," Sylvie concurs, "I'll just ask her now, hold on."
"Right. And as for information others hold, Alicia also knows some relevant facts after a recent meeting she had," Seira muses. "Now, I'm not without leads and I do intend to pursue the numerology a bit farther with my human resources, but I feel that it would be best if you took the lead on investigating this, Sylvie."
This gets a rather sharp smile from Sylvie. "You're so happy to unload that bit of madness onto someone else, aren't you?" There's no real malice in her voice, just a sort of weary, resigned amusement.
"I do honestly feel you are the best choice. In case this thing relates to our ultimate task, there are only so many of us who are viable. Since both Sylica and my team had brushes against this sort of knowledge recently, it's conceivable our enemies might watch our actions for now. Since I'm unwilling to let this wait for an indeterminate time to throw off any scent, I'm left with only one possible choice. And that you and the rest of Aurora's graduates on the team have experience with 21 only makes that choice even better."
"You're not wrong," Sylvie concurs without an argument. "Do you know how many numerologists go mad or commit suicide? Far too many."
"Hells, I dabble in it and I think it's a load of crock!"
IRC down for you, by the way?
That draws out a real smile from Sylvie, "It's garbage until it suddenly isn't, and you wish you'd noticed it wasn't garbage that time."
"There's logic in everything," Antenora disagrees, "A strong enough mind will find it and will conquer it."
"It's like prophecies," Seira scoffs. "Functionally useless, but always capable to be twisted properly after the fact or becoming self-fulfilling."
Yes.
Antenora raises an eyebrow, "Prophecies are an important tool to guide the future."
Sylvie blows out a breath at that, "So muddled, unclear handholding is useful for you? Well, I suppose if you want to make life difficult for those you care about, go ahead."
"Also yes," Sylvie cuts in before it can go further. "I'll want to get more information from her, but my theory now is that the Man of the Winds is connected to the Ordial somehow and that's his source of information.
"An interesting approach. I'll try to pass on what else I manage to find, of course!"
"It poses questions, but none are immediately relevant," Sylvie agrees.
"That does cover what I wished to discuss," Seira muses. "Except I had this strange thought. Say that either of you were a mortal wizard with ridiculous magic, and you wanted to design a brand new country! Would you work slowly, funneling money into construction and labor normally? Speed things up with magic but leave the actual process largely alone? Outright create a city? Or make a demiplane with the perfect city inside it?"
"It would depend on the circumstances," Antenora says immediately, "How fast do I need the city? Are there already people here to work? Are there any pressures or political considerations, or possibly religious ones?"
"You can wait for as long as it'd take to do things sans magic, but your concerns are money and quality of living. If you wait until your city is built, your economy waits until you get things running properly. On the other hand, magic is much faster, but often costs more. Skilled people would have jobs and on the job training if you built it without magic, but there's only so much demand for some of that vital infrastructure work, and in the meantime all your citizens need to live in mud huts or overcrowded squalor. And so on."
Shrugging, Seira adds, "No political or religious issues that you can think of for this thought experiment."
"I'd build it the normal way," Antenora decides, "And work to keep my entire community taken care of as best theyc an, unless conditions were too intractably difficult. Let the community grow in what they create."
"I'd just make it," Sylvie says, "A demiplane if I can afford it and want the added privacy. Why do you ask?"
"Because I'm a goddess of knowledge, right? And a bunch of other stuff? So I've been looking over this new bit of magic and comparing it to some older spells, and then I got a bit sad that I never got to build a city like that as a mortal. I'm pretty sure I was on the fast track of that when ascending just put an end to direct intervention of that scale."
Seira looks a bit down, before shrugging again. "So! It got me wondering. Are there benefits to doing it the boring way? Something a born mage like me won't see, especially since I'm pretty much a futurist and that affects my thinking? And then I got to think even more, whyever would you want to build a regular city with magic if you can build a better and safer city in a demiplane with magic, given the immense amounts of power you'd need for either? What could I be missing? Aesthetics, perhaps, or worries that some nasty wizard will block the exit and the residents won't be strong enough to overcome that? But you could plan around such issues...."
"Tell me, Seira," Antenora says, "Is it the fruit that is sweet, or is it the journey that sweetens the fruit?"
"I know that saying and a number of parables illustrating it, but I don't believe it applies in this case. When I tried to provide drinking water to the thirsty and the poor, they found having water to drink the important thing. I believe that while people need to have a strong work ethic and earn their keep, there are basic necessities that should be provided for them, even if they have other, harder ways of attaining them. Housing happens to be one. I think back to the ruins of Malmuth, and consider the lessons those shell-shocked people could've learned by standing up and rebuilding their capital the nonmagical way. But I also consider the deaths, the suffering, all the ills that lawlessness would have brought. Is that better because more people could rise up as heroes amidst all this suffering and chaos?"
She glances at Sylvie, curious to hear if she has a different opinion, having grown up in Balmuria as a mortal.
"There's a difference between emergencies and a prosperous people, too," Antenora points out, "Of course, if it is a question like that, then use magic or whatever means are best for them."
"I say just do it," Sylvie shrugs, "It works out well enough for us most of the time. Why pretend you have to rely on normal means when you're far from normal?"
"I think that's the heart of the matter, right there," Seira muses. "I've noticed that you two are dividing this into sets of normal and magical, which would from context be considered abnormal. But why? Magic is something everyone can access, and while not many are truly talented at it, hardly anyone has talents for nonmagical city design. Either way, it takes years of study and then work within the chosen field to get better at it. Why don't you consider magic as a normal option?"
"Because," Sylvie waves a hand, "Magic isn't normal for mortals. Unless you're as talented as I am, it takes years of practice and study to even begin. That's the way the majority of Creation is. Archmages don't spring up from nothing."
But engineers do? Just because it's easy for you, Sylvie, that doesn't make it normal!
Seira shakes her head in amusement. "Seems like we're talking past one another. It was just a thought experiment, anyway. Please allow me to thank you again for coming, Antenora, Sylvie." She nods at each of them as she speaks.
Thus the three of you part and...
Okay, last call before Dis. Anything you need to do or set up before that adventure begins?
I figured that since I passed this quest on to Sylvie, I'd at least ask Thurmar (http://www.soulriders.net/forum/index.php/topic,104313.msg1150169.html#msg1150169) for help with the numerology riddle (http://www.soulriders.net/forum/index.php/topic,104414.msg1176397.html#msg1176397).
Sure, want to hit that IC or OOC?
I'm okay with OOC!
He's point out you may be on the right track but he'd need time to really work with it.
Okay then! I'd appreciate him working the problem, I'll provide suitable reimbursement for his time and effort.
Now then, Dis.
Okay, since we're mostly setting up for tomorrow no, what's the party and the prep? Go ahead and be in depth here for obvious reasons.
The party is Amaryl, Xera and Zariel. We'll have our combat buffs, stealth buffs on top of them (mostly to boost stealth and disguise plus the obvious mind blank/nondetection) and Veil to change the way we look. I'd appreciate if everyone suggests their appearance for this. Also, if anyone has better spell requests, I can have my avatar precast those before we set out.
I'm fine with combat spell suggestions to memorize, too, if they have any for me.
Amaryl will go stock human, Xariel will go dwarf and Xera would like to be a nondescript tiefling.
I'll think over spell suggestions tonight.
Seira will go as a bald human dude with a hooded cape. Names?
Amaryl will go with Marl. Xera would prefer not to lie about her name and will just avoid the question as possible. Zariel will go with Ragan.
CL38 for all of these. Anything at 10min/lvl would last over 6 hours, and be refreshed on the 6hr mark. The 1hr/lvl spells would last quite over a day, and be refreshed as we rise to continue traveling in case this takes several days.
These are the spells I'll have on everyone (including myself) at all times:
Defensive: Foresight [10min/lvl], Visions of the Future [1hr/lvl], Dragonskin [10min/lvl]
Movement Modes and Protections: Freedom of Movement [10min/lvl], Pass Without Trace [1hr/lvl], Greater Anticipate Teleport [24hr]
Immunities and Resistances: Mind Blank [A, 24hr], Nondetection [1hr/lvl], Heroes's Feast [12hr]
Esoteric Boosters: Fortunate Fate [10min/lvl], Spell Turning [10min/lvl]
Stealth:
[Stealth] Spiderskin [standard, per 10min, +5 racial bonus on Stealth, saves against poison and to natural armor, creature touched, Transmutation]
[Stealth] Camouflage [standard, per 10min, +10 circumstance bonus on Stealth, personal, Transmutation]
[Stealth] Forestfold [standard, per hr, +10 competence bonus on Stealth, personal, Transmutation]
Disguise: Veil [standard, per hr, +10 untyped bonus to Disguise, one or more creatures, Illusion/Glamer]
I'll also go for the mundane disguises for all of us to beat DC 80 for this effect to guard against true seeing:
You can make disguise so real that they become the new truth for the disguised character. This functions as alter self, except that the effect is instantaneous. Once disguised, the creature's new base form is the disguise. A wish or miracle spell can undo this change, as can another permanent disguise.
One-Off Spells: Sign (+4), Divine Insight (1hr/level, +15 insight), Greater Improvisation (10min/level, CLx3 luck points)
This is only for myself:
Perception Modes and Protections: True Seeing [1min/lvl], Vision of the Omniscient Eye [1min/lvl], Detect Scrying [24hr], Greater Arcane Sight [1min/lvl]
Skill Checks: Bibliotheca Arcana [A, 24hr], Voice of the Dragon [10min/lvl]
Ability Checks: Good Hope [1min/lvl]
Esoteric Boosters: Many Moments of Prescience [A, 1hr/lvl], Moment of Prescience [A, 1hr/lvl]
There are 4 spells that are 1min/lvl cast on myself that would last 38 minutes, and would be refreshed every half hour that I'm awake.
That all seems good. Do you want anyone to add any particular spells to this? Including possibly people at the Cauldron if the spell lasts long enough.
I can handle everything myself since I'm a bullshit epic goddess of magic and knowledge.
"The first question is how we'll get there," Seira voices, once their disguises have been perfected and layered with corresponding Veil that seeks to make them prettier and otherwise airbrush some of their minor flaws. "The easiest way would be to travel the Infinite Staircase, but we can go for a color pool or a direct transport if you think it's better."
Actually, can we plane shift directly to Dis rather than go to Avernus and travel across layers?
Confident, aren't you?
"In this case," Zariel begins, "It's best if we do this the proper way. The Infinite Stair or a color pool will do, then passage from Avernus to Dis. There's less chance we'll encounter problems of note that way, even if we may have to sweep aside vermin."
In my knowledge and ability to cast spells, yes. I suppose there is higher level druid stuff that's utter bullshit but we lack druids anyway, and while Sanzha would have ridiculous buffs I can't match, that's not magic and they don't work best with stealth.
Anyway, you didn't really answer me. Can I plane shift directly to another layer but the first for a plane? And since there was a misunderstanding, can a color pool or the Infinite Stair only lead to the first layer of a plane? I assumed they were the exception to the plane shifting to the first layer thing, but perhaps I misremember how this stuff works. Thus, a request for clarification.
"The problem with that is our defense only protecting our natures on Dis. Given Lixer sensed my presence immediately when I showed up randomly on Avernus before, I can't see that working out well. Do you know of a way this could work, Zariel?"
It depends on the plane, so the answer is a 'sometimes'.
The Infinite Stair can come out into various places beyond a first layer, though color pools usually (but not always) stick to the first layer.
Zariel considers, "The better question is if Lixer will act if he senses us. Unfortunately no, you're right. In that case a proper door in the Infinite Stair would be simplest, but there's no doubt those are monitored."
"Lixer will make a mess of things without even trying, that's how he rolls," Seira says with a snorts. "The exit from the Infinite Stair would be monitored, perhaps, but our disguises are good and our natures would be blocked. Still, perhaps there is a superior option...."
Good day, Queen, she reaches out to Alicia's newest friend. This is Seira. Do you have a moment?
Seira. What is it?
I wish to make a discreet inquiry. Do you have a door into Dis?
I'm going to invoke some luck here since quite frankly Queen's still in the developmental stage. Posting the roll for the sake of transparency.
> roll 1d100 low is good
<Penuche> Kotono invokes Penuche's magic: < 67 > [d100=67]
No, but I know there are doors to it on the Infinite Stair.
I know about those, but I was concerned that the portal might be watched from Dis's side.
Doubtlessly, from what my sisters have told me. Is Dispater not a paranoid old man?
A few words to them may be productive.
What do you have in mind? Seira asks curiously. I figured that I could just put my trust in disguise and enter through the Infinite Stair. Do you have a better idea for how I and a few others could slip into Dis without raising an alarm?
No, only that you be directed to the best door possible. Not all doors into a realm are made equal.
That's true! Would you mind pointing me in the right direction?
A mental image of the door that she should seek out and the general area where it exists on the Infinite Stair would probably be enough for Seira to find it.
Very well.
Go to the door in your realm, the one in your caverns beneath the volcano. My sisters will meet you there and guide you.
Thanks! I owe you one, Queen.
"It's not ideal, but I did get help from Queen. We'll use the Infinite Stair, but she'll help us to a more discreet exit on Dis," Seira tells Amaryl, Xera and Zariel. "Any final prep you think we should do before we leave?"
"I think we're ready," Amaryl admits.
"Do we have an escape plan?" Zariel challenges, "If this entire enterprise goes wrong."
"We can't really plan against Dispater except in the general terms," Seira responds. "Only he could dimensionally lock a deity of my power, so if that happens I'll try to break past it and take us out. If the situation instead calls for a distraction but is otherwise salvageable, I will attempt to call upon my allies via my avatar to cause trouble outside the tower. If it's an extreme situation, I will contact Torm in a neutral place and ask him for his aid. Celestia's provisionally onboard for me doing so if I absolutely have to. But in the end, there is only so much we can plan while we don't know much about the tower, its defenses, or Dispater's hidden powers. Unless you can think of anything we haven't gone over, we'll need to improvise and rely on our powers and each other."
Also I haven't said but I'll go with Max as the name!
"We can only pray we can defeat a madman with nearly infinite time and resources to prepare," Xera concludes, but then she smiles, "But if anyone can, you can, mother."
"If all else fails, death is better than capture," Zariel adds, "But it is a grim choice to make should we fail that completely."
"Paranoid men like that plan for every eventuality, but don't truly expect us to be able to penetrate all the way past his defenses," Seira states. "That level of focus cannot be maintained twenty four-seven. That truly is the best weapon in our arsenal. And we're no slouches, either. I cannot match Dispater blow for blow, but together we should be enough to escape if need be. Let's give it our all and remember that an innocent girl is relying on us!"
"I'd believe that on most, but not Dispater," Zariel disagrees. "This runs deep for him, deeper than anything else, and unlike a mortal, he doesn't tire in the same way."
"No matter that," Amaryl says, "Seira's right. We have to free her. She can't be allowed to languish in Dis forever." She rises and stays, "If we're ready, let's go forward and save her."
"Yes, mother," Xera agrees without question, "Even if not today, Zariel, one way we will triumph. We only have to win once."
"We only have to die once, too," Zariel points out, "Or be caught."
"At this point, we have to try," Seira decides. She's not about to force anyone, but since what she's hearing is caution rather than a 'no go', she extends her hands towards Amaryl and the others, ready to take them to the Cauldron side of the door into the Infinite Stair.
Done and done. You stand before the door and beyond it await a pair of lillend. Both are clad in light leather armor and with long blue hair, identical to your gaze. "Lady Seira," the two speak in tandem.
"I'm sure you mean Max, a regular human who has nothing to do with Seira," Seira tells them brightly. "Hello!"
"Ah, your disguised name," The two speak at once, "We were not informed of it."
"Marl for myself," Amaryl steps forward.
"We will not make the same mistake again," The two promise.
"And these are Ragan and X," Seira completes the introductions. "Thanks for being our guides for this."
"Follow, please," The two intone, already starting to go.
This is mostly travel so give me a d100.
11:39 <Corwin> roll 1d100
11:39 <Kobot> Corwin rolled 1d100 --> [ 1d100=43 ]{43}
It is a trip of several long hours, but it is also a peaceful trip. None challenge the lillend as you are escorted to a particular platform. A platform with threads of dull iron running through it, a door surrounded by bands of iron.
"Where does it emerge?" Seira inquires, taking the chance to refresh all their spells.
"A back corner about two miles from the Iron Tower, down Rigidity Lane." Is the answer, "It's part of the diplomatic quarter for lesser diplomats that don't warrant better housing."
Seira tries to recall where that is in relation to Gaggar's bank.
K:P 10 for 120, I'll also use Greater Heroism and drop Divine Insight on this.
It's about 9 miles from there, as the crow flies. On the streets of Dis it'll likely be longer.
"Thank you for this," Seira tells the lillends, and without further ado passes through the door.
It's the smell of smoke and iron.
The sky is tinged red and steely at once, for you come out in a street of shadows and infernal hellfire. The heat is considerable as canals of molten iron flow, from which jagged spikes of iron rise up, as if fingers slowly sinking into the molten metal. The streets are of smooth iron and warm, yet it is not so hot as to be harmful, even to a mortal. Hot without true heat.
What dominates is a thing. It seems a block away and yet more - and more and more as a mere spatial illusion crumbles. Away and ahead is the Iron Tower, a vast edifice that rises higher into the sky than even your divine vision can see. It is miles and miles and miles wide, a vast windowless thing that ascends perhaps forever.
Consulting her mental map, Seira leads the way to the tower on the streets of Dis.
I'm wearing the hiding amulet, to be explicit (but it's hidden behind my clothes).
Gimme a d100. Also so we have it in thread for reference, paste the amulet's description here?
20:15 <Corwin> roll 1d100 Kobot
20:15 <Kobot> Corwin rolled 1d100 Kobot --> [ 1d100=23 ]{23}
Here's the relevant aspects:
An amulet that will protect the wearer an those close to him protection from the passive scans of the Iron Tower's sensory magics.
The radius is indeed 30ft.
An iron amulet that hangs heavy on the neck. It has no particular shape, close to being a simple lump of iron, but it should work.
The amulet does not radiate magic that you can see at all. The amulet would allow her to enter Dis like that, but not another divine realm. The passive scans are the various scans and defenses of the Iron Tower.
It is a trip past devils. Bands of them that work hard, lesser devils laboring away. Buildings are torn down and constructed with efficiency, labor and toil before you. You pass a large building being torn down, dozens of barbazu lead by a cornugon taskmaster.
As you pass Xera looks on with a faint frown, while Amaryl merely glances and turns away.
Yes. The utter anger that being confronted with an infinity of evil is difficult to control. It's not even helpelessness, because Seira could choose to give every devil here a final death. Rather, that wouldn't change anything on the planar scale. No, to do that, they need to rescue Yemimah and offer her a chance to decide her own fate for the first time in her life.
The crack of whips. Devils. Slaves. Minions. All toil in Dispater's city, where the flames burn bright and tall. Yet you endure and know that matters may well be worse, that a battle here wins you nothing.
It still hurts.
A bank.
Gaggar's bank is a stately building of stone and steel, doors open wide to admit any who care to enter. A pleasant smell comes from within - molten gold, Seira's draconic experiences tell her. It's very classical, as much a temple as a bank. Beautiful erinyes can be glimpsed within, each with a ready smile as if to beckon business to come forth.
Seira gets in line to one of the tellers, following her instructions for now.
Also, I wanted to clear up a few things re: the Tower. Details within the spoiler.
Firstly!
QuoteThe Iron Tower
Dispater's legendary redoubt is beyond the scope of this stat block to describe. It deserves its own article, as it is a fortress as well as the culmination of Dispater's defenses. Nonetheless, a few salient points are described here.
It is known that Dispater can use his iron grasp and rust abilities as a ranged touch attack against any creature or object within the Iron Tower. There is no limit on the range of this, only that Dispater must be able to see them. Scrying and divine means of perception are sufficient to qualify. Likewise, Dispater can use his counter-spelling abilities against any spell he can perceive being cast within the Iron Tower.
Dispater's writeup says he can tell whenever anyone casts a spell within the tower. Does my amulet protect from that detection? Since it works against passive stuff and I imagine absolute detection is passive, I'd think it is, while the countering is the active defense, but I'd prefer to be clear on that one. Asmodeus did agree to provide me proper details for the amulet, so I feel I should know.
QuoteIron Grasp (Su)
Dispater can touch creatures and instantly turn them into iron. This is a melee touch attack, functions as flesh to stone (except that it turns them into iron) and can only be cured by a wish or miracle spell that succeeds on a DC 78 caster level check or a deity that succeeds on an opposed rank check against Dispater. The Fortitude save DC is 78 (10 + 1/2 hit dice + Charisma modifier + divine rank).
Secondly, what negates Iron Grasp? From writeup, it doesn't appear to be polymorph subschool. It refers to Flesh to Stone, which is also not polymorph on the SRD. Would Stone Body immune it due to the bolded part of the spell's write up?
QuoteYou are immune to blindness, extra damage from critical hits, ability score damage, deafness, disease, drowning, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect.
Or does it draw from the flavor of Flesh to Stone, and requires you to have a fleshy body, thus transforming to an air elemental or a plant or whichever protects you from it?
My knowledge check would be 120 for any relevant discipline.
Finally, a Rust question.
QuoteRust (Su)
Metal objects that touch or are touched by Dispater crumble into useless rust, ruined beyond all repair. Any metal weapon that strikes Dispater or is touched by him by a melee touch attack must make a DC 72 Reflex save. Failure results in the weapon crumbling to rust and is destroyed while success protects the weapon. A weapon that saves against this ability is immune to it for 24 hours. A creature made of iron, such as an iron golem, takes 20d6 points of damage from this ability on a failed save.
Objects destroyed by this ability are lost. A wish or miracle that succeeds on a DC 72 (10 + 1/2 hit dice + Charisma modifier + divine rank) caster level check can restore the equipment, as can a deity that succeeds on an opposed divine rank check against Dispater. Only one check per deity is allowed per item.
Dispater can suppress or active this ability as a free action at any time.
How does it work on held objects? The Iron Tower allows him to use it as a touch on anything in the Tower, but does it still mean if he targets my swords in its sheath, I am the one saving with my saves against it?
To the first, yes, you would be protected from notice unless he's directly observing you (which would not be a passive defense).
To the second I'm not going to comment on Dispater's stat block, as you simply don't have the knowledge to deal with that or a reason to ask IC.
I won't comment on the third, beyond to note that if you have an item it would count as an attended item and receive your saving throw, as normal.
Soon enough you stand before a teller, a male erinyes who flashes you a charming smile. "How can I help you today?"
"I would like to speak to Gaggar," Seira tells the erinyes, and while hidden from view by Amaryl and the others pulls on the chain to allow the teller to catch a glimpse of the amulet.
The teller immediately nods, "Of course, please come this way."
Seira gestures for him to lead, ready to follow.
As you go, you notice a pair of invisible cornugons emerge from the side walls, a ripple of magic you can glimpse turning them momentarily passable. They follow your group, albeit at a respectful distance.
Seira doesn't pay them any overt attention. Either their information is good or it isn't. For now, they'll continue as planned.
You're taken back to an office. An office decorated in gold, one with a large window to view the hellscape beyond. Sitting in a large, plush red chair is a devil - a rather fat one, working away on paperwork. He is the size of a human with brownish scales across his body. Spectacles adorn his face as he works, a look up, "Excuse me?" he asks coolly.
"Your special guests," the erinyes bows and steps away.
Instantly that look becomes a smile, "My special guests!" he declares once the erinyes is gone and the door is closed. "Come in, come in."
Seira comes in! Do the invisible cornugons?
They do not.
"Thanks," Amaryl says briskly, "We're here on business."
As you all get comfortable, plush chairs to sit on, "Of course. Are there any questions before I move you along?"
"Do you have a map to Ferrum's Crown?" Seira asks, naming the one city she knows exists in the Tower from secondhand sources.
"I'm afraid not, but I do know the directions to it," he agrees.
"Then those," Seira agrees in turn.
"I could part with it for 10,000 gold," He says agreeably, smiling.
"Perhaps for an actual map, but paying more than five thousand for directions isn't worth my time," Seira responds.
Oh ho, bartering! I see. Gimme a quick Diplo check for all of this.
Taking 10 for 93.
A long smile before he banters back, "Oh, I could let it go for a mere 8,500 gold," he offers back to you, openly.
"6,500," Amaryl fires right back after your volley.
"8,000."
"7,000."
The two exchange looks before, "7,500?" Gaggar offers, and Amaryl nods slightly.
With a small smile, Seira retrieves the Brightwater golds to the negotiated amount.
Unless my mighty K:P/K:R checks of 120 tell me it's a bad idea, and then I'd use a more suitable currency that's not souls.
Dis is cosmopolitan here, a banker will gladly accept any valid currency and convert as needed. With the trading businesses Dis does, it's only expected.
Once the coins are passed over and put into a little drawer into his desk - far larger than it should be on the inside - Gaggar merely smiles, "You'll need to go in and head north on Toil Road, until you come on Kopala's Inn. Ask for Valjan-Red there and pay him to show you a path through the Steelpines, then hook back into Toil Road again - don't try and take it straight or you'll never get through the Steelpines. Follow the road again and take the second path westward, cross the Twinned Rivers by boat - do not attempt to fly over or swim the rivers - and travel on until you reach Ferrum's Crown. You'll need an offering to enter, preferably a soul but a sufficient magical item will do."
"That works," Seira agrees.
"Then come with me," Gaggar says, and leads you deeper into the bank. Here a door of iron sits, "Here," Gaggar says, "Enter freely, but know that on the other side, the door will not open without ten minutes of waiting."
Seira nods her understanding, opening the door and passing through it.
And also studying the magic she can see with greater arcane sight and true seeing! K:A 120, Spellcraft 120. In particular, I want to see what sort of magics exist for passive sensors/defenses, which magic prevents dimensional travel, and what sort of magic is weakened if any. If it's a whole different plan, K:P 120 to see the planar traits while I'm at it.
The door is enchanted exactly how it is. It's also warded, but your senses are sufficient to pierce the warding. Beyond it is a long, narrow hall that's teleport blocked - something in the iron walls, built right in. You'd probably have to tear down the walls to get past it at best.
To confirm, the corridor still the same plane as Dis, and a lesser deity and higher tiers can bypass the teleport block? It's not divinely enforced?
Seira moves into the corridor, continuing to observe any sensors, defenses and strange magic she can see! And she makes sure to not neglect the mundane stuff, either.
Perception 110, and I do have dungeoneering knowledge, craft metalworks and craft traps in case there's anything relevant to be spotted.
This tunnel's block is not enforced, no. Same as any random patch of ground on Dis under a teleport block.
In other words you aren't in the Iron Tower yet.
Nothing like that - just after 200ft you see it. A sharp divide where reality and magic change - thaaaaat must be the Iron Tower's outer bound, alright. It's subtle and yet you notice it sharply, keen enough to see past whatever likely clouds non divine eyes.
Time to see if the medalion really will work as advertised! Seira leads the way, but doesn't get too far ahead of the others.
I'd like to study the boundary and the Iron Tower itself as I go, so same focus as previous posts.
Give me CL checks on whatever you're using for perceptions, please.
16:41 <Corwin> roll 1d20+38+6
16:41 <Kobot> Corwin rolled 1d20+38+6 --> [ 1d20=11 ]{55}
It is like a steel rod, strong and unyielding. Yet there are layers to it. So many layers. It is a demiplane and yet more, angles that fade away that not even you can follow.
Thousands of spells roam across the land here, interwoven and yet hidden with iron structure and woven into the fabric of this reality. Countless analysis spells, repeated many times over, constantly examine every inch. Alignment detection, chaos detection, good detection, law detection, metal detection, wood detection, life detection, death detection, air detection, heat detection, cold detection, movement detection, thought detection, reality detection, magic detection, psionic detection, incarnum detection, money detection, knowledge detection, blasphemy detection, hate detection, love detection, free will detection, slave detection, celestial detection, demon detection, space detection, wisdom detection, hope detection, end detection, escape detection, intruder detection. More. More. More.
Teleportation would be impossible here. Divinations will only return what Dispater has decreed will be revealed.
The magic here is vast indeed, but your medallion holds it at bay, holds it from touching any of you.
In truth you do not comprehend it all. It is a work so impossibly vast, so deeply layered that you believe you could spend a eon here and not unravel it all. Yet all of it constantly and relentlessly marches towards one inevitable form and conclusion - yet you cannot see it, only infer it, yet it looms over everything.
Your mind shivers at the sheer time and effort expended here.
Seira mentally labels the work under awesome but impractical. So much effort, so much upkeep, so many false positives... she's never come across someone that hit against the law of diminishing returns at full speed like that and just kept going.
A network of living spells specializing in detections would be a good idea, however. Their controls and outputs tied into Emilia gradually, their form that of moisture in the air... it could work! She'll just need to find the optimal amount of magic required to keep her realm reasonably secure.
Thus you pass in and down the hall. After a few more minutes of walking you reach stairs going up, and atop them is a solid iron door that leads onward.
It isn't enchanted any more than anything else here.
If it doesn't show as trapped, Seira opens it to take her first proper look of the inside of the Iron Tower.
Same as before. Perception 110, and I do have dungeoneering knowledge, craft metalworks and craft traps in case there's anything relevant to be spotted.
It's not trapped so you go ahead.
Ahead lies a red sky. Just like Dis outside, a road ahead over a landscape that goes to the horizon and beyond, more than you can see. The road is steel inlaid and strong, and ahead you see a gang of barbazu and hamatula laboring away on part of it, replacing the steel there.
The directions were to follow the road north up to Kopala's Inn, weren't they? So Seira heads on for now, even as she studies her surroundings. The inside was already supposed to be massive, but since their first stop is farther than six miles, she's starting to get a sense of the scale. How does Dispater allow such a massive undertaking if he can't see every corner of it at all times? Strange.
As you walk Xera looks around while Zariel just focuses on proceeding forward.
Amaryl, on the other hand, stays right at your side. A soft frown is on her face as she walks, as if something about this bothers her.
'Having second thoughts?' Seira thinks to her, keeping her eyes on the road and her senses on every potential avenue of attack.
'The immensity of it is more impactful when I see it myself,' Amaryl admits.
'Sounds like you're doing great, because I've been terrified all along and that hasn't changed.'
Amaryl turns and smiles at you, just a moment. 'So am I, my love. In my heart I worry this is a fool's errand, no matter how noble. That our gift is just enough rope to hang ourselves within this dark place.'
Then, with a nod, 'But I have you with me. That's enough to go on.'
'And our souls are our own. These places might try to break our spirits or lure us away from our path, but they can't do that as long as we don't give in.'
'Together,' Amaryl agrees as you go on.
You soon pass the work crew. They labor away without respite, toil given to replace a segment of the road that looks fine to you. A few look up and glower, but none make immediate motions to come at you, at least as you pass by.
Any who do would be scared off by the fiercest look a powerful devil might be expected to show them, and if that's not enough Seira keeps the token granting them access close by. While limited, it should be good while they're so close to the entrance.
Indeed it is. There's no resistance from that them in the end, you simply pass them by and head north as instructed.
d100. Wise choice there, wise choice.
21:40 <Corwin> roll 1d100
21:40 <Kobot> Corwin rolled 1d100 --> [ 1d100=59 ]{59}
Several hours of walking pass. You make a good pace and past a few more road workers, as well as a few loan travelers, who regard you warily and from a safe distance.
In due time, you see a building alongside the road. It looks like an inn in structure, save that's built of solid, sturdy iron instead of stone or another material.
I'm sorry if this was forgotten in all the posts since, but I'm refreshing a few spells on me every half hour. I presume that went off without a problem and no spell I could see was triggered as a result? I'm obviously doing this when not in view of random dudes on the road.
Seira looks for any indication of the inn's name. And actually remembers to adjust what she appears to see to something suitable for travelers here. She's not about to look like she can spot something miles away and draw attention to herself that way.
Correct.
You're able to find a sign that reads 'Kopala's' in Infernal.
Seira leads the way to the inn! They're supposed to hire Valjan-Red inside, but she can first take a look at what sort of establishments exist in the Iron Tower. Not to mention that later, she'll be able to compare the other places to this inn.
Inside you find the building to be austere and simple, the way blocked by a front desk and several paths within barred. A single hamatula is at the desk, who eyes all of you immediately, "Name, rank and purpose here?"
K:P 120 (or whichever knowledge makes more sense) for a few background questions.
Is a rank something that anyone who can be on Dis needs to have? I should have the more general Dis knowledge even if the Iron Tower is a mystery.
What sort of rank could traveling nondevils reasonably hold? Presumably if they fight in the blood war and what not. How about pit fiends?
Does this seem a legitimate question (ie is it reasonable for innkeepers to demand name/rank/purpose of travelers, or is that an authority-only thing, etc), or one of those 'What's wrong with Wolfie?' ones? Since this might not be something even my high knowledge would provide, I'll take 10 on a Sense Motive of 110.
When you get down to it, every devil has a rank. In the case of non devils, an equivalent rank is assumed. It depends on the non devil, as it's quietly known that bribery can get you a higher rank if you're an outsider (within reason of course). A rank of sergeant wouldn't raise any eyebrows, for example.
It's a legitimate question.
"Max, sergeant," Seira responds. "Leading a group of corporals. We are here to meet Valjan-Red."
A sharp nod as part of the desk opens up to allow access to one of the doors. "There."
Bluff check bypassed since you couldn't fail it.
Seira nods back and leads the way through the opened door.
Here in a simple room sits an erinyes. A small fellow, short and handsome. He meets your gaze as you enter and asks, "What do you want, and can you afford it?"
"Take us through the Steelpines," Seira tells him. "A quality service results in a good price."
All four of you get a look over, "Such interesting creatures," The erinyes says slowly, licking his lips. "Mmmmmm....I suppose I could," he says at last. "If you ask nicely and have the right shine in your hand."
"A thousand for each of us."
"Oh no. No, no, no," he says, "Four thousand for each of you. You're cute, but not that cute."
Zariel steps forward and merely eyes the creature. The two lock eyes and...
She can't fail this check so omitting.
...The creature smiles wider. "Oh, I haven't shivered like that in ages," he says, licking his lips again. "One thousand three hundred each."
Seira considers this offer for a long moment, but ends up being forced to admit to herself that only her annoyance at ruining the perfect five thousand figure is stopping her from accepting.
"Agreed," she finally says, since that's a silly reason.
"Lovely," Valjan-Red declares, "I am at your disposal for when you are ready to go."
"How long would it take us?"
"Nine hours," Is the answer, "It is not a short trip."
"Now is fine," Seira responds. It would make for a bit of a difficult day, but so long as they find lodgings later it should be alright.
"Then come with me," He offers, standing up. "You'll find the Steelpines come on us quickly."
"Lead the way," Seira agrees.
Thus you are lead out and walk ahead, off the road and into the lands beyond.
One step and another are different.
You go from open space to a forest of steel pine trees in an instant. You are on an old trail, winding through razor sharp pine trees with needles that gleam bright and steely. Eerie, too soft birdsong fills the air as you walk, the shift sudden and total.
Seira relies on her experience with making pseudo-layers in her divine realm to try and tell whether Dispater had done something similar here.
Also, any changes in the paranoid magical detection/prevention scheme that I've seen upon arrival to the Tower?
There is not.
Near as you can tell, it's just plain magic that did this - strong magic for sure, but magic.
"Is it two-way?" Seira asks the erinyes.
So the same plane, but a forced teleport? Something like Alicia's spatial spell?
Also sense motive 110 on his answer.
Spatial manipulation, very skillful.
"It just does, and yes, you can go back until you can't," Is the answer, "I think you could go back from a long ways."
Seira nods her understanding, and tries to see where the effect ends on this side. If they need to return along the same path, it would be best if she already had such details rather than needing to look for another guide.
I'm not entirely clear - you mean the spatial warping effect?
I asked if it's two-way, ie whether I can step back and end up near the inn. He said you can go back until you can't, which means to me that you could step back to the inn from here, and perhaps from a short while down the path, but there will come a certain point in the path from which you couldn't step over to the inn. Thus, you'd need to go past it to be able to use the spatial compression effect.
I'm trying to find where it lasts.
Okay, I'll keep it in mind.
You begin to walk - and it's not far from there when you notice the effect recede - in a few more steps you won't easily be able to go backwards.
Seira marks the area in her mind, and casts a glance back to see whether one might keep on walking past the effect if a traveler doesn't know where it occurs and travels a bit to the left or right.
No, it spreads so you can't miss it like that, at least to your gaze.
Strange. Why would you need a guide if you literally can't miss it? With a mental shrug, Seira just keeps having a dedicated avatar back at the Cauldron draw a map of what she's perceived in the Iron Tower within a 6 mile radius of herself.
After about a half hour of walking, your guide abruptly stops. He holds up a hand and goes completely still.
Amaryl looks like she's about ready to say something, but pauses.
For a moment later they emerge from the trees. They look like robins and similar small birds made of metal. They swoop down a few paces ahead of you and claw, swipe and bite, all in vain. After about thirty seconds of this they relent and return to whence they came.
"No danger now," Valjan-Red declares lightly, "Just keep your eyes open."
Did he have better perception than me, btw?
Seira nods, asking him, "Do they appear at regular intervals?"
No way to know that, but it's highly unlikely some random devil is more perceptive thanyou.
"Yes," Is the answer, "But not so random once you understand them. They come from nowhere as near as I can figure it, they aren't in the trees until they strike."
Seira nods again, intending to spend a bit of time watching their guide unobtrusively. If she can figure out obscure numerology, she can surely discern this sort of pattern after watching enough examples! And nine hours of travel should provide enough of that.
Sure, that's reasonable to try. Give me a bluff check - I don't think you can fail it but since you're going to roll anyway may as well. I also need an Intelligence check.
I'll just take 10 here. 104 for bluff, 41 for Int.
It's not distance, it's not speed, it's not anything but time. Every 22 minutes on the dot it happens, the timing of it absolutely flawless.
If she hadn't had plenty of practice with avatars, keeping her mind on several things at once for hours on end would've taken its tall. But luckily for her, Seira is used to such multitasking as she follows their guide and keeps on making her map of the Tower as detailed as she can!
As you go, you notice something.
Subtle, really. A lesser mind wouldn't be able to put all the pieces together.
The Steelpines change as you go. It's very subtle. A slight twist of a tree here, an adjustment there. As you watch, you begin to get a sense of one thing - the terrain of it seems to be adjusting itself, changing itself slowly and steadily.
That would keep things from being too static, as expected from Dispater. But then how would the guide know where to go? Are the changes largely cosmetic? Or is it that key landmarks remain while the rest changes? Seira will just have to keep observing, because asking about that sort of thing will just get her the wrong kind of attention.
Hour after hour passes. Valjan-Red is mostly quiet throughout it, until Xera speaks up.
"Are those birds good for anything?" she asks.
Valjan-Red smiles, "Oh, I hear the metal they're made of is pure and strong. Almost as good as adamantine. But if you kill one and try to take it, or capture one, you'll be flocked until you leave the forest. I've never heard of anyone who succeeded."
"No one tried capturing one just before leaving the forest?"
"Somehow that never works out. It's quite the mystery," Valjan-Red replies, a little smile.
"You've never been tempted to make a bit of money that way?"
"What good is money if you can't spend it?" Is the answer back, "What good is gold to a corpse?" A tsk, "Something foolish mortals always forget when they're blinded by lucre. The soul doesn't forget, though, even as it screams."
Xera's posture stiffens but she says not a word.
Zariel merely smiles darkly. "Ah, did you previously work in that trade in particular?"
"Oh, I took the initiative." Is the devil's answer instead, "A few gold coins, a few promises and a good choice of target and it's good as done. Most are too stupid to even have a clause that you won't hurt them afterwards, so collections can move swiftly."
Most deities allow souls to head towards their destination. but this makes Seira wonder, and not for the first time. Just how is it fair? Entering a contract with a much older, far more experienced entity is always lopsided. Yes, it's a mistake and wrong, and yes, such people often do much worse as they step on a slippery slope. But that can't be all of them, can it? If this devil tricked a gullible mortal into a contract, is that bit of greed, perhaps during a vulnerable moment, enough for all of them to stay their hands while the mortal's soul screams in the Hells for eternity?
She can't act like Shar, though, and try to grab every soul where she suspects foul play. Like with the Temporal Contract, it'd likely lead everyone else ganging up on her. So what is the correct move here?
As you wonder serious, worthwhile questions, no answer presents itself.
Is Creation fair?
Did the Incarnations create something where a creature can suffer for eternity for a single mistake, or through no fault of their own?
It is because of Asmodeus? Or is Asmodeus only a symptom of the greater sickness?
Amid these thoughts Amaryl speaks up, "Do you still have any hand in the game?"
A chuckle, "A few, a few," he says, "I spend a few days a year on the Prime, but in long term contracts only. Planning and futures, you might say."
"Playing the long game," Seira muses. "As expected of anyone on Dis."
She'll just have to talk to her friends at a better time, and to Zaphkiel as well, perhaps.
More walking, but in due time you come to the edge of the forest. The magic here is like it was before, ready to shift you along.
"Ah, we're almost there, you'll be able to rejoin the Toil Road." Your guide announces.
"Are there any inns on this side as well?" Seira inquires.
"Not for some time. Those that need to rest usually camp on the side of the road," Is the answer.
Seira nods her understanding. It's a bit antisocial, and perhaps out of character for her, but in a field of social caltrops the best thing is to say as little as possible. They just need to keep going for now.
And in a few more minutes, you emerge from the Steelpines. Ahead is the same road as before, winding north and onwards. Valjan-Red nods to that, "There you are. Safe travels ahead."
"Thanks," Seira tells him, not waiting beyond that to follow the road.
You leave him behind. Once you reach the road?
'A treacherous old creature,' Zariel says, 'Confident enough to speak openly. I would say foolish, but no one foolish makes it as far as he has.'
'I worried the same thing,' Amaryl sends back, 'I suspected he was quite sharp.'
'Confronting such things is often why mortal heroes burn out,' Seira sends to them, just the words without the mental exhaustion she's feeling. 'And it's why we're here, trying to do better.'
I can't recall whether dvr0 or an angel like Xera can get fatigued, but if so, I'll use a spell to help them recover once I'm sure our guide is not within 6 miles of us.
Not meaningfully, but any touch ups are easy enough. Give me a quick d100.
22:56 <Corwin> roll 1d100
22:56 <Kobot> Corwin rolled 1d100 --> [ 1d100=5 ]{5}
On you walk. As you do, you soon come on something on the side of the road. Here a great deal of space has been cleared. Barbazu by the dozens drag vast bricks of solid iron about, dozens of them needed to brute force drag a single one. Hundreds and hundreds of these bricks, each big as a cottage, are being laid as the foundation to some manner of building.
Seira's knowledge of engineering is frankly ridiculous so she curiously attempts to estimate just what sort of building it might be.
10 for 89
You believe it would be a vast ziggurat, one with very many layers.
Seira's avatar notes it down on the map with a question mark, while Seira herself continues down their path without stopping.
As you go along and onward, Amaryl glances back while Zariel subtly shakes her head.
'You can't do anything about what's going to happen in there.'
Amaryl frowns but turns away, expression tense.
Seira walks quietly, searching for a place on the road where they'll be absolutely alone for six miles in every direction.
You walk a time - and soon enough you come to a place, nothing around but the road and empty space as you continue to make good time.
'Let's take a moment to consider passage into Ferrum's Crown,' Seira thinks to the others. 'I originally wanted to leave it for later, but while that feels dramatic there's no harm in figuring things out now. We're not paying in souls, so it's a matter of producing magical items. Since you looked into this, do you have a good idea of what sort of magical item we need to pay with, and whether it's per person? I could produce some mid-level mortal gear similar to what I tend to wear for each of us as our ticket.'
'That should do,' Zariel says, 'But aim to make them better than not, and avoid anything holy or otherwise complicated or limited for a fiend.'
'It's per person,' Xera says, 'I believe, though it's paid collectively for the group.'
Seira focuses, opens her bag of holding before using her power to create another gauntlet of heartfelt blows near it. A bit of sleight of hand pretends to retrieve it from within, and she presents it to the others. 'Does this look alright?'
Zariel takes it, 'It'll be fine,' she decides, 'Devils favor fiery weapons and magic, so it'll go over well.'
A pair of flaming burst scimitars follow suit, and then Seira produces a portable hole to hold them all.
'Seems like this covers us?' she muses, handing the entire set over to Zariel.
They are all taken.
'It should,' Zariel says, 'If all goes well.'
'Anything else we can do to prepare?' Seira wonders, also making a horn of blasting that she places in the same bag of holding with the scrolls just in case. 'Now that we're all here, and have a better sense of things?'
'That should be enough for the toll,' Zariel sends back.
'Mental preparation is more important. I expect to see stomach churning acts of evil there,' Xera sends, 'Wickedness, hatred and horror will walk hand in hand together.'
'I have seen some from the reports from Aurora,' Amaryl admits, 'What some of then went through at the hands of devils is unthinkable.'
Zariel's expression is dark, 'Imagine less what you have seen and imagine more what they have kept in the shadows from you.'
'I've seen quite a bit.'
She deeply regrets that Amaryl and Xera will not be spared, but it happens at some point for any crusader. The most she can do is ensure they're driven by a worthy cause and to be there for them.
'Let's get going again.'
Amaryl perhaps senses your regret, or simply knows you well. She takes a moment to smile at you, sad but supportive.
In time you take the second path westward as commanded. Ahead lies tow rivers side by side, that often interlink and become one. Two raging rivers, waters swift and dark. Small skiffs are tossed about on the waters as they cross, a line several deep for parties - all various groups of devils - to cross.
The twinned rivers, was it? Seira tries to catch the exchange between those wishing to cross and the boat operators. A password might be pretty difficult to catch, but if there's a certain format to the request, they can avoid rousing suspicion despite not being devils.
It goes something like this:
"How many," The devil - an amnizu - asks, a slimy thing that watches them all.
"Nine," The gelugon asking declares. "Less than 90 pounds of cargo."
"990 gold," Is the answer, "Who is your superior officer?"
As the money is passed over, "Colonel Akamiz the Unforgiven," The gelugon chitters.
The money is taken as, "Who is his superior?"
"General Marod, 2nd circle." Is the answer back.
At that there is nothing more, the devils allowed to get on skiffs.
Seira listens in for a while longer, deciding see if there is any repeating name where it comes to superiors. Probably not someone too high up in the hierarchy. Then she'll just need to time their arrival so that there are no devils nearby wishing to cross who can overhear her, and challenge her.
Nope, you don't see any repeats off hand. Or hear them as the case may be.
Time to chance it, then. She leads the way to the boats.
Do the devils introduce themselves, ie Sergeant Hellbeard the Terrible? Also, are the boats arranged in a line or clustered together? Ideally, I'd like to approach a boat on one side of the dock and name the devils that were used by someone for one of the boats on the other side while it's in transit already and wouldn't easily overhear.
They do not. The boats are organized on the shore in a line. You could try that, sure.
The amnizu watches you, the slimy thing asking, "How many?"
"Four."
"Cargo?" Is the next question, blunt and to the point.
"Just what we carry."
"400 gold," Is the answer, "Who is your superior officer?"
"Colonel Akamiz the Unforgiven," Seira tells him, passing on the money. The boat that took the devils who worked under him happens to be making its way across already for the umpteenth time, so interest should be minimal.
"And his superior?" Is the answer right away.
"General Marod, 2nd circle."
A nod as he steps aside, the boat ahead of you.
Seira copies what she'd seen the devils do before and enters the boat the same way.
And thus you cross. A choppy and slow trip for sure, but one that's ultimately short and safe. Your group is put on the far side, your bluff a success.
Now they just need to travel to Ferrum's Crown!
If I saw the devils on the other side repeatedly do anything while disembarking, I'd like to know of it. Otherwise, let's walk!
Sure, quick d100.
20:33 <Corwin> roll 1d100
20:33 <Kobot> Corwin rolled 1d100 --> [ 1d100=33 ]{33}
You wander on a time.
It's a blink, really. One moment you're walking the road and the next you see it right ahead. A walled city of iron, great citadels of steel and towers to match, all that rise from within. A round, circular gate leads into the city, manned by armored steel devil guards as well as a pair of what looks to be heavy, bulky iron golems.
'Did you all just see this city right now?' Seira inquires with the others.
'Yes,' Amaryl sends, 'In between the blinks of an eye.'
'Space seems to be like that here,' Zariel agrees. 'I believe this is our destination.'
Seira marks that point as well on her map of the Tower, with the proper annotation. She takes a moment to study the magic to ensure it hadn't changed, and will do the same once she's next to the gates.
'In case we're forced to improvise, your insights might be key in fooling the opposition,' she thinks to Zariel. 'Don't be afraid to warn me, or even speak up if I'm making a mistake, alright?'
'Go forward with confidence or arrogance, but do not come within 9 feet of the guards or gate. Obey their commands.' Is Zariel's answer.
Since they're pretending to be mortals in a land of devils, confidence rather than arrogance wins the day. She can always go for the latter in a pinch, but switching the other way would be quite difficult.
Naturally, if there's anything new magically here as we approach the gates and the city, please let me know.
You come within 18 feet before the guards yell, "Halt! Who seeks entry into Ferrum's Crown?"
"Max, sergeant," Seira responds, sticking to her cover.
"Marl, Ragan," Amaryl introduces herself and Zariel.
"And that one's not worth a name," Zariel sneers at Xera.
You get long looks at that before, "Then present tribute to His Iron Grace!"
Seira glances at Zariel, before nodding at her. She's the one holding the set, and it makes sense for a subordinate to do this.
Due to slowness and my own brain being dumb, refresh me on what you're offering?
http://www.soulriders.net/forum/index.php/topic,104414.msg1178724.html#msg1178724
Gauntlet of Heartfelt Blows, a pair of flaming burst scimitars and a portable hole.
Thanks.
Zariel comes forth and lays them out without comment, merely letting them be taken.
One of the guards comes forth and kneels and..."They will do," he announces, "You may enter."
Seira nods her understanding and leads the way into the city.
And still looking at the magic here! Is there something new and dangerous in the enchantments here?
Go ahead and redo/refresh me on your K:A and Spellcraft?
Taking 10 gives me 120 for both.
The magic is the same here - but with one addition. Spells that manipulate iron are stronger here and gain a bonus to overall power.
Interesting. It seems like a variant on planar traits, so she'll take the time to study it now and then while she's inside the city so that Lagann could benefit from these insights.
For now, Seira decides to just explore the city and find lodgings. She'll keep off the main streets, but avoid losing herself in a maze of alleys, aiming for a safer middle ground.
Also, in case it's a city designed by devils, can I see the other wall down the main street with my 6 mile vision?
Yes. It's not that gigantic a city.
Give me a d100 and a Perception check.
20:23 <Corwin> roll 1d100
20:23 <Penuche> Corwin invokes Penuche's magic: < 78 > [d100=78]
Taking 10 for Perception gives me 110 at present.
The streets are regular and even. It's laid out very well, with the center streets mostly taken up by shops and other matters of commerce. Devils march down the streets, always going this way or that, always seemingly with purpose. The streets are freshly paved with steel, and on occasion you can see a building being torn down, built or renovated by various lowly devils.
Time to find an inn! Preferably one where she sees another customer get a room before them so that the procedure is clear on that. And if they're unlucky, they'll just have to rely on Zariel leading them through it.
Here Zariel takes a lead. There is but two inns - one is a barracks styled place, which Zariel avoids. She instead heads to an ornate tower, one forged of steel and 22 stories tall. Here Zariel enters as if she owns it. Here smooth and polished erinyes man the front desk, all smiles.
"Ah, what unusual guests. Are the barracks not good enough for you?" The erinyes at the desk asks. She's on the short side but pretty, a green pallor to her skin to match her hair.
"Our gold talks," Is the answer instead from Zariel. "That is enough to suffice."
"Adventurers," A curious look from the erinyes, "Your kind does get everywhere."
Seira looks bored by comparison, letting Zariel get them a room for a decent price.
"500 gold per head," Zariel continues, not even breaking her stride.
A sniff, "For your kind that's not nearly enough," the erinyes says coldly, "Scurrying in and getting everywhere."
"Adventurers exterminate vermin, we are not the vermin," Zariel retorts, "Nor would our superior think well of you saying that."
> roll 1d20+71
<Penuche> Kotono invokes Penuche's magic: < 90 > [d20=19]
How fitting. Also the erinyes won't roll since it can't beat that result.
The two lock eyes before the erinyes looks away, a momentary scowl glimpsed. "Two thousand gold, place it on the desk," Zariel commands you.
They have plenty of money, neutral funds as can be expected, and Seira delivers the requested price.
The room is nice - not lavish, but it's definitely more of something for someone better off than a minion. As you enter?
'We'll be watched, everyone's watched in Dis, so don't put your guard down,' Zariel sends. 'Stay close.'
They have to stay within thirty feet of each other as it is, though Seira could stretch that a bit with creative positioning.
'If the Tower's size was a surprise, the city is another. It's much smaller than I thought,' Seira relays. 'Unfortunately, it is also where our directions largely end.' She tries to see whether the higher placement of the room will allow her a better view of their surroundings from the window. 'We'll need to look for information, but we can't be direct. What do you think? Investigate any other cities in the Tower? Look into the portal network? Just try to get directions to an inn on the other side or an exit? Or maybe listen to gossip more passively and bet on hitting gold?'
It gives you a nice enough view.
'We're on our own here,' Amaryl reflects as you see out to the city and beyond - and up here it's odd. It's bigger than it was on the ground level. Very subtle - you must have missed some magic, somehow. Then again if anyone could sneak it past you, a Lord of the Nine is on the list. Miles and miles more extend out, like a folded flag unfurled. 'The difficulty of the quest is the sheer futility now. We have an entire world in size to explore, and we know not where to go, or even if there's a place we can succeed.'
Xera goes to sit on a bed and yawns, "I'll rest," she says aloud and then in your minds, 'The portals are obvious, but I suspect fruitless for the same reason. We can linger a little to at least learn from listening.'
She closes the window and takes a seat on the nearest bed, exhaling slowly. 'Let's gather background information while obliquely seeking employment. Something with travel, like caravan guards on a Prime. Zariel, do you think it's plausible? Or would the only jobs for mortal adventurers here be recruitment for the Blood War?'
If they need to learn more about this world, might as well let someone better connected lead them. Seira suspects the Tower is a lot like Astral, in that space and distances change, but the key spots remain in place. Ferrum's Crown is still here, after all, even despite dated information.
'Possible, but not easy,' Zariel sends, 'Not without orders or knowing someone, but effort can overcome that. I doubt there will be much Blood War recruitment here. It's the wrong sort of location, any mortals here are allowed in already for another reason or captives, and neither fit the recruitment profile. Mercenary work's possible, but we'd have to frame it correctly.'
'Gimme suggestions? It's best if we alternate, so it's my time now.'
'Problems solved, no questions asked, discreet. Don't elaborate, let them fill in the blanks. Most free lance assassins in Hell-' Zariel is cut off at this moment.
'There's free assassins in Hell?' Amaryl speaks up.
'Yes and no. They're still part of an agency or another, excepting a few fringe cases such as unusually focused Xerfilstyx, but they're theoretically unattached. In reality they're part of grander plans and usually put in place to assassinate devils who someone up high wants eliminated, but politics prevent an outright execution in a time frame that suits the devil. The mid ranged peerages use them mostly, along with pit fiends and senior devils without rank. Higher ranked devils have no need for it and have better resources if they do need such services.'
'I never knew that,' Amaryl speaks up here. 'Really?'
'It not spoken of with anyone but devils,' Zariel explains, 'It gives the wrong impression.'
'But then, aren't they all dogai?' Amaryl asks then, looking over at Zariel.
A thin smile at that, 'Dogai are far from the only assassins in Hell, they're merely the ones who specialize in it. Far too many devils rise over the corpses of their rivals as long as they can get away with it. There's more to it - we're being watched, of course.' Zariel goes on, 'And our current behavior screams telepathy. But they can't penetrate it with the precautions we've taken, and they know we have them up, or they may also reason we're using something else to try and trick them.'
'I suddenly wish Antenora was here,' Amaryl muses to no one in particular. 'Devils are so needlessly complicated.'
'That we can communicate without being noted by casual, first level spies improves our reputation. It shows that we're not blundering incompetents, and anyone with power who checks on us to hire us will find that out.'
'Excellent. We're right where we want to be, then,' Seira muses. 'If you see us act in a way that'll get us noted too much, let us know? We might even be able to adlib in time to avoid undue suspicion.'
'Yes,' Zariel agrees. 'Anything else?'
'I think we're good. Let's rest up for an hour and then go search for suitable jobs and try to figure out whether other cities or landmarks exist here.'
Okay, who is going to take front on this?
My diplo (taking 10) result is 105, and 120 if I discharge divine insight (+2 vs men, +2 x aiding people). Can Zariel top that? If so, she leads. If not, I do. We're all together since this is a scary place and since my amulet needs them to be within 30ft.
Sure, Zariel will let you lead and play advisory.
The place you end up is a tavern. It's surprisingly pleasant - metal walls aside there's some greenery within as well as fine art. Almost refined, even if the devils here are cruel and cold. Mostly mid rank devils as...
'We go to the bar, have a drink and wait. We don't fit in and our purpose will stand out to any devil.' Zariel instructs. 'Do not respond to telepathy until you have had a verbal acknowledgement from the person you converse with.'
'Right. Order us something that won't disable us, please, while being socially-acceptable. I'll sit here looking bored.'
"Ale," A clap of a few coins follows as you are all served - saved for Xera, who politely declines it. The four of you sit there and drink - and it's not long until you hear in your mind, 'You. What is your name?' A soft, hissing voice.
Seira ignores it, of course, sipping her ale.
Silence follows a time until a gelugon comes up. It gazes on you with many faceted eyes as it speaks, "What is your name?" it asks, the same hissing voice as before.
It is a typical gelugon, albeit one with no spear visible. Instead it has a sharp gaze and a pair of metal bracers worn.
"What's yours?" Seira asks back. If there's a power play here, there's no need to give up information for free at the start.
"Garlazz," Is the answer, hissed out. "I need something done."
"Max," she responds, giving the alias she's been using here. "What's the job?"
In your mind you hear, 'I need a problem resolved, permanently. Her name is Wicora.'
'He wants us to kill Wicora,' Seira thinks to the others. 'Know of her?'
K:P 10 for 105, here.
Doesn't ring a bell - probably some devil beneath notice.
'No,' Zariel says, 'Though it may be one kept entirely to the Iron Tower and thus not known widely.'
"Go on," Seira continues, not skipping a beat.
'Eliminate her. You'll be paid 5,000 gold in whatever currency you prefer.'
"Other parameters? Time, location?"
'Outside, any time. Just get it done.'
'Thoughts?' Seira asks, as she pretends to consider the offer. 'Also, opinions on the price?'
Naturally she wouldn't straight up murder someone just because she's trying to fit in, but killing someone who richly deserves it to help advance her goals is not objectionable on its own.
'Barter up. The money doesn't matter, but don't be too agreeable,' Zariel says, 'Give nothing up lightly.'
'It exterminates a devil, for all I have no desire to play a pawn in a devil's game,' Amaryl sends back. 'If we must, we must.'
"Without a dossier up front, the task will take long and certain costs will accrue," Seira states, which even has the benefit of being true. Needing to case the target to get a handle on habits, defenses and capabilities would delay most people in this situation, since they wouldn't be able or willing to just brute force it.
'Fine. How much more?' Is the answer back, grudging and sour.
"Double if you provide information on the basics habits."
'Fine,' Is the answer, short and to the point. 'You'll have it in one hour.'
Seira nods, deciding to stick around the establishment for that time and use her augmented senses to listen in and gather information about the city's political situation.
Sure, quick Diplo check for GI.
It will be 120 this time, I'll use divine insight.
You find out a few interesting things.
The city itself is a special administrative zone. It is ruled directly by the Lord of the Second through a special general-governor named Grolas. It's said he inhabits the body of a powerful iron golem. It's also known that this fiend has a great deal of latitude to set his own policies for reasons known only to Dispater.
Economically, beyond some trade that you gather comes from within the Iron Tower, most of this seems to be built around no particular industry. Strange, as it's a mish mash of things rather than a focused sort of effort. However, anyone who sells more than 222 gold or 2 souls worth of goods must be duly registered as a merchant with the city, and the penalty for non compliance is 2,222 years of hard labor.
Taxes are high - there are very quiet murmurs against them. They seem to be high even by the standards of the area, and the ruler seems to be why. It's not mentioned much, but it does come up.
Grolas is assisted by two lesser generals, Halus and Zaphara. Both are pit fiends who rose from his mentorship. Halus is greedy, cold but relatively fair as far as devils go and obeys the rules. So does Zaphara, but she has a more unpleasant sight. Entombment in liquid iron is said to be her favorite punishment, to the point where she's mockingly called Zaphara of Belial.
Incidentally, would assassinating a shitty devil for 10k gold be against the law? Or is that not something that's sold and taxed?
As she waits for their contact, Seira turns her attention towards the trade within the Iron Tower. Locations and their makeup are the important thing; she seeks to build a better picture of whether other special zones exist, or even regular cities. While it's possible that Yemimah is hidden somewhere fully isolated, Seira doubts that. The infrastructure to ensure she is taken care of, provided for and guarded must be substantial, if rumors of Dispater's focus on Yemimah are true. And if he had isolated her totally after all, that forbidden area would be a black spot on an otherwise mapped out Tower and could be found out that way.
It's against the law. Doesn't mean it doesn't happen.
You don't hear mention of any other special administrative zones nearby. While not said outright, you get the impression this one is unusual.
Okay, let's skip ahead for an hour. It's probably been that long for GI anyway.
A spinagon comes up, and without preamble, lays out a small sheaf of papers.
Seira peruses them, likewise without preamble! And without letting any prying eyes catch a glimpse of the content.
Wilcora works for the city government as a minor official. She follows a routine, working 22 hours then resting for 2, then repeating. Looks pretty straightforward as far as that goes, at least. She stays in her office save for the occasional trip to various shops on her down time.
Seira nods, and puts the papers away before leaving the establishment. Once she's shared the information with the others, they'll rest at their inn until an hour until Wilcora's projected downtime to explore some of those shops. If they hide the targets with visits to other stores along the same lines, it should camouflage their goals and provide a chance of contact with Wilcora. Then they could decide on their next move.
Okay, that's all easy enough. Gimme a quick d100.
21:30 <Corwin> roll 1d100
21:30 <Penuche> Corwin invokes Penuche's magic: < 90 > [d100=90]
You wander about - the shops are filled with various sundry goods as well as a shop for magical items and souls, if you care to explore any of that, or merely stay on target.
Seira explores the magical items on display, while clandestinely keeping an eye on the souls.
I presume detect good could help find any souls that don't belong here if they're not shielded, but would my divine nature and powers give me better insight here? Without outing me to the staff, of course.
They would, and it shouldn't out you to mere common devils.
After confirming to the best of her ability and with the aid of greater arcane sight that no devil duke or other high-ranking devil is slumming it up here with the rabble, Seira tries to examine the souls being sold. If there is even one that is unjustly held here or has regret in its heart, she will need to act.
You can tell many are - about 15%.
This doesn't count NE and CE, which deserve something, just not this particular something.
'How do you go about buying souls?' Seira asks Zariel in her mind. 'There are many who don't deserve to be here, and it occurs to me that I can purchase them with gold, so long as I avoid drawing suspicion to myself by picking them out.'
'You inquire about the price and pay it,' Zariel says, 'Any purchase will be recorded of course, it's Dis.'
"How much?" Seira asks, picking up a soul following Moradin.
Incidentally, how many souls total are there here?
A few hundred on a glance.
The shopkeeper - a hooded erinyes who merely meets your gaze with unafraid, strong eyes, "3,500 gold."
Seira frowns, asking him, "What's so special about it to warrant a high price like that?"
"That is the price I believe it deserves, it is a robust soul that is not another squealing mortal of no potential," Is the answer, "This is a trained warrior."
"Limited potential at best," Seira says dismissively, placing it back and gesturing at the display. "Given that it ended up for sale like that."
Let's haggle over price!
"Still worth every coin," The devil retorts right away, "Fairly priced."
By all means, make an offer.
"And how long has it been here, gathering dust?" Seira scoffs. "Now, if it were 1,500 gold, I would be tempted to pick up a dozen of similar souls."
"Oh, do you want that many?" Is the answer, "I could see 2,500 per that type of soul if you bought a dozen or more."
"More, huh? I could see myself making a strategic purchase if the price was right," Seira muses, examining the souls on sale once more.
In rough numbers, how many of that 15% of nonEvil souls are of this strength, and how many would be much weaker?
That's one of the stronger ones for sure. Most would be weaker.
"Two dozen," Seira muses, picking it up again and a few of the weak souls. "Two dozen strong souls, and a bit of change to pad it out, say forty more. I'll give you fifty thousand gold for that."
Give me a Diplomacy check here, scary not pixie.
Taking 10 for 105 (+2 vs men!)
"Acceptable," Is the answer, a hand offered out.
"A pleasure doing business with you," Seira responds, placing stacks of platinum in the shopkeeper's hand while leaving it to Amaryl to pick up the souls she's decided to ransom.
Given the numbers, I figure that covers them all. I've posted the expense in loot.
The bars are taken, "Good money," he says slowly, "Where did you come on this platinum?"
"The coinage is a nondiscriminating Brightwater mint," Seira tells him in a bland tone.
"Brightwater," Is said in tones of mild dislike, "How did you end up getting coins from there, mortal?"
"How much is that information worth to you?"
Diplo or Intimidate here, depending on which angle you're going for. +5 if it's the latter.
I'm not scary here! Taking 10 for 105 (+2 vs men!)
"Hmph," You're waved off at that, a look of amusement on the devil's face.
Seira returns that look of amusement and leads the way out. This was a good diversion, since they'd be able to direct the souls to their proper rewards regardless of the success of their main goal here, but for now she returns to staking out her target.
It's not long - you see a devil that matches the description in the streets, walking along. She strides forward strongly, expression cold and haughty.
Excellent! Seira studies her magical protections!
Greater arcane sight to see what she has on.
She has greater mage armor and a nondetection effect you beat trivially.
Seira keeps observing the situation discreetly, and the moment no one is paying attention to Wilcora Seira stealthily uses one of her spell-like abilities!
Dominate Monster, Will DC 50 negates. Taking 10 for SR for 53. I also presume that her type of devil isn't naturally immune to it or something (if she is and a Knowledge check of 100+ reveals it, please let me know and I'll redo my action.
> roll 1d20+21
<Penuche> Kotono invokes Penuche's magic: < 23 > [d20=2]
> OOC: 11 sorry.
You feel the magic settle in, smoothly taking control of her mind.
'Head straight home,' Seira orders her. 'Brush off anyone trying to stop you. Don't contact anyone by any means or respond to telepathy other than my own. Don't give anyone cause to think something is different from a regular day.'
Those should be commands that are within her daily routine, and not particularly objectionable or harmful. Seira waits to see how Wiilcora reacts to them, and will observe through her hijacked senses until Wilcora actually makes it home.
Wilcora obeys. She silently walks along, brisk and sure, until you see her enter a simple apartment. A bed, a desk, a little bit of space. No personal touches at all.
Of course not, a hint of personality might delay a promotion by a century or more. While staying out of the immediate area, Seira moves their group to peruse fresh stores in the vicinity of Wilcora's residence.
'Who is your direct superior? What is your responsibility at your job?' Seira questions her.
'Fanaz and I am to do the work he assigns me.'
'Who is his superior? And list the last three jobs you've had to do for him that took more than a day to arrange.'
'Aldradge,' she answers. 'I oversee petitions and applications, all of which take longer than one day,' Is the answer. 'I have declined the petition of Azogerth to be a merchant. I have ordered Azogerth arrested and fined. I have complied with a request from the Infernal Denomination of Morale, the branch of Truth, to see to the investigation of Fanaz.'
'What are Fanaz and Aldradge's ranks?' Seira asks, since that often seems to be important to devils. 'Have you traveled through the Iron Tower past Ferrum's Crown?'
'Lieutenant and Captain,' Is the answer to that.
'Have you traveled through the Iron Tower past Ferrum's Crown?' Seira repeats.
"No," Is the answer, "I am assigned here."
'Do you know of any other cities within the Tower? Any entrances or exits?'
Could you clarify? Namely, exits and entrances to what?
To the Tower. So that one can leave for Dis. I want to know what she knows of the geography and ways/means to come and go.
'Yes, I do. I know of Eisen, Roldant and Black Resolve. I entered the Tower through the gates, as a proper devil.'
'Tell me the procedure you follow to enter and leave the Tower, as well as the location of the gates,' Seira demands, deciding to focus on that first.
'I travel to the gate and submit my papers and reason, then I walk out,' Is the answer, 'As all is in order.'
'How do you travel to the Tower's gates? Where are they located, and is there more than one? What are Eisen, Roldant and Black Resolve? How do you reach them? What is necessary for visitors to enter them?'
I think it's starting to get a bit tiresome with this back and forth, so I'll just ask these questions and hope you provide me with mapping info, similar to how you gave it to me in prep and during the conversation with Gaggar on instructions for this city.
Sure. Anything you need quickly clarified from her info dump?
Zariel takes over from you with a few commands, getting the information. 'It's done,' Zariel sends, 'Do we finish her now?'
'Have her come to that alley,' Seira tells Zariel, indicating the street in question. They'll time their own travel through it afterwards, when there is no one to pay them undue attention. 'And let's find out what she knows about the one who wants her dead.'
I think I'd like the following informaiton:
-Knowledge of cities/outposts in the Tower, as well what level of accuracy the knowledge is (first hand account, devil documentation, rumors, etc)
-Directions and any ways for people to come and go, outside official devil missions (such as paying a magic item here for entrance)
-The existence of gates to and from the Tower to Dis (and any other planes), their location and how one might pass. If she can provide an idea of how official documents look, that's also good.
Zaphkiel? Z names, huh?
Anyway, to the first she's visited Eisen briefly. It's a town of steel and iron production, with mines nearby. It was a brief visit for a task and she only saw a bit of it. Roldant is the same level of awareness, but it's more of a general settlement and not a special administrative zone like this town. Black Resolve is a military outpost where barbazu are trained ferociously and without mercy. She spent some time there and you'd get more information about it - namely that it's kept a tight lid on. I can go into more detail on request.
Generally, follow the roads. Those on proper diabolical business will never be intercepted wrongly, she believes. Carry the proper papers on you and follow your orders.
The main gate is the entrance, which she mentioned. Otherwise she's aware of rumors of a portal in Black Resolve. It's supposedly reserved for the officers and those with special clearance. You'd need impeccable documentation to use it, which she has some idea of and provides details there.
Sigh, edited.
As for the main gate, does she mean the city's main gate? Since we entered through a door in the bank, I'm not actually aware of where the main entrance is.
Oh, and what do I know IC about Yemimah's imprisonment and her caretakers?
Yeah, I feel you. I was so zombie this morning that I used the wrong dang system to roll for Emily's init. Goes to show why tinkering with a homebrew system a bit to wake up before session isn't always wise.
Anyway, she means the main gate in. Very high security - you just go south and find it. Or more accurately it finds you.
Whatever you've found out IC about it. I believe you've gathered a few shards of information and rumors in your lead up to this? If you need a refresher say so and I'll go dive.
I need a refresher since I originally relied on some stuff from her and Dispater's writeup and you later told me that wasn't IC knowledge, but not what part of it if any is.
"We're confident she is there," Zariel says, "From what we've gathered, even if what we already knew didn't tell us that. She likely has handmaidens of some kind, nine brachina is what seems most likely."
The most important bit. Most of the rest in the writeup you don't know. You do know the basics - Yemimah is somewhere in here, held, ect ect ect.
'And on second thought, aside from information on the devil wishing her dead, let's also see if she's heard of or seen reports of highly-placed brachina here?'
A pause before, 'Two, both passing guests,' Is the answer. 'There's not too many brachina around this particular city. They're more common elsewhere, she says.'
'Where in the Tower?'
'Ahead,' Zariel says, 'Most anywhere, for reasons unknown bracina are not assigned here. Which is mildly curious. I'd expect at least a few.'
'It makes sense, if you consider a paranoid fear that someone would impersonate one. Or sneak one is as an agent, I suppose? If the only ones allowed here are dealing with guarding her, that's a possible reason. Anyway, what about Garlazz? Whatever his beef with Wilcora is, she might know about it, and so we could use that.'
'Or there's other reasons. I doubt a place this easy to reach is anywhere close to Yemimah.' Zariel disagrees.
'No overt issues, beyond some overlap and a personality conflict,' Zariel says, 'Simply put, they loathe each other, more than normal for devils. She has an inkling he wants her out of the way permanently, but it hasn't really sunk in.'
With the information secured, Seira guides Wilcora into an alley and once she's sure that they're not observed, leads the way through it. Coming up behind Wilcora will ensure that she doesn't even see what happens when Seira snaps her neck, and then she'd lead their group away to listen for any rumors on brachina. Perhaps having more information would give them a clearer picture of who is closer to the truth, she or Zariel.
Sure, quick Diplo.
Divine Insight for 120.
There's a few murmurs - not many, beyond a sentiment that brachina aren't assigned here often.
The reasons why are varied, but the two most common reasons are that it's either a case of Governor Grolas disliking them or it's politics from above.
'We'll need to make a stop and get our payment, but what do you think would make the best next move?' Seira asks the others at this point.
'Well, we aren't any closer, so let's go to another town?' Amaryl suggests, 'We knew this would be a long trip, so...that portal network? That's always been an interest.'
Xera sends back, 'Dangerous as it is, we also don't have to do this in one shot. If we can escape safely and return, we can build up knowledge and search about that knowledge outside of here, to see if we can find more information.'
'I agree with you both. Let's see about getting paid and then look into visiting elsewhere. Zariel, do we have enough information now to receive entry into Black Resolve, or is Eisen the safer visit?'
'I could make a fair effort,' Zariel agrees, 'But it would not be without some small risk.'
'I can help out as well,' Seira muses. 'Between the two of us we should have decent forgeries and sensible papers. Do you think getting more information from similar interrogations here will be decisive, or should we just go with what we have?'
'Go with what we have,' Zariel does not hesitate, 'We need to move up the chain, rather than fester here.'
'Then that's what we'll do.'
That's the plan. Let's get paid our 10k, then leave for Black Resolve. Zariel and I could try a forgery on the way, farther from prying eyes.
Sure. Give me a quick Int check on that, would you?
I'll take 10 for 23+6+2 (good hope) for 41.
You work on the papers and come up with a good set of documents. You can tell that if you're off, it's a very minor thing indeed.
Getting your payment is without incident and quickly handed over. With that done, it's off to Black Resolve. You head out and Zariel leads you down one path.
'This should not be as difficult as the last leg, at least for terrain,' Zariel sends back.
'Right. We'll follow your lead there, and try the same thing. If no one wants to hire us and we can't catch any useful rumors, we'll reassess.'
Give me a quick d100 and I'll adjudicate the trip.
21:58 <Corwin> roll 1d100
21:58 <Penuche> Corwin invokes Penuche's magic: < 96 > [d100=96]
You begin to travel. As you do...
Will save.
22:13 <Corwin> roll 1d20+80+4+25 (GH, MoP)
22:13 <Penuche> Corwin invokes Penuche's magic: < 110 > [d20=1]
You shake your head. You felt momentarily distracted. How strange. You're barely left behind the previous town in your dust, and yet your mind almost got away from you, figuratively speaking.
'Something tried to mess with my head,' Seira relays to the others. 'How about you?'
And probably something powerful to get past Mind Blank and other protections.
Can spellcraft (10 for 120) tell what it was, or it wasn't a magical effect?
Whatever it was doesn't seem to have left a magical aura that you can detect.
'Dispater?' A tense, tight reply from Amaryl.
'Possible,' Zariel says, 'Or merely a defense built by him, or someone trained by him. Or perhaps something not even from the iron Tower.'
'Possible but unlikely, given the disorientation aftereffect,' Seira muses. 'Xera?'
'I didn't feel anything,' Xera shakes her head, 'Is there any other reaction, any other sign?'
'No, and it didn't seem to be magic. Let's keep going for now.'
The road. It is a long road indeed, hours and hours passing as you travel. After about ten hours, you come to a barrier. A check point has been set up, manned by barbazu and a single malebranche, the latter flying above it in a tight circle. A cornugon commands it all, arms crossed.
You can see it from far away indeed, plenty of time to react before you have to deal with it.
'A checkpoint up ahead,' Seira relays, describing it. 'I'll take the lead, and Zariel, help out if I make a misstep?'
'Understood.' Zariel sends back. 'It may be to catch criminals or to extract tolls. Possibly both.'
With a nod at her, Seira continues heading down the road.
Soon enough you approach.
"Halt," The cornugon bellows, "Identify yourselves!"
"Max," Seira introduces herself, before gesturing at her side. "Leading Marl, Ragan and X."
"You will submit to interrogation," Is the answer, "If you are found in possession of chaotic sympathies, you will be arrested."
"Chaotic sympathies," Seira scoffs. "Ask us anything."
"Your superiors, your papers and your current task," Are snapped right off.
Seira gestures for Zariel to provide their forgeries. Given the windfall of using a local bureaucrat's experience, things should seem right to the checkpoint's guards. And as previously, the less she speaks here, the fewer chances there would be of saying something wrong.
Zariel comes forth and presents them to a barbazu, who takes them to the cornugon. He reads them in depth, long moments before, "Pass," he says briskly, as barbazu step aside.
Seira nods her understanding and gestures for Zariel to collect their papers back before leading the way ahead.
Once past? 'It was not that serious an investigation. If it were, we would be arrested and given a token apology if torture and interrogation found us innocent, but most likely they'd find or fabricate something.' Zariel explains. 'Most likely re education, demotion or execution await in that case.'
'That's something I didn't consider. They really would jump straight to torture before even talking to us properly?'
'Guilty until deigned to be innocent,' Zariel says, 'In the eyes of inquisitors of Truth or Dispater's own, it's merely to determine what you're guilty of.'
'Right. I'll scrutinize the next group more before I agree, then,' Seira responds, leading the way once more.
Give me another d100, -3 modifier.
20:51 <Corwin> roll 1d100-3
20:51 <Penuche> Corwin invokes Penuche's magic: < 8 > [d100=11]
It's barely two hours later that you come on another barrier in the distance - similar to the last, but with three erinyes instead of a malebranche, and a cornugon leads this as well. However, they're interrogating a band of travelers as it is right now, surrounding a group of lesser devils.
Seira uses her superior senses and the advantage of distance to try and see what's being asked. Perhaps if she understood what the devils were looking for, they could approach this new challenge forewarned.
They're yelling at them, demanding that they explain why their paperwork isn't perfectly in order. They're also grilling them about any possible chaotic acts and their adherence to Baator.
Seira fills her friends in while heading towards the checkpoint. Perhaps they'll be too busy with this group to go over their forgeries too closely, so that would be to their benefit. And no torture just yet, so there's hope things will keep going like that!
Indeed, as you approach, only a pair of barbazu stop you. "Papers," they bark.
Seira gestures for Zariel to provide them.
Zariel does so. They get a look before they're shoved back at her and the barbazu split aside to let you pass.
Seira is perfectly alright with proceeding past towards their destination.
Once gone, 'Do they have any chance at all?' Amaryl asks.
'Unlikely,' Zariel says, 'Hell awaits them.'
They already are in Hell, villingly at that. Seira supposes it's possible someone else decided to infiltrate the Iron Tower on behalf of the heavens, but given she's touched base originally with Celestia who would be the best suited for this task, it's highly unlikely they sponsored that party.
Between one step and another, Black Resolve suddenly looms on the horizon. A city of steel and shadows, lying in the shadow of a great, looming mountain that appeared with it. It's no gentle rise, but a near vertical rise of jagged stone arching up high into the sky. It leaves the entire city drenched in shadowy darkness, visible by the occasional deep red light that comes from a towering window or from the depths of a canal.
The entire city is surrounded by a vast wall, and just outside of them are gallows. Here mortal souls and devils alike hang, for they fight hopelessly as they clutch at their necks, yet never quite dying. Before them are thousands of fiends in military formation, watching these near and endless executions and overseen by officers.
As you approach, you hear it in your mind, as if coming into a room to hear a conversation. '...ee, guilty of chaotic sympathies. Argalath, guilty of dereliction of duty. Argun, guilty of assault against a superior...'
On each name, a deep, scornful jeer comes from the crowd. Pure hatred and contempt, as the officers lead these jeers, the powerful voices of cornugons spurring them all on.
Seira focuses on the gates, leading the way there with military precision. Some of the local mortals might be here to cheer, but their group is here on a mission and cannot delay for such frivolties until it is complete!
Give me a Bluff check, I suppose.
10 for 102. +2 vs men!
Somehow your presence is enough. You walk right past as if you own it and your party follows. The devils seem to accept this and allow you to pass towards the gates.
The gates are manned by barbazu in full plate armor, utterly covered by heavy steel. They bar the way wordlessly, as if they await your retort.
Once more, Seira gestures for Zariel to provide the guards with their papers. The forgery should be good enough to allow them passage, and she'll be sure to play off any ruse Zariel might raise if she feels it is necessary.
As the names of the condemned echo in your mind, Zariel approaches with the papers. They are studied before the guards wordlessly part aside.
Zariel strides through without another look, ahead and inside.
Seira waits for Amaryl and Xera to get in before heading past them and taking the lead once more.
'Do you think we can do the same trick with finding work here as at Ferrum's Crown?' she consults with the others.
Also, please tell me something about Black Resolve. The information we received suggested it was used for training, correct? But did it also have regular city amenities such as an inn, or was it all supposed to be barracks and training areas?
It has things that can pass for that, yes.
'Probably so,' Zariel says, 'Most devil cities share similarities like that.'
'Let's find a bar or tavern that'll allow us to pick a job here,' Seira decides. 'Perhaps this time we'll chance upon one that requires travel and expands our knowledge of the Tower.'
'Alright,' Amaryl sends back. 'That seems safe.'
So find a place and find work, basically? Assuming so, give me a Diplo check.
10 for 105. +2 vs men!
It's not hard to find such a tavern and set up - and soon enough, a tall, sour looking cornugon comes forth. A strong one, a massive metal greatsword on its back. It wears a breastplate, greaves and steel gray padding along with its bracers and other such bits of armor.
"You are?" He asks, voice cold and laconic.
"Max," she responds. Unlike previously, he's not approaching her telepathically and anonymously, after all. "And you are?"
'Gremdas.' He switches to your mind for the conversation. 'How skilled are you?'
'What skillset do you require?' Seira allows him to read from her mind.
'Strength and stealth,' is his answer, 'You can't be seen at all.'
'Where and by whom?'
'Avinknell Court and Gastrofinnus,' Is the answer, curt. 'Additionally you'll need to plant evidence there that I will provide.'
'What is the pay and the timeframe?'
'You will have a 30 minute window to do this. The pay is 15,000 gold coins.'
Incidentally, what is everyone's unboosted Stealth mod?
'I will need to examine the floor plan you have, including any information about defenses,' Seira muses, unwilling to commit from the start. While she should have some background information about the locations, it's nowhere near enough to attempt a breach so she'd be going in blindly.
Amaryl is +100, Xera is +42 and Zariel is +63.
'You'll have it,' the cornugon rumbles in your mind. 'As much as is known. Not all of it is.'
Seira nods slowly. 'Then we have an agreement, provisionally. Provide the information and we'll do it.'
A brush of hand on claw. A small token, cold and metal, is pressed into your hand.
'Active it somewhere private.' Is the answer.
Seira stands up and leads her companions out of the bar towards a more private location. With her godly perception, finding one should be simple enough.
A quiet little alley suffices. There's the normal detection spells, but no signs of active watchers at all. There is one, but the spinagon hidden is also asleep, eyes closed.
Seira peruses the information!
Avinknell Court is a court that sentences those devils who run afoul of Black Respite's laws. You know this from the papers that pop out from the metal token, which includes a floor plan and a discussion of some basic defenses. Divinations are strengthened there and abjurations (except those on prisoners) are weakened.
Seira checks on the evidence the cornugon wishes her to plant next, with a focus on who is it against, and what it details.
It looks to be an anarchic ritual dagger, a copy of the Words of Pain (the unholy book of Talona) and several vials of what looks to be chaos-infused poisons.
I'm having trouble understanding the mission, can you please explain it in a different way? There's a court building that needs to be infiltrated, and then this obvious chaotic frameup goes on Gastrofinnus. Who is he? Where is his office there? Do I just have the one path in/out and it's a matter of skill checks, or is it a complicated battleground where I need to prepare a good plan for this to work?
Reading further, you see. Gastrofinnus should be in his office, which is in the mid-back of it, directions included. There's a few ways you could do it - above, below, normally through or getting more exotic yet. But based on everything, you suspect you'll need to at least make a passing effort.
You'd suspect you'd need a solid plan.
'My first thought is going in through the back and forcing it with Shadow Form,' Seira muses in the minds of her companions. 'The walls don't seem to be thicker than five feet, and it'd work on any force barriers, too. If I boost our sneakier aspects enough, we should be quite difficult to spot.' She pauses to glance at Xera before continuing. 'And since the rest of us are unlikely to be caught by those serving here even with luck, given proper preparation, it's fortunate that you could operate at a distance from us if need be. Should the defenses around the office itself prove more formiddable, the rest of us could infiltrate it while you hid just outside it and kept watch. Thoughts?'
'It's sound,' Amaryl agrees, 'Pending any unforeseen surprises.'
'It should work unless we are unpleasantly surprised,' Zariel agrees.
'Well then! No time like the present. And it goes without saying that we'll give a cursory glance to the papers within if we have the chance to try and get more information on this place.'
Then, Seira weaves her magic of concealment and competence over the four of them.
Forestfold is +10 competence to Stealth, Camouflage is +10 circumstance to Stealth, Spiderskin is +5 racial to Stealth and all three are Transmutation (so Abjuration ward doesn't get them). Added to this is Greater Heroism (Enchantment), which is +4 morale to all skills (including Stealth) and Shadow Form (Illusion), which is negated by Forestfold in the bonus but allows us to slip past barriers and even walls of force. If they don't have relevant bonuses, that's +29 total. I think only Amaryl has something that overlaps?
Everyone will also get Greater Improvisation in case of emergencies, so no using it normally. Xera will get Many Moments of Prescience, also for emergencies. The personal spells are channeled into them by me (also divinity provides other avenues anyway).
Sure thing. Want anything anyone else can provide?
I don't want to buff too hard, ie with epic spells, since that'll probably draw attention if discovered. Aside from ensuring Xera has a trump card if she needs one.
Fair enough.
Avinknell Court is a dark, steely building. It's what you'd expect, with great gates with words of Infernal emblazed above that gate. They read, 'Strength through truth'. Devils come and go, horrid things on horrid business.
Go ahead and react and set up however you're going to do this and I'll roll with it and describe as needed.
Since they're going in through the back, Seira starts by looking for a spot to observe the building without being in the way. Just as she'd found an empty alley suitable for her purposes before, so does she seek out one now that would allow her to look things over without being observed in turn.
There, she'd look into any defenses or guards not detailed by the plans they were given.
Perception 10 for 95.
There's a low rooftop on a building opposite the back that you can perch on. There's two back doors - and both are guarded by a single barbazu. They each look alert, no signs of sleeping on the job for these two.
Seira checks her notes for when the shift changes, even as she looks for dead spots. She's not intending to approach a door, after all, but a wall, and devil architecture can get ostentacious enough to allow for them when the need to cow others trumps a more pragmatic build.
Every 12 hours, ti seems.
You don't see much in dead spots - just one place where the angles a bit of fiendish decoration might suffice.
Seira uses some telekinesis to distract the guard farther from their position by scraping a pebble against a similar dead spot on the other side. With a bit of luck, he'll turn to investigate, the other guard will end up distracted and they'll have their chance.
"Who goes?" The barbazu snarls, and peers over there - but doesn't move away from the door, not yet.
That's fine. Seira gives him a minute of peace, give or take, before harassing him with two more pebbles a bit farther from him this time. Ideally, he'll think there might be someone stealthy creeping away from him, and if the guards are distracted the four of them could close the distance and get past the wall. It would be ridiculous to try it normally, but given their skill and the magical boost even Seira herself might be pressed to spot such an intrusion during a moment of inattention.
There! A few more times and the guard steps away several feet, a snarl of, "REVEAL YOURSELF!"
They've been waiting for this, so now Seira leads the four of them across to the wall and with a bit of luck, through it.
Since it can't hurt, I'll use mass invisibility on the four of us as a swift as we set off. Not everyone will have see invis or true seeing, so might as well.
Stealth checks then, lemme go ahead and establish them for all y'all.
Taking 10 for 101.
The rest will take the same approach.
Like that, all of you are in. A dull, dark corridor with smoky torches. Steel and fire as you head along - no one's ahead that you can see.
Seira keeps on her toes and studies the magic in more detail, even as she hugs the wall and leads the way towards their destination.
Perception 10 for 95 to not be caught off guard and notice any traps, too. Knowledge: Arcane and Spellcraft 10 for 120 to decypher any spells and wards here.
There are indeed traps - every 10ft there's motion traps, magic designed to catch and notice anything larger than a bug moving through that space. You analyze the spell easily enough, as well as note an array of expected defensive wards. It's the various ones the information mentioned, no surprises there.
Seira looks for a way to neutralize that spell's effect on them without actually taking it down. Would a modification on a spell immunity or globe of invulnerability through Miracle do the trick?
IRC down for you, by the way? Iddy mentioned having problems with IRCCloud last night.
You think so, if done properly and strong enough.
You're far more than strong enough.
Yes, sadly.
Seira makes the preparations, and recasts Shadow Form on everyone in case they need to leave in a hurry. Then, with nothing about to be tripped, she hugs the wall and leads the way to their destination!
If it helps, Iddy's using kiwiirc.
Gimme a quick d100.
'Good so far,' Amaryl sends as you all move ahead, silent and unseen as a moment's shadows.
[blockquote]Rolled 1d100 : 39, total 39[/blockquote]
You slip by and past, able to neutralize them well enough. You come to a door, no one around - this should lead you to where your target is with any luck.
Seira slides up to the door and listens for what is on the other side, be it talking, the sounds of breathing or anyting at all.
Perception remains 95, of course.
You pause as you notice something. There's a faint oiliness to the door, something that looks highly unusual to you. An examination notes the door is coated in a contact poison that causes unconsciousness.
Seira checks the wall next! After all, she can certain slip through it if the door is a bad idea.
The wall lacks the poison on it and only has the standard protections.
'Wait here,' Seira thinks to the others, taking a glance inside the room. She is mindful of the distance, and merely stays in place on the other side to observe.
Are you slipping through the wall then to peek?
Yes
It is an office neatly organized, several stacks of infernal paperwork there. A desk, a table and little else - and no devil at the desk at all. Odd.
Since she's reached the office she was asked to leave the chaotic material at, Seira floats it over with an application of telekinesis.
Can I reach the desk with 10ft of movement? Do I spot or sense anything untowards or extra here?
You can and you also sense nothing unusual here.
Seira approaches the desk while mindful of her distance to the others, and after taking careful note of where everything was and ensuring that the stack of paperwork isn't trapped in some way she swiftly reads it. There's a spell that allows one to memorize the contents of any book, and it it adopted here for Seira's needs to peruse the entire stack in only a slightly shorter time than it would for her to read it normally at her speed.
Also she recasts Shadow Form in case she needs to leave in a hurry.
It's all mundane, horrible instruments of devil bureaucracy and judgments. Nasty stuff - do you want details?
Seira keeps an eye out on someone actually innocent being framed, details about floor plans and about other locations in the Tower, plus wishes to get a good read on the rules so she could forge such bureaucratic documents better in the future.
Nothing that you can see - but it is devils, after all.
No luck on floor plans here, unfortunately.
What do you mean about wishes? AS in actually casting the wish spell?
I wish, you wish, she wishes. As in wants to get a good read on devil bureaucracy in the Tower.
Unfortunate, but she leaves everything where it was with the extra, planted evidence, and retreats through the wall once more. Time for them to leave!
The party retreats back - how do you plan to get past the barbazu this time?
Since she'd been observing the devils before, Seira chooses to emerge from slightly to the right from her original point of entrance. Shadow Form makes it possible to pass through the wall, her protected invisibility should keep her from being spotted, and her stealth is second only to Amaryl's, so she doubts any regular guard could notice her. She'll fly an inch off the ground to avoid making any sounds, so detection should be even harder!
Like that, your escape is nigh flawless. You flee the building as if you were never there, not a sign of being seen in at all.
'That's done,' Amaryl sends, 'Did you get anything useful, Seira?'
'Sadly no. Let's get paid, and then make our way out of the Tower.'
As you go, 'Mother,' Xera sends, 'What do you make of this so far?'
'We understand the inner workings of the Tower better. Now we just need to analyze the data properly, and come back later with a better plan of attack.'
A nod to that as you go back. Getting paid is easy and that leaves one question: How are you going to get out?
They'll just have to go through the bank. Seira knows how to travel the path, so it's a matter of forging new orders and then heading back.
> roll 1d100
<Penuche> Kotono invokes Penuche's magic: < 58 > [d100=58]
> roll 1d100
<Penuche> Kotono invokes Penuche's magic: < 1 > [d100=1]
> roll 1d100
<Penuche> Kotono invokes Penuche's magic: < 54 > [d100=54]
It's almost...anticlimatic. You simply travel a time until you reach the bank. There's no inquisition that challenges you, no diabolical counter attack. Just a path out to freedom, one you pass right through without incident.
Seira decides to travel out of the city.
I presume I can plane shift to Astral from here? If so, I'll do it after leaving city limits and while I don't detect anyone watching me.
It's done. You're back in the Cauldron. Amaryl breathes out a sigh of relief once you are, while Zariel's gaze is faraway and probably lost in her own thoughts.
"It's a problem of size, like searching for a needle in an entire Prime," Xera breaks the silence, "How utterly vexing."
Seira sighs herself. "No kidding. I honestly thought Dispater would have more defenses specifically dedicated to keeping Yemimah captive. Then, it would've been possible to learn of this from the places we infiltrated. But no, he decided to hide her. We'll come up with a better plan, as I said there, but any initial impressions?"
"We're on the wrong track now," Zariel speaks up, "The Iron Tower isn't Dispater's weak point. Dispater is Dispater's weak point. We have a tower so vast that we cannot see an end, and one mistake is all it takes to doom us. We need to cut across this and deal with the devil himself."
"On the other hand, the more we learn of the Tower, th emore we can move against Dispater himself. He's a paranoid monster. The thread of knowledge of the Iron Tower spreading, no matter how seemingly harmless, will motivate him." Amaryl points out, "Which means we can manipulate him the more we have to threaten him with."
"I'll do just that," Seira agrees. "Not to mention, have the rescued souls freed in Brightwater anonymously. Let's get him guessing."
"He wants to play mind games, we play them back," Zariel agrees, "War is as much mental as it is physical at times."
Seira nods. "It's a shame we weren't more successful, but overall we had a productive trip," she voices. "For now, try to keep on looking into Dispater's weaknesses? If we manage to produce something to get past them, we'll end up drawing even more of his attention."
"Until then," Zariel agrees, and...
Anything to wrap up here? If not, next move?
It's been a huge disappointment, so just hit me with something.
As Seira goes, she senses it, feels it. A small and consecrated shrine in the Astral to you - a little stone cylinder with a single open door in, a statue of your dragon form scaled down and a book of your faith - is disturbed. The holy ground is profaned as a vile presence enters that place.
The presence of a daemon, and far from a weak one.
An open invitation, nothing hidden about this affront at all.
The response is an avatar, one appearing on Astral farther than teleport interdiction can work and geared for battle!
Let's say 2000ft away, with Celestial Valor, Glorious Rally, Many Moments of Prescience, True Seeing and Antimagic Zone cast via a quickened Time Stop.
18:34 <Corwin> roll 1d4+1
18:34 <Penuche2> Corwin invokes Penuche's magic: < 5 > [d4=4]
That sort of time allows me to travel right over and take in the scene while time-stopped, so please describe what I'm seeing there? I also have Greater Arcane Sight so if there's any spells/magic I'd be interested in knowing.
The daemon is just inside - armored and helmeted. No weapon is drawn and in one hand it holds a scroll. From the looks of it's almost certainly an ultroloth, or perhaps a unique daemon or half fiend. Hard to tell for sure in the armor.
Seira takes a look at the scroll.
No magic, then? Okay.
The daemon has mind blank and fortunate fate, that's it.
The scroll is a scroll. It's held in the daemon's hand. Hard to read it like that in time stop, at least without magic.
By the time time resumes, the shrine is concecrated once more and her book restored. Also, everything is on fire that burns the wicked.
There will be an effect similar to Crown of Flame that would make his presence uncomfortable, but hardly lethal even with 2d6 anti-fiend fire per round.
19:27 <Corwin> roll 1d20+41 SR
19:27 <Penuche2> Corwin invokes Penuche's magic: < 52 > [d20=11]
That daemon screeches like a pig - literally. It brings its arms up to shield itself a moment, before, "I bring a message," it rasps out, "Nothing else."
"Bring it without rudely disrupting my shrines next time," Seira tells it flatly. "Who sends the message?"
"All is contained in the scroll," Is the answer, the creature offering it to you. "It is best if I do not speak his name."
Seira accepts the scroll, asking, "Are you expected to bring back an answer?"
"No," The creature lets out another squeal and turns, fleeing from you as flames burst amid it, burning it.
Feel free to try and stop it if you like.
Seira studies the scroll, letting the daemon go. A warning is more effective if it is measured in response to the offense.
The scroll reads as follows.
Seira.
You may call me Dulas. I have come on information that regards the Lady of Loss, information that we can come to a mutually profitable agreement over. This information details multiple and current plans and will provide insights on how to best stop them before they become a problem.
To communicate with me, touch the emblem at the bottom of this scroll.
You look down and see that at the bottom of the scroll is an emblem of a pair of black eyes, staring ahead. They are drawn well, stylized and artistic.
Does the name ring a bell for a knowledge check of 120? Do I recognize the emblem?
Also, can I in fact use divine communications to talk to him if I have an alias and a target, even if I don't know his exact name?
Yes, Dulas is a daemon name. It's best known as a mysterious servant of Anthraxus in ages past, as it became semi known as a diplomat. A cold and cruel figure, one never seen without an onyx mask on at all times. The emblem the same emblem Dulas used as a diplomat and presumably may still use now. He mostly dealt with various deities (but not planar lords) of evil.
You could, sure.
Do you speak for yourself, or for your master? Seira asks Dulas.
The voice is proud, strong and clear. 'You speak nonsense to me. Why?'
A scroll purported to be from you was delivered to me with an offer. That was a lie?
'I sent you no scroll.' The answer, cold and to the point.
Interested in discussing this in person at my location under flag of truce? Seira offers. There've been too many blatant false flag operations recently.
You said something worth a Diplomacy check.
22:17 <Corwin> roll 1d20+81 (+2 vs men)
22:17 <Penuche2> Corwin invokes Penuche's magic: < 98 > [d20=17]
'No, but investigate Yarus,' The voice responds after a moment.
That seems to be the end of their conversation, and so Seira transports herself to Cauldron Astral, where she leaves the scroll in a dedicated vault.
Knowledge 120 for Yarus?
Yarus is another fiend from the court of Anthraxus. An unknown specimen wrapped in armor head to toe, said to be a master of war plagues and fevers. Camp dysentery, plague, sickness and all the mortal maladies that can destroy an army from within are said to be his specialty. It is whispers he has diseases so terrible that even other fiends succumb to them in short order, and so virulent that even a consecrated paladin can sicken and die from them.
How horrifying. Still, she figures she might as well pass on the news and she is a bit bored, so while her real self fills Amaryl and the others in her avatar self decides to visit Sylica.
How much are you telling Amaryl here, exactly?
Everything, of course. Someone tried to trick me, what a dick.
Seira, so this Yarus is clad in armor, and the same figure who tricked you was also clad in full armor? It is hardly conclusive, but the coincidence strikes me.
Eh, tricked me for all of five seconds? Honestly felt pointless.
It means you're smarter than some irritating daemon who tried to mislead you. Perhaps a reward when you come home will make your small victory feel less pointless?
I look forward to it~
Alicia appears at the Cauldron's boundary in Bytopia and then contacts Seira directly.
Seira, can you spare yourself or an avatar to come with me for a short trip? Queen Morwel has something she wants to tell us both.
I was actually coming to visit, so--
Seira's busy avatar ends up redirecting herself and appears next to Alicia!
"Good timing then," Alicia nods to Seira, giving her a smile. "You can tell me what it's about after we hear what Morwel has to say? I've got the gate still open," she gestures at the portal being concentrated on and flies through, back to that lakeside in Arborea.
Okay, I'll move you two back over to Alicia's thread, then.