Her team's traipsing through the jungles of Chult, chasing down their latest lead for the Shield Guardian's amulet (since the more they can bring to bear against Acererak, the better). Liliane is paying close attention to the geography, to help with returning to where they left the rowboats, when a giant snake with a mirror for a face appears in front of her. Her hand goes to her flail, but before she can otherwise react, it's on her. She flinches, and is elsewhere.
It's a small room. One wall is dominated by a window going from edge to edge, showing a starry sky. The other walls are overstuffed with bejeweled panels and illuminated screens and cupboards.
The centre of the room is full of two startled elf-like creatures.One of them has gone very wide eyed and very still.
The other has her hand on her knife hilt, though she hasn't drawn it. Her voice comes out echoed, first in a language that Liliane does not speak, the second time louder in a language she does. "Is this an attack, a weird attempt to join, an accident, or what?"
The woman is clad in old-fashioned chainmail, with a tabard depicting a golden stylized sun on a white background over it. She has a flail at her waist, a quiver and bow across her back, and various leather pouches around her waist. She has, most strikingly, bright red eyes and two small pearly horns jutting out of her hair, with skin that's a bit too gold. There's an odd aura of agelessness about her, and she moves more quickly and smoothly than she perhaps should as she straightens and lowers her hand from her weapon.
"An accident on my part, at least, though this may be some plot by Acererak to be rid of me. I was in Chult, pursuing a lead on the Death Curse, before a snake-monster appeared and attacked me. Then, I was here."
The sky-window is. Strange. Both that there's so much glass unbroken in one place, and that she can't see the ground from this angle. How high up are they? Though the view might be magically induced, there's clearly magic of some kind in those lights.
She quietly focuses, activating her ability to detect the presence of greater beings. They're not undead, nor fiends, nor divine... (She is uncomfortably aware that she might very well now detect as something greater to another paladin.)
At least, their involvement with Acererak is unlikely.
That doesn't mean they're good, though, but Liliane likes to give the living the benefit of the doubt.
If they had had more exposure to humans, they may have realised that horns and bright red eyes were odd. Considering they hadn't, those features barely registered to them.
The woman takes her hand away from her knife as Liliane does. She's not otherwise armed, unless the multitude of spikes on her blue-and-black plate mail count. The ends of her hair have been dyed blue, and she has three piercings in each long ear. She stands confidently, and one can see the restrained energy around her as she tries not to pace. Her eyes seem too big for her face.
The man's do to. Most of his face seems to be too big for the rest of it. He's slowly unfolding himself in his chair. He's also long haired, but it is its natural brown, and his body is also otherwise unmodified. He's also unarmoured.
"Well, that was a just a stream of names to me," the woman says. "But, big galaxy, you know? If it's an just accident, that's fine. We can see about getting you home maybe? Do you know what sector you're from? Do humans even have those?"
"I am worried about the snake monster, honestly." The man says. "It might be following her. And Acerak sounds concerning." He turns to Liliane. "I'm hoping Acerak is not a daemon?"
"Galaxy? I'm from New Lyons, in Icamur. I'm also not human, I'm a tiefling." Technically much more elf than fiend, but the 'tiefling' part is usually considered to outweigh the other descents. "And Acererak is more than concerning; he's likely a demilich, and he's the one behind the Death Curse."
"...yeah, that's still a stream of names. We probably sound like a stream of names too, so, don't worry," says the woman. "Good to know you're not human. Humans are... lovely, but don't keep up. We're Aeldari, if you've heard of those? Oh, speak of names!" Zerri stands straighter, and gives a little flourished bow. "I'm Zerri Merrydirk, Captain of the Merry Band! And this is Jas, our pilot."
"What's a demilich, and what's the Death Curse?" asks Jas. "It sounds quite bad, but maybe similar to a problem we have. So, teaming up on it may help."
"Nice to meet you all. Pilot? So this is a ship? Anyways, haven't heard of Aeldari, either. Demiliches are liches who stopped actively feeding souls to their phylacteries, disembodying them. ...Liches are beings who underwent a magical ritual to become undead and immortal as long as their phylactery isn't destroyed. Acererak started the Death Curse to trap the souls of the dead, and to slowly drain the life from anyone brought back from the dead, presumably so he could consume their souls and grow more powerful. My team was hired by one of his victims to stop him before her own soul is trapped."
"Yes, this is a ship," Jas says. "The Starshark. She isn't particularly fancy, but she is reliable." He pats one of the panels affectionately. "I'm not sure how describe the Aeldari to someone who hasn't heard of them, I'm not sure what would be relevant. Long lived? Fast? Varying levels of psychic?"
"The Death Curse sounds similar to our problems," Zerri says. "What with the whole 'soul eating' thing... But at a very different scale."
"You can not meaningfully fight She Who Thirsts," Jas elaborates.
"Exactly."
"This is a star ship, not a sea ship," Jas says, "So that's probably why."
They both look a stunned at her statement.
"Wow. Haven't meant any actual god-killers, just people who call themselves that," Zerri says. "She Who Thirsts is definitely a god. If you can sort her out-- That's good. Very good. Impressive, even.
She's the god of pleasure, excess, torture, perfection, desire, a whole bunch of stuff. And because we --We Aeldari-- kinda... made her, she eats our souls when we die. And when we're alive too, sometimes. It's fun. Plus, ways of preventing the whole soul eating thing range from 'impractical' to 'immoral-AND-impractical. So."
"Star ship? I... Don't think I'm in my home plane anymore."
"If god-killing isn't a known thing here it might be more difficult, and I've so far only personally met minor, nearly forgotten gods. And I had my entire team with me. I might need time to get a running start so to speak. But I'll do my best - it's my sworn duty to face evil in the world. In all worlds."
"Most known paths to immortality are similarly immoral back home; the only non-immoral way I know of is becoming fully divine yourself, which is incredibly difficult. ...I am minorly divine. Still a bit away from not dying when I'm killed, but. I'm a bit beyond most people from my world."
"That's quite possible?" Jas says. "Though 'plane' may not be translating well. There's about three for us? And I'd be a little surprised if you're from the Webway or the Warp."
"Yeah, Slaanesh--She Who Thirsts-- isn't minor or forgotten," Zerri says. "She's one of the Big Four, so to speak. But if there was even a possibility you could kill her, with time and resources, that's pretty impressive. And a lot of people will appreciate any help you give them, even if it's not killing her. She's caused a lot of damage."
"Huh, don't think I've met anyone any amount of divine before? There are not-immoral ways to be mostly immortal. Or at least not have your soul eaten. If you die when you're wearing a waystone and it's attuned to you, you go into it and don't get eaten by Slaanesh. But they're hard to get, especially for people of our... profession, but that's what we're currently trying to get."
"For us, there's - the Material planes, the Shadow plane, the Astral plane, the Ethereal plane, the four elemental planes, the Outer Planes - there's sixteen well-known of those, but many powerful deities have their own - and numerous demiplanes."
"Something like that could be arranged with magic, and I wouldn't be surprised if faced with the Death Curse some wizards have, but it'd be difficult."
"And, yeah, semi-divine people are rare on my world. My team's theory on why we're suddenly divine is the gods of Chult are trying to help sort of? But most gods when they offer gifts expect payment, so."
"Where would you find waystones? I can help with that to start."
"...I feel like we have a bigger difference than just being on a different plane. That sounds systematically different," says Jas.
"I mean, if they're relatively nice gods, that's maybe not too bad? It'd be nice of them if they specified the payment though," Zerri says. "So, galactically that-a-way--" She waves a hand in the direction of the window "--there's a hole in reality, where our empire used to be. It's Slaanesh's fault. Anyway, on some of the planets in the reality hole, waystones fall from the sky--"
"They're the tears of Isha," Jas interjects.
"--if you're religously inclined. They fall from the sky, you can fight daemons for them and collect them, and see if someone will attune them for you in exchange for extras. Anyway, that's where we're headed. If you're capable of killing small gods, you'll probably be fine, but this is pretty risky risky. We're only doing it because we're in imminent danger of being eaten by a god, and we don't really have a better option."
She's a bit taken aback, but it does make sense if healing magic is a lot rarer here. "Yeah. I can lay on hands, or cast a spell. Laying on hands allows me to attune how much I heal, but I only have so many charges for a day. I can also use a spell, which is unlimited for a weaker heal - that's because of the divinity, spells back home are usually strictly limited per-day. The laying on hands can also be used to cure up to twelve people a day of disease or poison. Is healing magic rare here? ...Also, if I do happen to fall unconscious, do not seem able to rouse myself after a few seconds, and it's critical that I regain consciousness immediately, pour the contents of the red vial around my neck down my throat. I would recommend against drinking it yourselves, potions can have different effects on different species."
"Fairly rare, yeah. There are some psykers that could do it? But neither of the two psykers we have can. And they probably shouldn't use those powers in the reality-hole anyway.
The Aeldari do have healing tech, but-- okay, so the subset of Aeldari that most of us except Jas are is the Drukhari-- and when it comes to tech, Drukhari have a bad habit of answering 'how do we power this?' with 'by torturing people, of course!' The Asuryani tech is probably nicer, but we don't have any of that either. So. We're a bit short up on healing overall. Any healing is brilliant for us, and dealing with poison is super useful as well.
If you're unconscious, red vial down throat, don't drink it yourselves: got it. I'll make sure that gets passed around the crew.
"Thanks."
"I have infernal blood in my veins, so. A certain subset of my ancestors would probably leap for joy at torture-powered magic. It's hard to recognize when you're in a damaging culture, too, and leaving can be difficult, but making your own way is a good act."
"For more healing - I can try to teach people how to be paladins, but - it's incredibly difficult, moreso than many other magical traditions, it requires a certain inner devotion, and the capacity to keep to a strict oath in action and mind. The training itself usually takes one to six years, and I don't know if you have anyone with that sort of time and the right mentality. And my world doesn't have that sort of time, if Acererak grows unchecked. But training some of your people in one of the traditions with healing is possible if I find my way back, and if I end up settling here - the idea of eventually founding my own order is tempting, I'll admit."
"That's good to hear from someone else. I just I worked it out sooner, you know? There's just a lot of people who I hurt--" She glances at Jas, uncomfortable. "--But now, I'm trying to show other Drukhari that there's a better way. That's why I started the Merry Band.
Yeah, I'm not sure we have the right sort of people to become paladins. This is a corsair crew. But if you settle down, there's certainly going to be takers for healing magic. Especially if it gets around the dangers of psychic powers. And if you head back, we might be able to get some nice-Asuryani tech that does something that's hard in your world for you to take with you."
"We don't have ships like this, or so much metal, or so much glass. I suspect even just books would be a huge boon. My world does need me, and I have unfinished business beyond that, but - here seems to be in need, too, and my world has other heroes. If I can get back, I can likely return here, or find someone capable of plane-shifting."
"Those are all acquirable. Metal and glass would be pretty easy, and books too. Ships would be a little harder, they're more specialist. But books a pretty cheap in the more civilised parts of the galaxy, unless you want rare knowledge.
Hopefully any way we can get you home is two way. Acerak sounds like he really needs to dealing with, and he's probably a stepping stone to really hurting She Who Thirsts. This world has trouble, but we're not under time pressure like your world. She Who Thirsts has been doing this ten thousand years, we can hold on. Not forever, but we can hold on."
"That'd be real helpful as well. I'm assuming there's no soul eating gods in your afterlife system? I'm not sure how many takers you'll have. The Asuryani would probably say 'we're perfectely happy with our current afterlife system' and the Drukhari would be 'we're perfectly happy with our not-dying-because-torture thing,' but I'd take up the offer if it was possible. I imagine there'd be other corsairs, or people from other species, who'd take it up as well."
"There's evil gods, but the afterlife system - if you worship a deity, you go to their afterlife, unless they outright reject you. If you don't, where you end up depends mostly on your actions in life. Getting your soul eaten would require running afoul of a lich or worshiping the wrong deity."
"Mmm, not sure how many people will end up worshiping your deities, most Aeldari worship their own or a staunchly atheist, like me. But if it comes down to actions-- for some of us, it'd be a risk, depends on how things get weighted, but it's better than 'guaranteed soul eating', maybe better than 'trapped in a psychic rock.'"
"Requires clear diamonds to channel the energy through, which're expensive in my world. Worth one thousand to twenty-five thousand gold, depending on how long someone's been dead, if there's remains, that sort of thing. For comparison, a stay at a very nice inn is one to two gold a night. And it isn't a shortcut to immortality, no one's gotten it to work on old age yet, but. That might just be the gods holding onto the spirits in their keeping, rather than an inherent limit."
"I'm not sure how expensive the manufactured diamonds would be, but they'd probably be cheaper than the natural kind. Even a little bit cheaper would put it in the reach of more people.
A magical, non evil way of extending life might be easier than convincing gods. Though it'll depend on how likely to intervene they are, and how much they care about having souls, I guess."
Jas stays behind. Zerri heads out the door, and nearly collides with another Aeldari standing outside.
"Where you eavesdropping?" Zerri asks.
"Why, of course! I have to make sure you don't end up killed by people teleporting into the bridge." She turns to Liliane. "I am Khelresse, wych on a poorer stage than usual. A pleasure to meet you," she says, making an elaborate bow.
Khelresse goes for sticky-sweet over surliness.
"And it's wonderful that you managed to survive your encounter with the snake-- I haven't encountered one of those in the arena before, it sounds like a fascinating specimen-- and Zerri and Jas survived their encounter with you. We really do need all the help we can get."
"Well, if it's no trouble-- it might take a bit to find him."
It does, but the ship is relatively small.
They find him sitting on a bed in what looks like dormitory. He's tall and gangly like the rest of, has long black hair with a bleached white stripe at the front, is appears to be losing a fight with non stick bandages. There's a deep graze on his stomach. It's started healing, and it's been kept clean, but it's still a nasty looking wound. He looks up. "Er, hi?"
"This might feel a bit tingly, sorry, but shouldn't hurt - "
And she chants something lilting under her breath, then lays her palms on the edges of the wound. A faint light springs out between her hands, and unless Aeldari are significantly tougher than non-heroic humans, the wound should close entirely. If it doesn't, she repeats until it does.
(It takes her three-and-a-bit seconds each repetition).
"I can keep a lost limb from bleeding out, but I can't reattach one, let alone regrow it. There's clerics and some others who can, though - clerics are a more healing-focused tradition, paladins are really secondarily healers, primarily warriors. I can't do anything about scars. I can cure blindness and deafness. If someone's still alive, I can keep them that way, no matter how badly injured they are, and I can bring them back to full health in seconds, unless 'full health' is unusually tough. I can restore to life someone who's died within the last minute - that one requires diamonds, I have some but not enough if people make a habit of dying - and I'll eventually be able to raise anyone who's died within ten days, but that might take a while, it's a high-power spell for me. As mentioned earlier, I can cure diseases and poisons, and I've yet to run across one I couldn't heal. If we're in a combat situation, I can make any healing more effective for allies within a hundred twenty feet of me, and I can heal one person within that same range every six seconds, though those only last a minute each and I can only maintain them both at the same time for a maximum of three minutes a day."
"Well, we'll definitely keep avoiding dying and losing limbs. Bad habits, those are.
If we can get between worlds, getting some clerics on board could be useful. I imagine a lot of people would be happy to exchange cheap manufactured diamonds for magical healing. Especially if you can deal with disease. If it works on Nurgle's Rot-- well, there's a lot of species who'll love you and healers in general.
Being able to keep someone alive indefinitely is definitely useful. Our souls don't get eaten by Slaanesh immediately, but we only really have a few days of wiggle room, if we're lucky. If we can be stopped from dying and kept alive, that's a ticking clock we don't have to worry about."
"Most clerics will have limits per day on things they can heal, I'm a bit unusual in not having that, but yeah. In my world, there's actually wealthy people who just. Arrange to be resurrected every time they die. And who have died over a dozen times. Usually higher level adventurers, but 'taking resurrection for granted' is a very large part of why we're being so badly affected by the Death Curse. ...And I realized I have no idea if the Death Curse extends here! So my resurrection ability might not work. If it does, the Death Curse shouldn't apply unless the resurrected person travels to my home plane, the Death Curse tends to immediately snatch souls in its reach."
"Oh, we have people like that too! I'm not sure anyone is up to a dozen yet. Though, you know the Drukhari answer to 'how do we power this?'... yeah, same answer with resurrection, just more so. Your home's way of resurrecting sounds much better.
Well, if the Death Curse reaches here, we'll have to deal with it as it happens. Hopefully being eaten by Acerak isn't as bad as being eaten by Slaanesh? It would still be very bad. So. Let's hope it doesn't reach that far."
"I haven't, like, checked Commoragh recently --the Drukhari homeworld? capital? one of those things --so if they have a problem, I wouldn't know. But I feel like I would have heard about the flailing panic if it was a problem, even out here, so they're probably fine.
...I mean, serves them right to have resurrection go haywire, but I'd like to think I'm a better person than to wish soul eating on people. Even if they are truly terrible."
"Oh, it's an artifact, not an inherent property of Acerak?
...I shouldn't want anyone's souls eaten, I don't want anyone's souls eaten, I don't want to be tempted to have people's souls eaten, but if we can make torture resurrections not work--
that would be very good."
"Wasn't suggesting the soul eating parts. I think the artifact, the soulmonger - which's actually speculative, it's not confirmed this isn't just a new ability of Acererak's - just gathers souls, and then Acererak's doing something to those souls. Probably consuming them for power, that's common with liches, just not on this scale. So if we had it, we could gather souls ourselves, keep them from getting eaten, and put people back without divine intervention. Possibly reducing the cost of resurrections, I'm not actually sure what effect that'd have."
"I didn't think you were suggesting the soul eating parts. I'm just worried... about the temptation, you know?
If we could make it clear that no, resurrection-by-torture will not work, and are able to enforce that, that would be amazing. I mean, it'd turn Commoragh on it's head, but that place really needs it's head turned."
"Yeah, and that's got to be worth something.
Plus, while the Haemonculi covens-- the people who actually, like, perform the torture-resurrections -- aren't likely to stop torturing, they can only torture so much because of the resources people give them. Resources that they've been given mostly to perform the resurrections."
"I'm not from this - plane? Universe? World? Anyways, I encountered a creature that tried to eat me or something, apparently failed badly enough to teleport me away, landed here. In my world, there's three kinds of magic - well, debatably, it's not clear if one of them, psionics, is magic or something else - and I learned divine magic, which is useful for healing, fighting or bolstering undead, aiding allies, things in that general vein. I'm a type of caster called a paladin - our magic is powered by oaths we swear, and the conviction to hold to those. My oath was compassion and mercy, to aid others wherever I can. It was in my power to heal you, so I did. I swore my oath a few years ago, and was taught by another paladin, the dwarf Eldgrimmr. Rather late in life, actually, most of those who seek to learn are bright-eyed and young."
"I can imagine how a creature might use teleportation as an attack, but only if they teleported you somewhere dangerous. Maybe it was aiming for the vacuum, and missed? I'm glad it did, healing is definitely useful, especially if you can deal with things bigger than grazes.
What do the other two types do? We've got one type of thing you could call 'magic,' but the system itself isn't specialised, if that makes sense? The practitioners are, however.
And powered by oaths sounds interesting. Less dangerous than the sources around here, but it sounds like it's more limiting. I mean, it sounds like you couldn't decide to not heal me when you found out I was injured," says Kaemoque.
Zerri makes a confused-thinking face. "Wait, how old are you? I don't know how tieflings age, but you look young? I mean, no offence, if thinking someone is younger is offensive."
"The oath's more - I wouldn't be a paladin if I was the sort of person who wouldn't heal someone if it was within my power. And I'm allowed to ask for money for services, especially if that money's going towards a righteous cause and the person I'm asking can afford it. I usually don't, but it's not disallowed by the oath. I can also have priorities, especially with limited resources - keeping spells in reserve for an emergency was something I used to do when they were limited."
"Psionics deals with minds. I don't know much about it, just that telepathy and such are commonly associated with it. Psions are extremely rare, though, I'm not sure I've ever met one."
"Arcane magic is - pretty broad. Usually doesn't do healing well, does do damage well, plus a bunch of other things. There's... Enchantment, illusion, divination, transmutation, necromancy, conjuration, evocation, and abjuration, of the schools of arcane magic."
"I'm in my seventies. I'm actually middle aged, I'm part elf, I think part human, distantly part fiend - 'tiefling' is a catch-all for 'has apparent fiendish blood, but less than half'. Most don't live significantly longer than their non-fiend parent race. I started deaging when my divine spark started growing, I'm not sure what my lifespan is now."
"Ah, so it's not super behaviour controll-y. I'd be worried about you getting stuck in dilmemmas, or being forced to heal your enemies, or something. If it's more a promise to do what you'd do anyway, with the ability to priorities. that's less worrying.
Psions sounds similar to our psykers-- as does arcane magic, to an extent. The range of things psychic powers can do, the specialisation seems to come down to the individual person."
"You're 70?!" Zerri exlaims.
"You're part human?!" Khelresse follows up with.
"Er, culture clash, I think," Kaemoque says. "The humans we've met are-- not half so articulate, I'd say. And 70 sounds hilariously young to us."
"I'm the oldest person in my team by a few decades and by life stage, so I'm usually pretty much surrounded by children. Interesting, being on the other side of that. And I'm not sure, I know my father was a tiefling but I've never actually met him, his other half could be a bird-person for all I know. Human might be translating oddly? Humans can get pretty articulate where I'm from, I'm not super exceptional I don't think. A bit more classically educated than average, but I've met human wizards who can think circles around me."
"I mean, I wouldn't call any of us middle aged, we're young by Aeldari standards, but we all have at least a century or two?
Maybe you're kind of human is different from our kind? Our kind tend to be a little slow. In both 'running speed' and 'on the uptake' terms. And they tend to be missing concepts. Which, like, could be cultural, but still. They don't pick them up easily."
She kind of doubts the 'slow' thing, she's never seen credible proof of actually lower-than-average-intelligence races. But given that she hasn't met any of their humans, she'll avoid that argument for now.
"Elves come of age at a century. A couple of other races are similarly long-lived; there's a lot of diversity in my world, though. More races than I can count."
"We come of age at a century-ish as well, if we're Trueborn. It gets more complicated if you're Vatborn, which is most people. Our natural lifespan is about 1000, our unnatural lifespan can be ten times that.
There's a lot of species around here too, it's a big galaxy, though there's only a few major ones. We're one of the longer lived species, but we're competing against a few actually-immortal ones, so."
"My mother had to take time off from performances to have me, more time than she'd really have liked to. It wasn't good for the cult's standing. So she decided that she only really needed one protegé, and didn't have any children after me.
It would have been nice to have a sister. To have someone to compete with who wasn't several centuries older.
Come to think of it, considering she's burned through one protegé, she might be having another child. Not that I'd know."
"Yeah, I'd imagine. But still, a system where the normal way to be mixed species is 'when a mummy elf and a daddy human love each other very much--' instead of "you pissed off a haemonculus and they thought it would be degrading' seems overall nicer? Even if someone could also magically make you mixed species to degrade you, or whatever."
Shortly afterwards, they translate out of realspace into the webway, the sky of stars replaced with glowing threadlike tunnels. They travel through it for a few days, before emerging.
The sky is lurid pinks and purples and ultraviolets, the stars blocked out by swirling mist of shining matter. A massive orb floats underneath them, black with long red veins and bruises stretching across it.
"The short version is something like this: have a big empire. A really big empire, full of people connected to the Warp. Have them want for nothing. Have them get bored. Really bored. Bored enough to start torture cults.
Have that gestate a god. Have that god tear screaming through the veil between the Warp and Realspace.
...and that's how you get the Eye of Terror. And the soul eating problem."
The dark eldar bring their weapons up.
The moving things charge.They're humanoid, to a point, and birdlike, to point, and there's a decent dash of crab in there-- but the overall effect is deeply disturbing. And there's a lot of them.
Liliane is unnaturally fast, and hits hard when going full-steam. She is also, it should be noted, ridiculously durable. She keeps a careful watch on her allies, in case any need healing.
(This doesn't seem worth spinning up one of her third level spells, since those are at her current divine rank a limited resource).
There seems to be endless amounts of these creatures, but it does not matter. They can't press through the front lines of Liliane and the Merry Band, and the back lines are collecting a fair amount of soulstones.
Then something new appears. It's similar in appearance --similar in wrongness-- to the other creatures, but it has a six-horned head and is three times as tall.
It strides towards the group.
Liliane, under the assumption that she can soak up significantly more damage, will cover the retreat. If the thing's going to catch anyone from their group, it's going to catch her. She takes half a beat of concentration to manipulate the force-field she keeps constantly running - she's now surrounded by a shimmery, glowing field that moves with her. Hopefully enough to draw attention.
(And she keeps her spells ready in the back of her mind.)
...And speaking of spells, she needs to be in mass combat more often, she forgot to do this earlier - every six seconds of their retreat, three allies within thirty feet of her will feel tougher, more alive.
The thing is much faster than it looks. The rest of the Merry Band has managed get some distance from it, but not much.
It pauses, and evaluates Liliane.
It speaks telepathically. Loudly, and with the strange sound, almost like what silk would sound like if it could talk. <Well, that is interesting. Haven't seen that one before. Haven't seen your kind before.>
...She can either reply out loud or with the Message spell, but -
She takes a few moments of concentration to mentally activate her sacred weapon. The flail starts glowing rather brightly. Another half-beat, almost with the same mental action but slightly to the left of it, and the glowing flail starts trailing wispy, golden flames.
"I must say the same. Now. Leave. I will not allow you to hunt my team."
Liliane doesn't even blink. In fact, if that was broadly applied, no one in ten feet of her even blinks.
And that. That definitely counts as a hostile action.
She moves forwards. She's walking, completely normally, but - she crosses the distance in a fourth the time as should be physically possible. She's taken less steps, somehow, but her stride is normal.
She goes to swing her flail. Almost idly, even.
It takes barely even a thought to activate a proper smite.
(She's fast and devastatingly accurate, and if she somehow misses or it doesn't die - and she knows how strong she is, if the creature isn't as divine as she is then this is enough damage to almost down her - well, she's fast enough for another attack before it can retaliate, and the spell she used earlier for the flames usually sets things on fire.)
(Her reflexes aren't the best. There's a chance it'll get a swing off before she does, but - she has faith in her shield and more importantly in the vitality of her body.)
If any of the weaker creatures remain around, Liliane will glow menacingly at them for a moment, then glance over at Zerri.
"I can only safely take on three of those a day, probably less if they hit as hard as I do, if I get unlucky, if I need to use any third level spells, or if one ambushes me, and I wouldn't want to get surrounded by them. I suspect we won't want to stick around much longer?"
"Yeah, we should get out of here now. Don't want to attract any more local attention. We've got a good haul of soulstones though.
Three a day-- put it this way: it usually takes a fair amount of people to take down a Greater Daemon. Even if you just got lucky because you got the first hit in, that's still impressive."
"Thanks. And it might be a power level difference between worlds, but - I'm upper percentile of an upper percentile in terms of power even back home."
"In my world - it's not that hard to get a sense of someone's relative power, something that couldn't take me and had any intelligence would have slunk off or brought friends. 'Friends' is usually what happens, and I'm at a comparative disadvantage against mobs, especially if armed with anything armor piercing. Which, you'd think that's something there wouldn't be that many of in the jungle."
"...I usually don't get first hits in, too, and I don't know how hard those things hit, one might be able to bring me down if it's anything resembling prepared."
"Will do."
She evaluates herself. Two hits to go down at her power level's actually relatively rare in terms of percentage of the population - that Greater Daemon must have either been ridiculously tough, somewhat divine, or both.
She needs to know more about the dangers of this world. The Greater Daemon makes a good comparison point, at least.
"Is there anything on how different creatures measure up to one another? Say, how quickly a Greater Daemon can kill another of its kind?"
"I'm not an expert, so take anything I say with a grain of salt. There's four kinds of Greater Daemons, one for each Chaos God. The Khornate ones are tougher and hit harder, the Tzeentchian ones have better psychic ability. In a mirror match, between two of the same kind, it'd probably take between six to eight hits to take the other down, but they hit pretty fast. A daemon from one of the other gods would take a few more hits to take down a Khornate one.
It'd take one hit from a Greater Daemon to kill something normal, maybe two or three if they were particularly tough."
Well, then, math time. She does not like math.
"Huh. If it's less divine than me, it would've basically taken one and a fourth of those hits for me to down myself, but it'd be doing a lot less damage to me than I was doing to it. If it's as divine, around five hits? It seemed like I did half its capacity with the first strike, so probably... There's a lot of variables for exact numbers of hits, but I think it'd be hitting comparatively less hard than I do? It'd probably take it anywhere from eight to fifteen hits to kill me. But my damage drops dramatically after six full hits in a day, and I can sustainably heal less at a go than it can hit."
They travel to Ulthwé.
From the outside, it looks something like this. The inside of the hangar bay they land in is no less impressive. Gleaming pillars of... bone? support a clouded crystal roof, with jet filligree on the walls showing the tales of Aeldrari mythology.
As the step out of the ship, they are met by an Aeldari woman, in robes the same bone-white and jet black as the room. "Welcome to Ulthanash Shelwé."
The woman smiles. It seems forced.
"If it's all the same to you," Zerri says "We'd like to be paid in some of those soulstones getting attuned to me and my crew."
"I'll have to see if the Farseers consider that acceptable, follow me." The woman says. She starts walking out of the hangar, and Zerri follows.
Zerri whispers an aside to Liliane "Here's hoping the farseers don't take a centure with this. ...Or that we don't get Eldrad."
They are lead into a great dome, full of towering crystalline trees. There's an Aeldari man in there, wearing rich black-and-bone robes and carrying an ornate staff. He seems to be... talking to the trees?
He turns to face them, and waves off the woman acting as their guide.
"Greetings. I am Eldrad Ulthuan. You're arrival was expected."
He is hard to read. At the very least, there is mutual polite diplomacy smiles going on.
"I must admit, your arrival--" the emphasis makes it clear he is not talking about her arrival on Ulthwé "--greatly disturbed the skeins of fate. I do believe you are not from this-- reality, I think you would call it?"
The attunement process takes some time, but after that, the crew leaves Ulthwé and heads back into the Webway.
"Thanks for all your help," Zerri says, fiddling with the gemstone around her neck. "The whole 'not being eaten by an evil god' thing is much appreciated."
"Well, with being-eaten-after-death off the table, we could run round being piratical-- though as you are a paladin, we should probably do something else.
We can try and work out how to get you home, and open up the resurrection-and-artificial-diamonds trade. If there's a way from your world to ours, there's probably a way to go the other way around."
"Hmm, so if we wanted to find out how to hop between worlds, there's a few places we could go.
One craftworld or another might know how. Ulthwé would be the most likely to know, 'magic' is sorta their deal, but they don't like us much. Iyanden might technically owe me a favour, depends on how Iyanden is feeling, but it's not as likely to know. There's other craftworlds, but those are probably our best bets.
Or we could try and find one of those snake beasties-- except the only place I could think of that would be likely to have one is an arena in Commorragh. Which has the problem of being, well, in Commorragh."
"The snake doesn't feel controlled? And I'd never heard of anything like it. A craftworld might be a good first bet. I'm usually good at talking to people - I need to tell you at some point about that time my group talked a dragon highwayman into accepting credit - but I don't know local politics."
"That works!" And she can fill her in on the highwayman incident. There was a lot of bullshitting and an impromptu economics lecture involved. The basic idea hinged around that if the highwayman didn't take their gold, they'd be able to use it while adventuring in the jungle, conveniently riddled with unplundered ruins, to acquire even more gold, meaning that if the highwayman let them go and hit them on the way back, of course they'd be willing to share some of their surplus as a road fee, which would total out to much more than they had on them at the time (which admittedly wasn't much at all).
(They had every intention of taking a different route back, of course. Liliane might have gotten yelled at by the bard for telling the dragon about compound interest.)
"So Iyanden is basically the unluckiest Craftworld out there. It used to be a populous, and thriving centre of culture and--things being alive. Then it got attacked. Twice, once by Chaos, and once by Tyranids. It only really still exists because Prince Yriel showed up with his corsair fleet --which I was in-- to defend it from the tyranids.
Even so, Iyanden got pretty wrecked. It lost most of it's people. A large part of it's army and leadership is now, well, undead. They're soulstones piloting wraithbone constructs. Iyanden would rather not be doing so much necromancy, but they have to.
Yriel is now in charge of the military, and while he isn't likely to know anything about hopping planes, he might know someone who does. And he like, knows who I am and probably feels positively about me.
Iyanna Arienal is head of the spiritseers --the necromancers-- and of a rival faction to Yriel's. But she's going to be the person most interested in resurrection, and the most likely to know anything about planehopping.
Taec Silvereye-- exists? He's the leader of Iyanden, but most of his work is keeping Iyanna and Yriel away from each other's throats."
"It does alter your mind, but no more than being a soul in a soulstone really. From what I hear, it's a dreamlike state? They're pretty dozy, find it hard to make decisions, and often need spiritseers' help not to walk into walls, but they're the same people as they were in life more or less.
I don't think they'd get upset with us talking to the other, but they probably would if we obviously started favouring one or the other. I'm probably going to look like I favour Yriel, considering I worked with him when he was a pirate, but I think we do still have an in with Iyanna."
"Yeah, ours are neither feral or evil. Some people consider the process of making them evil, but they don't consider wraiths themselves to be evil.
With Iyanna, 'We have a way to ressurrect people, but we need help to get this person between realities for it to work' and reassurances that there's no catch should work with her."
"That could be helpful. 'I want help to get to another reality' can sound like 'I want help getting into the Warp and doing nefarious things, and I may not be aware that's what I am doing,' and having proof that we really have someone from a different reality would help our case."
"My ability to purify food and drink isn't really flashy, but it's noticeable. Any of the ones that have an aura or make me glow. Healing. I can also summon and bond an ethereal steed, but that feels rude to do to a spirit if I'm not planning on keeping them around. Curing the blind, or diseases. Locating objects. Conjuring food and water."
"I'm not a techie person, but I can probably help out.
Let's see-- we're pretty good at manufacturing things in general. We've got reasonable health tech, but it's not as generalised as healing magic, and is pretty focused on Eldar. Might have better transport tech too, but I'm not sure the Webway based stuff is exportable....We've got really good weapons, but I'm not sure how helpful that would be."
"On-planet transportation would be useful. Agriculture? Printing or other ways of disseminating information? My main concern is with areas where there's no magic or not enough, which is a good number, and there's - essentially no technology at all. I don't know if our technology timelines look anything alike, but guns are a recent invention."
"There's plenty of on planet transport, and it doesn't rely on the Webway, so it should be exportable. We've got agriculture, especially for growing things in bulk, or in relatively inhospitable conditions. I'm pretty sure we could acquire printing presses for export, but a lot more of our information tech is based on squishing as much data on as small as space as possible. We've also got some communication tech, long range may not work, but our on planet stuff should.
We've had guns... for awhile. Long enough to have many variations on guns. I wouldn't be comfortable exporting all of them, but some I wouldn't be worried about."
"...Um. Everything magic can, if you're creative and rich enough? Provide a certain amount of alcohol once a day, or endlessly. Repeat a certain phrase. Make you at the peak of human-possible health. Make you undetectable to divination. Walk on water. Breath underwater. Hold a certain amount of objects in a much smaller, lighter bag. Increase your strength to inhuman levels. Make no sound when moving. Camouflage when still. Levitate. Clothing that automatically mends itself, or can be altered into any shape with a thought. Clothing with illusory effects, like making you seem wreathed in flame. Darkvision granting goggles. Telepathy. A lot more, too."
"Ooh, those could be useful. And fun.
There's definitely going to be a market for the more practical ones. The 'fun' ones would also have a market, but it might be harder to find. There's a fair few Imperial nobles who'd like something like the alcohol one, but getting it to them would be the tricky part."
"Yeah, rogue traders are basically that. With a side of being the only people who can handle illegal goods, like things made by aliens. Some trade legitimate goods through legitimate means, apparently.
I have a low enough opinion of governments that I'm not surprised that they do things like that. It's kind of ridiculous to watch."
"I think laws are important for the things that might be obviously bad to one person but not another - there's a species back home who reincarnate after death, and keep their memories, so dying is a minor inconvenience and they don't consider murder a serious crime. Having laws specifically banning murder give us something to point to, so it doesn't seem like we're being arbitrary towards visitors. Other laws simplify the whole 'getting more people to live together than could reasonably know each other personally' issue. But those laws should be consistent and well thought out."
"Yeah. The things is, laws should be for important things-- and I've seen them used for petty things, or just plain old controlling people, often enough. Like the Imperium banning interaction with non-humans, or Craftworlds only letting you stay if you follow a very specific philosophy.
Consistent and well thought out is good- but the Craftworlders think their laws are consistent and well thought out. As does the Imperium."
"Hm. More - there's a concept I want to get at that I don't have the words to express, I think, but that's essentially it. I maybe should've paid more attention to philosophy growing up. But... Intended to reduce suffering and increase flourishing? Would be in the vague area."
"Species also are different in how - society building? They are. Like, goblins don't do communities larger than thirty or non-common law, kobolds like having a hundred carefully constructed rules for everything and get anxious when there aren't any concrete rules around."
"In multicultural areas, there's a lot of compromise, and then self-selecting who you spend time with. But kobolds tend to only live around similar species; same with goblins. A single world government would probably be a terrible idea, for us, or would need some incredibly convoluted laws and exceptions."
"You could maybe have some sort of base of laws that everyone agreed on, and then extras in places that want extras. That way, the kobolds could have their laws about when you brush your teeth, while still agreeing with everyone else that non-self-defense murder is bad."
"Same city would be tricky. With the bigger differences -- the ones kobolds and goblins have, for example -- the fact they wouldn't want to live in a city like that would help. But the subtler differences could get really tricky to handle. Things like 'how harshly should this be punished' or 'is x worse than y' could get-- very heated."
They travel to Iyanden. From space, it looks somewhat like Ulthwé. A much more broken Ulthwé. Large sections have been knocked off, holes hastily patched, an deep scars run down it. The damage only becomes more obvious as they get closer.
They land in a shuttle bay. It's dark. Quiet, except for the thrumming of the ship.
As they disembark, a wraith construct is waiting for them. It looks like an articulated statue, standing on thin jointed limbs, watching them with a featureless face. It cocks it's head at them.
It gestures for them to follow it, and walks off it.
It leads them through a series of strangely silent and empty corridors, until it reaches what appears to be an office. The door is closed, and shouting can be heard behind it.
"I could do this if I had the manpower!" a man shouts.
"No," replies a woman. "you couldn't do it. You'd just fritter their souls away. And I cannot agree to it."
"That's... that's Yriel and Iyanna," Zerri says.
"Knowing them, Yriel wants more manpower and probably some wraiths--" She nods in the direction of the wraithguard that lead them here "for an attack against Chaos that has, hmm, a low chance of success. Iyanna, being in charge of the wraiths and generally more cautious, is disagreeing with this plan."
The yelling continues. Iyanna sounds calmer-- much calmer-- than Yriel.
The argument is very circular.
"Offering help would get us somewhere. It'd affect the balance, but I don't know which way it would. Probably in favour of Iyanna, she's the one most interested in Iyanden's long term future. But Yriel only acts the way he does because he thinks Iyanden doesn't have a long term future. So."
The wraithguard notices them coming to a decision, and opens the door.
There's a tall, blonde Aeldari woman, wearing ornate robes, sitting at a desk. Iyanna, presumably. "Hello?" she asks.
In front of her desk, there's presumably-Yriel. He's dark haired and dark eyed-- and tired looked. Drained. He has a spear on his back that seems subtly off.
Iyanna nods her head in a greeting. "How may we help you?"
Yriel's attitude does an 180 when hears mention of Zerri, and turns to see her. He goes from 'frazzled and angry' to 'excited retriever puppy, now with added frazzlement.' He bounds up and shakes Zerri's hand "Ah, greetings, greetings, how goes the trade routes?" Zerri shakes his hand in good-if-startled cheer, He then offers his hand to Liliane.
"I'm not from this - world, reality, dimension, plane of existence - and I could use a way back home, there was something urgent going on when I got flung here. I think our worlds would be able to help each other quite a bit with various problems? We have different comparative advantages."
"It takes me a few seconds at a time, and most people from my world would have a daily limit but there's a thing removing that for me. In-born conditions are - not fully cured? The current problem will be fixed and then if it's the sort of thing that comes back it does. But everything else - not that I've noticed, but there might be diseases in this world I'll have unexpected trouble with. I can also address the root causes of some diseases, like by purifying water."
"That would be deeply appreciated.
They're lead to what is presumably a hospital ward. There are three sick aeldari in beds. Even with limited knowledge of aledari physiology, they're obviously in bad shape. They're being tended to by wraiths.
A lot of effort has been taken to keep the sick seperated from the healthy, with the only entrance being a two-door airlock. One of the milling wraiths opens the first door for Liliane.
"My group was attacked by a magical creature. A large snake, but with a mirror for a face. It attempted to eat me, and I went through the mirror, and landed in this world. I didn't recognize the creature, but the lich we were opposing has - many odd beings at his command. My world does have known ways of traveling between planes, but we rarely venture beyond the handful known well to us, and that kind of magic isn't something I can do."
"What we know is that the souls of the dead aren't making their ways to the afterlife - they're instead being trapped in an artifact. Those who have died in the past and been resurrected are also withering, gradually weakening until they too die. Anyone whose soul is trapped can't be resurrected, and we suspect the demi-lich doing the trapping is planning on using the souls to boost his own power tremendously."
Iyanna makes a hard to read face. "Some those problems are similar to our own -- souls being trapped, the withering-- but we do not have perfect solutions. It may take some design, but competing, personal artifacts to counteract the trapping, similar to waystones but designed for your species, may help."
"Thank you. Especially if you have any kind of imaging that can go past the outer layer, the ruins we're looking for shouldn't be hard to spot - it was the largest city on the island before its fall, though the jungle's since swallowed it. I have a few descriptions of buildings in it I found while trying to research it's location, even."
It’s a relatively quiet month. They work on trying to find a way between dimensions, but they don’t make much forward progress. Iyanden is unconcerned, a month being barely a blink of an eye to them, but still.
The Merry Band is seconded to guard, to patrol the Webway around Iyanden—as much as terms like ‘around’ or ‘near’ can be applied in the Webway. It’s an uneventful month there, too.
Right till the end of the month.
They find a hole in the Webway. Luckily, not a hole into the Warp, as most such holes are. It’s a hole to somewhere relatively realspace like. A different galaxy, though.
Probably a different dimension too.
They go there.
The whole in the Webway is some distance from the planet. It takes them an hour or so to get close enough to pick out individual details-- anything more specific than 'yep, that looks like the sort of world humans and tieflings could live on'. Close enough to see the broad shape of the continents, then close enough to see the green of tilled fields in contrasts to the green of forests and plains.
But when they get close enough--
It's Liliane's world. Definitely.
It's a booming town, though still small, attracting increasing amounts of trade. It's situated in the middle of fairly flat plains, and sticks out rather dramatically. They aren't the only airship, but the others look more rustic, in a way, and smaller.
There's some minor curiosity about them, which Liliane diffuses some of when she disembarks, and pays the docking fee from her own funds.
An hour later, she's back with a woman who looks about her age in tow. The woman has darker skin that Liliane by a few degrees, and black eyes and straight black hair, and wears dark clothes that gather at the wrists and ankles, but allow plenty of freedom of movement. Her expression's stern, but she nods to the crew.
"This is Rune d'Aigle," Liliane says as they get aboard. "My daughter, and a monk. She's increased in power recently, similar to how I have."
"Nice to meet you," Rune says, nodding slightly.
"Look, okay, so, I was sitting in a tavern, flirting, and three of my exes walked in, and that was the high point. ...Ridiculously long story short we kind of ended up stealing this huge fortune to stop someone else from stealing it, and returned it, but it miiiight be a good idea for me to be elsewhere getting famous for a bit."
Chult's fairly easy to get to - navigating through the giant hole into the immense and possibly physics-defying underground cavern is the trickiest part.
The island itself spreads out towards the horizon. They're on the northern end; Liliane consults a map and identifies the place she vanished from as roughly midway down, in the middle west, and the place they're probably going as more southerly.
(Rune actually knows a bit more. Rune had maybe skimmed some of that treasure off the top and started planning a rescue mission).
The jungle's dense, so they'll have to scan, but beneath the trees the outlines of ruins are pretty obvious to any decent surveying equipment.
People from Commoragh have funny senses of scale. Pre-industrial cities look like teensy villages to Zerri.
"Depending on if we've got room to maneuver down there, I'd say we go in fast and hard before he has a chance to muster a counter attack." She shrugs. "But you know more about liches, so, you'd have a better idea probably."
"I took time to hit the library about him after getting mom's letter way back when. Indestructible - like, not even a god could go through them - metals exist, and he was known for using it in a previous layer. Magical traps exist. Shooting him from the air sounds fun, but when he's under a mile of rock and the shot triggers a reversal trap, that does as much damage to us as we put out..."
"Let me see that survey - "
"This used to be a city, so I think we can get into the ruins from just about any angle, but... I'd bet there's a single entrance to the actual lair, probably around here. Makes it easier to funnel adventurers - he knows people will be coming after him. Is probably counting on it. He might have a second exit somewhere else, but I doubt it, he's high enough level to be able to just teleport out, and if he gets hit with an anti-magic field he can't bust through he has bigger problems."
There's a surprising number of people - after some consideration, Rune and Liliane identify most of the clusters as single-species, and too large for a standard adventuring party, and possibly related to groups that seem to be protecting the city, rather than infiltrating it. There's a party of four humans hanging out near the edge, and a group slowly inching their way in past the patrols - a yuan-ti, a tiefling, a water genasi, and an elf.
"That last group is definitely an adventuring party - those races don't tend to hang out otherwise, and also look at their trajectory. For approach... See those stone things that're kind of half lit up? I'd bet those are some kind of early warning or defense system - given how high they are on the cliffs around the city, probably against airborne approach. If we want to do this quiet, we may need to slip in along the ground. Or just say 'fuck stealth,' that's a possibility too."
The jungle parts to reveal a dead city enclosed by sheer cliffs. Ruined buildings and stone boulevards rise like ghosts from the floor of the misty basin. Colorful birds glide overhead.
A waterfall pours into the basin, creating a swollen river that floods much of the city before draining into a deep rift filled with molten lava. A ruined palace lies a few hundred feet from the edge of the steaming abyss. A vine-draped gargoyle perches on the clifftop, staring down at the ruined city. It has the face of a devil, with its mouth agape in a silent scream.
They're unable to find any safe path into the city except the main entrance, unfortunately - or else down a rocky, treacherous ravine. Still, with modern technology and Liliane's general disregard for her own health and safety, the ravine is traversable, with the largest stumbling block a fifty foot drop through a waterfall. There's no safe path down. Rune judges it not too far and jumps down with one part of a length of rope, skipping lightly down the rocks until she reaches a landing fit for people without her abilities.
When Zerri glances over the revealed city from a clifftop near their last decent, something distinctly odd happens -
A city of magnificent, whitewashed buildings stretches out before her. Sunlight sparkles off of glass domes and windows, yet all is not well. Black smoke coils from fires across the city, corpses litter the streets, and wraiths circle the rooftops like vultures. A sphere of utter darkness grows out from the heart of the city, blotting out the light as it expands toward her. A blink, and the darkness is gone. The city is a half-flooded, overgrown ruin.
Getting into the city proper is a bit of an adventure, though more of the 'Rune jumps off a ridiculously high cliff' kind than the 'fighting' kind. The streets near their entrance are largely flooded as the river cuts through them, but Rune's able to get them to higher ground and circling over to intercept the group they'd sensed soon enough.
If Zerri were more paranoid, she'd worry that things were too quiet. But she's mostly glad that things have been relatively quiet after the 'mirage' incident, it's nice not to have to fight through everything.
"So, what's the general... ettiquette? for meeting up with adventurers?"
"Looking for someone?" a feminine voice calls.
There's a woman leaning against the edge of a window frame in one of the crumbling upper floors, greatsword strapped to her back. She has glistening lilac skin and white hair that undulates as if in water, and large, brightly purple eyes, with a darker purple sleeveless shirt and off white pants.
"Excellent! That just so happens to be my life goal. Well, that and becoming the most famous swords-person in every world," she says. "None of us have a detect evil but the paladin looks sufficiently shiny, so, hey, you all look trustworthy." She jumps down. "I'm Jet. This is my sword, Piece Maker."
"We can vote when there's time. Either go with the majority, or split up if we seriously disagree. If it's an emergency, listen to whoever's the expert at the time - duck if someone shouts duck. I'm used to running medical centers, but not to dungeon delving, so I'll bow to other's expertise in battle and traps, how about."
Shalsuve takes point, and after some discussion they put Liliane at the back - she's fast and hits hard if something tries to sneak up on them - and Bridget to the group's right, Rune not actually in the main group but lurking in the shadows off to the left. Juerai is between Bridget and the corsairs.
And they can then slink towards the next shrine. Fortunately it takes them well above the flooded part of the streets.
(There's the occasional hint of life - things moving out of the corner of their eyes in buildings, a flash of light...)
Shalsuve signals for a halt after another few blocks - they've come upon the shrine's exterior. Crocodiles wallow in the muddy lake bed, from which rises a walled ruin. Two columns flank the entrance, carved with images of a long-legged bird with a needle-like beak. At the building’s front, slimy steps ascend to an entry arch. The water around it is hard to gauge the depth of, due to the cloudiness of the water.
Juerai casts a quiet spell, crouches down, and starts - talking, possibly - to the crocodiles. They look at him, lazily interested, then a few roll over and the others seem to decide the people aren't particularly interesting.
"We should be good to advance," he says. "They don't think anyone's watching the approach - usually they warn the people inside, but they like me and don't care for those ones. They don't have information about those inside, unfortunately."
The crocodiles let them pass.
There's an inscription in an unfamiliar above the door, which Carillia peers at, mouthing the words slowly. "It says something about Papazotl - one of the old gods here. Something about bowing - that's a conjugation of 'to bow', and then I believe an archaism for 'nothing' or 'no one.'"
She scribbles that down - "Sometime these sorts of things can help with later puzzles..."
"Right. Let's keep moving."
The hallway beyond is made of stone, which has been heavily covered in moss. It's dim inside. The mosaic floor depicts a tall bird using its long, pointy beak to pin a monstrous frog-like creature with tentacles sprouting from its shoulders. Set into the far wall is a set of heavy stone doors.
"We'll keep that in mind. For now, let's keep going."
The doors aren't locked, but are heavy, requiring two strong people to move each, though Liliane's able to move one on her own with minor straining.
There's a large square chamber beyond, empty of anything moving. An empty pedestal stands in the middle of the chamber. Six statues face it from alcoves on the walls, two on each wall except the entrance. They depict bare-chested humans with the heads of different animals. From left to right, the heads resemble those of a lizard, a jaguar, a lobster, a toucan, a bat, and a frog.
"The Trickster Gods were - somewhat trickster heroes. Kind of. Each of the nine had a different alignment - we use a law-chaos and good-evil axis for that - but they were noted for having helped the Omuans. Papazotl was lawful evil, though, and generally noted as shrewd and conniving." She shakes her head. "Anyways, come on. There's bound to be clues somewhere in here. Either to where the key is, or where it went."
"A hundred and five squares total, nine dark, ninety six light, and none of those numbers are particularly significant..." She sighs. "Usually everything you need to solve a puzzle like this is in the dungeon itself, but they might've been smart and required priests to have a key - or this is just a side storage or ritual room."
Juerai does something that sends large spikes shooting up through the water, while the others take their battle formation -
Something surfaces, a gaping mouth filled with needle teeth, with tentacles where whiskers might be on some fish, body long and armored and tails lashing -
There's more of them. Many, most the size of a human or smaller but some as large as a horse.
Liliane gets hit a few times, and a few of the monsters try to slip past her, but she's tough, and she's able to cover their retreat all the way back to the building.
There's no remaining stairs to the upper floor, but they should be able to climb up fairly easily. It'll probably be safer to wedge themselves into the window holes than risk what's left of the second floor.
There's a few more minor skirmishes, but nothing their group can't handle, and they reach what looks like the next shrine around dusk. Monoliths adorned with prancing, frog-like figures rise from the swamp. Beyond, a ruined edifice shaped like an arrowhead squats in the muddy water. Bushes and trees grow from its roof. At the pointed front of the building, steps ascend to a stone door caked in slime.
She nods, and then she and Liliane walk up, and Carillia begins translating for the paladin.
The back and forth takes a while, and involves Carillia cutting herself so Liliane can heal her, but eventually they negotiate their way through - apparently the goblins are willing to trade for a paladin's healing.
Basic injuries and some conditions she can handle effectively indefinitely with the divine energy running through her, at least - a few things are more costly, but this is going to be an extremely healthy goblin tribe with the latest in medical knowledge, a large portion of cleansed water and food, and an explanation of non-magical ways to purify water, by the time she's done.
The cube itself is easy to find; the goblins sometimes challenge themselves to retrieve it (and reset it) and are fine with showing them the trick.
They skirt close to the chasm as they circle the ruined palace, so they don't really encounter anything that wants to take on their group; eventually they come in sight of another temple. It's fairly distant, and the pathway to its section of the ruins is effectively single file.
Jet and Shalsuve, it turns out, are both fast when motivated -
But their enemy seems to be faster.
The two stop, and curse, and then back up, as Juerai casts, raising the nearby river to sweep through the buildings their enemy just ducked into. The water manages to splash the rest of the party's feet, and quickly recedes.
The buildings are closer to their party, and Jet's shouting for them to come on, help cut off escapes -
"It's a parallel plane. There's - reflections of the material realm. The Feywild and the Shadowfell. They're closer to the material plane than other dimensions are, so it's easier to slip - or I suppose be forced - between them. Still, enough power to move an entire city..."
And the woman above the city begins to speak again. "Now... What is the target of this Hunt you may ask? Well, what are you all in Omu for?" And an illusory image of Acererak - and the puzzle cubes - appears before her. "A certain lich has angered quite a few people. But you must all obtain the puzzle cubes. And many of you are here for a different hunt. The Cult of Winter, for a certain man - " and the image changes to someone they don't recognize, "The Summer Court..." She lists hunts, and then - "But the greatest hunt: to gather the cubes. Four of the nine are held by a single large group." And the images of Zerri and her band and allies appear. The fey woman lists all their names. "Two are held by Emes of the Eagle's Claw." And an image of a woman likely related to Lilliane appears. "Two are each held by an individual. Ras Nsi, and then Decima. I, Artiana, hold the last and ninth! Anyone who takes all nine cubes will be glorified, and our Hunt will end. The victor shall have my Hunt's blessing against Acererak, if so desired."
"I'd probably go for three groups? Two's workable, but three's less likely to spook anyone. Me, Jet, Juerai, and Shalsuve aren't faces, but we're not bad at talking, and that's our group of four, then two groups of three - I'd stick Rune with Decima, then Liliane in the other group, and you guys can divvy yourselves up?"
Rune's also probably one of their better bets for taking Decima down if it comes to that.
And she strides forward, startling a group of small goblins. They squint suspiciously at the newcomers, a few raising spears in warning.
Decima puts her hands up and smiles. It's quite a disarming smile, though it's unclear if she intends to put them at ease or remove limbs.
She seems to speak their language, or at least one they have in common. She talks fast, gesturing as she does so, a twinkle in her eye, and soon enough has a reluctantly given heading.
Extensive running around and questioning reveals that Ras Nsi and his Yuan-Ti are hidden beneath the ruins of the Royal Palace. Thousands of bats swirl above the great ruin. Behind a fifteen-foot-high circular wall, the party can see crumbling arcades, vine-choked statues, empty plazas, and buildings overgrown with banyan roots. Streets that aren’t flooded are choked with rubble.
There's a rather obvious entrance they were told about, but Decima's fairly certain there's bound to be a back way in - and she's able to follow the thick serpentine tracks that the snake-like Yuan-Ti leave to a narrow, rough-hewn passage hidden behind thick layers of palm fronds.
"We shouldn't assume this is unguarded, though..." she mutters.
The passages are narrow and labyrinthine, and they're frequently having to deal with traps, sneak past guards...
Between Rune and Decima they have fairly good navigation, though, and soon come up to Ras Nsi. He's another snake-person, scowling at them.
"Well, look what crept in," he snarls, yellow eyes narrow.
"More people might be a problem in the tomb, but warm bodies would be helpful in the last fight, and we're definitely more use than just warm bodies, if I do say so myself.
And depending on what you mean by being in your way, I can't see any reason why any of us would... want to? We want the death curse ended, we don't necessarily want the glory for it."
And, between their entire fairly massive group, they can find both the tomb - which contains an obelisk with rather ominous warnings on the outside - and ferret out all the secret entrances in favor of the real one.
The puzzle door is rather simple - the puzzle cubes representing gods who are enemies go across from each other, with the neutral god in the middle.
It slides open, and their next adventure begins.