Abyssia gets sent to another world
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Abyssia is, by now, very tired. Travelling across the continent, to town after town that doesn't know what Fischers are, to kingdom after kingdom and noble after noble who have petty stupid fights with each other, killing every random monster that comes her way- Only the adventurer's guild, and the whispers, fail to blend together. She's a B-Ranker now. An absurd achievement by the standards of her tiny little village, reaching superhuman heights through long hours of challenge, effort, and violence. If she went home, she'd be set for life. She could declare herself Chieftain, raise a fortress out of the mud with nothing but her will, defend it against all comers, bring wealth and prosperity...

...But she doesn't want to do that. The whispering gods, the ones who take her blood when she cuts herself as a sacrifice, who offer their love and support in return, who bless her weapons and flesh with power when she needs it most, they don't understand her any more than she understands them. But they're trying. She's certain of that. They want peace in this world. They want the Fischers to thrive. And they're still telling her: Onward. Find the Key. 

Today they have led her to an ominous pit of swirling darkness. Is it going to kill her? It feels like it's going to kill her. That nothing but death can possibly lie within. A horrible rending of reality itself. The terrain is decaying, turning gray and crumbling in an entirely different way than the usual dark magic poisoning. Ominous. Terrifying.

Did she truly come all this way, only to kill herself by jumping into an obvious Pit of Doom? No. But she has faith. The gods are telling her to jump.

She takes one last big drink from a steel flask, then leaps into the darkness, and comes out somewhere else.

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Somewhere else, more precisely, is a cobbled street, lined with buildings in an unfamiliar architectural style and lit by lamps that glow a bright electric blue. 

A few passers-by stop to gawk at Abyssia's sudden appearance out of nowhere, but most hurry on by with their heads down. Humans seem to be the majority, but a few tiny, winged people zip past. Across the street is an eight-foot-tall clockwork robot, gleaming brass with something glowing blue in its chest, clanking its way along to no apparent fanfare.  

Up above, a massive dome arches high above the roofs, enclosing an area more than a mile across. Beyond it, there is no sky, only an endless expanse of ocean, deep enough that there's no sign of surface or land. The shadow of a whale drifts across the dome. 

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She's wearing metal armor. That's going to be the most obvious fact about this newcomer. There's a cloth robe over it, but it's not even fully covering the overlapping dark-shining scales. Or the intimidating white harpoon, covered in scrimshaw, hanging off a belt loop. Or the big backpack, absolutely festooned with pockets and pouches, that she's kept upgrading over and over.

Focus. Breathe. Observe. Human dominant; Winged messengers; Clockwork golem? ...Deep underwater? Neat. It makes her smile. Too little to figure out where she is, though.

She starts to wander, trying to look like she belongs, like she has places to be and knows where she's going.

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She seems to have landed in a poorer part of town: the people hurrying past have thin faces and threadbare, much-mended clothes, the houses are small and tightly packed, and there's a general air of shabbiness. 

The locals give her a wide berth, although not without the odd surreptitious glance at her unusual appearance. Some of the more openly curious ones have blue streaks in their hair, the same bright shade that glows in the lamps. 

At the next crossroads, she has a choice of destinations. In one direction, there's a large blocky building with tubes coming out of its roof. In another, a copper-green dome is visible above its smaller neighbours. Down the third street, she can see, hear, and smell a street market. There's fish, fruit, fried things on sticks... 

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The huge building could be some sort of workhouse, or guildhouse, or fortress. The dome is likely either a bank or temple of some kind, or a palace. She'll stand out even worse in the open market, but a market is a good place to get a sense of a place... 

She heads dome-wards, expecting it to lead to slightly richer neighborhoods, on the lookout for guards or signs of an Adventuer's Guild or a Dungeon.

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She does seem to be leaving the poorer areas of the city and entering a somewhat nicer area. The streets are wider, the buildings are in better shape, and the passers-by seem less threadbare. Here's a tailor's shop, with clothed mannequins in the window and a picture of needle and thread on its sign. Here's a bakery with a sign shaped like an iced cake. Here's a hat shop, a shoe shop, a coffee house...

And here's the domed building she saw. It's busy, with people passing in and out of it all the time. Above its doors, carved into the stone rather than hanging on a wooden sign, is a relief of an hourglass. 

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She looks for an alley or alcove to bleed undisturbed in for a little bit.

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Alleys are available. Here's one next to the shoe shop that doesn't seem to be occupied. 

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She gets out her ritual bowl, pours water into it, makes a carefully practiced cut that will bleed but heal quickly, and makes her sacrifice, dripping into the water.

She Listens. The answers will border on incomprehensible, but she asks the Whisperer two things.

What can she sell?

What can she not trust?

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