The ideal candidate for a soul-graft depends on arcane magical properties, but that is no reason not to also expect some more... mundane similarities.
Gord wakes up wounded and in pain and unable to remember what happened or where he is.
He instinctively casts cure light wounds on himself, too out of it to really consider what spell he's giving up. Sits up - why is he still swaying - oh, he's being carried on a stretcher, by men in Mendevian insignia.
Something about this situation feels oddly familiar.
"Hey, where -"
Then the wound on his chest reopens and he's hit with blinding pain and and passes out again.
He certainly hopes not, he's been careful not to wear his real face at the gates to Kenabres for several years now!
"I don't remember what happened," he says, less because it's true and more because he doesn't want to try an unprepared bluff on a powerful inquisitor. "Or how I got here, because I don't have any business in Kenabres." He'd rather leave the city than argue about being allowed to visit without a particular purpose in mind.
"My name is Thrush," he offers pretty much at random. "I'm a cleric of Gorum."
To be honest, he expected Hulrun to attack him on the spot for having a Chaotic Evil aura! Something here is odd, on top of all the rest.
After thanking Terendelev again and making his escape, Gord pats himself down and discreetly goes through his bag of holding to discover that -
Um?
He tries taking it off; nothing visible happens. He stuffs it in the bag.
The wound on his chest hurts when he pokes it. He has no idea what it is but tomorrow he can try remove curse and neutralize poison and if he has to restoration and hopefully even if those fail he'll be able to sense if there is a curse or poison or whatnot involved.
He deliberates whether to get a room at an inn (and risk being caught by the Inquisition) or leave the city (and risk being caught out in the open with no spells) and settles on going to the festival square first, to hear the local news and get some free liquor and punch the straw dummy into a heap of straw (was he not meant to do that? they should really make a better festival-punching-target - fine, fine, here's a couple of mendings).
Some of the people in the square shed their disguises to reveal themselves as demons who attack the nearest targets, although none of them bother Gord for the moment, perhaps because he has a big sword.
Some other people shed their disguises are paladins and inquisitors and so on, who attack the demons. A couple of the probably-paladins rush at Gord with a clear intent to smite first and ask questions later.
Whether due to a ridiculous morale bonus from the festival ale or an equally ridiculous amount of halfling luck, Deskari actually notices the bolt.
A gnat snaps its jaws at the Lord of Locusts, he rumbles, and swings down his scythe, bigger than houses, faster than the mortal eye can see -
He's not aiming at the halfling.
An enormous fissure opens up as the ground around them shudders, shaking the gnat-sized people clinging to it off its shoulders and down, deep deep down into the abyss.
You know, metaphorically speaking.
Ugh, that really hurt! He probably lost most of that Heal's worth, just falling down. At least the mysterious wound hasn't reopened.
Gord eyes the uneven wall. He could probably climb it, but Deskari is apparently up there (seriously, Deskari is apparently out and about in Kenabres?!) and so the better part of valour consists of finding an out-of-the-way corner to cower in until tomorrow morning when he has his spells back.
Ugh. The smart thing to do would be to hide from them and hope not to be bothered, but whether these are fellow survivors from Kenabres or demons in disguise, there really isn't much room to hide in!
There might be room deeper into the fissure, but he'll need to get past them first.
"Hello," he says, stepping out into the light where they can see him, "do you need help?"
It's very reasonable of him to have used up all his spells and channels fighting off the demons before falling down! If Seelah had any channels she probably also would have used them before falling down!
"I'm Seelah, a paladin of Iomedae, and this is Anevia."
"We can't climb back up, especially with Anevia's leg. Let's move forward; there may be another exit back to the surface, or more survivors who might need our help."
Anevia is much less trusting of mysterious strangers than Seelah, and is prevented from bringing this up by the fact that her audience consists of Seelah and the mysterious stranger himself.
"I can walk, with help, and I can still shoot things. While standing still."
He'd take point, except that he doesn't trust a paladin not to sword him in the back the moment she remembers to check whether he's evil.
"I'm also injured from the fall. I'll help Anevia walk, and if we get into a fight I'll come up front to help you."
He also has a potion of cure light wounds in his bag, but he's not going to give it to a stranger when he's likely to need it himself before the day is out; that fall did, in fact, take a lot out of him.
A little further down the fissure they come upon another pair of people who fell down from the city, except that this time one of them is dead and the other is standing over him in a... suggestive pose. What exactly it suggests may be up to one's priors, though.
Gord keeps supporting Anevia. When they're accosted by the aforementioned giant centipedes, though, it rapidly becomes clear he's much stronger than the rest of the group (unless they're sandbagging) and he reluctantly takes point.
Camellia turns out to be another divine caster (though she also claims not to have any healing), which means he doesn't know what she can do, and so Gord isn't very happy about having these people at his back, but not to the point where he'd risk one of them being killed by a lucky bite from a centipede or a spider. Hopefully they'll keep each other from stabbing him in the back.
Either they don't trust each other or they don't actually want to murder him, because they make it through the centipedes (not really a threat to Gord) and to the next pair of strangers.
(Why do they keep meeting people in pairs, Gord wonders idly.)
The fissure has since merged into a mix of haphazardly dug tunnels and what seem to be natural caverns, but when they hear voices and divert towards them they find a room built of well-shaped stone surrounded by columns and plinths. It's rather the worse for wear due to the recent earthquake, but otherwise it's clearly more - civilized than what one might expect to find deep under Kenabres.
(Camellia is duly surprised. Anevia is surprised, in the way that one is surprised by the sudden yet inevitable and long-foreseen betrayal of one's faithful friend, the official maps and histories of Kenabres. Seelah is too new to Kenabres to know she should be surprised. Gord is too experienced of an adventurer to be surprised by finding a secret dungeon deep under a city.)
"And what then? You can't touch it, none of us can!" The second voice is full of sibilants and anger and a burning drive to survive, in the face of the world and despite it, to live no matter what it takes.
Not that Gord can understand all that from a tone of voice. But something about it - speaks to him. He's heard a lot of voices like that, over the past five years.
"A horde of demons attacked Kenabres, and Deskari personally punched a hole in the earth, and we all fell through it and ended up here."
This is true and also unbelievable and he's curious what these people will make of it.
He's also curious what kind of people they are. They look - not demonic, exactly, and not tieflings, but - like blends of humans with animals, or vermin. Wenduag's robe hides most of her body, but his instincts are that this is less of a normal kind of creature, and more like something - misshapen. A curse, perhaps?
Yes fine Wenduag you win let's get on with the important thing here.
"The way to the surface - the shortest one we know of - is through a dungeon called the Shield Maze. Only the strongest hunters survive it; most who go in don't come out again. Some of our younglings foolishly decided to brave it, to try to get to the surface."
"We're looking for a sword left by an angel who fought with the first crusaders. It was kept in this room, with other artifacts, because we couldn't use it ourselves, but it can still serve as a symbol to rally the tribe to action and go rescue them before it's too late."
A roomful of First Crusade artifacts, you say? Gord's magic sense is tingling!
Unfortunately, only one actually magical artifact seems to have been kept in this room, but that just means he immediately zeroes in on the right pile of rocks. Carefully moving them out of the way reveals the dusty hilt of a longsword.
If these 'mongrels' can't bear to touch it, Gord doesn't care to try it himself. He already has a magic sword that likes him fine, anyway. He gestures the resident paladin forward.
As if released by his touch, a flash of warm light sweeps through the chamber. It leaves everyone feeling just a little bit more vibrant and alive. It doesn't dazzle your eyes, but it might dazzle your mind a little, if you're unused to the touch of Heaven.
In its wake, Seelah looks metaphorically as well as literally radiant.
"I saw a vision", she says reverently. "Lariel, an angel from Heaven, who fought in the First Crusade, was killed here. By a monster who looked like Deskari, though he wasn't really Deskari. And he left his sword, here in the stone, for someone to find, and to - pick up his struggle, his war to protect the innocent."
"I can't serve in the place of an angel. But I can carry this sword, until I find someone who will."
Lann has almost literal stars in his eyes.
"Will you help us rescue our younglings? If you bring the sword to our village and show it to Chief Sull, I'm sure he'll agree."
Then he remembers the surface was just attacked by Literally Deskari. This probably-important paladin's duty is presumably back in Kenabres. "The quickest way we know of to the surface is through the Maze, for those strong enough to make it and clever enough to navigate it, and our village is almost on the way there. We'll help guide you if you help us in return; Wenduag is the best of us at navigating the Maze."
"I am completely out of spells and intend to wait until tomorrow morning before trying this maze. Of course you don't have to wait for me, if you think you can save these younglings and the delay is too dangerous." It sounds like a fine and noble mission, but Gord isn't going to risk his life for strangers and in the company of strangers while he's weak and disoriented.
Anevia has very much noticed that Gord is, in fact, the strongest of their party; if he wants to rely on his spells more than his sword, then she definitely wants him at full power.
"I don't think my returning to the city a day sooner is important enough to risk dying on the way there," she comments. "We would all be better off with some rest."
Seelah really hates sitting around not doing anything while there are people waiting to be rescued. She's also the only one of them who isn't out of spells (by virtue of not having any to begin with), other than Anevia who has a broken leg. But if even the kids' relatives think it's too risky, she's not likely to persuade them otherwise, and she's not going to try it alone against everyone's advice.
...she still hates it, though. How can she be worthy of carrying Lariel's sword to its rightful wielder if she won't even risk herself to save some children?
On the way to the mongrelfolk village, Wenduag taps Seelah's shoulder and gestures for her to drop back for a bit so they can speak in private.
"Lann's idea is madness. He wants the whole tribe to go through the Maze and to the surface, because he lived on the surface as a child and he dreams of going back. He thinks a magic sword will solve everything, and he is going to get everyone killed. The maze is dangerous, and no place for any but the strongest hunters. Leading more children and old folk into it would be sacrificing them, as prey."
"When I was young and foolish, and Lann was playing with dolls up on the surface" - she hisses the last word - "I and my friends tried the Maze. We died, one by one, to traps and monsters and things we couldn't even see in the dark, and in the end I was the only one who made it back out alive. I had to step over my friends' bodies and leave them behind to survive, and I'm not going to do that again."
"When we get to the village, don't show them the angel's sword. Tell them you fell down, and are going back, and will rescue the younglings on your way if you can" - Wenduag does have some idea of how to appeal to a paladin - "don't tell them to follow you. I will guide you through the Maze, and without any weaklings to slow us down we might even make it through alive."
When they arrive at the village, it's not immediately clear that it deserves the name. It's a collection of tents and ramshackle lean-tos, built on an island in a small lake. Because it's only lit by torches, it takes a few minutes for them to realize that's all there is to it.
Lann leads them up a small knoll and towards an elderly-looking mongrelperson.
"Chief Sull! We found the angel's sword! And we found a paladin who can wield it!" He points at Seelah. "Gather the tribe, anyone who can hold a weapon! The young ones are still alive, we can still save them!"
"Uplandersh... The end timesh are upon ush, indeed..."
No two mongrelfolk they've seen in the village look the same. Chief Sull looks like a were-rat deformed by old age at least as much as by curse, one eye blind and the other tearing, a few tufts of white hair hanging onto his bare head and his breath rattling in his lungs. He makes Gord think of the Pharasmin dioramas (or, The End Times Are Upon Us, figuratively speaking) - the end of a progression starting with brash youngling and mature adult and continuing past wise elder into sad decrepitude.
"Ah... Lann, you're always chashing your dreams, too hashty for your own good", Chief Sull declares. "Uplandersh can be paladinsh and wield the Light of Heaven... But such thingsh don't happen to ush."
The sword is clearly something more to these people than merely a powerful weapon. Or even a sign of Heaven's favor: it's the sword they care about, not her being a paladin.
But while she's not sure what showing them the sword means, she can't possibly hide it from them, not after Lann and Wenduag already saw it and indeed told her about it in the first place and led her here because she has it.
When she takes the sword out and concentrates on it, like she does every morning in her prayers, it glows again. Not as brightly as before, a soothing and comforting light rather than a blinding one. A touch of Heaven upon every soul that does not know how to seek it out themselves, everyone who lives in this dark and forgotten corner of the world where it is never morning.
Indeed, the sight of the sword's light is enough to move Chief Sull to tears.
"Sho it'sh true... The angel did not forshake ush, no... Back, back from the dead he came, to shave our children..." He goes on in this vein for a while, but Gord's looking to see how the others are taking it.
Lann looks righteously happy; he must be feeling vindicated. Wenduag is angry (but she always seems angry) and trying to hide it, her eyes darting about, looking for allies and potential foes. Seelah seems troubled; Camellia seems uncaring. Anevia is... probably the only one here who's actually any good at hiding their thoughts.
Chief Sull shakes his head. "All the tribesh will gather for thish. I will shend out the meshengers. Wait with ush, uplandersh. Rest in our hutsh. Our home ish your home."
"We are the deshendants of the firsht crushadersh. The underground crushadersh, we are, and we... our anshestorsh did not give up. We have alwaysh remembered that some day we would be called on to crushade again. It'sh how we can live like thish... remembering our pasht, keeping who we are. Telling our children they are not beashts or half-beashts, they are not worshe than the uplandersh. They musht live well and rightly, for themshelvesh and for their tribe, and be ready to follow the Light of Heaven. The Light would call ush again."
"And - now it hash." He seems to need no further proof or explanation to follow Seelah straight into battle with demons, bad eye and age-spots and all, him and all the rest of his tribe.
Seelah doesn't feel qualified to judge that theologically, but on a practical basis, she's pretty sure leading a mixed civilian population into battle isn't what the Light of Heaven wants her to do!
"The city might be very dangerous for you just now, as well as the Maze," she offers uncertainly. "There was a big demon attack, and an earthquake, which is why we fell down here in the first place! I - obviously welcome any allies in the fight against the demons, but we should really clear the Maze first, and make sure you'll have lodgings and food in the city and so on." She looks at Anevia pleadingly.
Anevia is much more practised in delivering inconvenient truths.
"Any warriors who help us fight the demons would be very welcome. Anyone who is not a warrior, or an experienced healer or smith or something like that, would frankly be a liability until the fight is over and the city stabilizes. You seem safe from the demons down here, so you should send only the warriors you can spare, with everyone else to follow later."
If most of the tribe's hunters (they don't really have warriors per se) could go into the maze right now to rescue the missing kids, that would obviously be better than having all of the hunters with them but also having to guard everyone else. It would be very convenient if Chief Sull could be convinced of a reasonable plan like that, but -
- but Chief Sull is more concerned with leading the tribe, and merging all the tribes into one people, than he is with rescuing the missing kids; and Lann doesn't know how to convince him otherwise, because their duty is to the whole tribe, it's just that the kids are part of it and one he hasn't given up on.
Well at least they didn't have the whole tribe charge off into the Maze right away like Lann apparently wanted!
If all the tribes went into the Maze together... they'd still die. These newcomers might be strong enough to change that. Her job is to figure out if they're stronger than Savamelekh in time to be on the right side. This is made much harder by her not having any idea of how strong Savamelekh actually is, beyond 'very much stronger than Wenduag', not to mention whether he's actually in the Maze right now or if it's just Hosilla. She's pretty sure all the tribes' hunters together can beat Hosilla, but half of them might die in the attempt.
To start with, she needs to decide by morning whether to stick with this paladin's party or slip away.
"If you want me to guide you through the Maze," she tells Seelah, "only your party can come. Lann and I are the strongest hunters in this tribe, and the other tribes will take too long to get here. After we clear a route through the Maze and reach the city and come back, then you can tell the tribes to go ahead."
Actually there's another surfacer human down here! Sorry, did we forget to mention him? He also fell down and was found by another hunter and helped here.
"I am Horgus Gwerm," he declares. He then looks rather pointedly at Camellia. Or rather, he's very pointedly not looking at Camellia, which has much the same effect if you're used to tracking people's gazes like Gord is.
"You really are new to the city, then... I'll have you know that I am one of the richest and most distinguished men in Kenabres! The Gwerm trading house is a pillar of the city! Did you see the festival bunting, or try the wine? I paid for that. Did you notice the streets cleaned on Sundays, the Molthuni spices sold at a fair price? You have Horgus Gwerm to thank for that!"
"We'd be doing that regardless," Seelah says. "We're going to clear a safe passage through to the city tomorrow, and then it sounds like many of the mongrelfolk will go through, with all of their guards, and you can join them. I might also help guard them, but it depends on the situation in the city, I might be needed more elsewhere."
"I'll be coming back to guide the tribe anyway and I'll also promise to guard you specifically for a share of the payment." Lann has lived on the surface long enough to know that a thousand crowns is rather a lot of money for one man to be offering for a one-day job, but the other surfacers vouched for this Horgus Gwerm, so he trusts him to pay up. And the tribe will need the money if they move to the city.
(Lann's surfacer days did not include any interactions with the adventuring economy.)
Horgus Gwerm harrumphs and frowns but ultimately has to be satisfied with these conditional promises; raising his offer won't make Seelah change her mind about her duty, or Gord's about his own safety. And he is a good Abadaran, so he indeed won't pay them for anything they would be doing anyway.
With Horgus Gwerm safely away chatting with Anevia and the rest of the impromptu party spread around the mongrelfolk village, Gord approaches Camellia.
"I couldn't help but notice," he says quietly, "the magic locket around your neck. Would you mind telling me what it does?" It looks the same as the one he found, or rather was found with, and has the same divine Abjuration aura (to the limits of his admittedly nonexpert perception), but he doesn't recognize the spell.
If it's a common enough item to be duplicated, it might have some unremarkable function that Camellia won't mind sharing. And if it's not a standard item, then perhaps she holds a clue to his recently-mysterious past.
If she won't share the information, Gord doesn't have any obvious levers to pull, so he'll try asking nicely first.
"I have recently... come into possession of a similar amulet, and I would like to know what it does." He takes his own amulet from his bag and shows it to her briefly.
He's walking around Seelah without wearing the amulet; he took that amulet off someone who had reason to have one. The conclusion is rather obvious.
But if he wanted to tell the paladin she's an Evil mage and hiding it, he wouldn't need her confession. There's a change he really doesn't know what it does, and is just fishing, in which case...
"I am a shaman; I cast spells by calling spirits to my aid. My familiar spirit, Mireya, lives in the amulet. The one you have may have belonged to a shaman too; if you give it to me I can try to commune with the spirit inside it, if there is one."
Translation: there is a soul, imprisoned in the amulet by Abjuration magic, from which Camellia extracts power.
Gord has never been privy to the shamanic lore of old Sarkoris, but he has long resigned himself that learning more about how the world works usually means learning something terrible. And so it doesn't come as a terrible shock to learn that at least some of the spirit-callers of the old country didn't ask or bargain for the spirits' aid so much as enslave them. Mages have fancy words they like to hide behind, binding and calling and warding, but in the end it always comes down to slavery.
He still has no idea how or why he ended up with one, but at least now he knows what to do with it: find a wizard (preferably Desnan) with sufficient spellcraft and pay them enough money to figure out the appropriate ritual to set the spirit free.
He'll need to get Camellia's amulet too. That will nicely solve two problems; she looks to be rich enough to pay for the wizard. But he won't make a move until they're back in the city; there are too many people in the camp who'd object or at least demand a better explanation than "I killed her for her amulet, which contains an enslaved spirit, whom I intend to free but don't know how yet."
"I see," he says evenly. "It is useless to me, then, but I will try to find a buyer for it. Thank you for the information."
This underground village is tiny. It is cut off from almost all contact with the world, has no industry to speak of, no tools or materials for smithying or cloth or even leather, barely any agriculture. Nothing a surfacer would call technology, or civilization.
From another point of view, it is a shining light in the literal darkness around it, because the far too easy alternative is not this, it is every man for himself, no safe places to sleep, no children playing, nothing but the feral growling in the dark. And yet these people, forever teetering on the very brink of losing everything that makes them people, have managed miraculously to preserve a slice of sanity - language, tools, buildings, leaders who are not wardlords, laws - for ten too-short generations.
It takes someone special, in such a world, to keep going and to strive to make things better. And when the light of Heaven that you venerate contemptuously rejects your very touch, that someone is -
Dyra, cleric of Abadar.
Even this tiny village can't escape the grasping tentacles of Abadar! These people have been abandoned by the gods and they deserve better. Maybe there's not enough travel here for Desna and not enough sun for Sarenrae and not enough fighting for Gorum, but even Pharasma would be an improvement!
Damn it, she's looking at him like Sull looked at the shiny sword. ...he can't say no to those pleading eyes, can he.
Gord makes a through inventory of the contents of his bag for the first time since he woke up. Nothing seems to be missing, except that the cheese he bought yesterday morning has gone moldy terribly quickly; he chucks it in the lake.
He'll buy some of the local food! Lizard meat in mushroom sauce, with weird-looking purple eyes floating in; he gives it a 3 out of 10 on the Gord Weird Worldwound Food Scale (and a purify).
And he'll sell her - this shirt. That someone dressed him in for some reason. It's not his shirt, he has other clothes in his bag for disguise days, he doesn't need it.
Having eaten dinner and freed himself of the inexplicable shirt, Gord checks in with Seelah to plan for tomorrow.
He tries holding her gaze for a few seconds, but is the first one to break down laughing. (Damn, that woman has an admirable poker face.)
"You got me," he admits. "It's a custom job. As good armor as a chainshirt, 'cause they both cover half the body, but it's lighter and looks better, too!" And more than twice as expensive for being custom, but that's really not the point.
Gord, Lann and Anevia would also rather be part of a small adventuring party than guards for a big, slow-moving host that would benefit from scouting ahead anyway.
Gord heads off to pay Dyra to wake him before dawn - his personal clock is messed up and she's probably the only one here who reliably knows when dawn is.
Then he sets up his collapsible tent, with its built-in alarm tripwires. (He's an adventurer with a bag; he doesn't need to take over someone's hut and his blanket is frankly better than what these people have to offer.) Sets his back against the cliff face, sword close to hand. And works on convincing himself that sleep is more important than fruitless worries and speculation.
He feels a lot better after praying for spells and taking a dip in the lake. Almost cheerful, in fact, and ready to take on the world once more.
First order of the day: fix Anevia's leg. Having a third archer is nice; having a rogue, as well as someone who can vouch for them to the Eagle's Watch if they make it that far, is invaluable.
"Stop wasting time and go already. We have to make it to the city and back before the other tribes arrive and some idiot decides to try the Maze without us."
Wenduag takes them in a rickety boat (where do these people get the wood?) to the opposite side of the lake, and from there it's a short walk to a stone-and-mortal wall with a big door standing half-open.
The first room is a kind of antechamber, with just one door in ohe opposite side. It's lavishly built, with a smooth stone floor with geometric patterns and a red-colored strip in the middle simulating a carpet. There are outright chandeliers hanging from the ceiling and one of them is lit, and so are the candle-holders stationed around the sides of the room.
Completing the picture are clumps of lit candles placed on the floor around two sacrificial bowls that stand before hanging images of Baphomet, Lord of Goats and Minotaurs.
She thinks quickly.
"So that's Baphomet? There are humans here sometimes but they're afraid of the worse things in the dark. Not all the Maze is well lit."
"The last time I went in was three months ago. This room has been cleaned since then." That's really obvious, so she might as well get credit for pointing it out.
"Quiet," Anevia orders. (Quietly.) "Whoever or what-ever lives here might be close. We need to move unnoticed if we can, whether to ambush or avoid them. Ideally we'd capture and interrogate a cultist."
She isn't really surprised by finding signs of a cult of Baphomet below the city; they're a dime a dozen in Kenabres, and calling the place a maze rather gave the game away. The big question is what this cult has been getting up to besides high-quality masonry.
The next room is indeed much darker, and also much larger; a hall long enough they can't see the far wall. There are torches in wall-scones whose small pools of light only make the spaces in between seem black as night.
Seelah takes a torch. Gord casts light on a pebble; it's quicker and safer to put it away than to douse a torch quickly.
There are statues along the walls, but most of them lie broken. Walking forward reveals a bigger pile of rubble blocking the room.
Faced with a wizard who's willing to fight in close quarters, Gord instinctively runs towards the danger: if they think they can survive in melee, they're definitely too dangerous to fight at range.
Then the first swing of his greatsword takes the caster's head clean off and he just barely manages to turn his blade so the instinctive follow-up only knocks the other one unconscious.
What the hell were these couple of greenhorn wizards thinking, attacking a party of five?!
Wenduag is impressed.
With Gord, not the two cultists. If Lann hadn't noticed them, she was willing to let them stick around in case she ended up siding with Hosilla after all, but idiots who don't even try to surrender when outnumbered and so clearly out-matched don't deserve to live.
They carry the unconscious captive back to the more-defensible antechamber and tie him up. Because Lann and Seelah are still at the baby-adventurer stage where every bolt and missile wound counts, Gord heals them with a channel, which serves to wake up the cultist at the same time.
The first thing he sees is Gord's face looming over him. "Surrender, by Gorum's rule of battle," he intones.
Nodnodnod he surrenders!!!
...does that mean they won't kill him like Iomedae's inquisitors or put his hand in the fire like Iomedae's inquisitors or torture him before killing him anyway like (he heard) Iomedae's inquisitors or just torture him for fun anyway like the even-scarier Baphomet's inquisitor or...
Oh, this poor kid who never had a real chance in his life because he lives in fucking Kenabres.
Gord is too damn well practised at not letting this show on his face (and whose fault is that?!) but somewhere inside him, the fire never goes out completely.
"We're going to ask you some questions. We won't torture you. If you cooperate we'll set you free, somewhere you won't die of it, just not where you can let your friends know we're coming. And if you don't cooperate we'll keep you tied up, and afterwards set you free unless someone accuses you personally of something we feel justifies killing you."
Anevia approves of not torturing captives but she very strongly disapproves of letting them know she won't torture them, because that in fact takes away her best way of interrogating them without torturing them!!
Obviously she's too professional of letting this show on her face. And showing dissent would be counterproductive during this interrogation. Afterwards, they should probably talk about who leads the party and what rules they're operating under; it's honestly her oversight for not doing it earlier.
Seelah obviously wouldn't torture a prisoner or let anyone else do it, but isn't it... the law, in Kenabres... to execute cultists of Baphomet?
Technically she's not in Kenabres right now but only under it. And in any case she's not obligated to execute the laws of the city, even though she thinks this one is probably just and is definitely justified. So this isn't a problem for her Law.
What really troubles her is that, if this goes well, they are likely to shortly end up with even more surrendered cultists, and a capture-and-release program is probably going to create some problem down the road, and especially so down the road that the mongrelfolk tribes are planning on travelling in the near future.
But what choice have they got? Operate an underground prison for cultists while demons assault the city above?
Inheritor, help this person, she prays. Help him see the light as I did, help him see that it's the right thing and also actually the best thing in his circumstances, to be our ally and not our foe.
Actually...
She can help him literally see the Light... can't she?
Seelah reverently takes out the angel's sword (she's not using it to fight with, just carrying it around like the holy relic that it is) and sort of - pulls it into her ongoing state of prayerful-meditation and just - asks it to do its best, which is definitely better than her own.
The terrified cultist was in the middle of frantically spilling out all his secrets (not particularly in order) when suddenly AAAAAAH?!
There's an overpowering light that dazzles and blinds, physically and metaphorically both. That makes him suddenly unsure of every conviction he ever held in life, while paradoxically making him more sure of himself. A light that offers a hand up when he's at rock bottom, that makes him feel brave for the first time when he's only ever hurt people out of terror.
It can't be Baphomet; he proved himself an unworthy servant today. It can't be Iomedae; Her light burns and scours away Her foes.
Is this... Gorum?
"Let me serve you! Please let me serve you! I swear I'll never betray you, just let me live and follow you and prove myself worthy! All I've ever wanted is a master who'll use me well and I can see now you're that master!!!"
(The ex-cultist is not very clear on Gorumite and/or Gordian theology, apart from not torturing surrendered prisoners.)
...
"Don't grovel."
"Everyone is born free. Follow a leader, defend your friends; never accept a master."
"I can tell you how to follow Gorum. I don't want you to follow me, because you're not strong enough yet to survive the kinds of fights I get into. And I don't trust you with my back yet. But we'll get you somewhere safe, like I promised, and I'll try to help you find a way forward, after this. You'll have your chance, if you're willing to fight for it."
Seelah is very relieved that Gord told the cultist not to follow him and by implication not to swear any oaths for now! That means she'll get to tell him all about Heaven first, maybe get him a place working for some paladin order! A wizard is always useful, they won't turn away one who can swear repentance under zone of truth and if they get him out of the city (and maybe the country) they won't be sheltering him from the law.
...wait, he's still talking. She missed out on the first half of his confession, on account of praying for his immortal soul.
What's his name, anyway?
Rovaldo! His name is Rovaldo!
...and past the bunk room and the refectory they'll be back at the far end of the hall where he attacked them he's very very sorry and there's a fountain of blood he doesn't know what it does he never heard of vampires here maybe it just looks cool and then there are stairs down to the other dungeons and he last saw the Left Hand going there but that was hours ago and the other way is a big room they're told not to go but he thinks that's where he came through when they brought him down from the city only he was blindfolded and he smelled something horrible there and there are earth elementals fixing things after the earthquake and a crazy water elemental trying to drown them all and...
Gord stops him when he starts repeating things for the third time and Anevia can't think of any more questions.
The first mongrelfolk have begun gathering outside, so they leave Rovaldo with them (sans spellbook and crossbow) with strict instructions to both parties, and press on. The other cultists probably haven't discovered the bloodstains (Lann has been watching the hall), so they go back to being sneaky.
Unfortunately, the barracks and refectory are full of cultists, and they can't really go around them.
Then Gord will acquire a mix of dead bodies and more captured prisoners!
(He's sorry, but these guys just aren't on his level, alright? With suppressive fire from three archers and Seelah helping tie them down, he can take on their strongest fighters one by one and they're not, really, a threat.)
Questioning the new captives is more difficult because there are several of them and they will glare at the first one who tries to betray the rest.
"It will take time to move everyone to the mongrelfolk's custody and not be attacked by their friends on the way. Do we even have enough rope to tie them all up?"
Well they're not killing prisoners!!
She tries to shine the Light of Heaven on them, but it doesn't seem to work as well on groups of captives who haven't been given any promises or threats or really explanations. And they don't, really, have even ten minutes to spend on each prisoner, especially if they keep getting more of them.
"Their friends would have to heal them anyway before they could fight again. So if we give them wounds that heal cleanly, it won't help, and if we give them nasty crippling wounds then why did we even take them prisoner? I'd do it if we had no better choice, but so far I'm not impressed by the strength of these cultists so I think we do have a choice."
They end up disarming them as best they can, tying all their hands together in a way Anevia claims will stop them from freeing each other very quickly, and locking them all in a little room that opens off the dormitory. Along with their friends' dead bodies, to hopefully scare them out of staging a break-out very quickly. Gord pushes one of the two-tiered bunk beds in front of the door in case that helps.
"If you break out and I see you again doing anything other than running away, I will kill you," he warns them before shutting the door.
Then they're finally back at the other end of the hall, which has the promised pool of unexplained blood below another bas-relief of Baphomet's goat-head.
And past that, a large square room with a ritual circle drawn on the floor in blood, a few human bodies lying around, and two dretches.
Oh, these poor wretches. Made from leftover bits of souls, barely smarter than animals. Perhaps they were animals in the first place, or feral Boneyard babies.
They're not even any stronger than some of the guys he killed already, and they still attack the party on sight.
There's no real way to take dretches prisoner. They don't even understand the concept of surrender properly, beyond the moment when someone stops threatening them with a sword. A few dretches evolve something like human-level intelligence, but for the most part they're just walking bags of suffering.
Of all the demons he's met, it was always easiest to convince himself that destroying a dretch is a mercy killing. Gord doesn't know of anything he can do to make life any better for them, not really.
He aligns his sword with Good, and tries to make it quick.
Does he trust any one of them without his supervision? Not entirely. But he does trust them to keep each other in check.
"I'll go. If I'm not back in ten minutes, I'm unable to return."
Invisibility. He pads quietly up the stairs. There are lit torches on the walls here too, so he doesn't need Wenduag for her darkvision, which is inconveniently unavailable to clerics.
The top of the stairs opens onto a sort of balcony overlooking a small round room.
In the room are five young mongrelfolk, an aasimar, and a human woman with one of Baphomet's signature glaives.
And a four-armed demon of a kind Gord devoutly hoped never to see again, or at least not until he had quite a few more spell circles.
Calm down. Deep breath. Deep - no, quiet breath. Easy. It hasn't seen you yet. It has its back to you and the invisibility won't let anyone else see you, so you can still get away.
Gord deliberates whether casting silence with its damnable verbal component will attract more attention than the ensuing silence would solve, decides against it, and very carefully tiptoes back down the staircase.
"Yes, I'm sure! Vrolikai are - look. We only ever saw, like, ten of them, in the whole war. I mean the Fourth Crusade," he adds for Anevia's benefit. "They don't leave the Abyss much."
"One of them took the Tenth Infrantry apart. Couple of hundred men, clerics, the lot. Just waded through them like tissue paper. Nobody on the field could do anything until it got bored and went away. The only way to survive was to hide in a deep enough hole."
"Any spells slide right off them, their gaze drives men mad. A hit from it would kill any of us on the spot. I can't sneak past it because it has truesight and even if I could there's no way I could get the kids out."
Best to nip that in the bud. "He's right, we can't fight a vrolikai head on. We have to tell the mongrelfolk not to go into the maze yet, and find another route into the city - to warn them. There might be someone in Kenabres strong enough to fight a vrolikai, but with Terendelev dead we'd need everyone powerful on one page before we even think of trying."
Shit.
In retrospect Gord blames himself, for not making them start running right away. If he calls a retreat now, he'd be leaving a comrade behind. But if the monster's already picking them off one by one from the shadows... then they're all dead men walking, so he'll just choose to assume that it isn't.
In which case: where's Wenduag?
He can't afford a fight of attrition, because he'd probably win it but he doesn't have the time. Gods damn it, he didn't even have the foresight to buff everyone!
A holy smite (*) at least gets rid of her summons, even if it probably doesn't affect her all that much. Now if only he can get every back through the door, he can block it with a spiritual ally and that should delay her just enough he won't die wishing he'd prepared a second stone shape today.
(*) Not really a smite, but the name's popular for obvious reasons.
Probably... one or more? Seelah can lay on hands herself but Hosilla can deal damage faster than she can heal it, so she might not even last until she runs out. The two archers aren't making much of an impression, either, possibly because Gord didn't get around to giving them magic weapon or align weapon or something.
One it is, then. Prayer, as a compromise because he doesn't have time to debate himself while Seelah's fighting.
If he goes into melee she'll keep attacking Seelah to take the weaker enemy down first. Can he force her hand first? Searing light, and then he closes in.
Yeah, she still thinks she can win this but she also doesn't see a good reason to risk her life fighting to the bitter end when the maze is full of her people. She'll let the rats run before her for a minute while she calls her two Hands.
Hosilla tries to step back into the stairwell, so they can't both attack her at once.
Gord turns around already knowing what he's about to see, even as Lann and Seelah shout at him from opposite directions.
This is it, then.
A feeling of resignation washes over him. He takes a step back and it's so slow, crawling like molasses through the air as Lann fires another pointless arrow and Seelah charges in to die by his side and the monster watches the ridiculously futile resistance with idle curiosity, like ants it can't begin to understand but will step on all the same.
And beneath the resignation, slowly building rage. I am not done yet! How dare you make me give up! I refuse to die! How dare you call yourself Gord and resign yourself to death! Get out my head, IMPOSTER! I will KILL this wretched monster that DARES make me despair!
The wound on his chest reopens and weeps blood, and he watches it as the moment stretches to taffy. Is he even in control of his body anymore? What's happening to him?
Fight the rage, whispers another voice. You don't need it to win. Take the Light of Heaven into your soul. Smite the demon with holy power. Join us in the fight against Evil.
And that one, somehow, snaps him out of it.
How dare any of these voices get into his head and tell him what to do.
How dare Heaven bid him sell his soul for power, on this day and after his entire life. He'll die first.
But he'll die as he lived: on his feet, and fighting.
Shut up. Both of you.
I am Gord. And I will DIE FREE.
...he gets back up again.
What the abyss? That one stung! It wasn't anywhere close to lethal, but demons don't get to be a hundred years old by sticking around to find out if they can take a paladin whose weird smite can literally knock you off your feet.
"Hosilla! Destroy this vermin!" And he's gone in a pop of air.
"It offered me power for mine," Gord says darkly, but he can't really muster up the necessary emotion because he's still feeling weak in the knees from sheer relief. "We will give you the power to smite demons if you make us a part of your very soul and agree to smite all of Evil with us, all that crap."
Oh no -
If he's dominated they probably can't take him in a straight fight (and she doesn't want to ask the Light to smite him), so she'll try not to let him immediately realise she noticed.
She'll... nonchalantly walk past him and down the hall a bit to check up on Anevia, how about that.
As the only person in the party besides Gord who is sane appreciates the threat level of a vrolikai, Anevia is also feeling a bit weak in the knees, although she's very practiced at not letting it show.
She's also enormously curious about what just happened, but since Seelah just said she doesn't know for sure Anevia won't pry, in case Seelah has a good reason not to say anything more; she doesn't want to force an inexperienced paladin to dance around the truth.
"Are you feeling well?"
"I - yeah. I wasn't hurt, just - very surprised I guess, and not sure what happened?" And clearly distracted by something.
Now, how to actually do this... She does have some practice passing secret messages, but she doubts Anevia knows Kushite thieves' cant and anyway she's rusty, so.
Seelah takes out a piece of paper and a bit of charcoal (meant for leaving messages in emergency if they ever got separated), glances back to make sure Gord is still in the other room, and writes: GRD DETEC EVL.
"I, um. I guess I don't know that that's wrong. But it seems - very unlikely? Because it - never felt like a possibility before? You can sort of feel what powers you have, right. Like I feel that I can smite evil the normal way." Wait, no, she's getting sidetracked. "I mean, it doesn't match anything else that I've seen happen before, so it seems unlikely because of that?" Seelah has help me written all over her face by now.
Gord has by now, if not quite snapped out of his shock, at least put himself enough together that he feels he can keep going. (It's sort of like the way you fight on through a long and bloody battle without really letting yourself process what's happening.)
"If we're going after them, I'm buffing us all first. Hit them fast, hit them hard. This was probably Hosilla, because she was working directly for the demon, so let's hope there are no even more powerful enemies past her. If the vrolikai comes back my spells wouldn't help anyway."
Bless, Magic Weapon for Anevia and Lann's bows, Bull's Strength for himself, and he'll save his other Prayer for when the fighting starts. And a channel to top everyone up.
Light of Heaven. If Gord is enchanted, please, please help him snap out of it. I am sure he is a really Good person underneath it. I - I don't know how to convince you to do anything you don't decide to do yourself, but - if it means anything, I really believe he's Good, and if he isn't I really believe he would be, given the chance. I don't know how much you can see down here, so I'm praying to tell you this. And she tries to focus as much as she can on who she thinks Gord is -
Gord, sternly insisting that we offer and honor surrender -
Gord, taking the time to try to get a cultist who surrendered somewhere safe, when most people in the city would slit his throat without a second thought -
Gord, telling that same ex-cultist not to follow him, because it'd be dangerous -
Gord, running forward while yelling for them to run away -
"I found the missing kids," she says, avoiding that question. "They're through this door. I think this leads to the Kenabres sewers - tunnels they built to drain rain." She doesn't really know what rain is, any more than what sewers are, but it's what the man with the golden skin said.
Oh what now? Gord was really looking forward to finding some friendlies (even city guards would do at a pinch) and finally relaxing for a few minutes!
...Is he just stressed after a near-death fight? Or did those weird voices affect him in other ways?
The ever-mysterious wound has closed again on its own, but he casts the lesser restoration he had prepared for it anyway. Just in case.
Pandemonium (*).
At least fifteen assorted demons are fighting as many humans (and half-elves and half-orcs and human-sized enlarged dwarves), all mixed up in a crazy melee without any apparent battle order.
(*) Not really; this is oligodemonium at best, but they're making a spirited go at sounding like a lot more than that!
Wonderful.
He is so not up to explaining how and why he doesn't rush into battle without checking who is fighting whom and why, and this does not - usually - change just because one side is composed of demons.
That said... Demons who attacked Kenabres under Deskari, and made it to the garrison... It's clear enough they're the attackers, and if half of them aren't there of their own free will, that probably goes for the guards too. He can't just make them stop fighting, or even run away from this one little room inside a big building.
This battle won't end until one side is entirely dead, and if he has to choose in a fight for the survival of everyone in Kenabres, he - doesn't choose the demons.
And he has to start killing them now, before they waste another round, or things will get strictly worse.
Gord charges in, with a mighty cry of "surrender to Gorum's might!"
"Beth! You're alright!"
The two don't collide in the middle of the room in a frantic hug. Irabeth would be embarassed and maybe ashamed and probably even manage somehow to find herself at fault for showing undue affection to a woman she has, in this context, a work relationship with and not just a personal one. And Anevia is far too sensitive to what Irabeth is thinking to do something she wouldn't appreciate.
But, well. It's the thought that counts, right?
After a brief but heartfelt embrace and even briefer introductions, Anevia leads Seelah aside for a quiet debrief, which includes a verbal report and some paperwork she found on Hosilla and the other cultists.
The other men in the room are very grateful! They might be looking askance at Lann and Wenduag a little, because because they're Kenabrites wary of anything that smacks of demonic taint.
They're also looking very warily at Gord; this one might be because at least half of them are paladins.
They must be seeing what she saw: he's Evil, and since he's Gorum's probably Chaotic Evil at that, and so they don't trust him (even though he just helped save them) and that's. Not exactly wrong, but - they don't know he might be enchanted! (Yet.) He helped them fight the demons, and he has a paladin in his party. How can she make them see him as a potential ally and not a potential threat?
Wait, she has a new tool for this sort of situation, doesn't she? Seelah takes out the angel's sword and prays.
Light of Heaven, help us trust those who deserve it. Help us find allies in a common cause. Help us see the Good in each other, and overcome demonic spells and corruption.
"Kinsby, tell the rearguard we've cleared the first floor. Ask them if we can still add people to the party escorting the wounded," Irabeth directs briskly. Another probably-paladin salutes and walks out of the room.
"Seelah. Gord. Wenduag, Lann. I thank you for your help, both here and to Anevia."
"And I welcome the descendants of the first crusaders. I confess I thought you a myth; I am glad I was wrong. But this is an ill time for any but warriors to come to this city."
"We are short on time. This building is the Grey Garrison. It's used by the city watch and some of the paladin orders, and so contains weapon stores and is highly defensible. The demons and cultist hold the upper floors of the building, and we must dislodge them before they receive reinforcements."
"But even more importantly, when Deskari attacked he managed to throw the Wardstone out of its fortress and into the upper floor of the garrison. We must recapture and repair it; this will neutralize or drive away most of the demons and make it much easier to retake the city."
She can tell them this much because if Gord is being dominated by a high-ranking demon they'll know this already. Vrolikai aren't known for enchantments, but one never wants to rely on a powerful demon's known strengths and weaknesses.
"What are your intentions now? Do you want to escort the children you rescued back down, and how many of you would that require?
Teaming up with paladins to fight demons isn't one of Gord's favourite activities. There are parts of the Maze that still need to be cleared, Hosilla's two 'hands' are still out there, and he's perilously close to being out of spells. He could go back down and take it easy for the rest of the day.
He imagines guiding the mongrel tribes back up, Horgus Gwerm who he promised safe passage, Rovaldo who he promised to find a refuge.
Imagines them emerging into a charred ruin of a building, Savamelekh standing cackling on top of a blackened Wardstone.
...He really hates this thing where, every time you choose to help people, you end up having to help them even more. Especially when those people are paladins.
Wait. Stop. He's not normally like this. Why is he so gloomy? They won against a vrolikai! Why can't he stop feeling depressed ever since it happened? Sure, there were weird voices in his head, but the Gord of yesterday would have thrown it off and kept going.
Gord steps back into the stairwell they came from, bends down at the waist, creates as much cold water as he can over his head, and shakes himself rather like a big dog.
...yeah, all right, that actually helped!
"Do you need my help to take this place?" he asks Irabeth.
That's code saying neither enchantment sight nor detect magic see anything on Gord, so he's either clear (and has no long-lasting buffs) or under nondetection. But that's not a cleric spell, and requires the vrolikai or one of its servants to have come back invisibly to cast it on a dominated Gord; the balance of probabilities is against.
If he's an enemy, better to fight him now than have him turn on them at the worst possible moment. If he's an ally, better to remove the suspicion between them. And she can't, actually, think of a way to tell him they don't want his help without saying they don't trust him. She signals her people unobtrusively to move away from him, which in the rather tight confinements of the room inevitably means they come to surround him in a loose half-circle, with Wenduag and Lann behind him near the door to the stairwell.
Shit. She wants to follow Seelah, who might not be stronger than Gord but clearly serves a stronger god, but she hasn't had an opportunity to talk to her at all yet. If Seelah and Gord fight now she can prove her loyalty, but if they just split up she'll have to convince Seelah to take her on quickly. Or should she target Irabeth, who (apparently?) serves the same god and who Seelah seems to defer to?
"Stop!"
Irabeth uses just the right tone of voice to make them actually stop and listen without redirecting their emotions onto her; this is part of a social skillset she has practised religiously for two decades.
"It's neither rare nor terrible to make mistakes of communication like that when working with strangers for the first time, and you should figure out where you went wrong - later."
"Right now we need to establish as best we can that Gord isn't enchanted or possessed. Kinsby will cast magic circle against evil; we need it to renew it anyway. And I'd like him to cast dispel magic on you, if you don't have any ongoing spells you need terribly." If he does they must be under nondetection, which would - complicate things.
"I don't. Hit me with dispel evil if it makes you feel better, but it won't make the aura won't go away." The one good thing about paladins is that they won't try to mislead you with precise wording and so he doesn't need to ask her oath that only those spells will be cast before allowing it. Hopefully.
She'd rather not spend an expensive fifth-circle scroll if she doesn't have to; they might need it later.
Irabeth nods to Kinsby, who steps forward to cast the promised two spells. "No reaction," he reports. Meaning: the dispel failed in the way that suggests (but does not prove) that there was nothing to dispel.
This clears the threshold she set herself when she heard Anevia's report. They must be suspicious, but sparingly; not just to avoid driving away potential allies, but because they frankly can't afford the spell slots to check everyone who ever met a strong demon more thoroughly than that and have enough left over for actually fighting the demons. And an Evil cleric of Gorum who claims he went Evil during the crusade but still tries to help people is not, in fact, very surprising.
"I trust you," she tells Gord. "Will you help us?"
"Schirs and babaus. More cultists than demons, some of them first or second-circle clerics. We're afraid there are vrocks or a succubus behind them. At least twenty-five total, probably fewer than sixty, hopefully not all together, not well organized and prone to fleeing - we always leave them a way to retreat. If we reach the Wardstone we can turtle up there and send for reinforcements."
"I sent our weakest back with the wounded, because we can't evacuate that many people if things go badly, so we're low on archer cover, but we have strong clerics and paladins with us."
"Anevia will stay with the rearguard; it's safer than leaving alone. Lann, Wenduag, Seelah, what will you do? The children and the aasimar can stay with the rearguard if they want, but there's more chance of being attacked that way."
...oh, that.
He's right, isn't he? She needs to use her new gift - the one she's carrying only until she finds a worthy keeper - responsibly, which means maximally efficiently, giving it the opportunity to do the most good - and she's in fact out of regular smites for the day -
Waaaait a moment there.
Irabeth! Irabeth is the strongest and most senior paladin in the room! (Except for Staunton Vhane, whose seniority probably doesn't count at this point.) She's, like, really really famous in Kenabres! The only reason Seelah didn't apply to join the Eagle Watch is that she's obviously more suited to fighting demons head-on than making sure the other crusaders keep the law, but here they all are fighting demons together anyway!
Many artifacts grow more powerful with the power of their wielder. Seelah is, frankly, not very strong, and also she takes a lot of risks and it might be bad for the Light if its wielder gets killed, whereas Irabeth has a twenty-plus-years proven record of not dying (or not permanently, anyway.)
Seelah takes out the Light of Heaven. It's shaped like a longsword, but it isn't really a sword; she holds it like one but never really considered trying to hit anyone with it - it just doesn't feel like the thing it's meant to do. She hit Savamelekh with her regular sword, which isn't even magical, when the Light channeled itself through her. But it's not a good plan for the weakest paladin to keep hitting the strongest demons.
"I don't know if there's a right way to do this, exactly. But, um, I think you're much more suited to bearing the Light of Heaven than me. I'm just a new paladin who fell down a hole, and then someone else told me where it was, I didn't even find it. So, uh - I want to give this to you. Or someone else you think is better." And she offers up the Light, reverently, to Irabeth.
Irabeth considers the artifact before her. She can feel out its shape, but at the same time she can feel something inside it that tells her the shape it seems to take depends more on the needs and expectations of its bearer than on its own true nature. It's not a sword that shines with light; it is a light, which happens to illuminate the shape a sword.
"I do not wish to claim this light forever," she says and also thinks as clearly as she can. "I do not know if it is wisest for me to carry it, or let it be passed to another, or returned to Heaven whence it came. But if I am asked, I will carry it gladly, to the best of my ability, and yield it up again in time."
"Light of Heaven, do you wish to pass to me?" And she opens her mind to the faint wisp of energy, perhaps of - entity, that she feels inside it, the candle that in Seelah's hand briefly illuminated the entire room, as she attempts to gently tug it out of her hand.
It might not have enough agency to make decisions like that. It feels - weak, or weakened. With her hand on it, she finds she cannot imagine it righteously smiting down a demon.
Perhaps it merely needs to rest, to recharge. More likely its true nature escapes her insight.
"It does not go with me willingly. I have no right to command it, and I will not try to force it. I cannot tell you what to do with it; if you do not feel called to carry it, you should probably speak to a cleric of Iomedae." Whose cathedral lies a smoking ruin, and they have not even recovered Nestrin Alodae's body. "My advice is to come with us and try to use it, while keeping in mind that the number of times you can use it is almost certainly limited. Don't place yourself in excessive risk or sacrifice your life for a price that would usually be worth it, although I will do my best to see you raised if you die, in the hope that recovering the Light is worth it."
Seelah feels embarrassed and anxious and, well, frankly bad, at the idea that she might be raised instead of someone more useful or worthy because she failed to pass on the Light in time.
She tells herself sternly that she's not allowed to feel bad about it, because it's her duty and not an unfair one at that, it's just that - she really, really hasn't earned any of it. Instead of saving people when Deskari attacked she stumbled and fell down a hole! She wasn't needed in the Maze because Gord could handle it by himself! She didn't need to do anything, only to be present, for the Light to smite Savamelekh! She didn't, herself, actually contribute anything in the past two days, she just tromped around in her non-sneaky armor fighting people without actually changing any outcomes, and the only reason she even has the Light is because Gord didn't know what it was and didn't want to risk a little zap to find out.
She'll keep trying her best, of course she will, it's just that her best is sometimes, well, a muddle. But the Goddess saw something in her, someone worth spending Her power on instead of giving it to someone else, and she might fail but she'll never betray that trust if she can see any way to avoid it.
She nods, and thanks Irabeth, and goes to stand in the corner and pray to the Light until they're ready to go.
The next floor contains a long balcony going around the main hall before they can go up the next set of stairs. (Defensible design, unlike accessible design, makes you go round and round instead of all the way up in one convenient stairwell.)
The cultists have used the extra time to prepare as best they could! They have blocked the balcony on both sides, and all the doors around it, and put up makeshift barricades for their archers and casters to shelter behind while the melee fighters try to stop them at the stairhead.
The cultists quickly discover they can't push them down the stairs without losing their own ranged support, and also that they don't really want to gloriously die in the service of Baphomet going toe to toe with a paladin. There is a brief lull as they fall back slightly and the two groups size each other up.
"Hey, I know you!" calls out one of the cultist archers in the back row to his counterpart behind the paladins. "How's it going? Want to join the winning side? You lot will be dead soon, but we'll be alive!"
The cultists' former front line is NOT HAPPY about being suddenly shot in the back!!
What with being pinned between Gord and the paladins and only having half of their ranged support, the fighting in melee is quickly over, at which point the wizards and archers on the opposite balcony decide that discretion is the better part of valor.
Gord has never met a lilitu before, either, but the name Minagho is well known among veteran crusaders.
It ought to be easier not to panic when this kind of thing happens the second time in a day. Right?
Also, he's surrounded by powerful paladins and there is no reason for her to target him although she is definitely powerful enough to target all of them in a few rounds.
"Irabeth, tactics?" he tries to whisper, ignoring the interplay between the lilitu and the dwarf. Enemies should be allowed to gloat for as long as possible.
It could be an illusion or a polymorph, although Kinsby would have pointed out any obvious spell aura along those lines; but she can't count on that and dismiss the threat.
They can't win a direct fight with a lilitu. She's tough enough to take their hits for a few rounds until she succeeds in dominating or at least charming some of them, and from there it will all be downhill: they can't counter her when their dispels are spells and her enchantments are at-will. And that's before she calls up any more reinforcements she might have.
Also, if she's monologuing about corrupting the Wardstone or something, that probably means she's trying to enchant them right now and so Irabeth must react immediately. Fight or flight?
The only flight available is out through the window, but half of them might die from the fall and a lilitu can just teleport after them. Fight it is then: if all the paladins smite her they can force her to retreat, even though they're unlikely to kill her since she can teleport.
"Full attack!" she shouts. "Don't give her a way into your heads!" And she really hopes Seelah will take the hint and that everyone else will help clear a path for her, because she doesn't dare say it out loud. Minagho might have spied on their conversations, or even have heard directly about Savamelekh's defeat, since Anevia found correspondence between them on Hosilla's body.
Ugh, those wretches! Too weak to be useful slaves, she should have killed them herself before they could embarrass her when she's in the middle of a good gloat!
Minagho is temporarily distracted by putting them down with extreme prejudice. She was going to use them as shields to get a few more rounds of seductive monologue in, but now they're worse then useless: they are an offense to her delicate sensibilities.
Light of Heaven, please smite this demon, Seelah prays to the tiny presence in her head. I don't know how you decide when to smite someone but this is probably the strongest demon here and we really need to get past her to the Wardstone to save the city. And to not die.
And then, the moment Irabeth calls for a charge, Seelah runs straight at the lilitu. Her job is very simple and she is going to do it and definitely not die trying because she is surrounded by allies she can trust at her back.
The cultists and lesser demons are milling about in confusion and the lilitu is attacking someone else and Seelah can hit her with her sword. She's all out of her own, regular smites, so she really hopes the Light hadn't taken her smiting Savamelekh as its cue.
Minagho is not satisfied.
How would you like a brand on your face, little paladin? She doesn't have room for more husks but it still makes the woman in front of her a little more presentable.
Actually, that works fine for corpses too. Have your stupid little paladin corpse back, crusaders. If you're all this weak I'm going to die of boredom - wait, no, her dear Staunton is here!
Damn it. Irabeth indicated Seelah was potentially very important, and they don't know for sure what happens to the Light of Heaven if she dies and is resurrected.
He darts forward to drag her limp body back from the front of the combat, and uses their only emergency reserve scroll of breath of life.
When Seelah's body lands at his feet, Gord discovers he is also feeling pretty furious right now.
The world isn't fair. People die pretty much at random, even when they're strong and the odds favor them. Surviving a life or death encounter is not a reason not to have another one an hour later.
None of that is news to him, not in the least. If you'd asked him how he expected to die, his first answer would be "fighting", but the second would probably be something like "unexpectedly".
But for some reason, this time is different than when he was facing Savamelekh. The feeling that rises in him at the prospect of death isn't fear or dismay or sadness. It is hot, visceral anger. There are no voices in his head, just an intense desire to see the enemy in front of him die die die die and he will batter her into submission.
Gord never learned the ancestral arts of the berserker. His rage doesn't make him literally stronger, but it doesn't make him any stupider, either.
Letting the paladin pull his hand back for the moment, he takes out a scroll with his free hand. He didn't have the presence of mind to try it on Savamelekh, but he won't make the same mistake again.
Piercing banishment.
The corridor is full of paladins of Iomedae; they ought to count as something Minagho hates and fears and opposes, right?
Fuck, that was too close for comfort! It went right through her spell resistance and she had to actually throw it off!
She can't, actually, risk being banished and leaving the Wardstone undefended. She'd rather have half her minions die stopping the crusaders - that's what minions are for. Even if it means she can't conquer the rest of the city nearly as quickly.
Greater teleport.
With Minagho staying out of the fighting and only occasionally harrying them with enchantments, they descend to rejoin the rear guard without further casualties. The vrocks aren't eager to follow them into enclosed quarters, and the brimoraks aren't going anywhere without backup.
What a disaster. How did she fail? Why did she fail? It's hard to remember the last few rounds before she died, but Seelah is certain she tried to smite Minagho with the Light of Heaven, and then -
As far as anyone else can tell her, nothing happened. At least the brand went away when she died, or she'd be an active liability right now.
Regardless, the mission failed because of her and now the whole city or - if the Wardstone isn't working right, the whole world is in danger and she could have fixed it and she failed.
Light of Heaven, she prays. Please talk to me. Teach me how to wield you. Tell me what I should do. Tell me how we can stop the demons, together.
"Seelah? Anything new?" Irabeth doesn't know Seelah well and can't blindly trust her to do the right thing without being reminded, like she does her own people. She also can't order her around, and needs to word everything she says as clearly a suggestion-not-a-requirement. Junior paladins who haven't joined an order yet are sometimes bad at being explicit (to themselves and others) about whether they're committing to follow a senior paladin's orders or are just agreeing with every suggestion they make as it comes.
"...not really. Nothing happened" - they know that already - "I mean I didn't feel anything. It's not an act of will like a regular smite, and I tried sort of praying to the Light but it didn't say anything, not like last time. I don't know if that's because I'm doing something wrong or it only works once per day or some other reason."
She looks away. "I'm sorry I let you down." She means Irabeth but also the Light and everyone and -
Irabeth plants herself firmly in front of Seelah and holds her reluctant gaze. "You didn't let anyone down," she says levelly. "It sounds like you didn't do anything wrong, or badly. Don't blame yourself, or assign fault at all; we don't know what happened yet." She hopes that will help because it's all she has time for right now.
"We need to retreat back to our base of operations," and she'd rather not say out loud in a demon-infested building where that is, even though it's probably a lost cause keeping that secret. "We also have shelter for civilians fleeing the rest of the city. Who is coming with us, all the way or into the city, and who is going back underground? I'm going to send one of my people down to liaise with the mongrelfolk; even if the Maze is safe, coming out into a demon-controlled fortress isn't, so they should move carefully and keep in touch. Seelah, Gord, I would appreciate your presence there and future help although of course you bear no obligation."
Gord doesn't particularly want to go with a bunch of paladins. Also, Horgus Gwerm offered him a thousand gold coins, and he promised to try to help Rovaldo, and -
"We left a bunch of cultists disarmed and tied up in a locked room. Their friends have probably broken them out by now but if they're still there we need to do something about them."
"In wartime proven cultists are summarily executed. We don't have the men to guard them and it would only postpone the problem. Since they're prisoners already, if they can plead a change of heart under a truthspell and there's no evidence that they personally committed a capital crime apart from worshipping demons, they can be sentenced to hard labour instead, or a penal battalion. All of those require some minimal measure of trust; I don't have any good options to offer you if you think someone is going to go back to the demons the moment you turn around."
And that is why the paladin notion of "surrender" is fundamentally different from the Gorumite. It is dishonourable to accept surrender and then execute someone anyway. That's not what surrender should mean.
As far as he remembers none of them actually surrendered (other than Rovaldo), he just beat them into unconsciousness, but since he chose not to kill them then he doesn't want do it now.
Maybe if the mongrelfolk move to the city, the ex-cultists can live underground - no that's pretty clearly a terrible idea, but maybe it's a start.
Anyway. "I'm going back down. I might be back soon, depending on what the mongrelfolk decide to do."
The way down isn't really all that long, but they move carefully because they need to protect the children.
The room where they left the prisoners stands unlocked and empty, with a clear trail of bloody footprints leading from the dead bodies in dormitory to a side-door they hadn't explored yet.
Gord carefully opens the door, mindful of ambush, but there's nothing past it but stairs down into the darkness, and the sound of lapping water. (Rovaldo did say something about a water elemental.)
"You're not welcome in the maze anymore," he shouts into the darkness. "If you're still here when we come back, you'll die." He leaves Hosilla's head down on the top stair, and turns away.
"They probably would, yeah." Gord can tell he isn't getting through. "Listen, there's an ancient stratagem that paladins aren't taught, but it works really well in war."
"When I first took them prisoner I told them if they escaped and I saw them again, I'd kill them. I lied."
Obviously he can lie, this man is Chaotic and Chaotic Evil at that, but then how does he think surrender even works -
Brun doesn't, in fact, want to antagonize the powerful Chaotic Evil cleric of Gorum who is tentatively their ally, and so he won't question this further, but he is confused.
There is a crowd at the entrance to the Maze; around a hundred people are present and more keep arriving. It seems the tribes took Chief Sull's message seriously. The mongrelfolk children are reunited with their joyful parents.
Brun goes off to brief Sull and the other tribal chieftains about the state of the city and to figure out the best allocation of fighters between helping fight off the demons and keeping the mongrelfolk civilians safe. If Irabeth decides to assault the Gray Garrison again soon, they can join that effort; otherwise they might want to come up through the fissure where Gord fell in. The paladins need to secure the square above it at least temporarily and lower enough rope ladders, but it should be much easier than taking on the demons in the garrison with anything less than their full force.
Gord finds Rovaldo (he is fine but still pretty terrified) and gives him back his spellbook and explains the options he'll probably have.
"You're free to go if you want, but it's risky to be on your own. I know the head priest of Desna's temple and I can ask him for ideas. The paladins said they wouldn't execute you but they'll enslave you as a miner or soldier, so I really can't recommend that but you technically have that option if you want to make Lawful for some reason."
"My own advice, if you don't have family or strong attachments here, is to get a new start in life. Leave the city, maybe the country. You're a wizard, you can always pay your way, you just need to fall in with some people you can trust, unlike Baphomet. Maybe there's a merchant caravan or mercenary band that'll take you on. Lots of people are probably looking to flee the city right now and won't turn away someone who can cast ant haul and endure elements for passage."
Having people he can trust so he doesn't have to spend all his spells on self-defence sounds terrific and also he has no idea how to get there! He tried trusting people a few times and it never really worked out. And, uh, some people tried trusting him and that didn't work either, but he's really really willing to put that behind him if it means he won't have to fight terrifying people like Gord anymore!
...he knows he can't have that Light that he glimpsed but, maybe, if he's really lucky and Gord is very kind, he can sort of - live with people who've seen it?
His family does still live in the city but he kind of left them already, what with the cult thing, and he doesn't really want to back and. Explain everything.
The mongrelfolk won't all go through the Maze immediately, but they'll send a few people up to establish contact with Irabeth and coordinate, because they do actually really want to go up to the surface. Being the underground crusaders is a central tenet of their society, the self-concept that let them survive down in the darkness, and the situation up there sounds pretty crusade-y.
Brun will tell them Irabeth is based in the Defender's Heart inn, a well-known gathering spot for adventurers in the city, and give them the latest intel on how to get there safely from the Garrison. Because the giant crack in the ground is blocking the most direct route, they'll have to detour through Clydwell plaza. Deskari's long gone, so it should be more or less safe, but the city's pretty chaotic right now.
Then the party can set out!
Chief Sull embraces Lann and Wenduag; sending them as official emissaries to The Crusaders is a pretty big deal.
Nothing bothers them on the way up, or while leaving the Garrison, but they can see a vrock flying overhead and hurry to leave the vicinity.
Clydwell plaza has been split in two, filled with rubble, lit on fire, and infested with giant vermin. It is strewn with dead bodies, human and demon both.
The Cathedral of Saint Clydwell has been destroyed so comprehensively that Deskari must have struck it himself, and the smaller Temple of Iomedae is also looking the worse for wear, but Desna's temple stands miraculously untouched. A few people have taken shelter in it; only one low-circle cleric is there but he says Ramien is probably nearby, trying to guide more people to safety.
Gord hadn't really thought about the scale of death and destruction before. Knowing intellectually what even a minute of Deskari's personal attention might mean isn't the same as seeing it with his own eyes.
He's used to scenes of war and carnage, at least in the sense that they don't make him puke anymore, but he wonders how the mongrelfolk are dealing with this introduction to the world above ground. He has no idea how they imagined the city, but he wouldn't blame them for deciding a life eating fish in the dark wasn't so bad, actually, compared to this whole crusading deal.
Lann has spent his childhood aboveground. He always wanted to return, but... not like this.
The people in the city desperately need their help, and he certainly won't turn away from them. Providing that help is going to be dangerous for the tribe, though; his duty is to guide them safely through the crisis.
It's bloody Hulrun again. Gord has sometimes daydreamed about killing the man, but he's too strong for a clean fight and too paranoid with his henchmen for Gord to make a getaway afterwards.
He almost casts disguise self, reflexively, before remembering Hulrun already saw his face the day before, and anyway he shouldn't trust Horgus Gwerm or Camellia to take his side in deceiving the Prelate.
The other sensible option is to just walk away, but it sounds like Ramien might actually be in trouble?
Horgus Gwerm lets out a half-involuntary sound of astonishment, and that is when Hulrun finally spots them.
"You! I remember you! You appeared in my city and then demons attacked and Terendelev died and everything fell apart! What are you doing here?! Answer me at once, or I'll have you strung up by your ankles! Don't think that the demons have wounded me - I still have enough strength to take on a hundred of your sort!"
"How is it my fault that Terendelev died? I'm helping people, is what I'm doing! I fought the demons with Irabeth at the Garrison earlier today, and now I'm escorting people to safety!"
Gord knows that Hulrun is his enemy, but long years of experience have taught him to respect and, frankly, fear the man's strength. Attacking Hulrun would mean most everyone on the city turning on him, inquisitors hounding him to his death, and the Mendevan crown would be out a diamond and Hulrun would go on to torture and enslave everyone around him forever.
But now his combat instincts are catching up with his preconceptions, and Gord is noticing that don't-think-demons-wounded-me Hulrun is looking rather the worse for wear.
"A Chaotic Evil cleric appears in my city the day the demons attack, and doesn't even bother to make up a story why he's there. You hid your aura, lying to the authorities, but now you discard all pretense, walking about with monsters in tow! Surrender to the Inquisition's judgement, or die!" And he draws his sword.
Oh shit, that man can smite with the best and Gord is almost out of spells.
When he said he might be able to kill him, he meant an assassination at full strength, not a desperate fight for his life! That makes it the third time today, damn it!
Can he, um, run away? With Lann and Wenduag? (But he promised to lead Horgus Gwerm to safety, and the Prelate will probably make him pass through the fire or something...)
He can probably take the two other inquisitors, but Hulrun will be back before he finishes dealing with them. And while the two might be of roughly equal strength as fighters, Hulrun smote him.
The rage bubbles up again. Who is this man to stop him? This torturer, this slaver, a despot ruling a city and killing the guilty and the innocent alike at his whim? Gord will not stand for this. He will not abandon his allies, he will not submit. He would rather die fighting, but he refuses to die.
He rushes at Hulrun's back. "In Gorum's name...!"
He is surrounded by heretics and traitors and he will die as he lived, hacking at the demons and their cultists till strength fails, till reason fails, until all light and hope are extinguished and beyond.
Though all the world but his goddess stand against him, he will fight on tirelessly. He will see Her will done, and justice triumph.
In Her name.
Wenduag's arrow punches through his neck.
She's only been following Gord for half a day, and already she feels stronger than before. More sure of herself, her path in life.
Now all that's left is for her to figure out who the guys they just killed were and why they were fighting.
Gord is still furious, and in no mood to hear a eulogy to the Hulrun bloody Shappok.
"He was an evil butcher! Torture, slavery, tyranny, he did it all, for decades on end! People say he dresses in white every morning, and his work stains him Iomedae's color! He was ready to murder you when I got here, and you still defend him?! There is no Good in excusing Evil!"
He hacks off Hulrun's head, and throws it into the chasm.
"She imprisoned a soul in her amulet, and draws power from it for her magic. She admitted it to me herself."
Gord strides swiftly over to Camellia, who is either too wise or too terrified to resist, and yanks her amulet from around her neck.
"Can you free it?" he asks Ramien.
"Imprisoning a soul is necromancy. Very Evil, and very illegal too," he says for Horgus Gwerm's benefit as much as anyone else's. He doesn't know why Horgus Gwerm leaped to shield this girl with his body, although there are obvious suspicions.
"I will certainly do my best to free the imprisoned soul. Thank you, for bringing it to me."
"That," he kicks the headless body, "was Hulrun bloody Shapok. Head inquisitor, ruler of the city and tireless rooter-out of conspiracies true and false. I'd say his crimes could fill a book but he wrote half the damned law so people say they weren't crimes, they were mistakes." He glares at Ramien, not because he dislikes Ramien but because there's no-one else available.
Luckily, Ramien has some inkling of what Gord's feeling and the natural disposition of a peace-maker. "Many things he did would be crimes for any other," he agrees. "He was wrong, tragically so. I do think he did more good than harm, for most of his life. And I believe he was trying his best. There was no evil in his heart, only - tiredness, and hurt, and loneliness, until they drove him mad."
"If you kill a hundred people and one was innocent, is that doing more good than harm? How about one in twenty? Five? Who even knows how many innocents he murdered over the years?! And that's on top of everything else, the forced confessions, turning people against family, torture" -
"I don't need an excuse, because he attacked me, but killing him is helping us fight the demons! He was mad, even more than usual! He attacked Ramien - the top Desnan cleric - and he attacked you because he saw demons in every shadow and didn't like how you look, and he wasn't going to stop just because you surrendered and asked nicely! If we need unity to fight off the demons then we're better off without him!"
Yeah, that's a fair point really. If Gord is going to have to leave town in a hurry, he needs to settle Rovaldo somewhere before all the paladins declare him their mortal enemy or something.
He tells Ramien an abbreviated version of Rovaldo's story. He thinks his penitence is genuine; he might still be bullied or frightened into Evil, but he doesn't actually want it for himself. As far as Gord can tell on the basis of a few conversations, anyway. Is there room for him with the refugees in Desna's church?
It's nearing evening and Gord is exhausted. Not physically, because he didn't fight that hard and he cast a lesser restoration earlier anyway, but emotionally.
Also, all his spells are gone, except for the disguise self and the short-lived mass disguise self that he gets every day no matter what he prays for.
This is to say he'd really like to get to his target without further incident, and then he would really like to eat and rest without being bothered by the paladins despite having killed Hulrun Shappok. And thrown his head into a hole in the ground to hopefully stop them from raising him before it's eaten by a centipede.
One step at a time, though.
"No, please, don't kill them! They're hurt and frightened and don't know that what they're doing is wrong!" screams the elven girl.
(This is, in fact, an odd thing for someone to scream about people who are literally in the process of burning you alive.)
Also, one of those people suddenly falls down and stops moving.
This is all very weird, and Gord is suspicious of weird things, in a city invaded by demons and after the day he's just had. Maybe the girl is a succubus using her enchanted victims to lure in would-be rescuers, or something. The bonfire-in-progress does look suspiciously like it's been in-progress for a long time.
But alright, he won't kill the other guy, he'll just bludgeon him into unconsciousness or until he gives up, whichever comes first.
When the other guy sees he's hilariously outmatched he will in fact try surrendering!
"Please, stop! We're crusaders! I know this is terrible, but we had no choice but to sacrifice her for power, or we'd all die soon to the demons anyway!"
Lann and Wenduag don't not look like they might be demons, but - hey, he recognizes Horgus Gwerm, so probably these people aren't about to sacrifice him right back to Baphomet or Deskari!
This is insane, and is just the kind of thing a succubus would enjoy making enchanted crusaders believe. The threat here is that she is a succubus, she enchants or dominates one of his party members and then teleports away, and he'll have to subdue them somehow.
Gord's all out of useful spells, but he bets Ramien has something to deal with enchantments. He'll pretend to half-believe them - or at least, half-believe that they're sincere - and get them to follow him to where they can hopefully be dispelled.
"I don't think Iomedae doesn't want you to sacrifice random people to her. Maybe if you sacrificed a great enemy of hers, like Areelu Vorlesh, I can see why you might expect to get power from that. But an innocent girl like her? That's what demon cultists do, not Iomedaens. Where did you get this idea from?"
"I uh, he -" the self-proclaimed crusader glances at his unconscious fellow. "He put me up to it! I didn't want to do it! But the girl, she's a witch. It's traditional to burn witches, the Inquisition does it, right. I didn't want to, but what choice have we got?! Our blades hardly scratch the demons' hides! If we don't get more power somehow, everyone in the city is going to die, including her!"
"You're scared," the girl says gently to her would-be executioner. "You feel powerless, and you think this would help. You don't have to justify yourself - not to me."
"All of you are good people, defenders of the city. You just made a mistake, that's all." She smiles happily, as if that means it's all done with and they can move on to better things.
The second enchanted crusader is woken up and appears to be none the worse for wear after his brief nap.
"If you want to be stronger when facing demons," Gord says, "you should come with me. I'm a cleric and I can bless your weapons." And to the girl: "I won't let them or anyone else hurt you. It's not safe for you here, but I know where people are gathering to escape the demons. Please come there with us." Hopefully that will be enticing to a succubus without being too obvious.
Now that he takes a closer look at the probably-succubus elven-child disguise, he can see she has horrible burn scars all over her. Also, she's barefoot, and her clothes are halfway to rags.
Why did she choose to appear like that? To incite pity? To make the crusaders' acted-out sacrifice a more heinously Evil act? As a sly reference to making them burn her? Because she's copying someone specific? Gord has no idea.
He introduces himself and the rest of the party, and sends a quelling look towards Camellia and Horgus Gwerm, lest they give away the fact that he is now leading them back the way they came.
Luckily, Ramien hasn't had time to wander very far off.
"Actually I came back here because I think these two are some kind of enchanted. They were trying to burn Ember alive, as a blood sacrifice to Iomedae. Maybe they're demon cultists after all." In Ramien's presence Gord feels much more comfortable about spooking a maybe-succubus.
"What do you want to do with these two? Someone needs to set their heads straight about Iomedae and it's not going to be one of us. I'm tempted to hand them over to the paladins, even though that's probably a terrible fate they don't really deserve. - Yes, yes, I know, Ember doesn't want us to hurt or punish them for what they tried to do. But they're going to hurt someone else at this rate, or -" he glances at Ember - "they could hurt themselves."
"Alright. The paladins are at the Defender's Heart, and they're telling other people to go there for shelter. I guess you can come with us if you want to, just don't - do anything without checking in with me," because this party is getting really unwieldy. "Thank you," he adds for Ramien's benefit.
"When my father and I came to the city, many years ago, the knights tied us to stakes and lit a bonfire. Father died, and one of the knights changed his mind and pulled me from the fire, but then he died too... But that was a long, long time ago! I barely remember what it was like before then."
This child. This child has been wandering the city, burned and barefoot and abandoned, since before Gord was even born.
'Help the people in front of you' and 'grow ever stronger to work your will upon the world' both feel so inadequate, some times. Like he can't look Ember in the eyes without apologizing, for something other men did or for something Gord hasn't done yet.
"But you can heal people," he manages, "surely you can afford to live in a house - maybe one of the temples -"
OK. OK, fine, he won't tell her to her face that she's hurting when she insists she isn't, even when all his instincts are screaming otherwise. But -
"I think not hurting is not enough. You need to be happy. You need to live with family and friends, with people who love you."
"Most people need shoes and houses to be happy. Maybe you're some kind of snow elf and don't mind walking barefoot in the dead of winter, I don't know, but - I see you living alone on the streets, where crazy people think they can kidnap or kill you and no-one will notice you didn't come home, and - I don't think I'm wrong to be sad about it. Maybe you don't think it's terrible or worthy of my pity, but I think it should be better than this."
This started out as a purely emotional reaction but is rapidly beginning to feel like a spirited philosophical debate with someone who cast silent detect anxieties ten rounds ago and has just suckered you into conceding the match.
What can he even say in response to that?
"You're right, I don't. I chose not to, twice over. And - I wouldn't be happy sitting at home, knowing there were people out there I could be helping but wasn't."
"But you don't have to follow my path! Because you're" - a defenceless child - "a healer, and you can still do that while living a normal life." Although he has no real idea what witches can do besides, apparently, healing people and putting them to sleep (and opening Worldwounds).
Lann thought he had a reasonable understanding of surfacer societies, but the events of the last hour have sorely disabused him of that notion.
A healer is valuable. The tribe would make her take care of herself even if she, somehow, lacked that natural impulse.
Outsiders, who are not members of the tribe, can be turned away or even attacked. The people here had... some reason for killing her father and trying to kill her too, and maybe he can't judge because he doesn't know what it was. But then they let her live among them, and to cast spells on them, for forty years, without either treating her as one of their own or driving her away. That's - he can't think of a way that would be right.
"I don't really understand your reasons," he says, "but why doesn't the city do something? What kind of chief tries to kill a healer, and when the healer forgives him for killing her father, doesn't even try to make her feel welcome, so she doesn't go away again to another city? Even if there aren't enough houses for everyone, there can't not be enough people to take care of each other!"
That tone of voice, so innocently happy, almost shocks Gord out of his prepared rant tirade sermon of righteous wrath, but he plunges on anyway.
"Ember came to Kenabres with her father when she was a little child, back during the Third Crusade. She's a witch. So, of course, Hulrun's Inquisition burned them alive." He doesn't know if Hulrun was personally involved, but the man first rose to fame and power burning people in the Third.
"One of the people who did it had a change of heart at the last moment and saved her from the fire when she was only half burned. He then leaves our tale, because the Inquisition doesn't brook traitors."
"Ember has unlimited magical healing and she uses it to help everyone she meets. Sane people, even if they weren't Good at all and had no concept of gratitude and just wanted to win, would make her feel welcomed and loved. Put her up in a temple, maybe, where people can come to her to be healed. Make sure she eats three warm meals a day and sleeps in a bed."
"Nobody did that, because if they had and the Inquisition noticed, they'd burn everyone involved." Although that explanation doesn't really hold for Ramien, and Gord is going to ask him later what the actual fuck.
"So she spent forty years wandering the streets barefoot. Alone. Healing people, because she's a good person."
"What you get without Hulrun is people like Ember - and me - helping you. What you get with Hulrun is him and Ramien fighting each other instead of demons."
"I killed him in self defence. But it's a good thing he died, for all the countless embers of the fires he kindled over the years."
"You shouldn't use my story to make people sad!" Ember objects. "People are silly, and make mistakes all the time. We shouldn't be mad at them for doing the wrong thing, when they're very scared or confused. We probably make a lot of mistakes ourselves! So I'm not mad at Hulrun, and I think you shouldn't be either."
How have the Sarenites not named this child a living saint yet?
"I don't want to make Seelah sad, Ember", he says as gently as he can. "I want to make her understand that keeping Hulrun in power, and following him, was a mistake that hurt a lot of people, and so she shouldn't want him back."
Seelah is wearing a slightly stunned look, like many people tend to when confronted with Gord's preaching for the first time.
"I'm not - I don't want to judge you for killing him. I mean, I'll probably judge you in the sense that I'll have an opinion about it, but I'm not enforcing the law by officially judging you for that, I'm not a judge." But the Inquisition is, so. Um. "If it was in self-defense, that sounds... defensible?"
"And I'm very much against burning people alive, executions shouldn't be torture, you won't find me arguing against that!" Seelah has a complicated personal relationship with burning alive as a method of death, but obviously she's not going to share that with Gord.
"I'm not asking you to judge me. What I'm asking you to do is go inside and tell Irabeth, and come back and let me know whether she will swear not to judge me for it. If she does, I'll stay and work together with you to drive out the demons and save more people."
"And if the Inquisition, or Galfrey's new appointment to rule the city, shows up and wants to fight us instead of the demons, again, I know you and Irabeth won't fight on my side but I need you not to fight on theirs either, and to not sell me out."
"Also, Lann and Wenduag are your ambassadors from the mongrelfolk, they're not - conditional on you accepting me. Unless they want to be, I guess. Although if you let the Inquisition execute them for also killing Hulrun in self-defense, I really don't think you deserve their help. Ember will probably forgive everyone and help everyone no matter what, but not all of us are so purely Neutral Good about it."
Lann is very unclear about Irabeth's actual authority or her relation to Hulrun or the Inquisition! They were sent to coordinate with her but that's just because they happened to meet her in the garrison earlier. He dearly hopes they're not making a giant mistake, but Hulrun is dead (and so are two of his underlings) and going looking for the Inquisition to apologize is probably not the best move? They'll talk to Irabeth first, in any case.
Ember's story sounds very terrible. Obviously she wants to help her, to stop it from happening to any other little girls, to make it right somehow.
But also obviously, she's heard only one side of the story. The Inquisition is empowered by the Inheritor, just like she is, obviously they can't be Evil and they also can't just be wrong or paladins wouldn't work with them and Iomedae wouldn't give them more power and send them new recruits.
She's going to defer to Irabeth, who is local and wildly more experienced, how about that. She goes to fetch her.
Hulrun's death is some of the worst news she could get right now. He was the strongest remaining anti-demon asset in the city, and he commanded the inquisition and the guards; taking him out and spreading the word that he had gone mad and attacked allies is liable to cause infighting and chaos.
This isn't to say Gord is lying. Perhaps Hulrun really went mad, or perhaps someone set him up. Or perhaps Gord is hiding some crucial detail, something that caused an already paranoid and desperate Prelate to go over the edge into assuming Gord was not just an enemy but one that had to be slain right away.
She's happy to give the oath required; it's neither her job nor tactically optimal to imprison a powerful potential ally pending judgement. The only question is whether she can trust Gord, but with Ramien and Lord Horgus Gwerm vouching for his words the balance swings in his favor. Whatever his personal opinions on the matter, he did fight in self-defense.
She'll swear not to judge or imprison or otherwise act against Gord (and everyone else involved), and to stay neutral between them and the Inquisition and other authorities, as far as the matter of the Prelate's death is concerned. She can promise this on behalf of the Eagle's Watch. She knows of no-one presently at the inn who she thinks is likely to try to assault Gord or the others over it, and if someone does so without legal authority she will enforce the peace and punish those who broke it, because keeping a unified front against the demons is their top priority.
While Gord is familiar enough with the tavern (and the barman), it's crammed full of refugees now, and very noisy. He doesn't want to bother the poor folk who made it here, so he just hangs out at the bar and drags the news out of Gemyl.
(Gemyl Hawkes likes to pretend he's the silent type, but there's an art to getting news out of him: you drink one mug for every story, and spin your own tales in a way that would please Cayden, god of drink, bravery, and bravely drunk adventurers.)
He also buys some scrolls and potions from the cleric of Abadar in the corner. No adventurer in a fight ever lacked for coin, as the proverb goes, and Gord happens to have rather a lot of glaives to unload.
He'll have to find someone else to buy the enchanted cold iron longsword and bloodstained coat of adamantine chainmail, though; Abadar frowns on goods looted from the self-proclaimed rightful authorities.
Gord makes it through the night entirely un-stabbed! He goes through his morning ablutions; it's always a relief to get back to civilization. (Civilization consists of trading create water for prestigitation.)
Then he finds the most secluded place he can in the back corner of the yard, takes out the polished skulls from his bag which he stacks into a neat little pyramid with his sword leaning on top, and starts praying.
(Hulrun's skull doesn't belong here; these are personal.)
Everyone approaches prayer differently; at least, everyone who hasn't been Lawfully instructed to pray in the exact fashion prescribed by their deity.
Gord doesn't talk to Gorum when he prays. He doesn't really have anything to tell him, and he doesn't expect Gorum to answer back. But meditating on the same concepts for an hour every day is hard, and worse, it is boring. So Gord has acquired a habit of talking to himself, reviewing everything he'd done the previous day with a fresh mind.
Did he achieve what he set out to do in the morning? He made it back to the city, helped other people get back to the city, rescued the mongrelfolk kids, and gave Camellia's amulet to Ramien (and still needs to give him his own copy). On the other hand, he didn't learn anything about his mysterious wound or his missing memories. Still, that's a solid four out of five.
Did he do any other good things? Well, he survived an impossible fight! Twice! But neither one was due to amazing performance on his part, so he gets only half credit.
Also, he saved Ember! And helped a cultist repent! Those were really really good things and he's allowed to bask in pride for a few minutes.
And he killed Hulrun, which - was better than running away and letting him kill Ramien and the others, obviously, but he's not satisfied with it. If he kills someone he wants it to be by his choice. Still, it's not a net loss.
And did he make any major errors? Well... Uh...
He didn't spy on the vrolikai in silence, but it lasts a very short time and he couldn't have known he'd need it or when to cast it.
He didn't stay to listen to the vrolikai, from behind the corner where it couldn't see him. This was - mostly due to panic, to be honest, and probably a mistake.
The fact that he panicked was a definite mistake, and a big one. Panicking gets you killed nine times out of ten. He only survived due to blind luck. He let his party stand around talking a few rooms away instead of running all the way out of the maze. He tried to hit the vrolikai with his sword, which was very definitely useless even if he'd managed to hit it, instead of using the scroll of piercing banishment which had a tiny chance of working. He wasn't thinking clearly or planning or even reacting intelligently, from the moment he glimpsed the vrolikai to the moment it fled.
This is very clear and it's tempting to linger on it, because there's a certain morbid attraction in dwelling on your own shame, but he forces himself past that, to consider what happened next.
They went after Hosilla. This was foolish; the vrolikai could have come back, or sent reinforcements. They should have retreated, rested, and then scouted much more carefully the next day.
On the other hand, the vrolikai could also have returned the next day (but so might Seelah's super-smite?) The next day which is, in fact, today. Gord had impressed on the tribes the danger of crossing through a powerful demon's territory; it's their decision now. For himself, he's not sure he should have taken that risk. With the right spells, he could have climbed back up the chasm.
He joined Irabeth's assault, even though he was mostly out of spells and had just been made painfully aware that they had no idea what the opposition really was. He still thinks he made the right decision; retaking the Wardstone was important enough to justify taking a big risk. And after that, when the lilitu Minagho made her appearance and they were saved only by her own ineptitude, he didn't really have any better options.
He assaulted and accused Camellia but let her live, making her an enemy, if a seemingly weak one. On reflection, he thinks that was a mistake; he should not have let a necromancer, all but certain to chain another soul, walk free. But he accepted her into his party; it was wrong of him to do that and then attack her, and it would have been very wrong to suddenly kill her.
Why did he do it, then? Why not wait for the day after disbanding the party to confront her, as he originally intended? Because the shock of killing Hulrun and meeting Ramien, on top of the shock of fighting a vrolikai and a lilitu, had - impaired his judgement. Worse, he hadn't noticed and reflected more on what he was doing, even after the strange voices in his head and sudden rages really should have clued him in. This was his second biggest mistake of the day. He'd felt so tired of making decisions, and that is completely unacceptable on the battlefield. He must do better.
In summary: it had been a wild ride of a day and he isn't going to even try to sum it up as positive or negative! It was just a lot of things that happened, alright?
And now Gord has the spells he prayed for!
He also has a new spell he didn't ask for. It... makes people who scry you see an illusion of your choice? And it feels - bigger than his other spells.
He belatedly notices that he has two more similarly large spell-slots, as well as an extra one at second circle.
It's hard to achieve your goals in life if the only thing you're capable of is killing and destruction. Through struggle you become stronger and better, but the thing you're better at is still killing people.
A man isn't a real fighter if he can hit people but couldn't kill one to save his life. Killing is the first thing a fighter learns to do, and the main thing he keeps on doing.
A cleric learns healing early on, but that's really not enough, is it. You can't just heal people while someone is trying to kill them. Healing doesn't bring back the unjustly slain.
Today Gord is a real cleric, because he can bring people back to life.
He's going to need a ton of diamonds, but that's what all the practice at killing people was for, wasn't it.
Also, today he can go bug Ramien for a fork attuned to Elysium and go! see!! Liberty again!!!!
...except that he needs boots of teleport first. And if he's going to keep doing this, some way no enemy of his can ever track him to her -
...waaaait.
Is that why he's been getting nondetection every day, and now this new extra anti-scrying spell on top?
For possibly the first time since he was clericked, Gord feels actively appreciated by Gorum.
Going undercover never seemed to him like Gorum's preferred kind of war, but now, now he finally understands. These spells aren't for fighting. Oh, he can use them for that, because anything is a weapon if you're clever and desperate, but - these spells are for winning. For building the thing you actually want, once you've killed everyone who stood in your way.
Seelah has become immune to fear and disease! She wouldn't have noticed, what with not being afraid or diseased at the time, but her lay on hands now makes people less tired, and she noticed that because paladins, like clerics, generally know what their spells do, so she talked to some experienced paladins and figured out the rest.
(Seelah is running an hour ahead of Gord and Irabeth by virtue of not being granted any spells yet.)
She'd be as happy as Gord, reassured of the support of her Goddess, except that - she doesn't think the Light of Heaven has grown any stronger. She's afraid not sure it even got a proper night's rest! Wouldn't it be better for Heaven to give any extra power to it, and not to her? It shines for her, just as before, but she's not sure if it's up to super-smiting Minagho.
Well, at least Seelah is now cheerfully unafraid to try it again!
Wenduag shoots things. How is she supposed to know if she's better? The light here is disorienting, the practice-targets unfamiliar, even the arrows they gave her are different from what she's used to. Maybe she's a little better, but it's not a big and obvious change like the one from the ritual.
Irabeth is strong enough not to have grown stronger by fighting a lilitu, which is its own accolade.
"I will recap the last two days, to bring everyone on the same page."
"After Deskari's attack, we sent to Nerosyan; they acknowledged but couldn't immediately say what help they could give. The evening of that day, their reinforcement party arrived by teleport. The teleport-wizard isn't a combatant, they went back. The reinforcements joined up with Hulrun's party and fought multiple actions through the following night, sustaining heavy losses. A few of them are still waiting to be raised, because while we have diamonds or in some cases insurance, we don't have enough fifth-circle clerics left in the city."
"The next day - yesterday morning - survivors from various forces, and some independent adventurers, began to gather here at the Defender's Heart. This wasn't intentional on our part, but once we realized it was happening we began directing and helping civilians to come here for shelter. Some of the people here are soldiers and adventurers who won't go out to fight demons, but they'll fight in their own defence, making this the most secure place in the city that wasn't built as a fortress, and most of the actual fortresses are no longer in our hands."
"Scouts reported that the enemy was gathering at the garrison. We decided to prioritize securing the Wardstone and launched an attack, but were forced to retreat. The demons there are led by the lilitu Minagho, a very dangerous opponent."
"Some hours later we received word that the Lord Prelate was killed in action. The remaining stragglers of his command have since made their way here. I am now in temporary command of the city's remaining guard and inquisitors, and most of the surviving paladin orders. There are many still missing who I hope are holding out in various places across the city; they wouldn't know where to go to rally, and the streets are dangerous."
"This morning we received a sending from Nerosyan. The army is marching to Kenabres, its vanguard led by the Queenin person , but it will take them a week or more to arrive and we cannot expect reinforcements before then; perhaps some scrolls via teleport, no more."
"Now, the tactical situation."
"Deskari threw the Wardstone from the Kite to the Gray Garrison. This left the western half of the city effectively inside the Wardstone perimeter, with demons free to move in. At first we thought that was all, but we were mistaken."
"Some demons were already inside the city, and even in the festival - illusioned or polymorphed. They could have been transported across the Wardstone lines by cultists, in bags of holding or the like, but we don't know yet whose magic enabled them to pass surveillance and mingle with the population undetected. In other words, some very powerful mage or mages are working with the demons, and they may be among the cultists now in the city. There are no known powerful wizards residing in the city, or adventurers who advertise themselves as such."
"Even that is not all. There have been reports - too many to dismiss - of demons moving on our side of the new Wardstone line. And the demons in the garrison yesterday were operating practically under the Wardstone. Either these unknown mages have provided powerful protection to very many demons, or Deskari damaged or disabled the Wardstone somehow when he struck it."
"We do not know how effective the overall Wardstone barrier is, if the Kenabres stone has been taken out. A team is out investigating that and will hopefully report back today. The direct line between the two stones on either side of us passes on the other side of the river."
"Of the strongholds in the city, almost all have fallen. The Kite and the Garrison are lost to us completely. The Inquisition headquarters has a skeleton guard left, but all the strongest men went with Hulrun; we're only holding it because no-one has tried to take it from us. The cathedral is wrecked, and the church of Iomeade is at least a little damaged. Nestrin Alodae was killed during the first day and is among those awaitng later resurrection; Sunnestier is with us. The walls have mostly been abandoned, not being very defensible against attackers on the inside."
"During the first night, cultists attacked some other locations in the city; Abadar's cleric, Banker Vissaliy Rathimus, decided his temple was not safe from looters and relocated here as well."
"We have, broadly speaking, two courses of action we can follow. We can defend the people of the city, retreat from indefensible positions, and wait for the army's arrival to take back the rest. We do not think the demons have their own reinforcements coming up - they would have timed them sooner if they could - so in that sense, time is on our side. We would patrol the streets and engage enemy forces, take some measured risks to clear out parts of the city and save as many people as we can, but ultimately conserve our strength."
"Or we can try to dislodge the demons from the Gray Garrison again. We know better what to prepare for, now, and we have more forces to call on. If we succeed at killing Minagho or driving her away from the city, the other demons might flee as well. And if we could reactivate the Wardstone, it would become much easier to hold the eastern half of the city."
"If we plan on making such an assault, tomorrow seems best. We will be stronger after we have raised as many people as we can and hopefully found more scattered soldiers. After that, the Garrison will keep becoming stronger, as the enemy we defeat in detail rallies to it and those already there prepare it against assault; if we wait any more, we should wait for the army to arrive."
"I invite your opinions on the matter." This council includes people and factions not formally under her command; Irabeth wants to sound them out before presenting her own reasoning.
"That's true. And Minagho might well be stronger than most lilitu, in her own right or through magic items."
"I am reasonably confident in protecting everyone in the Defender's Heart, with enchantment sight and other spells and judicious spot checks. Patrols who venture out will be in danger of capture, not merely death, if Minagho actively hunts them down."
"Worse, if she still has the help of the mystery mage who masked demons from our detection at the festival, she might be able to slip enchanted agents here, to spy and to assassinate."
"If she were feeling adventurous, she could come here herself in the guise of a refugee and charm or dominate people directly - she can keep trying every round until it works, and teleport out if caught. Going by her behaviour yesterday, she's not likely to risk it, but" - Irabeth spreads her hands - "that is indeed one reason to press the attack."
"...you're right, if they come after us we're toast. I'm too used to relying on the Wardstone line, but we're already outside the border, both the old and the new one."
"Alright. Then I think we should attack, or work aggressively to get everyone still alive over here, but not just sit and wait for rescue."
"If the Light of Heaven can smite Minagho, it will solve all our problems, right?" Seelah offers uncertainly. "Can't we... find out if it will do that, before we try? And obviously I'm willing to try if we don't know, it's cheap at the price, except Irabeth thinks we maybe shouldn't risk the Light..."
Irabeth nods. "I do have a lead on that, although a poor one. There's someone in the city who can reportedly cast legend lore, a very powerful divination, although they're not a powerful wizard other than that. I'd like you to try to find them later today. There's a separate reason to think they may know something about what's wrong with the Wardstone."
"Count Arendae is certain to be wealthy enough. I don't know if he'd donate any of it, or if he's still in the city - he might well have arranged his own teleport out - someone should check at his mansion."
"The next wealthiest person in the city is likely Lord Horgus Gwerm, who is here already and has made what contribution he can, so please don't bother him, everyone."
"After them would come individual adventurers and some of the other merchants and craftsmen; I'll have someone make discreet inquiries to check who is alive and hasn't lost their livelihood. All the temples have already contributed all they can." Because out of the five temples in Kenabres, four are to Good gods and the last one is Abadar's. She feels a firece pride in her countrymen, who may not all be Good or Lawful but who responded to the opening of the Wound by becoming more so, not less.
Most of the crusading and paladin orders represented at the table don't have very strong opinions and are willing to follow Irabeth's lead, as long as everyone else does the same.
The order of the Flaming Lance thinks they should gather as much intelligence as possible before striking. Perhaps some probing raids first, or putting their money towards divinations? A journey to the Blackwing Librarium to look for references to Lariel and the Light of Heaven seems advisable.
The order of the Sunrise Sword is confident in their ability to detect and neutralize demonic possession or enchantments - not that they would speak out against an attack, of course, if it seems advisable...?
The Everbright Crusaders want to focus on rescuing civilians, which is also best done today and not left for later, even if that trades against assembling their resources for an assault tomorrow.
The Riftwardens are in charge of the expedition that was sent to check the status of the Wardstone border and would prefer not to act until it returns.
Lann would like to work on building a safe way for the mongrels to come up through the rift; the cultists in the Garrison are likely to collapse or trap the exit from the Maze now that they've used it once.
Irabeth will stay here to act as coordinator, dispatcher and emergency backup; Anevia is her second and should be informed of any major developments.
After some shuffling of tasks, she proposes that most of them who are not patrolling should start by going to the central square and then fan out from there. Lann and Wenduag will then join the crusaders already there in inspecting the rift's condition and emplacing ropes and ladders; once that work is done, they can climb down to inform the tribes.
She'd appreciate it if Gord decides which task or tasks he'd like to attempt and who he'll be going with, because he is strong enough for her to rebalance his team to include fewer rank-and-file paladins. Irabeth has several missions of her own to assign, in addition to those previously mentioned. If he's willing, she'd particularly like him to go to the Tower of Estrod; a letter found on Hosilla's body indicates there's a large cultist group there, and they should scout the situation and eliminate it if able.
Gord wants to go somewhere that needs him because he's even stronger now. And he wants to help people and to not be there when the paladins inevitably execute surrendering cultists. (He doesn't say this out loud.)
He can check in with Ramien at the plaza and then go to the tower of Estrod, and then no other high-level fight presents itself he'll do some patrolling and help people.
As to party members, he - completely forgot to find some, didn't he. Lann and Wenduag have their own thing. If he'd thought of it in time, he would have spent last night talking to some of the other adventurers here and not just to Gemyl.
Irabeth recommends partying up with Seelah. They already know each other, and she's the only unattached paladin here, not being a member of any order. (Also, Seelah is already briefed on the inconvenient context that they're both carefully not mentioning.)
Gord's party can use more muscle (but so can everyone else) or archers (she wants to keep them back to defend the tavern) or a wizard (she doesn't have any) - actually -
"There's a man we arrested on a charge of theft, just before the attack. We didn't have time to hand him over to the authorities, so he's still locked up in the basement. He's a wizard and good with locks. Given the situation, I'm going to set him free, to free up my men who are guarding him. If you can convince him to help you, or just to fight in the tavern's defence, all the better." If she tries to convince the prisoner herself, he'd assume it was a condition for his release, but it isn't fair to demand a man risk his life in exchange for freedom if the only crime he's accused of is theft and even that hasn't been proven.
The biggest group for St Clydwell's Plaza won't set out for another forty-five minutes, to let people who just teamed up introduce themselves and make any last-minute arrangements like praying for spells they didn't choose yet or buying supplies.
Irabeth and a few of her people will keep working through the day, reading reports and sending messages. Any of them who don't need to talk to her are free to leave, but if you were going to bother her, now's the time.