She doesn't know where she is, except it's certainly not anywhere home. The last thing she remembers is that they were trecking through Forbidden Lands, to a spot where Miquella chose to build his haven, and now, she's somewhere else entirely.
Miquella is here too... and it looks like he is wounded and in a lot of pain. There seems to be a city nearby, maybe someone there can help. She picks him up, and walks towards the city.
The guards will see a large red-haired woman approach, helmet covering her face, one of her arms and both her legs replaced with golden prostheses, carrying a smaller blonde person in white cloth in her hands.
Uh... adventurers, presumably? There was a big queue this morning, but now that the festival is in full swing the gate is almost deserted. They still have to vet and note down everyone going in, even if it's mostly a formality. Everyone interesting, that is; ordinary farmers won't get nearly as much scrutiny as someone with three golden limbs. (This may or may not result in many people trying to disguise themselves as ordinary farmers.)
Anyone truly powerful can buy a teleport into the city or disguise themselves beyond recognition, but that's no reason to make it easy for a demon or a cultist cleric to walk right in, not to mention wanted criminals and other riffraff. Also, some people are lawful (or Lawful) and will voluntarily walk through the front gates and say who they are!
The inquisitor on duty notes that the big woman has no visible aura despite her obvious power, while the person she is carrying is Chaotic Good; this can certainly be construed as worrying.
"Welcome to Kenabres, your names and purpose here?"
Oh! If it's urgent she can buy a potion of cure light wounds right off this guard for very slightly above market prices. Otherwise, they can go to one of the churches - those of Sarenrae and Shelyn are close to the gate; those of Abadar and Torag are down by the south gate.
But right now there's a festival and everyone who can be is in Clydwell Plaza in the highest tier of the city, so while there are probably some priests at every temple, the strongest are up there. That's also where Desna and Iomedae's temples are.
She... doesn't have any money, and she doesn't think a light wound would incapacitate Miquella.
She doesn't particularly like getting help from the gods, though she also isn't sure exactly what the guard menas by that term - it doesn't correspond to how she thinks about gods at all - but she doesn't have many options.
She'll ask for directions to the festival, thank the guards and go there.
The city consists of four concentric half-circles, each with its own set of walls and backing onto sheer cliffs above a river. The streets on the way there are almost empty, while in the central square there is a big, loud, jostling crowd. There are pennants flying and stalls with food, musicians and other performers, and a general aura of festivity.
At one end of the plaza stands the biggest building in the city, with a tall green steeple and stained-glass windows that depict humans battling variously deformed monsters. The facade bears an image of a woman in armor holding a glowing sword.
A woman in red-and-white robes who identifies herself as a cleric of the god Iomedae lays a hand on Miquella and murmurs a brief prayer. Her hand glows briefly and the wound on Miquella's chest begins to close - but then it opens again, as if in reverse motion.
"That is no normal wound," she frowns. "I'm not sure a more powerful cure spell would work any better. Chaffin, find Terendelev and ask her to come here." A boy nearby waves and takes off running.
"How was he wounded? Was it done with a special weapon or by a powerful demon, could there be magical poison or a curse laid on the wound?" Malenia is obviously an Adventurer and the woman is implicitly assuming she doesn't need gentle hand-holding about the fact that all these possibilities, unfortunately, exist.
A few minutes later, a beautiful woman with silver hair strides up to them. She has pointed ears and a slightly inhuman look, at least to eyes more discerning than Malenia's.
"Greetings," she says warmly. "I am Terendelev, protector of this city. I heard you were in need of my aid."
She looks at the wound and frowns. It's not something she recognizes, which means she has to go broad spectrum. Heal.
This spell is visibly much more powerful than the woman cleric's; the wound reluctantly closes.
He wakes up, his face and build somewhat child-like, though by height he is similar to adult humans.
"Sister... where are we?"
He rises from her arms, and stands, slightly unsure whether his legs would support him now, but it seems to be working out.
"...Terendelev, right? Thank you." he says to the silver-haired woman.
Terendelev smiles, and departs.
Just then, another man walks up to Malenia. He is short, barely five feet tall, but wide and stout out of all proportion; he does not seem deformed so much as of a different race. He wears elaborately decorated plate armor, a big beard, and an even bigger smile.
"Greetings! I am Joran Vane, of Torag's, and I couldn't help but notice the exquisite work on your prostheses, if that is what they are. Would you mind telling me a little about them? I have a craftsman's interest in enchanted smith-work turned to healing and not merely wounding."
Did Miquella make it? Joran is very impressed!
What spells or rituals was it based on? Did it use a special substrate, or could any metal be enchanted that way? Are the prostheses controlled telepathically, as separate objects you can command to move, or directly with one's body? Do they count as parts of her sister's body, which would have some exciting implications (and applications), or are they still objects which can be separately targeted by magic? Do they convey pressure, texture, temperature, and all the other senses, to the same or better resolution as one's birth body? Can the arm be used to form the gestures for a spell, something which is not possible with mundane prosthetics regardless of their quality? Do they have moving parts inside? Are they just better than the original, such that Malenia does not prefer a simple regenerate spell?
Joran can go on in this vein for a long while, eventually delving into the minutiae of enchanted metal-work, but stops himself apologetically to clarify that he doesn't want to unduly infringe on their time and also that he would be happy to trade his own craft-knowledge or work (or spells cast, if they need any of those) in return for theirs, and that while people sharing is good (and Good) they're not at all expected to do so unrewarded.
They're made from unalloyed gold, other metals could likely work with only slighly more crude resulsts, but the gold is very important to an additional protective enchantment on them. He developed the enchantments himself, and can probably teach at least the basics of them, but it's going to take a while.
They are part of Malenia's body when attached, have limited but nonzero senses. Malenia doesn't use spells, but it should be possible to make a prosthesis that works for it, he hasn't looked in detail. No mechanical parts, all actuation done via enchantment. Malenia's condition is very hard to heal, all methods of regeneration he tried didn't take.
What can his spells do? The spellcasting he observed here is familiar, but slighly different to the one he knows.
Joran himself is a cleric as well a smith, and he can request a very long list of spells from his god Torag (but only so many a day), including a few that most clerics of other gods can't which deal with creating, shaping, and transforming matter. Is there a particular subject they're interested in?
He is also an expert in enchanting metalwork, of which arms and armor are sadly the best-studied kind, but that's exactly why new applications should be explored more!
Joran's excited (and hopefully exciting) overview of the applications of divine magic to smithying is abruptly interrupted by a vast shadow falling on half the square.
A silver dragon slumps to the ground, its head cut off, besides an even more gigantic monstrosity. It has a grasshopper's body and six legs, a human torso with two arms, and a mess of eyes and sharp spikes for a head. Buzzing insects swarm all around it, resolving briefly into shapes, wings and other less familiar appendages that merge into the thinner clouds suddenly descending on the entire square from the sky.
In its human arms it wields a scythe, large enough to shatter buildings, dripping with the dragon's silver life-blood.
It emanates an unnatural aura of magical fear, entirely unnecessary besides the quite natural fear it inspires.
Behold, Iomedae. Behold, the death I sow.
The square fills with panicked screams that redouble as variously-misshapen people fade into visibility all around it and attack the fleeing bystanders with tooth and glaive and spell. Some of the humans appear to be fighting on their side while others try to defend the civilians, and complete chaos takes over.
"Deskari!" Joran looks stunned. "This shouldn't be possible... If he doesn't leave quickly, there may not be a city left!"
He runs towards the great monster, but diverts to save some children who are trying to reach the temple while being harried by a red-skinned, horned, skeletally thin man with a spear.
If she's the strongest human in the world and buffed by the best clerics, sure. Not like a hit or two from a sword is going to affect him.
Did she know that anyone hit by Deskari is poisoned and rapidly withers away? Oh, and is also infested with tiny demonic locust eggs? Those should be bursting out of Malenia's stomach in a fully-fledged demonic locust swarm and dealing a lot of damage in the process, right about - a second or two after he hit her, actually?
Her sword is
1) Large
2) Enchanted
3) Enchanted specifically to ward away any and all gods and adjacent beings, which probably includes outsiders
Did he know that she is already diseased and… rapidly… withers away. Been her whole life actually. And the locust eggs are better be good at surviving the rotting disease within her body, Miquella's vast array of protections isn't going to cover them.
He can accept people committing suicide by him, but shooting him and daring to hurt him and then (probably) planning on running away? That, Deskari will not abide.
A little gnat snaps its jaws at the Lord of Locusts, he rumbles as he raises his giant scythe high overhead, Malenia momentarily forgotten.
The only nice thing about having to leave soon is not having to save any of his power for later.
A strike with all his might behind it opens a great fissure in the ground, a hundred feet deep at least. It splits the square in two and keeps going right on through the city, outpacing the refugees escaping the square and even their screams, the ground shaking and buildings crumbling in its wake.
Iomedae's cathedral collapses on itself like so much rubble.
The gnat that dared to shoot him is well and buried, now.
Her body isn't worth chasing her for; he'd rather spend the turns he has left killing everyone in the square with a strong Lawful Good aura. Like you, Iomedaean, and that dwarf over there. He tagged them (mentally) while he was in the time stop, and they will not escape his swarmsight.
Not everyone here is immune to his poison, right? Have some acid poison spit, everyone who thought to make a stand together, and as many more as he can reach in a round of flying. His poison and his swarms will take care of any who survive his first hit, and the lesser demons will chase down the rest of the city after he's gone.
And then he teleports over to his real objective: the Kite, the two-story building housing the Wardstone. It is as well-warded as the hands and minds of mortals and angels could make it, in a hurry and on a tight budget.
Riftcarver laughs at the barriers between dimensions; the best wall on this sorry little planet could not keep him out.
Deskari grasps the Wardstone. It burns him, but he can sense the poison that weakens it from within, and he can stand its touch for the half-second he needs.
The Wardstone arcs over the city, a ridiculously massive gem shining with all the colors of the rainbow, and smashes down through the roof of another little fortress a quarter-mile away.
That landing probably squished some more paladins, but sadly Deskari has to depart before he can hear the sound of the crash.
At the chasm's bottom! It's uneven but thankfully made out of solid earth and stone, and strewn with rubble. There's a slice of sky far overhead, obscured by dense dust. The ground trembles with little aftershakes, and the sounds of fighting and screaming filter down from the plaza above.
They can't see far along the chasm because it's not straight enough, but there are sounds coming from further ahead which are probably be voices.
"That was the demon lord Deskari. I've never heard of a demon lord appearing on the Prime Material! And the Wardstone should have stopped the other demons at least." She frowns. "I don't know why exactly demon lords don't attack directly, besides that they're probably afraid of dying. I... guess I hoped the gods wouldn't let him."
"Demon lords have never been seen in the Worldwound," Anevia confirms. "If he's still up there, only an archmage stands a chance and could respond in time. Some people in the city have sending spells and will definitely have started casting them, but they take ten minutes and I'm not sure the city can survive ten minutes of Deskari as a physical structure, never mind the people in it. Maybe someone can summon an archon that can teleport with a message."
These two look powerful, if only (in Miquella's case) by not looking at all ordinary, and are also unfamiliar to her, so Anevia assumes they're adventurers or crusaders or some such and have at least an approximate understanding of the levels of power involved.
"So let's hope very hard he's gone and we only have to deal with all the other demons. With the city in disarray, it will take some time to mount an effective response. A lot will depend on who died and can't be quickly resurrected, besides Terendelev. Everyone important was in that square, even Prelate Hulrun." By which she means he certainly wasn't there to enjoy himself, he spent the day working like always, it's just that everyone he wanted to interrogate or spy on went to the festival so Hulrun had to follow.
"It will also depend whatever's up with the Wardstone, since yes, normally it wouldn't let those demons get into the city. I saw some babaus before I fell, they're definitely not strong enough to do this on their own. Maybe Deskari found a way to really power them up." There's a cheery thought.
"I should be able to heal the damage, but there's a small problem with incantations here, so I'll need a while to think how to do it." He'll have to derive healing incantations from fundamentals, without relying on the Order being present here.
"We only recently arrived here... where are we, actually? We just sort of... appeared outside the city."
"You had a teleport accident? This is Kenabres."
"In Mendev, on the eastern border of the Worldwound," she tacks on when their faces look like they might have had a greater teleport accident. "It houses one of the Wardstones, and most of the crusaders and crusades pass through this city on their way to fight the demons."
"I'm Anevia Tirabade, by the way, and this is Seelah, a paladin of Iomedae."
"Likewise! Do you have a way to get out of here? I really want to go back and help defend the city but, uh, those walls don't look climbable, and Anevia has a broken leg and I'd need to get her somewhere safe first."
"I guess we can go along the fissure and see if there's somewhere we can just walk out?" Presumably someone will eventually get around to, like, lowering a rope ladder, but only after the fighting's done.
By leaning on Seelah and taking it easy, yes.
After a few more zigzags of the fissure, they come on two more people. This time one of them is already dead; he looks as if one of the demons savaged him before he fell down. The woman standing over him turns her rapier warily in their direction.
"Who are you?"
The scale's is clearly magic and the magic is good and it wants him to know what it does so he can use it: to resurrect someone whose dead body he has.
Admittedly it would be nice if he could use it to resurrect Terendelev, but it's willing to be used on anyone, really, raising people is Good.
"It is indeed magic, apparently it can resurrect people?"
He feels guilt for everyone he failed to save. He also feels guilty for not saving everyone yet, but seeing Terendelev die, right after she healed him from affliction unknown, without even knowing who he is, that pains him much more sharply.
"Do you think it could restore Terendelev herself?" he asks Anevia/Seelah/Camellia.
"Raise dead works the same on every mortal creature, as far as I know, including dragons, but I'm no expert. Terendelev died at least one during the Fourth Crusade, so it's clearly possible even if it requires a more powerful spell."
She is curious about the orange scales but it doesn't seem relevant or urgent, and she can't just ask when she doesn't even know their background yet. The golden prosthetics (?) are exotic enough already.
Valuing all life is an honourable belief. And it's not that the centipedes are particularly evil or need to be killed because someone else lives here whom they might attack, although now she thinks about it they might be able to climb out of the chasm and into the city.
It's just that, well, what else can you do when wildlife attacks you except to kill it back?
Maybe the spiders and centipedes eat each other? Seelah isn't sure that's not how it works.
Also, Malenia is very impressive. Seelah can't even reach the vermin before Malenia kills it! Eventually she gives up and just hangs back to protect the others and lend Anevia her shoulder.
After exploring for ten or twenty minutes, they come on a clearly man-made chamber (or someone-made, at any rate), made of shaped stone and framed by tall columns. Some of the columns lie broken, likely by the recent earthquake.
They can also hear a voice emerging from inside.
There is a - person, standing there in the dim light. He is clearly humanoid, and about one-half human - the right half. The left half of his body is covered in scaly green skin, and there's a big curved horn growing out of the human-looking side of his forehead.
This is clearly visible because he's not wearing a proper shirt, only a length of cloth loosely wrapped around his scaly shoulder. And a longbow, strapped on his back, which is however instantly in his hand when he spots them.
"Wenduag!"
The second humanoid... person... who emerges in response to that call looks more like an exotic variety of human. She's better-dressed (or more covered-up anyway) but she has gray skin and and yellow cat-like eyes with vertical pupils; they shine brightly with the reflected light of the torches.
Also, she has eight spider-like limbs emerging from her upper back, curving forward as if to hug herself protectively. And another longbow.
"Lann? Did you find it?" Then she freezes when she sees the impromptu party. "Who is that?!"
'Inflicted with demonic corruption' and 'mongrels' isn’t very promising on the prejudice front. Add that to the long list of wrongs to right.
"Sorry, we only recently arrived here, what was the First Crusade? How do people end up inflicted with demonic corruption?"
"The First Crusade was the first organized effort to fight the Worldwound and the demons. I guess you can dispute whether it was the really first, or just the first one called a crusade... Anyway, people came from all over to fight the demons, and for a while we thought we managed to stem the tide and contain the problem. But ten years later, the demons attacked again, the Second Crusade had to be called, and the Wardstones were created to stop the demons from going any further. And then all the land in between the Wardstones, which was most of Sarkoris, was gradually abandoned, everyone who could fled, and now it's all part of the Worldwound."
"The remaining relics of our ancestors are stored in this hall. Among them is a holy sword, left by one of the angels who fought together with humans in the First Crusade. If we bring it to Chief Sull, I hope to convince him that the time has come to rally the tribes to go help the crusaders on the surface - and rescue those kids on the way! But now we can't find it because the earthquake brought down half the room."
Trying to rally multiple tribes of unknown race and allegiance to travel a dangerous maze to join the fighting in the city probably isn't the quickest or the surest way for them personally to make it back up, but if it works out, these underground crusaders could turn out to be a big help!
Unfortunately, Anevia can't help them search.
The wound on his chest reopens and weeps blood, even as his mind is assaulted by the thoughts and sensations of another - or are they memories of someone else who visited this cave before?
The vision does not feel hostile to her, and yet it is full of hostility.
"Treachery! They trapped me and stabbed me in the back! The people I descended from Heaven to protect, my sworn allies!"
There they are, the traitors - somewhere in the gloom, just beyond the angel's failing sight - what are they waiting for, he is not so weakened that he will die unaided -
Next to him/him, a quiet moan. A girl with golden braids who refused to side with the traitors, who stood by him and paid for it with her own life. They both refused to run for the sake of the other.
If I use the last of my strength to heal her, they may kill her anyway. If I use it to fight them, she will die of her wounds. What should I do? What should I do?
The vision conveys an agony of indecision - a pain greater than any wound, felt when you do not know the road to take -
"Flee," he begs the girl. "You cannot save me, so save yourself." But he is so weakened he cannot tell whether she lives or dies.
Memories assault him. A priestess in colorful robes observing the stars. The girl he saved, a young paladin, taking her first vows as she holds the Inheritor's sword. A great angel, his face obscured by a helmet, addressing a crowd, and his voice rings out into the distance: "only if you are willing, and only if you are ready. There will be no turning back..."
Then, in the vision, the shadows in the corner grow darker. A buzzing sound fills the cavern, and Miquella's wound burns with pain - he is not sure if the pain is also in the vision - their head pounds and their heart clenches with unnatural fear -
And a monstrous figure emerges from out of the shadow.
It looks like Deskari. Perhaps the demon lord has grown over the years since, perhaps he shrunk to fit the cavern; or perhaps a demon lord of evil and chaos, parts of whose very body are made of swarming locusts, does not care about such petty mortal concerns as a constant shape.
Its voice changes from one moment to the next, from the roar of Deskari defying Iomeadae to the whisper of a slinking shadow, as if behind it there is nothing real and at the same time there could be everything and anything at all.
"The foolish angel struggling on the rocks, like a fly with its wings torn off... Where is your goddess now, angel? Where is her self-assured herald? How is it that you are dying here alone, fallen so far from Heaven?
Lariel's thoughts become easy and calm, for he knows who is in front of him.
The vision does not convey that he knows it to be Deskari, or something else. Angels' thoughts are not like those of mortals. He simply knows it to be the Enemy.
And faced with the Enemy, he is calm and at ease, for there are no more choices left to make.
His sword flames to life as he slices at the shadow-monster, and for a brief moment it recoils from Heaven's light.
The next moment, a swipe of the monstrous scythe leaves him lying on the rocks. Dying, in truth.
"You will kill me, monster," Lariel says calmly. "This I know. But one day, someone will come here and raise up my sword."
With his dying strength, he plunges the sword into the stone, and the vision fades. The last thing Miquella hears, as Lariel's strength leaves him is - "they will come and..."
Punish traitors? Protect the innocent? Vanquish Deskari? There is no telling what the angel had hoped for with his last breath.
The latter part of the vision resonates less with Miquella's soul - for him, there aren't Enemies, never would he utterly forsake anyone. But he picks up Lariel's sword, raising it high, and proclaims:
"Angel Lariel, you may be gone, but you shall not be forgotten. I promise this as Miquella, the Unalloyed."
It feels like the right thing to do.
It is light in the shape of a sword. It will be a sword if he wants it to, smiting his foes, but it can also be light: a source of revelation.
It shines brightly for him now, dazzling everyone for a moment, but it is more than a light for the eyes. It speaks to your heart, promising aid, hope, allies. It calls you to join the eternal and unfailing cause of Heaven, and it makes you stronger and braver if you choose to respond to the call, because it tells you will never be alone.
The mysterious wound on Miquella's chest closes again, almost as if it opened only in the vision.
Everyone rushes over to him.
"That was it! The light of Heaven! Lariel... That's the name of the angel who fought with our ancestors - it was on the pedestal."
"Chief Sull will have to admit the time has come to rally the tribes, now. Will you come with us and show him the sword's light?"
"Taking the tribes through is madness. Lann's madness," Wenduag hisses.
"No-one in the tribes can make it through the maze. I'm the only survivor of the last group who tried. We were young and foolish, and the darkness claimed us one by one until only I was left."
"Taking everyone there is madness. The young and old and infirm, some will die and all will be a burden on the rest. And if we do make it through, what then? What use a crowd of people barely able to fend for themselves on the surface! We would need protection from the demons, not provide it!"
"If the tribes stay here, with enough hunters to guard and feed them, a few strong hunters can be spared to help the surfacers. With your help, maybe we can make it through the maze." Malenia does look very impressive, just by having those incredible ?things? for limbs, but looks can be deceptive.
"I wish I could take a small party to rescue the kids! It would mean not waiting for all the tribes to gather, and not waiting for Chief Sull to make up his mind to even start that. But the Chief has forbidden us from taking others into the Maze, because it's too dangerous, and the light of Heaven's sword is the best way I could think of to move him."
"You only need his permission because you think so," Wenduag mocks. "Does he stand over your shoulder when you hunt alone, telling you to take a risky shot?"
"The village isn't far out of the way to the Maze. You can stay there if Sull tells you to. I will guide the strangers through the maze, if they think they are strong enough."
"I hope Chief Sull will agree that if the tribe's going, we should scout ahead. And use your help while we have it and there's still have a chance to rescue the kids." Since it looks like they won't wait for the tribes before taking Wenduag up on her offer. Not that they really have a reason to wait, if they think they can make it through the Maze.
It's a plan, at least!
Lann and Wenduag lead them through more giant-vermin-infested tunnels until they emerge on the shore of a little subterranean lake.
A shaky bridge leads them to an island, dimly lit by torches just bright enough to overpower the omnipresent bioluminescence. And it is full of people, no two quite alike, all with the traits of different animals haphazardly mixed in; going about their daily lives, fishing, mending tools, children playing, and everyone stopping to stare at them as they pass.
Lann leads them up the knoll and to a seated man whose face is halfway blended with a rat's snout. He is probably old and clearly infirm, one eye white and rheumy, the meager hairs on his head hanging on in bare tufts.
Chief Sull isn't one to jump to conclusions or to action, he has to be prodded into it.
"Gather the tribes! Anyone who can hold a weapon! We can still save the young ones, and this is our chance to clear out the Maze and reestablish contact with Kenabres! We've been waiting for the right moment, and now they need our help!"
But first, they are accosted by an older human man in fine dress.
"Finally, someone else from the surface! I was beginning to lose hope!" His eyes dart to Camellia's face, and then stay firmly away.
"Allow me to introduce myself. My name is Horgus Gwerm - no doubt you have heard of me if you've spent any time in the city. And I have a proposition for you: if you lead me safely to the surface, I will pay you a thousand crowns."
Noone here has any reason to threaten them! Some people are obviously very curious about Malenia's condition, but it would be rude to ask even if she wasn't guarding her brother's concentration.
(Some people give their hut a wide berth; what if the disease spreads?)
Eventually, he does have a fundamentalist version of healing. It's much harder to do without relying on the Erdtree, and he derives it in a rush, so it ends almost directly applying Regression, which makes it much more exhausting than it needs to be, but it should work.
He calls Anevia, and anyone else who might need healing, because it's actually simpler to do it in an area, than tightly focused on the target.
This village is actually much better off than most neather tribes, because Dyra channels twice a gong, so there's just their party with its assortment of scratches and bruises - and Horgus Gwerm, who it transpires was badly wounded by his fall and only mostly cured by the one channel since.
It's not entirely unlike a Channel, though more powerful and slightly less gentle. Being a hastily-constructed incantation, it 'snaps' everyone back to health.
It does nothing for Malenia, of course. Her problem is much harder to fix. But Anevia's leg should be fine now.
It felt somehow different from normal divine healing.
A channel or a cure spell closes wounds over several seconds, the body's natural healing driven in fast forward motion. Camellia has a lot of experience watching people be healed of various wounds, and this - wasn't normal.
Some powerful spell like Heal might be truly instantaneous, but who would cast a Mass Heal to fix one broken leg?
Miquella has some rare kind of magic, then, and those often end up - important. Something to ponder.
"This is the way into the Maze. I don't know who built it or why, but it's not whoever lives in it now. There are monsters, vermin and elementals like the ones we get in the tunnels but worse. There are humans sometimes, down from the surface; I tried talking to them once but they attacked me. And there are some - things, in the dark, that killed most of us one by one when I first came here with my friends." She shivers. "I still don't know what that was."
"I haven't been in for months. It could be better now, or worse. I can lead us to what I think is the way up, because it keeps going up stairs, but I never made it to the surface. And there are other doors I never opened."
"Can you see in the dark? I can, a little, but Lann can't."
Wenduag will be right behind her to give directions and look for danger, but she will fall back if fighting seems likely. The rest will follow a little farther behind with the torches.
(This means Wenduag and Malenia will still be silhouetted by the torchlight, but at least Wenduag won't lose her night-vision and might be able to shoot things outside of the light's range.)
The doors are stuck half-open, but they can squeeze inside.
The first room is small enough for it to be clear quickly that it's empty. There's a single door in the far wall, and a strip of the floor leading to it is painted red like a welcoming carpet; the whole floor is smooth and painted with intricate designs, and there are candle-stands and banners hanging on the walls, all with the same red-on-white symbol.
There are also two sculpted goat's heads hanging on the far wall, framing the door.
"If they're hostile - and certainly if they're cultists of Baphomet, who are both hostile and lie about it - I don't see what else we can do. Cultists are executed in the city even when there isn't a demon invasion. We need them out of here so the tribes can go through, but more to the point, the tribes are going through to help us fight the demons, and Baphomet is on the enemy's side."
"It's wrong to kill someone who honestly repents, but I don't see how they could do that in the middle of a fight, or how we could tell. I want to give people the chance to repent and mend their ways, and I hate killing people who'll probably go to the Abyss and become demons themselves. But I don't see what else we can do! In a war it's us or them!"
Anevia's assessment is reasonable, he isn't going to hold Seelah's warring ideology against her, and Lann's desire to have them away from the tribe is understandable, though he still wishes he didn't need to kill them to do it. He's not voicing any of that, though.
Also, apparently people here do go somewhere when killed, that's important to know.
"Alright then. Let's go clear the way." he says, with grim resolve.
The next room is a long hall, its far end lost in darkness. Advancing reveals a big pile of rubble that cuts it in two; someone collapsed the ceiling to form a barricade, or the recent earthquake might have done it.
There are also three men huddled on the near side of the barricade. They try to hide in the shadows, but Wenduag and Miquella can both spot them, and there aren't enough shadows to hide in anyway when the torch gets near.
The next room is a dormitory. Or perhaps it is a barracks, because everyone here is armed and attacks them on sight.
There are almost twenty men with glaives and crossbows, apparently including some clerics who cast bane and bless and other first-circle spells (and who also have glaives).
Luckily, about half of them are unarmored and taken by surprise; perhaps they were in fact trying to sleep.
If they hold the door they can fight them one or two at a time, but their archers won't help much. If they push in, they'll be surrounded in a tight space. If they fall back, they'll be surrounded in a much larger space, or the cultists might bar the door against them while they get reinforcements.
Seelah will follow Malenia's lead, because they totally forgot to agree ahead of time on who leads the party, and Malenia is clearly stronger than she is which is a good proxy for being more experienced as well.
She can shred both cultists and furniture! Unfortunately Seelah can't help her very effectively while she turns the whole room into a blender, because that looks, uh, not necessarily very discriminating? She and the others can at least take care of any cultist who run in their direciton.
The remaining cultists try to run away through another door. While screaming at the top of their lungs for help.
At the bottom of the flight there are two doors again, but the cultists left the one they used open. They're huddled in a small room, arguing with the presumed-reinforcements.
Unfortunately being terrified of Malenia means they're constantly glancing back, so the two groups see each other at about the same time.
"Rally, or I'll feed your guts to the dretches!" bellows one of those who hadn't faced her before.
One of the newcomers is a cleric of Baphomet who can bless and bane and channel and swish his glaive! ...not at the same time, though.
Thrust, slash, slash works quite well, especially since the cultists are still stuck coming at the party through a narrow door and right into Malenia's range.
Cambions are immune to electricity and poison and resistant to fire, acid, and weak spells. In other words, they're the weakest demons on the ladder, barely above dretches.
They have no idea what makes some light holy, but Miquella's spells are not weak and and one of their number has just been burned to death.
The remaining two swing their scimitars at him in a frenzy.
"I didn't stay at a distance because I didn't know if they had more reinforcements behind us. In retrospect, Miquella was enough to hold this door and you should have been guarding the one they came from. It's easy to see the right plan in retrospect, though."
Seelah lays her hand on him, and the gash shrinks and disappears.
"We have more archers than fighters, normally we'd let them fight from a distance. But Malenia is so much stronger than everyone else, I think we - didn't want to risk anyone else actually fighting? That's good if it works, we don't want to risk people needlessly, but then the archers shouldn't be right next to the melee... I don't know what to do, then."
The small room the cultists were in looks weirdly unfinished; the near wall is made of the same regular stone as the rest of the Maze, but the far side looks like it's still being excavated. There's another (closed) door in the side wall.
The door the cambions came through (and left open) leads to a different, much bigger room. There's a pit with decomposing bodies, and the far end has prison cells and what looks like implements of torture. The whole place stinks horribly.
There is also yet another open door - or at least, an open doorframe, the door itself seems to be missing - and four sigils on the wall next to it, glowing in different colors.
Wenduag is having serious second thoughts about her role in all this.
She planned to take them straight to Hosilla, and the side with the victor. This will be harder if the victor is Hosilla, who then demands to know why all her men have been killed.
On the other hand, she's pretty sure Malenia can kill Hosilla. And if Savamelekh happens to be here and kills Malenia, he probably won't care too much about Hosilla's men... if they can take out Hosilla herself first, Wenduag might even become Savamelekh's new chief minion.
Anyway, she doesn't have much choice anymore; if she vanishes into the shadows and disclaims all responsibility, Lann will insist on making the party search for her to make sure she's alright.
"I warned you. If those were all of them, we should go back."
Anevia joins him in the search.
"It seems they have a leader called Hosilla, and this was one of her two lieutenants," she reports. "He had orders to do - a bunch of things we probably don't care about - earth elementals for excavating this place, raising lizards for meat... No mention of the missing neather children."
She turns another page. "Apparently there's a 'paladin sword' here somewhere and he was told to rearrange some pictures to hint at the key to the room it's stored in? 'Yellow, blue, red, yellow.'"
There are also four potions of cure light wounds, several scrolls of bane, and of course their weapons and armor and spare arrows if they need those.
(Lann and Wenduag pick up two of the cambions' longbows; they seem well made even if the style is a big offputting.)
"No, nothing like that - it's just a sword, maybe a bit magical - it's famous," Seelah says reverently. "Because it belonged to Yaniel, a legendary paladin from the first two crusades. After she died in the sack of Drezen, the sword was put in a museum. It can't be very powerful, or someone would have kept using it!"
She frowns. "The cultists must have stolen it in the confusion... I'll restore it to its rightful place." She hefts it consideringly, but decides to pack it away in favor of her usual sword; if she scratches Yaniel's sword she'd never forgive herself.
"Oh, she didn't become a legend for being strongest paladin of her time," Seelah chuckles, "although I bet she was plenty stronger than me! No, she's a legend for what she did. Yaniel was known for never leaving anyone behind. Never sacrificing men for a tactical advantage, never sending anyone on a risky mission without going herself... I've heard some of the commanders didn't like her because of that, because she wouldn't pay the cost to win the battles, but her men adored her."
"And once, they gave her a mission she thought was too dangerous, or maybe she disagreed with them for some reason. So she went into the Wound alone without her men, and not only did she survive, she brought back other crusaders she rescued!"
"She died defending Drezen to the last while others evacuated. But she lives on in our memories - as a true paladin and hero."
Seelah blushes. "Yes, I - I've always felt an affinity with her. Or with her legend, at least. I know what it's like to conflict with your commanders, to feel that while your orders are good and just they're not your real calling."
"That's why I came to the Wound. I hoped - I hope - my mission's here is clear. I just need to do the best I can, save as many people as I can. I'm not very smart but I know that much."
Wenduag leads them back to the long hall with the pool of blood and through the door they haven't tried before, which leads to a large empty room and then stairs leading up.
"I made it this far once, but the door was locked." It's unlocked now; maybe the cultists don't like locking it when it's in frequent use.
The stairs end at a balcony overlooking another room. A man with a glaive stands ready at its center, looking challengingly at whoever comes up.
Another woman with a glaive is hiding past the door, ready to chop off the head of the first person to step through.
She can feel her smite took, and she heals herself every round before striking back, but -
"She's really strong! I need some help here!"
Unfortunately everyone else is stuck on the stairs behind her, and Camellia, their only other melee combatant and healer, was bringing up the rear.
Camellia can push past the others, but then she's stuck casting Bless and cure spells on Seelah; she didn't know she had to prepare ranged options in a party with three archers!
(Hosilla will pretty much shrug off any of her hexes and spells that can be ignored through force of will.)
Ugh! She only half-blocked that and does not want to be hit by that sword again!
A good swordsman can step inside a glaive's reach; the paladin was weak and stupid, but this golden warrior is dangerous. And her minion is dead.
How about, instead, she pushes past Seelah, who is barely standing and in no shape to stop her? And then she'll run down the stairs, and if anyone unarmored ends up stuck on her glaive it's their own fault for standing in the way.
Seelah lets Malenia past her, because she really doesn't think she can defeat the cultist in time before someone dies!
She does have one last lay on hands left; maybe she can take on a couple of quasits before dying.
"For the Inheritor!" she bellows, because her lungs are the one part of her that doesn't feel like it's been glaived half to death. And charges.
She can't dodge it in the tight quarters of the stairwell, and it burns at her. The golden warrior is hacking at her back again. Hosilla realizes she's about to die in this miserable dungeon, and this makes her very angry.
This is unfair. Everything is unfair. She should have had more, more of everything.
She can't avoid dying by an act of pure will, but she's double-damned if she's going to die alone.
Hosilla ignores Malenia and puts all she has into a cleaving blow aimed for Miquella's neck.
Anevia is kneeling down over Hosilla's body. "She had a lot of nice gear," she reports, "some of it probably magic. Miquella, can you identify this stuff? There's a pendant and two rings, besides her armor and glaive. Ooh, and she was carrying correspondence, that could be useful!" She carefully smoothes out several letters, stained in shades of red and gold, and quickly skims the contents.
These magic items have been crafted in a tradition over ten millenia old and informed by civilizations from other planes!
The pendant and one of the rings are for protection. The other ring is linked to some other magic item far away and doesn't do anything actively if you put it on. The glaive can hit with extra oomph and frightens nearby people when it does. The armor isn't magical.
If he can't identify them precisely than she'd rather not put any of them on, but if someone else wants to put on a dead cultist's ring of protection, Anevia won't - no actually she will try to argue them out of it, that stuff came from an empowered of Baphomet! Don't put it on without a proper Identify spell, that's how you get cursed!
Division of unidentified loot is really far down her list of priorities at the moment, and will remain there until she sees Irabeth alive and well. What worries her more is possible infighting over loot, and if she abstains and Miquella and Malenia are too strong to bother with it and the two neathers can agree between themselves, things should more or less work out.
She glances at the others to see how they're taking it.
Of all the bloody days, she had to choose this one to bite it. He's annoyed and angry and can't even take it out on her without getting someone to raise her first, and then getting them to do it again afterwards. (Being a demon of death can be so inconvenient.)
He could go make his pet wizard scry her body, but it would take an hour and he doesn't want to wait an hour because he is angry.
What the Abyss, he'll go handle it himself. He was going to go there tomorrow anyway. Terendelev's dead and no-one else in the city can threaten him and anyone coming in at the last moment to fight crusaders wouldn't be dungeon-crawling anywhere near his pet project.
Deeper darkness. Greater teleport, to one of several disguised side-chambers in the dungeon ("maze", if you insist, but he'd seen better mazes from Deskarites) reserved for that purpose.
One interesting fighter with something like truesight, and a bunch of rabble who can't do anything.
He can stab her every second and more, with four long hands that can reach all the way around her body if she closes in. The very few mortals who are strong enough survive that for more than a couple of rounds will, instead, die of the concomittant energy drain, if they had no idea they'd be facing him and neglected their death ward. And at the same time he can bite her and sting her with his tail, which confuses the weak of will. And if she has truesight to pierce his darkness and still looks him in the eyes, she has only herself to blame.
How dead is the golden-limbed woman, after a round?
Hey, that's his thing! ...but it'd be stupid to stand here trading vampiric touches to see who drops first.
But he has a tried and true way of dealing with crusaders (anyone who kills one of his minions, on the day of the big attack, while wearing that much gold, is probably a crusader): stab them in the minions, that's where it really hurts them, and then threaten them to stab some more.
He flies up to the ceiling of the room, which is conveniently two stories high, and hides the darkness-emanating pebble. The warrior has four minions in the room; are they foolish enough to look him in the eye?
And if they don't want to look him in the eye for some reason, but still want to look at him to aim their puny arrows, how about they look at the sheet of paper with a symbol of death that he just unfolded and is holding over his chest?
He tracks the cloud of darkness as it flies up, and he knows that his companions likely do the same. He feels the wave of death emanating from the now-dispersed darkness, and while it passess around him, he knows it spells an end to everyone around him.
He brought them here, and now they are going to die. He led them, and they followed him to their death.
The worst thing is, he knows the exact concept that can save them. He studied it extensively, when he sought a way to cure his sister that was within the bounds of the Order he was born in.
The absence of Death, that negative space within the enforced rules, ensuring that some things are truly eternal.
If only he was a god in truth, if he had the power to enforce that Order around him, at least on a small scale –
Something responds. Something that resonated with his heart, and lives there still.
The Light of Heaven glimmers, and shines, and swells into a roaring torrent of golden light that sweeps the room from roof to floor.
There will be no more darkness, it promises. No death and decay. Not here, not today. Only the strength and the splendour of life, the life that is itself the greatest Good as long as it does not serve Evil.
For this one moment, the Light of Heaven blazes.
What the Abyss was that? That little mortal had a mass death ward in her pocket?! He didn't even know that was a thing! And she used it as a reaction the moment she saw him, before his symbol of death could kill the other minions! He didn't know that was a thing either!!
This, together with the golden warrior, is quickly growing from an annoyance to a concern, which is to say: there's a real (tiny! but real!) chance he'll actually lose this fight, if he's stupid enough to keep fighting it.
He is very angry and will become much more angry if he learns these people messed with his mongrels and not just with Hosilla. Luckily, he is an old and wise demon and knows how to deal with that safely.
Greater teleport, to some demons he can safely kill kill kill until he's calm enough to check what the Abyss is going on here.
Some things are too fast for ordinary mortal eyes to track.
Seelah sees a great bolt of light, the same light she saw around Miquella when he picked up the angel's sword, descend from Heaven (*) and clear away the darkness to reveal a great demon; she blinks, dazzled for just a moment, and the demon itself is gone, erased from reality.
She grips her sword tightly and looks around for enemies, but it makes her feel small and - foolish. Like an ant in the presence of giants fighting, trying to sting their iron-shod feet.
"What. Just happened?"
(*) Heaven isn't really up above us; a ceiling is as metaphorically Heavenwards as the sky.
"A 'death demon' sounds like nabasu," Anevia says, "they can fly and generate darkness."
"Nabasu turn people into ghouls and also grow stronger when they do it, and luckily after they've grown strong enough they invariably fuck off - nobody knows why - anyway, instead of seeing nabasu grow infinitely strong, or all of them reach the same strength and stay there, we keep seeing weak ones get stronger and then leave. We thought they lose the power after a while, or maybe they use it up on something."
"A powerful nabasu could kill all of us except the two of you, but I think it would still take it a minute or two. If one found a way to grow stronger than usual... that could be very dangerous."
"There's a cleric spell called death ward that protects from nabasu abilities, but it's fourth circle and doesn't last long, so you're usually out of luck unless you have a strike team prepared for a nabasu or a lot of convenient scrolls."
"Wenduag hasn't come back - Wenduag!" Lann shouts back down the stairs; they're clearly not being stealthy anymore, but there's no response.
"We should look for her. She could be in danger alone. Going back through the rooms we've cleared already should be less risky, right? And we still haven't found sign of the younglings. Maybe they're in one of the rooms we bypassed - there's no way they could have gotten past Hosilla or that demon."
Going back to the long hall with rubble in its middle reveals no sign of Wenduag.
"We left too many footprints when we came through and fought here. If Wendu was trying to hide her trail, there's no way we'd find it. Hells, if she met and fought more cultists I'm not sure we'd notice the signs, with all the bodies and blood that are here already!" Most of the bodies are in the adjacent dormitory but a couple were cut down by Malenia in the hall as they tried to flee.
"She might be there, or hiding in some dark corner... But she clearly isn't coming back for us." Lann is torn between feeling betrayed and guilty. Running away from this nabasu was apparently the right thing to do, except that Wenduag couldn't have known that; abandoning your friends and allies in a fight is horrible, but he wouldn't want Wendu to risk her life just to come back for his corpse, if she somehow convinced herself they were all dead...
"How are you still alive?!" she blurts.
It's ridiculous to imagine that they beat Savamelekh. Are they all working for him now, even the paladin? Did he enchant them? It seems just as ridiculous to imagine that Savamelekh, incensed by Hosilla's death, wouldn't kill and hurt at least a few before sending the cowed remainder to do his bidding.
Wenduag has no idea what's going on and she is terrified. It feels like any moment, the darkness will spill out of the door behind them -
No, no, Savamelekh wants the tribes, he doesn't want to kill them or he would have -
But then why let go the interlopers who promised to bring the tribes to the surface -
The only thing she knows to use to overcome her fear is anger, but she doesn't dare be angry at possible servants of Savamelekh and what remains is anger at everyone else, and the universe, and maybe herself for being too weak.
No, you dolt, she was mundanely and perfectly rationally afraid, but she can't say this.
Wenduag doesn't know how to act ashamed or contrite. She has an excellent understanding of feeling weak and acting it out in groveling, but groveling before Chief Sull, or before Malenia in Sull's presence, is unlikely to help. (She'll still grovel later, in private, if it seems indicated.)
"I failed you," she says simply, and bows her head.
Shiiine.
The Light of Heaven doesn't descend in a bolt of lightning anymore. It doesn't grant power or sound a call to arms; it won't chastise the unfaithful and scourge the wicked.
But it speaks to every heart that wants to stand against Evil and cannot find the courage. Everyone who cowers alone in the darkness, who shies away from their own desires for distant unattainable Good while Evil is right here holding a knife to your throat.
You are not alone, it whispers. Help others, and you will be helped. Together, you are stronger. Together, you can stand against the darkness.
I gave myself for you. I would do it again. I will always be by your side.
The first door they hadn't opened before before leads to a small room full of bookshelves.
The second door reveals stairs down into a flooded basement; they can wade through the water but it makes stealth hard. There's another door (locked), a room with a large water elemental that ignores them as long as they don't approach it (and doesn't respond to speech), and finally - at the end of a short corridor - two barred cells, one of which contains the three missing neather kids.
They were thinking they'd go up to the surface and become real crusaders and work for paladins and get to fight demons, instead of Chief Sull who thinks 'underground crusaders' should just live and die underground without ever doing anything!
Only they found the demons before they found the crusaders, and they were so terrified (until like a minute ago), and they're very very sorry and will definitely never do it again!! Because Lann will help them do it right next time, please, they'll be such good crusaders?
"How are we too dangerous! It's you who have been killing us!!!"
"We'll go away, just let us go away and we'll never come back I swear!"
"We don't want you to kill us either! Why do you feel like you have to kill us! Why is everyone about killing people?!" This voice sounds rather unhinged, though it's hard to tell through the door.
Anevia sighs. "If we assume they're liable to betray and backstab people, for no good reason, because they probably didn't have a good reason for worshipping Baphomet... Nowhere is categorically safe against backstabbers, except I guess the Upper Planes, and if you can send people there then I might advise you to spend it on someone much more deserving but it wouldn't hurt anyone."
"Convicts can be sentenced to hard labour, which is basically slavery to the state. Some places chain up slaves securely enough. It's a shitty life but better than death if you're going to the Abyss. But if you tell them to go turn themselves in at the mines or the road gangs, they obviously won't actually go there if you don't watch them all the way."
"If they were repentant we could test that with truth magic and then trust them to be somewhere else. But if they're just terrified, that'll go away as soon as they don't think we can go after them anymore. Even the penal battalions don't want someone who, faced with death in battle, could stab his own comrades in the back."
"We can find a short term solution, like locking them in some prison in the city which is being guarded anyway, or even just a cellar for a few hours in an emergency, but that just delays the problem for a bit. Mendev doesn't have a good solution for untrustworthy convicts, other than hard labour in chains where half the people die inside a year. I'm not sure anywhere in the world does."
"I think the best - the most hope I can offer is that if we lock them up for a few days, until the crisis passes, and then a judge has the time to interview each of them properly and figure out what they're personally guilty of, some of them might turn out trustworthy or to have had mitigating circumstances for being cultists. I don't know if we're technically in the city, we could sort of - pretend we're not and have them judged by the nearest available paladin rather than handing them over to the Kenabres inquisition specifically. I don't think it's a good chance, and if they fail they'll be executed anyway, but - that's probably the best you can do within the law, if you're not going to just set them free."
They really (really!!) don't trust her about not hurting them and would rather they all just went away!!! Why don't they lock them up in this room! It was already locked anyway!
...but, with some difficulty, they can be persuaded to surrender and be transferred to a different room in which to be locked up and, hopefully, not to be hurt too much in the process.
With the door finally open, there turn out to be four of them.
One is a completely reformed not-at-all-cultist whose name is totally, uh - Alexius! And not Hand, haha, what kind of a name is 'Hand'. And his pentagram pendant is definitely an orthodox Asmodean one, that's completely legal right? (Anevia confiscates the pentagram.)
"We should take the kids back to their tribe, and then try to get to the city. We can ask the neathers if they can guard the prisoners for at least a few hours, until we find a better place to put them. We don't know what we'll find up above; I don't want to fight while guarding people who might try to escape."
One of them really wanted to impress his girlfriend and she turned out to be a cultist and he thought 'how bad can it be' and in fact it had been very good and the cultist thing was fine too but he totally regrets that now given the outcome!!
This one had a cultist cousin and he didn't turn him in, and when the Inquisition got the cousin his family wouldn't protect him (because doing that had gotten him in trouble), and so he had to run, and also he was pretty OK with revenge and burning down the city at that point!
This one used to work as a servant in the Garrison, and he really really wanted to be a wizard but he didn't have any money, and then a guy offered him some private lessons in exchange for some harmless gossip, one thing led to another, and now he has his own spellbook with three (3!!!) first circle spells. Also he's on the run from the Inquisition but really, is there anyone who wouldn't have done the same in his shoes? He doesn't worship Baphomet, he's an honest Nethysian, he just hangs out with these guys hoping to copy another spell.
This man who is called - huh - is he enchanted? He finds himself not wanting to lie to Miquella, over and above the obvious reasons!
...anyway, this man whom she can call Alexius is actually a veteran of the last crusade. By the time it ended he was strong enough to read Chaotic Evil, which meant he was going to the Abyss anyway, after all he's done and suffered for Mendev. The inquisitors gave him the stink-eye and there wasn't enough work for all the old soldiers. Way he sees it, a cleric circle's the least of what he's owed. Better to try to get an in with Baphomet then delay the inevitable wasting away on some farm.
They reach the neather gathering outside the Maze, and the prodigal children are finally reunited with their parents. As the news rapidly spreads, there's cheering and thanksgiving (to the party, and to the gods) and impromptu hugging.
The neathers are happy to guard four disarmed and tied-up humans for a while! It's really the least they can do!
Most of the other tribes won't be here for another gong or two, they're really just standing outside the Maze waiting for news, but many of them are excited enough to ask if they can should come with the party now, or if the Maze is still dangerous.
"We made it to the city sewers, so an exit shouldn't be far. But that monstrous demon came from the sewers, and we don't know what else is in there, or what we'll find in the city. I think we should proceed more carefully; we're not in as big of a hurry now that we've found the missing kids, and whatever enemies are left probably already know we're coming."
The party proceeds for a while without encountering anyone.
At one point the sewer's ceiling has collapsed - presumably from the earthquake - and made a big enough pile of stones that they could climb it to get into... someone's cellar, it looks like. Or they could keep going; the storm sewers have inlets for the water and eventually they'll find one big enough to pass through. (The sewer grate would need to be unlocked but Anevia isn't really worried about that.)
There are stairs up and a door (closed but not locked) leading to a bigger room. It's built entirely out of stone, bare and undecorated. There's a rack of swords and halberds against a wall. The two doorways leading out (besides the door to the cellar) are large enough for double doors, made from wood that looks almost as unyielding as the surrounding stone and fitted with bars.
"It would be wonderful to find the fort still in friendly hands, but... They shouldn't have left this hole to the sewers unguarded. Maybe everyone is out fighting and there's a skeleton guard at the gates and they couldn't spare a man to watch this." Or maybe they just have no competent officers left, which she isn't discounting as an option for the city guard, but it would be unproductive to bring that up before she has to.
The Garrison is a big, square building, with another square cut out of its middle. This interior space is about a hundred feet on a side, and each of the five floors has a balcony all around it with doors leading into the building. The door they open leads to the second-floor balcony.
Several things immediately become obvious:
One: this place has seen recent fighting. Bodies of humans and demons both lie strewn around; the victors either had no time or no inclination to clean them up, or even to do some cursory looting.
Two: there is an enormous glowing crystal, sticking through the roof and parts of the fifth and fourth floors. It looks like it crashed through the ceiling, and then kept going for a while.
Three: whether due to the crystal or the earthquake or both, half the balconies have collapsed or been blocked by rubble; there isn't an immediately obvious path either up or down. But, since they're just one floor up, they could drop down to the ground floor... if they don't need to come back up again.
Four: there are faint voices drifting down from above.
"The Wardstone's supposed to be in the Kite - that's almost a quarter mile away! How the Abyss did it get here? Demons aren't supposed to be able even to come near it! Deskari's not a normal demon, but - were we only protected all this time because the demon lords were too afraid to come out?"
"I don't think it was just moved here. There were demon bodies outside, they shouldn't have been able to stand right beneath it without being cooked. And even if it's still working, the whole center of the city is west of here, and now demons can just walk in - this is worse than the day Khorramzadeh attacked!"
Anevia grimaces. "We're really bad at sneaking around as a group, and it's not even dark in here. I think either we send one person to scout ahead, someone who's willing to die rather than talk if they're caught - and frankly, I'd be best at it - or we take a look outside first."
The other door leads to a series of storage rooms (and a little kitchen), with dead bodies in a couple of them; these are unarmed and unarmored and may not have been fighters, or might have just been caught unaware.
Eventually it leads to stairs down and a room that opens into the same ground-floor open space that they saw from above. The Garrison doesn't have side entrances, or at least not easily discoverable ones.
"We could try to sneak to the front doors to surprise any guards that might be outside... But someone might be watching from above, from an angle we don't expect. Or we could abandon stealth and just run for it, they're unlikely to be set up to block escapes."
There are two men in a shielded alcove outside the doors, but they don't dare challenge a large and impressive-looking band of adventurers, especially one that's going out and not in!
(One of the two has a glaive.)
The Gray Garrison is surrounded by streets and houses; St Clydwell Plaza is not immediately visible. But the streets are full of rubble, dropped valuables, and the occasional dead body, and there are faint cries in the distance which are likely of fighting.
Lann never visited Kenabres, but he'd seen it from a distance as a child, and he always had good sight and a better imagination.
Seeing it now, half-ruined but still a city built out of stone and wood, with great manor-houses and fortresses and roads and walls and towers, makes him feel - something. Something that he can't name, but feels very strongly about.
He really, really wants to help defend this city.
Ugh, the light here is so bright! And everything is so - strange. Wenduag feels exposed and vulnerable. (To strangers, not just to her party anymore.) She tries to find a shadow to hide in, but the sun that she only heard of in stories and still can't see properly is right overhead.
She's going to be even weaker up here. She must adapt, to survive.
The plaza is split in two by a great chasm. The wooden carts, stalls and seats brought out for the festival lie in heaps intermingled with bodies and bloodstains where bodies were removed (or walked away under their own power).
Fighting is ongoing on the far end of the chasm, tens of men and demons clashing, but there's no immediately obvious way across.
The great cathedral of St Clydwell has collapsed. The smaller temples of Iomedae and Desna also look damaged, but seem to be structurally sound. There are people in Desna's temple, which is on their side of the chasm; they can see this because its door hangs half off its hinges. Iomedae's temple is on the other side of the chasm and its doors are shut, but there seem to be guards posted outside a small wicket gate.
Terendelev's body is not in evidence, at least not on the spot where she died.
Anevia squints. "There's the Prelate leading the fight on the other side. All is not lost!"
Except for Terendelev's corpse, that seems pretty lost. "I really hope whoever took Terendelev's body is an ally... The Prelate would have raised her by now, but Deskari cut off her head; maybe it's still missing." Her head is small enough for a Large demon to steal (not to mention Deskari himself), or even just to throw down into the chasm, and it's an obvious move to stop the crusaders from raising her.
"Lord Prelate Hulrun Shappok. Governor of the city in Her Majesty Queen Galfrey's name, head of the Mendevian Inquisition - which is Iomedae's - and incidentally the strongest anti-demon fighter in the city after Terendelev, and one of the strongest in the country, at least out of those who actually work for the country. He's an inquisitor, not a paladin, but a really strong one."
Desna's temple is crowded with people seeking shelter; people who were at the festival, survived the initial attack, and wisely decided going home was too dangerous. It's defended by a mixed group of city guards, adventurers, and clerics; they can't make it 'everyone who can hold a weapon' because they do not, in fact, have enough weapons for everyone.
A man with Desna's butterfly pendant greets them at the door. His hair is curly and golden - almost literally so; it shines with a sourceless light that would do a member of the Golden Lineage proud.
"I'm afraid Deskari took Terendelev's body with him when he teleported. Irabeth was fine last I saw; she took a second group of defenders to clear out the lower city. The Prelate has been fighting almost non-stop; I've used up almost all my spells on healing and we don't have many other clerics. Sunnestier is with the Prelate; Nestrin Alodae was in the cathedral when it fell; most of the others left with Irabeth to go to their own temples."
That's frankly better than she feared!
"I'd like to introduce you to Lann and Wenduag. Lann, Wenduag, this is Voyager Ramien, cleric of Desna."
"They're of a people who call themselves the Neathers, descendants of the first crusaders who live underground below Kenabres, and who may soon come up to help us in our desperate hour. The Neathers all look different from each other, so if you see someone - like that - please don't assume they're demons or tieflings."
"Also, the Gray Garrison has cultists in it, and in the sewers under it. Don't go there for now. I think that's all the news I have that concerns everyone." Telling people about the at-large vrolikai doesn't seem like it would help morale, so Anevia takes Ramien aside for a moment to impart that bit of news.
She turns back to the party. "This is your chance to shelter in a relatively safe location while the crazier of us go help the Prelate and tell him about everything."