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Fantasy Terrorchild: Awakening

Enter Yourself New
Option 1: 4 Votes (57% - Range: 1-57)
Option 2: 1 Vote (14% - Range: 58-71)
Option 3: 2 Votes (29% - Range: 72-100)
Fae Roll: 60

2. Enter Yourself - You take off your hat and place it atop Corrinth's head, realizing that without your hat, they'd have no reason to think that you're anything aside from an ordinary tabaxi on the road to the royal city. They might not treat you well, but the fact that you're from Zuklanar and lack the accent of your kin in Chasamein might help you get around their suspicions.

"...Wait, you're going? Wouldn't it be smarter to just send Stalna?" Embryx asks as you prepare to move on.

She's right - your fae affliction is rearing its ugly head yet again, and you hadn't even noticed. At least the stakes seem rather low this time, but you can't help but feel a dread pool in the pit of your stomach as you can't regain your volition. Corrinth's mewling cries for home and it's long-lost familiarity ring in your memory like a warning bell.

"...Yeah, I know," is all you can reply before heading out of the trees and joining the path near the entrance of town, stuffing down your fears beneath a complacent facade. As your allies fade into the shadows behind the trees, you're almost certain you can hear them whispering and gossiping about you... Embryx and the lot have likely turned to Seith to ask him what his cleansing rituals would entail, and how your mind could be restored to normal. You silently resent it, wishing that they would simply wait until you're present to discuss your future. But if you're neither present nor future, then you must be past - like Kulka!

You nearly break into a fit of laughter, and struggle to tamp it back down. You miss when this was funny, and when you thought that Embryx' love would somehow see you through. But no, you're damaged, now - and seemingly getting worse as time goes on. You begin to wonder about the distinctions between common and fae magic, and whether or not becoming too familiar with the latter would damage your mind further. Just as your worst side emerges the more you indulge in dark magic, maybe your extensive use of teleportation is also jumbling up your mind. ...Or maybe that's not how it works at all.

Regardless, even if you don't turn into a miserable, incoherent lunatic like the changeling did, you can easily see how your life might begin to unravel based on a dumb decision here and there, or a poorly-timed laugh in the wrong place, at the wrong time... And speaking of which, you absolutely, positively can't laugh while in mixed company here. The coven may overlook your affliction, but commoners won't - and the worst thing you can imagine right now is accidentally exposing another circle because you can't stop cackling at idiotic wordplay in your inner monologue.

You huff in frustration. Regardless of how you feel about your allies' gossip, it's not until you're well within the perimeter of Afaeanon, and within sight of a number of locals who are in the midst of their evening chores, before you even feel capable of changing your mind. Of course, it's a moot point; now that you're standing here, it's too late to turn around and scamper back into the woods - you have to make the best of this.

You look around at the nearby buildings and find them quite elven. The structures are coiled around tall trees, many of which still holding their leaves despite the snow, or else adorned with needles like the hardier sort found in the north. Covered bridges connect many of these structures together, and candles and sconces flickering in the window give the town a strangely festive appearance, even in the quiet and cold. However, you can't make sense of any particular building's purpose from appearances alone - one that you first suspect is a tavern actually proves to be a large, single-family dwelling - perhaps for a noble.

Dejectedly, you search for any signage which can help you make sense of this place, only to be confronted by an older elven woman who approaches you unprovoked.

"Are you lost, tabaxi?" she asks in a voice which doesn't seem friendly.

You nod. "I'm looking for a traveler's inn," you reply in a clear voice, making it clear that you're an Imperial.

"I know the innkeeper; he doesn't serve your kind," she replies, indifferently. "Merchants and tradespeople have been warned not to travel at night. If you have to sleep on the road, it's your own fault."

Your lip curls. "Oh," you reply, unimpressed, as she turns and walks off with an air of self-importance. You resist the urge to follow her, but then contend with the thought of doing so, just for the satisfaction of putting an abstract fear in her mind. You rub your face, trying to massage the smile out of your cheeks until you feel a little less like a threat. Remember, you're just a normal tabaxi... You remind yourself. No more stupid ideas...

You push on, deciding that if there's a tavern - even if it's the same story as the inn - you can enter under the guise of looking for someone. You could then drop a hint that only your coven sisters would recognize, and leave. It takes time, but after another quarter of an hour or so, you chance upon a more ground-based structure that smells strongly of ale and baked goods. You realize that inns won't carry the same smells in this country without meat cooking in the pot, and give another sigh. You've been here less than a day and you already dislike Sonnamille more than you had expected.

Through the doors, you find the establishment to be rather small and unimpressive. A talented musician sits plucking on a lyre in the corner, while a bar maiden cleans up after the busiest point of the night. Only the elderly, nightly customers remain here, aside from a portly young man who might be the tavern's keeper, and another cloaked woman near the edge of the room who's nursing a late meal. If there's anyone here who'd be a witch, you'd assume the latter, but nonetheless you stick to your plan - especially since the barmaid is looking at you with alarm while trying to get the young man's attention.

"...Good evening," you say to the two of them.

The bar maiden stiffens up, answering you uncomfortably. "Can I help you?" she replies, indignantly. The young man, you now notice, is armed with a dagger in his belt, and as he turns around he practically freezes in place. You can almost sense the temptation in his eyes to reach for his knife. This is utterly ridiculous, you think.

You shake your head. "Not likely. I was looking for someone, but I don't think she's here," you say.

"Who?" the man asks.

You glance to the cloaked woman and see her just as uncomfortable as everyone else. The lyre player has even stopped making music. Not good. "...I'm looking for my sister," you reply.

"We haven't seen any others like you," the man replies, letting his hand rest on the table again. "...Not here, and not in Afaeanon."

His tone isn't as harsh as you would've expected. You begin to wonder if the elves have some legitimate reason for fearing the tabaxi, beyond simple hatred of the invaders from Chasamein. Maybe the tabaxi of the south sent spies and assassins deep into the country to drive up fear and paranoia? You don't know much about the war that plagued this nation; perhaps it's been worse than you previously assumed. "...I was following her to Ellifarre but we were separated; I assumed she would've stopped at the first town along the way, but I suppose not. If she comes here after me, tell her that Kulka and I have gone to meet with Callypseae."

The man nods. "Very well," he says. The others in the bar stay silent and simply watch you leave. Only after you've left the building entirely do you hear the muffled sound of music resuming. Greatly annoyed, you walk over to a nearby signpost and study it for a moment, hoping it will point to the roadway south, so you can reorient yourself. At this point, if a witch doesn't find you quickly and begin sorting this situation out, you might have to disappoint Kulka and take your anger out on the next elf to look down their nose at you.

A few minutes later, the cloaked woman and the musician leave the tavern together. As you watch from a distance, they bid each other goodnight before going their separate ways. Your heart falls as you realize neither is coming to greet you. Lastly, the bar maiden appears with an empty bucket and walks over to a well to draw some out. When she sees you, she doesn't quite react beyond an uncomfortable hesitation, but then walks right up to you.

"...It's a long walk to Ellifarre, sister. There's a home at the south side of town where you might be welcomed tonight. The owner is a fae hunter. She's placed a bough of holly over the entrance."

You're pleasantly surprised, although the fact that this possible sister is also a fae hunter is deeply concerning. Nearly half of your party is fae-touched, and Corrinth is stark raving mad. You have a strong suspicion that this isn't going to work, but you don't have much choice.

1. Roll the Dice - "Thank you, sister," you say quietly. As the bar maiden gives a quick bow and hurries away, you decide to pay the likely circle elder a visit and argue your case. If worst comes to worst, you could simply twist her arm for the night... Regardless, once you've sorted things out with the local elder, you can go back and get your party.

2. Take No Chances - "...I've come from Thandan," you reply flatly the moment you're certain that the bar maiden is a member of the coven, "and If that doesn't tell you who I am, then ask your elder. Tell her I'm coming with a party of six others, including a changeling, and that drow that's been killing for fun. Either we pass through without trouble, or you deal with all of us tonight," you warn as she stares at you in shock. "...Go!" you urge her.
 
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Take No Chances New
Option 1: 1 Vote (14% - Range: 1-14)
Option 2: 6 Votes (86% - Range: 15-100)
Fae Roll: 94

2. Take No Chances - "...I've come from Thandan," you reply flatly the moment you're certain that the bar maiden is a member of the coven, "and If that doesn't tell you who I am, then ask your elder. Tell her I'm coming with a party of six others, including a changeling, and that drow that's been killing for fun. Either we pass through without trouble, or you deal with all of us tonight," you warn as she stares at you in shock. "...Go!" you urge her.

She quickly trots off while you try to remember the sights you passed on your way to the tavern. You imagine it'll be a while before the last of the patrons file out and the bar maiden is free to deliver your message, and so you decide to take your time, both in gathering your allies as well as returning since, at this hour, the number of townspeople who haven't retired to the bedrooms for the night is increasingly waning. Your pack of seven couldn't be more obvious trouble, and so you can only hope that you can charm or otherwise dispose of any watchmen patrolling Afaeanon after dark.

You leave the way you came, tracing the path up the road until you notice Stalna loitering near the edge of the trees. "Over here," she whispers as she beckons you in; it's thoughtful of them to leave someone to guide you back, since you aren't familiar enough with your surroundings to have found them easily on your own. Once you've departed the road, it isn't long before you're reunited with the group, and you do an immediate headcount to make sure that Corrinth isn't impersonating Stalna or anyone else.

You find Corrinth sitting alone next to Seith and leaning on him, staring away into space. She looks as if she's been quietly crying, which doesn't really surprise you since it's pretty much all she's done since you collected her earlier today. She tries to avoid your gaze, and you catch her fearfully glancing over at Embryx now and then. Seith doesn't seem to mind her very much, and in fact is in rather chipper spirits from the looks of things. The same can be said of Sharyx, although every ounce of happiness in the drow's body seems to curdle the moment it reaches her face and leaves you more uncomfortable the higher her spirits become. Embryx seems both bored and irritated by the company you've left her with, while Stalna is keeping to herself as well - probably out of a sense of unbelonging with such a crowd. Kulka, as always, is impossible to see beneath her hood at night, but you doubt that she's in much of a good mood either.

Relieved to see that everyone is where you left them, you prepare to lead them in, but Embryx stops you.

"Hold on," she says. "We were talking while you were in town. I wanted to know how those two knew about Corrinth before we met up," she says, gesturing at Sharyx and Seith. "...I thought I knew the name Alfaeanon already, but I didn't know why. And then it hit me - remember when we thought we bumped into Nytha, back at Glaskan Creek? This is the place Corrinth was talking about - where 'Nytha' supposedly lives. And she was headed this way when she bumped into the two of them."

You look at her tiredly, hoping that Corrinth's fixation on this town wouldn't cause you any additional grief tonight. "...Yeah? Why'd she stop for them?"

"We don't really know, but that's not the point." Embryx answers, testily. "The point is that I think that part of the story was actually true - and it makes sense that Corrinth would be looking for Nytha after what we put her through. You compelled her not to kill herself."

The realization finally hits you. If Nytha lives here, and Corrinth was looking for her, then Corrinth was probably looking to get herself killed by someone who knew her mother and watched her grow up. You imagine that Nytha would be merciful, and another pang of angst over the Eldest's Design - had she not orchestrated this run-in between the changeling and possibly the one man who could - and importantly, would - fix her mind, then she'd already be dead and in a way that wouldn't cause you much guilt. "...Yeah, I can see that," you reply. "If Nytha does live here, then we're probably right about to meet her. At least we'll know we can trust her, this time."

"At least," Embryx replies with a sigh. "Also, I asked about that sack Sharyx is carrying," she adds, more quietly.

You glance over at the smiling princess and regret it immediately, before looking back to your lover. "...Do I want to know?" you mutter.

She doesn't answer immediately, but instead thinks carefully. "Probably not," she eventually admits, "but you need to know, regardless. She's the last of her name because she killed all the other Valghemoras. She dug their hearts out of their bodies and put them in that bag, and she planned on giving them to you whenever she finally found you."

"Why me!?" you demand in your hushed voice. "Why would I want them?"

Embryx gives an ugly smile to punctuate how generally done she is with these newcomers to the group as she explains: "...she's not in any circle, and pretty much has no idea how the coven works. I know we're fucked up and evil and all that, but she somehow thinks we're even worse than that. So, I think she wanted to prove her devotion to the Grand Design. She wouldn't believe me when I said it doesn't work like that, and she wouldn't listen to Kulka, so I think she needs to hear it from you."

You look to the drow, feeling sick to your stomach. "Sharyx," you begin, hardly believing what you're actually about to say, "Bury your family's hearts. If you want the Eldest's respect, then do right by the coven. If you want mine, then do right by me," you explain.

Her rancid smile disappears. "Oh... Right away, sister," she replies. "...I look forward to earning your trust another way."

Kulka taps her cane. "How did the elves receive you, Agranne?"

"Worse than I was expecting, but don't worry; I didn't hurt anyone," you reply with an eyeroll. "Everyone ready?"

---
By the time you walk back into the town, you genuinely can't wait to sleep. After such an exciting start, you feel as if you've been ensnared by Syrith's plans so tightly that you can hardly breathe. Tomorrow, you promise yourself, you'll figure out how to break free from the fae influence and then get the hells away from Sharyx and Seith.

There's no one left in the open aside from the watchmen, and your large group is noticed from afar by a ranger almost immediately. He looks at you all, and you look back at him, and then he sprints away. You know this is trouble, and so you look to Kulka for permission to catch up and enthrall the man. As she gives a reluctant nod, you take off in flight, blinking forward with teleportation despite your earlier fears, and easily catch him before long. With a combination of spells, you silence him, hold him in place, rewrite his fear and loathing into trust and goodwill, and then release him to continue his work. You imagine it'll be a few days before he delivers the news of your arrival in town, but you'll be gone by then.

"Hold it!" another voice calls out in the distance. You look back to the group you left behind to find another watchman dropping out of a tree to confront the lot. "Identify yourselves and volunteer any weapons you have, by order of the Baron-"

You hear a thump and witness a kick of dust from the middle of the crowd, and before you can even react, the elf's head is tumbling down the road in your direction. Sharyx turns gracefully from where she landed after the lunge, stabbing the headless body behind her with a series of jabs, just like needles into a pincushion, before another windmilling swipe cuts through the trunk of his body and sprays blood all over the ground along with uneven chunks of flesh and bone.

You appear from a puff of smoke and resist the urge to scream at her. "...What are you doing?" you hiss. "After all the effort we've gone through to keep a low profile...!"

"We can use shadowmancy to hide the body," Embryx quickly suggests, still wide-eyed at the brutal display.

Kulka taps her cane several times in plain irritation. "Agranne is right, Sharyx. Every death we cause on this journey will make the coven's goals harder. We'll use manipulation and compulsion to get the results we want for now, understood?"

Sharyx snickers at the goblin. "I don't know how to use those techniques," she replies with a shrug.

"Then don't interfere!" Kulka snaps.

The drow looks to you to gauge your reaction and sees that you're in full agreement with Kulka. "...Sorry, sister. I won't get involved again," she replies, dejectedly.

One puddle of shadow later, and the ground is swept clean of blood and body parts. The grizzly act fully done, you proceed to the southern edge of town until you spot a home built into the roots of a towering, thick tree, with a holly branch positioned above the entryway. "This is the place," you say, walking down the pathway to the entrance and knocking on the door. You wait a long while, hoping beyond hope that it won't actually be Nytha who answers, and that you'll have a shorter discussion followed by a good night's sleep.

The door rattles and then opens.

"...Hello, Agranne," Nytha says, bleakly as she looks from you to the horrible group you've brought tagging along into her town. Her eyes linger long and sadly on Corrinth. "Hello, sisters."

Fuck.


1. Be Apologetic - Despite your attitude when talking to the bar maiden earlier, you don't really want to have any confrontation with Nytha right now. "...This isn't the way I wanted to do this, Nytha, but we need somewhere to rest. We'll be gone in the morning," you reassure her, hoping that she'll be of similar mind and simply let you in to get you out of the view of more watchmen.

2. Be Unfriendly - You can't pretend that you're the same person you were the last time you crossed paths. You're much stronger than anyone in Tashlaan ever believed you would become. Strong enough to topple Kingdoms. Nytha was only briefly your friend, and you don't feel particularly moved by this reunion, especially after Corrinth spoiled the feeling for you already. "We're sleeping here tonight, since your kin won't let me stay at an inn" you tell her, coldly.

3. Be Threatening - You already knew how you were going to conduct yourself from the moment you gave warning to the bar maiden. You're here to take what you want, and you don't care who it's from. "Let us in, Nytha," you order her.
 

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