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>    Click Clack ventures: you know whirrrrrr. it might be better
>    to  just  take the silt loper. I forgot about all those for‐
>    malities. I have mostly flown as a pilot on  the  barge  and
>    seldom was called upon to actually participate.


                                ∴


Click  Clack  the  Thinking  Engine is able to retrieve a memory.
Their Majesty’s Ship Heaven’s Frenzied Stare was previously under
the command of one Captain Beverlea Swaullock.
    Answer two of the following questions: What has Click  Clack
forgotten  about  Swaullock?   In  what way do they have leverage
over you?  How are they indebted to you?


                                ∴


>    "Both options seem to have up‐ and and  downsides."  replies
>    Quack,  "It’s  hard to prognosticate, which way will lead to
>    success and survival for our majestic and  manyleaved  Lord.
>    Since  I  know  nothing about the Mines and Great Mountains,
>    and whatever might lay beyond, I shall hurry to  the  market
>    square  and see if I can learn a few things about these dis‐
>    tant parts."
>         Quack is nervous.  Whichever  route  they’ll  take,  he
>    hopes  to find some kind of magical trinket he could acquire
>    for spiritual protection. Also, should he pass by some  kind
>    of pond, small body of water (anything he’d fit in, really),
>    he won’t hesitate to take a ritual bath.
>         Once at the market, he’ll sneak around so see if anyone
>    looks  like  they  could give him some information about the
>    route across the Great Mountains to the Blue Oak. He’ll  try
>    hard to be back as soon as possible.


                                ∴


Quack  passes  a  small  plaza  on  the way to the market.  Small
storefronts and apartment facing a fenced off garden.  An earthen
path winds from the closed gate between the trunks of a few enor‐
mous trees.  Their branches reaching feebly up and then, weighted
down by their own bulk, returning to lie  on  the  earth.   Thick
trunk‐like  branches  grow up from these horizontal branches like
the ribs of a great leviathan.  The canopy of green  overhead  is
thick  and  total.   Only dancing pinpricks of sunlight penetrate
through to the ground packed earth.
    In the center of the garden is a small duck pond.  Moss cov‐
ered rocks and floating flowering plants crowd its muddy  shores.
There  is  a large gray goose and a large brown toad sitting next
to each other in the mud.

In the market you find a miracle worker who is  willing  to  sell
you  a charm.  They offer to tattoo the dream sigil of Lord Konsu
on the inside of your eyelids to protect you from nightmares  and
nighttime  interlopers,  and  imbue  you with minor prophecy.  It
will only cost you one cherished memory.

After asking around you  learn  that  the  Collapsing  Mines  are
squelchy  badlands with various pale‐yellow and green shrubs dot‐
ted about them and a species of  black  leathery  flying  reptile
that  bursts  out  from coppices when startled.  Occasionally the
presence of large pillars of blue marble jutting from  the  land‐
scape indicates unstable ground.  Huge sinkholes are prone to ap‐
pear in these areas.
    The  Eyebleed  and Vomiting Precipices are awesome, dizzying
cliffs and mountains en route to Blue Oak.   The  rock  they  are
made  of  is deep black with a slight silvery sheen that sets off
blinding spikes of light when caught by the high sun.   Occasion‐
ally  a  grim‐faced seated figure has been carved into a niche in
the rock at intervals.  Foraging  for  food  is  difficult  here,
though  one  occasionally  comes across pools of water with their
own miniature ecosystems.

Spending time at the pond, obtaining a charm, and finding out in‐
formation about the Mines and Precipeces will each take  you  one
hour.   You  can  choose to pursue one, two, or all three activi‐
ties.  Additionally you can Test Your Luck to reduce the time re‐
quired for any one activity by one hour.


                                ∴


>    Law stands and thinks. At last, the weapon  moves.  Back  to
>    that  small  room, provided by the weapon masters. There are
>    no windows. No windows are necessary. The green  glow  fills
>    the  small room with gloom. The Law sits and calms the mind.
>    It it not necessary to think. It is necessary to  see.  Time
>    passes.  The Law sits. Slowly, the third eye opens, the sec‐
>    ond sight starts up and the primary directive manifests.  It
>    is  time to look for those soul threads carrying the demonic
>    taint. Like siblings, like and like attracts. They are  vic‐
>    tims,  fallen  souls, powerless now, and the Law knows where
>    to look for them. *What tainted trails lead to Duke DeCorti‐
>    cus? What tainted tendrils lead to Atos? What cloud  of  ill
>    will  lingers  in  the  Golden   Barge’s port?* Then the Law
>    stops thinking and lets itself drift. Sin always reveals it‐
>    self. All one has to do is look.
>         (Law spends the days trying to find  clues  as  to  who
>    might  have  sabotaged  the existing arrangements. Who bene‐
>    fited in these last weeks and  months?   Who  left?  Who  is
>    poised to win? Is Atos the traitor that Law suspects?)


                                ∴


The  weapon retreats to its room and sits.  After it has shut out
the busy world and all its noisy distractions, the weapon’s inner
eye is able to see the subtle currents.  The demon trails.   They
waft  and  weave,  start  to  coalesce and take shape, and tell a
story that only one such as the demon hunter can read and  under‐
stand.   The  Law senses treachery and deceit.  But the exact na‐
ture remains tantalizingly just out of reach.
    Test your Second Sight advanced skill by rolling  2d6  equal
to  or  less  than  your  skill (6) plus your advanced skill (2).
That is, roll equal to or less than 8.