‐ 5 ‐



>    Click  Clack  remembers... there is a dim memory of Beverlea
    standing at the helm. There is a dim memory of her  laughing
    with  him.  There is a dim memory of a fresh‐eyed cadet just
    joining the crew for the first time. There is  a  memory  of
    her screaming in fear as the barge is hit by the fire of en‐
    emy guns. A lot of those memories are not clear anymore.
         There  is  a  dim  memory of trust and comradeship with
    her, but also resentment and  anger.   Beverlea  joined  the
    service  when  Click  Clack already was in the service for a
    long time. He was the one who trained her  as  a  pilot  and
    protected  her after a few mistakes she made in the service.
    She did better over time and rose in ranks soon enough.  She
    also  was  the one who made him quit though. He does not re‐
    member why though. Just the memory of shame and regret as he
    was made to leave the barge for the last time.


                               ∴


Click Clack, the soulless Thinking Engine, regards  the  memories
of feelings and emotions stirred by the mention of Heaven’s Fren‐
zied  Stare.   Is there perhaps an all too human heart, long for‐
gotten, buried deep inside all those circuits and wires and tran‐
sistors?
    Atos said that the Golden Barge is currently docked for  re‐
fueling  and  repair.   It  is possible that Beverlea is with the
ship right now.  Or at least somewhere in Plandra.   The  mooring
mast  is  in fact on the palace grounds.  Plenty close enough for
you to go check it out and be back long before you’re missed.
    While Law has retreated to its meditations, and Quack is out
on his errands, you are left mostly to your own  devices  in  the
palace.  What do you do?


                               ∴


>    Quack takes a bath. He just steps into the pond, getting his
    robes  all  soaked  and dotted with duckweed. He takes a few
    minutes to tell the journeys options to  the  toad  and  the
    goose,  trying to interpret their stares for an answer. Then
    he bows and moves on ...


                               ∴


You take a bath.  The water is cool and refreshing.   Your  robes
cling to you as you exit the pond, hugging you tight.
    You tell the goose and the toad of your imminent journey and
consult  with them about the method of travel.  They seem to con‐
sider the options in  careful,  deliberate  silence.   The  goose
stands,  takes  a  few running steps and, flapping its wings, as‐
cends into the air and flies away.  The  giant  toad,  meanwhile,
wallows and wiggles, and sinks a little deeper into the mud until
its  feet  and legs are buried.  Just its head and the upper half
of its round body are visible.  It croaks at you.


                               ∴


>    Quack’s eyelids shine  with  pain.  Then  he  seems  to  see
    clearer.  He  remembers  how he and Angela used to study an‐
    cient fairy tales in the clean garden of her parents.  There
    was  never  any  dirt or mud.  All of a sudden the memory is
    gone. He opens his eyes. Bloody tears run down  his  cheeks,
    but he is ready to go.
         Quack  returns  to where he left his comrades two hours
    later.
         OOC: I rolled a 5, but my Luck score is  12,  so  auto‐
    matic success and Luck down to 11.


                               ∴


When  you  close  your  eyes you can still see the sigil of Konsu
branded on the inside of your eyelids.  A cross with a dotted zig
zag at the top such that it looks like a  bird’s  beak  and  eye.
The  bottom  bar terminated in a sideways 8.  Left and right bars
looping and curving to look like a whip and a scythe.
    With this marking, no nightmare or other interloper will  be
able  to  visit you or scry on you while you are sleeping without
you knowing about it.  It should also grant you fleeting glimpses
of Ephemeris, the ocean of dreams; and, perhaps most importantly,
the ability to remember those visions upon awakening.
    A modicum of safety and protection.  And all it cost you was
a cherished memory of your Angela.  You can no longer  even  con‐
sider  whether it was too steep a price to pay, so thoroughly has
the memory been erased.
    You return to DeCorticus’s palace two hours after  you  left
to go on your errands.


                               ∴


>    At  first,  all goes well. So many trails! First die is a 5.
    But there are distractions! Second die is a 1. Training pre‐
    vails. There is that familiar scent again. A total of  6  is
    less than 8.


                               ∴


The  Law studies the trails intently.  Just as they start to coa‐
lesce into a shape, a coherent image, a  chambermaid  enters  and
sets down a tea service, nearly shattering its concentration, de‐
spite  its  explicit instructions to not be interrupted under any
circumstances.
    The chambermaid leaves and shuts the door  behind  her,  and
the  demon  hunter grasps at the trails once more, quickly trying
to re‐enter that mental state of calm readiness.  Of effort with‐
out trying.  Of being tightly wound like a coiled spring but also
completely relaxed.
    The tapestry is overwhelmed by threads of dissent, sedition,
and turmoil.  Some party or parties from far away are sowing  the
seeds  of  resentment and suspicion in Plandra.  Distributing the
pamphlets written in dark green ink on lime green paper.   Creat‐
ing  the  fertile  ground  in which grows a neighbor’s hatred for
their neighbor.  Setting the stage for  violence  and  terror  in
this  city.   Attacks  in broad daylight.  It all originates from
somewhere far to the south.
    You follow one of these threads back  to  Atos,  the  Duke’s
most  trusted  advisor.  You can say with no certainty that he is
involved in the conspiracy.  But you can also not  eliminate  the
possibility.   He could be a distributor or even an author of the
treasonous papers.  Or perhaps he has merely been  reading  them,
the better to stay abreast of the political state of the city.


                               ∴


Although  just a few hours have passed, it is evening by the time
the three of your are gathered once more in DeCorticus’s palace.
    Atos has given you the use of an entire wing of  the  palace
during  your  stay.   You  have  your own bedrooms, and a private
drawing room lined with bookshelves where you may gather and dis‐
cuss things in privacy.
    In the drawing room there is a card  on  the  table  by  the
fireplace.  A hand written invitation to join Duke DeCorticus for
dinner tonight.


                               ∴


What do you do?
☞    Fine dining with DeCorticus?
☞    Fast  forward  two days and begin your journey on the Golden
    Barge?
☞    Choose to leave sooner via Silt Loper?
☞    Something else?