Blood and Devotion

"Blood and Devotion" (2x03) is the third episode of Memory=Null Season 2, in which friends are helped, battles are fought, and quests are given.

Synopsis
As Emberlin watches through the window at the scene unfolding below him, he feels a hand on his shoulder. Everything goes dark, and he turns around to see the Queen of Embers standing before him. She reaches out and takes his tome. As she holds it up, it begins to ripple with an orange glow, and she says “You have proven that you are worthy of some more of my power. I believe you will find some of these useful.” Emberlin thanks her as she hands the tome back, then begins to flip through it excitedly. After flipping through a couple pages, he looks back up to find her gone, and himself standing back in his room. He takes a moment to reflect on this before continuing to flip through the tome. In it he finds a page which wasn’t there before, which says “I have found one. We must descend. Back once more to that hateful Place. At dawn, we set out for Tynlu.” Emberlin finishes going through the tome and moves to close the shutters on the window when Mina rolls through a window on the floor below onto the street, turns back towards it, and draws two pistols. A moment of confusion passes between the tortles and Mina; however, before any of them are able to react, Emberlin creates a cloud of darkness around the group of tortles and leaps out the window with Hex. The tortle who attacked the others stumbles out of the darkness, looks at everyone, and says “run”. The four of them start sprinting down the street as the tortles give chase. They eventually duck into an alley to hide, and Mina explains that the Guild just tried to kill her. The tortle asks if Emberlin has a plan, and he suggests that everyone head to the ship. They begin making their way to the docks in a less-than-stealthily way, soon picking up a fairly large number of tortles tailing them. The tortle begins to slow down due to his incredibly heavy shell, so the rest of the group make it to the ship first and begin unmooring it as a squadron of tortles rounds the corner in pursuit. As soon as the tortle makes it on board, Emberlin opens up the throttle, leaving the docks far behind as the other tortles begin commandeering ships, but by the time they figure out how to operate them, the Epoch is a speck in the distance. Once they make it a fair distance away, they take refuge above a cloud and wait awhile to ensure they aren’t being followed. Now able to breathe, Hex leans over the edge and vomits up the entire drumstick from earlier. The tortle introduces himself as Sharsu, a paladin of Orophel. He explains that he did not believe that their seizing of power was justified by the teachings of Orophel, and that his commander (who he struck) was trying to seize power for his own gain. Emberlin provides a brief introduction of himself before turning to Mina. She explains that, since the Guild is seniority based and she is now hundreds of years old, she is technically in charge. This fact didn’t go over well with them, and so the front desk lady stabbed her. She believes she’d have more luck pleading her case at the main Guild hall in the mage city of Tajemma. Emberlin sets course for Tajemma while Sharsu tends to Mina’s wound. It isn’t until after dusk that Tajemma appears in the distance. From out of the ocean rises a massive spire at the center of the city, with a large magical dome keeping the waters at bay. Four massive magical stones float at the top of the dome, which is just high enough to keep the waves from crashing over it. At the top of the spire resides a series of docks, which Emberlin heads towards. As they descend over the dome’s opening, the group peers down at the massive city below them. One part of the city contains a shipyard in the process of constructing skyships, while the north-eastern side contains a colosseum. Industrial and market districts can be seen, and a number of smaller towers rise up into the sky throughout the city. As they get closer, an individual flies up on a crystal to direct them to a dock. On the way, Emberlin decides to finally dispose of the two rotting snake corpses by dumping them over the edge of the ship, which land on a now very angry dwarf. They finally dock at the docks and take an elevator down, where they are met by a gnome taking notes on their ship. He informs them it is five copper for the night, and on request recommends the “Inn of Three Maidens” to stay at. Exhausted, the four head to the inn, have a quiet meal and drinks, then head to their rooms. The next morning, Emberlin and Hex descend to find Mina and Sharsu already downstairs. After having some breakfast, they make their way south towards the Guild hall. On the way through the mercantile district, they spot advertising for Artim Industries (which seems to be headquartered here), flyers for various local events, and flyers for a big upcoming fight. They soon move into the south-eastern residential area, full of three to four story apartment buildings and shops. Emberlin spots “Gary’s Inventitorium” and, detouring over to it, bursts through the doors. Inside is a very scrawny male human with coke-bottle glasses and a very grating voice. Emberlin inquires in a very confusing way about a crystal jetpack, but he informs him that they specialize in clockwork technology, not crystal technology. He shows off a clock and a device that makes tea automatically. With more prodding, he also produces a belt that tightens itself, much to the disappointment of Emberlin. He also informs Emberlin that he is not, infact, Gary; he is actually Dave, Gary’s brother-in-law. Emberlin tries to get Dave to fetch Gary from his research, but Dave says that last time he interrupted Gary, he almost fired him. In response, Emberlin slowly backs out of the store and slams the door, leaving an unnoticed Sharsu still inside. The group continues on their way through the city, passing through an area with an increasing number of Artim industries towers and warehouses, including their headquarters, before reaching the guild hall section. They pass by several other guild halls before reaching the Golden Wake. While the hall in Hachaigh was impressive, this one is even more so; it is huge, with massive ornate oak columns, giant double doors and a roaring fire inside. Emberlin proposes that he go in first and explain the situation in case they try to stab Mina as well. She reluctantly hands her medallion over, and Emberlin heads inside while she goes to investigate a cart selling mysterious meat. Inside, he speaks with a dragonborn named Skah at the front desk. He tells her that he would like to negotiate on Mina’s behalf for a voluntary demotion, so that she doesn’t get stabbed. Skah is confused why he thinks they would stab her, as the return of one of the old hunters would be a great thing. When she finds out what happened, she goes off to speak with some people. While he waits, Emberlin goes over to the bar to get some tea. She eventually returns with a middle-aged half-orc named Glassjaw. He explains that they’ve had several hunters from the Silver Wake return from being trapped on islands before (he himself is one of them), but that they have never had anyone from the Bronze Wake. He swears he won’t stab them, and asks Emberlin to go fetch Mina. Everyone else comes in, with Mina giving her opinions of the various mysterious street meats. Emberlin introduces Mina and they all head into a back room. They all order various beverages, including a stein of ale the size of Hex for Hex. With the server gone, they get down to discussing business. Glassjaw explains how the guild began as a collection of humble hunters who began the Bronze Wake, and how the guild changed the name over time as they tried to gain more notability and marketability. He casts some spells on Mina’s medallion, proving it to be as old as she says; however, he requires more proof of who she says she is if he’s going to give up his leadership role to her. She sighs, stands up, unhosters both sets of pistols, pulls out two different knives, removes her belt (which turns out to be a whip), and steps to the other side of the room. She takes a deep breath, and then disappears. A split-second later, she reappears behind Glassjaw as two of her pistols snap to her hands. He confirms she is of the Bronze Wake and “of the blood”, and Mina heads back to her seat. He asks her “how long”, and she says that she knew a month before she was trapped. At the prodding of Emberlin, she explains that in addition to being a member of the Bronze Wake, she was also a member of Az Otho, who hunt things with lycanthropy, by which she was affected- she is apparently part were-blink dog. She has never had a full transformation yet, because there was no moon on the island. They return to the subject of position, with Glassjaw mentioning Emberlin said she wanted to renounce her position. She is confused by this, as she most definitely wants to be in charge, and Emberlin explains he was just trying to keep her from getting killed. She says that she would like some say in where the Guild is going, especially since she had a say in where it came from, as she was a member of the original council. She proposes that they reinstate the council, since at some point in its history, it moved to a single point of leadership. Glassjaw ponders this a moment, and decides they would be okay with that. With business concluded, Glassjaw heads off to begin rounding up individuals for the council talks. Emberlin, Sharsu and Hex make their way out of the hall while Mina stays behind to catch up on four hundred years of drinks. Outside, Emberlin turns to talk to Sharsu and sees him, and everyone else, frozen and unmoving. There is a clap of thunder, and standing in the middle of the street is a woman who wasn't there before. Her eyes are black, and her clothes are being blown around despite a lack of wind. She says “I have been watching you, young one; and you are fascinating.” She introduces herself as Alphos, keeper of the seas, goddess of tempests. Emberlin introduces himself and asks what he can do for her. She takes a step forward, and says she’s interested in seeing what the herald of the Queen is made of, and asks if he only serves the Queen, or if he will serve others. Emberlin replies that, while he is loyal first and foremost to his Queen, he is not above an alliance. She takes another step forward, and with each step, the crashing of waves against the barrier far above echoes down, the waves high enough that a bit of water makes it over the edge. She asks if he would be willing to take a quest that didn’t entirely contradict his current modus operandi. He replies that the important part is what she would ask him to do. She takes a small step forward, now about fifteen feet away, and says it depends on how far he is willing to go. He reiterates that if it doesn’t contradict the Queen’s wishes, it is fair game. She takes a final step forward and says “I would like you to find and kill my wife.” There is a sudden explosion and the Queen of Embers appears between the two of them. She grabs Alphos by the neck, lifts her up and asks “What game are you playing?”. Alphos looks at Emberlin and says “My offer stands”, and with a flash of lightning she is gone. The Queen of Embers turns and says “My edict stands”, and is gone in an eruption of flames. Emberliln screams out to the sky in frustration before curling up in a ball. A moment later, time resumes normally. Sharsu, seeing Emberlin now curled up, asks if he’s okay. They start making their way to a bar as Emberlin starts asking him about the gods. He explains that Orophel was the original goddess. She gave birth to Dielah and Jopha. Every god after was given godhood, primarily by Jopha, because of things they did. Alphos’s wife left and abandoned her. Her rage was so severe, she summoned a storm unlike anything the world has seen since. This is how she gained godhood. Many different tales exist of what happened to her wife: some say she was killed by the storm, others that she is somehow still alive and suffering the penance of internal pain and suffering, yet more say Alphos still loved her, so she let her live eternally. As they talk, they arrive at a bar called The Crying Corgi, an incredibly depressing bar with a band in the corner playing funeral dirges. They sit down at the bar and order some drinks as Emberlin begins telling his life story (such as it is) to Sharsu. At the end, Sharsu, who has up to this point only drank water, downs a shot. Emberlin asks for some water for Sharsu, and invites the bartender, who up to this point has been eavesdropping, to join the group. As the group ponders the situation, a door in the corner of the bar opens as a person exits carrying a bloody individual over their shoulders. They look at the group for a moment, and then hurry past. The bartender pulls out a silver and slides it towards Emberlin. Emberlin takes the silver, but decides he wants to participate and take their minds off of current events. They head back towards the door, with the bartender giving a nod to the band to let them in. On opening a secondary door behind the first, they are accosted by the sounds of cheering and the smell of blood, sweat, vomit and liquor. A fighting pit lies in the middle of the room, and bookies are running all around taking bets. Emberlin speaks to the head bookie, who informs him that it’s a minimum of two gold to enter; melee and magic are allowed, though ranged is not. He hands over two gold, signs up for the next fight, and goes off to prepare. He hands his gear over to Hex and then heads over to a corner. Shutting out the noise, he asks the Queen of Embers for help in showing everyone here her power. As he finishes, the shouting goes quiet. Looking up, he finds himself once again in the field of weapons, surrounded by the massive thrones of stone, now empty. Before him stands the Queen of Embers with her wings folded behind her, and her hands folded in front of her. With a smirk, she tells him that she was once a warrior, not dissimilar to him. Emberlin says he needs to blow off some steam after the encounter with Alphos, and she replies “I have killed godlings. You can kill this mortal. Go with my blessing.” As she extends her wings, his vision is engulfed in flames before he finds himself back in the room. As the previous fight ends, Emberlin is ushered into the pit along with a half-ogre. Emberlin uses thaumaturgy to create some theatrics and make the ground rumble. A halfling stands up, quieting everyone down, and introduces Emberlin and his opponent Mook. Emberlin Hexes Mook as the shadows in the room move to wrap around him, takes a step forward, and fires an Eldritch Blast into his chest which throws him back against the wall. Mook recovers and begins sprinting towards Emberlin, then pulls out a javelin and throws it at Emberlin, who ducks around to the left and unleashes a spray of fire in Mook’s direction. Now very angry, Mook runs up and swings his axe down. Emberlin sidesteps it, and another Eldritch Blast shoves Mook backwards again. Mook goes for the neck, but Emberlin quickly ducks under it; however, another Eldritch Blast misses this time as Mook swings again and his axe finds purchase. The pain breaks Emberlin’s concentration on the Hex as he lashes out with a torrent of fire, killing Mook. A victorious Emberlin walks out to the middle of the pit and silences the cheers. He shouts out to the crowd “My name is Emberlin Burns. I am the Herald of the Queen of Embers. It is thanks to her blessings that I could even stand in this ring today. My queen is coming, and I want to hear from all of you who would like to wield power like this one day!” The crowd erupts in cheers and chants as Emberlin climbs out of the pit. His friends meet him, and Sharsu heals his wounds. As he begins to regear himself, he looks up to see everyone around him frozen. A slow clap emanates from nearby as Alphos steps out of the crowd. Emberlin asks how his performance was, and she replies that it was “adequate”, and that he might actually be up for the task she gave him. She hands him a piece of paper with a location on it, and with a crack of thunder, she is gone.