The Startening... Again
In reply to Fithelos (msg # 692):
It is important to understand that up to this point, Fithelos was safe. No matter the decisions he made, the fights he started, or the people he met, Fithelos was going to make it here. From this point forward, that is no longer the case. The decisions he makes now 'til the end of the campaign (which is quickly approaching) will have major consequences beyond just life and death for Fithelos, though those are both real possibilities. The path he should choose will be obvious to you and I, but may be grey for Fithelos given what he has lived through. I, personally, would make the decisions I would want for Fithelos, rather than worrying about what Fithelos would do. Though it makes for interesting stories to try to see through other's eyes, Bran was pretty close to being right about there being a god above gods controlling every person in his universe. He missed out that Fithelos was an oddity. Unique across all others in that he had his own helping mold his future.
You get above deck and Erl is standing back from the Sharran Priests, watching them work. He motions you over, "We should let them work. I wouldn't want to be blamed for any mishaps."
The deck looks much different than before. It has been painted with runes with blood, now dried under the sun. It only seems to be a portion of the runes though. You see the other two ships have gathered across a black speck from this ship. You realize the black speck is the island nation that's been hidden away.
Erl, "They say it should take a few ten-days for the islands to grow back. We should have a few hours here, then be able to retreat to a safe distance as the island grows."
You see the head Sharran Priest call for the rite to begin and a moment later you hear their chanting, and see their hands and fingers begin glow as they gesture, and feel a slight rumble in the boat.
The speck begins to glow brighter, a wind seemingly originating in the center of the ritual blows outward in all directions, beginning to push the boats apart.
Suddenly, as fast as you can perceive, no doubt faster than most that are with you could imagine, the light disappears and the island nation of Britannia explodes back into existence, its protective sphere smashing into the ships, decimating them and injuring most of the people on them. Though you cannot move quick enough, you perceive time differently than most, especially with huge adrenaline rushes like this. The island nation started as a marble, but now you are miles high above, the islands stretched out before you. The islands expanded like an explosion, but the sphere has remained intact. Sand falls into your eyes. As you wipe it off, you realize it's the sand given to you by Fraz-Urb'luu. You can no longer control it. The ritual has sapped the magical energy from the area.
Then the top of the sphere, right in the middle of all the ships, begins to fade out of existence. Slow at first, then suddenly, the entirety of the sphere is just gone. There's a surreal moment for you before the fall. You're easily a hundred miles up, everyone is.
You lurch forward as the ship topples over. Unable to cast any spells, you do your best to dodge debris and use its momentum to narrowly avoid their blows. You hear Erl yell in a way that makes you sick to your stomach. He has been speared by debris. You cannot even try to help, because you're already putting all your effort into keeping yourself alive. An instant later Erl is struck by a cannon that finally worked its way loose. It was no doubt a mortal blow.
There's nothing you can do for him, so you focus back on yourself. Twisting and contorting your body around awkwardly to avoid ship parts, cannons, people… You try to strike debris away from you, but the momentum of everything causes most of your hits to push you away, rather than damage the item. You slide your body barely past a barrel that flies by to see a large group of cannonballs coming right at you. You put your hands up to "catch" one, which speeds up your decent. Its mass allows you to maneuver on to, and above the others, but a mast breaks loose from its sail and comes directly down on top of you.
Everything is black. As you begin to come to, a flood of memories roar back. Everything that Balance put you through, the people you dealt with, the dragon brothers and their mother… It is all back. You have the answers to your questions, though you still don't fully understand Balance's reasons for choosing your or sending you on his quest.
You open your eyes, the world around you is missing, just a pale grey. You're no longer falling. You realized the mast was a mortal blow. You stand in your afterlife, waiting for Fraz-Urb'luu to claim you, waiting to answer his questions.
Suddenly below you are hundreds of black hands, boney, singed, some missing flesh, trying to pull you down below the grey. Struggle as you might, there are just too many to get away from. Before your head is pulled under, you see a figure in plain clothes walking toward the "pit" of hands. The closer it gets, the more its flesh burns. Your head goes under.
A hand smashes down from above the flesh is completely gone from its fingers and more is melting away. You hear the muffled words, "Fithelos, I can pull you free, but you have to grab my hand."
You consider your options.
You can give in, let it all end. Allow the cursed hands to pull you down. Your soul belongs to Fraz-Urb'luu, eventually he'll have what's his; why delay the inevitable? You feel like your entire life's purpose was just to be a play-thing for the gods. At least with Fraz-Urb'luu you don't have to pretend like you have free will.
Or live. Fight. Fight until the end, then fight some more. Giving in to Fraz-Urb'luu hands him an undeserved victory. In the Library you learned there may be ways to free yourself from him once and for all. Without him, you can live out the rest of your days being you.
You calm yourself, then make your decision.