Act III, Chapter Sixty Six "Aftermath" (23-03-2024)

As the Ashen Rider approaches the Ashen Company ash continues to fall from the sky where the snow once was; the ground around the Rider melts in to ash with every step they take. Null steps up first and tries to address the Rider but is silenced by an aura emanating from the Rider.

With his witch sight Flynn sees the Rider as pale elf-like figure, he asks the Rider what they want, not getting an immediate answer Flynn asks again and the Rider comments that death has emboldened Flynn. Flynn quickly retorts that death does phase him so long as he is a free goblin. The Rider seems amused and commends Flynn that he'll need that confidence in the weeks to come. Lotty also tries to speak up but suffers the same aura of silence and takes a step back in frustration.

Berrick asks the Rider if they are there to help or fight, the Rider says there isn't much point in fighting, they were surprised when Null defeated them last time and can see the strength of the Ashen Company clearly lies in their bond together. Taking out the entire undead army impressed the Rider enough to change their mind about the possibility that the Ashen Company could make a difference in the fight against the Marionettist. As Flynn explains the bombing campaign  the Rider senses the need for approval and they pat Flynn on the shoulder and tell him "well done". The Rider approaches Null who, having been unable to hear or contribute to the conversation backs away at first until a knowing glance from Berrick calms her. The Rider begins to unclasp part of their armour and a breast plate falls to the ground, as it turns the surrounding snow to ash it looks different to the spectral appearance of the Rider who returns to their horse and leaves the make-shift camp. When the visage fully fades it appears more like studded leather armour and Berricks sets about identifying the item.

Lotty finds the most capable looking among the Vikings for a sit-rep.  Percival explains they have around 20 able fighters; he would be the ranking officer having survived the most battles. Lotty says this camp is now likely to be the resistance HQ and to be ready to expect more survivors and refugees from the city.

Berrick identifies the armour as the Wraith's Vestment and Null immediately attunes to the new item, enhancing her ghost walking skills and abilities in combat. Berrick uses a sending spell to contact Zubbe who says Calitrax was last seen fleeing the city.

Flynn tries to contact Derrick for an update but to no avail (Berrick recalls that the land of desolation has a veil that blocks communication), and updates Latharial. Latharial is still four days out and needs to know the state of the city so the group gather themselves, leave updates and say goodbyes to the camp and they jump in to Flynn's freshly restored jar whist Null carries the jar in to the city.

On an initial fly-by of the city an invisible Null can see things look relatively normal - besides the huge smoking pile of rubble that used to be the longhouse. Getting closer to a patrol Null observes the groups are now made up of Vikings and Hobgoblins, not the necromancers and undead they previously saw.

Inside the jar Flynn takes the opportunity to offload his recent trauma of watching Null eat souls and asks if Berrick or Lotty have ever seen her do this. They haven't and Lotty gets defensive of Null, says it sounds like holy magic and suggests they sit in silence for the rest of the journey. 

Null heads to the House of Healing but does not see any sign of her mum; the room she previously occupied has been made up for new patients, a burn patient is admitted whilst Null is invisible and after the orderly leaves Null gives the woman a healing potion. Whilst it's the nature of war the queues of people leading in to the House of Healing, the injuries suffered by Vikings and Civilians alike are the consequences of the Ashen Companies actions. Continuing through, what is now a field hospital, Null find what would likely have been Trolley's office she finds it has been converted to another ward, there's no sign of any paperwork or useful information Null decides to head for the hobgoblin camp.

At the camp there's only around 20 hobgoblins left and what is left of the camp is being taken down. Berrick messages Zubbe again, the remainder of the clan is helping the Vikings keep order in the city following the destruction of the longhouse. 

In the aftermath of yesterday's prison break the Ashen Company are able to determine that Calitrax and her closest allies have fled the city, heading North towards the Bay of Bleeding. Suspicious that Calitrax is enacting a back-up plan and not wanting to give any time for her to prepare or re-group the Ashen Company decide to stay on the trail and pursue their target.

Act Three, Chapter 65: "Bombs Away" (2024/03/16)

With the collapsed mountain behind them, the setting sun before them, and some rough weather rolling in, the ragtag column of escaped prisoners, recruited vikings and the Ashen Company knows they need to keep moving. It will be a treacherous journey of several hours before they reach the safety of the nearest hamlet. Travelling through the night risks exhaustion and possibly encountering coldlight walkers, but the threat of retaliation from Calitrax looms higher. And so they start walking.

As the journey begins, the emotional weight of the day proves too much for Lotty and she starts to dissociate. She comes to after awhile and realizes she is being carried by Bennit. Berrik, seeing that his friend is safe in Bennit's arms, turns his efforts to providing comfort to their charges. He casts Oasis at 4th level and begins moving up and down the column, giving respite against the cold snow. 

Meanwhile, Null and Flynn lead the column through the creeping darkness. Flynn spots some eerily familiar pale blue lights in the distance. He points them out to Null and they decide to halt the column so that they can get a closer look. (I don't have it written down, but I'm going to just say they both flew up to get a better look because that makes the most sense given their abilities). From their vantage point, they not only see that the mass of lights is hundreds of coldlight walkers moving northeast (directly across their path), they also clock another substantial force of walkers south of them and heading north. The dead move with purpose, in a way the Ashen Company hasn't seem them do before. If the column continues along the road, the dead will massacre them. Flynn and Null then summon their friends to discuss their options. 

Lotty is still reeling from the loss of her Da, but is no longer catatonic. Berrik arrives with a smattering of people who are eager to stay within the warmth of the Oasis. Null and Flynn explain that column will need to move to avoid the encroaching coldlight walkers. That's certainly something we can do, but isn't it strange for the dead to be marching and converging like this? Is this Calitrax amassing what remains of her forces? Can we do anything to keep this army of walkers away from High Rock? Null suggests a maneuver in which they cause an avalanche that would bury the larger force - Haven't they all heard of the MULAN? 


Make Unbelievably Large Avalanche Now - a classic ploy

But eventually a better idea emerges. If Lotty and Berrik can lead the column away from the converging danger, Null and Flynn are free to wreak havoc from above on the marching walkers. But what havoc do they have at their disposal? Lotty recently stashed 100 of the explosive collars in a secret chest. It took 200 collars to bring down the mountain, surely half of those would be enough to take out most of the undead army. Would Lotty be willing to part with the collars? She would, but elects to keep one for further study - she wants to understand the technology that victimized her family. With the walkers continuing to move, the plan needs to be executed quickly. Lotty produces the chest and removes one collar. The party splits and off we go. Berrik and Lotty lead their charges away from danger. It will take them around 4 more hours to reach safety, so Lotty casts Create Food and Water to provide whatever nourishment she can for the rest of the journey. 

Meanwhile, Flynn and Null take to the skies with the chest of collars, ready to rain down some destruction. With Null carrying the chest, it will be up to Flynn to ensure the collars hit their marks. The duo meet the hordes of walkers west of High Rock just before the two forces converge. Once they make sure they are high enough to be out of range of the blinding lights, Null pops open the chest and Flynn gets to work. Each collar reacts like a bomb as it hits the ground, exploding with a fiery force that engulfs anything its radius. It only takes a few minutes for Flynn to go through all 99 collars and the results are devastating: 8411 points of damage to 1000 coldlight walkers is enough to eliminate them all. The landscape is probably forever scarred by this, but 1000 fewer walkers for Calitrax to command is well worth it. Ash and snow and smoke surround Null and Flynn as they survey their handiwork. Null asks Flynn if the ash reminds him of anything? Maybe something he experienced recently? Flynn is adamant that it doesn't - why is Null being so weird? Null gives up on this line of questioning. Flynn doesn't seem ready to deal with his recent death, but he does realize that he hasn't had any of his cigars in awhile. They're gone too! He squints suspiciously at Null as they both begin to fly to the hammock hamlet in silence. It takes them around 5 hours.

Lotty, Berrik and their 300 closest friends arrive at the hamlet before Null and Flynn. It's clearly been raided, but any shelter is better than none. People immediately go to work fortifying the buildings, both against weather and against other things. Lotty tries to go hunting for food, but the weather ensures any potential quarry is out of reach. Berrik casts Magnificent Mansion, which can feed and house 100 people. The old, the young and the infirm are able to rest inside, while the more able-bodied must make do with short stints within. Null and Flynn soon arrive, victorious and exhausted. Null gives the chest back to Lotty and posts up somewhere to quietly keep an eye on things until she falls asleep. Flynn gets to work on the ritual to bring back his lost urn. Satisfied that everyone is now where they are supposed to be (with one painful exception), she locates Aunt Ella in a makeshift shelter outside of the mansion. The older gnome woman is still awake, despite her ordeal and the late hour. The rest of the McFinis are fast asleep around her. Lotty sits down next to her aunt and softly tells her that she couldn't convince Frug to come with them. Ella replies: "Of course you couldn't" - Frug is a McFini. Ella's demeanor is a quiet mix of deep sorrow and stubborn pragmatism. She knows her family, stalwart and hardheaded. Frug was a McFini - of course he brought down the mountain and saved them all. Lotty is a McFini - of course she got them out. They are McFinis and they are still here and that is enough. The two embrace, exhausted and quietly weeping. Ella urges Lotty to get some sleep, and Lotty in turn does the same. They have a bit of a standoff where Ella refuses to sleep until Lotty does, and so Lotty quickly excuses herself to go talk to Flynn before tucking in.

Flynn is in a quiet corner and has just resummoned the urn. He speaks to Mordecai, who he had been cut off from without the vessel. Where has the genie been? Did he see what they did with the mountain and the walkers? Mord explains that when Flynn died, he was stuck in the elemental plane of chaos for awhile - he didn't see anything. Flynn is confused: "I died?" He now knows his friends lied to him and he's understandably upset. Mordecai doesn't want anything to do with this drama and suggests that Flynn and the rest of the Ashen Company need to have a conversation. He retreats back into the urn, leaving behind a package to fancy cigars for Flynn, who tears into them immediately. 

A few moments later, Lotty approaches and sits down next to Flynn before he begins his next ritual. They ask each other how they're doing, if the other needs anything. Lotty takes out one of the furs they got from Urt's shop and offers it to Flynn as a replacement for his lost bear pelt. Flynn gives it back to Lotty, draping it over her shoulders. They both know what is being left unsaid, and in the end it's Lotty who decides to bring up Flynn's recent demise. She tells him that there were no giants, no enemies who ran away. He fought the Ashen Rider and the Ashen Rider killed him. That is why all his stuff is gone, why he doesn't remember. He was dead and they brought him back. Flynn gets more existential than he's ever been - tackling his own mortality is not something he's used to. He tries to assure Lotty (and probably himself) that he will always find his way back. Lotty does not bring up the great personal cost it took for him to find his way back this time. Flynn continues, asking what would they do without him? "That's the point!", Lotty exclaims. It's time to go, she shouldn't keep Ella up waiting for her.  Lotty kisses Flynn's forehand and takes her leave. The goblin blushes hard, but then composes himself before he begins the ritual to bring back his book.

Lotty finds Ella still awake, but clearly struggling to remain so. She lies down near her aunt and waits for her to fall asleep. Lotty intends to rest but she still has much to do, so she opts to cat nap through her short rest and make it ultra restful. She then works on Nessie and brings back Boobrie as a bat. In the meantime, Flynn has just finished resummoning his book. He calls Null over to get their information straight and then sends Latharial a mission report, updating her on everything so far: the destroyed longhouse, the freed prisoners, the hammock hamlet camp, the forces at the hobgoblin camp. He ends with a dig at Null, telling L that the changeling needs to work on her honesty. Latharial breezes past that last bit and congratulates them on their progress. She reminds them that her forces will need to be able to occupy the city when they arrive in four days, and that Calitrax ought to be dealt with by then too. This nudges them to brainstorm their next steps. We will sleep on it and reconvene in the morning.

By the time everyone gets a long rest, it's actually early afternoon, The blizzard is still going, but the camp is abuzz with people puttering inside. Berrik, Lotty, Flynn and Null all gather to talk about next steps - we need to get back to the city. Lotty is adamant that they go to rescue Null's mom first. Null is uneasy - of course she wants to rescue her mother, but isn't that selfish? Is it tactically sound? Are we sure we shouldn't go for Calitrax first? Lotty says, with a kind of finality that only she can conjure, that we aren't losing any more people. It's then that the party notices the blizzard has gotten weird - ash is now falling amongst the snow and the air has gotten bitterly cold. The party looks outside in time to see a familiar mounted figure approach. The Ashen Rider is back and stops his horse 15 ft. short of the group. He silently sheathes his weapon (the same one that recently turned Flynn to ash) in his saddlebag and dismounts. Damn this shit is tense. What could he have to say? Why is he here?

Act 3, Chapter 64: "Ain't No Mountain High Enough" (2024/03/02)

Lotty looks at the surrendering vikings and asks them what they think of Calitrax being in charge. Surprising no one, their replies all indicate that they think she's bad news. Lotty orders them to gather around Ape!Berrik, away from their weapons, until we assess the situation. They comply. The number of freed prisoners is growing, thanks to Bennit, and so Lotty starts looking around for Argil. It doesn't take long for her to spot her little cousin amongst the gaunt and shivering prisoners. Because Seeming is still up, Argil must be convinced that she is truly his cousin and not some cruel trick. It takes the introduction of Boobrie, but eventually Argil embraces Lotty as his cousin. He relays that he doesn't know where the family is, that they were kept apart. Lotty asks to examine Argil's collar, physically this time - nothing new is revealed. After this, Lotty spots Aunt Ella. She needs no convincing, knowing right away that it's Lotty who rescued them. The two quickly embrace but both, ever pragmatic, know that the people around them need them more right now. As Aunt Ella leaves to greet the rest of her family and start organizing gear for the growing number of prisoners, the Ashen Company realize that they are coveting all the rods. Prisoners could be freed faster if more hands were invited to handle these rods! Null and Flynn dispense the rods they're holding to the newly allied vikings and Bennit gives them a quick tutorial on how best to wield them. As the vikings can now confidently wave their rods around, the prisoners are indeed released faster.

it's like the rods are their dicks, you guys.

The Ashen Company convene to consider logistical questions. Berrik drops his Giant Ape form, understanding that this conversation will likely require less smashing and all of his wizard brain. How do we individually remove the collars of 300 people? Even if nothing goes wrong, we don't have the time. We consult a viking and Bennit on the collars and the controller, but we don't learn much beyond that we need to investigate further. Null volunteers to fly up and take a closer look. She hands Lotty a spare potion of flying and chugs a couple of healing potions before pulling up the hood of her invisibility cloak and disappearing. Tapped, Flynn sidles up to Lotty to ask her a favour. Taking out a scroll, he asks if she would cast Catnap on him. Things seem to be in a holding pattern for the time being, so this seems like a good opportunity to take ten minutes to rest and get his spell slots back. Flynn doesn't know that Lotty had recently cast Wish to bring him back to life and that casting spells hurts her. Lotty doesn't volunteer that information when she agrees to do this. Wincing, she takes 3d10 necrotic damage as Flynn gratefully passes the fuck out.

Meanwhile, Null has reached the the 10 foot diameter dome that protrudes from the ceiling of the cavern. Considering the enormous mass of winched chains dangling below it, it's certainly smaller than she expected. Closer inspection of the dome reveals little: bands of steel encapsulate whatever lies inside and there are no accessible mechanisms or control panels. Null is able to find a small gap to peer into, but all she can make out is the bright light emanating from inside. The whole thing is pulsing and warm to the touch. Discouraged, she takes a moment to scan her surroundings. There isn't much up here besides a passageway in the cave rock near where several icy walkways converge. Floating closer, she can hear the casual chatter of guards up ahead - while the ongoing blizzard masks most sounds in here, any destructive action will surely draw attention from them. Null describes all that she has seen up here to her friends through Telepathic Bond. It's not something she can deal with on her own, so she will wait until they join her. Feeling stealthy enough on her own, she opts to pull down her hood to save her invisibility cloak some precious time.

After Flynn awakens from his Catnap, the trio decide to fly up to join Null. Lotty uses the potion she got from Null, while Flynn hands Berrik one of his three potions. Flynn doesn't need one because he can fly. About half the prisoners are free by the time the trio arrive up to the dome. Null hands Lotty a crowbar, while Flynn casts Arcane Eye. Lotty and Berrik search the outside of the dome for any possible way inside, but find none. The crowbar finds purchase behind the panels, but Lotty can't get the leverage. Flynn's Arcane Eye is sent down the nearby passageway to check out what potential enemies lie beyond. The Eye confirms an entire squad of guards, huscarls and necromancers, so we opt not to engage them unless we have to. Flynn then remembers how small the Eye actually is - surely it can fit through the gap in the paneling that Null found. As the Eye enters the hole, the brightness within the dome threatens to blind it completely. However, a few moments pass and the Eye adjusts to its surroundings just enough to discern one thing within - Inside the dome is a person and that person is Frug McFini. 

Outside the dome, Flynn turn to Lotty to relay the news about her father. Frantic now, she fruitlessly tries the crowbar again. Null offers to use Ghost Walk to get to Frug, which Lotty is super duper on board with. As the rogue pushes through to the inside of the dome, she sees Frug. He's attached to the inner workings of the dome itself - 4 rubber tubes are inserted into the base of his neck and he's been pricked with various implements, including an I.V. and a catheter. He is utterly wrecked and clearly in immense pain, but he is alive. Null tells him that Lotty is just outside, but goes silent as he explains his situation: Frug was forced into service as controller for the prison, with the threat that if he didn't fulfill his duties his family would die. All the control signals for the prison, the collars and the cages, go through him and he executes them. Null can see Frug twitch as he receives the commands for the cages that continue to be brought down below. Null asks Frug "How do I help you?" and the gnome replies that she can't, not in the way she intends. He explains that multiple failsafes are built into the system he finds himself trapped in. If he disconnects, all the collars explode. If the collars leave his range, they explode. He has no way out.

Meanwhile, Flight has run out for Berrik and Lotty. Lotty isn't leaving here if her father is inside, so she takes another potion from Flynn. Berrik casts Featherfall on himself, thinking he will be more useful below anyway. He takes a moment to send a message to Zubbe, who tells him that the hobgoblin camp is no longer a safe place to bring the escaped prisoners. Calitrax has left to return to High Rock, but her warriors remain behind in the camp. Berrik knows that they need to get moving soon, and grabs Flynn so they can start figuring out the safest and most efficient direction to Passwall out of here. If the hobgoblin camp is out of the question, then their only option is to head south and hope to find safety in the farms and hamlets nearby. He next starts to wonder what spells might help them get 300 civilians to the ground from 500 feet up. Flynn has an idea. They see that around 75% of the prisoners are now free.

As Berrik continues to brainstorm below, Null is struggling to process what all of this means for Frug's escape. Why does he seem so resigned? Doesn't he know that we won't leave without him? He explains to Null that he knows the stakes and he knows he can't leave this place alive without dooming them all. He intends to facilitate their escape - he can unlock all the collars remotely - and then once they are out he will detonate all the collars left behind and raze this whole place to the ground. He knows this means his death, but he is sure this is the best way to make sure his family lives and the prisoners escape. Null is not equipped to handle this. Doesn't Frug know Lotty won't leave without him? Doesn't he know his daughter is just as much a stubborn McFini as he is? Frug tells Null that he won't be swayed from this course and that, no matter what, it will be her duty to make sure that Lotty isn't here when the bombs go off. (No pressure!) Null knows what she has to do, and she hates it. She leaves the dome just as her Ghost Walk runs out and tells Lotty about Frug's predicament, failsafes and all. Lotty is unfazed, confident that a well-timed Resilient Sphere will save them when the mountain comes down despite the fact that it only lasts a minute. Null is silently panicking. Lotty's fly potion is about to run out again, so the trio decide to head back down to the prisoners until it's go time. Null doubles back to tell Frug "the plan" before joining them. She burns another soul token to use Ghost Walk again and pushes through the walls of the dome again. Null feverishly tells Frug that Lotty is just as stubborn as he is. This isn't going to work! Even if it came to a fight, there's no way Null could take on Lotty. Frug reiterates that he is determined to see this plan through. Lotty cannot be here when the mountain comes down and Null has to make sure of that, even if Lotty ends up hating her in the end. Defeated, Null is resigned now too - she will have to figure something out. Before she leaves Frug again, she snatches a tuft of his hair and pockets it. She doesn't know the ins and outs of resurrection magic, but maybe having a piece of Frug would help to bring him back. At Frug's request, she is also able to use her Thieves Tools to make a hole in the dome large enough for a Sending spell to get through. They will need to be able to tell him when they are clear. Null leaves Frug again and descends to rejoin her friends. She can see that 100% of the prisoners are free now and tells Frug so. There isn't much time.

Back on the ground, Lotty is scheming about how many unexploded collars she can fit into the secret chest (100). We deputize the most organized and responsible-looking of the freed prisoners to ensure that the unlocked collars are placed gently on the ground in a designated area. Null is silently panicking - things are moving quickly. She pickpockets Flynn's last Fly potion from him, hoping to make it harder for Lotty to stay behind. Lotty gets her secret chest of bombs. Berrik gathers his friends and explains the plan for their escape: they will Passwall towards the south and then use Arcane Gate to link the ledge to the ground 500 ft below. Null will deactivate the Nightfall Pearl. From there, they will move along the road until they reach the safety of the nearby farms. Okay cool. All that's left is to do it. 

Null is dismayed to see that Lotty still has no intention of joining them in the escape. She is preparing to go join Frug and wait for the mountain to come down. The rogue knows she can't finesse this situation. Null pulls Lotty aside and, in perhaps the sternest way she's way she's ever spoken to Lotty, tells her friend that she needs to stop and that she needs to listen to her right now. Lotty agrees, softly saying that she's always ready to listen to Null. Null spills: Frug has no intention of leaving this mountain alive. He knows the stakes and knows the risks and knows that him being here to bring this mountain down is the only way to make sure this escape works. He knows the mountain collapse will kill him and he's at peace with that. Null gets shakier now: "He's stubborn, exactly like you. But if he dies we may be able to resurrect him and you know very well that if you die we cannot bring you back." Null takes the pilfered Fly potion out of her pocket and hands it to Lotty, explaining that she made a larger gap in the dome - Lotty needs to speak to her father. (Some distance away, Flynn sees the potion in Lotty's hand and is appalled that Lotty would steal from him.) Lotty is silent, but takes the potion and flies up to speak to Frug. Null follows, but keeps her distance.

At the dome, Lotty peers into the hole and is horrified to see the state her father is in. His formerly lively face is grim and drained. He winces as Lotty starts to plead her case to him and interrupts her. For the first time in as long as she can remember, Frug addresses his daughter as Lotty and not as Rose. Frug explains everything to Lotty again, the stakes, the risks - all of it. But this time he tells his daughter something else too: He is tired and he hurts and he is ready to see Rose again. He can see the best parts of himself and Rose in Lotty and he is so proud of the person she has become and the life she's made. The family, and the world will need that person now more than ever. More than him. Because he is tired and he hurts and he knows that Rose is ready to for him to join her. Lotty breaks - reaching in to touch Frug's ruined arm she casts a Cure Wounds on her dad in a futile attempt to offer him some comfort. Sobbing, she understands what comes next and knows that this is now her goodbye. She tells Frug that she loves him and to give her mother a kiss for every year that they've been apart. She will see them again when the time comes. Lotty sends Boobrie in through the gap. The weasel curls up in Frug's lap - Lotty will be sure her father isn't alone when the end comes. As she releases his arm and turns away, she knows she will never see her father alive again and the pain of that realization cuts her deeper than anything ever has or ever will. She lands back on the ground just as the potion runs out. Null isn't far behind. Time to go.

Everything and everyone is ready. Berrik has 140 feet worth of Passwall scrolls to get through the side of the mountain and feels very lucky when he realizes they had exactly 130 feet of rock to tunnel through. The tunnel opens up to the night sky - they are just under 500 feet above the ground. The shadow of Calitrax's longhouse looms over them and everyone hopes this will be enough to escape her reach. Null uses the Nightfall Pearl to restore what little light remains of the day - they will need to move quickly if they mean to reach safety before true night falls. Berrik rips the page for Arcane Gate out of Ezra's spellbook and casts the spell, using a piece of exaltium to extend the duration. (What he doesn’t know is that the next time he drinks a potion, his skeleton will turn to steel due to the exaltium’s wild magic side effect). They have 20 minutes to move 300 people through the arcane doorway next to them on the face of the mountain and out through the corresponding gate 500 feet below them. Flynn flies down to help Aunt Ella corral the prisoners at ground level, while Berrik, Null and Lotty linger above. Only a minute or two of Arcane Gate remains when the last freed prisoner moves through the threshold. All that remains is for us to go through too. Lotty is hesitant and full of dread - she knows this next step is her Rubicon. Once she leaves this mountain, her father's fate is truly sealed. Null stops and tells Lotty that they won't go before she is ready - as long as it takes. Its going to hurt every step of the way but that they are here and she won't be alone. Lotty reaches out towards her friends - Null takes one hand and Berrik the other. In the dying seconds of the Arcane Gate, the trio step forward together - hand in hand into what comes next.

At the base of the mountain, the Ashen Company and the 300 escaped prisoners walk away from the place that held them. The prison looms behind them, but they carry it still. They will carry it, in some way or another, for the rest of their lives. As the group approaches the road, Null feels that she needs to move to the front - they will need her scouting skills to find safety quickly. Null has so much she wants to say but all the words pale in comparison to what Lotty has just gone through. She kneels down to hug her friend. The embrace goes on a little long by normal standards, as it usually does with Null hugs, but it's Lotty that keeps it going. All Null can manage is an "I'm sorry" whispered into Lotty's shoulder. As the hug ends, Lotty tells Null that they will get her mother back. Lotty wants to make sure her friend doesn’t ever feel the pain she feels in that moment but Null's feelings are complicated on this. It doesn't feel right or just for her to get her parent back just as Lotty loses hers. She gives her friend a stilted, sad nod and moves to the front to join Flynn and Ella. Berrik and Lotty continue the journey at the rear. Berrik is not a man of many words, but Lotty feels comforted by his presence nonetheless. Some time passes, but before too long it's clear to both that enough distance lies between them and the longhouse. They both know what this means. Berrik steps away from Lotty, wanting to give her some space as he does what need to be done. Berrik sends a message to Frug, telling him that they are all clear. Lotty is safe and with them and surrounded by people who love her. He thanks Frug for his sacrifice. Frug replies with a goodbye of his own and with a thank you to Berrik and the Ashen Company for loving his daughter.

It is only a few more moments before the destructive cacophony fills the previously still evening air. The group turns around in time to see the centre of the mountain shatter in an explosion of fire and rock. The prison within implodes, taking the whole mountain with it. The once imposing longhouse collapses down to the ruined caverns below, crumbling into rubble. Calitrax's stronghold is gone and for some, the cost was incredibly high. Too high. For a few stunned moments as the dust settles, there is silence.