Sangfielle 53: Six Travelers: Hazard: Difference between revisions

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[[Category:Transcribed Episodes]][[Category:Sangfielle episodes]]
[[Category:Transcribed episodes]][[Category:Sangfielle episodes]]

Revision as of 21:47, 21 April 2023

Episode description

When Hazard entered our story, they may have seemed like someone defined by what was missing. But in truth, they had something that the members of the Blackwick Group never did: A clear and obvious objective. Now, standing on the other side of vengeance, they have the freedom (and the burden) of deciding what comes next.

This week on Sangfielle: Six Travelers: Hazard

Contents

Opening

Ah, Hazard. Hazard... Now, what was Hazard's last name? I feel like we never caught it. That's not a tease, I know the stories in this publication love to tease the reader, but in this case, I am truly befuddled. I am... [PAPERS RUSTLING] I'm checking my notes here, and, da-da-da… Mask, one-horned devil, Uno Riscano—well, he don't matter anymore, let me cross that off. You ever have this situation, reader? You get to know someone real well, and then you realize that, actually, no you didn't? Could be they're a private person, could be you dominated the discussion with your own matters. But it could be something else. It could be…

Plot

After reclaiming and reattaching their head, Hazard leaves Blackwick in search of the Silver Coin belonging to the Caravan of the Coin. Assuming that Uno Riscano had already passed on the coin, Hazard begins to investigate the Wrights of the Seventh Sun, heading towards their tower at Bell Metal Station.

To start their journey, Hazard heads to the abandoned town of Last Rest and is met with a bustling marketplace. The market is made up of a caravan of opportunistic archaeologists who pick clean destroyed settlements and a soiree of Aldominan Devils who are visiting from Zevunzolia. Hazard sneaks through the party, staying inconspicuous as possible until they bump into Lenore Voivode and his new paramour, the freshly turned Emma Serchilde. Hazard identifies them as Knights of Virtue, and uses their earlier encounter with the Toll Collectors to convince them to join Hazard’s journey to Bell Metal, since the Knights were meant to be investigating the Wrights anyway.

The trio heads south to Bell Metal, but are followed at a distance by some of the archaeologists. In an attempt to lose them, they head into a tunnel, but as they travel further the tunnel gives away to raw technology, polished cold metal. As the tunnel becomes more maze-like, Hazard is able to mark the walls to help them navigate until they find the secret room where Calen fel Dynestia created the Red Zephyr, covered in candles, sigils, and blood. The three of them pick over the notes, learning about the reagents and notes that were left behind, and the terrible particulars of what was done here.

Continuing their journey, they arrive at Bell Metal Station and find the tower now boasts a platform where an airship is docked as an intended shortcut to reach Zevunzolia. Hazard worries that opening up the route to Zevunzolia means that the coin could end up anywhere across the worlds, and that they need to sabotage the tower somehow. Hazard sneaks their way up the tower, unsettling Lenore by their propensity for violence. It’s revealed to the listener that the airship was made again by Calen with the same methods used on Fezh to create the Red Zephyr, time using the remainder of the Bell Metal band as fuel. The trio make their way to the engine of the ship and rig it to crash. As Hazard brings the ship down Calen catches sight of them, but the three make their bloody escape from the tower, with Hazard taking out their anger against the way that the Seventh Son have ruined lives beyond simple death.

The archaeologist caravan swarms the remains of the crashed airship, picking off the pieces that they can. While the Knights return to Sapodilla, Hazard heads north over the mountains and closer to the border to the Pale Magistratum, returning to a place of crossroads and marshes where many pay homage to Ribbadon. Some of Hazard’s memories begin to return in patches, and they become aware of places outside of Sangfielle that they had once visited, a family that they once knew, and a vivid memory of signing a contract, but no memory of the particulars.

Cast

Other Characters