You finished Meet the factions. This picks up at Part 4 and goes to the end.
~1 min read
Part 4 · playing as The Envoy
Reveal the deeper cause
The investigation links present catastrophe to forces older than the envoy's mission. The deeper investigation forces the Envoy to separate the official mission from the truth: ending the plague and serving Aedyr are not automatically the same ethical act. The investigation links present catastrophe to forces older than the envoy's mission.
The deeper investigation forces the Envoy to separate the official mission from the truth: ending the plague and serving Aedyr are not automatically the same ethical act. The deepest revelation changes the terms of the commission: official orders can be legally clear while remaining morally incapable of answering what the Living Lands need.
Marius brings survivalist distrust to the party and resists solutions that require him to believe institutions will suddenly become benevolent.
Part 5 · playing as The Envoy
Choose the Living Lands' future
The conclusion tests who benefits from order, independence or compromise. The final political choice is therefore about the Living Lands' agency as much as the Dreamscourge's origin, with no solution free from colonial consequence. The conclusion tests who benefits from order, independence or compromise.
The final political choice is therefore about the Living Lands' agency as much as the Dreamscourge's origin, with no solution free from colonial consequence. The final political choice matters because cure and sovereignty cannot be separated. A solution imposed without consent repeats the injury the Envoy came to investigate.
Yatzli's magic and humour keep the group alert to how easy it is for fear to harden into a story about who belongs in the Living Lands.