The Nightingales: Difference between revisions

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Remove bookkeeping metaphors from Leosin's letter and Hollis Renn's description
Letter into a blockquote; delivery preamble; rewrite Leosin's voice as a fussy scholar
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'''The Nightingales''' are a [[Harpers|Harper]] cell placed under [[Gootcha]] on her elevation to '''Ciphermaster'''. They keep their clerk at [[Nuts Deep]] and their agents wherever she sends them.
'''The Nightingales''' are a [[Harpers|Harper]] cell placed under [[Gootcha]] on her elevation to '''Ciphermaster'''. They keep their clerk at [[Nuts Deep]] and their agents wherever she sends them.
''The letter below arrived folded inside the front cover of her notebook, in a hand she recognised. She has kept it there.''


== The letter ==
== The letter ==
''[[Merrivet Ashcombe]] arrived at [[Nuts Deep]] in the first days of the fortnight's downtime, on a mule cart, with two crates of paper and no introduction. The letter came four days behind her, carried up from [[Elturel]] by a Harper courier who would not come inside the walls. Gootcha keeps it folded inside the front cover of her notebook.''


<blockquote>
''Their eyes must be sharp.''
''Their eyes must be sharp.''


Gootcha
Gootcha,
 
There is much to see, and you have seen enough of it that the rest of us have stopped pretending you are junior. Ciphermaster is not a reward for what you did at the fort, whatever the others tell you. It is a decision about where you are most useful. You have spent three years finding things out for us. It is a poor use of you to keep asking you to walk to them.


So we are giving you the network instead. Read this properly before you use it, because agents who use it badly get other people killed.
Merrivet will have got there before this did. I meant to send her with the letter and she left three days early without telling anyone, which tells you a good deal about her and saves me writing a paragraph on the subject.


=== Merrivet, and the notebook ===
You are at a fixed address for a fortnight. That is the first one you have had in three years and I am going to make use of it, so read all of this rather than the first half.
Merrivet Ashcombe is a cipher clerk, and as of this season she is yours. She is posted to Nuts Deep and she will not be leaving it. Do not ask her to. She reads your notebook, she answers in it, and she is faster than anyone I have ever put behind a desk, a fact she will tell you herself within the hour.


Write your question in the notebook and she will get you an answer. How long that takes is not up to her and not up to you — it depends entirely on whether anyone we have ever employed happened to learn the thing you are asking about. '''Ten minutes if it is already in a drawer somewhere. Ten days if someone has to go and find out.''' Most things fall between.
Four matters.


Ask about a creature and the same rule holds, but you will feel it more sharply. '''Common things come back fast and come back true''' — we have fought them, buried people because of them, and written all of it down. '''The old and the singular come back slowly, and what comes back is half story.''' Nobody writes an accurate account of a thing that killed everyone who saw it closely. Weigh what we send you about a great wyrm accordingly. I would rather you doubted us than trusted us into a cave.
'''One. The notebook.''' Write your question in it. Merrivet reads it and Merrivet answers it, and how long that takes has nothing to do with either of you — it depends on whether anyone we have ever employed happened to learn the thing. Ten minutes, if it is already in a drawer at Berdusk. Ten days, if somebody has to go and stand in a place and find out. Most questions land somewhere between and I cannot tell you in advance which.


'''Keep one question open at a time.''' This is not a rule of etiquette, it is a rule of tradecraft — a clerk chasing four answers at once produces four bad ones, and four sets of people asking after four subjects is how a cell is noticed. If you have an open question and you need a different one answered more, '''drop the first and say so.''' You will not get it back part-finished. Whatever was underway stops, and asking again later starts from nothing. Choose accordingly.
Creatures follow the same rule and you will notice it more. Ordinary things come back fast and come back accurate, because we have fought them and buried people over them and written it all down afterward. The old ones come back slowly and what arrives is half story. Nobody files a good account of a thing that killed everyone who got close enough to see it properly. Weigh what we send you about a great wyrm against that.


If one of yours sends you word unprompted, that costs you nothing and does not close your notebook. That is simply an agent doing their job.
'''Two. One question at a time.''' I want to be clear that this is tradecraft and not manners. A clerk chasing four answers produces four poor ones. Worse, four sets of people asking after four subjects in the same season is how a cell gets noticed, and we have lost cells that way — Amn, twice, in my lifetime. If you have a question open and you want a different one more, drop the first and tell her so. You will not get it back half-finished. Whatever was underway simply stops.


=== The four, and where they stand ===
Word your people send you unasked does not count against this. That is only an agent doing their job.
Four agents answer to you. '''A fifth when your name carries further than it does now, and a sixth after that''' — I have seen two Ciphermasters reach the sixth and neither expected to.


Where they stand is the whole of it. '''An agent on the ground where you are asking is worth more than the entire archive at Berdusk''' — they will find you the thing nobody wrote down. An agent on the road is worth nothing at all, so move them deliberately and not often. '''Hours to cross a city. Three to five days to cross a region. Ten days or more to cross the coast.''' While they walk, they are no use to you, and they are at their least safe.
'''Three. The four.''' Four now. A fifth when your name carries further than it does, a sixth after that. I have known two Ciphermasters reach a sixth.


Leave one somewhere long enough and they will start sending you things you never asked for. Read those. In my experience they are worth more than the answers.
Where they stand is nearly the whole of it. An agent on the ground in the place you are asking about will find you the thing nobody wrote down, and I would trade the Berdusk archive for one of them on a good day. An agent walking between two postings is no use to you at all, so move them rarely and on purpose. Hours to cross a city. Three to five days to cross a region. Ten days and often more to cross the coast, and that is in summer.


=== What you put in ===
Leave one somewhere long enough and they will start sending you things you never asked about. Read those.
The network is not a well you draw from. It is a memory, and it remembers only what someone has put into it.


When your company turns something up — a seized dispatch, what a prisoner said before the end, a place mapped, a name finally confirmed '''send it to Merrivet and have it filed.''' Every subject you feed comes back to you faster and fuller ever after. And the Harpers will count it, because delivering intelligence is precisely what we reward. You will find your standing rises faster by sending than by asking.
'''Four.''' Send us what you find. A dispatch off a body, what a prisoner said before the end, a place properly mapped, a name finally attached to a face give it to Merrivet and have it filed. Every subject you feed us comes back to you faster and fuller afterward, and the Harpers count intelligence delivered more highly than intelligence requested, which I mention because your standing will rise quicker by sending than by asking.


=== What we cannot do ===
Now the parts that are not instructions.
I will be plain, because agents at your rank start to believe otherwise and it kills them.


'''We are not diviners.''' We do not scry, we do not see forward, we do not read minds. We know what a Harper learned — saw, overheard, filed, or was told — and nothing else. Beyond the Sword Coast we know almost nothing, and I would not act on what little we do.
We are not diviners. We do not scry, we do not see forward, we do not read minds, and every year I write that sentence to somebody who has begun to think otherwise. We know what a Harper learned. That is all. Past the Sword Coast we know almost nothing and I would not act on the little we do.


And what we send you is '''what we believe''', not what is true. It can be old. It can be half. It can be a lie someone fed one of ours two years ago that has been sitting in a drawer ever since, waiting for you to act on it. When our word and your eyes disagree, trust your eyes.
And what we send is what we believe rather than what is so. It can be old. It can be a lie somebody fed one of ours in the summer of '85 that has been sitting in a drawer since, waiting for a Ciphermaster to act on it. When our word and your own eyes disagree, believe your eyes and write and tell me we were wrong.


=== The last thing ===
Last thing. They are people. They can be followed, and taken, and bought, and one of them being bought will look precisely like the network functioning normally for a very long time. Every question you ask moves somebody, and somebody moving can be watched moving. There are those who would find the four of them a great deal easier to reach than they would find you, and I think you have already worked out who.
They are people, Gootcha.


They can be followed. They can be taken. They can be bought, and one of them being bought will look exactly like the network working normally right up until it doesn't. Every question you ask moves someone, and a moved person can be seen moving. There are those who would find it far easier to reach the four of them than to reach you, and I think you already know who.
Spend them as you would spend your own hours. You are not generous with those either.


Spend them the way you would spend your own hours. Not freely.
— ''Leosin''


''Leosin Erlanthar''
''P.S. — Merrivet will tell you within the hour how fast she is. Let her. She is not exaggerating and it is the only vanity she has.''
</blockquote>


== The cell ==
== The cell ==
They named themselves, as cells do. '''The Nightingales''' — for the bird that sings after dark, and for the older Harper sense of the word: the one who talks. Merrivet chose it, and maintains it was obvious.
They named themselves, as cells do. '''The Nightingales''' — for the bird that sings after dark, and for the older Harper sense of the word: the one who talks. Merrivet chose it, and maintains it was obvious.


'''[[Merrivet Ashcombe]]''' — gnome cipher clerk, resident at [[Nuts Deep]]. Does not leave and does not fight. Reads the notebook every waking hour and a fair number of the sleeping ones, answers in dry marginalia, and is openly smug about her turnaround time. Hers is the hand that does the actual deciphering; the rank is named for the work she does.
'''[[Merrivet Ashcombe]]''' — gnome cipher clerk, resident at [[Nuts Deep]]. Does not leave and does not fight. Reads the notebook every waking hour and a fair number of the sleeping ones, answers in dry marginalia, and is openly smug about her turnaround time.


'''Will''' — [[Gootcha]]'s squire, a Harper placement out of [[Baldur's Gate]]. Courier and liaison, and not counted among the four. Most deliveries arrive in his hands, which means most requests put him on a road.
'''Will''' — [[Gootcha]]'s squire, a Harper placement out of [[Baldur's Gate]]. Courier and liaison, and not counted among the four. Most deliveries arrive in his hands, which means most requests put him on a road.
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* [[Harpers]] — the faction; standings are tracked on the [[Renown Tracker]]
* [[Harpers]] — the faction; standings are tracked on the [[Renown Tracker]]
* [[Nuts Deep]] — where the cell keeps its clerk
* [[Nuts Deep]] — where the cell keeps its clerk
* [[The Anvil]] [[Xanphina]]'s lance of the [[Order of the Gauntlet]]
* [[The Anvil]] · [[Talonfall]] · [[The Broken Latch]] · [[The Hearthwardens]] — the other companies' cells
* [[Gootcha]] · [[Leosin Erlanthar]]
* [[Gootcha]] · [[Leosin Erlanthar]]


[[Category:Campaign]] [[Category:Factions]] [[Category:Renown Feats]] [[Category:Rise of Tiamat]]
[[Category:Campaign]] [[Category:Factions]] [[Category:Renown Feats]] [[Category:Rise of Tiamat]]

Revision as of 01:44, 29 August 2026

The Nightingales are a Harper cell placed under Gootcha on her elevation to Ciphermaster. They keep their clerk at Nuts Deep and their agents wherever she sends them.

The letter

Merrivet Ashcombe arrived at Nuts Deep in the first days of the fortnight's downtime, on a mule cart, with two crates of paper and no introduction. The letter came four days behind her, carried up from Elturel by a Harper courier who would not come inside the walls. Gootcha keeps it folded inside the front cover of her notebook.

Their eyes must be sharp.

Gootcha,

Merrivet will have got there before this did. I meant to send her with the letter and she left three days early without telling anyone, which tells you a good deal about her and saves me writing a paragraph on the subject.

You are at a fixed address for a fortnight. That is the first one you have had in three years and I am going to make use of it, so read all of this rather than the first half.

Four matters.

One. The notebook. Write your question in it. Merrivet reads it and Merrivet answers it, and how long that takes has nothing to do with either of you — it depends on whether anyone we have ever employed happened to learn the thing. Ten minutes, if it is already in a drawer at Berdusk. Ten days, if somebody has to go and stand in a place and find out. Most questions land somewhere between and I cannot tell you in advance which.

Creatures follow the same rule and you will notice it more. Ordinary things come back fast and come back accurate, because we have fought them and buried people over them and written it all down afterward. The old ones come back slowly and what arrives is half story. Nobody files a good account of a thing that killed everyone who got close enough to see it properly. Weigh what we send you about a great wyrm against that.

Two. One question at a time. I want to be clear that this is tradecraft and not manners. A clerk chasing four answers produces four poor ones. Worse, four sets of people asking after four subjects in the same season is how a cell gets noticed, and we have lost cells that way — Amn, twice, in my lifetime. If you have a question open and you want a different one more, drop the first and tell her so. You will not get it back half-finished. Whatever was underway simply stops.

Word your people send you unasked does not count against this. That is only an agent doing their job.

Three. The four. Four now. A fifth when your name carries further than it does, a sixth after that. I have known two Ciphermasters reach a sixth.

Where they stand is nearly the whole of it. An agent on the ground in the place you are asking about will find you the thing nobody wrote down, and I would trade the Berdusk archive for one of them on a good day. An agent walking between two postings is no use to you at all, so move them rarely and on purpose. Hours to cross a city. Three to five days to cross a region. Ten days and often more to cross the coast, and that is in summer.

Leave one somewhere long enough and they will start sending you things you never asked about. Read those.

Four. Send us what you find. A dispatch off a body, what a prisoner said before the end, a place properly mapped, a name finally attached to a face — give it to Merrivet and have it filed. Every subject you feed us comes back to you faster and fuller afterward, and the Harpers count intelligence delivered more highly than intelligence requested, which I mention because your standing will rise quicker by sending than by asking.

Now the parts that are not instructions.

We are not diviners. We do not scry, we do not see forward, we do not read minds, and every year I write that sentence to somebody who has begun to think otherwise. We know what a Harper learned. That is all. Past the Sword Coast we know almost nothing and I would not act on the little we do.

And what we send is what we believe rather than what is so. It can be old. It can be a lie somebody fed one of ours in the summer of '85 that has been sitting in a drawer since, waiting for a Ciphermaster to act on it. When our word and your own eyes disagree, believe your eyes and write and tell me we were wrong.

Last thing. They are people. They can be followed, and taken, and bought, and one of them being bought will look precisely like the network functioning normally for a very long time. Every question you ask moves somebody, and somebody moving can be watched moving. There are those who would find the four of them a great deal easier to reach than they would find you, and I think you have already worked out who.

Spend them as you would spend your own hours. You are not generous with those either.

Leosin

P.S. — Merrivet will tell you within the hour how fast she is. Let her. She is not exaggerating and it is the only vanity she has.

The cell

They named themselves, as cells do. The Nightingales — for the bird that sings after dark, and for the older Harper sense of the word: the one who talks. Merrivet chose it, and maintains it was obvious.

Merrivet Ashcombe — gnome cipher clerk, resident at Nuts Deep. Does not leave and does not fight. Reads the notebook every waking hour and a fair number of the sleeping ones, answers in dry marginalia, and is openly smug about her turnaround time.

WillGootcha's squire, a Harper placement out of Baldur's Gate. Courier and liaison, and not counted among the four. Most deliveries arrive in his hands, which means most requests put him on a road.

Standing postings

Agent Specialty Currently posted
Tam Ossley Watcher. Eleven years on the docks and noticed by no one. Reports in flat, unhelpful detail until something matters. Waterdeep — on the Council
Hollis Renn Fixer. Finds things, forges papers, and mentions what it cost. He is owed a great deal by a great many people and has never once forgotten by whom. Baldur's Gate
Sera Dunwick Face. Drinks with the right people and remembers all of it. Luskan — working the Arcane Brotherhood connection
Corvin Ashe Field scholar. Walks sites and reads what is left of them. Travelling — The Grove Burnings

See also