Fable's Adventures: Sci-Fi & Fantasy Audio Drama (Ages 16+)

The Weight of Truth


Listen Later

You stand in the Hall of Echoes at three in the morning. The marble hums—barely perceptible, like blood remembering how to move. The Accord breathes when it believes it's alone. You've learned to hear it.

The Accord is a vast diplomatic complex where warring factions negotiate impossible peace. You're good at reading people—the minute shifts before they break, intuiting who's performing and who's fractured. Your companion Thalos the Grey has followed you through a thousand small betrayals.

Tonight, Kess Aldrin comes to you trembling. She's twenty-six, from Meridia—a faction caught between warring powers. You bonded immediately, the way you always do with the lonely and frightened. The way that always ends badly.

They have her sister hostage. Tomorrow, Kess must testify in the Hall of Truth that Meridia stockpiled weapons—a complete lie. The Hall's resonance floor verifies truth through harmonic vibration. When she speaks under coercion, it will expose both the lie AND the duress, destroying her credibility publicly and shattering her faction.

You discover the orchestrator: Assemblyman Korse, the supposedly neutral mediator. Kess had found an audit trail proving Korse smuggled weapons illegally. So he created an elegant trap—coerce her into lying, let the resonance expose her as unreliable, and in the chaos, his crimes disappear.

You can't expose him directly. Too much institutional protection. They'll say you falsified evidence.

There's one way: Kess walks into the Hall knowing what will happen. She speaks the coercion aloud, lets the resonance expose it—then speaks the truth about the weapons, about Korse. The resonance can't help vibrating with truth once unleashed.

It will destroy her differently. She'll never be a diplomat again. But her faction survives. Her sister comes home. The Accord holds.

You ask her. Her hand finds yours in cold fountain water, trembling but steady. Someone who understands exactly what she's losing and chooses it anyway.

When she testifies, the resonance screams. Korse is arrested. Meridia stabilizes.

Three weeks later, she tells you she's leaving. Going home to rebuild. She can't do this anymore.

You want to tell her she's stronger than she knows. But you understand: sometimes protection means letting people walk away from things that break them. Sometimes you can't save everyone, not even the ones you love.

Content advisory: Coercion, hostage situations, systemic corruption, forced sacrifice, moral injury. Mature content for audiences 16+.

This story explores: Impossible choices between protecting one and saving many • Systems that break good people • Whether asking someone to sacrifice themselves for truth is justified • The cost of orchestrating painful necessities • Victories that hurt

A devastating political thriller about someone who protects by understanding systems—and the terrible moment when protection means asking someone you love to walk into machinery that will break them, just differently.

Runtime: 17:55

Recommended for: Listeners who love political intrigue with philosophical weight, moral complexity, protagonists haunted by their calculations. Ages 16+

Part of the Fables Adventures collection.

To read the full text of this story, visit Fable's Adventures

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Fable's Adventures: Sci-Fi & Fantasy Audio Drama (Ages 16+)By Mundell Designs LLC