You haven't talked to him in days - from your perspective. Months, from his. You know he's entering his last session in that chain. You hope he'll make it out alright, but you're no longer sure. He doesn't have the Alpha timeline's stamp of finality to keep him safe any more. He could actually die for good, now.
You find out that he's in a Scratched version of his native session. Except that his native completed successfully and never finished Scratching. This session should not exist - every instinct from your first two sessions is screaming at you that this is wrong, something is badly, badly wrong here; the instincts you are still forming with this new Aspect are more quiet. But they protest just as much. Something is wrong here.
You find out why your instincts were screaming at you when she - his Dancestor, his mother - comes on, to ask if Denizens or First Guardians can lie. They can, and you tell her so, but you also tell her the truth: that Denizens are more likely to tell the truth because it will hurt more. (That you also learn more from truth than lies makes it hurt no less.)
The session is a Splinter. It should be doomed. It would be, were he not in it. The game does not know how to cope with this - so it has tagged both timelines as being Alpha.
Paradox has entered the playing field now. It's rare that it ever does - the game usually prevents it from being possible to create a true paradox. But now, it has become possible for him to successfully complete the same session twice.
She explains what will happen - what she has been told will happen - if the session completes. For all that it uses the word, Paradox Space and true paradoxes do not actually play well together. You are a Seer - you Scry and Scry until both the scraped-raw feeling of being out of pluck and the idea of drinking one more pluckshake make you feel like throwing up, and your eyes feel like overheated ball-bearings. They have not lied to her - or if they have, they have managed to arrange it so that every time you Scry, you turn up the same answer. If this impossible session completes, it will throw a monkey wrench into the gears of the game.
And then Paradox Space will burn, until there is no timeline left but the one in which they exist. Every other timeline - every aspect of Paradox Space which he has interacted with - will be destroyed. It's possible that even their timeline will be destroyed, just that it will be the last one to go. You can't tell for sure; you can see no further than where your session would flicker out like a candle flame if theirs completes.
She tells you - and a handful of others that he has said he trusts, and oh god, you're one of them - of the Choice she has been given. She can bring Doom into the session, ensure that it does not complete, ensure that the doom which the game cannot bring is enacted all the same...or she can do nothing, and live with the knowledge that she allowed Paradox Space (and all that is contained within it) to burn. She asks all of you to promise not to tell him. You scry again, desperate to find one chance - any chance - that you can tell him without dooming everything.
You can't. Any scenario where he learns in time, he manages to thwart her plans - at least enough that she cannot fully doom the session. And then they win the session...and all the rest of Paradox Space burns.
You wish you could hate her for forcing you into this position. But you know that she has it no better, with this Choice - barely a Choice at all - that she has been given. You suspect that he will hate you afterwards - he trusts you, and you can say nothing of what she is planning, not in time to warn him, and for all that you lock a [geas] around your neck (you will regret the placement later), you know that it does not absolve you from not telling. It barely even gives you an excuse for why.
You wake up in your tower on Derse later and climb up to the roof to stare out at the place where rainbows still glitter (but you are not allowed to go there and see), and you wonder if you have just killed him. You wonder if you will think it was worth it, afterwards. You're too much a derp when you're asleep to hold either thought for very long; you're soon distracted by your tower full of flowers and the intricacies of Dersite court law.
He survives, barely, and the prophecies you have deciphered send you out into the Veil, hunting down one specific meteor.
Your first meeting with him, face to face, goes about as well as you would have expected. You at least manage to pull him out the window with you.
The meetings after that one go roughly as well as the first. You struggle, fighting to keep him from ruining everything, fighting to keep him from confirming your coplayers' worst fears of him being a game-breaker. A monster, bent on destroying everyone else for the sake of his own beliefs.
And this is your Folly, twofold: that you think he can be saved from this, and that you think you are the one who can save him.
The time comes, and his Land is long since ruined with Angels - your ears bleed if you even try Scrying, and no one dares to step near it. All of you have been scrambling to find a way out of the session - it is clearly not possible to complete, and he has made it clear that he is planning on Scratching it.
You're afraid. You've Seen what will happen. You know what is coming, no matter what you try. You can only hope that you have managed to find some leeway to shelter in.
There is one thing left to do, before the final act of this session can begin. You must seek safe passage through the Ring. He's assured you he has his own way out. You aren't sure if you believe him, but you can't do anything about it if he's lying.
The Ambassador comes when you call for her, but she wants only one thing. You are torn. You do not want to give up what she is asking. But if you don't, you doom yourself and everyone else who could escape. You recall the lessons of your first and second sessions: what will happen, is happening, did happen, and would have happened anyways in accordance with the script the Game picked as successful.
You have a choice, of course. But to a native Time player, picking between the Alpha and a Splinter is like choosing between apple juice or poison.
You accept her Deal and you feel the difference wash over you.
Every feeling you had about him is gone. The memories are dulled - more like memories of a Splinter timeline. Not something that really happened. Not to you. Just...something that happened to someone similar to you.
If you still cared, you would mourn when he falls. Instead, you just feel numb. But you scoop up his items - Aelfrida deserves to have them, if you ever get the opportunity to roll with her.
When you finally hand over his items over to her, the last part of the Deal kicks in, and you forget him completely. All that is left is a nagging feeling that you have forgotten something, which keeps reoccurring at the oddest moments.
You never notice, after collecting up Aelfrida's items in order to pass them on to her next-of-kin, that one thing of hers didn't come through with you.
But why would you? She only ever had one computer, after all. Why would she have two?