(I decided that Arrvic the Paladin had become part of the raw stuff of chaos itself... had not retained any sense of identity or being... was not in some after life but had been "entropized" by Aurorus in a gesture of meaninglessness.)
Awesome. Totally great. Ah, players. Gotta love 'em.
Mine had not yet found the book in the next room that explained what the manacles were, either. But Nausa, the illusionist, was starting with a couple of strikes against him. Early on, in the Gal Hills town where they started out, he had bought a "daemon bone" at the bazaar. This was completely undefined on my part. He went to the crazy old guy and asked for something that would help against daemons. I charged him 100 GP and figured we'd figure it out as we went along! I was actually going to give him SV bonuses, I had decided, if it came up.
Anyway, he still had it. He touched it to the skeleton in the cage, which I figured ought to trigger something. So I gave him a SV at +1 to see if the effects would be positive or negative. Shites it. So then he has "contact" with daemonic presence. I just described a feeling of malevolent intelligence filling him, like a layer between his skin and his bones. And then when he strapped himself in to the manacles, I figured there was a good chance that even without ritual words being spoken, the daemon presence in him was going to attract the goddess's curiosity. She's a goddes of knowledge after all (which, as the poor guy said, is what he was seeking). A couple of more terribly failed saves, and there it was.
I decided (and informed them) that he actually did retain shreds of personal psyche even as he is eternally whirled through the aurorae of Hyperborea as part of the intelligent light of Aurorus. It would be too merciful of her to wipe out his consciousness. She can learn from what's happening to him, after all . . .
And it might have some repercussions further down the line . . .
I love that other players are doing this, too.