Part 19: Living on the Mercy of Strangers
Living on the Mercy of StrangersYou have one last stop to make before you delve into the defile where the Sholai rebels are bottled up. Back west, back where the land is green and the water is potable, you stop in Pentil to tell Leader Rydell what's become of one of his spies. You feel like you owe it to Houten. You can't stop that servile's agonies, but you can deliver his final message.
Rydell remains as ever full of awe when you approach, though you know by now that this awe is superficial; there's no faith here that will ever really serve you. "I met one of your spies in Kazg. His name was Houten." You pass on Houten's message, though you leave out the circumstances of your meeting. Let Rydell draw what conclusions he will. The Obeyers will never manage to do to you what they've done to the other sects on the island. They'll never manage to do to you what Houten suffers in their name.
"This is sad news," Rydell says. He sags back into his chair, almost, for a moment, someone you can identify with in his mourning. "He was a good servile, as loyal to your kind as any. Still, his joyous martyrdom shall not be in vain, especially since we have learned the information he gave so much to obtain. Thank you, Shaper. Whatever else your beliefs, you have done a kind thing for us."
You shrug. Rydell's praise is meaningless. What comfort can he offer you?
Solution levels up from delivering the bad news. We bump up Blessing Magic to 3 so that we can use Haste from now on, and we bump up Magic Shaping for whenever we get around to making some vlish friends.
Though the narrow canyons blot out most of the sky, the earth here becomes greener and richer as you walk. At last, you approach an obelisk in a spot where the grass is healthy and wildflowers bloom. The trees here are a little sickly, but they at least have leaves and new growth. You wouldn't have imagined the relief that floods you if you hadn't spent so much time in the Kazgian deadlands.
But that respite is short-lived. One of them emerges from the shadows. Someone has given it chitin armor in anticipation of armed resistance. RickVoid hits the battle alpha first, burning it severely before it can call out to any unseen fellows. Placid saviour and the fyoras follow up with a volley that finishes the alpha off before it moves another step.
The rogue alpha is merely the first of many. Big McLargeHug flexes menacingly at the trio of challengers as RickVoid and placid saviour pick their target, a more isolated alpha approaching from the east.
All three battle alphas converge on Big McLargeHug, though, and in an instant your fear is realized -- the battle alphas rip Big apart with their hands. Your thahd didn't stand a chance. The alphas all wear fixed grins that bare large, square teeth, cracked and stained by whatever the alphas have been biting out here.
With Big out of the way, you and your more tender creations are on the menu. GreatEvilKing and idhrendur pelt the marked alpha with fire as you hasten them. RickVoid, invigorated by your blessing, rapidly fires off a series of shots that reduce the battle alpha to ooze.
But there's no reprieve. Two more battle alphas charge in from the east. One tackles placid saviour, half-crushing it beneath the alpha's massive weight. You step back. The alpha could just as easily grab and crush your ankle, leaving you helpless.
The fyoras scorch it, but two of the alphas surround GreatEvilKing and try to repeat their savage murder of Big.
Desperate, you toss a handful of potent healing spores in the air. Infused with your essence, they accelerate healing factors in creations you Shaped. Then you cast a war blessing on your team to fully exploit their power. You will need every bit of it to pull through this fight.
At last, the alpha crushing placid saviour falls. RickVoid spews acid on one of the pair menacing GreatEvilKing. This the alpha into trying to run all the way around the team to reach RickVoid -- a foolhardy aim, as the fyoras finish it off before it can harm the artila.
You keep up the haste enchantment. Your only goal is to maximize your creations' combat potential and enable them to rain blows down on these rogues.
The artilas whittle down the last alpha menacing GreatEvilKing, but its comrade lights in on idhrendur, who quails at being the target of such a powerful rogue.
GreatEvilKing sears the face of its nemesis and the blinded alpha turns to flee. But the artilas' acid proves too much even for the battle alpha's body, and the rogue stumbles, collapses, and goes still.
The remaining alpha charges placid saviour again, once more coming far too close for your personal comfort. Idhrendur finishes the battle alpha off by igniting the noisome compounds your artilas covered it in. Fortunately, its agonies last only a second.
Once again, you've lost a companion. Big accompanied you for barely half a day. You need a creation that can shake off the blows of powerful battle creations, but so far, you haven't specialized in such arts. You trusted in superior firepower instead -- not precisely a mistake, but now you find that you lack flexibility.
After some thought, you decide to try a clawbug. Your command of Shaping this type of creature isn't the strongest, but perhaps it will prove more resilient than a thahd. You don't want to send an unready creation out to die again. The clawbug is easy enough to make, with a nervous system far simpler than a fyora's. You name your new vanguard Zeniel.
North, there's a gap in the cliff that leads into what you think is a much larger cavern system. There's a dim light coming from within, but you can't make out very much from where you are.
As soon as you take a step, another battle alpha charges. It must have been slow to recognize the sounds of battle earlier. You're glad of it; even one more battle alpha might have turned the tide completely against your team.
Your artilas strike first, weakening the rogue. It bull rushes Zeniel and cracks the clawbug's carapace. Idhrendur and GreatEvilKing struggle to even singe the alpha, but with your blessing long faded, they can barely even get close. Zeniel sways in place, one breath closer to collapse, but you inch forward as close as you dare and throw all the healing magic you can into your creation.
That canister of Kurit's decides the difference between Zeniel dissolving or surviving. It braces itself against another beating while your artilas finish what they started, dissolving the battle alpha into a pool of murky sludge.
The battle alphas set up a den at a dead end. One of them left a hatchet -- you're glad they're only armed with fists. A battle alpha with even a simple woodsman's hatchet would be a danger to itself and everything around it.
More than they already are, anyway.
I'm fairly sure Battle Alphas and their chain of creations are a reference to the caste system in Brave New World. Alphas and thahds are usually characterized as being physically imposing but also very stupid.
You backtrack to the gap you spotted before. The interior is weirdly bluish limestone left behind unknown eons ago. As you creep in, bones roll under your feet. Caution is well-advised here.
The light you noticed before turns out to be a crystal lamp activated thanks to the undulation of a turret's nozzle. You spy out a second turret as your eyes adjust to the dark.
The turrets spot you in turn. Your artilas fire on the nearest turret to the right, but can't quite finish the job. You inch forward and fire your venom baton, but your shot clinks harmlessly against the cavern wall.
The tiny wet sound of the turret spitting a thorn is your sole warning of what comes next. A hand-length barb buries itself in your armpit, just where your mail leaves a gap. The burning pain steals your breath away and spreads rapidly through your chest. There's a disconcerting smell of smoking hair and something far sharper than vinegar. It's all you can do not to crumple.
Your creations rally without you to guide them and finish off not only the turret hidden in the dark, but also the one you first saw. It's then that RickVoid shrills an alarm -- more turrets at the back of the cave!
Zeniel remains behind with you to act as back-up in case more battle alphas ambush you from behind. The artilas and fyoras are more suitable for trading fire with the turrets; Zeniel isn't fast enough to close with the turrets and take them out, so the exposure doesn't merit the risk. The clawbug rattles its tail excitedly at the scent of your blood, but luckily the creation remains firmly under control. Its atavistic responses are just an unnerving facet of the clawbug that you'll have to get used to.
You flood your body with healing energy to re-knit torn flesh and chase out infectious agents, but the inflammation doesn't stop spreading. The turret thorn burns your hand as you slide it out of closing muscle and fascia. Idhrendur burns out the final turret as you cure yourself.
This was a good reminder not to step in. As much as you want to protect your creations, the whole purpose of their creation is to protect you. You only get in the way.
The bottleneck the turrets guarded opens up into a wider gallery here. As your team heads deeper into the caves, the crystal lights bloom to life around you, illuminating you for the benefit of whatever lies ahead, but leaving you night-blind.
Still, what you make out in the gloom ahead would make any Shaper uneasy.
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Ahead, you see several of the outsider humans. They see you. They draw their weapons, but don't approach you. One of them shouts something in their tongue. You don't understand it.
Then one of them sheathes his blade. He holds his open hands out in a peaceful gesture. Others shout news of your arrival through the tunnels. The hostile turrets turn their barrels away from you.
Apparently, these humans are willing to let you enter their lair peacefully. You aren't sure that you feel so peaceful. Every time you see outsiders in Shaper lands where they don't belong, you start to feel very angry.
You approach one of the warriors. From what you can make out in the poor light, his armor and sword are of fine quality, and he wears a crimson tabard belted over it all. Perhaps it means something.
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This outsider doesn't speak any of your tongue. Even if he did, he doesn't seem like he would want to talk to you. He seems to be afraid of you. He simply says, "Masha. Masha." Maybe it's a name.
You pass several more Sholai guards who nervously repeat the name "Masha" whenever you try to talk them. These outsiders are clearly terrified, which has a strangely calming effect.
That's right. They should be afraid. Trespassers, thieves, looters...
A little ways away from the guards is a servile on a mat by a tiny subterranean pond. This servile has obviously thrown his lot in with this small group of outsiders.
He bows to you. "I am Narsu. Hello, Shaper."
"What are you doing here, servile?" He must be mad to put himself between the Sholai and the Takers -- it's only a matter of time before the Takers successfully starve these outsiders into a desperate attack on the East Kazg gates.
"Shaper, I was a Taker of Kazg. I believed that we... well, I will not bore you with my minor thoughts. But then, Gnorrel came, and she started dealing with Trajkov and the Sholai, and I thought it was mad. So I fled. And I came here," Narsu says.
"What do you think of the Takers?" So much for each Taker owning himself. They're just as apt to beat and kill any servile with an unpopular opinion as the Shapers are to destroy a rogue.
"They want to kill us. They might even have sent you to kill us. Any Takers who come here, we kill. Otherwise, they will use tricks to kill us all."
"I see." It's best to remain noncommittal. You'll parley with these outsiders before you decide whether you'll take up the Taker's commission to eradicate them. Regardless of what the serviles want, it wouldn't be out of line with Shaper policy to eradicate outsiders who breach Barred lands or who try to use Shaper secrets... But at the same time, you've never heard of the Sholai, and this group has, at least, repudiated Trajkov.
"The Takers are deadly to the Shapers, to the serviles, to all. I renounce them." Narsu shakes his empty fist at an imagined Taker. Lucky for him, none are around to answer his insults.
"Tell me about these outsiders."
"Masha is the leader here. She is to the north. Deal with her. She is wise, and she has things to say that you should hear." That's one mystery resolved. "If you decide to help her, come back to me. If you are with us, I can tell you things which could help you."
"Can you teach me any of the Sholai tongue?" Your stolen knowledge isn't enough to pick up any of the muttered conversations you can hear behind you.
"I know too little. I cannot help," he admits. How has he gotten along with these outsiders so far if he's only able to talk to Masha?
It's none of your concern. You follow the curve of the tunnel north and west. There are fewer light crystals here; the lack is made up for by braziers, but not all of them are stoked. The canyon outside has little wood or brush for burning, and with the patrolling battle alphas, gathering firewood is too dangerous.
You meet one of the outsider humans, a female. She stands tall and proud, and is attractive, in a strange alien way. Yet, you can't help but feel anger and disgust.
This is an outsider, after all, in lands Barred by the Shapers. There is generally only one punishment for that crime. Swift death. You manage to crush your instinct to lash out at her for the moment.
She holds out her hands in a gesture of peace. She begins to speak, crudely using your own language. "Shaper, I am Masha of the Sholai. We are strangers, from far away, stranded in your land. We wish to deal with you."
"Who are the Sholai?" you ask. Before you can determine if you're foes, rivals, or even allies, you must know who these outsiders are.
"We are people from land far away. Icy land, harsh, across sea. We are great explorers, so we came here." This makes sense. No Shaper has ever crossed the western sea. Some consider it to be impassable. This viewpoint is obviously incorrect. The Sholai had probably never even heard of the Shapers before they landed here.
This does not, of course, change the fact that the law dictates that all outsiders on Barred lands must be killed.
"And who are you? Why are you on our island?"
Masha smiles, relieved that you want to deal with her. "This is core of our dealing, there being much I tell you now. I tell you our story. You ready?"
"Tell me your story." You remember to uncross your arms. If you can't seem welcoming, well, at least you can seem open to hearing her out.
"Yes. We were explorers. To cross great sea. Three large ships. One sinks on way. Many lost. We hungry, and much water and wind ripping sails. No food. Then miracle." She raises her hands towards the unseen heavens. "We see island here. We land. One more boat lost, bottom ripped on harsh rocks. Only one boat left, not enough for us, and we trapped on this Sucia Isle. Then our leader goes about to explore. Leader is Trajkov."
"Tell me more about Trajkov. What did he find?" you ask. Now you're finally getting to the meat of the issue... The incident that has Sucia spinning out of control.
"He found many tunnels on north end of island. Mad Trajkov goes in to explore, and he finds secrets of you. He look for shelter. He find madness." Masha doesn't sound like she was very fond of him to begin with. She shakes her head as she goes on. "He find books and labs and your secrets. He has all come ashore and hole up in tunnels. We look for food and settle to repair, and he studies your secrets and figures out your language and learns how to use your canisters. He gains your power, and shares it with those he trusts most. And then he gets plans."
You dislike the sound of that, though perhaps it's because of all the trouble Trajkov's machinations have put you through this far. "What plans?"
"He find out you have something called the Geneforge, some amazing powerful thing. He and allies want to use it. But they can't. It not ready. It need full Shaper for some reason." This must be why the Takers tolerated your arrival in their territory -- they need you.
"So he get a Shaper. Not you, though. He get another Shaper first. He send out ship and abducts Goettsch." You've never heard of Goettsch, but you motion for Masha to keep going. "Goettsch is old Shaper. He comes and learns of Geneforge. But then he flees. Trajkov furious. Goettsch is still on island. We don't know what he doing, but he here.
"Trajkov still want power, so he give command to get you. And then we know we must flee. Anfisa, Trajkov assistant, make plan. We take small boat. We slip away. Then things go wrong," Masha says. Her voice thickens with frustration, making her words even harder to understand.
"What happened?"
"I was just lesser than Anfisa and know less of what Trajkov was doing. She know much, and she have journal. It in chest." Masha points to the sea chest against the wall just northwest of the fire. "Magical chest. Locked. But when we leave, Trajkov knows and sends ship after us. He sink us on docks at southeast corner of isle. Anfisa killed. We flee into tunnels. Key to chest still on Anfisa body. We think it is back at docks. We want to be in chest. We think things inside help us with goals."
Now you know you're approaching the part where these outsiders beg a favor of you but try to make it seem like an exchange. "What are your goals?"
"Trajkov is mad. He tinkers with awful balance. He angers your people, and commits crimes against them, and our mission is to meet people and make peace. Trajkov is true rogue, raising hate in your people, hurting the Sholai. Trajkov must be dead. Then we will try to meet with your people in peacefulness. That is the goal we have."
Rogue outsiders. Yes, that's the same thought you've had since finding out about Trajkov and the Sholai. "I'll help you open the chest."
"That is what we wish for and hope. That is dealing we want. Go southeast. Find body and Anfisa and hope to find her key. In return, we share more information with you. We hope you repulsed by Trajkov as we are. We may find common cause," Masha says.
Of course she offers information. What else does this outsider have that's of any value? These rebels' supplies must be stretched to the limit already. "What do you know about my abduction?" You find yourself crossing your arms again but you don't stop.
"Madness. Stupid madness. He send our last ship, you destroy us, we stranded now. That all we know about it. Forgive our foolishness." She bows her head.
You'd like to tell her how much her presence here offends you, especially since her foolishness destroyed your drayk-craft. "Let's discuss something else. You speak my language. Can you teach some of yours to me?"
"I glad to, but first we need help. Fair trade, straight across. First, I tell you our story and you help us. Then I teach."
You narrow your eyes. Without a better grasp of their language, you might not be able to speak with Trajkov's faction. Masha is keeping a tight grip on one of the few things she can potentially control in her situation. "You know this island is forbidden to you? The penalty for being here is death."
She looks down at the ground. "We know this now. But our choice was landing here or death. We were ignorant of rules. We hope you choose justice over law."
"I am looking for a boat. Where can I find one?"
"First, please let me tell of story and ask your help. Then, if you can help us, we give you information, straight across trade." This trade is starting to sound less and less reliable -- language lessons, a boat, and who knows what else... You could probably make her promise you the moon if you'll only return with Anfisa's key.
"I'll be back if I find the key," you say. You look past her to see what must be the box in question.
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This is a crystal box. Shapers sometimes make them. They're quite rare and prized.
When you start to open it, Masha walks up and stops you. "Please, Shaper. That is mine."
Perhaps not, then. She points at a boringly ordinary thing nearby.
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There is a heavy, worn sea chest here. It has obviously seen many long journeys.
You attempt to open it.
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The chest is locked. You inspect the lock and find that, though it looks very weak and rusty, it has several small runes on it. It seems to be magically sealed.
You soon find that it is beyond your magical or mechanic skills. You will need to find the key.
You walk back to where the servile Narsu contemplates the pool.
"I am eager to help the Shaper, as long as the Shaper brings peace," he says.
"Masha wants me to recover a key."
"I am glad you are helping her. There are two ways to the docks where Anfisa fell. One involves much combat, and one is blocked by many traps." Narsu examines you a little too closely, but doesn't offer an opinion on what he thinks you might be best suited for.
Traps have been little more than temporary roadblocks so far. They're annoying, but less of a threat to life and limb than battle alphas. "Tell me about the trapped way."
"Don't leave these tunnels. Explore them to the east. There are tunnels that lead through the docks, but there are traps there, some old, some new. Eventually, the tunnels lead to the docks."
"And the defended way?"
"Leave these caves to the south and go south from here. There is a large ruin there, full of rogues. They are cunning. When alone, they will stay far from you, but when in packs, they will charge. Keep your blade handy when passing through there."
The rogues must not be battle alphas. They didn't flee even when you encountered them singly.
You return to the gallery where the Sholai warriors stand a long, tense vigil against the Takers and the rogues. One among them whom you missed before wears blue and doesn't seem to be armed. He's making a strong effort to become invisible the mundane way.
He must be one of the outsider wizards. He has several sacks of goods at his belt. When you approach, he looks very nervous, as if he expects you to attack him at any moment. He points at himself and says, "Solyony." Then he backs away a step.
"Can you speak my tongue?" you say, carefully enunciating each word so that the cringing outsider can't miss it.
Solyony looks at you blankly. Then he points at his chest and says, "Solyony" again. The conversation goes downhill from there.
I'm not sure how I missed snagging a screenshot of poor Solyony, but we'll probably see him again in the future.
You give up in favor of exploring the rest of the limestone caves. The tunnel system seems braided, from what you can tell.
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These caverns look like an old clawbug lair. All of the clawbugs here were probably killed a while ago.
The turrets here ignore you, which is a relief.
A narrow passage leading further east seems to be in use as a trash heap. You hold your breath and pick your way past without looking too closely at the shadows.
Irritatingly enough, this route quickly dissolves into a snarl of tight crevices where you can only pass in a single file. The first mine makes itself known by detonating on Zeniel, who limps back with a shattered leg. You try to move a little more carefully after that -- there's no telling where another mine might pop up. There are few to no lamps in this little slice of hell.
One bright spot does come up; more of those delicate lattice crystals were seeded back here, and you find two that are large enough to help you heal your creations.
Another narrow tunnel leads you to a dead end. Someone must have tried to expand this tunnel or perhaps make a shortcut to another, as there's rubble and sledgehammers here. You're not sure how long ago the work stopped.
The clawbug tunnels prove irritating to navigate. You stop to rest at a few green crystals and recharge your essence. The demands of healing Zeniel after it detonates mines for you really take a bite out of your stamina.
It takes some time and even some chalk to mark the wrong paths, but eventually you think you've found the path Narsu meant...
Next time: Just Because It Sounds a Bit Like PIE-lon
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