The Let's Play Archive

Geneforge

by POOL IS CLOSED

Part 24: Let's Get Political

Let's Get Political





Sniff looks up at you but doesn't speak.

"I have a message here, from Masha. Does that help?" You present it to Sniff.

She looks at it carefully. "Yes, Shaper. I am glad you are here. I am glad you are helping us." She walks up to the door and raps on it with her knuckle. The door opens briefly, and she passes the letter through. Then she returns to her place. "I know Astrov will want to speak to you as soon as he can. He will also give you supplies, and help you however. You can enter. I hope you know the Sholai tongue well, though. The outsiders here don't know yours."

"My thanks," you say. When you try the door this time, it opens. Whoever took the letter is gone.



Game Text posted:

This is a high, but chilly cavern. It looks mostly natural. The cold is blunted slightly by the small smoky fire burning in the middle of the room. There are long strips of meat hanging from the wall, curing in the smoke.

Several of the Sholai are hiding in this miserable lair. When you enter, they nod cordially. They know that you have come from Masha, but they are waiting to see what you do now that you're inside.

Though it still bothers you greatly, you are starting to get used to seeing outsiders in Barred lands. You don't automatically feel that you should be killing them. Though it is always an option.

They've piled up sacks of meal and other durable supplies here. This place was probably used for something similar by the Shapers who built it, though the materials Shapers store in these conditions tend to be biological samples and easily combustible chemicals rather than food.



The shelf fungus here is alarmingly huge. Such specimens are usually only found on dead or dying trees. You skirt them warily and examine the Sholai standing by the smoky campfire.

You meet the leader of this small group of outsiders. He is a small man, thin and nimble. Hardly the massive slab of muscle typical of the Sholai warriors you have seen. However, he is also quite agile and fast on his feet.

"Welcome," he says. His accent is very thick, but you can understand him, barely. "I am Astrov, leader here, scout. It is good to hear from Masha. Thank you for coming here."

"Greetings to you. I have come from Masha looking for information," you say.

"Good. We are glad. We fight Trajkov. We hope you fight Trajkov. He is dangerous and mad. First, I tell you our story. Then I say what we find." Astrov sheathes his sword and motions toward a seat. Only once you've taken it does he also sit.

You rest your hands on your knees and try not to feel self-conscious about the sooty stain that mars your robes. This outsider has no idea what it's from. It's fine. "Tell me your story."

"Yes, Shaper. Story," Astrov says. He takes a deep breath before he begins. "I am scout. Always been scout. Can run fast and silent. Help many explorers when land on new land. Find food and roads and people to meet and greet. Going on trip to your land greatest honor. Meeting new people is marvelous. Journey hard. We land here with only one ship and many death. Then Trajkov mad. I am sure you learn much of this from Masha. Should have learned most of story there."

"What happened after you landed?" you ask. Outsiders are outsiders; until now, you've never considered nor needed to consider that there might be more identities out there besides Shaper and non-Shaper. Becoming a Shaper has always represented the ultimate possibility, the greatest of all heights... But what does success look like to the Sholai?

"Nothing. I am eager to explore and contact, or just move quiet and see things. But Trajkov holds me. He only want to use crystals full of magic and learn strange Shaper secrets. We wait, seeing day by day and mission fades from mind of Trajkov. Then I get final insult." Astrov's knuckles whiten as he grips his chair's armrests.

"What was the final insult?"

Astrov flushes a deep, ugly red. "Trajkov kidnaps a Shaper! He takes one of your kind, called Goettsch. But then Goettsch flees, and takes something with him. Trajkov furious! That not even final insult, though it horrible beyond words. No, final insult is he wants to go into wastes to find Goettsch. This could not be more far from our true goals and mission! Waste my skills and life for that!"

You silently thank this unmet Shaper for sabotaging Trajkov's mad project. "What did Goettsch steal?"

"Trajkov said it was glove. But I do not believe him. Strange thing to steal."

"What happened then?" you ask. Unlike Astrov, you don't think it's that strange -- Shapers imbue gloves and rings with all manner of helpful and protective enchantments. If Goettsch stole a particularly well-made pair of these, then he might as well have robbed Trajkov of a priceless treasure.

"I flee on small boat with Masha and Anfisa. And ship strands up east of Kazg, and Trajkov, without our learning, gets serviles of Kazg to help him, and we trapped," Astrov says, then sighs. "But Masha and I and my scouts, much stealth. We flee trap and Masha help us find this hidden lair. From here, we scout area. We explore. We try to find ways to Trajkov, so we can kill him. But ways in are hard. Need one who knows secrets of island. Need one with powers. Need you, Shaper. I want to tell you how to get to Trajkov. He takes your secrets. You can deal with him. That is my tale. I can tell you what lies across the river. I can tell you way to Geneforge. All I ask is you help us." Now that the tale is told, the anger drains away, leaving just a scout trapped among enemies.

"I have more questions." You hope he actually has answers.

"What else do you want?" Astrov says. He is trying to speak simply and slowly, but his accent still makes it difficult to understand him.

"What is northeast of here? How do I get up there safely?" Everyone who knows anything about Trajkov and his followers points north and east as the path to reach him, but besides emphasizing the dangers, no one has concrete information about what they are.

"To northeast is the huge caves, the great place where your kind made many huge things and much powerful magic. But it is guarded. You left many defenses, and in places we snuck in, Trajkov left defenses of own. To get there, first you must pass river. Then you are in the many ruins. Then, hardest of all, is getting into magic learning place where Trajkov hides. And where the Geneforge is," Astrov adds.

"What is the Geneforge?" you ask, though you doubt he knows much more than anyone else you've asked.

"Trajkov say, when he try to get me to hunt Goettsch, that it is combined essence of Shaper power. Crystal jars each only change one thing, but Geneforge is all, that the touching of it fills you, remakes you, fills you with power. I told him it sounded like mad crap." He pauses to let you finish laughing. "That led to him not liking me as much. Geneforge is your thing. A Shaper thing. Not for me."

Pleasant surprises are a rarity. That Astrov could give you an answer, even an incomplete one, is a shock. But your pleasure isn't unmixed. The Geneforge is like the ultimate canister... a power that can Shape a Shaper. When you were finally welcomed as an apprentice, you knew that meant saying farewell to some of the limits that made you human. But the Geneforge surpasses all the power and techniques you've ever heard of or suspected. The more you think about it, the more shaken you are... the more you lust to take this power for yourself.

And that is an urge you can't trust.

"How do I pass the river?"

"There are two bridges, but they are guarded by many of Trajkov's men. He has few humans to spare, but he spares them there. Worse are turrets he grow. Deadly bridges. That is way Trajkov and us went. You can't go that way. But we have found two other ways. One is the mines. Other is the pass."

You suppose he's talking about the bridges the hermits warned you of rather than the bridges between Pentil and Kazg, or you wouldn't have reached Masha. "Where are the mines?"

"You Shapers had mines in the mountain northeast of Kazg. You filled them with traps. We found ways to both ends, but we never could get past there. I'm sure you can find the corpses of those that tried. Go through those mines and you should find a way past the river. I think you should be good with machinery and traps," Astrov says.

"Tell me about the pass, then." You're less confident about your ability to defuse mines and you have no spore batons to spare.

"It is north of here, and takes you past head of river where it can be passed. Trajkov has put many turrets and monsters. If you go there, be ready for much fighting."

Fighting, however, you can do. You just have to be careful and take it slow and you won't lose any more creations. "What do you know about the ruins?"

“There are ruined places north of river. They are wastes, with plants dead from liquids from your old works. Only a few places still standing. We found two workshops and arena."

"Tell me about the workshops," you say. Those sound like good places to search for supplies.

"One is at west end of valley north of river. North of western bridge. We got not much from there. Many defenses and traps. We think there is some very good Shaper tools and such there. Trajkov wants in there much," Astrov replies. "Other is at south end of valley north of river. Between two bridges. We mostly looted it, but there were areas we could not explore. Lots of tools and things." You're sure Trajkov would like in there, too.

"What about the arena?"

"We think it was place for sports or for things to fight. It was just west of mines. We found little left there. It was dangerous. Many old creatures roam there, out of control of Trajkov," he says. You shudder. He must be mistaken. No one does anything as barbaric as pit fight creations.

"How do I get into the halls where Trajkov waits with the Geneforge?" you ask, more to distract yourself than with any hopes of getting in unnoticed. If you're going to reach the Geneforge, it'll be because Trajkov wants you there. You doubt you can get past whatever defenses he's erected alone. Even a real Shaper fled. There's no hope for you.

"There is main gate at south end. Trajkov puts most of defense there. You go there and they shred you, I think. Deadly, deadly," he says, chopping the air with the blade of his hand. "But there is also small west gate. We could never get open. We think you need key to open gate, but we not find key which works, so we leave it. If you look at west gate, you might figure out how to open it. Trajkov still put defenses there, but less. Those are only two ways I know to get to places where Trajkov is."

"All right. Where can I find a boat?" you ask. If he can confirm what Masha told you, then either they're conspiring to deceive you, or there's a real boat out there somewhere.

"I hope you will not leave us here, with madness and Trajkov. But I will tell you that we have one boat left, a small wood one, in a dock northeast of Kazg," Astrov replies. It's the same as what Masha told you. Your hopes rise a tiny bit before you quell them.

"Can you teach me more of your tongue?"

"I know little of yours myself. I cannot help you. I am sorry." He bows his head.

"Well, tell me more about the wastes," you say.

Astrov sighs again, this time in disgust. "They are northwest of here. Nasty and full of your horrible monsters. And not natural waste, but poisoned. That is where Goettsch fled. I don't know about it. I don't want to know about it."

The wastes are a popular place to hide. If Trajkov's forces and the servile sects are avoiding this part of the wastes, you might be able to find Goettsch without meeting anything worse than more clawbugs and battle alphas.

"Why are you hiding here? Won't any of the serviles help you?"

"When serviles in Kazg attacked and trapped us, we feared their kind." Before Sucia Island, you would have taken Astrov's words as a joke. "But, if you can find servile leader who will help us, I would be most happy. We thought most or all of serviles are like ones of Kazg."

Your stomach growls. The smell of meat is getting to you. "I could use some supplies..." It's not the most delicate approach, but it's indirect enough to be polite.

"What is ours is yours. Without you, no hope of killing Trajkov," Astrov says.

You thank him before you rise, intent on satisfying your stomach now that you've solved some mysteries.

You speak briefly with the Sholai soldier nearby, hoping for directions. You know enough of her language to exchange a few pleasantries, but no more than that. She says, "Find Astrov. Talk at Astrov."

The Sholai could be more helpful, but at least they're not rude.



These storage caverns are quite the large system. Maybe the old Shapers had clawbugs tunnel through here to make them. You pick up a few goods as you explore, nothing you think the Sholai will miss in the near future.

In one of the smaller chambers you see an outsider female in blue, much like Solyony. You suspect that she is a wizard. Her robes are surprisingly similar to the garb of wizards in your lands.

She smiles at you and speaks slowly and clearly. "I am Anya. Who are you?" When you tell her, she says, "You are welcome here."

"Are you a wizard?" you ask, and smooth your palm down the placket of your robe.

"I am a user of magic. My people have the magic too. But we do not have magic like yours. We cannot make life." She doesn't sound bitter or disgusted, merely factual.

"We use magic like yours too." You let a little flame dance at the tips of your fingers.

Anya answers with a small light of her own. "I know," she says. "With Trajkov, I used some of the glass jars you made which give the user magic. It made me have more power. It was amazing."

"Did you learn how to use our powers from the canisters?" You don't want to have a friendly conversation with an outsider who has stolen Shaper secrets. It's bad enough they've misused the canisters. If you have to share courtesies with a thief of Shaper techniques, those courtesies will be the sourest things to ever cross your tongue.

"I do not know. I feel strange things in me, strange things I want to do, but I do not know how to do them. I did not know how the glass jars were changing me, so I stopped using them and fled. Trajkov does not know to stop using them. They have made him strange." Anya shakes her head.

"I have used many of them."

"Yes. Can you not feel it? Can you not feel the changes? The strange changes? You are in a bad place. You must use them to live, but you must then be changed by them. I hope you have the strength in your mind to stay wise," she says.

As she speaks of it, you find that you are having a hard time keeping from striking out at her. Her manner is infuriating you. Very strange. Normally, you would think you wouldn't feel this way. What is happening?

"Tell me more about your people."

"We have an icy land. It is large and empty. So we make wealth by exploring in boats and trading. We have come to meet lands before now. And now we come to yours, but now it does not go as well."

The understatement only irritates you more. "Can you teach me any of your magic?" you ask. It's only fair.

It is difficult but you convince her to give you a brief magic lesson. She tells you all your limited grasp of the Sholai tongue enable you to comprehend. "There. Now you know more."

You are now more competent at magic. The Sholai discipline isn't so different from yours, even if the way they describe the concepts is much flowery-er.

Sufficient leadership here grants us our first point in Spellcraft!

"What are in these caves?" You indicate the deeper tunnels opposite the way you came in.

Anya shakes her head. "We do not know what your kind made these caves for. We use them now. It is safe. But there is passage to the south with dangerous creatures. Turret things. You should be careful there."

"You live here with hostile creatures?" These outsiders are truly desperate.

"They do not move. We do not hurt them and they do not hurt us." She shrugs.

You thank her for her time and continue your exploration of the caves.



Only potsherds remain of whatever was stored here. Either none of it was very dangerous or it all dissipated over time.



The Sholai have been disposing of refuse back here. It's disgusting, but at least the cold keeps the smell down. You suspect that the turrets must not be much further away.



But to your surprise, there's another occupied chamber past the midden. This Sholai scout has a nasty burn on his leg. It looks like he isn't in any serious danger, but he won't be going out for a while. Instead, he sits and polishes a breastplate.

When you approach, he says something to you, very slowly. You struggle to understand, but a lot of the words are garbled. "Hello, (garble). I am Treplev. I am hurt. I would like to (garble)."

"What would you like to do, again?" you ask slowly.

He points at your pack. "Gold." Then he points at the arms in from of him. Then he pulls out a pouch and shows you that it's full of coins. Then he says, "We (garble)?" He probably means he wants to trade.

"All right. We can trade."



"How did you get hurt?" you ask, counting the gold coins into your purse. They're a mix of outsider coins and ancient Shaper coins. The outsider's gold feels a little heavier, but maybe you're just imagining it.

He looks confused, at first. Then he looks down at his burn. He says, "Red, bad, (garble) thing. Small." He pantomimes what looks to you, like a breathing fyora.

You make an effort not to laugh. After all, your own fyoras have held their own in several battles, and Treplev was polite enough not to point at them.





The turrets are emplaced at a tight bottleneck at the furthest end of the caves. Your creations kill the first one quickly, but the next has time to swerve its nozzle at your team.



Together, RickVoid and the fyoras are able to destroy it first, but its companion fires. GreatEvilKing staggers from the force of the thorn and goes limp. Only its presence in your mind keeps you from fearing the worst. It's badly wounded and stunned, but not dead yet.

You heal GreatEvilKing while the rest of the team picks the last turret off. It manages to strike Like Clockwork as well -- but wounds are only wounds.



The door the turrets guarded slides open, revealing treasure. Despite your distrust of the Geneforge, you don't even consider not using the canisters. Together, they improve your firebolt spell and your war blessing. Only once you've used them up do you notice that there are other supplies and even a tome.

Game Text posted:

The book begins "I, Defniel, of late of Sucia Island, leave these notes here. In case all of our great work is destroyed, I want to ensure that some, someday, find the glorious secrets we have uncovered."

Unfortunately, whoever Defniel was, he won't get his wish. Dripping water has heavily damaged most of the tome. The bits that are still readable are fragmented and, without long study, unusable.

You don't even curse your poor luck. Just once you'd like to find an old Shaper text that isn't in a tomb or completely rotten.



After selling what you don't need to Treplev, you depart the caves. Sniff still stands guard outside, so you stop to see what you might learn from her.

"How did you come to be helping the Sholai?" you ask.

"I saw them find one of the spawners. And then I saw them kill it. And I knew then that, whatever they were, they were not our enemies," Sniff says. "I went and met them. They did not speak my tongue, and they almost killed me when they saw me. I do not know why they were so afraid of serviles. I did not know then that the foul Takers of Kazg had joined with their leader. I have been learning their tongue, though I know very, very few words. Enough to know of Masha, and to look for those bearing words from her and letting them in. I know they are outsiders, in Barred land. But they oppose the Trajkov, the true enemy of the Shapers. So I serve them, until the Shapers return and save us." She gives you a significant look.

You shrug. You're doing your best, though you can't say you're wholeheartedly championing any of the serviles' causes.



Since you're on the march anyway, you visit the swamp where Clois dwells. You hail her as you walk inside her tiny hut and quickly get down to business. "There is a man named Trajkov on this island. He comes from over the sea, and he is trying to utilize some sort of Shaper power. He lives in the research warrens to the northeast."

"That should worry you, Shaper. That should worry us all. He holds a power your kind feared. It was so horrible that they Barred this island to keep anyone from having it. An outsider holds it now. We should all be afraid," she says.

"I am worried. The Shapers left a powerful secret on this island. It's called the Geneforge. It can make whoever uses it incredibly powerful."

Clois clutches her hands together, twisting her arthritic fingers. "Now we know the heart of the matter. Why the island was Barred. Why it is important now. Learn more of this Geneforge. Where it is. Who controls it. Then you can decide what must be done."

"Now I see what is happening here," you say. "This outsider, Trajkov, holds the Geneforge, which can make one of my kind incredibly powerful. However, he can't use it." He needs you because he couldn't use Goettsch. You're young, malleable...

"We have the puzzle. Now, Shaper, it falls to you, and none other, to find the solution. You might try to use the Geneforge yourself. You might be weak and attempt to seize that mighty power. Who knows what it might do for you? And to you? Or you might seek it and destroy it. But the Shapers who left this island did not do that. Maybe they want it to continue to exist? Is that the right solution? Is destruction the best path? Ever? Or you might join Trajkov. You might work with him. Was he the one who had you capsized here? He might have an offer for you, if you were to meet him in peaceful circumstances. Or, you might just flee. You might find a boat and leave Sucia Island and never look back. Maybe this choice is too important to be left to one alone. What do you think, Shaper?" Clois's battery of questions would overwhelm you if you hadn't already thought along the same lines.

You would like to use it; you want the power it could give you. But your people Barred this island. It's forbidden. It must be destroyed. These decisions are too important to be made without help. You would return to your people for guidance, but Goettsch is still here, trapped somewhere in the wastes, not knowing that there's another Shaper here or that there may be a way off of Sucia Island.

"Trajkov is a living, intelligent being. Though he has intruded on our land, I should see what he has to say."

Clois nods. "Diplomacy is good. You are sure to learn much. But is he evil? Good? Sane? Mad? That is the mystery."



Next, you journey to Learned Darian. He greets you politely and offers you tea. You doubt there's any real tea on this island, so you decline as graciously as you can. What he's drinking looks as muddy as though he scooped up some marsh water with the cup.

"I would like you to speak with someone on my behalf," you say. "I would like to ally with the Obeyers." If anyone can help the rebel Sholai, it's the Obeyers. They may loathe the outsiders almost as much as you do, but Leader Rydell is also pragmatic to the point of obscenity. Right now, what helps the rebels helps you. Their presence has tied the Takers down to Kazg, and you're willing to bet that the mere knowledge that Masha and Astrov are out there somewhere drives Trajkov mad. The rebels are an excellent distraction.

Darian hums. He seems surprised. "All right. Rydell is not far away, so it will be easy for me to communicate my desires to him. My word will do much to convince him you represent the true will of the Shapers."

"Thank you for your help." You already know your next stop. Darian is already gathering his things for a visit to Pentil when you leave, so you escort him south.



You spend the night in Pentil, though you avoid Rydell and his flunkies to give Darian space to work.

In the morning, you head to the grand hall of the Obeyers. Rydell shifts a little as you stride up the aisle. You think he might be a little nervous. It'll be harder for him to reject you now -- refusing Learned Darian will cost Rydell with the serviles who support him, and you believe he'll give up quite a bit to avoid that.

"I would like to ally with the Obeyers," you say. "I think you understand that I, not you serviles, represent the true will of the Shapers, and that only I, of all the beings on this island, can set the course which will correct the rogues and deviants. You've served us well in maintaining the balance, but you can't control all the serviles on Sucia Island alone."

For a moment. Rydell's worship is eclipsed by his cunning. He thinks about how well you could aid the Obeyer cause, and whether you are a true representative of the Shapers.

Finally, he speaks. "I am gratified that you would join us. Your words have marked you as a true Shaper, and we feel that you may be worthy of our obedience. However, we require an act of you, to show that you are not trying to mislead us and act against the true Shapers."

"What sort of task?" you ask. If it's not too offensive or burdensome, you'll entertain the idea.

"'There is a place to the west called Crag Valley," Rydell says. You nod. You know it all too well. "There is a warren of spiraling tunnels within, which contains a servant mind called Control Four. For years, this true servant of the Shapers has controlled and fought the rogue serviles of Vakkiri. Recently, though, it has grown weak. It requires nutrient solution and we have none. We don't know where any might be found. Worse, rogue creations have kept us from reaching poor Control Four to assist it. Feed Control Four and we will accept that we should be allied with you."

You snort. The rogues are all gone. If Rydell doesn't know that, then his spies aren't as good as he thinks. If he's bluffing, you can't imagine why. "You believe that I am true, yet you presume to test me? Servile, if you think that I may be a true Shaper, you must obey me. You can't take the chance of disobeying a true order."

Rydell's eyes widen. Your words have the full force of Shaper compulsion behind them. You hold up a hand to forestall any more talk from him. "However, I will check on Control Four, for the mind's own sake. It is a loyal creation and should be cared for, not discarded. It's shameful that after two centuries, Pentil can't even manage to feed a servant mind."

Your scorn convinces Rydell, which is all to the good, as your scorn is genuine even if the terms you cast it in aren't your usual style. He's ready to throw himself on your knees when you leave.

It might have been a gratifying sight when you first met him, but now it would only embarrass you. You leave before he can humiliate you both.



The spiral burrow is much as you left it. Without rogues stalking its corridors, you hike quickly to the servant mind's chamber.

Control Four's condition doesn't seem any worse for languishing unfed a few more days. "Welcome, Shaper," it says. "I am Control Four. I am pleased to be in contact with you."

Control Four may have already forgotten you. "I have some feeding solution," you tell it. You carefully pour the oily gray goo into the mind's tiny eating aperture. Improvement is not immediate.

Still, the creature seems content. "Thank you, Shaper. Soon, I will have regained enough strength to resume my given task. My faith in the wisdom of the Shapers is without limit," it says.

You gently pat its patchy brow. "The loyal serviles of Pentil will come to care for you soon. The matter of the rogues has been resolved. You should rest for now."



When you return to Rydell, he has recovered his composure.

"I've fed Control Four. The rogues imprisoning it were dealt with a week or so ago."

"Excellent!" His mind is already hard at work figuring out how to leverage this development to keep Vakkiri contained. "Truly, you are the Shaper we have waited for, come to help us and save us! We are eager to ally with you. Just say the word and we will assist you as best we can."

"You have served my people well, and you are worthy of my company. I will ally with you to pacify this island and keep it loyal to the Shapers." The Obeyers have done their best to maintain some semblance of the serviles your people long ago abandoned to this island. Still, no right-minded Shaper would consider them anything better than rogues. They bear arms, they try to breed your tools, and they even tame your creations for use in battle. When the Council discovers these things, they will only see dangerously independent serviles who must be punished at best and destroyed at worst. You know which you would bet on.

If Rydell suspects any of this, he can't ever admit it. "Shaper, this is our greatest, proudest day. This is the day that our years of work, patience, and sacrifice are rewarded. This is the day we are no longer alone." Rydell hands you a small gold key. "This is one of only two copies of this key. The other is mine. The supplies here, long hoarded, are yours for the taking. Now, we must talk. There is information I can give you. Strange, horrible things are happening on this island. Things that require the attention of a Shaper, before a great disaster happens."

"There are outsider humans hiding to the north. I feel they are following the true will of the Shapers. You should help them," you say.

"The north? Close to here? We had no idea. This is strange." Rydell frowns. "It is hard to think any outsider in lands Barred by the Shapers could mean for the true will to come further into being. But we will meet with them and maybe we could find common ground."

"Let us discuss the affairs on this isle." This much formality is difficult for you to muster, but Rydell responds well to it.

"Yes, Shaper. I am very glad. There are outsiders on this isle. We do not know where they are from, or what they want. But, since they landed here, we have been overwhelmed with wave after wave of horrible rogue creations. Shaper, if you learn anything of what might be happening, please let me know. When your knowledge is combined with mine, perhaps the true will of the Shapers might be done," he says.

"There is a man named Trajkov on this island. He comes from over the sea, and he is trying to utilize some sort of Shaper power. He lives in the research warrens to the northeast."

"I understand. That would explain much, including where the strange rogue creations assaulting us are from. Still, our information is incomplete. If we could learn more about the power Trajkov is trying to harness, we could decide how to act."

"The Shapers left a powerful secret on this island. It's called the Geneforge. It can make whoever uses it incredibly powerful," you say.

"Ah!" Rydell claps his hands together. "Now much is clear. Now we know why you Shapers may have left and Barred this island. Perhaps this Geneforge was too dangerous, and they wanted to keep anyone from having it. Try to determine where the Geneforge is and who controls it. I am having suspicions about what must be done with this forbidden power."

"Trajkov holds the Geneforge, but he can't use it."

"But perhaps he might learn how to. Or other Shapers might come and use it. And the balance of power and strength the Shapers struggled so long to create will be destroyed forever. The true will of the Shapers is clear. They Barred the island to keep anyone from using the Geneforge. But it has not worked. It is controlled by outsiders." This last he hisses, full of righteous rage at the Sholai's temerity. "Shaper, surely you can see what must happen. The Geneforge must be destroyed. Otherwise, your kind will lose control of their true powers. You will lose your secrets, and they will wreak havoc! Go to the northeastern warrens. Figure out how to destroy the Geneforge. Think how your people will thank you, will reward you. It is the truest path."

You don't need to be cajoled or convinced to see Trajkov as the enemy, though you are a touch surprised that Rydell is so passionate about the Geneforge's destruction. Perhaps it's spurred by the knowledge that no servile will ever be able to use it. If the canisters are poison to creations, then surely the Geneforge is as well. The Shapers would not have risked their helpers gaining the power to overthrow them.

"What would be a good place for me to start?" you ask. All Rydell has offered is some likely meaningless material support, no warriors or even new information. At least Clois tried to suggest many paths to you in case you hadn't given the matter your full consideration. Rydell still tries to steer you, to harness you.

But you're not here to make the Obeyers strong. You've joined the sect to squeeze whatever usefulness you can from them before tossing them aside. The Obeyers are only your allies as far as they can help you. You are sure the feeling's mutual after the runaround Rydell has given you.

"Past Kazg, there is a settlement of humans. Kazg bars them in, keeps them from seeing anyone. I believe that these humans know things about what has been happening on Sucia Isle. Reach them, speak with their leader, and return to me."

"I have met Masha already. She's the leader of a group which split off from the outsiders." You take some time to describe the meeting, though you leave out anything like the rebels' numbers, their equipment, and the affair with the key.

Rydell listens carefully. "Excellent. This is much as I suspected. The outsiders are divided, and not all are acting against us. Please, tell me all you learn of the research warrens to the northeast. Perhaps, together, we can bring about the true will of the Shapers."

The serviles are divided and not all act against you. Their circumstances mirror the Sholai's. All are trapped together on Sucia. Maybe the whole hellish stew should be thrown out. You're exhausted already and the day is barely past dawn.

You take Rydell's golden key and unlock the lever. The automatic door admits you into a long but tight corridor.



The first room is crammed with three huge books chained to pedestals.

Game Text posted:

This book contains many notes on battle techniques, wisdom accumulated by generations of serviles here over the last century or two.

Since serviles are not usually trained to fight, they had to figure it all out on their own, and they wrote what they learned down here.

Though it is the knowledge of serviles, your relative lack of combat training makes what they have learned very interesting. You read what they have written here carefully and with interest.

(Your Melee Weapons skill improves.)

Game Text posted:

This book is Rydell's journal. He has led the serviles here for almost twenty years, and he has kept a careful journal of his actions, filling page after page in tiny, neat script.

Rydell is quite focused, clever, and ruthless. You read of his years of work undermining the efforts of Vakkiri and Kazg and playing the two settlements against each other. His determination to crush all serviles who question the Shapers is total.

One entry, from not long before you landed on Sucia Isle, catches your eye.

"Why do they leave us here? Why do they test us so? Why won't they return? My people suffer. And I suffer. Year after year, death after death. Natley has lost her bonded, and she asked me why the Shapers allowed her pain.

"What am I to say? I will follow them and do their will, whatever it is, until I die. But, alone here, I can dare to wish.

"I wish a Shaper would come here, and tell me I did well.

You have to hold your breath against the sudden prickle in your eyes. You will not weep for Rydell. Hasn't he succeeded? Hasn't his wish been fulfilled? You quickly close his journal and open the last.

Game Text posted:

Dealing with the artifacts on this island has severely taxed the intelligence of the serviles. They needed to use the things the Shapers left behind to survive, but they had little idea how the things worked.

Since you, to be honest, don't know much about the items here yourself, the things they have learned, about everything from locks to traps to mines, is very useful to you.

(Your Mechanics skill improves.)



Rydell's room is spare and undecorated. Simply having a private room must be luxury enough compared to the cramped quarters the rest of the Obeyers share. While you look around, you take note of some very fine, enchanted gloves. These are gloves that wizards favor, and now they're yours.

You pull them on and try not to feel a little guilty.