Part 38: 21-1: The Inner Earth
UPDATE 39: THE INNER EARTHBear with me; I'm in my own race against time with my work schedule. I absolutely will finish this LP, but if I don't have it finished by this weekend things are likely to slow down...significantly.
Anyway, time for Iver to save the world. We hope.

Not off to an auspicious start, what with Juno and Eyvind being the only people who know how to jump down the giant hole to the inner world.

You touch the ground lightly, then heavily, and your stomach lurches. Your face still burns from the wound Bolverk gave you. Walking feels like you've never done it before.





This is uncharted territory now. We're nowhere on the map we could have previously looked up. We're inside the world and instead of being underground we're in...another world. The light spell is still necessary, though. Things seem just as warped here as topside.

Dytch is sitting on the ground. He appears to be missing a leg, but at second glance it's been swallowed up by a deep, narrow hole. The floor is riddled with them, like a coral reef.

A ring of Ravens draw their weapons like an iron flower blooming. Juno raises the light inside the circle and you all stare breathlessly out toward the void. It's a good thing, too. "Shields!" you shout, as creatures rumble out of the darkness.

We field 7 units on this map, though Dytch is stationary and as such can't use his stealth. He can still use Rally to give willpower, though.

The warped opponents aren't that scary except for the 23 strength warped scourge destroyer. And...what the hell are those other things?

We've never met a normal Borur, but these are the warped kind. They're really annoying. They dig beneath the floor and resurface seemingly wherever, doing acid splash damage when they emerge.


A borur digs.

And digs.

And...surprise! You can't defend your squishies because it just goes wherever it wants. Though in this case it doesn't do any damage because Kivi and Iver both either can ignore armor or divert armor damage. It's a poor use of the "divert" talent, since that's more "turn so that an incoming blow doesn't scratch your armor" and not "magically make acid not melt your armor." But


Iver decides these things have to go. Now.

Castaway, once buffed by umbrage, is a ridiculously awesome sniper.

This isn't a wave battle, so Krumr just walks over and kills the babbling warped stonesinger.


He examines a limp tentacle.


We continue going...wherever it is that we're going.




Let's hope it looked different, because upon exiting the cave, it still looks like warped hellworld. Albeit warped hellworld with a tower and a broken orb in the distance.











There's not much of Iver left. On the other hand, he only got stronger when he lost an arm. Krumr pretty obviously only has one good eye. Maybe this will make Iver stronger?



18 days to save the world. We push onward.




The caravan moves slowly, taking in the strangeness of the place. What did it look like before the darkness, you wonder?


You ignore the bickering, though everyone seems a bit testy.

A short rest probably wouldn't be the end of the world, no pun intended. Much better that than to fight weakened and take a 6-day injury.
Oli's feet are propped up on a rock with a flask in his hand before you've finished speaking. His smile dares you to say something, but you think twice on it. A short while later, the Ravens are reluctantly ready to move again.

Time seems to pass differently in the inner world. We've barely moved and gone from 18 days down to 14.



Dytch continues as you walk, stumbling over his own awkwardness as he goes.










Dytch continues babbling at you while you walk.











The last shout echoes noticeably. Shortly after, you spot movement. The Ravens curse Dytch as they draw their weapons.



Goddammit, Dytch. He has to go on this fight, so we'll sit Castaway.



I need Iver to take care of the nearest pod of enemies. If they close ranks they can mess up my casters before I get my umbrage spam off.

There, no worries.

I have Eyvind zap something with the Valka spear to end wave 1 in the nick of time and also make him eligible for promotion.

Phase 2's not a problem when you have Iver running around with 51 strength.

The prize.


This actually improves morale. We're in hellworld, but some things keep the Ravens in good spirits.
Across colossal cliffs you spy countless pockets carved into the stone.

The massive web of stairs and chambers must have been a beehive of activity before the dredge fled from the darkness.


We're not dealing with this...whatever it is.

The thing meanders to and fro, sometimes bumping and sliding into walls. After long observation you believe that its many eyes have been made useless. The caravan then leaves with haste, and you feel a twinge of pity for the mangled thing.

The detour costs us 2 more days, though.

We've gotta start making up for lost time. Only 9 days left for life.


He shatters a cluster with a loud smack from his shield.


We can't keep wasting time doing it the safe way. Let's just see if Folka and the rest of our shieldsmen can clear a path.

No time wasted. We keep moving.

One week left for Arberrang.



I hate doing this, but I'm not risking one of my varl on the crossing. Getting to our destination does us no good if we can die, and given that it's clear anyone can die it's not worth the risk.

Unfortunately, it's a bad choice and we burn another day looking for an alternate route.

5 days left.




Say, what's that ahead of us?

Oh.

Oh, faen.