They've left him alone in his cell.
He can't really be said to be lucid but he has very acute instincts for when there's someone and when he's alone - it's the last of his senses to depart him - and he's alone.
And then suddenly he isn't.
He is lying crumbled on the ground, naked, both hands swollen around finger-bones repeatedly broken. He has short-cropped hair that's caked with blood and chunks of it are missing. He's shackled to the wall. There's some sort of vicious infection around the shackle. He's bleeding. It's hard to identify a square inch of skin that isn't bleeding.
She can't see him, in the dark, but her mage-sense isn't so limited.
Usually, anyway. She's knocked out of her first attempt at the trance immediately; she has no idea what that is, but it's big and complicated and omnipresent, overwhelming enough that, encountered unexpectedly, she can't keep enough focus in the face of it. The second try, more careful, works, and she extends an invisible, silent tendril.
Well.
She needs to not be here. She thought she'd rather be anyplace but where she was; she was wrong.
He can come too. She's not much of a healer and two-thirds of what she knows could just as easily poison him, but it's hardly as if she could do worse than leaving him here.
She notes the location-signature - not that she intends to come back here, but if he wants to come back to this world at all, it'll come in handy. Then she approaches him, trying to find some place she can touch with reasonable confidence that it won't cause him pain... no luck. She touches his arm, the barest whisper of skin on skin, and he disappears; she follows a scant moment later.
She barely holds back a whimper of her own in response; instead she starts humming, as soothingly as she can manage; her worry and distress come through anyway.
She'd give him a blanket, but that seems like it'd do more harm than good. She starts a fire, instead, building it for warmth, not efficiency.
She gets the fire going. She has another look at him, with her eyes and her extra sense both; she sets a stone to warm for warm water for washing and another for hot water for soup and then gets her medical supplies - something for pain, first, just one berry, it won't help much but it probably won't poison him, either, and she can give him more once she sees whether it helps at all.
She notices the uptick in stress, when she goes to check his pain level. Should she give him something for that? Hard to tell - the usual wisdom is not to bother for people who aren't awake anyway, but this is obviously an extreme case and the usual wisdom doesn't take the mage-sense into account at all. On the other hand, she only has a little bit of the stress plant and it's too late in the season to get much more - and there's a good chance she's going to need it to keep herself going, now. She'll wait.
Pain level: ambiguous. She'll check again later.
The warm-water stone is ready; she teleports it to the basin, waits another minute for it to heat the water, and then takes the sponge and gets started cleaning him off. She starts with his shoulders, wringing a little bit of water onto them as a warning before gently dabbing at them.
There's not very much she can do about most of that, but if he's awake she can at least introduce herself. She lets her claws click on the stone floor as she moves to sit where she can see her, with the just-rinsed sponge in her lap, then stops humming and makes a louder questioning noise.
The soup doesn't take that long. She brings him a bowl when it's ready, but he's obviously busy and she ends up eating it herself. She arranges the rest to stay warm, and then with nothing else to do she huddles miserably by the fire until he falls asleep, at which point she gets herself a blanket and goes to sleep as well.
She wakes up a while after he does - for just a moment, the presence of someone else lets her think that the past six months were just a bad dream, but then she remembers, and groans. She only lies there for another moment, though, before getting up to stoke the fire and check on him.
Hungry?
She spends a few seconds thinking about the state of her food stocks and how much someone his size probably needs to eat - the results, based on her speculations, aren't good at all, but she's also badly overestimating how much food he needs.
Okay. It's not going to be a very comfortable winter - this is an understatement, she expects him to be near-starved and herself to be badly malnourished by spring - but I'll try to keep us alive at least. Is there anything else you can't or won't eat?
It's nearly winter, first snowfall will probably be this month or early next; not a good time to be setting out on your own in a strange place even if you weren't injured and it was safer here. And I consider myself responsible for you; I brought you here - I can't do as good of a job of that as I'd like, but I'm not going to just give up with someone else's wellbeing on the line.
Sigh, huddle. When I got my teleportation magic, they misunderstood and thought I'd been hexed - had hostile magic done to me so I was dangerous to them. We exile people for that, it's the only safe thing to do, but it's still pretty awful to be on this side of.
Angband is where you were? The spell I did... I thought it was going to just teleport me away and not put me anywhere, but it put me there instead. I used a couple spells I already had to bring us back; I'm not sure I could cast there, there's something weird about it.
Okay. Each spell needs a specific destination and its own trigger - I use 'intending to teleport to the place the spell goes to' for mine, but I can do other things. Spells on people don't break; I can make a spell go dormant after a period of time or a number of uses or some other trigger, if you're not completely sure you want it set up a certain way, but it's totally possible to just have it be permanent, that's actually the easiest thing to do.
Okay. Let me see... she takes a little while to think through how the spell should work: sound trigger, pause of a second or so, a few seconds of trickling water and then it should shut off automatically, the spell itself running from a nearby spot on the floor, so that he doesn't have to speak loudly to activate it, over to the basin she's keeping full of water, where the actual teleportation will happen. Then her thoughts go private as she begins to cast the spell. Say the word you want to use?
...when the sun is up? We, uh, have, days, here - the sun comes up and it's bright and gets warm, and then the sun goes down and that's night, it's dark and gets colder, and it repeats. It's usually safer during the day, since it's easier to see things and most of the dangerous animals hunt at night; nights are longer during the fall and winter and days are longer during the spring and summer.
...your magic gets more than just words, huh. It might be a good idea to explain more of that to me, it wouldn't be good for you to get my magic by accident. But...
Here's more sunrises, and sunsets, and beautiful vistas and interesting flowers and songs at night around a campfire. She can keep going for quite a while; it seems to be doing her good, too, to remember it.
The person is still around when he wakes up. Having a person around stresses him but not being around him stresses her, and not being useful to him stresses her, so he shouldn't say anything.
He tests whether he's healed enough skin to move. Nope.
He should eat something, it'd help him heal, but he doesn't want to.
She sleeps in, some, but she's still awake not very long after he is. Good morning, she sends, as she fixes the fire. I'm probably going to spend most of the day out - do you have any preference for what kind of fur your blanket is made from, I assume you're going to need one, I can't keep the fire going like this all winter - but I'll check back in every couple hours, is there anything you want before I go?
Okay.
She finishes off the soup and cleans the bowl, goes to check on the supplies she's keeping in another chamber of the cave, then comes back in and checks on the water basin. I need to refill this soon, but it might startle you when I do - I'm not sure how noisy it is when I teleport the water in. Should I wait?
All right. I'll go do that now, then, it'll only take a few seconds to start, and she disappears.
After the promised few seconds the sound of churning water comes from the basin; it's not very loud but it is pretty sudden. After a few minutes it stops, just as abruptly as it started.
...
She sends a wordless acknowledement, and then goes still, her thoughts careful but not guarded. Something's wrong, she caught that; she doesn't know what it is, she doesn't know if it's something she can fix at all. She's still doing better than leaving him, she thinks - she flinches away from the thought, aware that he's probably watching, but it's still a reassuring touchstone. Beside the point, though; there's a long way between 'better than that' and 'actually good enough'. So, what might the problem be... basics, food, water, warmth, safety, companionship... she still doesn't quite believe that he doesn't need to eat. She'll bring that up again later. Water, warmth, sorted out as well as she can. Safety... they talked about that a little, but she can certainly go into more detail about it... if that would even help, which it probably wouldn't, if he thinks she's just lying. That might not be one she can fix; at very least probably not anytime soon.
She can ask, though. Is there anything I can do that will help you feel safer?
She's gone for nearly three hours. If he's paying attention, he may notice the quiet sounds of things appearing in a nearby cave.
When she does reappear, she's accompanied by a furry brown animal skin larger than she is, which she carefully wrestles over to the other side of the fire and spreads out to dry.
She works on the fur, her thoughts focused on the work at hand, or planning for future projects, or speculating on the weather of the next few weeks and how it's likely to affect what she can gather. She thinks of him only distantly, as a factor to take into account in these things.
After a few hours, she goes down to her pantry and returns with some fruit, which she bakes. These wouldn't keep anyway, it won't hurt anything if you'd like to have some.
The knowledge transmits. Usually by touch, and usually only when someone's casting, but you've gotten things I wasn't intending to share a few times now and I'm not sure you wouldn't get that. And I got to skip the dangerous bit of learning to use it, because it's my Gift, but I don't think you would.
I think you need to at least figure out what you want to do in the long term, first. If you're staying, learning magic might be a problem - having those spells on you might, too, but less of one - spellbearers can be dangerous, but mages always are; it'll come up if you want to go live with other people unless you keep it a very close secret, and I'm not actually sure a proper mage wouldn't be able to tell you were one anyway.
Okay.
That's definitely a reason to wait on learning the magic - the only real defense against a hostile mage is staying far enough away from them, and 'far enough' is pretty far - but unless you have some kind of magic I don't know about I should be able to stay safe enough aside from that.
She nods. Still a bad idea, though. If you attacked me physically, I could teleport away, you might hurt me some but it's hard to beat 'wanting to go' for quickness. If you attacked me with a spell, I'd have to be lucky to notice you were casting at all, and that's the only warning I'd get.
It takes her an extra moment to process that. Right. The local species of people are kobolds, who hide from anyone outside their tribes and will panic if you find them; tigerfolk, who are generally all right but will probably be nervous about you; and elves, who are awful and dangerous.
'Here' is three hours of hiking through a trapped cave system that they have no reason to explore and the entrance isn't even slightly close to their village and is too small for them to get though, if we're not safe here we're not safe anyplace, but I can see if I can find a decent second place to give you a spell to teleport to.
Were, us kobolds, a few decades ago. They've been leaving us alone since I was tiny, I don't think they're going to start that again unless something provokes them - which knowing I can teleport would, by the way - but it was pretty bad while it was going on. They give the tigerfolk some trouble, too, but nothing systematic.
Better not to. We don't actually know why they stopped, and it's hard to guess what might provoke them, and things are mostly okay. Plus they have mages and I have no way of telling if they've hexed you.
She pops down to the pantry for a moment and returns with a dried leafy branch, which she starts using to strain the mashed fruit.
She finishes gooping the fur. She goes to the surface and sits and pokes at her spellcasting capabilities for a while. She heads back in and checks on the fur and applies more goop to it where it needs a fourth coat. She goes looking for a suitable place for a new cookfire. She returns and has more soup for lunch.
It's around a hundred days long, and I'm actually pretty well prepared for my own needs - it's late enough in the season that storable food is hard to come by, so there's actually not much more I can do about that anyway. Boredom's going to be the bigger problem, if you're right about not needing to eat, but I have drawing and painting supplies and my magic to figure out, plus whatever projects come up.
No problem.
I intend to work on that for the rest of the day, I'll probably have it done by bedtime; your blanket will be ready for me to finish it tomorrow morning, and then when that's done I'm planning to go start looking for that second safe spot you wanted. The blanket shouldn't really wait, but the rest is mostly flexible if you need anything.
She takes a break from working on his blanket to sit and watch it with him, beaming. (The east-facing view is from a different hill, and overlooks the lake she gets their water from.) When it starts getting bright, she mentions that she can deactivate the spell if he'd like her to.
Yeah, this world's kind of generally dangerous - inter-species relations aren't great anywhere, from what I've heard, and everyplace has dangerous animals and the occasional monster. Knowing how to deal with the dangers where you live is the important bit. If you want to visit someplace warm, I have no problem with giving you a spell for that, but it's really not going to help with safety - my plan for that is to trek over to the far side of the forest from the elves' village and find a cave there that's as inaccessible as this one - maybe I can find one with an entrance halfway up a cliff or something, there's some good cliffs over there. Should throw them off pretty well if they don't know we can teleport, and even if they do it'll slow them down enough to give us time to decide what we want to do based on the situation at hand. Not, again, that I expect it to come up at all, I'm just not in the habit of doing half-jobs with safety plans.
Yeah, they're still dangerous, they're just not actively going after anybody, there's a pretty huge difference. And their traps aren't dangerous to kobolds; they use magical ones almost exclusively, and properly trained kobold mages have an anti-magic spell form that they cast on everybody that lets us ignore them.
She sends a memory of watching a group of five of them from a bush - they're similar to Men, but their faces are proportioned differently, especially the ears. In the memory, four of them are riding giant raccoons and the leader is riding a tiger, and all of them are carrying spears and shortbows.
I don't know much about them beyond what I need to know to stay safe, we lost a lot of lore during the war - they got more than half our Speakers, and all the ones who spoke their language.
They don't think kobolds are people. Most of the time they leave us alone anyway, but when it is a problem it's kind of an awful one. I was working on it, just going and talking to them works pretty well, but they live in small groups and are nomadic, so that was a long-term project.
Wow.
Anyway, kobolds do, it's kind of a problem - most of us can't learn at all, usually there's supposed to be at least two Speakers to a tribe so we can stay in practice, with only one to a tribe we only get to practice at the summer meetups and it's pretty clearly not enough. Going and talking to the tigerfolk was helping, for me, but it's been a year since I've talked to anyone and I'm sure I've forgotten some words.
Her nod is only slightly dubious. It's at least a good idea to avoid doing more damage, though, if you can help it, which I'm trying to make sure is the case.
She makes no move to hug him, sends nothing about the actual sensation of being hugged, but sends just the comfort and companionship and sense of being-in-it-together that she'd get from one.
She heads back up to work on her spell a little more; after another half-hour she's confident enough in it to give it a try. She lands in a jungle and spends the rest of the morning carefully observing the local wildlife from various hiding places; she ends up reasonably sure of the safety of a few new kinds of fruits and berries, and brings some of the latter back with her when she returns for lunch.
Pretty nice. Warm, hilly, more moist than here. Some very pretty birds and flowers - she sends him memories of a few kinds of variously bright and interestingly-shaped ones. Everything's very different, I'm going to have to check all the new plants to make sure they don't do anything funny, but we should be okay.
That does sound useful.
One thing you might want to do, once you're up to it, is see if you can learn some of this world's magic from someone who can teach it safely. I can't, kobolds aren't well-liked and I'd probably be attacked just trying to go into another species' village to ask, but if we can come up with a good enough story about how you got here I don't think you'll have that problem, and they should be able to teach you how to at least see the local magic. Plus once you've learned to cast safely at all, I can teach you my form too.
No problem. How do you feel about animal things that aren't meat? I have some honey, it's usually best to save that for later in the season but if it'll help now we can use it now, and it's not very likely but it's possible that I can find some eggs - if I can, I know how to use the shells in soup, they're good for bone healing.
Deep breath. Focus on this, don't think about that.
I get what you're saying, but I'm thinking on an entirely different scale, here. I'm not going to do anything that that'd be a reasonable response to. I want you to have options for dealing with things you don't like besides 'put up with it' and 'literally die'.
Well that's a fairly disturbing angle on the thing. She doesn't quite manage to stop herself from remembering what it's like to believe she isn't a person and therefore isn't allowed to do those things, but it's only for a moment; a painful full-body twitch drags her back to the present.
Okay.
All right.
Back to the jungle. Kobolds aren't prone to screaming, or crying, or other loud displays; she does spend an hour curled up under a bush whimpering, though, before she gets back to work.
She treks carefully through the jungle, stopping occasionally to see what the wildlife thinks of likely-looking food plants or check for eggs in the trees or tubers underground; there turn out to be plenty of both, and she teleports a fraction of them back to her pantry.
Two hours after she left, she doesn't want to go back. Four hours after, she still doesn't. Five hours after, she makes herself.
Yeah, being asked not to apologize for her distress really upset her, and the explanation upset her even more. He can definitely do 'grateful for whatever she does' but she's probably working for the Enemy, he's not inclined to be so easily cued into being uncomplicated.
He will happily ignore her though if that's what she seems to want.
Her thoughts are an incoherent jumble for a few moments. The... threatening to... She takes a deep breath and sends a memory, instead: "for those there's 'get you to stop'... get you to stop grieving or being shaken or having needs"
She's huddled up again with her knees pressed to her chest, eyes closed, barely breathing, trembling.
Do you want to discuss this when you're calmer? Or more relevantly, are you going to get calmer if we haven't discussed this? People can train themselves out of their reactions, out of noticing or acknowledging their emotional needs. People can do that accidentally. People can have expectations of others which make those others do that, accidentally. Which of those beliefs is 'to think that they are not actually a person'?
It takes her a while to make any kind of sense of that. She's still not very present when she responds; it's not clear whether she's actually calmer or just dissociating too badly to be that afraid.
Causing someone not to notice or acknowledge is a thing, attempting to cause someone not to have is a different thing.
I said that it's not necessary for you to stop yourself from doing things out of fear they might hurt me and I'd have no recourse. Because if they were actual problems they could be addressed at the point where they became problems, not the much earlier point where you're hiding or apologizing for or trying to suppress things on the off chance they'll hurt me.
I didn't mean 'all things you might do I can in full generality get you to stop doing, and would if they annoyed me'.
She waits the several seconds it takes for her to become able to send words again.
Choosing when and where and how I express things isn't fear, it's courtesy. Normal, better than waiting for there to be problems that would take effort to solve. The situation makes it important to be more careful but that's all, it's not... personal or unusual or anything. It's a way of showing I'm taking your wellbeing seriously but I'd always do that.
The other thing I may have misunderstood but you've already pushed at my limits and that's a really bad one.
Yeah, that was a good idea.
I should probably start trying for your world, next, even if I don't go there yet, so I don't forget the location-signature. The way it works, a map would help, but not actually much more than a description would; most of the things I use to aim aren't the kinds of things that go on maps.
Okay. Let me see what I can do - portals will be handy for this, I won't have to go to check.
Her first try takes twenty minutes and results in a portal to a remarkably similar bit of coastline to one of the ones he showed her, but clearly on a different world, as there's an unexpected island off in the distance. The second try takes a bit more than five, and gets what appears to be the right world, except that it's day. She deactivates the spell quickly and sits back down, confused. I'm pretty sure I had it right that time...
She deactivates the spell.
It doesn't seem like a very good idea to go wandering around a strange world without knowing anything about it, which I won't if it's the wrong one. I can try to make portals to the other places you showed me, though, if I can that's probably proof enough. Do you want to watch?
I don't think that's really a risk, here; I got back fine last time. But I can wait until you're well enough to move around, I'll just have to be careful not to forget your world's signature... The idea here is that I'll go, get the signature, and cast a spell on myself to bring me back there whenever I want to go; then even if I forget the signature I can use the spell to go back and get it again.
She nods and thinks.
This is definitely not the best idea, but... the Enemy can only do hallucinations to people in Angband, right? Or something like that, not just to whoever they want to? I could make a portal, show them that you're free. I'll still have to get close enough to talk to them in the first place, though. And maybe learn enough of your language first, do they all have the telepathy?
Nod.
Maybe if I make the portal somewhere outside where they are and stay with it and wait for them to find me... it might be tricky to do that in a way that doesn't look like a trap and doesn't leave me waiting forever, but it might not be, I'd have to know more about the area.
...I wouldn't expect them to be able to see it in the middle of a lake, not usefully. Plus I need something stable to cast the spell on, I can't do them in midair. I can open a portal from here to there, but that still has the problem of getting them to come close enough to hear you.
I don't know them well enough to know, but I wouldn't be surprised.
He can have a portal to look at himself through if he asks for one but she's not going to offer. Also on the list of things she's not going to bring up that she could do: cleaning the rest of the blood off, since that'd involve touching him.
No, I should be okay. Reminding herself that he's hurt in the particular way that leads to claiming not to have preferences will haul her back from basically any freakout; it's not pleasant to think about, but she can keep it in mind enough to forestall them, too, for that long.
That only gets a little flinch. Kobolds come in tribes of about a hundred people, who spend almost all of their time together and know each other really well - enough to get by without talking for nearly everything. Speaker's a pretty important position - we say sometimes that the chief stands for the tribe but the Speaker stands for the people in it - and I'm very used to that, we knew I was going to be one when I was nine, but I don't think I need it.
Relieved grin. Good.
Speakers are kobolds who can talk - the most direct application of that is that we help with communication between tribes, but since we have to know everyone really well in order to do that, we also help with interpersonal problems within the tribe if they get bad enough or complicated enough, and generally keep an eye on everyone as individuals and make sure they're getting what they need, as opposed to the chief who's in charge of things that affect the tribe as a whole.
Mm, we have a few jobs like that - chief, healers, cooks, sometimes hunters or gathering specialists depending on what's going on - my parent was a healer and taught me all the medicinal herbs and I specialized in gathering those, and that was definitely the more important thing a few times - but Speaking is something else again, I think. It's so direct, where the rest are more removed.
She certainly hasn't forgotten what it was like. It was like this.
Well, you're not going to be tortured in any case. You can ask me to show you things or tell you things; you can say yes when I offer to tell you things or show you things; I might be upset and I might tell you no but nothing worse than that will happen and even that should be pretty rare. I can't do much about the Enemy from here but we're working on that. If you find that you want other things you can tell me, and again I might be upset or say no but nothing worse than that is going to happen. Okay?
I mean, if you weren't here I'd probably be dead by now and now it's looking like I might at very least live to see spring, that's not nothing. And you are working on the rest; I'm kind of amazed you're conscious at all, never mind healing at that pace - I wasn't especially expecting you to survive a week, you know, I was mostly thinking that at least with me it wouldn't get worse.
...I'd gotten to the end of the things I needed to do for myself. Not things that I could do for myself, but to the point where answering 'what needs to be done' with my own projects and nobody else's hurt more than it helped. That wasn't going to stop being a problem; I might've lasted a little while longer before I started answering it with 'die' systematically rather than impulsively, but not much longer.
Yeah, I'm coming around to wanting that too. But that's not really part of the thing, there. It's more about, if there's a conflict between what I need and what you need, or what I want and what you want, what should happen? And it should be that you get what you need or want and I take care of my needs and wants elsewhere, because I'm more able to do that.
I'm sort of trying to act like how I remember I'd act if I were normal, as best I can, which is badly. That'd probably seem like wanting things. I don't think I'm failing to notice wanting things, but I suppose that could be too. Either way, it doesn't seem useful for you to prioritize what I can be inferred to want over what you actually do want.
It would really bother me to stop doing that. It's... I've been, not where you are mentally, obviously, but in a situation that was at least sort of similar, with thinking I didn't have wants. My tribe's healers put me back together, and that was part of how they did it; not at least trying to repeat the trick would feel like abandoning you.
She finishes her painting and doesn't have anything else that immediately needs to be done. She's bored and it's not excruciatingly painful! This is somewhat amazing.
She doesn't know how to make cloth. Maybe she can figure it out. How do looms go again? For that matter how does fine-enough string go? She heads to the forest to see if she can find any likely-looking materials.
Singing!
She waits until it seems like she won't be interrupting anything, checks in with him, and then goes back to the jungle to look for a nice vantage point for watching its sunrise or sunset. She doesn't find one on this trip, but she seems to be making pretty decent progress on it; she comes back in time to turn on the spell to watch the local one.
All right. If I add individual triggers to them you can just go at your own pace, that should work okay. I still want a little more practice before I try to add triggers, but I can do that without actually finishing the spell, it just means a bit of a delay before the first real one.
Okay. My kind of magic comes in forms, which are sort of... mental objects, kind of. They act mostly like memories, but they're more solid, they don't degrade with time, and each form is used to do a specific kind of thing. I only have one form, teleportation, but there are others - kobolds have one that makes an effect that makes whatever it's cast on invisible to other magic, and one that makes very dim light, and one that detects magic; other cultures have different ones, tigerfolk have one that makes them stronger and elves have ones that make fire and water, and I'm sure there are more than that out there. My form was my Gift, but usually they're learned by touching a mage while they're in a casting state - they don't have to be actually casting a spell at the time, but they do have to have a form out and ready to use, and then if you touch them you can see whatever part they have out, and you get your own copy of it. If they're just trancing, you get the ability to do that, but no form; if they are in a casting state and you can't already trance you get that along with the form... trancing is the first step of casting; my kind of magic comes with an extra sense that replaces your regular ones that you have to use to do anything with the magic, and going into the trance activates it and leaving the trance deactivates it. When you're in the trance, everything is kind of a jumble; it's made up of normal sense things but nothing means what it usually does and it's hard to figure out what things mean what; there are things in it that mean just about everything, the hard part is finding them. You start out just being aware of yourself, your body, and it's not very hard to figure out the patterns for things like your breathing and your emotions, usually, since those are already familiar. The sense can be extended outward, too - there's a limit to how big that extension can be, and it doesn't seem like it can get any bigger than that, but it can be any shape, so if you just want a thin little rope of it it can go pretty far away, and you get that jumbled sense of what things are within that whole space and can cast on anything in it. It takes practice to make it go where you want, though - there's a sense of what the shape is, but you can't look at where you are without dropping the trance and stating over, and it's easy to get disoriented.
...oh, maybe that's just this world. There's a thing where every so often someone will go into a creative fugue and make something, and the thing they make will be ridiculously nice for whatever it is and have a few special properties - indestructible, even if that doesn't make sense for what it's made of, is the most obvious one - and the person who made it comes out of it with knowledge of how to make that kind of thing as if they'd spent their whole life learning how. It only ever happens to anyone once, and it doesn't happen to everyone, but it's common enough not to be unusual, usually. The thing is an artifact and the skill is their Gift. Magic's a little different - it seems like people don't get magic Gifts usually, I've never heard of someone getting one before, and I didn't have the creative fugue part, just got startled by a crystal teleporting out of nowhere and falling on me, but it's otherwise the same. That's why I'm so scattered about what I can do - I technically have all this knowledge about magic, but it's like I learned it years and years ago and never used it, I have to actually sit down and think about what I know and until I do that I don't quite really know it.
Nod. Anyway, yeah, I'm kind of ridiculously good at magic in general because of that, even before you count that it's only been two seasons. Usually at two seasons people still take an hour or more for even simple spells, and sometimes it takes that long for someone to be able to reliably cast stable ones.
Nod. Okay. I'm not sure I'll be able to share the part about making portals you can see through, though - the way it's usually transmitted isn't good enough, I think. Maybe if osanwe works that'll allow it.
Also, with how learning to cast works, nobody should be trying to learn it with just my teleportation form. But I think I'm ready to do a couple spells now, I'll explain that after.
The first one takes about as long as the last one she did; the second, she gives a frustrated little hiss partway through and has to start over, but she gets it the second time. When she's done, she excuses herself to get a piece of fruit to eat.
So, learning my kind of magic. In one sense it's really intuitive - you don't actually have to be taught how to trance or use a spell form, they come with a kind of instinct for the basics - but there's a catch. For the first while - I think it must be based on how many spells you cast, but I don't think anyone's ever counted and it doesn't seem to be exactly the same from one person to the next anyway - but, for the first while, all the spells you cast will be unstable, and it takes a while after that to be able to reliably get stable spells. And unstable spells are dangerous. They're not obvious at first - the pattern is that for the first day they seem normal, and then sometime on the second day they start acting strange, and then if they're not broken, sometime on the third day they break on their own, and if they break on their own the caster dies when they do. The usual form to learn with is the light form, and 'acting strange' means the color changes, or they get brighter or darker, or things like that that make it pretty obvious - things that you could do with the form, if you wanted to, just not what the caster actually did. And I've never seen an unstable teleportation spell, but I expect that one of the things that could happen is that it could teleport itself someplace where it couldn't be found, which would obviously be fatal.
Nod. If the plan is to bring my magic to your world, you can probably help by learning a safer spell form from someone else - if you do that, you can share it with me, and I can bring it to your world for people to use as practice before I teach them teleportation. Plus you'll probably be able to get other helpful forms at the same time, but even if you can't that's still useful.
She grins.
...ready for more spells, I think, and then I can explain more about how exactly my kind of spells work.
Two more spells, that's the pinky and ring finger done.
So, when I cast a spell, the first thing I do is set up what I'm casting on. It has to be an object, but it doesn't have to be an object the way we usually think of them - I could cast on, say, half your blanket and part of the floor under it, and that'd be fine, it just has to be an amount of stuff that's all touching, and I have to be able to extend my mage-sense into it all, except for people and animals - anything with a mind, you're aware of the whole individual and can cast on any part of them if you put your mage-sense on any part.
The next thing is setting up the triggers. This part doesn't really depend on having a spell form, but having a spell form makes it easier to figure out how to do triggers related to it - I have an easier time setting up triggers that have to do with location than ones that have to do with, say, sound, but I can do both. You can use anything that affects the object you're casting on as a trigger - touch and pressure are easy, light is harder, sound is harder depending on what kind of detail you're trying to do with it, temperature isn't bad, that kind of thing. For things with minds, you can use anything in their mind as a trigger, too, but depending on the kind of thing you want to use, minds can be very hard or impossible to interpret - emotions are easy, telling what emotions are about is very hard, conscious thought is impossible, 'wanting to do a thing' and 'intending to do a thing' are pretty easy to notice but telling what thing is impossible or close to it, that kind of thing. It's also pretty much impossible to tell what's normal for a particular mind without, like, checking over a period of time. It's possible to make mind-based triggers sort of vague so the person you're casting on can learn to use them - that's how the anti-magic spell is set up, since it's cast on babies; it's just always on until they learn how to do the specific intention that turns it off. It's also possible, but more complicated, to combine conditions for a particular trigger, like, I could do 'this spell deactivates when the person intends to use a magic item, unless it's been less than a year since the spell was cast', or 'this spell only activates when these two spots are pressed and someone sings this particular note at the same time' or whatever.
Then there's the effect, and this I think varies a lot from form to form. Each spell has only one effect, but you can cast more than one spell on the same object to get different effects under different conditions or multiple effects under the same conditions. For my teleportation, the possible effects are 'teleport the thing the spell is on', 'teleport anything that's touching it in a specified area', 'teleport both the thing and what it's touching in a specified area', and 'open a portal', and then if make it open a portal that gives me a bunch of choices about how exactly the portal works - I can make ones that do light but not sound or sound but not light or both or neither, or only certain kinds of light or pitches of sound, or maybe other things, and I have some choices about how the edges act. And for all of those, I have to specify where the spell goes, but there's three ways to do that - one is to just use a location signature that I know, one is to give it details about the kind of place I want the spell to go to and let it pick one place like that and always go there, and one is to give it details about the kind of place I want the spell to go to and let it pick a new one each time. And also it defaults to landing the teleported thing on the ground someplace where there's air and a little bit of room, but I can change the first two if I want to and make the 'little bit of room' one more or less careful but not actually make it teleport things into each other.
Well, I don't know which ones exist, mostly. I think just about everybody has the light one and the one that lets you see magic, though, and there are definitely combat forms - the elves' fire magic is pretty terrifying. And I bet a lot of things can be useful if you set them up the right way, like, teleportation isn't an obvious choice for magic to hunt with but in practice it works just fine.
Other kinds of people, the ones that make cities. There's goblins, too, but they're also kind of dangerous and even if they aren't to you I think you'd find them upsetting. And then lots of kinds of animalpeople but most of them are nomadic so they'd be hard to find, and some other kinds of people that live underground that I don't know much about.
Nod.
That still leaves them probably wanting to see you in person, not through a portal, though. Which isn't an unsolvable problem - if you need me to I can just refuse to let them come and not even explain; it might cause problems later but I can handle that, probably - but it kind of is one.
Nod.
I think you being that up front about it might bother them as much as that it happened and is still affecting things. There are gentler ways of saying it, if it turns out to need to be said. Or of saying things close to that that they might guess from but they can still let themselves believe it wasn't that bad if they need to.
I hadn't been assuming you'd be okay with them knowing. If you are... something like, you've had a lot of things happen that you didn't have control over, and you need that to not happen any more, and that means nobody should touch you unless you ask them to? That's not how you'd say it but it doesn't seem like the kind of thing you'd say, I'm imagining I'd be saying it for you.
Because they don't want to deal with how people will react. Because that kind of thing is really private for most people. Because they want to pretend it didn't happen or just not deal with it in their day to day life and people knowing stops them from doing that. Lots of reasons. I had no way of knowing whether you would have one or not; safer to assume you did.
I mean, if you don't you don't, people vary a lot when it comes to that even when it's the only thing going on. I was being careful about it because if you wanted me not to know, or not to act like I knew, then once you knew I did we'd have a problem; I don't mind that you're okay with it. The question of how they'll react is a harder one, but something as ambiguous as me giving them the message I suggested is a good way to handle that; if they don't want to think about it at all they can assume I just meant regular torture, and if they do work it out it's still not obvious that I had your permission to even hint, if I do it right. They can come to whatever conclusion they're comfortable with, or at least whatever makes the most sense with what they know about you. And I can keep an eye on them and if they have trouble with it anyway I can talk to them more, or send them to you if that seems like a good idea.
This is the fifth faked rescue. If you're in enough pain for long enough the distinction to keep your thoughts private can slip and he can do this thing that makes your head feel like it's splitting open, to dig at thoughts he can already see. I think they got a lot out of me, things they'll use against my family. They tortured a lot of people in front of me. Sometimes they had me choose who they'd hurt, sometimes they'd ask me to torture someone and if I refused it'd be much worse. Sometimes I had a chance to kill prisoners and I took it. They tampered with my memory so I remember doing a lot of things I don't think I would do under any duress but maybe I'm just wrong about myself. I don't remember anyone's names. Except mine, because he used it all the time with me.
I can't think what else is likely to come up.
The explicit torture and making you think you did things you probably didn't, I expect they'd rather not know about. The private thoughts thing I don't know enough about to say. It being the fifth fake rescue is probably safe, but the details might not be. The things about the names depend on your culture, probably - mine doesn't use them in the first place so it's hard for me to guess.
I am assuming they don't know much about Angband to start with; if there are specific things that they know usually or sometimes happen that could change their reactions to those, in either direction.
Nod. Yeah, so about like that, then. The thing where they got information out of you is mostly upsetting in a very different way from the rest, too - it's dangerous but it's not all that horrifying, and I expect they'll react best to that if you tell them that as soon as you can.
Yeah. It doesn't have to be the absolute first thing you say, though - first conversation, if it's not too awkward to work in, first day if at all possible. Making it too much of a priority makes it sound like an emergency, not just a dangerous thing, and unless that happened very recently it almost certainly isn't that.
If the idea is that they're going to come investigate the portal, I think they're going to find that too distracting to talk to me much at first, though.
Anyway, what you do want should be fine, for that. They're going to want things, too, is what I'm trying to plan for here; they're going to want to help, they're going to want to know how they can help, they might very well want you to go there so they can help you more easily, if they don't they're probably at least going to want to hear about how you're doing on a regular basis and preferably to see it for themselves. They're going to want to know about me, if you're staying with me, to the point where they feel comfortable that I'm doing right by you. Some of those they can't have, some of those they probably shouldn't, some of them are better handled some ways than other ways, and it's hard to figure out how to approach that with this little information.
You're unaging, then probably; I don't have a very good idea of how that works but elves and goblins are too. Kobolds live about a hundred and fifty years if nothing else kills us along the way, and we get progressively weaker and less able to heal for the last fifty years or so of that.
Yeah. Speakers are lorekeepers and there did used to be a reasonable number of us, though, and all of them would have known about that if it's as dangerous as it sounds like it might be, so I don't think it could have been lost if it was known of at all. So it depends on how it works, I guess.
Yup. When a mage is casting on someone they have complete control over what exactly the spell does, the spellbearer only has whatever control the mage builds into the triggers, and they don't have to build in any control at all. And there's no way to break a spell on a person - deactivate, yes, if the casting mage sets up a trigger for it and you know what it is, but if they don't, that's it, this is your life now. For an example where the casting mage wasn't trying to torture anyone - back during the war with the elves, we were actually doing okay at first, we're really good at hiding when we want to be. So what they did was they managed to catch a bunch of kobolds away from their tribes, enspell them to burst into flame the next time they slept near other people, and then let them loose. We lost four tribes to that before a Speaker survived one and got to another tribe to warn them.
Yeah, if you ever notice me having a nightmare it's probably about that. I wasn't even alive then but the story leaves an impression.
That spell form makes fire, like, you could cast a spell on a rock and have the rock be on fire; I'm not sure if it can make fires that are different from regular fires like you'd get from wood or anything but the fires can be bigger than makes sense for what's making them.
...okay. The easiest thing to do there would be to let them teleport to the new place to gather stuff; they'll have the same problem with not knowing what's safe, but it sounds like they might be able to deal with that better than I can. I can figure out a few more safe things and bring them some, though - what kind of state do you expect them to be in, with that?
Of course, I mean more, like, do you expect them to be underfed or malnourished or both, what do you expect them to need most, and for how many people? Presumably they can trust that if I bring some giant deer or something it's not an illusion, that'd be the easiest way to get a lot of food to them if that's what they need.
Nod. I can do passwords; I can do passwords that change every day or something, even, but that means I have to go back and cast a new batch of spells every so often. I can add a way to permanently deactivate it and make it so it stops working if whatever I cast on is moved. But I don't think that's enough.
I was trying to teleport to 'nowhere', yeah. Turns out it doesn't do that, if I try to it gives me a completely random place with the usual safeguards as far as I can tell. And now I know how to aim better than 'completely random', so it'd be just like finding the jungle except I wouldn't specify that the place had to be in this world.
I can't help with the actual weapon part of that - kobolds don't have metalworking at all - but I can enspell things if they can do that part. The most obvious application is weapons that teleport whoever they hit off a cliff or something - that'll work even if they're armored, I'm pretty sure - but there's probably other things, too.
I can do arrows. I can definitely do portals that you can shoot things through. For hitting your own people... reaction time might be a problem, but depending on how many fighters you have I might be able to enspell them all to be able to teleport back at will.
...I can probably do spells that bring people back automatically when they're badly hurt, too. Exactly what 'badly' should mean will take some work, but... yeah, that should definitely be possible.
Mmhmm. She grins.
I'm more thinking, though, what am I going to say to them? I think I should warn them before I let them see you, I'm kind of thinking something like 'Hi, I'm from a different world and I have teleportation magic, I had an accident with it a couple days ago and ended up rescuing an Elda from Angband, they're still in pretty bad shape but we were talking about how my magic could be used to help here and we came up with an idea that was too good to wait any longer for me to come find you', or something like that.
Mmhmm. I still only get one chance at a first impression, though. If it's not a disaster I can try again, but that starts looking suspicious pretty quickly, I think.
How does 'I'm from another world and I have teleportation magic that I want to share and also important news, but you should do what you need to do to figure out if I'm safe first' sound?
He is trying really hard for friendly, curious body language but she's clearly terrified all the same. He sighs and retreats, wagging his tail. He tells Tyelcormo that she is from another world and was in Angband a few weeks ago and does not seem to have met the Enemy but that she has been near Maitimo very recently.
My world, the cave I've been living in. They don't trust that this is real and don't want to come here in case it's a trick, but I can open a pair of portals so you can talk to them. I should warn you that they're still in very poor shape, though; it's only been a few days and they're still not well enough to move practically at all.
Pretty reasonable. She goes in and finds a good spot for the portal and casts it, warning first that it'd be dangerous to read her mind while she does so. I need to go back to my world to set up the other side, so they can see and hear you. Osanwe doesn't work through portals; would you like me to come back when I'm done with that?
Sure. She disappears from the tower and reappears in the cave. That went all right. They had some kind of giant wolflike creature come sniff me - image - named Huan. I didn't have a chance to ask for any other names; they still aren't sure of me and want to talk to you right away. She puts a portal in the viewing rock. Do you want that light portal? They know we're in a cave.
"Hi," Maitimo says. "This is almost certainly a trick and obviously don't discuss anything sensitive. I may not even be able to verify it's me; the Enemy tampered with my memories and could probably impersonate me pretty effectively."
"All right," says a tense voice on the other end.
"If you're real, though, and not an illusion of the Enemy's. you need to learn Kobold's teleportation magic, it'll help you win the war. I'm not vouching for their trustworthiness; I don't trust them. But if the magic is real you need it."
...I'll ask if that's enough for them to feel comfortable having you here.
Tyelcormo - image - bought me to the spot they want us to use. They want to stay there. I told them you don't want to be touched and they said they won't; I said I'd ask if that was enough. What should I do?
It looks like Maitimo, but of course that doesn't mean much.
He looks awful. He has trouble breathing for a second.
"Hi," he says. "I'm assuming you want this interaction to be as artificial as possible so that, if I were a hallucination of your brother, the Enemy wouldn't learn much from us talking. Uh, before this happened you were really good at people and would be able to tell me apart from a hallucination in a few seconds, but."
"And if I did he'd erase that memory and do it again without whatever tipped me off," Maitimo says.
"...fair enough. So, uh, want to say and swear to everything you already said about the magic, and then I'll leave."
And he does.
"Instead of going back to the place you're from, how d'you feel about some place here? We can promise not to bother you -"
"If this is a lie," Maitimo says, "it's all a hallucination and I've never left Angband. If it's not a lie, I think I'm safer in the other world, and should stay there at least until I can walk."
"If you say so."
Heh. Well, it really is out of character for me. I'm the kind of person who watches someone eat their friend, takes a year to have a breakdown over it, and goes 'well, they were starving, I guess that's forgivable' and walks into their camps to try to talk them out of doing it again. I don't really do anger, never mind hate. But now I do, I guess.
She's pleased; she sends that to him.
I mean, I was in a bit of a unique situation, there. Most Speakers learn the language by staking out a tigerfolk village and watching them from afar for a while; I actually lived with them for a summer when I was a kid. It's easily the single stupidest thing I've ever done and I almost died like two or three times over, but what I learned from it turned out to be pretty invaluable; nobody else knew how to approach tigerfolk safely. Probably saved my tribe, too; we were very close to a tigerfolk camp when the trouble started, and I figured out what was going on quickly enough to get the chief to move us before it got too bad.
Mmhmm.
With the tigerfolk, remembering that they're people even if they're weird and kind of dangerous works really well, and I'm good at it. Here... there are situations where thinking of someone as a person is dangerous, and it's pretty obvious that this is one of those. And hate needs that, is why it's surprising me.
Mmhmm.
The thing to know with that is... I mentioned I stayed with the tigerfolk for a summer when I was a kid? That wasn't, uh, people who thought I was a person. They thought I was an animal and they didn't take it well when I acted like I wasn't. And, yeah, it was only a season, but I was only a kid, and it was the first time I'd been in a situation even a little bit like that - I was used to the group consensus around me being, y'know, safe, and I didn't really have an idea yet of how to ignore it or even notice when it wasn't. So that really messed me up, and one of the things it messed me up about was thinking I wasn't allowed to have emotions, or act on them, and another thing it messed me up about was thinking that I wasn't allowed to have goals or act on them. When I got out and got better I had to basically re-learn that, and I probably overshot a little, but I'm fine with that - I'd rather be like this than be more like that.
This is the part where if she hadn't already she'd go snuggle with the comforting person. She really needs a different impulse at this juncture. She goes and sits near him, anyway.
So, how'd it go with your siblings? It seemed pretty good but I wasn't getting a whole lot of detail.
Kobolds really do not do metalworking at all. He has to start from 'iron comes from rocks'.
I'll need to see what iron ore and the other rocks you want look like to my mage-sense, and there's a pretty good chance that that kind of spell would also get caves that are near them sometimes unless I can use 'has people around' as a factor, but I should be able to do that.
She can set a spell up so it can be deactivated and then cast a new one that's different later, or she can cast two spells in the same spot that take different passwords and act differently. She can't alter a spell once it's been cast, but the first option does basically the same thing anyway.
It was approaching bedtime when she came. She can come back the next day, though.
They have some really good ideas for experiments, and also she eventually gets around to actually casting the portal spells they want. When she's done with that, she stands back, considers for a few moments, and...
It seems to me that that's proof enough that that sentence is pretty safe. I still don't think my species can swear, but: "I swear I have never served the Enemy." For whatever that's worth.
'Too challenging' isn't the problem there; the fact that she can't even slightly guarantee that an unknown world is safe is the problem. Also checking that a world is uninhabited is a two-step process so even if they come up with a way to check safety it's going to take a while to find one.
Hi. It's a long story, but I have teleportation magic and I know a nice warm jungle I can bring you to. The downside is that it's also unexplored - I don't know what plants are safe to eat; I don't know if there are dangerous animals - and you can't stay, it's in a different world and I don't want to introduce a new species of person there. I'll find someplace warmer here to bring you to, you don't have to come back exactly here. We don't share a language and I'm not sure swearing actually works for my species but I can swear I don't work for the Enemy; I'm going to want anyone who goes to the jungle to swear that, too. Also, I can bring you some food - not a lot, for a group this size, but some.
She explains the spell - stand and/or put things here, touch there, it'll follow the host but it'll stop working when they get someplace warm enough - and gives them a quick overview of what she knows about the jungle so far.
I'm going to go bring them some food now, do you need or want anything when I'm done with that?
Well, we'll find out.
Ten minutes later she's back on the ice, with a giant bear's worth of meat - ten regular bears' worth, about a third of it in jerky form and the rest raw - and several pumpkins and the rest of the pears and a bunch of other miscellaneous fruits and vegetables from her pantry, plus firewood.
What I should be doing for you, in a few different senses. I'll probably stop by every day at least until you have a plan that takes my magic into account, unless you'd like something different; I can't be that consistent with food deliveries, but it might still matter for me to know what your needs are with that. Also, one of the Eldar who went to the jungle mentioned your problem with the other host, and I'd like to know more about that and what if anything you'd like me to do about it - the situation between me and them is complicated, but I might be able to get them to do right by you.
If this was kobolds, each tribe's Speaker and chief would go sit together and work it out, and both sides would be able to suggest things - it all goes through the Speakers and we all work together well enough to avoid making problems worse, at least most of the time. We don't usually have problems this bad, though, but even if we did I expect Speakers' usual habit of taking other peoples' perspectives strongly into account would help a lot.
Probably. Finding a place to put it is the hard part, and I'm not sure that this world's magic can't see the output side of my portals - they're one-way - so they might not be safe for watching Angband, but I can at least help you get scouts there and back and do a portal big enough to send an army through.
Nod.
So, about ten days ago, I was trying a new kind of targeting for a teleportation spell, and I wasn't careful enough with it, and it landed me in Angband instead of where I meant to go - right next to an Elda, who was in bad enough shape that it was extremely obvious I didn't want to be there. I took the Elda with me when I left; they turned out to be Maitimo.
No. They're staying with me for the moment, it's not very clear whether they're going to go back at all. One of the things is... in Angband, the Enemy can give people hallucinations, and does. They already had four where they escaped, or were rescued; they think this is another one, and that if they agree to go home it'll give the Enemy information. Their siblings want them to, though.
She looks sympathetic. Yeah. Except they're not so much in charge. They aren't there; they aren't well enough to go or even write. And their siblings are still figuring out what to make of this - we just got in touch with them yesterday, and I only worked out that that wording was safe for me to maybe swear like half an hour before they spotted you; they've mostly been assuming that it was some kind of trick.
Maitimo wants to do right by you. It's very, very obvious. But they're not in a position to make that happen.
They want to be. They're working on it. I can tell they used to be, some of the skills are still there even if the things they originally built them on aren't, and they're frustrated to have trouble doing things that used to be easy. But, yeah. For someone who spent thirty years in those conditions, I think they're doing really well, but they still spent thirty years in those conditions. It's hard to come back from that kind of thing.
That's all right. He won't fall asleep. He'll speak until his voice is hoarse and then say to Maitimo, "what else do you want to know?"
"I don't remember any names," Maitimo says. "The Enemy took them from me. Tell me - tell me everyone, what they're like, what they care about -"
"I don't know that like you - like you used to."
"Tell me anyway."
Shrug. With you, with your siblings, with your host - with theirs, if I'm spending time with your host too, though I don't think that's very likely. I still don't know practically anything about what happened, and I don't mind that exactly but I'd rather not cause more problems.
It might make my brothers nervous that you'll end up aiding them in attacking or robbing us, or something. They'll work with you anyway, as long as you don't actually attack or rob them.
What happened is that a lot of people in our tribe started saying that the chief should be killed because they were angry with him. The chief got scared and sad so he did not send the boats back for those people and the people who'd supported them, even though not sending back the boats left them stuck in a place they didn't want to be. I tried to stop him, but he was not thinking rationally because of the threats to him, and he was worried having them here would distract us from the war which is more important.
What a mess. Well, I'm not violent and I'm not going to help them attack your host; the only things I've even been tempted to steal from your host are the other host's things and that would obviously start a war or something so I'm definitely not going to do that. Or help them do it, but they don't seem to want to anyway.
Are you going to be okay with it?
I caught that you're close to them. You haven't reacted that way to anyone else. I don't know the details and I don't need to know them, I just want to be careful; I don't want to have to choose between hurting you and hurting myself if it would somehow be a bad idea to be friends with them.
All right.
Hunting! Or, well, 'hunting'. It's really not the same thing when her strategy is 'sneak to within spellcasting range of some poor critter and then deprive it of its head'. Very effective, though; she can take down creatures much larger than a traditional hunting team would be able to safely tackle, like for example this herd of giant deer. She sends their hides home and takes the meat to the ice.
..she needs to not be doing this. She needs to not be doing this. It's going to hurt Maitimo; if her guess about what his deal is with admitting to wanting things is right it's going to hurt him badly, she needs to not be doing this.
Findekáno's the first person who's touched her in six months. He's the first person she's genuinely enjoyed interacting with in six months. He's the only person who's shown any actual appreciation for what she's been doing over the last several days, who recognizes that it's been work, and hard.
She's only so strong. She could, she thinks, pull away, maybe, if it was just her own needs; tuck them away again, hurts a little more each time but she can do it. But he needs her, too; she can feel him trembling.
She's only so strong. She stays.
He won't be okay, but he'll be in a place where caretaking him does more harm than good. He - well, I don't know what he's like now, but before everything happened he hated being managed or catered to, it's a role he prefers to take himself.
We will do best somewhere pretty and unoccupied where food grows and we can mine. That's about all, I think.
He's never met a kobold before and won't notice if she's torn over snuggling but he squeezes her gently.
Oh nooooo...
Yeah, okay, snuggling. Hardly makes things worse, right now.
Yeah, they've already been complaining about that. I'm trying to find ways to make it less obvious, but while they're still not acknowledging their own needs reliably I can't just not do it.
I don't know very much about what Eldar think of as pretty, yet - it's not really a need that kobolds have. But someplace warm and fertile with iron ore - if you want things other than iron I can look for those too, but I'll need to get samples from somewhere so I know what to look for - won't be too hard.
That'll work for some things, at least, yeah. Not some of the more important ones, though. She sighs and pulls away a little. I'm pretty sure they're afraid to acknowledge any need or want that they don't absolutely have to, with only a few exceptions. They still think this is a trick, and I think they think that if I know that kind of thing, I'll hurt them with it. She looks away.
It's... I'm good with people too, and that's an explicit job where I'm from, I'm used to working with other people who're good at it. So it's not that hard to notice when they're deflecting, or trying to lead me away from a topic, or refusing to actually answer a question. It's not always obvious why, I'm pretty sure sometimes it really is that they just mostly don't want things and are practicing hiding that, but when they obviously do want something, and want it badly, and are trying to hide it anyway...
He's also a Feanorian. They are very averse to looking weak or admitting mistakes or being dependent on others even in the best of circumstances, and these aren't. Maitimo's favorite form of interaction is with people who are utterly devoted to him but where he can do much more for them than they for him.
No. But they all but outright refused to say they didn't. And wanting someone you think is an agent of the Enemy to stay away from your partner is reasonable under any circumstances. She isn't touching him. She's kind of... huddling. And doing her best not to look guilty, and only sort of succeeding.
...pretty sure not. You haven't seen how they've been reacting to you, it doesn't make sense. But - they haven't heard me swear, yet, unless their siblings told them they don't know I can. And that I think settles it as either really a hallucination or really not, and I think in either of those cases they'll be okay. I should go do that. She's considerably more relaxed at this realization.
She grins. You're welcome.
It occurs to me that with all the running around I've been doing I forgot to tell you, your siblings wanting it as the password for their portals was proof enough for me, I can swear that I don't work for the enemy now - not completely reassuring, I know, but it seems to help at least. Want to hear?
All right. See you later.
She teleports down to a storage cave - she needs to pick up some skins to cast portals on, anyway, but also. It's not the most ethical thing she could maybe do, but, she can reach him with her mage-sense from here. And she got a look at him before the oath, when she was casting on his hand - has anything changed?
Mmhmm. She settles next to him. What I'm planning to do is make portals to places like we talked about, showing a view from the sky, and you can have a look as I go and let me know if I should be looking for anything different or if anything seems especially promising. I should probably start with places with the most iron, since that's hardest to tell any way but making the spell do it.
This is the only world besides my own I've been to. But they're very different - the magic doesn't seem to be the same at all - and I think we should be assuming that other worlds are as different from either of them as they are from each other. And you won't know the differences until you run into them, that's never good.
Not like that. Similar enough to have trees and hills and rivers and things, the same kinds of rocks if that helps, light, heat, water, that kind of thing, but I can't check anything to do with magic, and there could be something like Valar that doesn't show up as 'people' - I'm not actually sure the Valar themselves do.
I mean, I can look. If there isn't anything like that the spell just fails, and then we know. I expect the first several to fail anyway because I'm asking for too much iron - I should probably try it without a lake first and then see how much you'd have to compromise on the iron to get one - I can always give you portals to places to mine later, anyway.
She really could, yes.
She was chief's-kin, which means she was theoretically a potential chief for her tribe when the old chief retired; her parent - she ends up having to explain that kobolds do eggs and yes, she was adopted; that's more common than not, for kobolds, and basically universal for chief's eggs - was a healer; her early childhood was pretty okay but more restrictive than usual for a couple reasons and then when she was eight and could get away with it - oh, huh, yeah, kobolds age differently, eight is totally old enough to be running around alone, they're adults at twelve - she ran off to spend the summer with a tigerfolk tribe, which was really dumb and nearly killed her but also she learned to speak while she was there - kobolds usually just don't - which meant she was definitely going to be a Speaker and definitely not going to be her tribe's next chief because that's too much power for one person to have, according to kobold culture. She mostly doesn't regret that but kind of does, the new chief - without her there was only one option unless the old chief wanted to try training someone who wasn't kin of theirs - is pretty bad at it and she bets she'd've done a better job - she hopes they're okay without her, now.
Anyway. When she was nine she adopted the tribe's existing Speaker as a second parent and learned a lot from them over the following three years; when she was twelve, they moved to another tribe - there were and are more tribes than Speakers in her area and a tribe not having a Speaker is not good at all - and she took over; she was very young for it - most Speakers don't even learn to talk until they're in their late twenties - but turned out to be really good at it, too. Then when she was fifteen there was that one awful, awful year with the tigerfolk - she clings a little but manages to get through the telling okay - and when she was sixteen she took up going and talking to them to let them know that that really wasn't okay as a project. Nineteen when she had her first egg - didn't hatch it, didn't even try, having a parent who did something as dangerous as talking to tigerfolk would have in no way been an okay thing to do to a kid, but they were well and happy and aiming to join the hunters last she heard; the accompanying memory is of a kobold rather smaller than she is, with darker fur, playing some sort of tumbling game with a group of similarly sized kobolds in various shades of grey and brown. Things were pretty okay for the decade after that - she had another egg at twenty-five but didn't keep close enough track of who had it to know who hatched from it, the tigerfolk project continued apace, she kept keeping her chief from doing anything too unwise or self-destructive, there were a few years with various more minor obstacles - until she got her Gift, which was her magic.
Gifts are this thing, usually. For magic they're this other similar thing instead, apparently. Her tribe didn't like this at all; magic as a Gift is unprecedented and also doesn't look the same from the outside even though it's clearly the same from the inside. They were afraid she'd been hexed. They were afraid to have someone in the tribe who was both a Speaker and a mage. Some of them already thought she was unstable and maybe couldn't be trusted with anything new, what with all the tigerfolk-visiting. They stopped right in the middle of traveling to the yearly meetup to spend eight days deciding what to do, with her under guard the whole time. The people who were afraid she'd been hexed ended up winning the day; hexed people are dangerous and therefore have to be exiled even though it's no fault of their own. That was six months ago.
How they approach things seems pretty creepy to me sometimes, and I'm not sure how much of that is them, how much is Angband, and how much is that Eldar handle power and authority very, very differently than kobolds do. And I think at lot of it - probably most, maybe nearly all - is cultural, and if that's true I want to know how it works.
To the point where they feel comfortable saying that they'd find twelve people to go live with me even if their siblings decided I wasn't safe. Thats- probably them wanting to feel more in control of the situation, actually, now that I think of it. But still creepy that that's the solution they reach for, to either of those problems.
Sort of both of those? I don't think me and twelve strangers chosen for willingness to go live on another world would be a very stable situation at all, even if it didn't start out coercive it could easily have ended up being, and yes, if you're Speaking for someone you really ought to be more careful than that. If it's just something like 'let me see if I can think of someone, I can probably make that happen', that's okay, but saying it like it's guaranteed? That'd almost count as violence by itself, among kobolds.
Yeah, I think that's a cultural difference. Or maybe several. Part of it is that if you're very sure of something you may as well say so, among the Noldor. Part of it's that your people seem to fear someone having too much power, and we don't fear that at all. Part of it's that unless Maitimo's in much worse shape than I can imagine, you and twelve people he chose for living well with you would definitely be stable. Part of it's that - most of you don't talk? That makes Speaking something different than what he does. He leads people. It involves understanding them very deeply and doing right by them, but the communication is the tool, not the goal. The goal is killing the Enemy. Everyone who works for Maitimo wants him to feel free to use them towards that goal, because that's how our people do important things.
She considers, then nods.
That's very differently put together, yeah. Kobold tribes don't really have goals beyond keeping the people in them safe and happy. Individual people do, and they're usually prosocial ones at least by kobold standards, but having goals like that isn't what tribes are for, and I don't think a prospective chief would get anywhere at all if they tried to make one that was.
That might be the biggest cultural difference, then. There are communities that are for making their members safe and happy - we used to live in one, we left it - but a host in wartime is a community that is for letting its people achieve together something they could not achieve alone.
Nod. Not sure I'm going to cope with that well. Different needs, I think. For kobolds, your tribe is home, the safe place you can count on being there to support you while you do what you want to do, and before and after. Which means things like weapon-making and fighting lessons, but also... safety, companionship, if you don't want to do whatever thing any more or need a break that's what it's for. It's a place for coordinating but not a way of coordinating, if that makes sense.
Plus, for kobolds, being ordered is always a little bit of a threat. Not much of one, but if it happens often that's going to stress me out... possibly a lot, given I've already been exiled the once.
And I would not be reassuring if I said 'oh, I can have some people go off and create the kind of space you'd cope better with', because it's not just a difficulty coping, it's also a discomfort with that kind of community even when you're not expected to be part of it?
I mean, I'm not going to not help you, I know enough of what's at stake. I don't like everything about kobold culture, either. And if everyone who's here is here voluntarily and can leave if they want to, I really don't have much to say at all about how you do things. But... it comes down to companionship again, basically? Everything the tribe has to offer comes from people in the tribe wanting their tribemates to be safe and happy and well cared for, and that's important.
If it helps, nothing bad would happen if Maitimo told someone to do something and they said "I don't want to". The reason our people listen to us is because they have decided the goal of our people right now is to see the Enemy dead and other things are secondary.
He squeezes her. And I don't think this would bother Maitimo if he believed it weren't a hallucination, which is what matters to me.
By 'that' I mean telling them in the first place - there's a power imbalance there and you're right that we really don't like those; this kind of imbalance is pretty unavoidable, but I should still be trying to avoid making it worse - they shouldn't have to try to balance focusing on their recovery and taking care of me, under these conditions. But that assumes that I have a whole functional tribe to lean on for what I need, and I don't, and I was coping okay with that anyway but now I'm not, and that's dangerous for both of us, so. I don't like it but I think I need it anyway.
I think taking better care of you would be good for Maitimo. Doing wrong by you will not help him recover, it'll distress him a lot. And if he were to try maneuvering me away from you I'd be suspicious it was for political reasons not personal ones, so I can't promise I'd listen to him, but - trust me, his wellbeing is a priority of mine.
Well, if you wanted to do it you could make our tribes work together by saying you'd only help us if we worked together. You are not going to do that, and he wouldn't try to convince you to. You could also announce who you thought should be chief and because you're magic people'd give that a lot of weight...I can't think of other things but I'm not Maitimo....
She blinks, and takes a few seconds to consider.
That's really creepy, but I bet you knew I'd say that. But I think if I do have to show an opinion on that, it'll be that I think your parent would be best at it; Maitimo thinks they shouldn't be in charge, and for pretty good reasons, and I haven't been very impressed with their siblings, and getting a group like this across the ice seems like proof they'd be good at it, no matter which standards I go by.
I am starting to get a feel for the cultural differences - it does make sense that with this many people, they'd have trouble knowing enough about what was going on to make decisions by themselves. I have no idea why me being a mage would matter, though, I'll have to think even more carefully than I was planning to about how to share it if that's going to happen.
In that case I think it's better to not tell them - they'll figure it out on their own soon enough anyway, I'm sure, maybe not the part where I'd be willing to do something about it but definitely what my opinion is, and then they have more freedom in how to handle the situation. Their siblings deciding I'm mistreating them would be very bad, it's worth being careful to avoid that and they'd know how to.
Mmhmm.
I'll be heading back over there sometime in the next couple days - tomorrow, probably, if that one giant moose is where I think it is and my hunting goes quickly. They have some things they want to try, with my magic; maybe there'll be a chance to make a better impression. Or maybe not, if they think she had something to do with Maitimo butting heads with them over returning this host's things.
Oh. Hmmm. They are all very, very loyal to each other. They don't like people telling them what to do, or what's right and what's wrong, but they do care about hurting people. At least sometimes. They are all of them very gifted, they do not try at all to be courteous to people they don't like...
She giggles. It was Maitimo's idea, actually. It's nearly winter at home, and I had enough food for myself but not for another person, and I'd only just figured out how to teleport to places I hadn't already been to, and they suggested I look for someplace warm enough to have food growing all year, and when I did this is what I got.
...right, you don't have seasons. Or, yet, maybe, if the sun is new. On my world years have a hot part and a cold part with milder parts between them before and after; winter's the cold part. Fall's the mild part before it, and there's lots of food then, but most things don't grow in winter, so we gather things in the fall and save them to eat until it gets warm again.
She grins. Mmhmm. And you can still hunt, in winter, that helps. A lot of animals hibernate or migrate to warmer places - she sends a memory of six formations of geese flying south together - but some are still around, and some from even colder places migrate in - memory of a flock of juncoes flitting around in a snow-covered bush.
She thinks. Not especially? ...the magic's dangerous to learn to use and mages can be pretty scary if we want to be, but it's shareable and there are more kinds, I don't think I'd mentioned that yet. We don't have a very specific plan for getting more, but Maitimo thinks we should get the kind that makes fire first.
Why's it dangerous? It takes a while to get good enough at casting for your spells to be stable, she scoots back off his lap and cuddles up beside him again, and if you leave an unstable spell around it'll break on its own and kill you. It's not that big of a problem with a safe kind of magic to learn with - mine is definitely not - but it takes a few months before that stops being an issue, and it's not automatically obvious that it is one.
Mmhmm.. Still need to find out if it's even possible, though. I'm guessing you can learn my magic with osanwe, maybe even better than the regular way, but it hasn't been tested yet, and if not, someone'd have to go talk to the people with that magic, and they're dangerous and easy to provoke and I really don't like the idea.
I mean, they can't teleport. They might still figure something out to capture and hex whoever was talking to them, but it's at least a limited amount of risk in that direction. But depending on how they were provoked they wouldn't necessarily just go after you; if they find out there's a kobold with teleportation magic I'm very sure they'll try to wipe us out again, and probably succeed this time.
I don't mean giving them exactly what they want. Why do they want that? Do kobolds eat food they need? Are they very sensitive to noises kobolds make? Do the kobolds do something that hurts them, even if you don't know it? Giving them what they want might be 'a way to live with kobolds' not 'a way not to need to'. And if they don't want to be your neighbors, they can move.
Sigh. Kobolds hurting them is part of it. Kobold culture doesn't have a concept of property - trying to keep something for yourself is considered antisocial, there's no idea of theft as a thing, stuff like that. It extends to outsiders, too, and retrieving something that's challenging to get is basically a game - kobolds don't actually make very good neighbors either. Their response to that one theft was seriously disproportionate and we don't know why, but they weren't actually unprovoked.
Putting up magic to stop kobolds would have some kind of effect, I have no idea what - kobolds are all enspelled as babies to be invisible to our world's magic, unexpectedly running into magic that works anyway would be very alarming, especially if the elves had it.
Getting elves and kobolds to talk to each other is probably impossible. Most likely they don't even think we're people, and.... well. Speakers have always been kind of a tight-knit group, and before the war there were like fifty of them, and now there are fourteen - thirteen, with me gone. And that's almost entirely the elves' doing. Among other reasons to be terrified of them. She shudders. Plus our main way of staying safe from them is not letting them know where we are, if they can find us to talk to us they can find us to kill us. She's clinging and trembling a little, now.
She leans into the hug but doesn't stop trembling. I mean, we survived last time. We're rebuilding. We're being more careful now. It might happen again, but as long as it's not too soon, we can probably survive it again. They don't have to know about my magic, it's not like any of the other mages are going to learn it from me, it's not going to be the problem they'd assume it was.
So she tells him about the forest and her favorite plants and animals and lakes and streams and that one waterfall she really likes, complete with memories - it's not an unusually pretty forest, but she does have an eye for a nice scene and goes out of her way to find them, so they're pretty memories anyway.
After a while, the jungle starts to darken. I should head home.
Yeah... Sigh. I'm not sure you understand how important companionship is for kobolds? I've been being careful not to make that too obvious, I didn't want it to seem like a demand. But, well, it is something I need. And waiting on spending time with Findekano when I haven't met anyone else here I get along with nearly that well turned out to be harder than I thought. They're pretty great, though, she grins.
I still wasn't sure you'd be okay with it. Am still not, actually, but I think there'd be a worse problem if I tried to make myself not - it's one thing to ignore a need when there's no way of fulfilling it anyway, I can do that for a long time if I need to, but it's something else again when what you need is right there... if I absolutely had to I probably could but I don't think I'd be functional, not with everything else.
I think I - really dislike, as I said, being catered to or having you apologetic for existing around me with your own emotional needs. It's probably not because the Eldar don't cater to each other but because I'd had the sort of interpersonal relationships I require in such abundance that they didn't feel scarce. And they felt reciprocal.
She nods and considers. 'Not that' isn't really enough for me to figure out what I should be doing - I have backed off with it some, but I don't want to take actual risks, you know? And I wasn't apologizing for having needs, I was apologizing for having them in ways you couldn't just ignore if that was best for you... and I haven't apologized for my friendship with Findekáno. I am trying. But the part where you want me to worry about your needs less is... less uncomfortable, than the part where you want me to be more open about my own, right now - it still feels like it'd be making demands of you in an inappropriate way. It's less that I mind you knowing and more that I mind telling you, though, Findekáno can tell you what I told them, that's okay.
They mentioned they wanted to hug you, she stabs a chunk of potato with a claw, except that they knew it'd make things worse, and I said it was going to be a while before anyone could, and they said they'd been expecting it to be a hundred years before they wanted to and that they were okay with waiting longer than that if you need them to. And I'm going to murder that god.
...that was a mistake and she will not do it again.
She attempts to sleep. It takes a while, but eventually she manages it. In the morning she makes scrambled eggs for herself and Findekano and lets him know that the Feanoreans have her for the morning, actually, and she'll hunt in the afternoon and stop by in the evening whether that's successful or not. And then she goes to the city.
Portals on blades are absurdly effective. Portals on sticks would be just as much so, actually, the portal does all the cutting. Water and rocks can be moved like that with portals or by a regular teleport spell, trivially. Letting something fall forever through a portal would be easy, but getting it somewhere else afterward would be hard - she can make something fall forever by enspelling it directly, too - it doesn't have to fall far... shouldn't have to fall visibly at all - if she just suspends it in midair it still counts as falling, the test turns out, and then she can cast additional spells on it to put it where it needs to go. She can use a similar technique to pin things - or people - in place, if they're touching the ground, if that ever becomes useful.
If she can do it at scale they can have a non-lethal means of stopping fights like Alqualondë, if anything like that ever happens again. If she does portals from a warmer area over their greenhouses, can they get more sunlight? If she does portals from somewhere with a different night-day cycle, can they grow plants that require Valinor's constant light?
There's scale and then there's scale, that one she'd have to cast individually but she can probably get quick enough with it to do one a second or so. If she knows ahead of time that it might be necessary she can cast it on people in a triggerable way, meaning they'll be pinned to some pre-set place and not where they are at the time. (Yes, she can pin them to an arbitrary place if she's casting in the moment, too, though it'll slow her down a little.) Also they realize that's a hex, right? She's mad enough to be designing hexes, yes, that totally is one.
Light through portals appears to work just fine but they should probably test it more carefully before assuming there's not something subtle wrong with it. She can totally import light from places with different day/night cycles, though.
In lots of cases she can. Any time a project requires things to be moved from one place to another, nearly. In one case she comes up with a particularly clever suggestion for using portals to make high-precision cuts; in another she realizes that the falling-rocks spell can be used to safely suspend things in midair if they can be flipped upside down with each teleport so they don't accumulate momentum.
Eventually she notices that none of their suggestions have involved casting helpful spells on people. Did your sibling mention that spellbearers are a thing?
I can cast spells on people that they can control themselves. The very easiest to do is let someone teleport themselves or someone or something they're touching to someplace with a thought. Someone with a spell on them - particularly a helpful spell, though hexes technically count too - is called a spellbearer. The idea that we thought was good enough to make it worth coming here before they were healed up was a spellbearer spell, something to bring warriors back home automatically if they're too badly wounded.
Yup. Also the ground outside the walls, if they want that - can be set up with a trigger if they don't want that always on. She'll have to refresh the spells every so often, though, soil isn't the best substrate for spells. Also they need to specify where 'away' is, they can be various kinds of creative with that, bearing in mind that there's a chance for friendly people to accidentally trigger these spells.
Opening a portal in the middle of him ought to at least ruin his day. I don't think he can teleport between dimensions so what we eventually will want to do is teleport him somewhere completely safe where nothing can send him back, but I know we don't know how to find those yet...
She makes a dubious face. It happens among kobolds sometimes even with the light form, and I've never actually been a new mage like that, I don't actually know what it's like - I'd rather be safe. Plus we can probably get both of those at the same place, it's not that big of a deal.
...all right. We are going to need the light form anyway, though, I shouldn't be the only mage around. Especially if this ends up taking longer than it's looking like it might... your sibling probably didn't tell you, kobolds don't stop aging, I'm only going to live another hundred twenty-five years or so at most.
I'm going to need a while to get out to the place we'll be trying to get them from - it's elves, they're dangerous, I settled pretty far from them, and I've been pretty busy with other things and might get busier soon. But I can work on it and let you know when I'm a few days out, if that's good enough.
Not really. I'm hunting for the other host until they're ready to get off the ice, best way to get that much meat that quickly is with my magic. ...I'm not sure that came up exactly, actually, I can teleport parts of things even without a portal spell. It's very tricky for any kind of detail work, though.
They're very definitely still on the ice, most of them. She sends an image of where she first appeared, the line of trudging Eldar stretching off into the distance in both directions. Not for much longer, but then I'm probably going to be helping them get started in their new place.
Nod. They were pretty nice to me other than that. And anyway, we found a couple interesting weapon uses and some other ones, they're testing portal-light for growing plants with and I was able to improve some projects they were working on. ...also a hex, or two hexes depending on how you count it, it's the same technique but either definitely lethal or pretty gentle depending on how I do it.
Yeah, it really is. If it helps, I think they all like Findekáno a lot, the people they don't like are some people in Findekáno's tribe who promised to kill my father and ruin everything he tried. And those people aren't bad, they were just sad and said awful things, but sometimes it's hard to like people after that.
She flops back to lay flat on the floor, the back of her head cradled in her hands. Yeah, and it was pretty fair given that. Sigh. I think I just need things to stop happening for a couple days so I can think through all this and figure out how I feel about it. Not likely, though.
Lots of people said very cruel and hurtful things to each other. My uncle Nolofinwe tried to convince the King to exile my father from the tribe, and my father never forgave him. We tried to get some boats to cross the ocean, and the people who the boats belonged to tried to shoot us to stop us, and they killed many of us and we killed many of them. The people abandoned on the Ice.
Wow. She sits up. I wonder if it'd help for you to pick up some of the kobold traditions around that. You'd want to change them a little, I'm sure - make them prettier - but some of the basic ideas should still be useful, I think, if you don't already have traditions of your own.
Well, we bury our dead like this - she sends a memory of a cairn of stones piled up to a bit over head height, with one side covered in flowering vines and the ground near the other sparsely littered with stones. The exact burial ritual I bet you'd want to make up for yourselves, for us it's singing and if they had a favorite thing it's buried with them and there's food, their favorite kind if we can manage it, and then everyone helps with piling up the stones and spends the night comforting each other. But the thing I think might be most useful is after that - cairns always need work; if you need to spend some time with the dead you can always go put back some of the stones that've fallen. And the vines that grow there are important, too - we give to the dead by keeping the cairn in good shape, the dead give to us with those - they're medicinal, they reduce stress and can help people avoid the effects of trauma. I don't know that Eldar would have an exact equivalent, but it seems like you handle social stuff differently anyway; you might need something different from that. But having a memorial that you can interact with, in ways that make sense for what you do need - well, it works really well for us.
Nod. We don't always end up with a body, either - my tribe'll have memorialized me, actually, they knew what they were doing when they exiled me. In that case we use something meaningful to the person, instead - a favorite thing, or something they made, or something that reminds us of them.
Okay.
For kobolds, a lot of the time if someone is very sick or very old or does a lot of dangerous things, and even sometimes if they aren't and don't, they'll pick something they want to be memorialized with ahead of time. I don't really know if that'd help - kobolds grow up knowing that people die, and that we're going to die; it's hard to think about but we have time to get used to it, it might be too much too quickly for your people - but if they want to - I'm thinking especially the warriors, anyone especially at risk like that - I can find a place to keep them safe. Maybe here, even.
Even in my world people find death hard to think about, especially the part where it can happen to them and people they care about. If they're already thinking about it, it can help to have something to do, but if they aren't, you can really hurt someone by making it suddenly feel real, especially if they're in a position where they're taking risks that make that more likely to be true.
Probably the best way to do it would be to make a memorial for people who've already died, and let people who're already thinking about it decide on their own what they want to do about that.
I am pretty sure everyone who followed us across the sea knew we'd meet our deaths here, and the Doom sufficed to remind them. But I appreciate your concern for us.
...I am thinking that a lot of our cultural differences may amount to that kobolds treat each other the way the Eldar treat children.
Responding to what you think people's real needs or desires are, rather than the ones they're expressing or deliberately making known to you, trying not to directly say things that are trivial to infer so that people don't have to cope with them if they can't, being really cautious about telling people to do things lest this constitute an excessive exercise of power over them...
Mm... not quite? A lot of that is pretty situational, it's not how we'd usually treat each other. Except paying attention to indirect communication and inferring things, that's important when people don't talk. But on the one hand in a normal situation we wouldn't tell each other to do things at all, and on the other we wouldn't be quite as careful as I'm being here where I'm surrounded by stressed out strangers and don't know what people need me to be careful about. And you're probably seeing more of that from me because I'm a Speaker and because I'm recovering from something myself, too.
Ah. She considers. I don't think I'm particularly in the habit of keeping things from people... I do think a lot about how to talk about things, to put things in the least upsetting way - it's not the only consideration but it is one - is that too close? Even if it is I think it runs into the problem where 'not that' isn't enough for me to know what I should be doing instead, though.
I also think I used to be careful about how I put things. The difference might be - is the goal to communicate with them in their own language, to ensure that what you want them to known is told to them productively? Or is the idea that they don't merit the information and so it should be told to them, if at all, in a way that stops them from acting on it?
You don't seem to do the objectionable thing, even if you still often are stuck guessing about how to reach my people in their own language and ensure they know the things they need.
Yeah. And I'll get better at talking to them - there really was a communication problem the first time, Findekáno explained what 'lots of questions' means, that's how I understood they were actually being nice to me today. And I don't think I'd ever decide that someone just didn't deserve information - didn't need it, maybe, or would be hurt or would hurt someone else if they knew, but I have a hard time imagining myself failing to respect someone like that.
Nod. Even so I don't think this is going to be easy.
...I should maybe ask you about that, it might help - it's kind of obvious that you two are or at least were partners, but I mentioned that and they tried to make me think I must be mistaken and I don't know why. It didn't sound like they considered you estranged, at least in that context, either.
He is, indeed, quite busy; they've scouted south across the first mountain range and are marching through there tomorrow, probably, no excuse for lingering here any longer, and they're not going to stop at all tonight and that means lots to do. He smiles at her and thanks her for the food.
Sigh. Okay, so. I mentioned that the Enemy liked to impersonate you? They also liked to give them hallucinations about pretty much this exact scenario, it turns out - I don't know if you always crossed the ice, I didn't ask about that, but showing up, having been wronged, having part of the Noldor that Maitimo wants to see united. But. She makes a face.
I know. I don't doubt that. But the Enemy was torturing them - not just hurting them but putting them in a position where they'd choose to be hurt. This'd be so much easier if I could just say, here's a teleport spell, if you touch them without their permission they can get rid of you - they don't expect that. They expect you to ask. And that they'll say yes just in case it is real.
Be careful how you talk to them. Don't make them guess even for a moment about what you want, especially in the context of reuniting the hosts. Maybe avoid talking about things in terms of what would make you happy, that's how they put it to me the first time. Maybe avoid using their name, I haven't asked for details but they mentioned that the Enemy liked to. I've offered to make sure they don't have to be alone with you - I don't think that's needed but it'll make them feel a little better, there's probably more things along that line that would help, too, if it comes up.
That's more or less what they were thinking, yeah. That if you didn't burn the ships there's nothing to apologize for personally, and that reuniting the hosts is impossible - I think they're probably wrong about that but I could definitely see them being upset about the idea of you thinking about how to, right now. Nolofinwe is their parent?
I'll ask, next time I have an opportunity.
I think how I'd like to handle the next bit is... give them a couple days, definitely. I'll keep dropping food off, if they want to talk to me while I'm there that's fine, otherwise wait at least a couple days. Then - you still want to talk to them, right? Through the portals, not about that? Do you think you'll be okay with the possibility of them bringing it up anyway?
She nods. I think it'll help them a lot to see that you're capable of being functional, after they've had a chance to think about what I've told them. I'm not sure how much it'd hurt you if they want to talk about that, though, or how likely it is that they will, so I don't know if it's worth doing.
Just talking to them. Through portals, I can do the kind again where you don't have to see them, I don't think that'll be a problem. Let them see that there's more going on than that one awful thing, so they have something other than that to think about when they think about you.
Mmhmm. We need more mages than me but we don't need a lot more mages than me, and they don't need to be in risky situations, it's possible to do a lot with spellbearers and magic items. And it's pretty trivial to enspell someone to be able to teleport home if they want to, and I should be able to do something that teleports someone home if they're hurt - I might even be able to work out a spell that'll teleport someone home if they're in Angband at all, but that'll be risky to figure out.
Also it might be possible to keep it private? Maitimo mentioned once that there's a way of doing private thoughts but I haven't asked how it works yet.
Foodwise, I mean. I gave Findekáno's host a lot of what I had in my pantry, on the assumption that I'd be able to gather things to replace it from the jungle, but I haven't worked out what plants from there are safe yet so I haven't gotten started on actually doing that. We're not in danger from it, and I can spare enough for a couple days of meals for your siblings, but I shouldn't do much more than that if it's going to be actual meals. But it'll work almost as well to bring them eggs and things that I know are safe and I can just go gather every morning. And it seems like that'll work better for them anyway, as it turns out.
Mmhmm. Not sure I told you - I would probably have ended up chief of my tribe if I hadn't been a Speaker. I think they were even considering me for it after we knew I'd be one - wouldn't've been the best idea, to try to have one person doing both of those, but the only other chief's-kin kobold wasn't very well suited for the job either. Anyway, I got a bit of the early training, the basic logistics and stuff. Came in handy, when I was exiled - I think I did really well, going from having literally my hands and my magic to being prepared enough to have a comfortable winter within six months.
No, but it made it possible to do a lot of things I wouldn't've been able to do without it. Being able to teleport right out to where I left off the previous day with gathering, so I didn't have to waste time walking through areas I'd already looked at, and just teleport things back with a touch instead of having to carry them - it really isn't comparable at all to what most people would've had to do.
I mean, deciding where I go and who I help and how isn't chief's work, not by kobold cultural standards. This particular situation is pretty far outside what you'd ever see among kobolds, but that definitely is the kind of thing that'd be personal decisions outside of an actual emergency situation - and even then I'm not exactly a member of either of these groups. Chief's work is more the logistics, big-picture stuff that affects everybody, that kind of thing.
...I don't actually want to encourage that. I mean, some, yeah, I'm coming from a culture that's used to dealing with this and how we do it might be useful information, but I don't know what'll work best for you, you shouldn't just listen to me because I happen to be the one with the magic.
Other than politics there's no reason to have more than one person learn magic right now - I do need someone with osanwë to help me get at least the magic detection form. If it's just one person I can probably work something out just with them; if it's going to be more than that, and not for a specific reason, things get more complicated.
The magic-protection doesn't block hexes - it makes it so spells on other people or objects can't see or hear or feel you, so they can't react to you; it doesn't do anything for a spell on you yourself. I suppose it's possible it can do more than that and most mages just don't know, we can check, I suppose. That'd have to wait for spring, though, nobody'll be casting that kind of spell now.
And if your siblings like them there's probably not a better choice politically. Do you think they'll be okay with Findekáno learning it before they have a chance to figure out a way to block it? It'll take at least three or four months for them to be able to cast safely, so I think it'll be okay, but.
Mm. That's more or less the opposite of true, though, at least in my experience - I haven't recovered perfectly from the things I've been through, but I think I'm stronger for them anyway; tragic things have happened to me, but that doesn't mean I am one. They might have trouble understanding that about you, and, yeah, we'll need to work with that, but that doesn't mean they're right, it's important to know that.
Maybe. Doesn't look like that to me, though, even assuming you've been faking nearly everything - not that there isn't a lot of damage and not that it isn't going to be hard, but it seems like you're making progress on it. You won't end up where you were - nobody ever does, after a major trauma - but you can make something new for yourself, I'm sure.
She'd be pleased about that, if she knew, but it's probably for the best that she doesn't. She grins at him and sends him her amusement.
Are there any other cultural differences I might run into, with that? They mostly don't seem inclined to ask about you, but if they do I don't want to mess anything up for you.
She finishes eating and heads out. Firewood; a few late pumpkins for the pantry; a group of giant boar, a portion of one put aside to bring to the Feanoreans in the morning, the rest for Findekáno's host. It takes her a couple tries to work out the right conditions to teleport to them, but in fairly short order she's in the mountains.
Being here, mostly, for now. There are more spells I can do but they're more complicated and I'll need help with them - spell to move injured people to where they can be helped might be the most important, I don't know what you need 'injured' to mean but probably someone can show me. I'll have to cast that on each person individually and it'll have to be re-done when you move, though.
Right. But they won't like being asked to help you, I think. And - we want a second mage sooner rather than later, we might be able to get rid of the Enemy quickly if the magic detection form works the way I'm hoping; we - Maitimo and I - think you'd be a good choice for that; it will upset them, and not getting their way about who gets to learn magic afterward will upset them more, and I'm not sure how far they can be pushed before we start having worse problems than just them being upset. And me or Maitimo acting on your behalf to them will make it harder for us to work with them neutrally about that later. Or I could just, pick a side - increased leaning suggests that this is at least tempting - but then Maitimo might not end up with what they need, I don't think the other Fëanoreans are going to be very good at that.
Mm. Clinging. I don't know much about that, but I'm sorry it happened. And they're - they want their things back, they want an apology, they want - well - you said they should have stayed in Valinor, I think they think you should have known they weren't going to do that, and what would happen instead. But they don't expect those things, and they don't want to fight. They want to work together, or at least Findekáno does, and their parent, too, as far as I know.
Enspelling it only takes a couple seconds; explaining how to use it, a couple more.
I'm not sure when I'll be back for more experiments, but you might want to start working on ideas for how to block mages from casting on people. I'm not sure it's possible, but if it is it'll make it a lot safer to have more mages around.
That gets an amused snort. Might be wrong about that. You take care too. And she disappears back to the cave.
Not a disaster, they offered to go and help fight if there's fighting again - they don't think it'll be very soon - and they're writing a letter with advice about staying safe. Progress on the politics, too.
She heads over. There's snuggly clinging.
They're sending a letter with advice, and if you're attacked again they'll come help - I'm not giving them a way to teleport here unless you ask me to, I'll set something up so you can tell me to go get them. She taps one of her necklace stones indicatively.
Yeah. In the meantime we have them for here, it's not like I can't make more. And - do you have ranged weapons, do you need supplies for making them? I can make portals you can shoot through, and the same portals will probably work fine for guards to watch through? I'm not really a fighter at all, I'm guessing at what'll be useful, but I can do those. And the spells to get injured people to safety.
Good. I'll need to know where they should let out... it might work best for me to cast on hides and you can build things to hold them wherever you want them?
Logistics ensues. She doesn't know much about how things should be set up, but she has a pretty good feel for how to work efficiently within that limitation.
She can totally do that, though portability isn't really the main benefit of it, being able to shoot at things here when they aren't here any more won't be very useful. She can put new spells on the tents later, though, to shoot at other places.
Lunchtime approaches, and she takes a break from casting and retrieves some vegetables from her pantry to make lunch with.
Okay. Working. Images. Had some good ideas for defending their camp, your siblings might find them useful, too - I should at least tell them how things are set up so they know what's going on if they're called on to help. They might not even need to go, that tent setup they came up with would work just as well at a distance - cover the inside of a tent with portals to someplace and it's like you're there, for ranged weapons, but you can't be attacked; I could do the same thing with a room.
Whether I can do spells to other worlds? I know I can, if I couldn't I wouldn't've been able to get here. The problem is finding a really empty one, I assume if the one we send them to turns out to have teleportation magic they'll just come back and then we'll really have a problem.
Yeah. So, a couple years, probably, until we have a real shot at that - new mages start out very slow to cast spells but get faster pretty quickly, I think we'd want someone to get to the point of taking less than fifteen or twenty minutes at very least. We can test things before then, maybe, I'm not sure how much of a problem it is to risk giving them warning about what we're doing.
Yeah. I think it'll be at least worth trying, after a couple years; I don't think it'll be too risky, and if they can't defend against it it should work, and if they can, we'll hopefully find out what we need to work on - there's different things that mages can practice and get better at, speed is just one of them.
There's a spot I'm almost sure will have a tribe in it that should be in osanwë range of a place I can teleport to, unless the tribe that's there is one of the tribes that doesn't have a Speaker - checking won't take long, half an hour maybe, but it might take a few trips for us to be there at the same time they have a mage casting anything.
All right. She takes a moment to think. Should be safe enough if you stay with me, but you should have something to bring you back just in case. Hold on. She disappears, returns with string and a pebble, combines them to make a necklace, casts. Squeeze it to teleport back - she demonstrates, landing a few feet to the side - and when you're done with it you can break the spell by breaking the string near the stone.
More or less - I can't get us that close. Or, I could, but it'd take a while and they'd be upset about it. I know all the Speakers well enough that I should be able to let you talk to them at range, though, and they can explain their mages to you that well too. She offers her hand, like he's seen her do with the scouts.
And here they are in the forest, in a clearing with a convenient stone to sit on - she pops back to her cave for a moment to get her blanket to spread over it, for warmth.
Okay, there are thirteen Speakers, I'm going to go in order of who I'm most hoping it is. The first one is actually not a kobold at all... and she starts sending memories of her interaction with them, memories of their interactions with other people, her thoughts and observations about them...
That one isn't in range, but her second choice is.
They're just finishing their dinner.
All right, good. You want to tell them that you're a friend of mine - send a memory of me, or 'the youngest speaker' if you want to do it in words, but it'll work better if they can see who you're talking about - and that we need their help. They might think I'm dead; if they do, tell them I said 'no, just visiting'.
It's a few minutes before there's a response. They do indeed think she's dead; the 'just visiting' line gets a prompter one. What did they do, go visit the elves? And an accompanying visual of a group of kobolds, most of them either terrified or mourning, some grimly determined; the Speaker is mostly irritated about this, with an undertone of concern.
It is, as advertised, disorienting; his usual senses, except osanwë, are replaced by an incomprehensible jumble of impressions - sights, sounds, smells, textures, tastes. But if he stays in the trance and observes, he'll quickly notice that some of them take familiar tempos - his heartbeat, his breathing - and others seem to change in step with his thoughts, or his emotions. If he tries to move, that sets off a whole cascade of new sensations, starting with the intention to do so and running through every subsequent step of the process until he's still again.
There's also a sense of how this new awareness can be pushed outward, to detect things other than himself.
And a little while after that, there's dinner. She floats a flat stone to serve as a table for Maitimo and teleports his soup and a spoon to it, all without coming close enough that she could touch him, and then brings a plate to Findekáno before settling by the fire with her own meal.
Sure. And she does. The Speaker who is a goblin, who's lived with their tribe longer than any kobold has been alive and makes candy and regales them with stories from outside the forest and calls them all silly names. The one they found, the eldest of the Speakers, bitter now about outsiders, but still carrying the brightest memories from before, when curiosity was safer - they fought, she and them, but she always knew they cared. These two, siblings, just a year apart in age, Speakers for the same tribe all through the war, and the last to be separated after it; they still finish each others' sentences and Speak for each other just as often as for themselves. The Speaker who warned them about the hexes, still alive, badly scarred, but somehow still the most jovial of the group. The shyest, their best lorekeeper, who always wanted every detail about her trips to the tigerfolk. And on through the whole thirteen, until she's falling asleep, telling about the last.
...I'm not really sure I can. Not that I don't want to... though I kind of don't... but I don't know how. She sighs. It's, I guess... how far can I go from how kobolds live, how many taboo things can I do anyway, how much more than a kobold can I be, and still call myself one? And how much do I care about that, and how much should I. That mattered a lot to me, once. And I'm not sure I could go back, now, and it scares me.
She doesn't look very hard for Fëanoreans, just leaves the bowl of eggs prominently in the usual room she finds them in, and then takes the rest to the Ñolofinwëan camp. She only stays there for a moment, too, and then goes home and starts preparing a pumpkin to make oatmeal in for herself and Findekáno.
Sorry I'm grumpy, I know it bothers you.
It's more that once upon a time it wouldn't have happened because I had more energy for handling interactions. It's a reminder that I'm not fully back to normal, it's not that I find the presence of grumpy people objectionable. Also the thing you're being stubborn about reminds me very much of a mistake my younger self made that hurt him quite a lot, and which I can't tell you about.
I'm pretty sure I wouldn't let you talk me out of this one. I probably am being stubborn, though. She sighs. I don't think it's a mistake, though, or at least not that obviously one. Or rather wasn't, being a kobold among kobolds. I just don't... quite want to admit that that's really over, I guess.
Mm.
This is... some of that? Only some. If I was going to be able to live among kobolds again, I should be one, because that works, it's what people need there. Other people live very different ways and that works fine for them, it's not better or worse exactly - trying to be a tigerperson among kobolds or a kobold among tigerfolk would hurt, but that doesn't mean either one is wrong altogether, just wrong there.
Yeah.
And I don't really have enough, here, to go 'well, I'm doing this other thing instead now'. Like, I'm getting there, but. It's scary to realize I can't go back and don't know what I'm doing going forward.
And I know what I need to do about that but I don't really want to. She sighs.
I'm not expecting happiness. It'd be nice, but it's not actually something I need - I think I'd actually have a really hard time with that, trying to live with people who weren't involved with the war and still help with it, and I know which of those is more important to me. (The god-murdering. Definitely the god-murdering.) And of course I'll still help you while I'm living with them.
I can do a lot of different things with the triggers, if you have a better idea than this it's probably just that I didn't think of it, not that I can't do it. But it'd have a petty simple trigger - just a password, and if someone says that, you're teleported to a spot and pinned there. I'd usually do it so that once you're pinned, moving someplace away from there stops the pin, but you have other teleport spells, so I can't - another password to deactivate it, maybe, or teleporting to a specific spot that you wouldn't otherwise teleport to, I don't know - something someone other than me can do, anyway, if it's teleporting to a specific spot I can make some necklaces or whatever that they can give you to do that. And I'll have a way of deactivating the spell entirely, in case we need to replace it with one that works differently, or if we find a way to make sure it's not needed.
Sigh.
Let me test what I'm thinking of, then.
She sits and trances for a couple minutes, and then teleports to one side of the cave. She tries walking along the wall, and aside from one spot where she unexpectedly teleports a few feet forward in mid-stride, this works normally. Then she tries to walk toward the center of the room, and when she gets about four feet from the wall she's teleported back next to it. Seems like that might work.
She makes a face. I'm not sure how horrifying this sounds, but probably at least some - I can do a variant on the pinning hex that lets people move a little ways from where they're pinned to, and I can put a bunch of those together to make paths. It'll take a while, but I can make it so they can move around the whole palace - or most of the whole palace, they still shouldn't have access to weapons, they said - but in any room they're in, people can get away from them if anything happens. And other places, too - we're not sure how much space they'll need to not feel trapped, but if it's just that, I can do it.
Someone would have to show me which movements were unsafe, my magic doesn't do abstractions like that. And I can only tell things about the parts of an object that an enspelled person is touching, and even that's limited; 'things with blades' definitely doesn't work. Maybe if I start getting into mental triggers - knowing they're holding a weapon, intending to attack someone - but I'm not sure those'd be trustworthy under the circumstances, how much do you know about what it's like?
Mm.
If there was a way for me to see someone like that, that'd help, but it sounds like there's really no way.
I need to get going - a couple more things to think about, I can do a reverse pin hex to keep them out of certain places - wherever you have your weapons - and my first thought was a plain pinning hex with a password trigger, but then you have a problem making sure all the right people know the password and nobody else does. Maybe there's a way to use those in combination that I haven't thought of yet.
She wants to hug him. He can probably tell from her body language even though she's pretty reliable about private thoughts now.
She activates the light portal and then swings back through the work room - your sibling wants to talk to you; portal; gotta go - and then to Findekáno's camp.
We're trying to come up with a way to stop them from being dangerous even if it does happen. And I have an idea that'll definitely work but is kind of horrible, and their siblings had one that's riskier but less horrible, and they're trying to talk their siblings into finding other Angband survivors who're at risk of that so I can maybe learn how to use the violent state itself as a trigger on a spell.
Yup. For the first while, all your spells will be miscasts, and for a while after that a lot of them will be, and when you have a miscast you need to break it before it breaks itself. But you won't know it's a miscast until it starts acting strange, and when it starts acting strange it'll do something that you could've cast a spell to do, but not what you did cast it to do. So for teleportation, it could teleport itself away, and then if you don't find it again in time it breaks itself and you die. But light spells can't do anything directly dangerous at all - a spell on a person could be dangerous under the wrong circumstances but you shouldn't be casting on people anyway until you're sure you won't have miscasts, you can't break spells on people - so the only danger is that you might forget to check, not that something bad might happen when a miscast goes unstable.
Yup. If you want to just break whatever you've cast on as soon as you cast the spell, that works fine for practicing, you just need to wait and see once you think you might be getting stable spells. It usually takes about three or four months, sometimes as many as six, to stop getting miscasts altogether.
Yeah - the usual way of sharing them isn't very good, I think it's impossible to properly share an artifact form and really hard to share anything close to that detailed, but the sharing mage can pick and choose which details are important to give to the person they're sharing with. This form is actually closer to the light form than to my artifact one, in how detailed it is, but I can see where the details I'd use to use it as a way of targeting a teleportation spell would go, I think.
Physically break whatever you cast the spell on - make sure you break through the part the spell is on if you don't cast on the whole thing. Or you can set it up to be cast on two things at once during the object definition step and just move them apart, but that's a little trickier.
She sighs. This is also going to bother me, if it's restrictive enough to affect you like that. And your siblings, too, I'm sure. If there are places that there's reasons you shouldn't be able to go to, fine, but the idea is to let people get away from you if something happens, not to see how small a cage you can survive in.
She lets him push her a little past her usual lunchtime. There's nothing especially promising on the issue of blocking mages from casting - she does mention that she can be made to drop the casting trance if she's too overwhelmed, but the only obvious way of doing that is to have lots of people around so it's hard to extend the sense without running into too many of them; animals might work too but there'd have to be even more of them, since their minds are simpler.
Okay. They had an idea for blocking mages that might sort of work - trying to use the casting sense on too many minds at once is overwhelming, and sentient enchanted things should count. They're thinking about ways they could maybe kill a hostile mage, now - I'm kind of assuming that if it's common knowledge that they can, nobody will give them reason to.
I bet that's the idea, yes. And my brothers don't like feeling helpless. If they have a plan even if it's not perfect, they don't feel like they're just existing by the continued grace of someone powerful enough to wipe them out - sort of like how you described your people feeling about the elves, it forces one to be so small and my brothers can't do it very well -
Yeah. I meant in the meantime, though. They seem to be having trouble with the idea that things won't just go right back to how they were, and I know you plan on basically pretending that they have, but that sounds really hard if you have to do it all the time and with people who know you well.
She nods, and takes a minute to focus on the food she's preparing.
Do you have a plan for telling them about the magic forms I have if they can't come up with a good defense? I think they're going to find the magic-vision useful, I'd like to be able to give that to them as soon as I can.
Hunting, and working on getting to the elves while I do it. No specific plans if that goes quickly; I should definitely talk to Findekáno about spellcasting some more, and then I might stay and enspell some more things for their host or I might go show your siblings some more of the spells I worked out there.
Yeah. They do take that to a little more of an extreme than actually helps, though, I think. Tigerfolk are dangerous, but they'd be less dangerous if they knew more about us. And it's not even worth asking if they'd like to move somewhere safer; they'd never go for it, too risky.
Oh. Heh. Kobolds make kind of bad neighbors, because we don't do ownership, and most kobolds don't understand that other people do, either, and like the challenge of trying to get hidden or guarded things. I don't, I know better, but if I'd brought some fancy thing back to my tribe and been excited about it, they'd assume I was showing off, not trying to tell them where they could get the same thing too.
If there was a famine and I'd found a new food source, yeah, or something like that. But fancy new things are almost always just extra, not anything we need, so there's kind of an expectation that the person who found it isn't going to want to share the information, they're going to want to keep it to themselves to get as much status out of it as they can. There's some grey areas - we don't have metalworking at all and metal knives are really useful, so if someone finds a source of them they might share that, though it'd usually be with a few close friends rather than with the whole tribe - but I'd expect better luck waiting for someone to decide to follow me rather than convincing anyone, and I'd expect them to be very skittish about it when they did.
Whatever I brought back to the tribe wouldn't be mine, it'd go into the tribe's stores - we play a hiding-and-finding game among ourselves, too, and a lot of the things used in that were originally taken from people outside the tribe. But I'd still get ... credit, standing in the eyes of the tribe, reputation... for bringing in something nice or useful or hard to get, if I was inclined to do that kind of thing and did it.
Without the idea of ownership kobolds don't have the idea of theft, either; taking something literally out of someone's hands or off their person is pretty rude, but anything short of that isn't going to bother anyone; trying to keep things for yourself will, though.
Yeah, sounds like another cultural difference. We get credit and standing in the eyes of the tribe for generosity, choosing to give things to people, and if anyone could take things then you couldn't think of a gift that was very suited to a friend and then make it for them and then give it to them.
We actually do manage something like that - not for standing in the tribe, but for personal relationship building, you figure out what the person likes and make a point of making sure it's available for them. Other people in the tribe get to have it too, but if you've figured out someone's favorite things and they're paying attention to you at all - and we live in small enough groups that it's pretty likely they will be - they'll notice sooner or later.
Yeah, definitely. Kobold tribes don't get bigger than about a hundred fifty people - usually closer to a hundred - since with a tribe that size people start having too much trouble knowing their tribemates well enough to understand them or work with them, and the tribe ends up splitting.
Hexes aren't the only scary part of having mages around. They're the most dangerous one, but really every spell needs to be thought through, it's just that with a spell that isn't on a person you can break it once you realize something's wrong - it doesn't take malice for someone to be dangerous, it's possible to hurt people by mistake, too.
Yeah, that's part of what I meant - it's not as bad as some things, but it's still hard.
If he wasn't doing okay at tolerating the hugs he'd presumably not be bringing up things that'd make her want them; he's definitely got enough of his people skills back to guide this where he wants it, one way or the other. She's not going to worry too much about it, though even as upset as she is she's still paying attention.
Well, hopefully if it fails we'll be able to figure out why, and it'll be something we can do something about - if we need a mage who can cast faster or deal with distractions better or whatever, that'll take longer but it's still pretty straightforward. But a backup plan in case we can't, or in case it's not that easy, yeah.
She considers.
I don't think that can happen unless we mess something up, but that's not impossible, she says after a minute. When I used the mage-sense in Angband there was something really weird about it, and overwhelming - knowing what I know now I wonder if I was seeing their mind, in which case casting there at all might count as casting while touching them. I didn't cast, I just used the sense, but if that's the case we're going to have to be very careful about finding the edge of the effect and having the mage cast from outside of it. And hope they can't move the edge very fast.
They make more sense than elves, but they're even more aggressive and they keep slaves. They're not as hostile to kobolds as elves or humans or dwarves are, so if we need something specific from them I might be able to get it, but I don't think it'd work to try to talk to them longer than that.
Mmhmm. Snuggly kobold. Next step for me is figuring out a magic vision spell I like - or one that'll work for everyone, rather, since we'll want to be able to share what we see over osanwë and have it make sense to each other. It's traditional for mages to make their own magic vision spells, though, as the first spell they cast on themselves, to show that they can safely do that - are you going to want to keep that tradition?
And she answers them. She's a pretty good teacher when she's not so distracted.
When he's done: While I'm here - Maitimo and I were talking about strategies earlier, and it still looks like we're going to try to teleport the Enemy to an empty world; as far as we know there's not a way to test ahead of time whether that will work, though, so we should be doing it as safely as possible in case it doesn't. Which means having a mage do it who hasn't been to any other worlds, and doesn't know the whole teleportation form, and things like that. I expect it'll take them a couple years to get to the point where it might be worth trying - maybe more; one possible way this might go is that they won't be able to do it the first time but they'll find out why, and practice to be better at that thing until they can do it. Do you have any ideas about who might be willing to do something like that?
There are things they want, and they'll do anything to get what they want. But if they can get what they want without hurting anyone, they'll do that. So in a way it's worst for them to be strong enough to hurt people and not strong enough for them to solve their problems without hurting people.
She sighs and lays back. I'm going to want to think about it really carefully, then. They already - when I first realized I'd come up with the pinning hex, the first thing they thought of was how it'd be useful at something like Alqualondë - I didn't ask what that was but I should have. She sighs. Shouldn't've been designing hexes in the first place, really.
I don't think it's completely cultural. Some, I'm sure - we had a really rough time with hexes not that long ago - but being hexed really is a bigger deal than just running into a dangerous trap spell or something.
I should probably know more about the oath they made before I try to tell them that hexes should be taken seriously the same way.
She sits back up and leans on him. Well, they can't be broken, that's part of it. You can't get away from them. And - have you tried using your new sense on another person, yet? You see all the same things about them that you see about yourself, and you have to do that to cast on someone; it's always intimate. And - this might be more important for kobolds than Eldar - A spell on you can affect the people around you in ways that a trap spell can't. You've seen how I teleport people by touching them; imagine having that happen against your will, sometimes or always. There's just so much more you can do to someone, casting on them instead of casting on their surroundings.
It makes sense to have a taboo on using mage sense on other people, then. A spell affecting the people around you would be just as important to us, but it'd matter whether the spell actually did that, not whether it was in a category of spells that includes ones that do that.
When you say it can't be broken, do you mean that if you pinned someone with a hex they'd be pinned forever?
If I pinned someone with a hex it'd be entirely up to me how long they were pinned, and 'forever' is definitely a possibility; it'd be the easiest way to do it, in fact. But what I mean is, for spells that aren't on living things, you can break the spell by breaking the thing, even if you're not a mage at all; for spells that are on living things, you can't do that. So whatever the mage has the spell set up to do - and we can do some pretty complicated things with triggers - that's what it'll do, there's nothing anyone can do about it.
It is in fact tricky given the metaphor she's using, but she figures it out in pretty short order, and then goes on to design and cast a magic-vision spell. The detection form allows her to use nearby magic as a trigger, and she maps that in the most simple and straightforward way possible to the light form, so that looking at a magical thing will generate very dim lights on the surface of her eyes to correspond with what she's seeing.
Nod. I'm not going to teach them how to target random places, so it doesn't matter if they know about other worlds, just that they don't go to any once they have the mage-sense.
Depending on how hidden you're depending on your city being, you might not want to let them go there, either.
I'm kind of assuming I'll be doing a lot of spells for you anyway; if people can mostly go back and forth it might not be that much of a split. And with portal rooms - there's no reason I can't do the same thing to a room that I did to the tents, to let you guard and shoot from them - having more area to defend might not be such a big deal. Or it might, I don't know, but it seems like something to think about at least.
Seemed like it, yeah. Oh, and I worked out a really basic magic detection spell and checked over their host just to make sure there wasn't anything unexpected there, which there wasn't. I might have a look at yours, too - I don't see how there could be any unexpected magic from my world, but it should be able to pick up your world's too.
If your healers are good enough there might still be a chance, if they can get to them quickly enough. But yeah, I'm not going to be able to save everyone; I need to know who should be brought back. And even if the answer was the same for Eldar and kobolds - and I'm sure it's not - I don't know enough to figure it out myself.
Yeah, at some point we're definitely going to want to figure out a good way to send people to get spell forms - if all new forms work like mine I bet a lot of them aren't even available in cities, it'd mostly be explorers finding them, but asking in cities is probably a good way to start at least. I'm not sure how to prioritize that, though, or talking to the healers.
I think it's a bit of a bind. On the one hand, people who have this magic have a lot of power, and that means that if the wrong person gets it or someone who falls into Enemy hands they could do a lot of harm. On the other hand, the way the Quendi tend to think about power is that if something is powerful, the worst thing you can do is hand it only to a few deserving people, because if everyone has the chance to be powerful then we are all growing together and can combat problems together. We think of keeping some people from hurting others by keeping them powerless to be a very unstable situation.
We also trust each other quite a lot. The fear that the more people have it, the likelier someone with it is captured by the Enemy is a reasonable fear. Most people would say that fearing one of us will hurt people is unreasonable. They would be almost perfectly right - Quendi have almost never hurt innocent people.
Sort of, eventually; it's basically like learning each sense all over again, to figure out how to interpret it from the mage-sense. I can more or less hear - well enough that you could talk to me, not well enough to navigate by - but not really see with it. Touch would be easier but there's not much point; smell and taste would be very hard. My guess is that it'd take a couple hundred years to get as good at seeing and hearing with the sense as you'd be without it.
Yeah, I was thinking about that. What we want is for them to generally have to keep to whatever consensus there is about how mages should act, probably with some exceptions, and then as the consensus changes what they can do does too, but I don't know if there's a way to do that with oaths and even if there is it's a harder thing to ask of people, when it can get more restrictive as well as less.
I mean, I'm thinking send them to another world and then ask what they want from there, making it clear that 'come back and serve the Enemy' isn't an option. If they'd rather go to Mandos than stay in another world where they probably die permanently then we can do that, I just don't like making that choice for them.
Oaths that you've forgotten are still in place, so you can say something like 'I swear not to swear any more oaths unless I remember this one and why I swore it', but you can't do "I swear not to tell the Enemy anything" - or, you can, but it just means you'd have to not know he was the Enemy...
I took Findekáno to my world yesterday to see if it's possible to get spell forms via osanwë, and it turns out to be. We got three new ones from one of the kobold tribes - one that only makes dim light, we'll probably be able to get a better version of that one elsewhere, and then one that lets me make spells that react to magic things - I can use that with the light spell to see magic - and one that lets me hide things from my world's kind of spells and maybe your world's, too.
Something like that, and keep working on the plan to teleport them to an empty world until we come up with something better. Getting spell forms over osanwë makes someone a mage, though, so we'll need to wait until some decisions have been made about how that's going to be decided before we can do much of it.
Being a mage doesn't actually protect you much at all from other mages; having the ability to teleport to three or four different places is almost as good and still not very good. Plus we have to worry about what happens if the Enemy captures a mage with any kind of useful spell form.
Depends on how you're going to be using the magic; I get a lot out of having a really good memory, but if I didn't I could work around that petty easily. Creativity, being good at thinking up new solutions to problems, being good at noticing patterns? That's not the main thing I'd worry about, though; being a mage with a dangerous spell form - and most of them are dangerous - is like walking around with a weapon all the time; I'm sure there're people you'd rather not let do that.
Most kobolds don't talk, and we don't have osanwë, either. Within a tribe that's not a problem - they're small enough that everyone can know everyone else well enough to get by - but for situations where tribes need to work together, each tribe has someone who can talk, so they can talk to the Speaker from the other tribe and work it out. But in order to be able to do that, we need to get to know all our tribemates well enough to Speak for them, which is kind of like that.
She nods. Weird, but I guess that's to be expected.
Anyway, I can do a spell to bring you back here - you'll have to show me where you want to appear - and one to put you outside somewhere... I can have that send you to a different random bit of woods each time, but there isn't anywhere uninhabited and the other host had their scouts shot at yesterday; I can make you arrow-proof too but that might still cause problems. Or I can do a spell that sends you to the same place each time, but you'd have to take me there to see it, unless there's someplace distinctive enough that I can find it the other way. And I expect I can do the same spells for Huan but I'll have to see them to check - if you want the random one that'll need to be by touch, though, separate spells won't send you to the same place... and if my guess is right about how Valar bodies work and Maiar work the same way I'll actually need to set it up so they bring you instead of the other way around.
From the sound of it, if we try to teleport them with a spell that's not actually cast on them, it'll move their body but they might not go with it. I could be wrong, but it sounds like the kind of thing that'd be unpleasant to test. Casting on them directly should let the spell move them body and all, though, maybe unless they're specifically trying not to bring it with them or something.
She nods. I am interested in seeing how the magic detection form works with your kind of magic, but I'm not sure that'll be a priority - if it does usefully enough I'll be able to cast spells with the presence of your or my world's spells as a trigger, though, that might be useful.
Nod. Well, I'm not sure how I'd use it, and that probably matters for what I'd want to learn about it - give your siblings a couple days to think about it and see what they come up with, I think.
Do you want that spell to bring you back here, now? It's not as useful without the other one, but it'll still help a little.
That's what noticing patterns is good for. We actually need two different sorts of mages, though - the ones who're going to be training to cast on the Enemy need to avoid knowing anything dangerous, because there's no way to be sure ahead of time that trying to cast on them doesn't give them an opportunity to capture them somehow, and then we'll also want mages who can know that stuff so they can help with things that involve it.
That, yeah. Two little clusters doesn't seem that much safer than one, though. And you probably don't want them actually here, either - the Ñolofinwëans are planning on building two cities so if the Enemy captures one of their mages they'll only be able to teleport to one and their civilians can be safe in the other.
...there's a cultural difference there, I think, she says after a few seconds. Not surprising, really. This kind of thing would just be expected, among kobolds - the world's not safe, we don't have powerful people making it be; if you can do something to keep your tribe safe, of course you do that, it's your tribe. And the same principle applies to other ones - less so, but for basically the same reason.
It won't be the most elegant thing, but I can do it - it'll teleport either you or them to a set spot; I can make it do a few different spots depending on where you are at the time, but that'll be enough work that most places should just use the same one. And if you want to be able to turn it off, there's a couple ways I can do that; I suspect you'll want the one where if you aren't actively suppressing the spell it's on automatically.
Decades, pretty easily? Just the stuff I know about I'd expect to take years at kobold pace with healers to help and a supportive tribe and nothing else to worry about, and that's not the situation here. You do seem to be doing pretty well on your own, though, I'm not worried that you won't be able to do it, I just expect it to take longer.
Mmhmm, she sits back up. I wasn't very worried about that, anyway. It's more that I want you to have enough freedom to figure out - what you need, what you want, how you want to live now. It's going to be different from before, that's completely normal; trying to make things go back to exactly how they were... it's a normal phase, for some people, but it doesn't usually work very well. Trying to be what the current situation demands is a little better, but it can still mess you up if you pay too much attention to that and not enough to what you need, even if there are good reasons to pay attention to it. So, yeah, I'm not really happy about the situation here, for lots of reasons but that's one of them.
She sighs, and the sigh has an edge to it. Well, Angband, obviously. I'm, still - I'm being careful not to let that make me forget about the things that are important to me, we're going to fix it and I want to be okay after, but, that. And the situation with your siblings; I know I don't know all the details there, but they're not okay for themselves, pretty obviously, and I'm sure this isn't fair to them, but I feel like when you go back they should be helping and supporting you, not the other way around like you've been saying - even if you don't really want that it upsets me that it's not something that'd be there if you needed it. And whatever things caused that, too, because I'm pretty sure it wasn't always like that.
Mmhmm.
Even with teleportation, it takes a while to move tens of thousands of people and their possessions, but once she's got teleportation zones set up it's mostly a matter of keeping everyone organized, and she can get to work on the new city site - pulling down trees, setting up temporary walls and enspelling them, redoing the portal tents, and so on.
There's still a steady stream of people arriving when she stops for dinner; she checks in with Findekáno and lets him know what she's gotten done before she goes.
I'm not completely sure, actually. The jungle has longer days than here, which is kind of surprising - I would've expected the sun to act the same way everywhere, and I don't know if that's just that warmer places have longer days or if there's something more complicated going on. But days get longer and shorter in a very predictable way, and the seasons follow that, at least here.
Not fixed but predictable paths; the longer the day the higher in the sky it'll get, and it doesn't start from the same point on the horizon every day but it's always close and always goes in the same direction. Other than that, I don't know... I do know it isn't affected by anything but time, having a cold summer or a warm winter doesn't affect it at all; you can tell time by looking at shadows once you're familiar enough with how they look at different times of day and year.
Mmhmm.
She goes and gets some small rocks and sets them in front of her and sits and closes her eyes.
After a while: Are you going to want a magic vision spell? We're probably going to keep the tradition that the first spell a new mage casts on a person is that on themselves, but if you're not going to learn magic anyway that probably doesn't matter.
All right. This one will just last through tomorrow - I may end up changing things around, and everybody should end up with a spell that works the same way so we can share things over osanwë and have them make sense - and I'll make it so you can turn it on and off, too. And you generally won't be able to see the spells on me, since I have the antimagic effect.
She goes through the spellcasting procedure - he can turn the effect on or off by wanting to, unless he'd rather have a different trigger - and then teleports the stones she was using to test it with to his tray; when he activates the spell he'll see gently glowing swirls of different colors overlaid on them.
The antimagic hides interactions between objects, is the limitation. If there's something with a spell on it that's activated by touch, and I touch it with my antimagic active, the spell can't feel the touch and won't activate. Same goes for spells on me that depend on me touching someone or something. But if it's triggered by time, or something about me, or if it's always on, the spell will work fine, the antimagic doesn't affect it at all.
The magic detection, yeah, that'll be useful for lots of things - it should let me make spells that can react to your world's magic, too. But I meant the antimagic - it's handy if there are mages around that you have a problem with, but hopefully we're not going to have that kind of trouble, and there's not really another obvious use.
I don't think so? I have pretty much free choice about how I connect the detection form to the light form; I can't do very complicated shapes, but aside from that I can do what I want - if I wanted to use color to show what world's magic it was and shape to show how many spells were there and movement to show what spell forms were being used I could do that, I just don't think it'd make as much sense or look as nice.
Okay.
She sets up a hide with a portal in it, rather than enspell him each time, and there's a version that just makes enspelled things straightforwardly glow and one that outlines them with colors and one that adds a glow as if they're backlit and one that gives them a polka dot pattern and one that makes them sparkle with tiny pinpricks of light - I'm probably going to use this one for your world's magic -
No, probably not. Maybe for special occasions or something.
Anyway, if we're not going to use the sparkles for your world's magic in general, I think the backlit glow is my second choice, from the ones I've come up with so far - she adjusts the hide to show the combination of that and the curls. It's not as pretty, but the combination isn't as distracting. Or I could switch it, use the glow for mine and the curls for yours.
She nods. Maybe it's because I'm used to a world without gods. Things can get pretty bad, here, but there's already a bound on how bad they can get; mages and hexes and monsters are scary, but there's always something we can do about them - maybe not anything good, but always something, even if we aren't very powerful. And whatever might happen to me after I die doesn't feel like it should be any different than that, or at least not worse.
Yeah. It's not the same for everybody, but we get worse at healing from things, it gets harder to stay warm in the winter and cool in the summer, it gets easier to get sick and harder to get well again, a lot of people end up with weird medical problems - we get fragile, and it's hard to watch someone you care about get more and more fragile and know it's not going to get better.
I will.
She's gone for the better part of an hour, and when she comes back she reports that it's not really warm enough to swim there yet but it is very pretty; she opens a portal to reveal a tiered cascade waterfall. I'm going to go draw it.
Wish you could come see it in person. Soon enough, though, she grins, and goes to collect her drawing supplies. After a few minutes, she appears on the other side of the portal, and builds a small fire on the bank of the lowest pool before starting with her drawing.
She takes her time with it, occasionally putting it down altogether and going to dip her feet in the water or take a closer look at the plants surrounding it or lie on the rocks and look at the sky; at one point, when the fire's burned low, a pair of deer appear at the top of the fall to drink from the river, and she goes absolutely still until they've gone, so as not to scare them. As the sun approaches its apex, though, she puts the finishing touches on her work, animating the falling water with a careful application of magic, and then puts out the fire and returns home.
That was really nice, this day off was a good idea.
Sigh. Yeah, I don't know either. I can find out - I won't be surprised if Tyelkormo notices eventually anyway, they've been looking out for your other siblings, it probably wouldn't hurt anything for them to know? And if it's a problem I can keep cooking for you, it really isn't that big of a deal, we'll figure something out.
I hadn't realized you were worried about that, and it's a very reasonable thing to be worried about, and I don't like not having a solution ready. If there are problems, it might not be possible to solve them immediately, and, just - one one hand I understand that this isn't the kind of problem Eldar have usually needed to deal with, and I'm trying not to get too upset about them not just knowing how, but on the other hand that's actually really upsetting, coming from my background. How can they not be ready to take care of people? How can this be such a big deal that it needs diplomacy? There are always people around who'll need taking care of for one reason or another, that can happen to anyone - will happen to anyone, if they live long enough. Except for Eldar that's just not true, so of course this can happen, even though it shouldn't, and I don't really know how to deal with that.
Yeah. I guess. I'm used to it just being a background assumption - you don't have to tell anyone, people just look out for each other. So getting into that habit - figuring out how to do a good enough job of noticing, about myself, that nothing goes too wrong - isn't going to be easy, I don't think.
She nods. I'm not upset or anything. I was confused, a little bit, I wasn't sure if you'd really meant you wanted me to take the day to be around to talk to when you said I should take the day off - you can ask for that if you want it, by the way - but it wasn't a big deal, just, you aren't there yet.
It's possible you're not? They've been a lot less curious than I would have expected, really. But if they're just waiting to see it from you - they won't have to figure out what the truth is to figure out that you're keeping something from them, and that might not hurt them as much but it'll still hurt them, I think.
Might, yeah.
I think how I'd see it, in your position, would be that the victory would be in not letting this divide you from them or damage your relationships. Which, I'm not sure there's a way to get both of those victories? And it's definitely up to you which you care about. But it definitely doesn't seem as straightforward to me as it seems to to you.
...yeah. Right, that.
If that ever comes up, it might not be the best option, but you can just teleport back here and ask me to go talk to them for you. Or someplace else, if I wind up needing to let Findekáno come by again or something; it shouldn't be hard to make sure you always have a place you can get to that nobody but you and me can teleport to.
...hm? No, different thing, none of Findekáno's business. Not really yours, either, but you might notice, and I don't think letting it be a surprise like that is a good idea. Species difference; private; not something I'd usually talk about at all - not dangerous, just awkward, but you might find it alarming anyway if it is a surprise.
It really doesn't, but I should probably tell you anyway - kobolds' reproductive cycle goes with the seasons; most of us just aren't interested most of the year, and then in summer we are. I'm still not interested in anyone outside my species even then - she looks vaguely disgusted at the idea - but it will be on my mind, unless I do something about that.
The logistics don't work very well, but I might be able to make that happen, or there's a couple other options for dealing with it - no very good ones, but if it's really going to be a problem I can make it not be.
...I'm female, if that helps anything. She winces slightly as she says it.
When Findekáno and I were getting the magic forms we talked to one of the other Speakers for a little while, and they want to come and see me next summer and I bet at least a couple of the others will too. But if they're gone often it's likely someone'll notice and get curious, and if someone notices them teleporting out or one of the mages notices whatever enspelled object I make to let them come see me that's not going to be good at all.
Did that. 'I'm telling you this because I think you'll notice anyway and if it's a surprise it won't be a good one.' Didn't, uh, work. And pointing out that there was a solution that would make it not come up at all didn't either, I think they noticed that the solution was also not perfect.
Yeah. Hugs.
They really just aren't okay with people doing things for them, huh? Like, taking care of them. That was part of it, with this. And I'm starting to really worry about them going back with their siblings - they say they're going to tell them what they need, but... not sure how much I should be trusting that.
Mm.
And my first instinct there is to ask how I can convince them that they aren't doing that with me, but - not sure they're actually wrong about the burning out thing, if they're noticing signs of that. Sigh. Lean. I think I have more endurance than they're giving me credit for but that's a solution to a different problem than this one.
Yes, lots of those.
It really could be worse? A Speaker can stand in for a healer, in a pinch like this, we have a lot of the same skills. But it's not all the same skills, or the same approach - I don't have the experience with someone who's fragile like that, or impaired and doesn't have good ways of accommodating it yet, or so early in the post-tramua transition period that there's no real way to know what they'll be like afterward. There's ways of dealing with those well, but I don't know them. And - I'm learning, I think I'm actually doing pretty well, so far, considering, but it's hard, seeing the problems so clearly and not knowing how to solve them, or not really having good solutions.
Oh, pretty.
What we're probably going to want to do is use kind of plain patterns for common magic, so it isn't too distracting, and then use fancier ones for things it's important to notice - I haven't had a chance to see how the detection form handles your world's magic yet, so I don't know what exactly, but about like that. Probably the curls for my world's magic and the backlit glow effect for most of yours, since it's easy to notice magic things that're far away with that one.
Hm.
The sense makes them easy to notice because their minds are so different, but if that's the only difference, it's not a useful one - my kind of magic can only detect things about peoples' minds if it's cast on them. But if they're intangible - regular spells can notice the presence of minds, even if they can't notice anything about them - a spell on the inside of your walls, maybe, so maiar can't go through? If they can even be teleported when they're intangible, which, I have no idea. A spell like that should at least be able to warn you, though, unless they can fly or something to bypass it.
...I could, actually, build a cave with teleportation magic. It'd take a while to make one city-sized, though - less if you know ahead of time where you want the buildings to be, maybe, I can just leave the stone for them there - I think I'll need to try it somewhere to see how fast I can go, before I can say whether it'll be practical or not. And we'll need someplace to put all the extra stone.
So, plant seeds grow into the same kind of plant, if you bury them in a good spot with light and water. And if you want you can take seeds on purpose and plant them and then get a row of that plant wherever you like, if the conditions are okay for it, so you don't have to travel as far to get food.
I'd be a little surprised if none of it did, but it probably isn't safe to check, anyway. But, yeah, I'll definitely at least bring over stuff I might need, and teach you what to do if anything happens that I can't take care of myself. Not that I know all of it, but what I do, anyway.
Hm? Oh. Magic doesn't come into it at all, actually. Most of it for illness is just about keeping someone safe and comfortable while they work through whatever's wrong with them - we do heal naturally, it's just slow and we can't direct it - so it'll be things like what plants are good for pain and nausea and making someone sleep, and what I will and won't be able to eat if I'm really sick, and what to do if I get dangerously hot or cold and how to tell if I am.
I think I told you, they aren't really sure this is real? And that makes it hard for them to take things seriously enough, they've mentioned. And how they want to handle things with their siblings is, just... not let them know things, pretend they're fine, pretend they're keeping secrets for fun if they have to - that sounds really dangerous, to me, for them and for their relationships with their siblings both, but they think it'll hurt their siblings less than being honest with them and letting them support them through stuff - which might well be true - and that that's more important than the relationships, which I'm kind of skeptical of. And - under normal circumstances that'd absolutely be their call, it'd be very clear what I should do and that'd be to support them, but this isn't a normal circumstance, their judgement is impaired. And I'm not sure - where the line is, how much I should be using my own judgement when it conflicts with theirs, how much I should be pushing them them to do what I think they should be doing or at least not do things I think they shouldn't. I don't want to at all but I don't want them to get hurt, either, and knowing so little about the details of things doesn't help at all... this is really hard.
Yeah.
Yeah, it is.
He's not going to damage his relationship with his brothers, for what that's worth. Fëanorians - there is quite literally nothing he could do to them, or ask them to do - I don't even think that's entirely a positive thing but he's right to be sure of it.
He's also - not going to lie well? if that makes any sense? They'll know what's up but take cues from him about how he wants them to act, and if he wants them to act like nothing's wrong then they'll do that, regardless of how much they know about what's going on. And it makes sense that at this point he wants people to act like nothing's wrong, if he can't trust them to lean on.
She squeezes him back. Oh, believe me, I know. I'm just used to it being a little less direct than that.
So in the case of letting them lie to their siblings, it's not really a mistake and even if it is I should let them make it. The case of them agreeing to let you come around seems a bit more complicated; I'm not actually sure I know all the parts yet. I am pretty sure they're going to say yes even if they ought to say no, though.
Parts of it. Even the parts I know I'm not sure how they fit together yet. And parts of it I'm pretty sure I shouldn't tell you.
Fear, though. One of the things that came up today is that they really can't tolerate other Eldar being mad at them, at all - bad associations. I'm not sure how deep that goes, but from what they've told me it's likely to be especially bad with you; you not being there at the time doesn't seem like it'd be enough to make denying you something you want feel safe at all.
Nod. That's really the biggest part of it. It's a little more complicated than that - it's more five or six different connected things than one thing - but basically that, with the complication that they still care about you and want things for you even when I'm pretty sure that's not actually a factor. They care a lot about you being safe, for example.
I haven't been asking, they find it upsetting... it seems like it doesn't take much for them to get at least some memories back, though. And they trust your judgement in a way that makes sense for the kind of person you are, when they're calm enough, and they know enough to know that they wouldn't be able to hide things from you the way they're intending to hide things from their siblings.
Mmhmm. Which is part of why I want to be careful about it until they're okay with saying you can't come and with asking you to leave - they're doing pretty okay with that right now - I think they're actually talking about it less than might be best, trying to spare me - but it'd be really easy and probably really harmful for you to push them too far.
Hug. I suspect they'll want to see you sometimes, though. I think... right now there's still a few too many - complications, hard things, things they haven't figured out how to deal with yet that you'd remind them of, but when that's less true, I think it's actually going to surprise them how okay they are with it.
I'll see if I can figure any out. Right now... she considers. Still too much, I think. If I'm putting this together right it's more about them than about you, having you there at all would be too much. Portals should be okay, like that first time - they might not want to be seen, either, depending on what exactly just happened.
She tenses, then intentionally relaxes, sighs. Probably should. It's, um. She makes a face. So, kobolds have a reproductive cycle that follows the seasons. It doesn't matter to anything, but it occurred to me that they'd notice, and that definitely wouldn't be a good surprise. Telling them wasn't very good either, though. And - there's... things I can do about it, to make that not happen, and I thought telling them about that would be enough but it wasn't, they just started trying to find ways for me to not have to. Which was. Very awkward. And I should probably have been more patient with it than I was, but. She sighs.
One of the things that happened during that, that I'm not entirely sure how I should be interpreting, was that they asked if I knew of anything that'd work like that on Eldar.
They wouldn't take things as well from me as they would from them, is what they've been saying. Probably they either don't trust me not to say too much or don't want me involved with those relationships just out of personal preference - both of those seem pretty reasonable to me.
Yeah, definitely. They're useful to work on magic with, though, especially since I can bring what I learn there back to your host, and I want them to be used to having me around before Maitimo goes back. I'm not even trying to get to know them personally yet, mostly; I think there might even be one I haven't met at all.
Basically the spell will make it look like Huan is glowing, or covered with lights or swirls or something; I can make it look different ways, and I'm still figuring out the best ways to make everything look - if we need to be able to notice some things at a distance or tell them apart easily or not be too distracted by them. So I can give you a spell that lets you notice Maiar today just fine, but when I've got that all figured out, the spell I'm going to be passing out to everyone will probably show them differently. Which might be important if you end up needing to share what you see that way with other people.
She takes a few seconds, back at the Ñolofinwëan camp, to let the cheerfulness fade back to its natural proportion relative to her other feelings, and then opens the portal to check on Maitimo. I'm back, she sends distractedly as she waits for her eyes to adjust to the cave's firelight, no problems, Maia show up fine.
When I went to the Ñolofinwëan camp, practically the first thing Findekáno said, before I'd told them anything at all, was that having two people who both need to be doing right by everyone we interact with living alone together was obviously going to do this. I don't want to care less - even if that fixes it it breaks everything else that matters - but we can probably figure something out, for when even the best thing isn't really good enough.
Again, you really aren't. I'm not going to stop wanting you to be okay or wanting to help with that, not from this kind of thing. If you were trying to upset me, that'd be different - and even then it'd take a lot to make me give up - but I know you weren't. It's not personal, it's just a thing that happened, I'm not going to hold it against you, that wouldn't even make sense.
You find me aversive and unpleasant to be around, even if you do not consider me blameworthy for this. And not specific to this, but in general, over the last while, and eventually this results in us having a relationship that's based entirely off fulfilling what we respectively regard as duties, which you'll do tirelessly even while not liking me, and I am pretty sure I would once have considered that very bad.
Oh. Uh, hm. I'm not sure where you got that idea, I really don't feel that way? Not mostly. It's... I'm not trying to like you, right now? That doesn't matter for this and you have other things that are more important to be worrying about and there'll be time for it later, it hasn't been something I've been thinking about one way or the other at all. I don't dislike you; you're right that I'd be trying to do right by you as a tribemate even if I did but I don't; I'm avoiding you right now because I don't want to hurt you, not because I don't want to be there.
She sighs. I'm going to keep using my definition of 'harm'? I think it's a good idea to do that even if you don't agree? I'm not going to argue with you about where you are but I am going to keep acting like you're out of Angband and going to stay that way because it is in fact true? Probably that last one. If it's hurting you for me to do that and there's something else I could be doing that wouldn't, I'm open to suggestions.
And off she goes to do them. It's crowded, in places, but everyone's giving her enough space that she can mostly manage anyway - not that she approves of the vaguely-awed looks she's getting, but that's a problem for another day.
Eventually: Starting to get late; is there anything else urgent for tonight?
I have been thinking about what stage of recovery I want to present myself as being at. If I'm still acting weak and sick then people might not touch me because I'm fragile, and they can write off a lot of my gaps as delirium, but they won't listen to me. If I pretend to be okay it'll be weirder if I slip up.
Someone being sick or needing help isn't a reason not to take them seriously, among kobolds. It's a reason to make sure they have the help they need to be able to do things - which sometimes means having a Speaker or healer around to help them out with making decisions, if they need reminders or whatever - but if someone can do a thing they can do it, it's pretty straightforward.
Mmhmm. And if you did have delirium other than maybe the very mildest sort, I wouldn't actually be going along with this, because I don't have that kind of knowledge. But you don't, so all I'd actually be doing would be vouching for the fact that the impairments you do have aren't relevant.
...not what I meant. You don't have delirium, you have a different problem than that. You can think fine, once you have the information you need, and you can tell what information you need. You need to be careful about taking this seriously enough, but I think I'll notice if you aren't, and at least while the war's on I don't think that'll be a hard problem to fix if it comes up.
She stays up for a while longer, taking care of the first set of pinning path spells and handling some quiet chores around the cave, and then goes to sleep as well.
The following morning proceeds as usual, and when she's settled in to eat her breakfast - you know, asking me to get closer to you is really not fair when you're planning on maybe killing yourself.
She gets them to show her a couple examples of magic items from their world; it's straightforward enough to add that to the magic-vision spell, so she does, and offers them an updated but still probably not final version of it. And when it gets close to lunchtime, she asks to be taken to another room to add to the paths.
Asking's fine, but it's okay to make me switch if you're worried. Um - I'm not sure what Eldar need, for kobolds if we stop eating altogether it's serious after two or three days and an emergency after five or six; I can't get by indefinitely on one meal a day but that'll be good enough if there's a temporary problem, two is better. I don't think this is going to get that bad, but it is how I tend to react when I'm very stressed, so it's a good idea for you to know anyway... someone bringing me food and sitting with me while I eat it is almost always enough to get me to; if I ever don't respond to that you should probably take that seriously, too.
Okay.
She's been keeping an eye out for out-of-the-way nooks to hide in when the crowd gets overwhelming; she sets a portal up in one of them and sends the location to him. Gotta do the other side, be right back -
She goes back to the cave, sets that up without comment, retrieves her dinner, and teleports back to sit with Findekáno.
"Okay. I think it'll be good for your brothers to have you back, even in pieces, and I think you'll recover a lot. In the meantime, you two have this really unhelpful thing going on where you hate making people miserable and the reality of your situation makes the kobold miserable and you vary both in your capacity to lie about it and your interest in doing that. Have you considered living with people who won't be miserable -"
And eventually: he's just saying all the awful things he experiences so he can get peoples' reactions and figure out which of those things it's most important to hide. He needs an outlet to do that but I don't think it has to be you.
And if it helps any he doesn't think that he ought to die if he's useless or anything, he certainly wouldn't want useless people to die and his host doesn't - usually - act like they think that, they're certainly good to their own regardless of their condition. He just wants to die in case the god of the dead can help make him better.
She thinks about it.
I think it'd do me a lot of good to spend more time here - spend the night as a regular thing, maybe do my cooking here or just bring everything from my pantry and let your cooks handle it for me, that kind of thing. Having other people there... might work? I'd want to talk to them about it first, I know they have some problems interacting with other Eldar that they don't have with me but I'm not sure how serious that is, among other things.
I used to be really good for this kind of stuff - I get upset, but I don't mind being upset, it doesn't - didn't - hurt me, I'd be fine again afterward. And I seem to have lost some of that since I was exiled; it used to take a lot more for me to get to the point of having problems like I did last night.
Hopefully that's temporary but if I keep pushing myself it's less likely to be, so. She sighs.
She snuggles up and thinks.
- I need to start eating normally again. That... I've been doing a lot of things, where, if it was one of them, it'd be fine, if it was two or three of them it'd probably be fine, but I can't do this many. And food's a big deal for me, even if the only thing I was doing was changing my diet around like I've been doing that wouldn't be great for me. So, not that. I'll start eating here.
And she's sat with and held and sung to. She's not very responsive, exactly, but does hum along a bit, particularly on songs that are familiar by now.
After a couple hours she thanks them and goes to find something for breakfast, and finds a place to sit where she can watch the bustle of the camp as she eats.
Mmhmm. She hugs him one more time, and then goes.
The fire in the cave has burned low, dim enough that the lights from the wall decorations and Maitimo's sunset-viewing portal are the primary ones in the space, and the cave's natural chill has started to reassert itself, though not yet to the point of being uncomfortable. She swears, startled, and sets about rebuilding it.
Probably not all the same ones; they're pretty focused on things that'll be useful right now. But I could do portals to their workrooms, if you want, I'm sure they'd agree to that - I'm a little surprised you haven't been talking to them more often, actually, you were expecting them to sing to you and stuff.
All right.
I'm going to want to talk to Findekáno about it before I teach any of your siblings the magic - we talked about your oath a little yesterday, and I don't think that's a problem - you already have weapons, being able to cast for yourselves won't make you less able to do it cleanly if you wind up sworn to kill someone other than the Enemy - but I want to make sure I'm not missing anything.
I'm not sure I can; I don't know what happens if a spell tries to teleport a Maiar without a body and I don't have any other forms that'd be useful. But detecting them is easy enough, they show up just fine to the magic detection form. And if nothing else I can make the walls light up when a Maiar goes through them, that'll help even if I can't do anything better.
She's up before dawn, as usual, and seems to be more or less back to normal.
I'm going to be making some changes, she says as she gets out of bed, to take care of myself a little better. And eating more like I normally would is probably going to be the most obvious one. That probably means I'm going to be eating around you less, is that okay?
Mostly the same as it has been - keep working on your siblings' list of things to be done, ask about that portal, get another room for your path, back here for lunch, work on the Ñolofinwëans' city in the afternoon. I can probably fit something else in there if there's something you'd like me to do.
And they talk for a while. Nelyo's entirely normal, it's a little worrying because obviously it's not true but at least he can expect Nelyo's sufficiently in control of the situation to be projecting how he wants to be responded to.
And eventually she'll want lunch; he's hardly moving.
I think - but I'm not sure - that they've seen enough of what war is like that they'll prefer to keep things as peaceful as they can if something unfortunate happens with the oath, if it lets them, and the magic means they can be more awful to people if they want to but it also means they can be more gentle if they want that, too, so I don't think it'll necessarily be a problem there. But I don't know for sure and you know them better than I do. And there might be other problems I don't know about - I don't know what your plans are for maybe being in contact with them or anything.
This is... good? She's still pretty nervous about it, and more than once has to go a little ways off and lie down and pull herself back together. After the second time, she explains why - that kobolds aren't meant to be alone, that she was exiled over a misunderstanding, that she's having trouble adjusting to being around people again, that her twitchiness isn't because of them or anything they're doing.
Back she goes. She shows him the room and gives him a spell to teleport to it.
How do you want the one to stop people from touching you set up - do you still want to be able to suppress it? ...I guess wanting that will work as the trigger, or I can do something else if you'd rather. And keep in mind that if it's just suppressed you'll need to practice some before you can suppress it while you're distracted.
And - home.
He tries not to react to the surroundings - he's still going to avoid anything that could possibly be strategically relevant - and he suppresses the touch field in time for Tyelcormo to touch him - can't slip up, can't slip up, even people who say they'd rather not be lied to will fall apart if they get even an inkling of the truth, that is the most important thing to learn about people -
She follows right behind him, stands by the door where she won't be in the way if anyone comes through it without looking. Doesn't comment on the hug - he was practicing those for a reason, of course - but does keep an eye on him; she thinks the spell will kick in if he dissociates, but she won't be sure until it happens, or doesn't.
Last time I talked to them about being touched they considered it so obvious that it'd count as torture that they didn't even need to clarify that. They have been working on tolerating it, since then, but I'm pretty sure they weren't intending to do this as recently as a few days ago. Not like this.
She gestures to the abandoned plate. I'm not going to finish that; shouldn't talk about Maitimo over meals for the next while. I do need to spend some time with the Fëanoreans today, I was assuming I'd do that this morning; I don't have any plans for the rest of the day, I might go hunt and work on getting closer to the elves if you don't need me here for anything.
I think they're more worried about that than they need to be - I do fall apart sometimes but I bounce back really quickly - but yeah, I can get you started on that.
She explains how training as a mage goes, the unstable spell issue and how to break spells and the timeframe they can expect to see with that, and checks that they understand that they have to be very careful about who gets to be a mage, and then puts out her hand and trances.
Mmhmm.
She settles back into her habits - mornings with the Fëanoreans, afternoons with the Ñolofinwëans, busy all day with both. She teaches Tyelkormo the magic; she takes a day to experiment with tunneling, and they determine that it'd take a few years of dedicated effort for her to clear enough space for a city. She eventually decides that the most likely reason for Maitimo's concern for where she's sleeping is that he wants her closer to his host; she doesn't mind, but she does put in a portal to the Ñolofinwëans, carefully so it'll close if anyone else comes in, so that she doesn't feel so alone.
He pretends. He pretends with vicious concentration, can't ever ever slip up again, he pretends with every gesture and breath and word and thought. He relearns everyone's names. He is not concerned with where she's sleeping, and his attention is spread too thin to notice she thinks he is. He is pulling together all of the pieces of the lie he will need to live forever. It hurts, but it's a background buzz compared to the hurt that is continuing to exist at all. His brothers are relieved. They eat better. They sleep better. They train a few dozen people as mages and they practice together.
Time passes; it gets colder. The experimental greenhouses work perfectly and are reproduced in both camps; food still isn't abundant, but nobody has to go hungry. The kobold keeps making friends among the Ñolofinwëans and suggests some of them to be mages. She finishes the magic-vision spell; she works out a spell to teleport people home when they're injured; she distributes those and the arrowproofing spell. And after a couple months, during one of her regular check-ins with Maitimo:
Y'know, I think I'm pretty much okay, now.
And so she has the flu. She spends most of it asleep, though for all but a few dicey days near the end she's awake and coherent enough for at least a little while each day to answer questions and give directions.
I should be back to normal soon, she eventually reports. I'll be weak for another couple days, but it seems to be over aside from that.
Dunno. Lots of things can make it worse - not having enough food or enough variety of food or not being able to stay warm enough or having something stressful going on - but people get sick even in good years. Something does obviously cause it, though, usually several people get sick within a few days of each other in kobold tribes. And different kinds of diseases happen at different times of year, too - mostly winter.
It's, um. Cultural differences are hard to explain? But kobolds really don't do... ownership, debt, that kind of thing. If we want to do a thing we do it, or if we want the result of doing a thing, there isn't any, like - she struggles with the concept for a few seconds and eventually comes up with - obligation? We don't do that.
Yeah, I think so. But, like, it's cool except for the fact that I really don't understand those things, and trying to deal with people who do think that way - well, you guys are probably not going to try to kill me if I mess it up, but that's happened, and now Maitimo apparently feels obligated to me and that's kind of terrifying.
Well, because it does seem meaningless, and that means I can't tell when the people who do understand it will suddenly get upset. And I'm new to being a mage; back when that was happening I was the least dangerous person around, not the most, so people getting upset and sometimes violent was a big deal. And even now I still don't know what'll happen if I react one way or another when it comes up - I'm harder to hurt, sure, but that doesn't mean nothing bad can happen.
Her ears go back, and she looks away and swallows hard - there's a very definite sense of her as someone who's used to being the smallest person in the room, with all the casual physical intimidation that that implies.
But at the same time - someone who's used to walking into a room where they're the smallest person, and at least sometimes walking out again with what they want.
She considers, then. There's only one thing I really want, and a couple very good reasons I shouldn't ask for it. It's fine.
She chuckles. Yeah. It seems like my world is about the same as yours, but some of the plants are different and you don't get giant animals - I can point stuff out as we go, if you'd like. We'll also need to watch out for traps - probably won't be a big deal, I bet you'll notice the tigerfolks' ones just fine if there are any, and elf ones are subtler but I can get you out of those, they don't work on me.
I mean we have like, moose - memory - and then giant moose - another memory, this time of an animal that stands rather taller than an elephant. And giant bugs and stuff. She sends a memory of a jumping spider the size of a housecat.
And elf traps are magic, so my antimagic means they don't react to me and I can just roll them up so you can step off if you get caught in one. They're not dangerous unless something finds you while you're stuck or you're still there when the elves come back to check.
They're kind of awful? They're really dangerous if you provoke them and it's hard to tell what might; we know some things, but it's like 'don't cut down trees', not anything that makes sense. And they tried to wipe out all the kobolds in the forest a few decades ago and we're still recovering from that, so I really don't want to take any risks with them.
Yeah. But I think that's a pretty small risk - we have lore going back hundreds of years and they've never done that before - and doing something that might provoke them is a much bigger one - we don't know why they stopped, and like I said we're still recovering, so we're assuming they'll be easier to provoke for a while to be on the safe side.
You can't use my kind of magic items while it's active, otherwise no. Mine's on by default, but you'll probably want one that's toggleable, you're less likely to run into unexpected traps and more likely to want to use magic things than they were assuming I'd be when they cast mine.
They spot a few more traps, and then the forest is empty of magic again for a while. Eventually, she directs him up a hill to check the view and figure out where they are, and declares that it's a good stopping point for the day. At this rate we'll probably be in range tomorrow. Which is pretty amazing.
I hadn't realized Eldar are quite that fast! We'll probably be in range tomorrow; not sure how long it'll take to get forms after that. ...also, we ended up talking about the elves a little, they don't want to wait until after the war to do something about them. I did convince them that we need to know more about them, first, at least.
Nod. We still don't know why they stopped, or what they thought they were doing when they started. I don't think there's such a thing as a good enough reason to make what they did to us have been okay, but there might be a good enough reason that hurting them back isn't the right reaction to it.
And off she goes.
The next day puts them in range of the village; the kobold's estimate of a couple hundred people was low, but not dramatically so, and there's also a variety of wild and tamed animals in residence, all of which are well taken care of but not all of which are particularly happy to be there. There's also some half-dozen mages, currently casting either light or telekinesis-ish spells.
All right.
The mages continue to do magic; after an hour or so they switch from light and telekinesis spells to fire- and water-generating ones. The village continues to be a village full of people with no private thoughts; it's mostly uninteresting, though he may notice the group of people discussing what if anything they should be doing about the recent spate of baffling giant animal deaths, or the elf who starts working her way through the animal population, feeding all of them and spending extra time calming the unhappy ones.
Mmhmm. I can go hunt in the jungle, anyway.
The mages keep casting fire and water spells. That one elf finishes her trip through the pastures and makes her way to the stables, where most of the animals are pleased to see her; she gears up a big cat - her big cat, and the cat is very protective of her - for riding, and they head out away from the village.
And lunch is acquired, and then the plant growth form, which turns out to be very useful indeed; while it's limited to what's physically possible for a plant to grow into and doesn't have immediate effects, it can make plants grow faster, larger, and differently shaped, produce more food, tolerate poorer growing conditions or take advantage of better ones, and even make plants produce different kinds of food - tastier, more nutritious, differently shaped or colored or flavored from the original - and breed true with the changes, if the mage takes the time to make the plant do those things, which are somewhat absurdly complicated.
Wow.
It is really, ridiculously complicated; it's going to take a lot of work to figure out how to use it to its fullest extent. For now it looks like they'll have the most luck if they stick to copying traits from one plant to another, for example making plants that usually don't start growing until later in the year handle the cold like ones that start growing now.
Making plants use light and nutrients and more efficiently is pretty straightforward and seems like it'll work out to healthier and slightly faster growing plants, if not ones with any particular resistance to disease or pests or anything, and they can also be made to grow faster and larger beyond that by working out how big and fast-growing plants do it and copying those traits over.
Someone will have to show her what temperature or range of them they need, but she can totally do that.
Anything else? Water and fire creation are pretty straightforward and probably don't need much experimentation; the teekay-like thing is weirder and probably more useful once they figure out how...
They certainly are.
The teekay-like thing: applies a simple force to the enspelled thing or whatever's touching it. You could fly that way, in theory, though landing gently is tricky enough that it's really not wise to. It'd be useful for moving stuff around if they didn't already have teleportation for that. As is, the obvious use for it is weaponry, making arrows fly faster and swords strike harder.
Yep! We got a better light form and four new ones. They must've told you about the plant one? We'll be able to do a lot with that, and we also got ones that make fire and water and one that sort of pushes things around, it seems like it'll be good for weapons and you can fly with it if you're careful enough about landing.
I mean, whatever's going on there can't be good, it seems like it'd be very easy for the Enemy to be doing something subtle enough that they just haven't noticed yet. I agree that I shouldn't just go steal them, but waiting for something obviously bad to happen doesn't seem wise either.
We just found them an hour or so ago, so we don't know much yet either; they were having a problem with monsters, but I don't know anything about what kind, or if we'd need to fight them if we were messing around there long enough to be noticed or anything. And talking them into evacuating probably won't work; they think the Enemy is protecting them from the monsters. We're going to try to tempt them out with a place with no monsters and better food if we don't come up with a better idea first. Or I can just teleport them out with traps, but the Enemy doesn't know we can do that yet, so we're not planning on doing that unless there's an emergency.
They might not all agree with each other about it, and they might not have a good way to handle that. If it was kobolds the ones who agreed with each other would just shuffle around and end up in agreeable tribes, but Eldar don't seem to manage that kind of thing that gracefully and I have no idea what these people will do.
A reassuring hug is in order here.
Not really - they agreed that there's not much we can do that isn't too risky, and then we got distracted; Maitimo wanted to see if there were any other new species, so we looked, and we found another group of the same one and then what I think was Doriath - very magical, and then it moved where my portal was looking, and I don't know if that made my spell a miscast or not so we stopped looking.
She considers. Thirty, maybe forty - I don't know much about how quickly people get good at casting, I never paid that much attention to mages. I could cast it in less than half that time, if I practiced ahead of time with the spell and was expecting the place to be weird and distracting, so definitely no more than fifty years, but that's the only thing I can say for sure.
Yeah, that's how it usually works - someone with a gift that they hadn't practiced before is about as good, to start with, as someone who's been practicing steadily for fifty years. And then keeps getting better from there; I haven't improved much, but I'm a little faster and more accurate with the sense.
Mmhmm.
Magical light: she can make lights bright enough to see by, now, that's pretty cool.
Magical fire: can get very hot; there is an upper limit but it's above what they can safely test.
Magical water: the spell won't pressurize water, but can make it very quickly if there's somewhere for the water to go when it's made, given a large enough surface to make it on.
Telekinesis-like thing: it's clumsy and spells are kind of stupid; getting something to go where you want it to without a person there guiding it along is hard and requires dangerous trial and error. There's a limit on how much force it can produce, but that limit is 'a lot'; things with a lot of energy in them being harder to control is the more relevant limitation.
Plant editor: very complicated. It's almost impossible to say that it can't do something, just that they haven't figured out how to do that thing yet.
Mostly not wanting to let the evil god go there, but also it seems like a lot of places have kind of fragile diplomatic situations, or sketchy things going on, or both - I don't want you getting distracted from the war, and I think it's going to be hard to fix those problems without doing more harm than good.
She'll check in at mealtimes for the next few days. For now, lunch, and then finding cities; it only takes her an hour or so to find three each of human, elven, and dwarven settlements, and then she brings the portals to Findekáno. The Fëanoreans are interested in getting more magic too, and I don't expect them to hide any forms from me, if you'd rather let them do it.
Probably, yeah. Okay.
Anyway, I don't know very much about any of these kinds of people; if we end up with questions that we can't answer just by watching them, I can ask the one Speaker who's a goblin, when I see them this summer, but they might not know either. Also someday soon we need to go get in touch with that other Speaker again, so I can set up that meeting.
She giggles. Yes. Most kobolds won't be around other kinds of people at all; Speakers are an exception but only a little bit of one. And they're going to want me to be safe, and I expect that to mean not in the world with the evil god. But they're used to this from me, if not quite on this scale.
No, they wouldn't; I can't even suggest it. I mean, I can with the Speakers, but they wouldn't go, and wouldn't be okay if they did, and I wouldn't either - not enough people for a functional tribe, even aside from the bit where that'd leave everyone else with no Speakers at all.
She snuggles up against him. That's what exiled means, for kobolds, is that I can't have that back. The other Speakers will be taking a real risk just coming to see me - I'm sure not all of them even will, it wouldn't surprise me if it's just one or two. I know all that. It's okay.
Good morning, she settles in a chair. I thought you'd want to know that the Ñolofinwëans are planning to send some people to my world, to get more spell forms from the city-building species there. They're working on learning the languages, right now, I'm not sure when they'll be ready to send anyone.
They might be able to get some that way, but I'm not sure they'll be able to hang around that close for that long without running into trouble. And they won't be able to get all of them in cities, and talking to people in cities is the best way I know of to find out where the others are.
...trying...to... Eldar, man, they are ridiculous.
Well, okay. Sounds like humans are more like kobolds than like Eldar, with this, which means it's important that the pregnant ones get good nutrition - shouldn't be a problem, they've got a bunch of plants tweaked for that now - and stay away from poisons and most medicines, and if any of them don't want to be pregnant, well, she knows how to make that happen for kobolds but there's no guarantee at all that it'll work for a different species; might be dangerous. Do they seem to have a heat cycle - are the pregnant humans all similarly far along? If so, the stuff that works to disrupt that in kobolds might be worth a try; if not, there is a plant that blocks pregnancy without messing with that might be, but it's not used often and she's not very familiar with how it works; that's an extra risk on top of the cross-species one.
Kobolds don't have that problem - they lay eggs; in the very rare case that there're more eggs in a given year than people who want to raise children the extra ones just aren't hatched. That is in fact really rare, though, maybe humans will be similarly open to the idea of adoption?
True, but it might still be the best option they have, the obvious alternative being to have Eldar adopt them. Which is also a horrible idea, people should be raised by their own species, that's important.
Some people who've actually raised kids should probably go teach the humans how to do that, at least the 'how to keep babies alive' part.
The plants aren't actually used for that, most of the time, letting someone who wants an egg have one is generally considered the better option. Look, this is weird and different and scary, that happens when you're dealing with a different species, panicking almost never helps. Calm down, tell the humans what we've come up with, see what they think about it all.
...
It is normal for humans, though. Having surprise people growing inside of them, not so much, and maybe this batch who didn't know the risk they were taking should be handled differently because of that - she should come by and see if there's anything she can do with her magic, surgical uses of it are hard but it won't be the first time she's been useful, maybe there's a point where the fetuses are big enough to teleport out and not big enough to have thoughts - but you do not lie to people about what they are, she's firm on this.
'normal' here does not mean 'typical of the populations', it means 'a thing that ought to be considered okay', if all humans were born in horrible pain that would not be normal, it would be common, a wrong common state of the world, it is not right for people to bear children they don't want and it is evil and it is a common evil but it is still horrible and wrong.
It gets more horrible if you think it is, though. It's the same kind of thing as how I can accidentally get sick, or how I'm easier to poison and don't heal as well - those're just true, for me, I don't think my life is horrible because of them, it's just life. If I thought they shouldn't happen I would be a lot more miserable than just what happens when they do - and they'd probably happen more often, 'cause I'd have a harder time taking care of myself in the right ways for them.
Sigh. That happens with kobolds all the time, if you count eggs. It's really not a big deal if your society is set up for it. And we are looking for ways to let them avoid it, too, but in the meantime I don't want them panicking that we haven't got one yet or thinking there's something wrong with them just because their species traits are inconvenient.
If we can give them things to let them choose, of course we should do that - kobolds have those, we just don't use them for that very often, because we have better ways to deal with the situation. But until we do, and if we can't, and if they decide they'd rather not use whatever we come up with - this is how their species works, and it's important that they at least have the option to feel okay about that. Like - it's okay if they're upset, but it needs to be okay if they're not upset, too, and I don't think they're being given that option, not really.
There haven't been any human kids, but it's twelve years for kobolds. And I know it's possible because kobolds do it. We have an advantage that we have eggs and that makes adoption really easy - it's practically the default, for us - but I don't think it'd be that much harder without.
And not all the eggs have to hatch, right? And you live two hundred years, are kids for twelve, that's one-twentieth of your life span. If it's worse than that for humans everything is much uglier, and we don't know how long humans live if they're the kind of thing that wears out.
Not all the eggs have to hatch, but really the only time that happens is if there's a famine or something and we wouldn't be able to keep babies alive anyway. Usually there's more people interested in kids than there are eggs to go around. And we live to a hundred fifty or so - closer to a tenth than a twentieth, and keep in mind that we're not really able to handle something as strenuous as raising kids for the last fifty or so years of that, too - and elders need care same as little kids do, and we don't reliably live that long. It's definitely something a society needs to take seriously, to make it work, but it can be done.
Mmhmm. We can make some guesses, though. Like, Eldar pregnancies take ten years, kobold ones take half a year, you're probably more like kobolds than like Eldar with that. And the babies will be little and grow fast and need a lot of food for the first while, and they won't be very good at doing things or understand what's safe and what's dangerous at first, so they'll need someone to look after them all the time - for kobolds they need someone to look after them really closely for the first two or three years and shouldn't be anywhere dangerous on their own for the next four or five, I'm not sure how long it takes Eldar kids to be able to handle that but I bet if you're more like kobolds with the other things you'll be more like us with that, too.
Okay. That all sounds pretty normal but for kobolds it's usually not bad enough to be a problem, just unpleasant. It is important that pregnant people get enough food, and that they get the foods they want if there are specific ones, and it usually helps if they can get as much rest as they want, have you been doing that?
Grief. Okay. Humans definitely get pregnant easier than kobolds. Triage, then.
I can do the maybes in big batches - couple hundred an hour if we're really organized about it, maybe. That's probably important for morale, but not for much else; we should encourage them to try to figure out how to tell on their own, that should be pretty easy if they're paying attention.
The ones who're having the hardest pregnancies should be asked if they want to try the plants I know about. This is risky and they need to know that, but they're already at risk and this might help, too.
We'll need healers. Kobolds do sometimes die from something going wrong in a pregnancy; I bet humans can too, and other than a few very basic things, I don't know what to do about that. If there aren't any Eldar who can handle it we can try going to my world and finding the Speaker who knows about that stuff - I'm not sure how much it'll help, but it has to be better than nothing. And for the babies, too - I bet human babies are going to be a lot more fragile than Eldar ones. Some of them will probably die, too, people're going to need to be ready to handle that and not freak out too badly.
They'll need to be taught about taking care of babies. I haven't actually personally done that; I should probably check over whatever they're going to be taught to make sure there isn't anything specific to Eldar in there, but I don't think I should be doing the actual teaching, it's not a good use of my time. And - I really don't feel like Eldar should be talking to them about sex at all, and I definitely don't want to, but they do need to know what does and doesn't run the risk, at very least.
This's going to be pretty labor-intensive, I should probably ask the Ñolofinwëans for help. Are the people here going to be able to be polite about that, or do we need to be careful to keep people away from each other?
Yeah. Worth trying for that Speaker; I'm not sure they'll talk to us, but we should at least go see.
Food and the sex talk are the very first things that need to happen - even a little bit of malnutrition makes pregnancies more dangerous and if we can avoid some of them that's important. I can go hunting for them soon, probably tomorrow, maybe this afternoon, and start going on a regular basis again, if that'll help.
I would be pretty surprised if that varied, yeah. Some people aren't interested enough in people who're the same type for that advice to do more than slow them down, but slowing them down might be all we need, here; worth a try. Also some people're more flexible romantically and can make it work that way, might be worth mentioning.
Uh, okay, so a man and a woman, if they have sex, are married, everyone can see it. That's the only acceptable kind of intimate conduct, a nice wedding after a yearlong engagement. People occasionally screw around but you're at least supposed to pretend you don't. Two men together, or two women together, is super evil, say the Valar.
Not sure I'm catching the actual significance of 'married'. It seems a little bit like partnerships but not entirely. Also did they say why? Because that seems pretty bizarre to me. Maybe less if you all know what each other are from the start - also super weird - but even then.
So, let's say there's something that's meaningless, right? Like, I don't know, putting a flower in someone's hair. But then everyone decides that putting a flower in someone's hair means you're claiming them as your property. Now, it's not that it's wrong to put flowers in peoples' hair, exactly, but lots of peoples' reasons for wanting to do it will be caught up in that, and that's how other people will interpret it even if that's not how they mean it.
And that's how the Eldar think about two men sleeping together.
Okay. I'm keeping an eye on them anyway, I'll probably notice eventually if it happens.
In the meantime, the problem at hand. The Eldar who're here probably have the best idea about how important the other things are and how long they'll take to arrange... I can be back as early as this afternoon to check the possibly-pregnant people, if they can get enough of them together that quickly, but I don't expect them to - if they don't have anything else for me to do I can get those plants - probably won't have enough of anything for more than a few dozen people to start with, but I can magic 'em to regrow fast... I should probably just go talk to them but I don't especially want to.
Yeah, but... I think you're not giving the cultural difference enough credit. The humans are having a rough time because this is a surprise, but the underlying situation is pretty similar for kobolds, and it's close to unheard-of for an egg to go unhatched just because nobody happens to want it, and really rare for anyone to feel forced.
That's nice for kobolds that this thing which is incredibly dangerous and damaging under many circumstances mostly turns out not to be. But still. Getting to choose whether to make a child is way way better. And even if usually everyone wants an egg, they don't have to, that matters.
She puzzles over this for a few seconds.
...and where those things could be solved, if people didn't think about them that way. And I'm coming from a place where lots of problems can't be, or where it'd be genuinely too risky to try to, and people have to learn to go on with life and be happy anyway.
She leans against him. I mean - kobolds, that doesn't really come up? And if someone wants to go try to solve a problem like that, that might not make them very popular, but nobody's going to stop them, I'd know, I did that. Repeatedly. But, like... you mentioned having choices? The choice to say, okay, this is enough, I'm going to be happy with my life the way it is - that one's important, too. And hard to do, if people around you are freaking out about how bad things are.
Sigh, hug. Yeah. I think it won't be a problem once they're used to the idea and have more ways to handle it - kobolds do just fine - but they didn't know, like, at all. I have some logistics worked out with the Eldar who've been working with them, but there's a lot of things we don't have good solutions to yet.
Kobolds do adoptions, practically by default - we lay eggs, that makes it really easy, humans don't have that advantage but if someone really doesn't want a kid that shouldn't be a huge problem. I don't know that there'll be more humans wanting kids than there are kids, but I think it'll at least be close, if we can get things set up to make it easy for them.
Grin, nod.
So, humans. The other problem is that they seem to be a fragile species in general, like me; I know Eldar healers aren't used to that, but they're still probably the best thing we've got; pregnancies aren't very dangerous, at least for kobolds, but they are somewhat. There's also a Speaker who knows more about healing than I do who might be willing to talk to us; I'm thinking I should take a group of healers out to ask questions, if they are.
She nods. And the other thing they're going to need is to be taught how to take care of babies and children, since they've never seen them before. Practical stuff, as generic as we can get it since we don't actually know what human babies are like either; I should probably help with that, but I can't contribute much directly since I've never actually raised kids.
... all right. Let them know I'm going to try to arrange a trip out to talk to a Speaker who knows more about healing than I do - I'm not sure how long that's going to take, but probably a week or two, and they should go see the humans first and figure out what questions they want to ask.
After half an hour, she switches over to something more productive; she stays until late in the afternoon.
The next week is a flurry of activity. The kobold identifies pregnant women while the healers identify the best candidates for trying various remedies and the ones who need the most careful observation. The kobold works out an approach to providing magical abortions; with no way to know if it's safe, she's not willing to try it on anyone who's not already in considerable danger. She takes Findekáno out to talk to the nearby Speaker again, and then invites Tyelkormo to give her a lift to the healer-Speaker. And in between everything, she keeps an eye on Maitimo.
Well, that's all she can ask, really.
She gathers plants. Most of them don't have seeds yet, but they start planting the ones that do. They start experimenting, carefully. Some work; some don't; some have unacceptable side effects. One or two turn out to harm the babies; this leads to her explaining that with fragile species sometimes people are born with impairments even when everything is done right. It's not a fun day.
The agreed-upon day to meet the Speaker comes. She settles the healers in a portal tent a few miles away, brings one of the least intimidating of her friends to serve as a relay and example of her species, and waits.
Remember, she tells her, don't make eye contact; pretend they aren't there until they're clearly acknowledging you.
Okay.
A little while later, another kobold emerges tentatively from the underbrush, this one a little taller with chestnut-brown fur just starting to go grey around the muzzle and ears. They stay there for a moment, looking wide-eyed from their friend to the Elda, and then they speak: "C'mere, you."
She goes, they hug. After a moment the new kobold breaks it off to check that the Elda hasn't moved.
"Elda friend, safe."
"Okay." They check again.
"...Elda talk, okay? Think talk."
"...Okay."
Say something to them, they're nervous of you.
Okay. A star shines on the hour of our meeting, kobold.
They look up, confused, at the morning sky.
Greetings, I mean.
Okay. The other kobold gently leads them to sit on the ground and leans comfortingly on them; this helps, somewhat.
Your friend has been very nice to us, we really appreciate them.
...
We're trying to take good care of them, they said you might be worried about that.
Yeah. Thank you. They wrap an arm protectively around her.
You're welcome.
You wanted to know about how to take care of pregnant people?
Mmhmm. They said we should have questions for you?
Yeah, what do you want to know?
And there are questions, most of which have answers. When they run out of them, the kobold sends her Elda friend home, spends the rest of the afternoon cuddling and catching up with her Speaker friend, and then looks for Findekáno to perhaps talk to over dinner.
Nod. They suspect it's dissolving - part over me having been exiled, part over badly the chief handled themselves for the rest of the summer last year. Apparently a lot of people switched to different tribes at the end of the season, and they're kind of expecting even more to switch this year - enough that they won't be able to keep it going.
Well, they and I were the only of the previous chief's egg-children to survive the war with the elves, she snuggles a little closer, and then I went and disqualified myself by learning to talk, and nobody else had been trained for it. And they did a good enough job that people stuck around - I helped, that seems to have been more important than I realized. I thought a couple other people would step up to handle it when I was gone, and it sounds like they tried but it wasn't enough.
It's not a rule, exactly, for us, but it is a tradition and my tribe tends to care about those. I think if the old chief hadn't been so close to retiring when I learned to talk they would've started training someone else, but there wasn't really time, it's not something you can just pick up in a couple years.
Nod. So this is what we ended up with. Everybody'll be okay, the other tribes will take them all in no problem, but it's weird to think that my tribe probably won't exist any more in another few months. Or that I might've been that important to it - that's not supposed to happen.
People aren't supposed to be so important that they can't leave without the tribe falling apart. It's - sort of, peoples' individual safety and the tribe's safety, both at the same time? Being able to switch tribes is important; you can't treat people too badly, knowing that they'll just leave the following summer if you do, and at the same time there's, sort of, less pressure to let people get away with things if they can just switch tribes and find one that'll be okay with them doing what they want - that one's more complicated, though, if a tribe is driving people off like that they'll start having a really hard time getting people with good skills and talents to switch to them, and they might even have extra people move out because of it.
It was a very evil thing to do but it took the Enemy a long time and a lot of careful manipulation to get my uncle to the point of doing such evil things and I like to think if he'd lived he'd have - not regretted them, my cousins don't regret things, but preferred to think he hadn't done it and wouldn't do it.
It can't, no, because of mages and spellbearers both; the guards, for example, are similarly unarmed. When they spot him, they confer for a few seconds - "What is that?" "I have no idea." "Titan?" "Probably not. Amizo, go get a mage and tell everyone to take shelter." - and then one of them heads into the village. The remaining three resume their positions and wait for him to approach.
If he's reading their minds even a little bit he'll notice that they're kind of expecting him to morph into something scary and attack them at any moment, they're actually being pretty nice considering.
"Hi! I'm Ilu, is everything okay here?"
"We need Fimere, actually. Or Mimale, if he's busy," says the guard.
"Thank you for your patience." And off she goes.
The guards aren't inclined to make small talk. After another couple minutes, another elf appears. "Hello?"
"Mimale, this is Tyelkormo; he's from very far away and claims to be able to talk to animals. Tyelkormo, Mimale is one of our animal caretakers, I'm sure she'll be able to help you."
"How exciting," says Mimale.
So they do that.
"This is Nidela, she doesn't talk much but she's very good with the animals. Nidela, Tyelkormo is from very far away and can talk to animals; he wants to go see that lynx you've been worried about. Want to come?"
Nidela nods, "hi."
They head off to see the lynx, and Mimale explains as they go: "He turned up over the winter - we think he got lost, one of the scouting teams spotted his tracks and brought him in. We don't get lynx around here, so we don't know the best way to take care of him, and we don't want to just turn him loose again; we're trying to find a way to send him back north where he belongs."
"Better den," Nidela adds.
"Yes, you're probably right, but we don't know what kind of den he needs."
And so they go talk to him. He very dearly wants to go home, but a proper den made out of rocks rather than the too-large wicker thing they've given him and some tweaks to how he's fed - Nidela was doing it mostly right, but he needs a couple more changes and everyone to do it - would make things much more bearable in the meantime.
The elves aren't sure they'll be able to build the kind of den he needs; they aren't used to working with stone.
Nidela gives Mimale a look. It is a very 'I told you so' sort of look.
Then she tries to work out how to ask if it'd be better to let the capybara go or try to catch her some friends, and her thoughts are perfectly clear on it right up until she tries to put them into words, at which point the whole process starts looking remarkably like what happens when he tries to read.
"All right," says Mimale. Nidela takes another second to clear her head, and then adds, "thanks."
She leads the way to the next animal. They have quite a variety; the ones with the worst problems have correspondingly tricky situations where it's not obvious what the best thing to do for them is without more information, but after three more of those, the next pasture Nidela leads them to contains a pair of giant rabbits that are being kept well and are mostly okay but still want to be free, and Mimale explains that they're being kept as breeding stock, with their offspring being returned to the wild to help stabilize the population there.
"Okay," says Mimale, increasingly overwhelmed at the proceedings. Nidela just grins and leads them on.
Most of the rest of the animals are similar - breeding pairs who want to leave, being kept so that things can be done with their offspring; usually the offspring are to be released into the wild for various reasons, but a few of them are kept to provide food for the carnivorous animals - Mimale assures him that elves don't eat meat - and one of the pairs is kept to provide them with mounts. They vary quite a bit in how likely it seems that they can be replaced with animals who'd agree to be there. There are also a few personal pets who're dissatisfied with various mostly-minor things that their owners are doing, another few injured or otherwise not readily releasable animals with less pressing problems than the first few, and a couple cases where the animal in question is actually just fine and Nidela had misinterpreted something.
Sometimes the animals they need to keep to do their job of keeping the forest running well are carnivorous; also carnivores tend to make the best mounts. They breed animals to feed their carnivores rather than hunting for them because it's less disruptive to the ecology that way.
These ones are happy. Would he like to meet Nidela's mount Ila, who is a giant lynx? She's very happy. Nidela leads the way back to the stables.
Mimale explains, as they go, that elves exist to look after the wild places of the world, and this outpost in particular exists to do that here; city elves tend to be much less religious, though lots of them still make pilgrimages.
"Mmhmm, it's a spiritual duty for us."
Nidela has no comment. Nidela is not, in fact, religious; everybody thinks she's very very religious (ugh), because she's so good with animals and spends so much time in the woods, but in fact she's just here because the city was too crowded and noisy and overwhelming.
"Yes, we very much appreciate you stopping by."
And here they are at the stables. Ila is at the moment most concerned with her elf; here is a stranger and Nidela hates strangers and is Nidela stressed out about the stranger, does Ila need to lie on her for a while? Chase him off? No? Huh. Okay. Weird. What is the stranger like?
Nidela can't speak to Ila per se, but they have a pretty decent pidgin going on; Nidela assures Ila that Tyelkormo is nice and respectful and also useful, and encourages her to go meet him, so she does.
"It's no inconvenience; we'd much rather have animals who're happy here."
Nidela thinks that this is only mostly true - they could be doing a better job of that if they took her more seriously, but she knows what she'd have to do to make them do that, she did it back with the kobold thing, and it is such a pain and really not something she can keep up for long, so. Compromises. (Ila pushes her over and flops across her chest.)
Most of the elves hide indoors again when he visits, but the few that don't are awed at how he can get wild animals to just walk right into their pastures. What is going on. Maybe gods do exist?
Nidela is frequently away during these visits, but when she's not she comes out to say hello and meet the new animals. Once, though, after a few weeks, he catches her ruminating about the kobolds, trying to work out if she could have done something different and gotten the council to agree sooner to stop killing them, or not hex them, or something. But the problem is that the other elves think she doesn't know enough about what's going on in the village to comment meaningfully on what they should do, and they're right, the things she knows she's very sure of but trying to keep that much stuff in her head means having to give up on having enough detail on any of it, which is deeply counterintuitive for her and also, in her opinion, doesn't really solve the problem, if that is actually what the problem is. But she does know what she knows, and they could still pay attention to that and fill in the gaps themselves if they really wanted to, but, no, apparently not. She finds the whole topic pretty distressing; Ila is pulling out all the stops to keep her calm, but it seems like this kind of thing is a common enough occurrence that she's not freaked out by it.
Nidela snuggles her cat and works at making words come together. "Kobolds steal," she offers eventually. "Stole tree blood" - maple syrup, she's thinking about maple syrup. "Ritual thing. Everybody mad." This is the worst reason ever to kill a bunch of people but she's pretty resigned to the fact.
...not as much as you think? I barely remember the war, I hatched during it, most of what I've seen is what came after, which is - still bad, but less directly about them. But I grew up on the idea that elves are all monsters, it's hard to figure out how to deal with the idea of one that isn't.
For most kobolds, not much. But I might well have gone and tried to figure out how to talk to them, and most likely gotten myself killed. That happened, in the first few years of the war - Speakers are prone to doing that kind of thing, it's part of why there are so few of us now compared to what there were.
...let me think about how to even explain it, now that I think of it you don't seem to get them here at all...
There are species that are monstrous, but only a few - dragons, rocs, giants, that kind of thing. Most monsters are unique - some of them are similar to animals or people, some really aren't, some of them breathe fire or are venomous or make you sick if you get too close, it's hard to tell how dangerous one is just by looking. All of them have territories and usually just stay there; they're hostile if you do run into one, but if you're familiar with the area and there's not one around, you're pretty safe. But they do move around sometimes, so if you run into something unfamiliar it's important to be careful.
The three elven cities appear to be members of two different civilizations; two are members of the same one and the third is the capital of its. 'City' is a fairly loose translation; the elves live in gigantic - just utterly huge, obviously magically enhanced - live trees, with platforms built in the branches and rope bridges strung between them. They don't appear to have an industrial base practically all; almost everything they use is plant-based, and usually in a very natural state; the wooden items look suspiciously like they were grown in their shapes, rather than being carved. There are signs of trading, though; things made of metal and stone are uncommon, but present, generally where a wooden item wouldn't be suitable for the task at hand rather than as status symbols.
Each elven civilization has a queen - their names are Amayi and Cacame - who's in charge of laws and the military, and a druid - Necalo and Imòla - who's in charge of their nature-protection work. They haven't been able to figure out how druids are chosen, but the queen's successor - the title is lothena, in elven, and there's still debate over whether it's better translated as 'princess' or 'general' - is chosen by competing in a three-day-long test of skill, endurance, and woodsmanship, arranged and overseen by the druid and their acolytes; one of the civilizations is preparing to have such a competition this summer, to replace a lothena who died in battle over the winter, and the other is staging a lesser version of the same event as well.
Yup, like I said, doesn't help.
What politics is for is deciding what to do - sometimes indirectly, a lot of the time it's about deciding who gets to decide, or deciding how to decide, but basically that. And I think no matter how you're doing that you're going to have problems if someone starts messing with the process.
Mmhmm. Sometimes that's not really avoidable, though. Like, kobolds do a pretty good job of it - outright telling someone to do something is rare enough that it's usually right to take it as a sign you've really fucked up - but, like, if a tribe is going to stay together they have to decide where to go somehow.
I mean, people know where I am when I'm here. I've mentioned a couple times when your siblings have come up with a particularly good idea that it was them. It's not popular, I still have to be careful how often I do it, but I can, that's an improvement over how it was when they first showed up.
Hug.
I'm really not just saying that. I was actually talking to Maitimo about it, after you got done with the elves, if we should be trying to find you more stuff like that to do since you enjoyed it so much, and I barely got to suggest it, they immediately said that no, they need you here too badly.
Reading, yeah, she can do that. Wow, she is definitely going out for a ride after this, just let Ila pick the route and enjoy it, that'll be nice... reading, right, reading.
The list isn't terribly long. It starts with 'ideally they'll just leave the village alone altogether, because there's always the risk of hitting someone in just the wrong mood, but that won't cause a huge problem, unless...' Messing with religious stuff is the main thing; she has an itemized list and a description of the building where it's stored. Messing with the meditation hall would be a problem, too, but kobolds aren't usually destructive, just mischievous, so she doesn't expect that to come up. Stealing animals would get... inconsistent... results, ranging all the way from 'nobody would notice' to 'yeah, they'd probably start a war over that'; better to avoid that altogether, since the most dangerous stuff also changes pretty often. Stealing magical things would get a pretty big response if they started making a habit of it. So would rescuing a tigerperson, if they happen to be around when there's a captured one. (Yes, this is awful. She does what she can about it; it's not much.) Outside the village, they seem to already know what to avoid - killing or damaging trees, clearing land, over-hunting, over-harvesting, leaving animals trapped for long periods; straightforward stuff, most of it - but she has a list of the types of trees the other elves will be especially upset at damage to, and a little map of the groves they consider particularly sacred in the area.
The druids are basically in charge, and they pick new ones - the druid here actually wants her for one, she's pretty baffled at that. They don't handle the secular side of things at all, but they choose who does. Here and in the city she's from that's handled by a council - a group of six or so (she's not sure how many the city had) elves, each basically in charge of a particular aspect of the place, magic or forestry or crafting or whatever - but there's also a queen in the capital who can make laws for the whole queendom, and a princess - chosen, again, by the druids, they use a game to do it but she's pretty sure it's semi-rigged in favor of who they want, there are upsets but they're rarer than they should be - who's in line to inherit the position if that ever comes up. Any given princess probably won't, though; it's a military position, when there's a war the princess is expected to go lead it.
She kind of thinks of the whole thing as distant trivia, except for the bit about the local druid and council, and she likes it that way; the world is complicated enough without having to worry about that stuff. Hopefully he'll find it useful, though.
It had some nice things about it. It was completely safe and no one ever suffered. So I guess that's a lot of nice things, compared to most places. But the gods lived with us and wanted a lot of things from us, and some of those things were impossible to be and hard to even pretend to be.
Yeah.
That's loosely how it was for her in the city - too many people, too complicated, not too much work but the wrong kind of work - go here, be there, remember who wants what, don't stay up all night, don't wander off alone you'll make trouble for the scouts - joke's on them, she's the scout now, and maybe the village isn't a perfect fit, either, but it's livable, being able to be mostly what she is.
The gods could do that, yeah, but they were mad at us for leaving and we can't ask their help now. I'll ask our engineers to work on figuring it out faster - they'll definitely get it eventually -
- you nearly drove the kobolds extinct. That wasn't going to happen anyway, that's different than just killing someone who's dying anyway....
The thing that finally got us to leave was an evil god doing horrible things. We tried to stop him. We did. He's mostly stopped now. But he's still got prisoners he's torturing and we're not going to do anything about it for fifty years, because being sure not of endangering anyone else is more important. It's hard to make calls like that and it's horrible but you only hurt yourself, not the evil people, if you blame yourself for not being good enough at stopping them.
...an evil god who takes prisoners, well that's fucking terrifying.
She wasn't as slow as she was by choice, though. Or, not like that; she could have pushed herself harder and it would've been kind of awful - already was kind of awful, pushing herself as hard as she did - but she could have pushed herself harder and fewer kobolds would have died.
Yeah. Hug. (And instructions from Ila, once she realizes what's about to happen, on how to do it right; squeezy hugs, no petting, shift like this to warn her if you're going to move... It's not hard but people do it wrong a lot and Tyelkormo should not.)
She doesn't really feel better about the whole kobold thing, not really. But she does feel like she might, as a person, be okay anyway; like this might be a forgivable failure.
Evil god who takes prisoners: continues to be terrifying. But he did say he's been mostly stopped...
Situations with scary things and good things are better for her than situations where nothing's very bad but nothing's actually good, either. Yeah. I want to go. She needs to get some things from her house, and she should leave a note, but she can be ready to go inside an hour probably.
Ila follows, of course. She's not letting Nidela out of her sight any time soon.
Nidela pauses, face going blank, when she sees the King - what happened, what does that mean, is he okay - but Ila nudges her shoulder after a scant moment, and she remembers where she is and curtsies. "Hello, your" - words are hard, unfamiliar words moreso, but she manages not to stall out this time - "majesty."
Um. Privacy - a place that's mine and quiet that nobody goes in. Work that I can do in the afternoon or at night - I don't sleep at night, I've never been able to, I sleep in the morning. She feels kind of guilty about this, but she's long since resigned herself to it. Co-workers who aren't going to be mean about it when I have trouble with things. Food that's easy, by which she means both 'not spicy' and 'not requiring complicated utensil use'. Talking like this is easier, can all of you do that? Talking the regular way is a pain, she will definitely not mind never having to do that again. I don't know what kind of work you have for us to do; I'm mostly good with animals and Ila and I together are good at scouting and woodcraft stuff.
It's kind of a religious thing? We take care of the forest, and that means taking care of the animals in it, and a lot of the time that means taking them into the village - breeding pairs to get more of them to release back out, or just as many as we can get to nurse them through a disease they're having a problem with, or whatever. Plus almost everybody has a pet or a mount or both. Like her Ila, or her one friend's pet giant turtle, or her squad leader's giant sloth bear mount.
If any of those are near enough that she might run into them she should know more, and even if not she's curious; of those species she's only familiar with humans. It can wait, though. How about the city, what are things like here, is there anything she should know? (It's such a pretty city, she had no idea you could do that with stone, it's amazing.)
The Quendi need our surroundings to be pretty or we get deeply unhappy, very fast. I'm glad you like it! The city is run on work teams, which work longer shifts than humans can manage, I don't know if elves are more like us or more like humans - and he goes into its layout and scheduling and authority structure and projects.
Elves are pretty much like humans, yeah, and she's pretty lousy at handling long hours even by that standard; when she gets too tired she has even more trouble thinking than usual. If they have mindless menial work that needs doing and someone can make sure her needs are met - Ila can do a lot of that but can't, say, cook, or walk her through tasks with lots of steps - that'd be possible but in no way ideal; it also takes her a long time to recover from doing a lot of that.
The city's administrative setup is fascinating, though. She doesn't really grasp it as a functional whole - too complicated - but she tucks away a bunch of trivia, anyway.
Thanks. And off she goes. She's not at 'wobbly' yet but she's noticeably less graceful than she was coming into the room - she should go to wherever it is she'll be staying and lie down, maybe, but once she does she's not going to be getting up again for a while, so if there's anything else that she should do today, now's the time. (Not unpacking. Unpacking can wait.)
They brought an elf from my world to live in their city - it's complicated, kind of. The elves tried to wipe out the kobolds in the forest I'm from, about thirty years ago; I was too young to remember practically any of it, but it was pretty awful, and I did grow up with everybody around me being terrified of them. And Tyelkormo's talked to this one and says they're okay - they want to help make sure nothing like that happens again, they have helped with that - and even read their mind, nobody from my world has osanwë, so they don't have private thoughts yet. But they're still an elf, and I'm having trouble with it.
Well, I'm kind of trying to figure out how personally I should take it. Tyelkormo's been talking to this elf for a while, and they knew I was having trouble with that and working on getting over it, and then this happened. And Findekáno thought you might have a better idea of what they were thinking.
Some of the humans go into labor. No one's been counting how long they've been pregnant exactly but it's definitely much less than the year Elves are pregnant, and the babies are not ready. Some of them make it.
There is a lot of singing. The Elves are stressed and unhappy.
The less-supervised group of humans has a better survival rate. The Elves can't figure out why.
Ugh, this is much less unpleasant with eggs; they don't all hatch but the ones that don't just don't; it's sad, but not like this. She schedules extra time for cuddling her friends, and dedicates a morning to watching the other humans, looking for opportunities to mage-sense the pregnant ones and the new babies - maybe she can figure something out that way.
She can do something about baby-positioning, actually. It's slightly fiddly to mess with that with movement spells, but not too bad; the problem there is that the babies tend to move back where they were within a couple days, but they can keep track of people with that problem and call her in when they start going into labor, that should work.
She doesn't find any major differences between the groups, though; if anything, the ones the Eldar have been helping are slightly better fed. The mystery continues to be mysterious.
This is actually pretty much okay, this time. People can be around, that's mostly fine, and when she's too overwhelmed for it to be, she can just mount up and let Ila take her home. The singing is pretty. The braids are pretty too; she notices quickly that they expect her to braid her hair, and tries it, and finds that it's far beyond what she can manage; she has a couple hats among the things she brought with her and tries wearing those instead.
Problem solved, then.
People do sometimes try to talk to her. Hiding out in the barn most of the time and spending the rest at home or out in the woods mostly brings it down to a frequency she can handle, but having to brave the mealtime crowd for breakfast and dinner is stressful even if nobody does.
And she's not really sure how much it's okay to bother him with things. Instead, she starts considering the logistics of having Ila go through the meal line for her - it should probably work, at least when they have things that can stand being packed into a saddlebag, which they usually do.
...yes, that's better.
I'm fine, really. Things aren't... like this, where I'm from.
And maybe they aren't really like this here, either, it might just be this straightforward but it might not, she might've just invited people checking on her every day or something similarly intolerable, but that's a different problem for a different moment, right now she needs to get this person to go away so she can eat.
It takes a couple weeks for her to completely relax, but she does.
She continues working in the stables. 'Can't handle long hours' turns out to be a lie, at least in that context; the horses are all well-cared-for - she specializes in important details that others tend to miss or not recognize the value of attending to - and in her spare time she organizes their supplies and looks after their gear, too.
(Nidela is doing well, actually! Animal care is her jam, so long as this is the only thing she has to deal with she's fine. Even the more willful horses - she's used to wild animals, this is nothing.)
She's sad, reports the lynx. I don't know why.
And then, a few days later, kobolds have their heat in the summer, and she isn't.
Well, it depends on what they want to do there. She's not sure how they'd arrange to meet the queen or the princess - going to the home tree and asking might work, but that's just a guess. If they want to meet the druid, they should ask at the meditation gardens, and bring Tyelkormo or at least mention him and his ability to speak to animals - be prepared to have to go through at least a couple levels of bureaucracy anyway, though. If they just want to look around, having her with them will probably help - she can't actually guide them much - well, she can read the signs, that'll help - but people will assume she is, if she's there.
Part of her advice was 'don't teleport directly to the city'. They're about a day's journey out at an elf's slowish walking pace; perhaps half that for their group.
When they've been walking for about half an hour, a patrol spots them through the trees - does a double-take at the Quendi and sends one of their members to report in - and comes over to greet them.
Their escort passes them off to a different squad around midday, and a few hours after that, they reach the city. Their first view of it is dominated by the tall hedge laden with poofy yellow and white flowers that surrounds the city, and the wooden archway - enspelled to detect magic, they'll notice if they take the risk of checking - where the hedge meets the road they're on. Beyond the archway, the tree trunks are gargantuan, and the undergrowth changes - it still looks messy, like the plants grew there naturally, but the plants are healthier, and more of them look interesting, like they might have been designed.
The city itself is high in the tree branches; the lowest sections are still easily sixty feet up, made of tree branches magically flattened and widened to form platforms, connected by rope bridges made of thick, gently-glowing vines and wooden slats. The nearest tree has a platform on a pulley system hung from its lowest branches, currently bringing a group of elves to the ground.
Their escort points out where the stables are - they can bring Huan and Ila with them if they want, but if not that's where they should stay - and also the marketplace, if they'd like to exchange any trade goods they may've brought for coins, and then they return to their patrol.
Some of the animals in the stables are bored, or miss their elves, or are nervous to be in an unfamilar place, but none of them have any complaints worse than that. There's also what appears to be a veterinary facility a couple miles deeper into the city with the expected variety of complaints present among the animals there, and a zoo, whose animals have a similar collection of issues to the ones in the village, except most of them aren't native to this forest.
Yup. And if they tell the merchants how long they intend to stay, their things will be held for them until then, and they can trade the remaining coins back for some of them, or for things that other travelers left behind if they'd prefer that. Or keep the coins as souvenirs; these coins are metal, so they might be accepted elsewhere, but they shouldn't assume that they will, or that they'll have the same value.
That done, Nidela leads the way to the lift, and shortly thereafter they're in the city proper. There's a map; where would they like to go first?
She works out a route and sets off.
The trade district, nearest the city entrance, is bustling with people, but she leads them clear of it pretty quickly. The commercial area surrounding it is nearly as crowded, but even quicker to pass through; a small elevator that wasn't shown on the map brings them up to the farming level, where there's more sunbeams and fewer elves, though these are are rather more inclined to stare.
She presses on, occasionally looking down to the lower levels to check their progress against the bridges marked on the map, and eventually finds them another elevator to descend on, letting out in a sleepy little residential district. Another few minutes, during which they pass by a class of little elves being taught about plant identification, and they reach the gardens, a particularly lushly planted collection of platforms with plenty of benches and cushions to sit on and meditate.
She leads them up half-a-story to a large platform where a group of elves is being led through a guided meditation on what it's like to be a hawk; it's not laughably wrong. We can talk to the acolyte when they're done, she tells her companions.
The meditation continues for another ten minutes, and then the acolyte leading it announces the meditation schedule for the rest of the day and dismisses the group. A few of the elves hang around to chat and surreptitiously watch the newcomers; the rest go about their business, and when they're gone the acolyte comes over to talk to them.
"Hello, visitors, welcome to the gardens of Queen's Grove. Can I help you with anything?"
...wait, what?
"That can probably be arranged." He doesn't know what's going on but if that's true he definitely doesn't want to argue with them. "I'll need to discuss it with my superiors," and probably half a dozen other people, there's his day taken over. "Do you have a place to stay in the city?"
He nods. "We have some space set aside for visiting acolytes; I'll show you to it."
He leads them to a group of seven platforms: four bedrooms with two beds and two large cushions suitable for most animal companions in each, a small kitchen (the appliances are magical, but Nidela knows how to use them), a meditation space, and a large common room. Each of the platforms has a canopy in green silk, and the bedrooms have matching curtains embroidered with vines and flowers that can be drawn for privacy. "I'll have dinner brought to you here; do you have any requests?"
It's a very pretty city. The elves stare at them, but mostly don't approach them, though once or twice a small child comes up and asks them a few questions before being called away by a parent. Many elves have animal companions with them, and some of those are similarly curious, but most of them are well trained to stay with their owners, and the owners of the remaining ones all keep a close enough eye on them to stop them from going too far.
After a little while, they find themselves in another shopping district, less impressive than the one near the city gates; there are instruments and pet supplies and food and clothing and hand tools and a tiny little shop with writing supplies and decorative plants and some not-very-impressive art and jewelry in wood and ceramic and glass.
They'd expect to have at least heard of it. Also gods don't usually cooperate well enough that all of them would have gone to the same place - they could see the three elven gods doing that, but some of these are obviously not those.
Some people in the crowd are starting to wonder about the lack of glorious battle songs. There'd usually be at least one glorious battle song - really, several - by now if this was a normal concert.
The crowd remains silent for several seconds, and then the elves begin talking to each other. A few of the nearer ones consider approaching them, but they're too intimidated. The crowd starts to thin out at the edges, but most of the elves stay, curious about what they're going to do next.
Imòla directs his hawk to glide down to them and dismounts, followed by two other elves who stay on their hawks. "Hello, friends - Quendi, do I have that right? That was an amazing performance. May I ask you some questions about it?" By which he means 'grill them about how it's meant to fit with the existing lore, which he's an expert in'.
One of the nearby restaurants has a private room, which he leads them to after motioning for the remaining hawk-riders to join them.
He frowns when Nidela comes in. "Are you unwell?"
She is not, in fact, holding up well at all - she's unsteady on her feet and her thoughts are small, fractured things; speaking would be a herculean effort; she's having enough trouble just understanding when she's spoken to. She looks to Tyelkormo: Help?
Walking through the crowd is painful, but she's already following him and can't think of what else to do, can't even notice that she might want to figure that out. There are no thoughts; there's only the sight and sound of the crowd, and her decreasingly effective attempts to make any sense of them, and the lifeline thread of there's-Tyelkormo-don't-lose-track-of-him.
She doesn't recover immediately, but she does begin to recover. After a few minutes, she has thoughts again, in some minimalist sense - wow that was unpleasant, she doesn't want to do it again - and eventually she pulls herself together enough to osanwë a little. Thanks. Sorry. I'll be okay.
It's slow going. With effort, she can temporarily arrange part of her mind into a more functional configuration - she wants to know what happened; she wants to remember where she is and why she's there; she wants to reassure herself that this is happening for good reasons - but this leaves her worse off afterward; it's not in any sense a solution. The only thing to do seems to be to wait and let her mind put itself back together at its own slow pace.
I should sleep, she comes up with after another little while. She won't be completely recovered when she wakes up, but it'll speed the process up a little.
She's confused, and then she can't figure out what to do with her arms, but she's amenable to being arranged and clings securely once she is. Thank you.
The elves they pass find this startling; a few wonder if he's kidnapping her, but none of them try to stop him.
When they reach the gardens they find Ila pacing at the entrance, deeply annoyed. Give her to me. It's a demand, not a request.
Nidela relaxes considerably and begins recovering noticeably - though still not substantially - faster when faced with the familiar sensations of riding Ila rather than the unfamiliar ones of being carried.
I'm sure she told you she was done for the day. The cat heads off to their rooms, not waiting to see if Tyelkormo is going to follow.
No, she damn well fucking didn't.
There is nothing he loathes as much as people who try to make it his fault that he was not sufficiently good at saving them from problems they never told him about. It probably comes through in his voice, but he manages to say "Fuck you, I have watched thousands of people I care about die, I have watched many of them die in my arms and if you can't handle something it is your own fucking responsibility to communicate that clearly, in advance, with an explanation of what you'll need. Don't you dare act like it's my fault I'm not Maitimo, Maitjmo's dead." in Quenya instead of anything anyone around here speaks.
He leaves.
Why the fuck does he even bother with people.
He is in a slightly more relaxed mood by the time he rejoins the party. Yes, if that had happened during an orc attack, it would have been a disaster that endangered a lot of people, but it didn't, and it's possible she didn't know to expect it, and if he gets his hackles up every time someone's companion animal acts like he's a disappointment -
- slightly more relaxed mood, at least.
He sits down without comment.
Imòla is still going strong with the questions; his companions fill him in on what they've told him - they'd be in trouble if they couldn't read his mind, but as it is, the trickiest part for most questions is keeping track of how often they can use his first guess and still seem plausible. There is the occasional one where he doesn't even have a guess of how they'll answer, but they've managed to navigate those well enough so far.
Also, appetizers have been brought out, and dinner has been ordered - the restaurant's signature offering is several variants on a kind of flatbread sandwich with a spicy lentil filling; they got one of each.
Those, the elves are told, are orcs and Balrogs, servants of an evil god who the Quendi are warring with. It is categorically an evil against the gods and against creation to kill people, even lesser people who live short lives, but orcs and Balrogs are all slaves of the Enemy, and until he is dead there is no other solution. Still, of course, they show mercy wherever they possibly can. After all, it is the will of the gods that all creatures live their full spans; they would not have given short-lived races a hundred years if they meant for them to see only twenty.
Yes, they have magic weapons for the war, but they cannot give them out, and the gods gave them also wisdom and knowledge. They can teach the elves some of the things they have learned for the war, but the gods intend that it be deployed only in direst need, such as against an enemy who is trying to kill you. Nature is resilient, the gods made it that way, and they do not want all tree-harmers or ecosystem-disrupters killed; that compounds one loss with another and it is avoidable and it would be blasphemy to use the weapons of the gods in such wars.
Imòla's companions are bewildered and alarmed, but he gestures for them to calm themselves. "You have to know that that directly contradicts our covenant. Why exactly do you believe they want that of us?" Gods have been known to change their minds, though it'd be pretty unprecedented for them to do it about something so basic. It's much more likely that they simply expect different things of Quendi and elves.
Yavanna, the god who made trees, has over the ages come to be a great friend to Aulë, the god who made Dwarves, which cut down trees. Over the Ages they have come to understand that they are balanced parts of a whole. They can tell lots of stories about the friendship between these two gods and how it moderated their perspectives.
Well, that's going to be neither trivial or popular - a lot of their society is set up to prepare or provide for wars, he thinks but does not say, and dismantling or repurposing it is going to be very hard - but he'll make it happen.
He spends the rest of the meal quizzing them further about Valinor and the gods.
And eventually he draws the discussion to a close - he does have a lot of work to do tomorrow, after all.
Is there anything else they want to do while they're in the city? (What's this about talking to the animals, he does not ask?) Would they like him to arrange for a guide, as theirs seems to be indisposed?
Most of the food requires preparation that's beyond her right now, but there's a little basket of rolls; she sits on the floor and leans against Ila and eats.
After a little while she notices that the light is on in one of the rooms, and makes a guess of whose. Hey. All well? She still sounds pretty exhausted.
They introduce themselves as Defiyi and Kenozì and set out the food - tea and peach juice and fruit-filled pastries and acorn bread with sweet potato hummus and boiled eggs - and one of them brings a covered basket up to Nidela's room - don't you dare wake her up, I have claws and I know how to... oh, food, yes, you can leave that right there - and they join the Quendi for breakfast.
"Would you like to visit the zoo first, or see some of the other things the city has to offer?" asks Kenozì.
"All right." And they take turns telling them about other things they might do in the city afterward - museums and themed gardens and art galleries and theaters and sporting events for elves and their animal companions and maybe not everything they could've found to do in Tirion, but a pretty good variety of options nonetheless.
And then breakfast is done, and they clean up and put the leftovers away in the kitchen for Nidela and lead the way to the zoo.
Most of them are at least passably content. Some want to be released. Some have other complaints or requests - different food, different neighbors, more cover in their enclosures, more time with their keepers, to be bothered by the keepers less often, and so on; a few of them complain of medical issues that haven't been noticed, and a few more take the opportunity to give more details about medical issues that the keepers have been treating. Aside from being kept against their will, none of the animals seem to be being mistreated; as before, it's fairly obvious that the elves are at least trying to do right by them.
Defiyi takes notes; after each section they go to meet with the elf responsible for it to hand them off and answer any clarifying questions.
The zookeepers thank him, and say they can't promise anything without discussing it with each other and their supervisors but that if he'll be in the city that long they should have more information in a few days. They think, however, that almost all of the requests can be accommodated - except that they're not willing to let most of the animals that want to be released go, given the difficulty of finding replacements.
"It's a little hard to describe. You know how we can send thoughts and ideas, like we did with the songs? Well, around animals, I can receive them as well as send then - just from the animals, of course. But since animals don't think like Quendi, we have to spend a while sharing thoughts and ideas to sort of establish enough common reference points to talk."
They do! It is!
It's midafternoon when they finish visiting all the animals and relaying all the messages. They make a quick stop to see the head zookeeper, who gets a overview from Defiyi and then thanks Tyelkormo for his help and assures him that she'll make the necessary changes.
"What would you like to do next?" asks Kenozì.
The water garden is, as the name suggests, focused heavily on water plants, in arrangements ranging from natural-looking ponds stocked strictly with unmodified plants to one-of-a-kind custom creations heavily integrated with spell-based fountains and waterfalls. Some of the displays are even interactive, for example the water lily pond with pads big enough to walk on.
Well, they're letting people close enough to admire them, but standard protocol - they're trained for this, that's why they were assigned to them - is not to allow crowding, so that's what they're going to do unless told otherwise. Plus, this way the Quendi can keep exploring the garden if they'd rather do that than stop and give another concert.
The elves don't know how to arrange that themselves, but Defiyi knows who to talk to about it; he asks them some basic questions about the logistics and says he expects to hear back about it in a few days. Then Kenozì starts asking about what kinds of things they might want to see - there's plenty of gardens if they want to stick to those, but also plenty of other things; she can work out a schedule for them, if they want one, once she has a better idea of what it should include, or at least give them a list of suggestions better than what she can come up with off the top of her head.
It's - Imòla needs to convince everybody to do what you said. That's going to be hard. It sounds like he's going to try, but he might not be able to do it with what he has now - I don't know, I don't know the people here. But you proving that you can talk to animals is a thing he has, though, and it's ... simply useful? It'd be hard for someone who disagreed with him to argue with it. It might not be enough, we might need to give him more things, but that was still definitely a good thing to give him.
And Nidela naps on the couch, and raids the kitchen for leftovers, and makes her way to bed.
When Kenozì and Defiyi arrive with breakfast, she makes her way to the main room, Ila padding alertly alongside.
"Oh, hello, are you feeling better? I'm Kenozì, that's Defiyi, we're your guides. Muffin?"
Nidela tightens her fingers in her cat's fur and takes a moment to regret getting out of bed. "Some. Thank you." She takes the pastry and lets Ila guide her to a chair.
And there's sliced fruit and savory muffins and spicy fried potatoes with cream sauce; it's all very tasty.
As the meal wraps up, Kenozì turns to Nidela again. "Will you be joining us today?"
Ila's head snaps up and her ears go back and she growls. Don't you dare...
Nidela rests her hand restrainingly on Ila's shoulder. Kenozì blinks; what a rude cat. "You really should have her trained better than that if you're going to bring her places."
Nidela tenses. This doesn't help with the growling.
"That's really no excuse," Kenozì opines - no animal who would threaten an elf should be allowed in the city.
"She's looking after me." Talking hurts, but that's rote enough to not hurt much, at least. "Going would be," ow, "dangerous," ow. "She knows." Nidela would very much like to be done with the talking now, please. Her thoughts are starting to fracture again.
Kenozì looks assessingly from elf to lynx and back - did she train her to do that? That would be super sketchy, even more than keeping a (rare, even among wild-caught ones!) elf-aggressive animal in the first place. Maybe not worth risking a diplomatic incident over, though; they still haven't worked out why she in particular is traveling with the Quendi. "All right. You should probably leave her in your room, though, if she's going to get that upset."
...and there's Ila growling again.
Kenozì takes the cue; Nidela takes the opportunity to go back to her room.
Sorry, she sends as they're leaving. Kenozì apologizes, too, almost simultaneously: "Sorry about that. We don't usually allow aggressive animals in the city at all; I suppose that kind of thing isn't so dangerous for you."
Elves don't quite have the Quendis' standards for prettiness, but with plants and nature as a common theme they can make up at least some of the difference with variety and innovation.
After lunch, they stop by the zoo again; the head zookeeper meets briefly with them: the straightforward changes are being taken care of immediately; most of the rest will be rolled out over the next few months, with a few of the more complicated or effort-requiring ones still under discussion. They're also willing to release any animal the Quendi can acquire a replacement for, and some of them even if they can't; arranging to return them to their native habitats is complicated, but they're working on it.
The elves are more impressed with the workmanship of the trinkets than the magic - glowing things are pretty common here; the quality of the light is a little unusual but not remarkable to casual inspection - but they're very impressed with the workmanship.
They visit another garden - this one arranged along a path through the trees, designed to attract songbirds and butterflies - and go to a restaurant for dinner and then head back to the guest house. Nidela is sitting in the living room, but retreats back to her room when she sees them approaching.
Yeah, thanks.
Nidela's sitting cross-legged on the bed when he comes in, with Ila taking up the rest of the space on it. She looks considerably better - she's moving more easily, sitting up under her own power rather than relying on the furniture to keep her upright. Ila, on the other hand, is tense, obviously stressed.
I wasn't awake when they brought lunch, so I don't know if anything happened, but we were down in the common room when the guy brought dinner, and - I don't know if he surprised her or she's just that upset right now, but he didn't even do anything and she growled at him. We're going to get in trouble if she keeps doing that, these elves don't know her like the ones she's used to do.
She nods. I'll do it if she needs me to, just - I knew this was a risk when I agreed to come, I'm going to be fine - I pretty much am, actually, it's just that it'll be easier for that to happen again for the next few days - and if I can be useful here, I want to. Like, I don't want to stress her out, but, if I've gone through this anyway I feel like should make the most of the opportunities I have because of it.
Ila rests her head grumpily in Nidela's lap and Nidela apologizes to her and kisses the top of her head.
The most important thing is to get me someplace away from people and quiet - Ila knows to do that if she's with me. If it's not too bad I just need to be left alone for a couple hours and maybe have a nap and I'll be fine; if it is too bad - and this is the worst one I've had in at least a couple decades - then I definitely need to be left alone to sleep, and I need to eat a little more than usual - it's sort of like recovering from an injury, that way.
That might help? I'm usually pretty okay at it, but noticing I'm having trouble gets harder when I start having trouble; it does sneak up on me sometimes. That wasn't the problem this time, though, I knew going out was a bad idea and I was just too far gone to stop it from happening anyway.
When it's happening it's usually just confusing, at first - I forget I can do things, and I sort of remember that there are things I should be able to do but not what they are. If there's enough left that I can do what I'm trying to do, I'd usually rather be left to do it, but if there's not, or if I'm losing stuff too fast, yeah, go ahead. Or if I'm in a lot of pain, that's a bad sign even if I am still functional and usually by then I'm not making very good decisions.
Oh. "Kitty, let me up -" She shifts to the other bed and hugs him. Usually people don't want to help at all. So I really don't - expect better than that? It's not a surprise, I know you expect yourself to be better, but I'm not... used to the idea that asking for things works, yet, I guess. And that's definitely not your fault.
He doesn't seem to think it's weird. Breakfast is quiet - Defiyi is much less of a conversationalist than Kenozì - but otherwise unremarkable, and then they head down to the gardens, where the missing elf is waiting for them, subdued.
"I'm sorry for upsetting your companion," she says simply, and waits for their response, making no move to join the group; the apology isn't entirely spontaneous - her supervisor had a talk with her last night, apparently - but it is sincere, not so much in the sense that she approves of Ila, but in the sense that she agrees that she was out of line in how she handled the situation.
The gardens continue to be pretty and interesting. Defiyi has heard back about using the concert hall and brings it up over lunch; there are three days available in the next week and a half, and he reserved the last of them for them, but it's no problem to switch to one of the other two if they'd rather.
Excellent.
And after lunch there are more things to see - they've managed to get reservations for a tour of the new experimental orchards if the Quendi are interested in that, or there's a very nice path garden that goes up to the top of the highest tree in the city, or they could visit some of the city's monuments and freestanding artwork, or - they still have their list; there's plenty of options.
So she does. The book isn't really focused on the magic per se, but in trying to explain what is and isn't possible to enspell on a mature plant vs. a seed or an individual plant vs. a line and why, it does give some useful advice on techniques for isolating and applying traits in general.
It's the biggest library in the kingdom, with several thousand books. A clear majority are fairly straightforward collections of information on various topics, though adventurers' memoirs are also well represented and there's a selection of short story and poetry collections. Nidela first takes a quick look around to familiarize herself with their organizational system, and then starts looking through the section on magic.
Did you want to focus on anything specific? They've got some good stuff here but I don't know if you're looking for more introductory stuff or advanced stuff or things about other species' magic or what.
Okay.
Scanning the table of contents and reading a couple sample paragraphs is generally enough to get a good idea how good a book is, and they've soon found four that they definitely want - two on plant modification, one about advanced tricks with all the elves' spell forms, and one about complicated spell triggers - and another six that look interesting. The ones on other species' magic are mostly speculative, but there is one, arguably a misfiled adventurer's memoir, that's an attempt to catalogue every single spell form.
Yup.
Animal care section, next: since the only animals they have are horses and Ila, they can focus pretty well - Nidela does briefly consider suggesting they get some chickens or rabbits or something for the city, the kind of livestock you can basically just give space and food and not worry about too much, but she decides against it. She finds a couple books on equids - one solidly intermediate, one advanced and comprehensive - and a similar pair on big cats. I don't need the intermediate one myself, but if something happens to me it'll help you take care of Ila - up to you whether it's worth getting just for that.
Hmmmm. Let me see what I can come up with.
Medical stuff is even sparser for humans than for elves; the only book that seems useful at all is a short work comparing elven and human responses to various drugs. (She adds it to the 'definitely' pile.) The other sections are more fruitful: there are books chronicling the histories of two nearby human cities - it looks like there's one commissioned every fifty years for each of them, going back a little over a thousand years - and a scattering of other works on various aspects of local human society.
Nidela goes through the history collection and finds the ones that cover how the humans handled various events - a plague, a famine, a sudden jump in the availability of metal tools after they learned new smithing techniques from the dwarves, a period of general poor rulership and civil unrest - and suggests that they also get one or both of the most recent volumes to get a better look at how they usually live.
Sure, let me see.
They're behind, but not hopelessly so; they've got better saddles and other animal-related things, and food storage, and ceramics, and astronomy, and some very advanced stuff on ecosystems and wild forest husbandry - but I think I know enough about that to help with anything you'll actually want to do, just keeping things from going extinct can be hard but it's usually not that complicated. And I think we're a little better than you at using things efficiently, too, but I don't think there'll be a book on that exactly.
Yeah. It might be a good idea to see if we can figure out how it does work sometime, it seems like they can do some really clever things with it here, but that sounds like way too much work to be worth it right now.
She picks out two books detailing different food storage techniques, organizes the collection by importance, and prepares to bring them up to the desk. I might need you to take over talking to them, I'm still a little shaky with that.
The librarian boggles a bit; Nidela manages to speak up and reassure him that they have the money for it.
"Okay. Um. Thank you. I'll have to see which of these we have more copies of; I can have that for you by tomorrow afternoon if that's all right?" Their backup book storage is on the other side of the city; he's not sure he shouldn't get one of his coworkers to cover the desk and go now.
I, uh. Have trouble doing fiddly little stuff with my hands? Like, I can learn eventually but it takes a long time. And braids, uh, are that. And the next step if hats hadn't worked to stop people from looking at her funny would have been asking for help, probably - might've tried cutting it, but she likes her hair long - and she feels a little sick just thinking about that, now.
Oh. It probably won't? Unless you're planning on having a bunch of personal conversations with people or something, and even then I don't think it'd be very obvious if it did. They'll probably think the send-your-kids-to-be-acolytes program is sketchy, too - because it kind of is - but it's not actually clear that that's what it's for without more details than would generally come up.
(The shopkeeper is starting to stare; she buys her hats and continues on her way.)
The kobold is fast, but still bleeding badly, and visibly flagging. And the guards are fast, too, and coordinate well; soon they have them boxed in.
In a last, desperate bid for freedom, the kobold lunges for one of the guards, trying to bite him; the attack lands with the sound of crunching bone and a scream. Two of the guards immediately converge on them and grab the kobold by the scruff of the neck.
The guards are alarmed and then confused, trying to figure out why the kobold didn't just teleport away when they were first spotted. One of them starts helping his injured coworker go get his arm taken care of; the remaining ones debate for a few more seconds and then start searching the area in hopes of finding the kobold mage they're guessing is nearby.
The leader of the guards is finally starting to calm down enough to put together that a) this is one of those Quendi he was told in no uncertain terms not to bother, and b) if he can in fact teleport, they're very, very outmatched. Being an undeclared mage and aiding a kobold may be a bridge too far on the first point, but even if that were his call to make, the second one still stands.
"With an injury like that it's probably dead anyway. C'mon, team, let's go report it."
Well, firstly the stupid fucking kobold who thought sneaking into the city to steal things was a great idea - also injured one of the guards pretty badly, but I doubt they intended their robbery to also include grievous injury - and then the stupid fucking guards who refused to listen to any conclusions other than 'kill it'.
Book-buying. They have copies of all of them except the advanced spell tricks book, the human/elven drug comparison, and one of the two recent history books; they also don't have any lower-quality copies of the intermediate cat care book, and Nidela checks again whether Tyelkormo thinks they should get it - they can afford it, with the three missing ones out of the budget, but that's really a lot of money to spend on something they might not ever use.
...bribing people to do things is something money is used for, yes, though she's not sure how and bribing them to let kobolds go seems pretty implausible, especially all the kobolds.
The other thing she was planning on using money for was buying seeds; they can buy the book without touching the money she was planning on using for that, but if they don't, they can buy a lot more seeds, or fancier ones, or small plants instead for some of them.
The suite is still empty. Someone brings dinner at the usual time; he's been warned that Tyelkormo is a mage of unknown capability, but isn't too worried about that.
The other Quendi return a little while later, led by Imòla rather than the usual guides; the elf is outwardly composed, but anxious, worried that the events of the morning are going to compromise his ability to do what the gods have asked, and that trying to find a solution to that problem are going to put him in conflict with his guests.
"Tyelkormo, good, I'm glad you're still here." He sits carefully on one of the chairs. "Would you mind telling me about what happened this morning? I've heard the guards' side of it, but I'd like to hear yours, too." Perhaps the Elda already has an idea of how it might best be handled?
"My gods do not allow us to kill prisoners, or stand witness to the killing of prisoners. Therefore when a prisoner was about to be killed I sent him instead to the land of the gods, where they will judge him as they see fit. I did not mean to make your life here more difficult. Sorry."
He nods - that one is going to be an extremely hard sell if they ask it of them, but he'll handle that if and when it comes up, hopefully when there isn't someone in the hospital possibly about to lose an arm to a kobold bite. "And the way you sent the kobold - is that magic of the type we're used to, or something different?" Talking to animals isn't something magic can do; he asked the mages about that shortly after hearing that Tyelkormo could do it. But teleportation is, at least in theory, and that's the rumor that's going around, and if it's true, that's a problem.
"Of course, if you need the time to prepare for your concert, that's more important." He doesn't think that's the case, but it's a valid excuse, and he's confident he can bring them around just fine on his own, it'll just take a little longer. And they'll all have front-row seats to the concert, and it'll be quite impressive itself.
Jewelry can be - something your grandmother who died before you were born asked your father to give to you, so you'd remember her, jewelry can be the first craft you ever pulled off by yourself, jewelry can be magic, it can do things, it can protect people, it can be something that someone worked a lifetime to get. Stealing. Harms. People.
Well, she doesn't seem inclined to move, regardless.
Kenozì and Defiyi do arrive in short order, with breakfast and suggestions for the day. "I'd like to... go... seed shopping, this afternoon," Nidela brings up. "Someplace quiet."
"I know a place," Defiyi offers. "Will the rest of you be coming too?"
And they finalize their plans, and Nidela goes to bed while the rest of the group heads out into the city.
The morning proceeds mostly as usual - they're not going to run out of gardens to tour - except that some of the elves are avoiding the group, now, hesitating to get close to them or leaving when they notice them coming; it seems that the rumor about Tyelkormo being a mage hasn't been completely neutralized.
When they return to the suite after lunch, it's obvious that Nidela has just woken up, but she's ready to go after a few minutes.
Defiyi leads the group to an out-of-the-way seed market that is, as promised, quiet this time of day. Nidela starts with the medicinal plants, getting some of everything, and then moves on to food - focusing on high-yield, nutritious, easy-to-care-for staples, but with a few treats added in - and utility - plants specialized for producing cloth, paper, ink, dyes, bug repellent, rubber, and so on; there's quite a variety, and most of them are strictly better than what the Quendi already have, if they have sources of them at all.
As the coin collection dwindles, she checks with the Quendi to make sure there's nothing else they should be buying on this trip.
Nidela takes the afternoon to translate the care instructions for the seeds and plants, and then informs the stable manager that she's going to need a day or two to unwind and lets Ila herd her home.
The kobolds are still holed up in the original's room, with a sign on the door warning that it shouldn't be knocked on or opened.
And I might have kind of told the elves he wouldn't go home and encourage all his friends to try it. Stealing is fucked up. In a society like the elf one, it probably does mean that people are gonna go hungry or not be able to take time off work when they're sick or not be able to travel or marry, and it means people can never ever feel safe, and things can be magic or sentimentally valuable.
Their tribe might take them anyway, they're from far enough away that they might have different customs about that. But it won't help, and they can't hide it - I can go with them and talk to their speaker about it if their tribe lets me get that close; that might be enough, but I won't know until we're there.
Mmhmm. So one of the plants I have is a drug that makes it harder to think of things as dangerous or scary - if the person who takes it knows that something's dangerous, they still feel that, but if they just think it might be, they don't. It's useful when things are stressful but there's someplace a person can be for a while that they know is safe, to let them relax for a while. I'm hoping that if I offer it to them again they'll take it this time and it'll let them be around Quendi without panicking, but it means we'll have to be really careful about keeping them away from anything risky.
Yeah. I'm not going to force them into anything if I can avoid it, but we might end up in a situation where they don't have any choices that're good enough - I will make sure that if they want to kill themselves they have a way to do that.
The other problem is... not so much that they might steal stuff exactly, if this works at all they're going to start thinking of the people here as their tribe and that's just not done, but they're going to have some trouble adjusting to the idea of personal property. I'm not sure what that might look like with them so I'm not sure what if anything we'll want to do about it.
Yep, we keep communal stores of things. I don't think it's very likely that they'll decide you're just messy or confused or something and try to put everything back where they think it belongs, but it's possible. More likely they'll decide you're being antisocial, though, and that's harder to predict what they'll do with it.
Thanks. I'll let you know how it goes. And she cuddles her companion.
In the morning they're a little better: still prone to crying jags and still jumping at every sound that might be the door opening, but when she teleports their breakfast in, they manage to calm down enough to eat.
Late in the morning, she gets the medical supplies out of the dresser where they're stored, and changes Tirinquo's bandage; their arm is healing well. Then she gets out the stress-plant - a coil of vine with distinctive yellow veined leaves - and plucks a trio of leaves from it to offer to them.
The brown kobold looks from the leaves to her face, and then to the door, and back to the leaves, wringing their hands.
She sits back down on the bed, leaves still held where the other kobold can easily take them, and looks pointedly at the door and hums, quietly but reassuringly.
This gets her a skeptical look, but after a minute Tirinquo takes the leaves and just looks at them, holding them loosely in their hands, and after another minute, they sigh and look at the door and start nibbling at them.
They don't panic when their host approaches the door.
They don't panic when she opens it.
They don't panic when she beckons to someone in the hallway.
They don't panic, but their eyes go wide, when the Quendi comes into view.
They don't panic at the osanwë, but they don't really get the idea, either.
They are readable, if not organized into anything even approximating words.
They miss their tribe, they want to go home, they can't - it hurts, it hurts, a deep bruising ache, not just something wrong but everything wrong, nothing ever going to be right again; they're going to die, they know that; they aren't scared of it right now but that's only one way it's awful and all the rest are still there, untouched, a barely-ignorable ball of misery in the pit of their stomach making them want to curl up in a ball and never move again.
They're not going to curl up in a ball and ever move again, though. They want to live. But the temptation...
The other kobold is a mystery and a touchstone: it's possible to live, here; they're doing it. They don't know how, or if they'll be able to do the same - speaker and mage and healer, really? how, why... - but - there's hope there, and comfort; they want them to be okay, and that's not the same as having their tribe (their tribe, their tribe), but it's something.
And now a new person. The other kobold invited them, and this one trusts them - well, they'd have trouble not doing that, right now, but, trusted them when they ate the plant, trusted them when they came back - this might kill them (just an observation, not scary to think about right now) but they at least trust that it'll be better than what would have happened otherwise, so, here they are. They had an impulse to greet them, and that's weird, why does that keep happening, they hope it stops - but it passed, and now they're not doing much of anything - waiting to see if they're going to panic, probably, but they're not; this is by any reasonable standard terribly dangerous, but they don't feel it, they can wait calmly and see what happens.
That'd explain the panic. Okay.
Tirinquo looks from the Quendi to the other kobold, unsure what's expected of them. She pats their hand reassuringly and slips off the bed to sit at the Quendi's feet - you can pet me, it'll probably help.
Tirinquo is conflicted, but stays put for now.
They go cuddle on the bed for a little while, and then the original does some spellcasting work - the Quendi have been bringing things to a nearby storage room for her to enspell when she has time, and there's quite a backlog.
And then the stress-plant starts to wear off, a few hours later, and it's pretty obvious; Tirinquo moans and curls up again and trembles, and she stops working and goes to hold them.
Fifteen minutes later, they've calmed down enough that they're just clinging quietly to her, and she osanwës Maitimo. Busy?
About as well as it could've. They took the plant; it helped a lot - they were still nervous about some things but calm enough that they could handle it. They still wanted me around for reassurance, but I'd've been kind of worried if they didn't, really. The one thing that didn't go so well was the osanwë, it seems like they can't tell osanwë'd thoughts from their own; we might be able to figure out how to explain it, but I haven't figured out how yet.
She explains how they spent their afternoon. I'm not sure they're going to be able to figure out a twice-a-week schedule, though. What'd really work best would be if there were a few different things that they could do any day they wanted to, that'd be the closest to what they're used to doing - someone can come get them to do things sometimes, but if that happens every day or they're pushy about it they'll get upset, they don't know there's a war.
Over the next few days she takes Tirinquo around to try those things. They find the fields and greenhouses confusing, but they're fine with delivering things, and the visit to the repair shop reveals that they're reasonably skilled at carving and interested in doing that, so she finds an appropriate workshop and asks if they'd be of any use there.
Excellent. Over the next couple days she gives them pointers on communicating with nonspeaking kobolds and makes sure that they understand the osanwë issue and the stress-plant issue, and when Tirinquo seems solidly settled in, she makes herself a listening necklace and teleports back to the Ñolofinwëan camp.
Findekáno?
Good. She has a reasonable guess of where he'll be this time of day; she heads in that direction. The new kobold is healing up okay, but their tribe wouldn't take them back when I tried to bring them home. They're settling in really well considering, but it's probably still going to be a while before I can leave them alone for long.
I can probably bring them, yeah. I wanted to check with you first, though, if I bring them and they get away from me there could be problems: we can't communicate with them yet - they don't understand that osanwë is people talking to them - and they're on a drug that makes them not realize that things might be dangerous and they don't understand the idea of personal property. None of those have been problems yet, but it's still a risk.
Here she is at the place. Is Findekáno also here?
Findekáno: hugged. That is definitely a thing that's happening now.
...yeah, I suppose that's fair. I'm hoping we'll have the osanwë problem worked out in another couple of days - I'm waiting until there's someone they know a bit to work with them on it - and once that's done we can try with the personal property thing, but not knowing things are dangerous is probably going to be a problem for a while, without the drug that's doing that they panic around Quendi.
Okay. Hug. See you when I can, then.
Back at the workshop, Tirinquo has been waiting worriedly for her to return, and goes to get a hug and mutter unhappily at her when she comes back in, but doesn't seem otherwise the worse for wear.
A couple days later, she approaches the Quendi they seem closest to. I'd like to try osanwë with Tirinquo again, would you like to help?
Well, the problem, I think, is that they're not used to anything being in their head that's not them - they don't talk and they're not used to being talked to, so that's how things have always been for them. So when someone osanwës them, they think it's their own thought and get upset that they're having thoughts that don't make sense. So what you need to do - if I'm right - is to explain what osanwë is, just as facts, not as a conversation or anything.
Uh?
Okay, uh.
If that's true it's deeply weird and they don't like it. Though they do like it more than the alternative, they guess.
Is it true?
The other kobold did indicate that something was about to happen... so, probably... Speakers can practically read minds if they know you well enough, but Tirinquo doesn't think this one knows them that well yet, and knowing that that would happen before it did is something else again... okay, probably true. Still weird.
The next few days go well enough; the kobolds spend them at the wood shop or walk around the city to take care of whatever casting needs to be done. They go to the magic workshop once, and while it's not a disaster, keeping a close enough eye on Tirinquo to make sure they don't interfere with anything delicate is hard enough that they don't go again.
She keeps Maitimo updated - Tirinquo is doing well, and getting steadily more comfortable with not knowing where she is; they should still have someone keeping an eye on them but soon it won't need to be her. He also suggests that she take a name as well; at his recommendation she starts going by Rána, wanderer.
One day, they head to the library; Rána has been asked to add some light spells there. When she comes out of her casting trance, Tirinquo is standing in front of her with a book, and chirps curiously at her; she explains by pretending to read it aloud, gently tapping each word with her finger as she speaks, and Tirinquo's eyes light up.
"Well, you'd have to learn the language first," she muses, "but I suppose there's no reason not to try." She starts going through a modified version of the exercise used to check prospective Speakers: if she claims that a particular written word is spoken like so, and asks them to repeat it back when the word is pointed at a few seconds later, can they do that?
They do that; the bit where neither of them knows spoken Quenya (yes Rána is a Speaker but she's been busy, okay) isn't a significant hurdle yet. Rána writes some Animalperson words; Tirinquo tries, mostly unsuccessfully, to read the books at the library. They're back in a few days for the rest of the alphabet.
Excellent.
Now the hard part: actually learning Quenya. For this they really should go to the Ñolofinwëan camp; they're also busy, but not as busy, finding off-duty Quendi to sit and watch and listen to will be much easier there. Rána drops Tirinquo off at the wood shop and goes to ask about it.
And the kobolds listen, and Tirinquo remains silent and cuddlesome.
When they go home that night, Rána writes out some of the words they heard over the course of the day, and those Tirinquo will say. Next she tries a question: Tirinquo okay?
Tirinquo reads that, too, and then looks confused.
"Tirinquo okay?" repeats Rána. "Yes, no?"
"...yes," says Tirinquo, and then writes down the words. "Yes okay."
Excellent.
She takes another fifteen minutes or so to write out more of the day's vocabulary, and then reports in with Maitimo. They're not going to be able to learn to talk - a few words, maybe, but probably not even that - but it looks like they're going to be able to read and understand people talking to them.
I am rather desperately scrambling to make sure everyone in this city has everything they need, and it has me all delighted about ways of getting things out to everyone at once. The humans are doing fine, do you want to visit them again sometime? The babies still die sometimes for no apparent reason and it's awful.
You too.
The kobolds keep working on learning Quenya; Rána brings hides and ink when they visit the Ñolofinwëans so they can take notes, and because Tirinquo continues to be much more comfortable with written language than spoken - not that they're very forthcoming in either, but they seem to like transcribing what they hear, and they're willing to answer written questions sometimes, if the possible answers are written down for them too.
She should probably explain why this topic bothers her so much, if it's going to keep coming up. So, uh: before she came here, she spent like half her life working to get people who thought kobolds weren't people because they didn't speak to stop doing that. Because they'd hurt her tribe very badly because of it.
(The efficient food teleportation is letting them feed the Falathrim, too. They have been careful about displaying their capabilities but the Enemy is unlikely to find out about food appearing in distant cities. The shift after dinner is called sunset, though it stretches seven hours, and most people spend it practicing magic or weaving cloth or writing up and transferring information.)
The kobolds sleep through it, as usual.
In the morning, Rána is still withdrawn; Tirinquo gets them breakfast, and then sits with her for a little while and, when that doesn't seem to be helping, goes through their notes and composes a message and brings her and it to the workshop.
'Who Rána friend?' the message reads, 'Show where?'
Sigh. People've been being kind of jerks about Tirinquo not talking - not jerks to them, but, jerks. And when I pointed that out they just got worse, and, like, these're supposed to be my tribemates? - I'm not sure I can explain it without explaining why that in particular is a big deal for me, but it really is, and I don't do well with feeling tribeless these days either.
No, I know that, that's not what this is about. There's a difference between thinking many lives are more important than one life and not thinking someone's life is important at all. First thing's fine - I keep ending up on the wrong side of that and it still doesn't bother me - but the second one... second one's scary.
I mean, he doesn't get distant when he's mad at me, that'd be counterproductive. He yelled at me and I said 'yep, sure, I'm not a good person' and then we hugged and that was it. Him being out of sorts is, I think -
- at home he could always have time for everybody, he could invest himself fully in all their needs, he could be generous with his attention, and now there's a war on so he can't.
Sigh. Like I said, I'm not sure it's okay for me to talk about - I know some stuff about what happened to them in Angband that I'm pretty sure they haven't told you, and it's - if they want it private that's completely reasonable, but it might've still been affecting how they were acting around you, and if it was that might've caused problems. It sounds like it isn't, though.
I mean, we also have people whose job it is to keep an eye on everybody and make sure they're doing okay; that was my job back before I got exiled. On top of everybody in the tribe paying more attention in general than people do here. I don't know that we would've been perfect at it, but I think we'd've done okay.
I don't actually think you're being fair. Tens of thousands of people died very recently, we are fighting a war, and there are a thousand times as many of us to start with and we don't have people to spare to spend all their time making sure everyone loves each other. It's not a Quendi versus kobolds thing, it's a priorities thing and a preferred-size-of-societies thing.
Well - remember how kobolds are social? That's a lot of what that means, is that we look out for each other; not having that, or feeling like I don't, is pretty awful for me - very vulnerable. But it's something I need in general, not from any one person, and I like you; if I'm going to be friends with you I'm going to have to put a little more work into letting you know what I need, but that's fine, it's worth the effort. Having to do extra work every time I need it is different, though - I need that safety to just be there, and if I have to work for it all the time, it's not.
Yeah. That one's kind of a separate question; I don't know why they were there exactly, but I'm sure they knew the risk they were taking, I don't think it would've been wrong exactly to stay out of it. Or give them a quick death if you thought the elves were going to be especially awful to them; I couldn't, but. Sigh.
Mmhmm. There are some differences, when there's other kinds of people involved, but mostly it's the same kinds of things they do to each other, just... more, basically. It's about showing off, showing that you have valuable skills - it really bugged a lot of people in my old tribe that I wouldn't, even, I don't think it's very likely that Tirinquo was in a situation like that and gave in to the pressure but it's at least possible.
Not often? For most people it's a way of getting higher regard in the tribe; in my case I already was a Speaker, it just bugged people to have someone in that kind of position who hadn't proven themselves. If I hadn't learned to talk - well, if I hadn't learned to talk I'd've ended up leading the tribe, but someone who was just content to be a crafter or gatherer or something wouldn't run into that much if at all, if they went it'd be by choice almost for sure.
They're worried about ex-prisoners of the Enemy and whether there's a way to help them and whether Mandos can do it. They're worried about the other group of Men, who the Enemy appears to be trying to manipulate, towards what purpose remains unclear. They are impatient to get to Doriath, hopefully that can be worked out very soon. They are wondering how long it'll take the elven city to cease causing wars over trees and debating theology off a tangent from that.
Rána relaxes enough to follow some of that, and join in the conversation a little. She's hoping for more information about Doriath too; something bad happened with it with her magic and she wants to know why. The elves are probably going to be a problem for a long time, there are lots of elves and they don't talk to each other much, but if the cities stop starting wars that'll probably help a lot anyway.
There should definitely be expeditions to other cities. (She stops for a minute to calm Tirinquo, who's following this well enough to find the idea alarming: no, no, we're not going, the Quendi are going, they'll be okay.) Making it easier for them to talk to each other might help, but only if they're really sure that the peaceful elves are going to convince the warlike ones rather than the other way around, which seems like a hard thing to figure out.
Okay. What happened was, some people from the other host were being kind of jerks about Tirinquo not talking, and I wasn't handling it well, and they got the people in the wood shop to call Tyelkormo to come talk to me about it. Which helped, I really like Tyelkormo. But they offered to make sure everyone here knows why they shouldnt do that, and I'm not sure you actually want them doing that, so. She chuckles.
All right.
I should keep working on the language, but aside from that I can start getting back to my usual schedule now, I think - Tirinquo's still going to want to spend time with me, probably a lot of it, but I think they'll be all right so long as someone's keeping an eye on them.
And on learning to read and/or speak Quenya; Tirinquo still isn't interested in talking, and mostly doesn't write, but Rána starts getting reports on how the camp is doing (I can't read them well enough yet, but it'll be good practice), and they read them too before they're passed along to the next person on the list.
When Tyelkormo gets back from his trip, she asks if he'd like to join her on her visit to her old meetup group's Speakers.
Cool.
(She's going home, she's going home, she's going home...
Get it together, kobold, no you're not, not really...
Yeah, but, home.)
The chosen day comes quickly, and they teleport to the designated meeting place, where they're greeted by a yelp and a flash of fur as the kobold who was waiting there for them dives into the underbrush.
And after a couple minutes, the kobold slowly emerges from behind the bush.
"It's okay. They're a friend; they're from one of the Quendi tribes I've been working with. They can hear thoughts, if you think to them they'll hear you."
...hello. They're still hanging back by the bush, more shyly than nervously.
They smile and step into the clearing to give Rána a hug. "Are they taking good care of you? Are you okay?"
"Yeah, I'm okay. How have things been here?"
"...let me go get everybody and we can tell you."
Rána blinks. "Is everybody okay?"
"More or less? Nobody's in danger."
"All right." And the kobold steps away and taps the ring they're wearing and disappears.
They're getting the other Speakers, they'll be gone for a while. And something's up, they wanted to wait until everybody's here to tell me what though.
The Speakers arrive a little over an hour later - she spends the intervening time building a simple fire pit and collecting fallen branches to burn - and immediately drag Rána into a cuddle pile. A few of them, as they're getting settled, address Tyelkormo with various invitations to join them if he'd like.
Kobolds are very cuddlesome. One of the Speakers is some other kind of person - a little taller, furless, with greenish skin and smaller upright ears and a flatter Quendi-style face - and a little less cuddlesome (and a little more curious of him) but still pretty much that.
The first thing they want to do is reassure themselves that Rána is really okay, and hear what happened - they thought she was dead, they thought the tigerfolk had finally gotten her, they thought she'd decided to do something even crazier than that, what happened? Something about magic, she's a mage now? How did that happen? And where'd the Quendi come from?
She's very patient about letting them ask all their questions and then settles in to tell them the story, petting two of them while she talks.
When she gets to the part about being exiled, there's a chorus of dismayed sounds and cuddling. She mostly glosses over the six months after that; she explains the teleportation to Angband as 'exploring', but several of the kobolds guess that it was a suicide attempt, on the basis that being exiled is awful and they'd totally expect that to happen. (The rest also think that being exiled is awful, but doing something that risky - and particularly taking that type of risk - seems in character enough for her that they don't especially question it.) Maitimo she gives a brief overview of: badly traumatized, dead-and-reborn and struggling with it, sort of hard to get a handle on as a person, obviously, but if you just accept the surface stuff he's nice enough; also he's the chief of one of the Quendi tribes, Tyelkormo is his egg-sibling and another egg-sibling of theirs was running the tribe but now Maitimo's doing it again. The kobolds think this is very strange - the new chief gave the tribe back? The old chief wanted that? So soon after that kind of trauma? And everybody's just okay with that? - and she explains that it's their tradition to do it that way, she's not certain he wanted it back but he was definitely expecting it back and chose to claim it, and Quendi don't seem to do tribe-switching (this gets both her and Tyelkormo some worried looks) but everybody seems to be okay with it, yeah.
There's a war? The kobolds aren't happy about that.
Yeah, there's a war. Quendi're a little more prone to that than kobolds - still not very, but more - and they're trying to kill the evil god who's responsible for what happened to Maitimo, since he's also doing the same stuff to a bunch of other people.
The kobolds are alarmed! And worried for her! And want her to come home now! There is some debate about who could most easily get their tribe to take her in.
Okay.
She interrupts them to explain that she's fine, that it's been a very quiet war so far - everyone's busy, which isn't great, but there's been very little fighting since she's been there, and if there is she can stay well away from it. And she wants the god dead, too.
They aren't happy about this, but they subside, cuddling up closer to her, and she continues, telling them about the Ñolofinwëans and how she helped them out and joined their tribe, and how the Quendi got magic from the kobolds and the elves and how she's been using that, and the humans - the kobolds are confused about them not wanting babies; she explains that they don't have eggs, but that doesn't really help - and the trip to the elf city, which gets very mixed reactions - confused, alarmed, excited - and a new round of debate.
They aren't unaware of how pregnancy works, just confused about the resulting kids being unwanted, so, probably not.
Rána answers their questions about the elf city trip. They continue to be nervous - they agree that that trip seems to have been a good idea, but that it's still a risky thing to be doing - and she reassures them that they won't be trying it here without giving them plenty of warning, and that seems to be enough to get them to relax about it.
Not too long after that she runs out of things to tell them, and asks again how everyone is doing here.
The kobolds look at each other, trying to decide who's going to tell her. The ones cuddling her snuggle closer, and eventually one of them talks: Her old tribe is ending. Individually, nearly everyone is fine, but a solid quarter of them left for other tribes last year - they give her a rundown of who went where, to distressed noises and questions about how this one or that one is getting this or that need met - and practically all of the rest of them are courting new tribes this year. The chief hasn't quite admitted it, but if even half of the people who're intending to leave the tribe do, it won't be big enough to make it through the winter.
Rána's pretty upset. She gives lots of advice - who'd do well in which tribe, who needs to stay together, who should probably be separated, who'll need extra attention and what kind, who has tricky quirks that their new Speaker will need to watch out for - and eventually runs out of things to say and just clings while the rest of them assure her that her ex-tribemates will be looked after.
Like, imagine that a friend of mine sees a very special kind of tree that makes wood for a really good bow. And they know that I practice archery all the time and can tell the differences from the grain in the wood and for me it would be a treasured present and most people could not tell the difference. And they carve it for me and give it to me. And because bows are delicate, if anyone uses it they might break it, and also I like to leave for trips a lot and will want to take it with me. With Quendi it would be understood that people would hurt me by taking it.
That's only part of the weirdness, but okay.
Little One'll be all right, I guess. They've always been really tolerant of that kind of thing, and I guess if they can make it alone for half a year (shudder) they'll be able to get whatever they need for themselves even if they don't have a proper tribe. I couldn't do it, though.
Yeah, that's another one of the differences. Among my people, you respect people by taking them at their word about what they need, and you show respect for others by communicating what you need. It is very deeply disrespectful and antisocial to second-guess people about what they decide to do, or to do what's not right for you and count on other people to save you from yourself.
Nod. I don't really expect they'd settle down if they came back, either, though. For a while, maybe, they've been through a lot this year, but I'm sure in a year or two they'd be back out talking to tigerfolk again. The question is less how to stop them from doing ridiculous things, and more whether they have enough support to be okay anyway.
I don't know them well enough to give really good advice, but... don't wait for them to tell you what they need, is the most obvious thing. That just doesn't work for us, if people're paying that little attention you might as well not have a tribe at all. Asking is probably okay, and guessing is fine even if you get it wrong, as long as they can tell what you're trying to do.
Treating someone as an equal, trusting them, respecting them, means believing that they know themself better than you do. Deciding things for someone, acting on what you think they should want instead of what they've asked for or communicated, means believing that you're better than them and they're not trustworthy and they don't deserve to control their own life.
...ah. Yeah, that's... weird, that you're thinking of it like that, that's not what I meant at all. It's... not deciding things for anyone, but making sure the options they have available include good ones? And making sure they can see the effects of their choices, because for a lot of us it is actually easier to see how our tribemates are doing than to notice how we're doing ourselves.
Thanks. And you can come talk to us if you need advice - they ask if it'll be a problem for anybody if he shows up to talk to them; some of the Speakers don't want to give away where their tribes will be, but the rest are okay with it as long as he stays far enough away to avoid spooking anyone. If you come back at the end of the season we can tell you where we'll be spending the winter, the chiefs haven't decided yet.
Ah. That's going to be a tricky one, especially with them having been exiled - it'd be a while before they felt safe again even if everything were perfect. Reminding them that they're valued will help, especially if you can do it in ways that aren't about the war and what they're doing for that.
I can't know what you could be doing better if I don't know what you're doing now - let me ask. They shoo one of the others away from Rána and whisper in her ear; she makes a face and whispers back, and receives a worried look and a hug.
Drugged, that'd do it, the kobold reports. Must be a pretty high dose, too. I can guess at stuff if you have questions, but it's a really unusual situation.
That drug makes it hard to notice danger, so they really need to be kept safe, and that'll also help when you try to taper them off of it - they'll still remember what happened, and if they let you take a risk with them that they usually wouldn't, they'll remember that later and might not take it well. If they're familiar with the drug from before, that'll help - a lot of us are, but I don't know what their tribe was like - but only so much. Having them make friends might help, or it might be the kind of thing they freak out over later because they wouldn't usually have taken the risk... without knowing them, I can't really guess which, but it's probably worth trying; if they're going to freak out over that they're probably not going to be able to come off the drug anyway. Um... oh, if you can get them to keep a steady schedule, that'll help, and if you can get the people around them to keep one that'll help even more, knowing what's going to happen and not having to deal with anything unexpected will help when they start trying to taper off.
...yeah, probably. Logistics'll be tricky... hm. If I make some of those baskets that let you carry heavier loads, and then we put those somewhere with food in them for the Speakers to sneak in? It's a little risky, but they wouldn't have to do it often, if we find good spots to leave the baskets they can pick them up whenever it's safe.
We might have to shift things around a little so we can give them things that won't look suspicious, but I'm sure that won't be a problem.
She tells the other kobolds about it. They're pleased; one of the ones who didn't want Tyelkormo knowing where their tribes would be changes their mind about that.
So, once you have enough people - you hit this by three hundred, maybe sooner, you can't just figure out what everyone's going to need tomorrow by asking them, there's too many people to ask, and if you just try to guess and then oblige to do the amount of work that'll produce that amount of stuff, your guesses will be wrong in a way in a way that makes people starve, and you will either have to force people to work - by threatening them with death, effectively, if you have a rule like 'people who don't do their best for the tribe get exiled', or else just by hoping they'll want to work really hard for food they'll never see, and when tribes are big enough that your work hardly makes a difference, people can't function like that.
So there ends up being a lot less food than needed.
No, the exact opposite. Why do people hoard? Because they're expecting a shortage. If you believe that how much food you'll have is in your control, you don't need to hoard it. When people can take the food they need and count on it not being stolen, they just keep enough food on hand for if something happens and they can't work for a couple weeks, and they will independently want to work until they have enough to feel comfortable, and if they don't feel comfortable they know exactly what to do about that - they just go out and get some more.
If you're storing as a community and someone's scared they won't have enough, they have to do three hundred times as much work to increase their share by one. So instead they usually just get scared.
"But what about people who can't work?"
"Or people who do different kinds of work?"
"They do share then," Rána chimes in. "I haven't had to gather at all since I've been there, and I've only hunted because I'm so much faster at it with the magic, when they needed a lot of meat. And I was sick over the winter, and they looked after me. They do ownership; they don't follow it off a cliff."
"Yeah, it's kind of ridiculous. They do okay, though."
"But..."
"...you'd be around strangers all the time!"
"Yeah. I mostly don't need to do anything with them, though. Ignoring people all the time is weird, but it's polite there, kind of."
"But -" distressed.
"And I'm a mage, nobody's going to bother me."
"...yeah, okay."
No problem.
Cuddling has resumed, and after another few minutes the people at the edge of the pile go to get the baskets they brought lunch in and pass the food out: lunch is mashed sweet potatoes with berries and bits of venison mixed in, served in hollowed out squash with acorn bread on the side. "Ooh, I missed this," says Rána. "I should cook sometime. Quendi food is nice too, but it's different."
Yeah, kobolds are pretty good at that.
"Were you planning to stick around for a while?" Rána asks when lunch starts to wind down.
"We can," one of them says.
"We've been spending a lot of time away this year anyway, they won't think it's strange."
"We know you're busy, though."
"We are, kind of," she acknowledges. "Tyelkormo?"
They debate who's going to go, and then work out what they'll be getting - each tribe has a few different dishes being prepared, plus various leftovers from lunch. Rána cares less about what she gets than about who's making it - she wants whatever her old tribe's head cook is preparing. (They're one of the ones who switched tribes, and aren't head cook in their new one, but that's still achievable enough.) She recommends a vegetable soup, for Tyelkormo: that tribe's cook does the most amazing things with spices, I'm sure you'll like it.
It is, and after dinner there's more singing.
After a while Rána stretches and says "okay, we should head back," and the other kobolds blink at her, surprised. "Maybe next year," she adds.
"...okay," one of them says, while a few of the others look at each other, worriedly.
"It's fine, guys," she addresses the worriers. "I've been too busy for it to bother me, anyway."
"All right." But they don't really seem to think it's all right, whatever it is.
So, like, with Quendi, you trust people will bring things up if they prefer to talk about them, and it's very rude to demand to be let in on things if someone isn't expressing a desire to share. But apparently kobolds think it's appallingly rude not to be aggressively intrusive at people, so - what's going on?
Well, 'looking'. She's not bothering to light up the cave when she's mostly using her mage-sense anyway.
They look weird, to the mage-sense; she can sense some things about their bodies, but not nearly as much as she'd usually be able to, and nothing whatsoever about their minds, not even that they have them. They're humanoid and carrying tools, though, so she makes the obvious inference, and drops the trance and jerks to a stop - she's hovering in midair - and then makes a querying sound, trying osanwë at the same time: hello?
She repeats their words back, but doesn't actually understand what they're saying. She's glowing, for the light, and she's not going to let them get too close - she clucks at them and scoots back if they do - but in between language attempts she trances for a moment to grab a piece of rock from the wall and make it glow for them to look at.
We were digging out the same vein of iron from different sides, met in the middle. They took it well, she grins, and they were really interested in my magic and want to give us some stuff, they seemed to think that was important? But they wanted to know what we wanted, so I came back to find out. They're nervous about Quendi, though - they said you could come talk to them, they just weren't too enthusiastic about it.
Light, portals, teleporting - flying they saw but she probably can't cast that on them, but she can do something similar to make containers that make what you put in them lighter - and making water, and changing how plants grow. And she has a good amount of control over when the effects are active, if they want things that can be turned on and off or turn on or off automatically or need a password to work or whatever she can do that, too, and that lets her do some fancy things like make armor that teleports arrows away when they hit it.
Yes, you've said. Many times. Not doing something and believing no one should do it and writing off an entire species because the first members you met do it are all very different things. If one of my people reacted that way to another species just because they did something differently - not in a way that hurt people, just differently - I would be very deeply disappointed in them.
So, if we want to provide magic things for free - I did ask - they will just have their people who are not busy in line to receive and then resell the free things. If we want to provide them for credit to use later, we can do that. We can also directly trade for lots of things, and we're talking about how to do that. I haven't promised anything only you can do, my cousin said that you are really upset that they work the way they do.
I don't mind talking about it. Part of it is how owning things is taboo among kobolds, but it's more than that - because I was spending time with tigerfolk, and because of some of the things that happened after I spent that summer with them, they never quite trusted that I wouldn't pick it up, so I got into the habit of being really careful about not even giving the appearance of it. And when I was around the tigerfolk - well, kobolds have a reputation for theft, I had to be really careful there, too. And learning that in the first place was... unpleasant. So it's always been something that's been dangerous for people to even think I was doing, in whichever context. I'm kind of getting over it - the way things are organized here it's just easier if the things I need are in my room, even if it does look like that, and nobody else cares - but I'm not to the point where I can easily give up the - deniability, I guess - yet.
Well, I hatched during a war, and I've been thinking about that recently. It's not as much of a taboo for kobolds, obviously, but it's still uncommon. But they needed me. Or - not me, so much, but a kid from my egg-parent, and I'm who they happened to get; it didn't work out how they were expecting. But, even from then, the question of what I'm for has always been something with a really obvious answer - I was for being the next chief, and then I was for being a Speaker, and then I was for working with the tigerfolk, and now I'm for this. I'm not sure I like that, but... I think losing that hurt me almost as much as being alone, when I lost my tribe. Like it or not it's part of what I am, that I'm for something.
Cool.
(She can also fly pretty fast, if they need something set up more urgently, but they don't seem to, so it's probably not the best use of her time.)
She enspells the forges and tells them about the various spells she has for growing plants - light spells and light portals and multi-portal setups for plants that need more light than the sun will give them during the winter or at all and automatic watering spells and spells for the plants themselves - and sets those up for them and makes them portals and lightening carts and...
Rána is perfectly happy not knowing what the money is being used for. Or that it exists, for that matter.
Eventually the subject of casting on people comes up: She can, that's how she can fly and glow and things, but the usual way of doing it is to set the spell up to react to the spellbearer's thoughts, and for some reason her magic can't see their thoughts. Which doesn't mean she can't cast on them, just that they won't be able to control spells that way, which is usually considered a bad thing to do to someone.
She just kind of sits there, for a little while. Her breathing is mostly pretty steady, but occasionally hitches, or speeds up for a few seconds before she gets it under control again. She shudders, once or twice, but aside from that she's very still, very quiet.
I... saw, you know. When it was us.
She usually checks in every day. It stresses him out tremendously, because he doesn't get to interact with anyone else more often than once a week, there's far too much going on, but he has never asked her to scale it back because she seems to need a lot of support. When she doesn't show up he sends someone to check on her.
Mmhmm.
Two days later she's up and about again, noticeably more grim than usual and prone to startling, but overall managing okay. Tirinquo insists on following her around, which she doesn't object to; they head to the Ñolofinwëan city after breakfast to check in with Findekáno.
No problem, really.
...also she has a question, sort of? If there's anyone who was affected by the trouble with the Doriath Quendi and would feel better with defensive spells or a way to teleport home or something, she'd like to make sure that's available to them, what's a good way to do that?
So she tells them about kobolds, starting with the fact that she's from another world entirely that can only be reached by teleportation. She skips the bit about theft as a cultural feature but does explain that they don't do ownership, gives an overview of how Gifts work and explains that teleportation is hers, explains that they mostly don't talk and are very insular, and gives plenty of details about day-to-day life.
That too, yeah. She doesn't have the whole story, but part of it is that they'd never really taken a meaningful risk before? Which is the Valar's fault, not theirs, but, like, literally only one person had ever died, where they were before; they had no idea what they were getting into, and they made some really bad decisions because of it.
They have genders, isn't that weird? It's like some sort of guild thing and you dress to signal which one you're in and they use different words for people in different ones, it's completely baffling. Also they're very convinced that there's only one kind of sex-relationship and they have silly tastes and they sing all. the. time.
Agreed, definitely, but it does apparently work okay for lots of people.
The relationship thing she mostly can't speak to - the Valar apparently gave them some rules about that and that doesn't seem to have done them any good at all, but she's not sure how much of it is that - and their tastes are about as far from Dwarves' as the species she's familiar with's are from each other, and she kind of likes the singing - kobolds don't sing as often and when they do it's for different reasons but it's still nice.
People should do what they want to do, instead of have someone telling them, but of course if people don't have any way to coordinate their activities then you get problems like 'Austri would prefer to get potatoes if they're going to be scarce, but prefer to work in the forge if lots of people are getting potatoes.' So what prices are is a form of information about what other people are doing, and as long as everything has a price everyone knows what everyone else is doing no matter how people there are, and they can make informed choices about what they want to be doing, and this works out much better than telling them.
That's actually kind of like how kobolds do things, except kobolds live in groups small enough that they can figure out what needs to be done by just watching. It doesn't work so well when there's a war or emergency, though, at least the regular way the kobolds do it - you can't just look at the supplies and who's doing what and figure out what it'd be most useful for you to do if there's something weird changing what the tribe needs.
Hm.
Well, she's still not sure it'd be a good idea to suggest, but she can probably figure that out.
There's also the thing where she'd have a really hard time with being expected to do ownership like that, but if it's not her tribe picking it up she can probably still avoid it.
She doesn't mind talking about it, but she's not sure how much sense it'll make to them. Part of it is that kobolds consider ownership to be antisocial, and her tribe tended to suspect her of it because she spent time around other species that did it, so she had to be careful not to seem to want to. The other part is - kobolds don't do ownership, and they don't think other species should either, so they don't respect that - she does, she knows better, but it's a pretty entrenched cultural thing - so kobolds have a reputation for theft. Which means that whenever she was with another species she had to be very careful not to give the impression of having any interest in their stuff at all, or they'd stop being willing to have her there and maybe get violent - the Dwarves might've noticed that she doesn't touch their things unless she absolutely has to or go anywhere she hasn't been specifically invited unless it's obviously public? That's why, it's habits she picked up from working with the other species in her world. So between the two of those, ownership's always been something she's needed to avoid so thoroughly that nobody even thinks she might be doing it, and that's not the case any more, but it's going to be a hard habit to break when it's always mattered so much.
They are profoundly sympathetic and then set to debating how to accommodate kobolds who can't understand the concept of ownership - can they be deterred from stealing from people? How? Can it be explained to them how harmful stealing is, or do they not care? Are they willing to pay for insurance to recompense people they rob?
Well, the only two kobolds in the world are her and Tirinquo, and that's going to change slowly if at all, so they don't really need a general solution - Tirinquo would probably try it if they got here by themselves somehow, but that's very unlikely, and if it happened anyway she could almost certainly get back anything they took; the whole point would be to show off that they'd managed it, they wouldn't even mind her bringing it back afterward.
Well, hm. If that's going to work at all they'll pretty much have to do it on a whole-tribe level rather than an individual one; most kobolds don't talk and are terrified of nonkobolds, on top of not personally owning anything. If a tribe moves to this world somehow, they'll almost certainly have one or two Speakers who can negotiate for the tribe; they may or may not be willing to, especially if they present it as being about their ownership of the stolen things, but if it's going to happen at all, that'd be how.
Well, if she's around to help, there's a decent chance they can work something out - it might not exactly look like insurance, that seems like too complicated of an idea to explain to someone who doesn't have the concept of ownership in the first place, but... there's a pretty good chance that the kobolds themselves would be willing to provide things for them to steal back, actually? Like she mentioned earlier, it's not actually so much about having the things as it is about proving themselves and showing off to each other.
Ah. That too, but, cool! And in the longish run that probably ends up making the tribe be friendly to them in other ways, too; that's a game the kobolds play within their tribes as well, and they'll definitely notice if the Dwarves are participating in a friendly way rather than an unfriendly one.
We think so - it'd depend on the tribe and their situation, if the Speakers wouldn't interact with the Dwarves at all it'd be hard, but probably. The trick would be showing the Dwarves how to set things up to look like good things to steal, and then talking the Speakers into giving the Dwarves some things to set up like that and giving the things back afterward, so they're never actually taking the Dwarves' things.
I mean if we end up needing to move a kobold tribe here. There's no way a whole tribe would be willing to stay in one of the cities, even if that wasn't a pretty horrible idea, but there's no place without anybody living nearby at all, so we'd need to find a way to keep them from getting into trouble with whoever they were near.
Yeah. Lean. I told them some things about kobolds and the first thing they wanted to do was figure out how to make it work if they ever find themselves with a tribe of us for neighbors. Turns out it'd be a little tricky to set up but it'd probably work fine after that, if that happens somehow.
The thing nobody realizes is that kobolds stealing things usually isn't about the things, it's about showing off their sneaking-around skills. So if the tribe - or we, if the tribe couldn't do it - gave them a bunch of things to be stolen, and showed them how to set those up so they looked like a better challenge than anything else, pretty much nothing they cared about would get stolen - maybe not never, but I bet we could get it down to not even once a year - and everybody would be happy.
And, just, I really like that they want to do that, if it comes up.
Okay. So what was that thing with the bridge that they mentioned?
After a while, she goes home. The next little while is pretty uneventful - she takes a day to catch up on things around the Quendi cities, and spends an afternoon with Tirinquo and the humans, but mostly keeps on working with the Dwarves.
It serves as a pretty good overview of the world, in addition to talking about the magic forms and where to find them, albeit from the author's distinctly elven viewpoint: dwarves and humans cut down trees and are therefore awful, goblins take slaves but use mushrooms for their woodlike-material needs and are therefore less awful, animalfolk aren't really people but are generally pretty inoffensive (though they sometimes also cut down trees, why is everyone who's not an elf so horrible). Rána's type of kobold is barely mentioned, but there are also desert kobolds, who are nearly as elusive but use magical traps, so they get a section; the author also speculates that they have a form that lets them detect things at a distance, which, if it's true, is unique among known spell forms.
All in all there are a couple dozen spell forms mentioned; the most interesting one, which the author was more or less able to confirm the existence of but only able to give vague detail about where to find, is the animal-and-person version of the elves' plant modification spell.
If that's really the animal-and-person equivalent of the plant manipulation form, it does healing. And will work just fine on people who already exist - they'd have to actually get it and look at it to figure out the scope of what it can do in adults, but the plant one can do most of the things it does to seeds to grown plants.
It's still possibly very unethical. Hexes with that form: yowch.
Some of the creatures look like they might not be all that inconvenienced by finding themselves suddenly falling down a cliff, but they can all be teleported.
It's a big forest. As they get closer to the middle of it, the creatures get bigger and meaner and tougher, and are more often camouflaged or venomous or similarly dangerous above and beyond just being big and mean.
...it can't target the forest, that's why Rána had to spend several hours trying random forest locations to get it.
After a while the animals stop getting more dangerous; they're still very varied, and very bitey.
Gosh this is a big forest. It's almost like the mage they're looking for doesn't want to be found.
Yup, it has to do with how having that many trees in one place changes their surroundings, it's like how it's possible to target different kinds of rock.
Eventually they catch a glimpse of some stone buildings through the trees. They're still pretty far off; even with Quendi sight they probably would have missed them if they weren't paying such careful attention.
And after a little while they're close enough to hear thoughts. There are a couple dozen people living here, of a variety of species, mostly human. No-one is actively casting, but a couple of them are playing around with the spell form, trying to figure out how to accomplish this or that, which is enough to learn it from.
The form is very intricate; not quite as complex, or as pretty, as Rána's teleportation form, but closer to it than any of the other forms they've picked up.
Rána shows up presently to get the form. Ooooh, she reports, after a few moments' trance. I'm going to have to take some time to figure out all the stuff this can do, but it's very promising. I can definitely do healing - better than Quendi; it'd be hard to give someone that much control, but I think I can do all the things I've seen you do and then some...
Justified. She pops over to the other host to let them know, and then spends the rest of the day with the humans - safe, reversible sterility is a bit beyond what she can do at the moment, but she can do plenty for them with more straightforward things - simple healing, fixing old damage, patching congenital problems, setting the occasional missing part to regrow - and having the form to refer to lets her diagnose a wider variety of things with the mage-sense, as well.
After dinner, she stops in to see Maitimo.
Depends on what you mean by 'good'; I expect we'll still be figuring things out about this form in a couple decades, it's very complex. But we'll probably have all the common stuff we want to do worked out in a few months, and there's plenty of useful stuff that's basic enough that we can do it right away.
She nods. It's not instantaneous, it's more like a better version of your intentional healing ability, they'll go back to normal over a few days. And I'm not sure what it's going to feel like if you're used to having control of the process - I can make it so you can turn the spell off and on, by section if you'd like, if that might bother you.
You're welcome.
The next day she goes to see the Dwarves and tell them the news; she brings a list of what she can do so far - there's also a fair bit of simple cosmetic stuff - and lets them know that while she's focusing on more complex healing and birth control for the humans right now, she'll be able to take requests of things that aren't on the list eventually.
"This doesn't interfere too much with the way Elves interact with our bodies. There are lots of processes that we usually permit to go on rather than consciously monitoring them; feels like that, unless you get it into your head to stop yourself healing, and there's no reason to do that."
Rána makes some progress on the birth control, but focuses mostly on the healing, and shows up promptly when she has a few things she's confident can be safely done. I think it'll be best to start with your back; I won't be able to do it all today, but what I can do will help with the pain and it'll help me figure out what else I should be prioritizing. Okay?
Do you feel off-balance, did it make anything feel different in a way you're going to have trouble putting up with for the next while, is there anything I seem to have missed that'd make it better - I expect that's much better than what you were dealing with an hour ago, but it's not completely fixed and this might not be the very best way to leave it.
There's a lot of work to be done; getting things into better alignment definitely helped, but it'd still almost be easier to list what couldn't use healing. She is definitely going to murder a god, but for now she does a quick survey to get an idea of what's in the worst functional shape and what's having the most impact on the things around it.
Okay, she sends, opening her eyes, done for today.
She continues to mostly avoid him.
A few weeks later she announces that she has a usable birth control spell for the humans; she'll need to check anyone who has it for side effects every so often, for now, but she's confident that it'll work and not cause any problems she can't solve and that it's completely reversible.
No bad ones. They're kind of forward about approaching people, which Quendi don't seem to mind but humans do sometimes, and every once in a while someone'll need to warn them about something they've forgotten is dangerous, but they're doing okay in general, they aren't wandering off and getting into trouble or anything.
Rána makes time to give healing lessons, after double checking that they really do want the magic distributed to whoever wants it; Nidela considers learning it, but ultimately demurs when one of the other stable workers picks it up. Tirinquo is introduced to Maitimo; Rána waits long enough after he's done healing his scars that it's at least plausible she wasn't waiting on that. And as the season turns to winter, she reports that she's found what she was looking for in the book: a tribe of birdfolk are briefly mentioned as having especially complex magic detection spells, which she believes can't have been cast with the normal version of the form.
Cliffs are much easier to target than forests; the tricky part this time is going to be finding enough cover that they aren't spotted.
...and by 'tricky' she apparently means 'not obviously possible'; the area isn't completely treeless, but it's more like badlands than plains, much less a forest.
They don't seem have the longest of attention spans; some of them take to the air again almost immediately - but a couple minutes after that, most of the rest of the fliers join the group on the ground. A dozen or so of them at a time ask for words, switching out every few minutes, while the rest - a few hundred - chatter excitedly to each other in a combination of their own language and Quenya.
One of the birdfolk glides to the front of the crowd to get the spell form - it's much slower, transferring it without osanwë - and then flies back up to one of the pillars to examine it. The rest of the flock goes back to asking questions - what other kinds of magic do they have? what do they use it for? Would they be willing to make some of the birdfolk spellbearers, with the teleportation?
As they're asking, piece of paper appears in midair between the Quendi and the birdfolk, startling a few of them into flight. It's a note, obviously from Rána - nobody else's handwriting is that messy, no matter how much of a rush they're in - and it says 'the healing form is more dangerous than the teleportation'.
Understandably! But they don't do it. (There's some debate in the back, quiet compared to their usual ruckus, about what they should do if someone starts doing that kind of thing here.)
The mage, who'd returned to the ground while they were discussing that, approaches again. "We'd be very interested in trading our magic detection for the healing form. And I promise it won't be used for that sort of... atrocity." It's hard to read the expression on her beaked face, but her crest is pulled in tight to her head, in comparison to the raised crests they've mostly seen from excited birdfolk.
They are very excited about their new friends. Someone goes and gets a few pitchers of juice for the flock to pass around - it's quickly obvious that they're magical and never run out - and in another fifteen minutes or so the pulleys are ready and everyone heads inside.
The caves are pretty - not up to Quendi standards, but they have a kind of simple beauty, with subtle decorative curlicues here and there - and much cooler than outside. The rooms are mostly furnished with birdfolk-friendly perches, but the mage - she introduces herself as Sun - shows them to a room further in that has a set of chairs as well. "Is there anything else we can get for you while you're here?"
And so there's a tour of the village! It's mostly surprisingly comfortable for the Elves to get around in; the birdfolk may be small, but they like high ceilings so they can hop up and glide, and large rooms and wide corridors so they can work and move as a flock. The same collaborative approach to things that they saw when they were learning the language is present here, too: in one of the rooms, a group of birdfolk is weaving baskets, each doing a few minutes of work before passing the basket off to an idle flockmate to continue.
It's not a huge village - the birdfolk mention that they're a relatively small flock, the area can't support too many of them - but they have some nice things anyway: an indoor garden lit using a system of mirrors, an art gallery, and a gymnasium where a complicated game involving three balls and lots of aerobatics is in progress.
The birdfolk who've learned some Quenya attempt - fairly successfully - to include the words they know in their stories. This of course leads to language lessons in the background for the birdfolk who don't yet know it. The stories themselves, if they can follow them through the overlapping conversations, are about local events, especially interactions with the goblins and ibexfolk and ravenfolk who live in the area.
According to the stories, ibexfolk are nomadic but consistently friendly, and often have trouble with goblins or predatory animals; the cockatielfolk warn them about these threats and occasionally help them fight them off in exchange for news from other parts of their range, and also trade with them. Ravenfolk are friendly competitors: unlike the mostly grass-eating ibexfolk, ravenfolk eat the same diet of fruit and nuts and small animals that the cockatielfolk do, and they often find each other trying to gather the same resources, leading to conflicts that are usually resolved via pranking or tests of skill; there are also a few stories of ravenfolk being injured or threatened and cockatielfolk coming to their rescue or vice versa. And the cockatielfolk seem to think of goblins simply as villains; they show up in the stories only as threats to be neutralized, never named or talked to.
And 'neutralize' does mostly mean 'chase off'. Ibexfolk just have a harder time defending their kids, without any permanent or often even temporary settlements, and if it's a choice of attacking a goblin or letting them kidnap someone, well, it's not a very hard choice.
The storytelling and language lessons continue through the afternoon, with plenty of opportunities for the Quendi to contribute stories if they're so inclined; birdfolk come and go, someone brings in more juice pitchers to pass around, and eventually the crowd starts to thin. "Did someone show you where the dining hall is?" asks a nearby birdman.
Pretty far? Not, like, months away, usually, but a group that decides to go exploring will usually be gone for weeks. There's a big riverbed that gets water in the wet season out to the east, and desert to the east and south, and if you go far enough north there's forest but you have to go really far, and the mountains where the goblins live are to the west, and west but not that far west and a little north is the ravenfolks' village.
Sure!
The library is tucked away behind the art gallery, and it's not very big at all, just a couple hundred books. Most of them are descriptions of the surrounding environment, or accounts of historical events, or instructions for crafting or aerobatics or gardening or other things. One wall is devoted to storing scrolls, mostly various sorts of records - of agreements with the ravenfolk, of agreements between flock members, of various events that they might want record of but that aren't interesting enough to have an entire book written about them, and so on. There's also a section of the scroll wall devoted to maps; their map goes there, though the birdfolk seem to think that someone will make a frame for it sooner or later.
It's the way it is so they can write in it! They don't have as much rage of motion in their wrists because of how that joint has to also support the last section of their wings, so they have trouble making some of the loopy shapes that other alphabets use.
Here's the sounds the letters make! All the really simple books are up by the hatchery but someone could fetch a few down if they want something to practice with?
She nods. "I know you like them, but - there's plenty of harm they could cause without hexing people, if they want to, or if they feel pushed into it, or just by accident. They might not, but it's not the kind of thing we can know for sure, especially this quickly."
"It's worth it anyway, but I don't like it."
And off she goes.
It does work, kind of. She can't use it with the teleportation form directly, but if she combines it with, for example, the light form, she can make something that points at the nearest magical thing of whatever sort. It doesn't have a range limit, though, so it'll do fine for what they want it for.
Yep. She comes up with a spell that'll notify them if there suddenly starts being magic - she wishes she had the form for spells that make noise, but she doesn't and they'd have to go to a human town for it and after the birdfolk she's not even going to mention it- and sets them up with defensive spells - there still might be hostile animals or whatever - and sends them off.
The part of the world they find themselves in is warm and slightly swampy, with short, thick-trunked trees, occasional bushes bearing tiny flowers, and lots of ferns and mosses. There don't seem to be any birds or animals, but some of the bugs are quite large and elaborate. The plants smell nice, but don't taste very good - bland with an undertone of bitterness.
Enspelled objects seem to work as expected, but if they try to cast a spell they'll discover that the process is both easier and harder; everything is more reactive, and it's easy to overshoot when they're trying to move things into the needed arrangements, but they'd also be able to set more sensitive trigger conditions more easily here. Enchanting is similarly affected; it's faster - not dramatically, but noticeably, even in a quick test - but easier to make mistakes if you're not used to the difference.
Yeah, hence 'might'. Also if they find something like that they can go back to where they first appeared and she can try to get them out with a portal; that should work. Anyway, here's more places to try.
None of the worlds are completely magic-proof. Some of them aren't even magicless, they just have infrequent brief magical effects that the detection spell only picks up when they're active. But eventually they find one where magic songs very nearly don't work - the effects reach only a few feet from the singer, and end immediately when they stop singing - and osanwë is limited to about a third its usual range, but magery seems to work as usual.
That does sound promising. She works with the more sciency types to put together some test spells, and sends them back out with those: it seems like this world impedes all magic that has effects over a distance. Magery is affected too; the magic detection spell can't detect things more than a few yards away, and a mage trying to extend their sense out will find that their impressions of things much farther away than that become more vague, and then after a few more yards they can't sense things at all.
Slow progress is still progress. The same can be said for Rána's immortality spell, and only partly because she's too busy to ever devote more than a couple hours to it at once.
The kobolds are grateful for the food, and Rána estimates that they saved a few dozen lives with it, mostly the very old or very young. The birdfolk are grateful, too, though it's more of a convenience for them; it does allow them to spend more time scouting, and they take the opportunity to follow the stream bed downstream and find and clear out the rock slide that's been making it tend to flood for the last few years. A tribe of ibexwomen pass through, too, with kids, but the birdfolk don't think it'd be a very good idea for the Quendi to visit them; they're too touchy about strangers, here in goblin territory.
Nidela keeps working on the book translations, focusing on the magic ones now that the medical ones are superfluous, and when she's done with those she starts on the history books. Tirinquo tries out pottery, but goes back to woodworking and following Rána around after a month.
The Dwarves finish transporting their portals to their other cities, and Rána completes the intercity network for them. They're thrilled; she's rich; she has no idea what to do with this information and finds it disconcerting.
Spring arrives, just as expected.
That seems like a reasonable use of it, not that she's going to suggest that her opinion particularly matters.
The rainy season starts in the birdfolks' desert; the whole area turns lush and green and there's a constant drizzle. They spend a few hours every day out gathering, and the rest of the time indoors; they're quickly bored.