It was supposed to be a low-risk mission just dipping their toes back in the water. And of course it's not. There's wraith there and they have to run. The manage to dial fine, they even manage to get to the gate but as they're jumping through several wraith shots hit the gate and something goes strange. The normally smooth passage of the wormhole twists alarmingly and it's normal teal green shifts to a much more menacing red. And when they're finally spat out. They certainly aren't back at Atlantis.
They're in... a building? Made of stone? No, stone and wood?
There's a bunch of people around, wearing fragments of metal and leather armor and otherwise not much, and brandishing knives, though mostly up rather than in the team's direction. Most of them seem to have fairly fresh blood painted like tattoos. They're chanting, something bloodthirsty and repetitive (there's an eight-syllable pattern) that they, unusually, can't understand at all.
Oh, also the guy right at the center of the chanting men collapses with even fresher blood just as they show up, and the cultists turn around (still chanting) to face an opposite wall, from whence there are really loud gunshots.
It looks like when this isn't a weird not-Stargate site it's a sand pit for a fighting ring, though the stands are empty. But there are some heavy wood tables with blood-red tablecloths on them.
They probably don't want to look under the tablecloths. At least it's recent enough that the smell won't draw their attention.
There are three men in black fur cloaks over chain, carrying recognizable primitive firearms; looks like a blunderbuss, pistols, and a couple double-barreled muskets.
Surprise and black powder, and good enough timing not to be fighting bloodletters, is carrying the day fairly quickly, and the man in the lead is looking toward where they came in. But he still has enemies to kill, and they're going to need to do the rest by hand, so they have a few moments.
And in fact the portal is disappearing; it looks like it was failing slightly the moment they got through, and is rapidly falling apart now that the chant is disrupted by bloody war cries and chanter existence failure.
The intruders don't make any attempt to take prisoners, and it's not long before the fight's over. One of the backup men climbs up into the seating to look for something (stragglers?), and the other regroups behind the leader, and mutters something, gesturing to his pistol.
"Whatever they are, they're not Khornate," he replies quietly, "Cover me."
He draws a still-loaded pistol with one hand and a large, engraved gold coin with the other.
"Chekist! Hands up, don't touch any weapons!"
Sheppard lets his gun fall to rest on it's shoulder strap and raises his hands before standing up. "I don't know what that is we're not exactly from around here." He speaks their language but with a strange and unfamiliar accent.
The rest of the team remains in cover.
And is wearing strange and unfamiliar equipment that distinctly looks fit like armor, the thing he dropped looked like a very strange gun...
And, while he absolutely will not admit to knowing this, there is absolutely no movement of the Winds around them. Less than for a normal human thinking, even.
"...It means I am an enforcer of the law," he says ultimately, "The four of you go stand against that other wall away from the ritual site. Any act by Chaos requires careful handling."
He lowers his pistol slightly, more symbolically than practically.
"Vitaly, abandon the stands for the moment. Fetch the Lady."
The third man abandons his search and swings over a railing toward the doorway.
"Do you understand what was occurring when you appeared?", he asks. His pistol is now pointed at the ground, but he hasn't taken his finger away from the trigger, and the other man is watching warily and reloading his own pistol.
"Hmm... I am inclined to think you are genuine humans. But the Deceiver is good at his title, so I do not, actually, have the authority to let you live. Fortunately for you, I do have the authority to keep you under guard while I bring experts to check further. You may ask questions while we wait."
"As an officer should. Everything about Za - Chaos - is concerning. We're overdue for another Everchosen leading an army of the daemons, the lost, and the damned out of the Wastes, and summonings like this are meant to kill hundreds of our defenders before the war to weaken Kislev. By slaughter, by disease, by trickery and spells, or by seduction and treason. Killing four innocents can be an acceptable price to be sure they've failed."
"You're about eight centuries late for that argument. Tell it to Khan-Queen Shoika when she was founding Kislev. We'd have fallen, oh, probably three times over by now, and probably the South with us. Mercy is a luxury, and I'm buying more of it than most. But unless you do something stupid you'll be fine until the Lady Witch finishes talking with you, and if you're really mortal men you should be fine even then."
He can pick up on the skepticism better than you'd think. If they don't respond for a while, he'll consider what examples to give.
"In the city of Praag, which was conquered by Chaos for a few years, the dead walk at night unless they are cremated in a blessed fire, and the streets of the outer districts rearrange themselves while no one is looking. No witch or wizard can stand to live there because the residue of Chaos corrupts the soul and ghosts whisper to them on every street corner. The last time the Everchosen attacked, the dwarfhold Karak Vlag closed its doors to withstand a long siege, and when we finally won the war and checked on them, it was gone. The gates were blank stone and the mines were unexcavated; the watch towers had never been built, though many of the paths and stairs remained to show where they ought to be. The karak had stood unwavering for thousands of years and it was erased overnight. That's what it looks like when Chaos makes a serious attempt to soften us up. Our paranoia is more than justified."
It has not remotely occurred to him that they might think magic doesn't exist, or he'd probably have something to say about it. Some southerners don't really believe in Chaos, but even they have priests and the occasional mages.
So they'll wait in silence for a while, until...
...A woman in white fur robes with layers of frost on the shoulders and an oak staff with ice-like crystals and more frost sweeps in through the doors, with a man in light brown robes with sunburst patterns picked out in gold thread following her.
"Teodor. This is what showed up when the cultists were expecting Khornate daemons?"
It may be noticeable that 'science' doesn't translate terribly smoothly in this language and what he said was more like 'engineering and study'.
"Sounds like a culture that would be strong for four generations and then run out of people. Traveling where? How?"
"My people call them the Ancients, and many others call them the Gatebuilders. We believe they called themselves Alterans. They were in most respects humans but they had enhanced minds and special powers since then they've all either died or ascended. The Wraith are kinda like vampires. They feed on people's life force instead of blood though."
Apparently he shouldn't have said that. Maybe something about the Ascended sounds like this Za or Chaos that they're afraid of.
"The ascended are... strange they have strict rules about interacting with beings like ourselves that are still physical so my people have only met them a handful of times. They aren't physical beings like you or I they're something stranger."
Yep definitely shouldn't have opened this can of problems.
"Whether they really counted as human is a matter for debate. Regardless, we don't know how they ascended just that they did." Technically he knows how Daniel ascended and he's read the reports that Orlin was helped along in returning to that state but nobody knows how the Ancients did it in the first place.
Sheppard carefully avoids wincing. "I don't think there were any. There weren't any mentioned in the reports I read. Someone was trying to heal him and he somehow appeared to a friend mentally and asked the friend to have the healer give up and then his heart stopped, he glowed from within and he turned into a strange mass of golden light. Which then went to the nearest gateway, activated it and passed through."
"I don't think he is, strangely enough. To be clear: none of the terrain nearby changed in color or flora, no one involved or animals nearby acquired sudden physical deformities or mental derangements, and the normal laws of reality still appear to hold on the site and near the gate and around everyone involved, such as the healer and the friend? No sudden epidemics began shortly thereafter? No one was seized with a desire to preach a new religion or prophecy?"
"No, I definitely would have heard about that and I've been in the room the report said it happened in since. It was more or less the same as all the hospital rooms I've been in in the past. I used the gate too and it worked normally relative to the other gates I've used."
Suddenly her smile entirely disappears, her demeanor abruptly changes, she starts sparking with electricity, her eyes glow like St. Elmo's Fire, and sudden wind seems to appear from nowhere at her back despite the door being closed.
It's unreasonably terrifying, even to people who are used to dealing with terrifying things.
"And you are very sure of that?", she asks in a voice that sounds like it belongs to someone five stories tall.
"Years ago, a wraith experimented on a number of humans in an attempt to make better stock for feeding on. They weren't successful but what they did achieve was giving those humans the ability to sense their presence and hear when they spoke to each other. The other wraith fearing this strength tried to wipe them all out but a few escaped and I am descended from one of them. I've learned to resist the influences of the Wraith using that ability and what you were doing felt similar."
The Winds are swirling around the room, mostly the crystalline web of the Tempest but also the traditional Eight.
Around Teyla, inside that web as she holds it away? ...Some Ulgu, for minds and deception, but more Chamon, for logic and metal, creeping up from the hidden metal weapons to her head. Not a hint of Aqshy, no fire or more importantly anger.
Which is far from infallible, but Teisiya isn't often wrong either.
Wraiths, vampires which do not feed on blood and run breeding programs on their serfs. That matches none of the known bloodlines, but other bloodlines are believed to exist in distant lands, and these men already claimed to be from them. And Kislev does not refuse immigrants for being Sylvanian - really, they're better citizens than a lot of southerners. Keep her under observation for a few weeks to be sure she's not feeding, but as a consistent story it's reasonable.
But it's also a potential cover story for being Tzeentch-touched.
She would bet on her being innocent or the Changeling. (Suspecting the Changeling is a fool's game; it will always look exactly as innocent as it wants to until it reveals its trick.) But she is not good enough at reading people to beat a Lord of Change.
...At least she has one other thing to check.
"Cousin Khmelny," her voices rumbles, before she lets the indoor storm drop. "...Please invoke Dazh's gaze."
"Gladly, Lady Kajetana," the man in the brown robe says, and stands just outside the main doorway, in the sunlight. He swings something that looks like a thurible-lantern, the flame clearly visible burning low but clear. He takes a small mirror out of a padded bag and turns it so that a ray of sunlight is reflected at the faces of the Atlantis team, going back and forth, though focusing on Teyla. He chants unintelligibly.
It will be a tense few minutes.
Teo cocks his head toward Teisiya and then nods back to her once she does. "I'll take the guard duty, better than explaining to someone else. Vitaly, check for anything that needs isolating; the rest of us, let's get out of this charnel house. Dragmil, lead the way; the place near Morr's Gate isn't too far and should have space to be hospitable."
His posture changes; it's not that he isn't wary, but it's the wariness of regular army alongside mercenaries who are only about 90% likely to stay bought, rather than presumed enemies.
He'll wait for them to start moving and bring up the rear.
They get outside and find themselves in: a medieval city. It's a port, and cold; there are small patches of snow under shady eves, and you can smell the sea. It looks like they're in a fairly poor district and mostly nonresidential.
Dragmil leads them south, or at least toward the sun. Away from the water, though glimpses to the west will probably notice that the city and land vanish into ocean.
"Most places are."
He pauses a bit, considering the bizarre gun and inexplicable other tools, and decides they are probably already armed in ways he won't notice. He probably won't be able to tell if they get more, but this won't make it much worse.
"Go ahead, there's a good place to stand aside at the next crossing. Please don't take out any more weapons while you do."
"Sounds expensive just to replace a fur coat, but I suppose it also looks much lighter."
They take a turn and they're on a wider street, with a relatively clear vote to the city walls (stone) and gate, over all the carts in the road. There's a small group of taller, thinner humanoids with very tall pointed hats (that mostly cover their long pointed ears) and fancier fabrics walking the other way. Everyone is giving them a wide berth, and they're returning the favor.
"Asur, also called High Elves or Sea Elves. Best magicians in the world, best sailors in the world, live for centuries mastering every art of peace and war if they don't die fighting the other kind, faster and stronger than humans... And they won't let you forget any of that for a moment. Their embassy district is in Erengrad, east of here. Best avoided."
"Unless they're also extremely good liars they also maintain the Great Vortex that drains all the unused magic out of the world and sends it back to the lands of Za to keep it from turning the entire planet into more Za. You can see it in the sky from nearly a thousand miles away, so it's probably doing something useful. Three of their greatest mages arrived to join the Great War Against Chaos in my grandfather's grandfather's time, and taught the southerners to train wizards of their own, and we'd have lost badly without that. But... many people admire them. Or envy them. Or both. Very few like them."
"...Also, now that I think of it, they'd probably kill you. Because they would rate the risks at least as high as Lady Kajetana did, and consider the cost of four innocent human lives much lower."
"We don't get many Druchii this far east, and when we do they're usually trying to pick a fight with the Asur. And they're... I could describe it, but I'll just say they're the vilest pieces of shit ever to walk on two legs, and that includes many daemons and beastmen who are literally crafted by Chaos to defile all that is good or natural in the world. Druchii are nearly as bad and claim the whole time that by torturing you they're demonstrating they're a superior form of life. So, you know, I'll see what I can do. And you'll have company."
"Merchant's townhouse the crown confiscated when it turned out he'd been embezzling, smuggling, and supplying criminals he was probably aware were actually loyalists to the vampire tzarina we had a century ago. Big enough to hold a garrison of agents like me and be a local headquarters at need; not quite secure enough to be called a safe-house. It's been used to keep a suspect southern noble under guard while our diplomats negotiated to avoid an embarrassing execution, a decade or two before my time."
He had the vague sense they were probably wealthy from their initial appearance, and this isn't the first time that's been reinforced.
They come into view and he gestures to the place. It's reasonably nice, for the 1600s or whatever they call the century here. Big solid log construction with a brick foundation, decorated with various carvings and colorful eaves, slate-shingled roof. There's a stable. Three chimneys, which looks moderately high if they've been keeping track.
If half of the space is for housing people rather than running a business it could comfortably house ten.
"I am sorry it's necessary."
They file into the building. It's nicely appointed for the general tech level, decorate and warm without being soot-stained. Large fireplaces and brick walls of the chimneys giving off heat in several bedrooms, most of which have two beds. The basement has barracks beds (unused currently) and open space with weapon racks that were probably-hastily emptied. There are guards at all the entrances, and also on a couple high balconies.
None of Teo's guards will show any signs of objecting or taking offense.
"We only have the three servants for the building; I apologize for the inconvenience but it's hard to find help with enough integrity to not be bribed."
Usually to let things in that shouldn't be, rather than out, but the principle is the same.
"I don't know. If there was a gate here I would at least have somewhere to start but as it is I don't even have that. I know Orlin managed to build a gate out of stuff from Earth but even if I knew how he did it I don't really expect the same materials are available around here. If you notice it doesn't look like this house even has internal plumbing let alone the technologies I would expect if they could purify titanium or make fiber optic cable."
"Alright, it sounds like we'll be here a while then. Let's settle in as best we can. Stay a bit watchful but I don't think we need to be too worried about the locals. We'll keep watches as subtly as we can for the first week or so and reassess depending on what happens."
There are several more bedrooms, two studies (one small, one larger and with space for business conversations), a dining room by the main fireplace, a couple rooms clearly meant for sitting and meeting with people. The basement has a root cellar on one side and the barracks and weapons on the other, with a cleared space that is probably sometimes used for sparring; there's also an extra staircase to an external door, with a guard. (It's not nearly as obvious from the outside but he will politely discourage them from checking that.)
Rodney is correct; there is not indoor plumbing in the building, only chamber pots, though at least they have a dumping spot in an outhouse which flows into a closed sewer. There's a water cistern in the kitchen but no pump visible. (Yula shoos them from her kitchen before they can see much of it.) The windows are mostly waxed linen, but the street-facing side and fanciest social rooms have glass; all have strong wood shutters. There are many places for candles and polished steel reflectors.
All the hearths have fiery sunburst designs marking them, like the priest of 'Dazh', and the stone of their floors is scrupulously clean. There are also symbols of a bear head with a crown near the front door and in what probably used to be the master bedroom, and axes with a jagged lightning-bolt pattern for a haft are carved into the empty weapon rack and in the spots near the entrances which look intended for guards, at a convenient height for tapping with a hand as you pass.
"That should do it; go with whoever's leaving personally, keep an eye on it. I'll have a reply from Her Majesty before sunset tomorrow, but I expect she'll assent to my judgment and say we should keep them guarded for at least a week but not execute them. I'll visit them then."
"If she says otherwise, I'm not sure we can. From what I saw of their weapons they're guns, but strange ones, I'd want a dwarf engineer to make sense of them. And they have other things, probably more weapons, we haven't seen. And at least two and maybe the third are experienced fighters. If we actually ambushed them we might succeed, but they're - politely and subtly - expecting and preparing for that."
"Ah. That's not entirely a surprise... I'll bring some Maidens, if it comes to that. In the meantime... keep an eye on them, learn what you can, explain what they ask about. Other than how we check for Chaos and undead, if they're rude enough to ask. I trust your judgment, Tedya."
"Oh, yes. The elves I already mentioned; strictly speaking they're probably the same species but they had an extremely nasty civil war before humans had even forged bronze so they're arguably three different types. The third is Wood Elves, but there are none near Kislev and they don't often leave their forests. The Dwarfs are our best allies, in the mountains to the east; they're masters of the forge and a safer form of magic called runesmithing, and invented gunpowder long ago and taught it to us humans less long ago. They're extremely stodgy and keep grudges like aging wine, but they're as loyal as they are vengeful so it's well worth it. There are rumors they also had an ancient civil war with dark dwarves far to the east, but suggesting the possibility in their presence earns a grudge on its own. The men of the Empire and further south are largely the same as us, but the men to the north, the Norscans and Kurgan and other steppe tribes, worship Chaos and are mutated by it at much higher rates than here or to the south."
"Even further past them in the Chaos Wastes, no one can live without direct 'blessings' from Chaos, and everyone is badly mutated and often fused with their armor or something similar. Beastmen walk on two legs, except centigors and a few beasts, but they have the features of other animals, mostly goats and bulls, and they serve Chaos directly as well. I met Lady Kajetana repelling a large Beastman attack on the Teeth of Ursun, which are a holy site and supposedly the anchor for a great deal of the magical protections on Kislev; they try to defile anything that is holy to any god but the Four of Chaos, and to ruin anything that resembles signs of civilization. Similar to Beastmen but distinct in a practical sense are the Skaven, who also usually go on two feet but resemble rats rather than livestock; they're enormously prolific and live underground, they have Chaos-tainted technology that scares even dwarfs, and we'd be in dire trouble if they ever stopped fighting each other for twenty years and attacked the surface in unison. Fortunately, as a matter of cultural and biological disposition they never will."
"Greenskins come in many sizes; orcs are slightly bigger than a man, goblins like a large child, snotlings like a toddler, and many variations; the ones who fight more and survive get larger and stronger, and almost always are in charge. They love to fight for the sake of fighting, and the bigger the warband, the bigger the 'WAAGH!' that attracts more of them out of their caves and stolen forts and empowers their shamans. We don't fight them quite as often as Beastmen but it's probably second-most, mostly over or through the mountains where the dwarfs aren't guarding. And then there's undead, which come in dozens of types, almost all either made from the bodies and spirits of the dead, or variations on vampires. Necromancy uses Dhar, the same dark magic Chaos does, but in a different way, which also pollutes the area but in incompatible respects. Most undead near us are to the south in Sylvania, a forsaken corner of the Empire where a long line of vampire counts have controlled the territory for... centuries, at least."
"There are also trolls, who heal rapidly but are very stupid, and giants, likewise stupid; Chaos and Greenskins enlist both of them. Halflings, who are mostly just small humans and almost all in the Empire. Ogres, who will fight anything they can eat and take pay in more meat; they stay bought until you run out of food, and they're very useful in the meantime. Various types of woodland and swamp spirits which probably aren't elves or apparitions of Chaos like dryads and fomor. Dragons, most of whom are just clever beasts but some of whom are smarter than people. Griffons, manticores, pegasi, unicorns, great eagles, winter wolves... all at least as smart as very dull men, though manticores are deranged like everything else badly Chaos-tainted. Demigryphs are probably more like clever horses. I've heard stories of lizard-men from the deep jungles of the far south but I don't really believe them. Royal bears are supposed to be the greatest of bears short of Ursun but even the Old Tzar never met one. Oh, in the southern deserts there's another type of undead, mummies and enchanted statues who don't seem to be psychically tainted by necromancy like the others."
"...That's probably everyone of significance."
"The traditional answer is that Chaos mutates the world and its peoples, and the gods make some of the breeds stable and purify them of taint, and they then are their own true-breeding species from there. It would explain why so many are variations on the same general shape of a body, and something similar being true for the first vampires is... historical record, though very old history; that one was done on purpose, but used the mutating power of Dhar in its necromancy. Magic certainly changes shapes and minds of all who make use of it, so it's a good enough explanation. But if the gods made Men I don't know why there are so many of us worshiping so many gods in different places, and we all look so much the same."
"Sure. In Kislev, we have three worshiped by name and a fourth who... arguably is also a god. Ursun is the Bear God and the traditional patron of Kislev; he's distant and cares more about bears than men, but he defends us when it counts. Dazh, whose priest you already met, is the Sun, and taught humans to start fires; he also insists on good hospitality. Tor the Thunder-God is a warrior god of storms. And the Ancient Widow is the spirit of the physical Land of Kislev; though no one really worships her, the first Ice Witches made a pact with her about a thousand years ago to bring their tribes here and defend it against Chaos; the Hag Witches also have a bargain with her but they don't talk about the details, and both types keep to those bargains. In the south they mostly worship the former human Sigmar, who founded their empire and became a god on his death, but they have a half-dozen others, none of which overlap with ours. Even further south they have another dozen. Gods live... somewhere, made of magic rather than material, but they can intervene in the world anywhere the Winds touch and probably other places as well. They usually pick priests who have similar temperament and priorities, and then those priests can invoke their attention and power, which is less flexible than manipulating the Winds like a Witch or Wizard but much safer. They rarely do anything without a priest except arrange coincidences, but rarely is not never, and at holy sites they don't need a priest but rarely act without disaster coming. The god's homes may be the same as the afterlives, or near them, but they don't say much and all the priests like to promise is that our souls won't feed Chaos when we die, and maybe if we're especially devoted we'll fight by their sides after death."
"...And then there's the Chaos Gods. It's at least bad luck, and possibly much worse, to name them, but there are Four - Bloody Eight, Pestilent Six, Sorcerous Nine, and Tempting Seven - the Realm of Chaos and most of the Chaos Wastes are divided between them, they're all madness incarnate, they fight each other endlessly, and they all want to devour the world and all the souls on it to empower themselves and create more daemons for the war between them. They're vastly more powerful than the mortal gods and if they united against us no one thinks even all the mortals and all our gods standing together could withstand them, but like the Skaven we are fortunate in that they are, probably literally, incapable of doing that. Even the partial ceasefires are terrifying every time, though."
"Not exactly. We're losing. Slowly, but any ground we lose, it's almost always permanent. There's been some good news in the last two centuries, the empire training wizards and some victories for the dwarfs that have made them more able to help everyone else, but we're still losing."
"Well I'm sorry to hear that." Both genuinely for their sake and also because his people are now involved in this mess. This doesn't seem like a Eurondans situation or even really like a Genii situation. "I guess the sort of magical pollution your friend asked us about is why you can't take back territory?"
He's a little surprised at Teodor mentioning something about that important. He considers talking up how good Rodney is at fixing things but decides that would be pushing things too fast. He would be suspicious if someone unknown offered to do work on Atlantis's shield. "Well that's unfortunate. Hopefully you'll find a way to change that."
Well, it's not like anyone hostile doesn't know it. Not the kind who plan things, at least.
"It would be nice. I don't know, maybe the wizards will figure out something, there are quite a few of them and they're not as busy as our witches. Maybe dwarven runecraft can help now that they aren't constantly under siege. It's more likely than the gods saving us, at least."
"As far as I know there are no books on the Waystone Network on this continent, beyond maps of where we believe the important waystones are, which is not something I should share with you until we're very sure I'm not giving Chaos new infomation. Books are expensive and books on magic typically kept very private because self-taught magicians usually get corrupted by Dhar one way or another. I can probably get a copy of Winds, Ice, and Beyond, that's what most crown agents on the cultist front read to get a handle on the basics. ...Male magic-workers are illegal in Kislev, but it's unlikely any of you three have the necessary talent anyway."
"Yes, that's about cost. Kislev City, the capital, has plumbed most districts, and the richer houses have it here in Erengrad, but we haven't been able to do much more. A few cities in the south are more thorough; in their capital and their main university city, supposedly it's everywhere that's built legally. I don't think we can afford to match them unless we get another generation without an Everchosen attack. ...Or maybe after one, if the cities need rebuilding."
"It's possible this isn't entirely true for you since you have that... uh god of pestilence but on the worlds we've visited before most disease is caused by incredibly small organisms which damage the body in the process of breeding inside you. Washing your hands can wash those organisms away and by doing so stop diseases from spreading."
"Hmm. It is commonly said that all disease and deformity originates from Chaos, and most doctors are less useful than a priest. But I have heard of a ...mechanical perspective, that supposedly works, from the far south. Only in the last century or two, and it hasn't spread quickly because no one trusts doctors or surgeons to choose their own rules. I can at least bring it to the attention of the Cult of Salyak; she's specifically a goddess of healing and mercy, and they run pauper's hospitals. I think they'll find out safely, if anyone can."
"...Probably you mean something more complicated than 'don't drink fouled water.' Distance along a shore? I think it's generally noticed that it's probably better not to take drinking water downstream of someone's sewer, but that doesn't mean no one does it. Here it empties out into the bay, at least."
"It's a matter of concentration. So the farther along the stream and the smaller the portion of the fouled water is to clean the safer it is. There are ways to treat fouled water that kill the organisms in it but I don't know exactly how they work. Where Sheppard and I come from it's an entire field of study. Boiling water will generally render it safe but that's a lot of work to do for every bit you choose to drink, alcohol can also have the same effects but I don't remember exactly how strong a drink needs to be for it to be basically safe."
"Those parts we know, though if there's a principle underlying them I suppose that might be useful. ...The size of the fouled portion being relative rather than absolute would be surprising, possibly for supernatural reasons; I've seen substantial reservoirs made diseased with a fairly small contamination we didn't catch in time. We might be able to do something with the knowledge nonetheless."
"I don't know what's in them but we do carry tablets intended for treating small amounts of water for use in the field. My survival training suggested boiling water instead if possible though, both because it was supposed to be more effective and to conserve supplies."
"Fair enough, I'm not actually sure what other technologies would be helpful. I'm fairly familiar with the history of weaponry on my world but that's something I'd want to wait to share until we know each other better. I'm also not sure how applicable it would be to the battles you're fighting. We didn't have magic when we were using the sort of guns I saw you holding earlier and I imagine that changes what is and isn't useful."
"Yes, that's understandable, though I'm very curious about the design of your guns, with the small bore and tall stock and all. Against most enemies our weapons are much the same as against other ordinary men; for others, mostly daemons or half-ascended Chaos worshipers, blessings or symbolic significance can have more impact. Winged Lancers pass down their arms over the generations and this makes them, probably, a little bit blessed, and so their charge is more effective against daemons than a new man's lance. The same with the Ursunite bear riders, and the Ungol's family bows, and so on. Cannon hit harder, of course, but something about the nature of daemons sort of throws off the damage as being contrary to their nature, like they are a story that only consents to be ended in certain ways."
"Extremely. Weight of fire, or enough ordinary sword blows, can bring them down. Other than the very greatest they're resistant, not immune. But fighting daemons is much worse than beastmen or greenskins even if they're in smaller numbers, and would be even if their weapons weren't more deadly. ...Also anything strong enough for its god to give it a name will be back and fighting again in a century, even if we kill it. But honestly we just try not to dwell on that part."
"Bringing anything here from the Realm of Chaos takes either an army overland with sorcerers, or something like what you saw when you arrived, with human sacrifice and ritual and all, so sending them back is a reasonable victory. But you see why we're not inclined to optimism."
"That's what we call them at least. I don't know what they call themselves. We haven't had occasion to talk with any. I think I mentioned before that they feed on people's vitality somehow. I'm not really sure how it works but someone in the prime of their life can change to looking like someone at the end of a long life in less than a minute if they're feeding as fast as they can."
"I'm not sure. Nobody is really able to safely observe them enough to know. What we do know is that they hibernate sometimes for centuries at a time when they've taken too many of us and there aren't enough to sustain them. Sadly their last period of hibernation ended a bit over a year ago."
"Hibernate collectively? That's interesting. Vampires here can sleep - well, 'sleep' - for very long times, especially if they've been killed and are recovering, but outside a major Vampire War that kills several leaders, almost never as a group."
Though he's not particularly believing her, as the one person here who is potentially hostile even if this isn't a Chaos trick. It's still data.
"The Wraith are stronger individually but that can be overcome. Their true power is in their darts, and their larger starships. Most of the peoples of my galaxy don't have aircraft or weapons that can damage even a single dart and en masse they are even harder to defend against. And if a world developed enough to fight the darts, a cruiser or a hive would simply bombard them from orbit."
"To be clear, wraith darts aren't projectiles; they're flying craft that can shoot bursts of fire, for lack of a better word, and use culling beams to simply disappear people on the ground beneath them to be rematerialized later inside of their hives where they don't have a chance to fight back."
"...I owe you an explanation of that part. As far as I've ever heard, there are three humans at most who have ever transitioned from being made of flesh to magic. The imperial god Sigmar, possibly a goddess from even further south called Verena, and the First Necromancer, Nagash, who sacrificed whole cities to power his transformation. Unless you count Daemon Princes, former men who served Chaos loyally and thoroughly enough to be rewarded with mutating gift after gift until they got the ultimate reward of being made a daemon who cannot die. Those, there are hundreds of, and tens of thousands who attempted it and got turned into mindless gibbering horrors instead along the way. And they call it a couple things, but the 'path of glory' and 'path to ascension' are the main ones."
It's probably not useful to hide the truth here. "We're from two different galaxies actually. Teyla and Ronon are native to the Galaxy we call Pegasus which is where we all were before we arrived here. Rodney and I are from a different galaxy we call the Milky Way, it has its own threats but at least it doesn't have the Wraith."
"You'll want to try, eventually." In the optimistic scenario where this is all legitimate and we concede that it is. "If you want to repair, or make more of, your guns and equipment, they look more like dwarf-make than anything else. ...Also they have the only way of manipulating magic mechanically. Runesmiths trap it in metal and stone, and of course it's not complete until it works precisely the same way every time. There are men who approach them in a few endeavors but they're very good at what they do."
"Sure. So, magic flows. We call them the Winds because they're more like that than anything else. There are eight winds, each of which is attracted to a different thing - Chamon to metal, weight, and logical thought, Ghur to wild animals and sometimes savagery, Aqshy to fire, heat, and strong active emotions. They all come out of the Realm of Chaos at very high altitude, flowing through the upper atmosphere, but a few hundred miles north of here there's a long ridge, and as the ridge drops, so do they, like a waterfall - though Azyr, which likes the sky among other things, mostly stays up. It is dangerous to use more than one Wind, in your life, because magic used sticks to your soul - you have fainter souls than most people, I think, which probably is metaphysically interesting - and if more than one Wind mix, they turn to Dhar. Dhar does not flow. It pools, and it seeps into everything. It can empower any kind of magic, so it's very seductive, but it seeps into your soul even moreso. And Dhar is the essence of Chaos; it resists being controlled or told what to do. Every type of magic changes the soul, and through it the mind and body, but Dhar can do a great deal more, is much more likely to rip breaches into the Realm of Chaos and cause something entirely unexpected to happen, and generally cause problems for you and everyone nearby. Chaos-sworn sorcerers and beastmen bray-shamans aren't immune, but it's not nearly as bad for them."
"Which is a nice tidy model with four glaring outliers. Divine magic, generally understood to be filtered through the gods and use their own intelligence to protect us, but that's more or less fine. Necromancy, which is a form of Dhar mixed with Shyish, the wind of death, and behaves much like Dhar but not quite. And the Ice Witches. The Ice Witches use two types of magic, the Father's Lore of Storms and the Mother's Lore of Frost, both of which, by means which have certainly never been explained to me, turn the Winds into something else. I understand them to be in some way crystalized or filtered using the connection to the Ancient Widow, but it's quite secret. The main practical impact is that where a bad miscast for a Wind-Wizard might rip a hole into Za, the same thing for an Ice Witch will more often freeze the whole area, and a catastrophic one can freeze a whole battalion to ice instantly, the witch included. And Runesmithing, which traps the Winds and works entirely differently than any other form of enchantment."
"So magic comes from outside, both outside the self and somehow outside the world and then you draw it through yourself to use it. That sounds very different from my experience and the reports Sheppard has shown me. Where we come from such powers always come from within."
"If you can actually learn without a teacher... I can't say they'll be happy, but they would be unlikely to declare a grudge. They do sometimes sell or gift runework to men, most of our greatest heirlooms are dwarf runesmiths returning favors owed. Best get one to explain dwarfen religion before trying, though. They worship their oldest ancestors as gods, missing but still out there living in material form somewhere."
"It's late spring now, so that's, oh, nine hours, maybe ten?* It's Mesyavoyny**, about fifty days until the summer solstice. The last night where it got totally dark was a week ago, but we don't start needing to close the shutters at night for another three weeks***, and we're not far enough north that the sun stays above the horizon even at the solstice."
*It's just about sundown now.
**'Month-of-war'
***A week is eight days and the year is four hundred exactly. For the benefit of readers and possibly also characters who picked up the language through Stargate Nonsense.
And once he's left Sheppard switches languages again and talks to his team. "Rodney, you're coming with me tomorrow, assuming that's alright with you and Ronon. How about you try to settle down soon I know you're not the best with early mornings. I'm pretty sure Teodor isn't going to double cross us but he's also not in charge so I want to keep to the buddy system."
"More like a small book than anything, though the glowing surface is a little uncanny." And he doesn't see more than faint traces of Winds in it, though the Azyr is a surprise and it's more overall than a book or weapon would normally have.
"Be careful about pointing the narrow side at anyone, but I think it should be fine."
"I'll just be careful how I hold it then." He taps a few times at the device and then a few more. "You might be interested to know that there's several exotic sorts of radiation at levels I've never seen before here. Either that means there's something weird neither of us were expecting or it means that my device can detect these kinds of yours."
"Right. Then let's go."
One other guard comes with, but neither guard is acting on edge. Maybe curiously, they're both wearing brown coats instead of black today, and not projecting 'intimidating'.
They head out west and north - "Our destinations are about due north from here, but the river's at its widest point so there aren't direct bridges and I'm choosing the route further from the elves." - through a district that wouldn't be called a slum but clearly is poor.
The people are mostly a slightly different ethnicity. Darker skin, darker, bushier hair, eyes slightly narrower. Shorter, if that's not just malnutrition. Some of the guards at the townhouse were from that race but most of them were the 'whiter' type, as are Teodor and the other one with them.
Not much on the scanner; people have souls, the balance of energies changes frequently in space and time. If it's tracking population statistics about the people he might notice something eventually.
As they get closer to the mouth of the river and slowly veer north, the distant sound of metal on metal and faint smell of fire and gunpowder will creep in. From further west. Also they'll see a narrow island to the north and a larger one to the northeast.
"We're passing near the cannonworks; most ship cannons for this part of the sea are made and sold here. I'd rather pass it by."
Not that he expects it would actually be risky in any way to let these people with extremely sophisticated guns and near-magic scanner-books to see the current state of cannon production in Kislev, but if he was wrong he would feel very stupid and have to defend it to his lady and his tzarina.
"Indeed. It's not like you'd learn much, I'm sure."
As they get closer the neighborhood gets better-off, and slightly more Gospodar (the whiter people). Also there's a much wider swathe of people of completely different nationalities. European-looking, almost universally, mostly the German-Austrian-Dutch cluster but there's some French and Spanish and a handful of Italians and Greeks. Nearly all of them sailors but a few look like merchants and some are sooty and smell like they've come from the gunworks.
They'll get pretty close before they turn due north along a boulevard and then a bridge. The narrow island looks significantly more wealthy, and up ahead the bigger island is both much more built-up and wealthier still.
"Nearly a thousand years now. 992 years from Tzarina Shoika's crowning is this summer solstice. Erengrad was conquered earlier that year, and the cloth market's mostly in Norvard, the Ungol city it was built from."
He guides them slightly east; there's another set of walls around this core city, which do not look ceremonial, though they're only very lightly manned.
"That's a long history there." Not too long compared to some places in Europe or China let alone Atlantis but he's American, they don't have nearly that kind of history.
The walls are a little weirder but they're not that different from the fences around important government buildings back home.
"The Empire's twice as old, though they've had some very long civil wars and I'm not sure it's continuous in any sense other than the elector's weapons of office and their allegiance to Sigmar."
They pass through a gate, where the big gold coin comes out of a pocket briefly and gets them waved through.
This is a wealthy area, and much more the darker-skinned group (Ungols) than the Gospodar. The buildings are mostly not incredibly old, but the style is distinctly different; none of the onion domes and more curving roofs and rounder buildings which evoke a tent.
"It's one of the few built-up places which is still mostly Ungol; most of them are still in the north and nomadic, or in tiny stanitsas; the other cities and towns are mainly Gospodar. Most of this isn't ancient, of course, but they match the style where they can."
There's still a lot of foreigners in the cloth market, and a lot of variation in the products.
It's a lot by contemporary standards, but yes, not relative to anyone with the Jacquard loom.
"In most ways we're one country, but yes, there are still large differences in other ways. The boyars* like it that way."
Going along the inside of the inner walls takes them east and north, into another district where the foreigners are rarer and the buildings more of a mix of styles, less rich (about like the small island) and still mostly Ungol.
*Hereditary nobility, as opposed to nominally-elected ones or the tzars
"We're still better than some. Most, even. And the tzarina has been trying to elevate some of the Ungols to power, which would help. But it's not a place I'm proud of us."
They approach another gate and a lot more of the French-looking guys show up. Most are in relatively poor health even by the standards of those around them. A few have chainmail and steel helmets, better health, escorts of several others looking servile, and some of the haughtiest expressions you've ever seen.
"Speaking of the 'most', we're passing the Bretonnian Quarter now. It's mostly their lower classes who serve on ships and get here, but you can recognize the few nobility demonstrating their legal right to wear plate armor. Even when there's no danger nearby to make it useful."
"I'm sure it does, but our enemies rarely have guns. And, to be fair: discounting the elves, Bretonnian knights are indisputably the world's best heavy cavalry. Their horses are treated better than their peasants, and their nobles do nothing but pray and train. Even before they earn the personal blessings of their goddess and live for centuries, they may only have one trick but it hits like cannonfire."
"Oh yes. Supposedly the Druchii have a bat-winged flesh-eating kind as well. Intensely magical, of course, everything larger than an albatross that flies is. I'd guess the heritage makes them lighter on their hooves and slower to tire, but it's subtle enough that I couldn't say. Maybe also making them cleverer and picky about their riders, but that may just be unicorns."
"We have myths about unicorns and pegasi on our world it's a very odd coincidence that they're real here. I guess flying horses could just be an artifact of translation but unicorns are stranger. Our myths say they're creatures of exceptional purity with a preference for morally pure people. Some of the stories also have them care about whether people have had sex but I don't know how common that is. I haven't read about the myths in depth. Oh and of course they have one long horn growing out of their forehead above their eyes. How similar are the real ones here?"
"...Much too similar for coincidence. They almost always reject men as riders and strongly prefer female mages, but there are no stories of any of those turning to the bad; fighting others who ride unicorns, sometimes, but not falling to corruption magical or mundane. Evil magic is said to roll off them and their riders like water, because of, yes, their purity."
"The preferring women to men is part of our legends too. I wonder where the common thread is. If our world actually did have those things I'm pretty sure it doesn't have them anymore and nobody's found evidence. On the other hand, it's possible that someone who knew our legends somehow had a hand in shaping your world. We also have stories about Elves and Dwarfs though there have been enough variations that I couldn't guess at whether a match is actually meaningful."
As promised, the market is pretty grand. Lots of things are for sale; weapons, rugs, tapestries, tea, coffee, highly-guarded small magical trinkets, and many samples of other goods which the hawkers promised were present in much larger quantities nearby.
Also, a lot of buyers and sellers are... kind of shady. Constantly looking for people at their back, sizing people up as targets when they're not looking. No one seems to actually be attacking anyone, but it looks like they're constantly expecting attacks. Not the natives, generally, the foreigners.
"Free ports? It's not common, but for Kislev it was the solution to a puzzle. We're here at the eastern edge of the Sea of Claws, and its whole north bank is Norscans, who mostly worship Chaos and all raid over the sea. Kislev's coast is poor and barely worth raiding, so patrol ships are hard to justify, but we still need warning if they're massing in large numbers. Several generations ago, a tzar - probably a tzarina, actually, this is an Ice Witch decision if I ever heard one - decided to make use of the pirates, who are very unwelcome everywhere along both the north bank and the south, which the Empire defends heavily, but sail the Sea anyway to raid raiders and Marienburg, the port where the Sea opens up to the Great Ocean, which is the richest human port in the world. So they, and even some Norscans, have the freedom of Erengrad, as long as they don't get caught raiding Kislev, worshiping Chaos, or committing treason against the tzar. As long as they pay the docking fee, which is a modest charge in gold and a thorough account of recent sightings of ships in the Sea."
"Yes. We're the shield of the Old World. If the worst we do is provide a market for slightly-subtle pirates to fence stolen goods, it'll be tolerated for a long time. Though I think I heard a story that when the policy was new the Elector Count of Nordland - that's most of the coast - assembled his own fleet to raid Erengrad in retaliation. Fortunately for the city the tzarina was wise and repaired all the sea fortifications before declaring the port free."
"Maybe? I think most leaders with responsibility I've met - I suppose I haven't met any other monarchs or Elector Counts or such - and those I've heard of from those who knew them personally, see ruthlessness as something they make compromises with. An Ice Witch deeply steeped in the Frost sees it more like algebra. Let a be the lives lost by a delay and b the price in gold to replace horses lost by a forced march, c be the trade and future favors secured by keeping a promise and d the weighting of those over years for their present worth, and then e the lives and gold won now by breaking it. Calculate a solution for each action in whatever ledger you are weighing and take the higher number. It gets results and protects us, and I'm thankful that Tzarina Katarin does what I never could in her place, but many more people fear her than feared her father Tzar Boris, and as much for her mind as for her mastery of magic."
"It's hard to keep people's loyalty, that way. I'm sure Tzar Boris did some ruthless things in his life* but he behaved - traditionally. Rewarded loyalty and faith with loyalty and faith, supported those who supported him, led from the front ranks before he asked anyone else to. And boyars, peasants, and everyone in between loved him for it and would have followed him into Za if he asked them to without asking his reasons. He was exceptional, but his methods were not."
(*He didn't have his father assassinated undetectably to ensure Kislev was more ready for the next Everchosen, because Mathilde Weber died too soon for him to ask. But, you know, he would have.)
"I don't think the leaders in my nation have led from the front for a long time more than a hundred years. It doesn't make sense with the sort of wars we've fought. I do as the leader of the military for the Atlantis Expedition but it's a much smaller group and communication is harder to maintain so it makes more sense."
"I suppose if your cannons have advanced as much as your guns, let alone anything else, that would change a lot. ...Are your democratic not-kings still military men? I've heard that's true down in Tilea, that it's mostly successful mercenary generals who are chosen for leadership."
"When we first started travelling through the gates. We got into conflict with a nasty group of people called the Goa'uld System Lords. For the most part our fight with them has been on other worlds but twice now they've sent ships to attack us. I don't really understand how we kept that secret, and I don't really agree with the decision, but we managed it."
"The Skaven are very proud, and very fractious. So long as the Empire believes they don't exist, they feel very superior to them, and do not need to prove it with constant attacks on the largest of the human nations, and so will instead fight each other. And a small number of people in approximately my profession still know, and can keep an eye out for any large movements and draft in others as needed."
"It amazes me that it works but given that it does I cannot fault them for continuing it. Ourselves, we have the second-largest Skaven settlement to our north just across Troll Country, and no one bothers to pretend Skaven don't exist while Hell Pit's fumes can be seen from Praag on a clear day."
"Well, if it works twice, it must not be a fluke. I still suspect that whoever got the thing started was a grandmaster wizard of the Lore of Shadows, which is all about deception, manipulating perceptions, smoke and mist and shadow. One of their emperors a few centuries before Kislev was Mandred Skavenslayer, and they forgot all about it anyway."
"Thousands of years ago the System Lords ruled our world until... we're not actually sure quite how they got thrown off. The ancients might have been involved, but the records don't seem to have survived. There's legends about them though, the system lords I mean, or maybe legends that they took advantage of there's some debate about that. But nothing as explicit as a famous person being named after leading the rebellion or anything."
"That's surely more sensible than my way but I think I'm still glad we don't have to bother with it. Twelve months, 33 days each except the starts of the season which take an extra day, fifty weeks nice and even and every Shoika Day and equinox is Nachaloned*."
*Start-of-Week, more or less 'Monday'.
Teodor and his assistant just straight draw their guns. (It's possible they waited on purpose to see what Sheppard would do.)
"Run away, street cat.* These two and their friends with the same style are witchy business."
*You don't call them street rats. The position is taken.
"The zippers are made with a proprietary process, with enough time I could probably figure it out and if the Dwarves are good enough at material science they might be able to as well. Like Sheppard said though they're not entirely reliable. They're sufficient for rain, even heavy rain, or brief dips but prolonged submersion will eventually mean water gets through."
"If it's not metal, they won't be quite as expert, but unusual alloys or oils they know quite a lot. Karak Kadrin has a relatively new canal, too, and their river engineers might know more. But mostly there's a lot of work for them in damp tunnels, especially re-excavation, and I think I heard once that they need very fancy tricks to keep their powder dry for their defensive measures."
"They don't exactly manufacture, the way humans do it. Virtually everything is handcrafted, and the rest is made with personally-handcrafted tools. And I think only rarely, like for bullets they're going to sell to us, do they make things in batches. But they're very good, especially at metallurgy and its uses, and faster that you'd expect."
"They consider anything else both wildly unreliable and cheating. If it was good enough for their Ancestor Gods it ought to be good enough for them. I think. Asking a dwarf too many questions on this kind of thing is unwise unless you have some high-quality beer to offer him afterwards to calm him down."
"Oh? Right, the Temple of Verena. Also known as Erengrad City Court. Verena's a far Southern goddess mostly, and she's concerned with knowledge and justice. I hear all meaningful Imperial courthouses are hers; we just have them in the three big cities. Well, the Praag Court is in ruins still but Verenans still hold the trials. Too many boyars to let them handle meting out the law in traditional court, so we imported the experts."
"Not necessarily at the first sign of corruption, but all the actual judges have her power, and ritually demonstrate it in small ways during the beginning of the trial. They wouldn't be able to fake it for long if she withdrew her blessing, and any severe misconduct she would. They also run a tight ship - it's hard to get that high in their ranks to start with, and they are fairly clever at rejecting graspers. We've had more difficulty accepting it's Kislevite than just, I think, but they learned the boyars' unwritten customs well in time, and they all practice their swordsmanship enough that they overcame the perception that the South's gods are soft."
"Oh, they still don't, almost ever. But her symbol is scales hung on a sword, and particularly among a warrior people like ours, they do issue visible reminders that if someone were to dispute their justice and try to impose the rule of force, they can issue a rougher and more immediate sentence on any disruptions. And that if the city is attacked, they will be able to man the gates and hold the walls just as well as their neighbors."
Then in they can go. Inside it's mostly wood and the style of other local buildings, though there's still more marble than you'd see anywhere else and the ceiling is very high. A large statue of Verena looms over the entrance hall; a tall, middle-aged but beautiful woman sitting on an undecorated throne, holding a sword pointed down with a set of scales, slightly unbalanced, hanging with their pivot on the hilt. Her eyes are closed and an owl sits on her shoulder, and her off hand rests on a small stack of books.
Four large doors lead off of the hall, labeled as the first through fourth courtrooms, and two smaller doors lead to corridors. Smaller signs on those say that they're the ways to the law library, reading room, hall of debate, records rooms, and history library.
"Mostly just around the priests themselves. I think a few temples have become holy sites to a degree that the god's presence is noticeable, and places where the gods are already noticeably present generally become temples, but most are just places where holy men can be found."
One of the white-robed men who just came out of one of the hallways and headed for the Second Courtroom definitely shows up to the scanner.
"They don't dress much differently, other than the judges, but if your trinket can notice a difference and didn't for the men at the doors, very likely yes. Interesting that you can see a difference in the rest of the hall, even a subtle one. Maybe Verena pays closer attention than I thought."
"Then on we can go."
There's a bridge across a canal, and then another large building which is scrupulously whitewashed and decorated with carved doves.
"Another temple here; Salyak, goddess of mercy and healing. There's been no major waves of sickness recently so looking in would be perfectly safe."
"The rich hire physicians, but yes, often."
The interior is largely whitewashed as well, and set up for people to be moved quickly on stretchers if necessary. There's a mural of a motherly figure with doves, on one side tending to dying soldiers and on the other to mothers giving birth.
The priests here are also wearing white, but it's bleached leather and fur, made to be tough and easy to clean rather than dignified. Teodor steps over to talk to one quietly.
And then they get close, and get a better look. It's eight stories tall, and the basic shape is a massive icicle jutting into the sky with passages carved into it. But there's also three spiral ascents climbing up it, offset to not intersect with each other, and these seem to have been sculpted as they rise, not just created and then carved later. There are balconies that look precise but grown, architected but also exuded.
Also there are women in armor, their faces mostly covered, with swords that look precisely like ice gathering frost from air that's colder than the ice. The actual air is much warmer than that. They also have bows on their backs and are standing guard in a way that's probably ceremonial.
Oh, the scanner's going crazy. Way higher concentration of energy here than he's seen so far. Ten times denser than the priest at least. And that's just above-ground. Underneath the hill this stands on there is, though the details are hard to make out, a blob of power about half the size of the tower and five to ten times denser with energy.
This is not any of the nine, maybe nine and a half types of energy he's seen so far. It's much more like the background Winds than it is like the stated-divine type, but it's somewhere in between. Also it comes in two flavors, one that moves around more than the other; the more-still kind is about eighty percent of it aboveground and forty percent below.
"Then whichever Tzarina it is - ruling or not - raises the Ice Wing of the Bohka Palace on top of gardens which are never particularly grown up, to leave room for it, and it is very rude to claim Frosthome outdoes it. Tzarina Katarin is quite possibly the greatest Ice Witch since Miska and Shoika themselves, and her Ice Wing is about twice the volume and even more elaborately decorated. I don't think anyone would be tempted even if it weren't rude." Except those with witchsight who can see the power below Frosthome, but he has been sworn to secrecy on that. ...The not-book might be able to. Problem for later, hopefully.
There is not. Looking deep, there are maybe currents leading in and out, but they are pretty deep, into stone that makes seeing them very hard.
"An apprenticeship model, for the most part, which often passes through here but not always. Girls are examined for talent at the fall equinox, some in private in wealthier families who have witch relatives and the rest in public in the square by visiting witches. Those who have it are recruited, and the visitor takes her as an apprentice, or if she was so lucky as to find more than one may pass her to another. They take some vows and are Ice Maidens until they finish their training, which is mostly under the witch who found them but particularly among the court witches will often involve handing them off for a few months to another to learn something else. When they finish, they are full Ice Witches, released from some of the vows, and take up independent duties protecting Kislev and their sisterhood."
"Also most boys who turn up with the talent are executed, due to the prophecy I think I mentioned about a male Ice Witch destroying Ice Magic entirely, though nobles and wealthy merchants near the border send them south to the imperial colleges instead." Ones further north might beg Hag Witches, he's pretty sure that's not just him.
When they're a block or so away, Teodor says, "They've tried other things, but for everything that's permanent, most of the men they affect choose death of their own volition within a few years. The Lady Witch explained it to me as being like bricked into an isolation cell forever, even as all your other senses work. Some of their factions have supported ferrying even peasant men south, but the others argue one might find his way back half-trained and become the one they fear."
"Mostly reliable, but they're also very rare. One of the Winds - Azyr, the wind of the heavens - gets short-range prophecy more regularly, I think, and that can be more conclusively averted by acting on it. I believe this particular one was received through the Ancient Widow."
"There is only one other specific long-term prophecy I've heard of coming to its conclusion; it was widely thought that an old Ursunite prophecy about a tzar who would renew the church and the land meant the tzarina's father, Boris Bohka Ursus. He claimed the greatest ice bear anyone's ever reliably seen and then certainly did a great deal of both of those things, but then he died after a fairly short reign. Since then some people say that he's the first tzar reembodied and he'll return again when we need him, but while his body was lost in an ice river and never found I'm pretty sure interpreting the prophecy that way is just wishful thinking."
"It does sound a bit like that yes." In his opinion if the future can be changed like that then it's quite possible the guy who was prophesied to destroy ice magic has already done that and they're just killing a bunch of people for no reason... it doesn't sound tactful to bring that up though.
It is quite possible but see previous discussion about Ice Witches and ruthlessness.
They pass along a large boulevard and see what is either a modest palace or a very large and fancy mansion, with a grassy park laid out in front of it once they pass. Some unmelting ice sculptures decorate the park, but mostly it's mundane.
"Someone trying to summon daemons and coming at least that close to succeeding? Once or twice a year across all of Kislev, if it got much higher we would get worried Chaos was planning something big and burning reserves they couldn't easily get back to do it. Higher in the Empire, I think, but if you measure per person instead of per acre probably not much higher. Most of those attempts, but not by much, succeed in getting something small; most failures just backfire and kill everyone involved and most nearby. Summoning that starts a ritual but fails much sooner, probably triple that rate, and triple again for those who start planning but are caught before they start." If they 'start planning' but not in such a way that produces a success below the Night Wind's notice or draws it, he doesn't know but also expects that he doesn't, particularly, care. He did run into that once when a chekist stumbled on it.
"If you mean going wrong this weirdly, much less; I haven't heard of it but it wouldn't shock me. If you made me pick a proportion I'd guess once in a hundred failures but I wouldn't dare place a bet on that either way." He should ask the Verenans to consult their southern counterparts, actually.
"Well, usually. But if there's something looking dangerous in Praag, for example, that needed a serious response, I'd hear in the afternoon, pack that night, and be off on a storm-hooved horse at first light to get there by dusk, because it probably isn't this bad but they won't know yet. The Lady Kajetana's agents handle almost all of these, and there aren't that many of us who are skilled to both track down the site quickly and fight what comes out if we're late. And that's happening around once a month except during the winter."
"Less. Harder to do anything, much harder to hide it. Some of them out on the oblasts plan to try things in the winter because it's harder to get to and stop, but Ice Witches are more powerful then, and Storm Witches on their horses can gallop through blizzards to stop them anyway without even the horses getting chills."
"Indeed. I understand we haven't always been organized this way, Tzar Boris's father didn't tolerate Ice Witches at all and they were outlawed under the Vampire Tzarina before him, but there has almost always been something like us made up of Storm Witches and whoever they picked as their covert investigators, because they're fantastically mobile year-round."
"Rebuilt under Tzar Boris, and I understand they spent quite a while unsealing everything which had once been sealed against Kattarin the Bloody as well. I doubt it's the first time; it doesn't melt, but I suspect any time a witch with a claim to be one of the greatest ever lives, she attempts to prove it by rebuilding Frosthome taller and more beautiful."
Hopefully the silence doesn't stay too tense, but either way they'll pass over to the Garden of Ursun soon.
It's not wild. It's trying to be, and if you grew up in New York City and didn't take upstate vacations or anything, you might entirely miss that it wasn't succeeding, despite the visible city walls looming over the east edge of the garden, because it's doing pretty well. But it's not wild.
There are trees, and they're not even in orderly lines like planned woods, but they're also far too close in age and a little too uniform in how the species are intermixed. There is large unworked stone, and most of it probably was always in roughly the place it is now, but there are hints around that it's not quite unworked and has been slightly cut and moved. There are paths meant to look like large game trails, but they're a little too convenient. Also there's one solid actual road going through it, from a gate in the wall, but, you know, Central Park has that too.
It is, however, good at projecting that feeling that really old mountains, remote islands, and redwood groves tend to give off, where the place feels old and not made by mortal hands. Even if it's not true. And the shape of the hills, which rise upward from the plain of the city to have the highest part of the city walls built on them, seems like it's been basically untouched, and the woods and stone and other wild gardening shaped around that.
If the scanner checks, it will see that, except the tenth of it that's north of the road, the park has low concentrations of a third 'polarization' of the divine energy cluster, slightly more similar to Ice Magic than the other 'polarizations', and that it increases as you get closer to a particular point in the middle of the hills, getting higher than the built temples by about a factor of three.
"At least since the last time Erengrad was sacked from the land, which was centuries ago. It's where most ceremonies of Ursun are held, in the city - not everyone goes out into the wild but they can at least come here into the half-wild. There're even wild animals in the forest, though there's only one bear allowed and he's under the priest's gaze except when he's hibernating."
There's a feeling John and Rodney can probably pick up on, when they get within about a hundred yards. It's a little like oldness but more intrusive, and a little like static electricity. It's fairly faint, though, even as they get close.
Within about a dozen yards the slightly-artificial quality pretty much vanishes, and the cave itself, which is about twelve feet around and goes straight back and down into the hill, doesn't look that way at all. There are fewer trees but they don't look planned, the turf isn't mowed (but is actively being grazed by a goat), and the stone is genuinely untouched.
Sitting near the cave dressing a deer is a man in notably more primitive-looking clothes; furs with less treatment or cutting to the leather, no dyed cloth. (He's a priest to the scanner.)
Huh, it's a little like communing with Chaya but also very different. It's much less personal and the vibe is also different old is a good descriptor.
The bear is indeed both intimidating and incredible. He's seen similar bears before but from much further away.
"There's holier places, but this is maybe the easiest to reach where ordinary people without a gift for magic can feel it. And personally I never feel it hurts to see a reminder of why we picked the bear-god as our nation's Father. Hello again, Priest Boyozi. Showing around these outsiders."
The other man looks at the two of them, tilts an eyebrow at Sheppard's general bearing, and then nods and goes back to his work silently.
"The architecture in Kislev City is more beautiful, and the Winter Gardens by the palace are magnificent, though it doesn't have anything like this Garden of Ursun, theirs is much more artificial. I think of the three as... the capital is proud and old and never conquered, Praag is a monument to the resolve to never let defeat stop you, and Erengrad is lively and varied and exciting. Praag is often exciting itself, in fairness, but usually in the way that needs a blade or bow."
"Sounds nice."
They're walking back a different way than they came, and coming up is a sizable building standing fairly alone on a cobblestone plaza. It has prominent symbols of hammers and lightning bolts decorating it, much of it in silver, but maybe more noticeably all four corners have tall iron antennae(?) pointing straight up into the sky.
"And in my experience 99 times out of 100 I've been right to be. Aside from the uh... the people who used to be Ancients and a few rare people with psychic abilities that are usually just telepathy all the times people have claimed magic before we came here have either been superstition built around nothing or deliberate lies by people using advanced technology and calling it magic as a way to oppress others."
"The Plotter... damn, I should have asked one of the priests to tell you the names on holy ground, if only so you recognize them if you hear them - makes a lot of things harder. Trust chief among them. I think only the vampire-blooded issue with Miss Teyla is going to keep us nervous about any of your actions for any length of time but I won't make you promises I can't keep."
He knows more than that but you'd have to be pretty sharp at reading people to notice. All this man's ranks in Bluff are for hiding that he knows things.
"I don't think you'll be waiting long. We're not big on subtlety or plotting."
They've passed through another garden and are back at the same canal from earlier, further east. As they cross the bridge, the architecture changes again - a lot more half-timber framing and roofs more likely to be peaked and slanted than rounded and sloped.
"These gentlemen... Maybe a little moreso. Welcome to the Imperial Quarter."
"It's the biggest foreign quarter, but no, I think it's only about a twentieth of the city. About the same size as the cannoneer's district and the Elven quarter. Bigger than the Bretonnian, which we passed earlier, or the Tilean, which we didn't."
The inhabitants are basically-German like Kislev is basically-Russian and the Bretonnians were basically-French. Mostly in the extremely flamboyantly-dressed Landsknecht variety, though more are merchants and bureaucrats than actual soldiers, mercenary or otherwise.
"You know, there's not much else to see and we're just retracing our steps past here." He waves to a building with a large coat of arms with gold gryphons supporting a silver hammer on a red field. "Probably we should just hire a carriage back."
There haven't been many of those on the streets, but a few, and there was an unmarked one sitting idle about a block back.
Then a carriage can be hired and they can get back 'home' in much less time. They still avoid the Elven Quarter, just in case.
There are still guards on the place, and they salute Teodor, but don't seem on edge and everyone goes in smoothly. It's mid-afternoon, probably, not quite a full day since they arrived on this planet.
And an hour or more later, Teodor is very pleased, because he can see the Winds moving around Teisiya, as she rides up to the house.
Alone, rather than with a pair of Frost Maidens flanking her.
"My Lady's on her way, and with good news. I'll go down to meet her and send someone up."
"So, my lady?"
"Her Majesty trusts my judgment with a few lines set that I would have followed anyway. Watch the woman for necromantic corruption, be slow about any release of information into the wild where it might serve the Changer, but treat them as what they appear to be, which is extremely useful potential allies whose arrival may have been the influence of Chaos but whose actions will not be."
"Also, you're explicitly commended for your investigation and for interrupting the summoning in sufficient force and time. You'll have the respect of the Ice Court soon, at this rate."
Then they will meet a cheerful witch at dinner and will hopefully be less tense.
"Hello again. You're not going to be killed. Just to get the important part out of the way first. Not by us or any other part of Kislev's government, unless you do something that would get any ally killed. That is not a long list of things nor one I'd expect you'd find at all surprising. We apologize for the necessity of treating you with suspicion, but I requested to treat you as what you appear to be and believe yourselves to be, and Tzarina Katarin Bokha has given me an explicit order that I should do so."
"We are still worried about some things. It doesn't entirely help to take you at face value, because what Miss Emmagan believes herself to be is itself concerning." And certainly has mental effects, such as might come from a type of beast which is entirely capable of subverting the wills of those around them, with time and effort. "And we're still unsure if Tzeentch was involved in your arrival and might be using you as an unwitting delivery mechanism for something dangerous, so we'll still be looking at a cordon and if you want to talk to other people we'll limit the number for the next while. But we are much less worried, and can certainly start helping you, if you want it."
"It would be unprecedented for vampiric manipulation to suddenly cause problems this long after being made, but unfortunately we knew there were strains of vampire out there we've never seen, and if we only knew of four of the common five, the fifth's capabilities would be unprecedented as well. It would help significantly if you assented to a medical exam with a witch watching."
"There are ways to teleport, all of them magical and none of them safe. The most reliable for more than a few yards allows armies to march thousands of miles overnight but typically loses a tenth of their men who wander slightly out of step and disappear, and they are almost never seen again, though sometimes they crop up on a continent that allows them to buy passage home."
"A drawing of blood and preferably also bile, inspection of the eyes, skin, and teeth... Not sure what else, exactly. Nothing dangerous or slow to recover from. And Mr. McKay, I'll keep it in mind, but I will also pray that it isn't, because it's rarely used outside desperate times. No one in Kislev can do the shorter-range version, that's a Wizard trick and an advanced one, but I'll mention it if we are in contact with one who might know it."
"I'm sure it's possible, with some ritual or other; I don't know any uncorrupted ritual for targeting someone with parts of their body, but I suspect creating vampires wouldn't work if that wasn't possible, that's the kind of principle that can be reused. I expect keeping such samples would reassure some of our paranoia, and that did occur to me, but if you wanted it kept in one place and then destroyed as soon as we were done with the tests we wanted, that would still be nearly as reassuring to be able to do."
She looks pleased that he called her on it, honestly.
"Well, the ones we've actually visited have generally been realities where events in the past have gone just slightly differently but the device we used to travel that way did show us some places that differed by considerably more than you might expect for that before it was destroyed."
"Our people have found a lot of strange things since we reopened the Stargate on our world. That mirror has to be one of the weirdest though. It probably saved our world too. A member of our of our teams accidentally went through the mirror and got information from another reality about an attack that was apparently about to happen in our reality too. That information allowed them to launch an unapproved mission to investigate and ultimately thwarted that attack. I don't think we'd be here if they hadn't."
"According to some theories that's just how things are, everything that can happen does happen just not exactly here. Those theories aren't supposed to be compatible with things like the mirror existing but the Stargates and some of the metals we've found shouldn't be possible by our old understanding of the world either."
"I think it's a matter of perspective. The theory is based heavily in the notion of probability so there are many more worlds where a piece of fruit doesn't appear in midair above the table during our conversations than ones where one does. And similarly, the sort of person you are and the decisions you're likely to make influence what sorts of worlds are more likely and therefore happen more often."
"The Ice Court and Verenans - and Wizards, especially Wizards - like to argue about what 'real' means. The most reassuring answer is 'the thing that magic and Chaos aren't, that reasserts itself when spells pass'. But the land is the land and the world is the world, whatever word we use for it."
"A simpler proposition there, if I understand right, where Engineer's rules can be relied on all the time. But yes, whatever we see will continue to affect our futures in much the way it always has. ...That may even be true in the Realm of Chaos, though certainly none of us could easily comprehend what passes for 'normality' there."
"It's worse than that. The progression of cause to effect is extremely unreliable if you pass the Chaos Wastes and approach the true Za. It's said - and said often, by many, but they're all mad by the time they write anything down - that what happens in the realm of Khorne, for instance, is first and foremost what Khorne wants and only secondarily follows any other rules."
"Teo, really? I suppose it's better than making them too incautious. But yes, he is one of the Four Powers of Chaos, whose collective Realm of Chaos is Za. The Violent, the Bloody, the one whose cultists you met briefly on your arrival. The only prayer he likes is 'Blood for the Blood God. Skulls for the Skull Throne.' and that tells you everything you really need to know about him outside a tactical assessment of his servants. The one we think might have been involved I named a minute ago - the Architect of Fate, the Changer of Ways, the Plotter and the Schemer, hider of secret knowledge and patron of all the most dangerous sorcerers."
"Yes, I was just taking a moment to consider whether I should. It's true that saying their names can draw their attention, and usually only when something else nearby already has it - absolutely be entirely superstitious about it if you find yourself in Praag - but not always. But it's worth it."
"'Grandfather' Nurgle is the Plaguelord, Fly Lord, Ur-Father, the Diseased, source of pestilence, rot, decay, and slow death of all other kinds. His servants are perpetually diseased and feel all the pain but stay unhampered by it. Slaanesh, Prince of Pleasure and Lord of Excess, the Tempter and the Obsessed - or Obsessive. Most of his-her-their followers start out as bored hedonists in the south, and there's little about what makes life enjoyable that can't be perverted to his-her-their worship if you indulge too much in it. Physical pleasures, obviously, but also performance, even fine craftsmanship."
"Nothing truly reliable. But the Tempter is the least common problem among military men, and relatedly among Kislevites. Most accounts of corruption by the Obsessive indicate a progression of escalating desires, like a drug addict who requires larger amounts over time, and others catching you early would likely be protective. Generally if you're staying within your society's normal bounds it's unlikely to be a risk; I think that's still true for those from societies where the magic is thinner and Chaos influence weaker, which would indicate it being true for you as well."
"Right. Staryaluna* is a nice predictable moon that has a sensible cycle like the seasons, twenty-five days from full to full and smooth transitions to dark and back in between. Tenevluna... isn't. There are only two times a year where it can be predicted, just about six months apart, and it's never truly full any other night but it might be dark tonight and half-full the night after and then dark again the night after that. And when the winds of magic blow strong, it might be dark here and near-full five miles east. It's green and uncanny and the dwarfs suspect it's made of the congealed stuff of Chaos. If it's anywhere close to full, that's as bad as Praag and Za is close. When it's full, it's only a few inches away in an unreal direction, and can be punctured through if the wrong thing happens."
*Old-Moon, Mannslieb
"I heard." Not from him, actually. "But sight is not the same thing as grasp. And lightning and sunlight shine equally bright. But seeing that a rowboat and a sailing ship have the keel built the same, well, that suggests that shipwrights and boatwrights are practicing the same craft, and might be able to build the other."
"I guess we'll just have to see. If there's math involved in your magic it would be interesting to see how much it resembles what I'm used to. I also haven't scanned any magic actively being done. I could tell there was a lot of power when we visited Frosthome but it wasn't clear what it was doing, presumably preventing it from melting was part of that but I expect that it's doing a lot more than that. Having something more focused might help me understand better."
"Math has some applications in the balancing of forces, especially for larger spells which might try to escape your grasp or stable enchantments on an item, but it's not the primary tool we use to teach or learn. The concepts at play, and even the perception, are different from one witch to the next, in ways I would find difficult to reduce to numbers, though I once tried to sculpt ice to show some of it in space and could probably have managed it with a fourth dimension to shape it in."
"The parts of Frosthome visible to the external eye are largely power maintaining its form by establishing a conceptual law, though they can be a source of power to draw on for other workings, especially in emergencies."
Rodney is at least tactful enough not to comment that if that's all the energy is doing that seems a bit inefficient.
"I suppose magic being based in math would be too much to hope for with what you and Teodor have said about how," don't say chaotic, "individual it tends to be."
"There's structure we can communicate, but it's linguistic, not numeric; very precise descriptions of forces and concepts at play, in specialized languages of enormous complexity. We use a different one from the southerners, but it's very similar for them, and I've been able to translate on occasion."
"A number of the things I've mentioned were just reports of other team's encounters but the first hand strangeness mostly started when I got assigned to Atlantis and I've had this team for most of the time there. Ronon joined more recently but he's also been with us for a good length of time."
"You are greatly underselling the significance of that achievement. There are perhaps a few hundred hives in the entire galaxy. Nobody save perhaps the bravest of worlds would have imagined that was possible. I certainly wouldn't have believed it possible before I met you."
"Druchii flagships. Legend says that they were fortress-cities in the far north of Ulthuan, the elf continent, and were ripped free to bring the Druchii across the sea to their new home, and then kept to sail the waves with and raid ever since, and whether or not it's true they look like it. Crew of thousands, intense magical defenses, but at least they only have relatively small raiding ships to leave with."
"It's pretty bad. There are less than a hundred and they're at war with, well, everyone, but other than a full Norscan Chaos invasion it's the worst news you can hear from the sea. There's virtually never more than one devoted to any one thing except attacking their Asur cousins, though."
"I certainly wouldn't mind it. Six players for a game of Fool works."
The deck of cards they introduce has four suits - Suns, Hammers, Bears, and Stones - and four court cards per suit - Rider, Boyar, Witch, and Tzar. This particular game seems to be played without any number cards from 6 to 9, and has rules for 'attacking' other players to get the cards out of your hand which are moderately complicated but not that hard to pick up.
This can take up an hour or two until someone is tired.
"Yesterday I would have said there was no chance but they do have some abilities I wasn't expecting. I'd still be surprised if it functioned in a way it was easy for me to use though. I would like to get access to examples of the Dwarves work. That still seems the most promising avenue if I'm going to actually build something instead of just providing advice."
And in the late morning Teisiya is back.
"We can do the exam this afternoon, if you're amenable. One of the smaller temples of Salyak the Healer agreed to let us use a clean room there, and one of their priestesses will supervise the surgeon." Who is a barber on most days, but there's no sense mentioning that. "Do you have a preference if it's myself or another witch observing?"
"If you're comfortable having him present? No, it won't be." It does make the worst case worse, if they have to put down both, but they were already bringing enough guards to fight a Lahmian with a dozen thralls, or a pair of Blood Dragons. If you can bring overkill, you should.
Mostly that was a surprised face. Fighting in a unit together or not, few women Teisiya's met would be willing to let a man see her bare or nearly so. Male surgeons working on women are a little controversial, that's why she mentioned the priestess as supervising. She hadn't previously gotten the impression Sheppard and Emmagan were sleeping together, especially since they aren't one of the pairs sharing a room, but now she's reconsidering the possibility.
"It's no trouble. I'll be back soon, then."
Their destination is whitewashed like the other temple, but much smaller and undecorated. It's the best-repaired building in its neighborhood, which is on the same bank of the river and not far at all.
Men in black cloaks stand sentry in a perimeter around it, which narrows as they pass inside it. No one comes near them, or even near their old location when they move; whatever else the Ice Maiden is doing, she is also a sign reading "Witch Business. Stay away."
Mostly they're scary. Ordinary problems just kill you.
After they're herded out of the carriage, a middle-aged, not-quite-plump woman in white with a dove charm on a necklace meets them at the door.
"Blessings upon you all. You're the woman Lady Kajetana has asked us to examine?"
Also in the entry hall - a man in black and brown robes with a scythe, leaning against the wall.
"Then come this way, with the lady witch and... the gentleman? - to observe."
The surgery is carefully swept and has been washed and mopped in the last few days, probably. It will not be impressively clean by a modern standard.
The surgeon is relatively young but balding. He's wearing a large, heavy black apron and examining his tools - knives of a few shapes, mostly.
"The temple, no. The priestess, yes. I wash the roll" - there's a roll of dark leather the tools are sitting on - "and place the blades in the fire until they begin to show red when removed, before each day I am called to do surgery. I was told this was important, so I sought Dazh's blessed fire today."
"That seems reasonable," she says, but still looks at them as dubiously as you'd expect from someone who barely recognizes it as paper.
"You'll have to disrobe for the skin examination, young lady," she tells Teyla, "And if you want to drink some kvas* now for the pain later we have it."
*vodka. This is etymologically incorrect, don't worry about it.
"I believe I will manage without the kvas." She walks over to a nearby table and starts to disrobe. She unlaces her boots and sets them to the side. She pulls off her jacket and folds it then pulls off her shirt leaving her in a simple breast binding and folds her shirt. Then she pulls off her pants, fold those and finally removes her socks and underthings. Through the whole process she's slow and methodical. If there's a little hesitation after each step it's only somewhat noticable.
The surgeon focuses on his tools until the priestess starts taking the lead. They look closely at Teyla's skin, and particularly at moles and other marks, and she mutters prayers to Salyak constantly, but nothing much happens. At one point the priestess's prayers shift language and a feeling of a warm wind blowing over her skin hits Teyla.
"You are externally pure," she says not long after that.
There is a wide bench with leather straps to tie a patient down to, and they gesture her to it after the previous part is done, at the same time as they hand back her clothes.
"The arm on that shirt is very narrow; likely it will be damaged. There should be a clean sheet to be draped over you instead in the closet in the hall; Fyodor, fetch that, please."
"Then we will use the left; the bile drawing will leave it weak. I will need to press your under-arm to find the gland, then Priestess Inetta will clean the skin and I will make the cuts. Blood first, that is simpler and easier to clean and bind."
He has linen scraps and some fine white powder in a vial, and a pair of other vials, and moves them and the roll of tools into place near where her arm will sit.
The straps are tied down, the sheet draped, and, in what probably looks very clumsy to people used to modern medicine, Teyla's armpit kneaded until Fyodor is confident he knows the right place to cut for the lymph node.
"Right. No use stalling, clean things and let's get this done."
Inetta again looks dubiously at the alcohol wipe packet, labeled in a language she doesn't speak.
"You will have to tell me where the alcohol here is," she says after a pause.
This takes her several tries before she takes an appropriate amount of the corner and rips it in the right direction to open it up, but she gets it eventually, takes out the wipe, and cleans the inner elbow and then the armpit. She sets it aside and lets the surgeon get to his work.
The blood draw is certainly more painful and more damaging than what Teyla or John are used to, but his piercing stiletto is, if not a needle, still very thin and very sharp. It's a fairly thin line of blood that flows out, down a clean metal stirring-rod, and into a vial, before they dust the wound with the alum powder (also painful) and press damp linen against it to put it under pressure. Another leather strap is tightened to hold the linen in place, and they turn their attention to the hard part.
This is noticed approvingly, but not actually commented on. Priestess Inetta looks at the vial carefully, shows it to Teisiya, then briefly steps out of the room and returns empty-handed.
To get blood, the surgeon went for a clear vein and made as small a cut as possible. This time, he seeks to avoid a vein and reach the nodule of lymph that he found with his fingers earlier. And it's going to take multiple cuts, widening the initial puncture with another knife, still thin but for cutting rather than piercing.
It hurts like a bitch.
But in maybe ten minutes, it's over, they have another vial of slightly-pink fluid, and Inetta is taking a copper needle and thin white thread out of a small copper box to close the wound with a few neat stitches, with more alum and linen to bind to the wound.
"Doctors study medicine and the workings of the body, and trained ones can treat most diseases, but almost all swear oaths never to cut the flesh as part of their apprenticeships; they consider amputation or surgery near-blasphemous. Surgeons have a fraction of the education, but much more practical experience with anatomy and no such compunctions."
"There's one more test we could do with the blood and bile, but it would mean we'd need to hold onto them until a night where Tenevluna was full, and those are unpredictable. It would reassure others more than me; I'm willing to accept your decision if you want them returned or destroyed now."
"Not much in the short term, but it will be probably make it smoother to travel far beyond Erengrad or bring in anyone foreign - dwarfs, most likely? - or get expensive materials. And sooner. I think if you're here five years and nothing's happened it won't matter, but it could mean some things could be arranged in a month or two rather than a year or two."
"I'm sorry it was more painful than you'd anticipated." He's not really clear on how extracting internal bodily fluids is supposed to be done without short-term wounds but whatever, it'll heal in days. "I have ideas for what we could bring in to help you work out the possibilities of travel back to your home."
"So there's two main approaches we could look into; engineering or magic, and they don't much overlap. We have some schools of engineering here, and it would be easy to get a few experts in to work out what we could reproduce, how long it would take to rebuild what tools you know, materials, etc. With a small sample of some of your materials we could also lure a dwarf engineer, who would be much more of an expert, but that would take much longer."
"On magic, we have Ice Witches who could teach the theory, and I could negotiate with a Hag Witch to see if their spirit-binding methods might help your understanding improve. Further afield, with time we could invite an imperial wizard; they are more academic in their studying, and one of the Winds, Chamon the Gold Wind of Metal, has engineering-like studies, as I understand it."
"Much as I like to talk up my abilities, I don't think I could reinvent all the technologies necessary to building a Stargate. Even with all the resources in Atlantis I couldn't build a Stargate from scratch.
"So I do expect we'll need some sort of local magic whether that's from the Dwarves or from one of the human traditions. And I just don't know enough about how magic works and what it can do here to be able to guess which tradition would be best. I've been looking at the data from our trip yesterday all day and I'm still just scratching the surface."
"Right, magical investigations, then. The easiest to do is to get our Ice Witches - some of the older witches of the Ice Court who mostly teach at their age have a deeper understanding and could be here in a day or two with more to say, and I don't think any but the biggest secrets would need to stay locked. Hag Witches don't like the city or the Ice Witches, but they have a very different practice so if you need a broader comparison of ways the world can be altered with magic, I can have some men seek some out to ask. Asking a dwarf runesmith would be... difficult, though they certainly have the most orderly and regular use of magic; they consider most of it a holy secret of their ancestors. Easier but slower is a Gold Wizard from the south; I believe they'd send someone if we told them we had a nonmagical device capable of studying all the energies of the Winds and gods, but it wouldn't be fast unless we sent the device to them in person with the messenger. I understand them to be alchemists and engineers by magical inclination, as among the things which attract Chamon is logical thought and structured reasoning. And, of course, we have books, some of which should arrive here this afternoon."
"Books sound like a good place to start. I'm happy to talk with anyone, I don't know enough to know who would be helpful at this point. You mentioned that about the dwarves before, I think it would still be worth talking to them but if there isn't a way they're comfortable collaborating I expect it won't go too far. I don't know enough about the other traditions you mentioned but the engineering one sounds worth asking if it'll take a long time for them to get here."
McKay also upon looking back through his scanner data this morning realized he has records of the portal that brought them here. He isn't sure whether to mention that though. On the one hand he can't effectively use it and keep it hidden but on the other hand he halfway suspects that the people here would want him to delete it.
"Are there things about magic that are dangerous to know?"
"It's something that came up in stories sometimes. And I wasn't sure if that was part of why Teisiya was worried about what to tell me. Also, this whole project is to find a way to do something that was done by the Chaos cultists. I wouldn't want to replicate their methods even if I could but the effect is the only way we know works even if we don't know why it did what it did." Rodney is clearly nervous, Teodor may be able to deduce there's something Rodney isn't mentioning. But this is a topic it's reasonable to be nervous about.
"There are books about Chaos that drive mad nearly everyone who reads them. Most of them become Chaos cultists, nearly indistinguishable from those who have abused Dhar and fried their minds that way. It's rare, but not exceptionally rare, for witnessing large Chaos invocations to do similar things, and common for them to have temporary effects along the same lines."
And because Rodney is, if not transparent, relatively translucent: "I would not expect the botched summoning that brought you here to be one of those, but if your device wrote down what it saw, I would suggest you not read it until you're prepared to be very careful."
Rodney slumps a little at being seen through so easily. "I didn't really think about that possibility so I've already looked at the data. It looked fairly familiar to what I would expect from a Stargate but there are some substantial differences. I was more worried about your reaction than what I saw."
"Circling back if you could arrange for the wizard from the south and also someone from the Dwarves I think we would appreciate meeting both of them. To compensate for your time I'd be happy to talk with your gunsmiths about how to improve what you're making. Are you still using balls for projectiles? Also, do your barrels have rifling?"
"...Bullets are round, yes. We do rifle some of our guns; the strelsi, the rota of Erengrad, fight with rifle and bardiche. Probably half the rifles in Kislev are within five miles of us right now, though, the strelsi are very unusual. The Imperials have a lot more handguns but I think most of them are still smooth-bore, only sharpshooter units get rifles."
Sheppard takes out a spare magazine for his pistol. "This is what we call a magazine. It holds several cartridges so we can fire repeatedly without reloading." He works one cartridge out of the magazine. "This is what we call a cartridge. It holds the bullet and the propellent needed to launch it. When our guns fire they ignite the propellent and then eject the outside of the cartridge which we call the shell to make room for the next cartridge. I can't easily separate out the bullet from the cartridge but as you can tell from the tip the bullet isn't a ball. It's a sort of rounded end on a cylinder. Some other types of bullets are closer to cones."
"Rifling is more effective with bullets like this. It helps with accuracy and it makes the bullets cut through the air better. Compared to the first guns we made the ones we use now hit harder and more accurately over a longer distance. The bigger guns we have are effective out to around 200 meters and even this pistol is effective at 25. The maximum ranges are longer you can only hit something at those ranges with healthy does of skill and luck. There are guns that have effective ranges five times that but we're not carrying any with us."
"It's really a combination of the magazine and the cartridge. The cartridge means you don't have to measure out powder you just always have the perfect amount. The magazine and some bits inside the gun combine to let you fire a lot of bullets in a short time. With our bigger guns we can fire a magazine with 50 bullets in about four seconds at full speed. Usually it's better to fire slower to save on ammunition but we can."
"Oh we've had guns for something like seven or eight hundred years it's just in the past couple centuries that they've improved significantly. Before then the main advantage they had over bow and arrow is that you could train people to use them a bit faster and they didn't require as much strength to use."
"It's an approximate date. We don't have any writing from back then, so we're relying on archeology and paleontology. The study of relics and fossils. As far as we can tell from paleontology there have been approximately modern humans on our world for between two and three hundred thousand years. We can track the history of life back a lot further then that, based on the evidence we have there's been life on our world for between three and four billion years."
"I don't know what you mean by a 'fossil'." And in fact Rodney may notice he said that as a loanword from English, not Kislevarin. "The oldest graves I've heard of are only two thousand years or so before Kislev, a thousand before the Empire's Sigmar. Hundreds of thousands of years... I don't know, no one even has legends that far back. I can't even imagine what it would mean for a world to be billions of years old."
"You came up with a good guess, fossils usually start out as bones although sometimes there's other things that can be fossilized. In either case, something becomes a fossil when the conditions are right for stone to take on the shape of what it's replacing.
"The billions of years thing is hard for a lot of people to wrap their heads around. Paleontology and another field called Phylogenetics, which studies how the blueprint for lack of a better term that's used by our bodies to make themselves, relates to the blueprints for other living things by studying those blueprints we've built out a history of how all the plants and animals on our world are related to each other.
"The documents we've found suggesting that Atlantis was on our world several million years ago complicate those histories but there's enough evidence that it doesn't make sense to ignore it."
That wasn't actually intentional but he'll take the credit. "I've never heard of anything like that. Where are fossils found? Would they show up while mining?" The other stuff seems a lot harder to do anything with or check, but stone bones sounds interesting. Actually. "Or, wait, I have heard of something like it, but only as an unusual and possibly-magical feature of a species far to the east whose horns and skull turn to stone as they age."
"Sometimes people find them when mining. It's not the most common. They're usually in sedimentary rock, which is to say rock that used to be things like sand and mud. If your world is actually only eight or nine thousand years old it might not have been long enough for fossils to form the process of bone turning into stone takes a long time. With all your gods and magic it seems pretty plausible that they made your world or at least terraformed it relatively recently as these things go instead of it developing life naturally."
"The elves believe their gods are only slightly older than their earliest ancestors. I don't think anyone remembers... well, Chaos, probably, they're immortal and stories say some of their mortal servants are bitter about controlling the world before any of the races of order were born. But they're very vague stories."
"Not in Kislev, but our myths start with our ancestors refusing Chaos and fleeing west to make a deal with the gods who live here, and what we did before then is not retold. I've long suspected that is because it was more 'renouncing' than 'refusing' and they were ashamed of their past. In the south, I think so, yes, there are at least stories of gods reshaping the territory of the Empire to create home cities for their favored people - Ulric with the mountain of Middenheim, Taal with the Taalbaston crater where Talabheim sits. The whole planet, none I've ever heard, you might have to ask the dragons."
"Asur work with them, sometimes and call them 'sun dragons', 'moon dragons', and 'star dragons', in ascending order by how scared you ought to be to hear them approaching. They're supposed to be very, very old, and they say moon dragons can fly to Staryaluna, and do, to prove their adulthood. If 'star dragon' is equally literal..."
"Maybe that's possible, but if the stars here are as far away as they are in our world that would require being able to go very fast or else being able to fly for a very long time. The sun was five hundred times further away than the moon on my world. The closest star was two hundred and forty thousand times further than the distance to the sun."
"I mean, there are legends about the Coming of Chaos, where the gods fight them back and protect the world for their followers, but nothing before that I've heard. Whatever the world was like before that, I'm not sure we'd recognize it now; no magic, none of the threats that shape the world."
"Maybe Greenskins, actually. I don't think we knew Greenskins in those days, they say they only came west out of the far eastern mountains and across the Dark Lands later, but they probably existed and caused trouble for someone. But daemons in the north and beastmen in the forests, no."
"The effect is something the gateways do while people are passing through them, it can fade after several more trips to places with different languages but it doesn't fade with time, there was a three years study with some volunteers. There isn't any mechanism for it to be contagious."
"Well, hopefully when you get back you now know the other half of the gateway isn't needed, and then never have to use that knowledge again." He'll let Teisa know but it doesn't sound all that worrying, they were already going to limit exposure to what these people said in case of weird Tzeentch bullshit.
Rodney nods. "That's how probability works; birthday paradox and all that." He pauses, "Sorry, the birthday paradox is a way we teach children about how enough small chances add up to be large chances. It seems really unlikely for any two people to have the same birthday but if you bring enough people together it's effectively inevitable."
Rodney turns back to his tablet and taps on it a bit. "At 24 people it's more likely than not and at forty-two there's a more than nine in ten chance. As for me opening my mouth, they would have come up eventually, better they came out now instead of seeming like we were hiding things."