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A silent eloquence in every wild bluebell
Pelape in the Casinean Empire
Permalink Mark Unread

An idyllic scene:

The beautiful woodlands stretch off into the distance in all directions, a small muddy cart-track meandering off towards the rest of civilisation.

A selection of... mostly-human individuals, sitting or crouching by a sparkling stream flanked with a profusion of bluebells, panning the water for something - not gold, something more precious than gold, something more magic...

All of them have some slightly non-human features - prominent green veins, or patches of bark, or vines and flowers growing amongst the hair, or thorns jutting awkwardly through the skin. All of them have at least one prominent tattoo, a variation on the theme of a twining thorned branch; some have many more.

A few children running here and there, not tattooed, fetching and carrying and dancing and playing. Some are a little green-veined, some with scabs of bark from inevitable childhood accidents.

In general, a peaceful and Prosperous place, if a little light on infrastructure and facilities; some wooden structures cling to the forest's edge above the brook, haphazard shelters built with love and energy and not very much in the way of skill and patience.

To the sudden arrival of an unexpected visitor, out of apparently nowhere, there are some immediate reactions:

A few of the people start herding the children away, back up towards the buildings. The children distinctly do not want to be herded and think this is a fun game, where they can get to see more of the interesting thing if they can keep away from the adults.

One of the teenagers starts sprinting full pelt back towards the buildings, yelling "Visitor through the Gate! Just the one!"

Permalink Mark Unread

Alternate universe!

Alternate universe with people in it!

Alternate universe with people in it who speak Anitami!

Alternate universe with people in it who speak Antiami and are part plant!

"- hello? I - wasn't - expecting to visit, I apologize if I'm intruding..."

Permalink Mark Unread

Some of the people have picked up spears that were hidden in the undergrowth, but don't seem to be making any immediate threatening moves - in fact they seem as ready to defend from something coming from elsewhere than from those who have just appeared.

One of the closest men approaches her, cautiously, keeping a fair distance. He's in pretty basic medieval-ish clothing, quite heavy on the hide and leather despite the mild climate, and has quite a well made belt with a tool roll of some kind on it. "Uh, welcome to Foundhome. Are you okay? Did you not step through the Gate?"

Permalink Mark Unread

"I wasn't aware there was a Gate! I've never heard of such a thing in real life."

Permalink Mark Unread

"Oh, well, you must have come quite far, then! The Sentinel Gate is... well, I expect Allegra will want to actually explain things. I expect she'll be down here in a moment, if you had come through the Gate that would usually mean something was about to happen in the area - although hopefully nothing too exciting, as there's only one of you."

He seems to have gone on to 'chattering nervously'. In general, people are starting to relax and stare curiously, rather than continuing to prepare for some unknown danger.

Permalink Mark Unread

"It's usually larger groups?"

Permalink Mark Unread

"Yes, it's normally a small band of warriors to fix whatever the problem is. Or a diplomatic delegation, or ritual team, or medics... It seems unlikely anything would happen right here, we're really not that significant, but I suppose one could stage here to defend First Voice, that's the kind of place the Cold Sun might go after..."

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"I'm not any of those things, I'm a sports blogger! What are First Voice and the Cold Sun?"

Permalink Mark Unread

"Oh, a journalist! Perhaps we are about to be visited by a famous Foot the Ball team..." He does not seem inclined to immediately answer any further questions, and glances desperately up the path to the buildings, in the hope that he might be rescued from being entirely out of his depth.

Permalink Mark Unread

The teenager is walking back down from the buildings, with a middle aged lady in tow.

She appears to be an entirely normal human apart from the brown hair and extensive tattoos on her face - a very stylised fountain or possibly tree on the right cheek, a deliberate brand on the left cheekbone, and a horrible blackened scar deliberately shaped like a line with a hook at the top under that, as well as one of the thorned branches over her left eye.

She is wearing a leather circlet inset with a green gem, bracers with matching green gems, and a wide belt with a tree motif; the quarterstaff she carries has silvery veins and autumn leaves which appear to be sprouting from it directly. The rest of her clothing looks extremely handmade, with big chunky wool stitching.

She radiates a wary tension, a readiness for action held carefully in check.

"Welcome to Foundhome!" she calls as soon as her voice will carry, which is quite far away but not unusually so, in a deliberately cheerful and friendly tone. "Here deliberately, or lost and confused?" she asks, as she continues to approach.

Permalink Mark Unread

"Definitely the second one!"

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Allegra looks Pelape over as she gets closer, clearly assessing her for weapons, bags that could be hiding dangerous substances, anything that might be a threat.

"If there's nothing urgent, I suspect the best course of action is to invite you back to mine for - tea? apple juice? - and we'll see where this takes us."

Some of the onlookers look mildly disappointed, and there is a general movement to drift back to what they were doing before the excitement started.

Permalink Mark Unread

Pelape is unarmed; she is wearing a loose elbow-length-sleeve tunic-length shirt (dark blue) over leggings (black) and slip-on sandals (black). The leggings have pockets on the outer thighs, one of which contains a rectangle that is probably not a weapon.

Permalink Mark Unread

Nothing terribly obvious; Allegra won't bother waving any Thorns over to escort them, she can probably handle any trouble herself.

"It's just up the rise and into the Steading - or I can get some chairs brought out here, if you'd prefer to stay in the open."

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"Indoors is fine, though I don't walk too fast - bad balance."

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"No worries, I'm not as speedy as I was either. If you'd like a walking stick, I'm sure someone can fetch you one?"

Allegra waits on the path for Pelape to head over to her, before starting to lead back up into the haphazard collection of buildings, letting Pelape set the pace.

Permalink Mark Unread

"Sticks don't help but I appreciate the offer." Stroll stroll.

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"Ah, I've always found an extra point of contact with the ground helps with my balance problems. If you do want tea, I'm going to have to task someone with fetching it, I think I only have apple juice in."

The buildings are not laid out in any kind of reasonable order, and people have laid down a variety of planks, stones and similar objects to attempt to stop the narrow passages in between from becoming quagmires in muddy weather, which have not improved the footing in the nice dry weather they're currently having.

"...we can go around the top of the village if you'd prefer, it's a bit longer but there's a wider path to my house," Allegra offers.

Permalink Mark Unread

"Apple juice is good and longer is fine, I have good stamina, just bad balance."

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Instead of plunging into the narrow alleyways, Allegra leads Pelape on a relatively pleasant level, grassy path around the edge of the buildings, then down what looks like an established cart track which is wide enough to have reasonably undisturbed edges.

The buildings on the forest side of the cart track appear to be slightly better ordered and more communal - one larger building with big doors, one roofed area that is open to the elements on two sides and contains some enthusiastic woodworking, and set slightly further back, a row of small individual shelters - possibly outhouses?

Allegra's house is just another of the smallish wooden huts; it doesn't even have a chimney or fireplace, it is just one quite large room which is absolutely full of Stuff.

There's a bed over at the other end, a table with chairs in the middle, a lot of shelves, a lot of cupboards, and every surface is covered in papers, some handwritten, some apparently produced by a printing press, or bottles of mysterious substances, or haphazard stacks of crockery and other things one might actually expect to find in a house.

Also, the entire thing is actually quite well lit, despite the absence of windows, by strings of glowing crystals hanging from the shelves (and quite a few stand-alone glowing crystals just left here and there).

Permalink Mark Unread

Honestly fits quite well with everything else about the place. Like people being planty. Pelape sits at the table.

"So, uh, my name's Pelape."

Permalink Mark Unread

"Allegra," replies Allegra, "more fully Allegra The Place Where We Founded A Home For Briars And Others Who Needed One, or Foundhome or Briarhome depending on how political I'm feeling."

Allegra starts opening cupboards, and eventually finds a covered jug of apple juice and a couple of glasses.

Permalink Mark Unread

"Is that like a Meti accomplishment name...?"

Permalink Mark Unread

"It's a Steading name - we take our names from the place we live or the set of people we travel with, and that name is often an accomplishment of the group, although not always. I'm not familiar with the Meti? You are currently in the Oakways region of Navarr, in the Empire often known as the Casinean Empire, a polity on the Bay of Catazar... if any of that helps?"

Permalink Mark Unread

"Not in the least but you - at least sound to me like you're speaking Anitami - so I thought you might know more about my world than I do about yours."

Permalink Mark Unread

"Hmm. If - Anitam? - is somewhere on this continent, that would explain matters - and I do suppose the Heralds speak the same language to us, although I expected that was just who chose to show up...

Generally heralds are not especially confused about where they've come from or what they are doing, though, especially ones that are as articulate as you.

But no, I have never heard of Antiam by name, or indeed a separate entire world that is a normal material world rather than a magical Realm. Or somewhere off in the Labyrinth, I suppose."

Allegra finally manages to move enough clutter off the table to pour two glasses of apple juice, and sips from one.

Permalink Mark Unread

"I strongly suspect Anitam is not on this continent. What do you call your language?" Sip. Small experimental sip.

Permalink Mark Unread

"Imperial, rather arrogantly. It's also the native language of every other polity on this continent - including the isolationist orcs who live in a greatly fortified mountain fastness and whose only diplomatic request of the Empire is that we never attempt to speak to them again - which makes me rather suspicious that there is a magical cause, not that we've found any definitive proof."

It's apple juice. Really quite sweet apple juice, but just apple juice.

Permalink Mark Unread

Yum. "Are we in fact hearing the same phonemes - like, does 'apple' rhyme with 'window' for you -"

Permalink Mark Unread

"...that isn't how I would normally say window, that's a somewhat fancy and archaic word for it, but yes?"

Permalink Mark Unread

"What would you normally say instead of window?"

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"Window. Are you hearing those as the same sounds?

...I'm curious now, may I check you for magical effects?"

Permalink Mark Unread

"Check away, and yeah, they both sound the same to me."

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Allegra moves a little closer, not right up in Pelape's personal space but close enough she could easily touch her if she wanted to.

"I'm afraid I'm going to do this the long way because I don't know what else I'll need my mana for today," she apologises, and then begins to wave the hand that isn't holding the staff (in a vaguely 'drawing a spider web in the air' kind of gesture) and saying things in a slightly more sing-song cadence:

"I am the Spider. Things watch from afar. I am the Web. Things are connected. I see what is hidden. I see the flows of magic. I am the Spider..."

It goes on approximately like this for almost precisely thirty seconds.

Permalink Mark Unread

Is there anything obviously... magical... happening about it.

Permalink Mark Unread

Not from the perspective of someone without any magical awareness, no! It is just a load of chanting and dramatic gesturing.

After thirty seconds, Allegra looks slightly disappointed. "Nothing whatsoever. I kind of assumed you might be under the enchantment that foreign diplomats sometimes get, where they can speak Imperial at the cost of not being able to speak their own language. Possibly you are under an extremely subtle curse to the same effect, sometimes they don't show up to basic detect magic."

Permalink Mark Unread

...

"I'm gonna... check..." She pulls out her pocket everything.

Permalink Mark Unread

That looks like it's powered by electricity! It does not turn on. It's just like it's completely out of charge.

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Label on her tunic?

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That is an ordinary physical bit of writing which reads exactly like it previously did.

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"I can still read this. Can you?"

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Allegra squints at the label. "There are definitely words there, I think they might be material type and washing instructions? The word choice is a bit odd..."

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"Rayon and spandex, machine wash on standard settings, and on the back it has the brand name Tafui Basics, Lounge Tunic 3427, size 4-2, ocean blue."

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"I'm not sure what a rayon, a spandex or a Tafui is, and - you have standardised laundry machines?" Allegra suddenly seems much more highly engaged rather than just being polite and helpful. "If you have any idea how to make them, the League has been trying but hasn't given us anything more useful than the fulling mill, which wouldn't be useful for something as delicate as that looks..."

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Pelape runs her fingers though her hair. "I don't, I'm sorry... I mean, I've used them, I know what they look like and some of what they do, but I couldn't build one."

Permalink Mark Unread

"Might be helpful anyway.

...I was so concerned about orienting you I haven't - I'm just going to pop outside and get someone to check where you arrived for anything that might tell us about the portal you came in on. If we could send someone back..."

Allegra heads over to open the door, calls the name of one of the scattering teenagers who were definitely not hanging around in the hope they could catch the interesting person coming back out, and tells them, "Get the coven to go look at the place she came in, see if they can find anything, walk back and forwards through it a few times, that sort of thing?"

Then she closes the door again. "I'm sorry, it just might be time critical."

Permalink Mark Unread

"I'll defer to you on that, I'm still very confused."

Permalink Mark Unread

"Normally - and I'm aware this isn't, in fact, normally - when someone appears out of nowhere, they came through the Sentinel Gate or out of a regio pocket. In the former case, there's a return portal for a certain length of time - although actually it might be keyed to you... right, how much do you want to get back, much as I'd like to keep you, the most likely case is that there is a return portal, only you can use it, you can use it exactly once and then you will never find this place again - or we'd have had more visitors..."

Permalink Mark Unread

"...it would be sad if I could never go home, but I'm not time-sensitive about it."

Permalink Mark Unread

"The portal might be, though. They generally last fifteen minutes to a few hours, and the fewer people they take, the more likely they are on the shorter side."

Permalink Mark Unread

"Damn. Can I have a magical souvenir?"

Permalink Mark Unread

"Sure - I don't have anything really good, but," she picks up a satchel bag, "here's my go bag, I can replace everything in here, it's got mana crystals, liao, some honey that acts as spring magic, glowstones.

Let's get back down to the stream and see if the coven have turned anything up, and if we can get you home."

Permalink Mark Unread

"Thank you."

Pelape hurries a little, tripping and rolling once, on the way back.

Permalink Mark Unread

Allegra reaches out to steady her before she's really considered if she should be touching the nice stranger.

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"Thanks." She accepts the arm and proceeds apace.

Permalink Mark Unread

The clearing in front of the stream where she appeared currently contains a circle of people with knives out, who appear to be having an argument about who should be standing where.

Permalink Mark Unread

She's gonna let the locals work this out and stand well back!

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"Sorry, have you started yet? We should walk her through the area a few times in case it's a return portal keyed to her," Allegra calls to them.

One of the people in the circle slices into the side of their hand, and the others start following around the circle; one of them calls over, "Yeah we've started, two minutes?" just before their turn.

Permalink Mark Unread

"Started what," murmurs Pelape.

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"I expect they're looking for curses - there's a Winter ritual that does it, it's the one ritual they all know so they love to cast it whenever they think it might help," replies Allegra. "That does sound like they didn't find anything with detect magic, which means it's probably not a regio portal, which is a pity because that's the kind that will stick around and we can figure out how to open later."

The ritual team have started a round robin call and response, along the theme of "The Blade is Balanced" and "We call on the Wisdom of Winter" and "Our blood flows through the patterns of the world".

Permalink Mark Unread

Man, Pelape really wishes her pocket everything were working so she could take notes. Scratch that, the charge if it had any would be too valuable.

Permalink Mark Unread

(the go bag contains a notepad and lots of pencils for approximately this kind of thing!)

Allegra asks a bystander, "Did they find anything earlier? I'm assuming not?"

They reply, "Nah, they did the magic detect thing, Bran wandered back and forwards all over, then they got into an argument about Cuckoo's Egg, then they decided to cast this because that's what they always do."

There is a series of distinctly unsanitary bloody handshakes which appears to be the climax of the ritual.

Permalink Mark Unread

Probably if they do this all the time they can be pretty sure none of them have any bloodborne illnesses.

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Finally, the ritualists all look expectant for a second and then very disappointed.

"Nothing," one of them confirms. They all slope off to one side and the man who approached Pelape first unrolls his tool belt, which is full of bandages and various bits of moss and little containers of green salve, starts putting stuff on the cuts and wrapping them up.

Permalink Mark Unread

"Right, let's walk you through the area you came in and see if you disappear. Usually it's quite obvious to the person doing the walking - if it doesn't take immediately we should have a small hike around the vicinity to see if the exit dropped nearby instead, I'm afraid."

Permalink Mark Unread

Pelape will obligingly walk through where she came in, in as many directions as seems called for.

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Nothing happens.

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Then she will follow her local guide around on a hike.

Permalink Mark Unread

"Whenever I've been through the Gate, I've been able to see the return portal as a kind of shimmering gateway in the air - kind of like a soap bubble - so keep an eye out.

We'll go once round the Steading, then try the road to First Voice which is the nearest significant landmark, and then I suppose try the forest a bit, although normally if it is a split portal it's somewhere obvious."

Permalink Mark Unread

"If you say so. I'm really going to need a comprehensive explanation of magic and everything if it turns out I'm not going anywhere and we have time."

Permalink Mark Unread

"I was actually wondering if I could manage to teach you to detect magic, you can sometimes use that to get the time remaining if you're out on a timed portal, but that's normally something that takes at least months to pick up, unless you've got a natural talent."

Permalink Mark Unread

"Which would be a lot to hope for."

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"It's not terribly compatible with concentrating on something else at the same time, like not falling over and looking for signs of a portal. And I only have one actual strong magical signal around to point you at, which is - quite a complicated one to start with.

You might be able to get it from first principles by studying the mana crystals, if we do get you home - they give off a magical signature most people can read without training, just letting you know they're charged."

Permalink Mark Unread

"Oh, that's good to know - what else should I know about what's in here?"

Permalink Mark Unread

"The little purple vials are liao, that's probably the most important thing to try to replicate if you've got good herbalists and alchemists? It's a derivative of vinum, there are a few vinum chewies in there too; vinum is the sap of a particular vine, it gives you dreamless sleep. Liao puts you in touch with your soul, essentially - it lets you, usually with training but people can just figure it out if they have access to enough of it, align people's souls to a virtue, give people virtue dreams, see the status of souls, imprint a virtue on places or objects or people for a limited time, write on someone's soul... I should probably give you the rundown on Virtues, unless you are about to tell me you know already?"

Permalink Mark Unread

"I am not about to tell you any such thing. I didn't even know about souls."

Permalink Mark Unread

"Okay. Short version, humans have souls, we reincarnate; true liao can let you have a vision of a past life but it's very rare, the liao batch has to be just right for it to work. We call the place you go while waiting to reincarnate the Labyrinth. Virtues - Prosperity, Wisdom, Courage, Vigilance, Pride, Loyalty," she pauses to count on her fingers, "Ambition, if you do them a lot then you go through the Labyrinth faster, and probably that's correlated with keeping more of your, well, you intact - or at least having more context on the situation when you come back out, and eventually break out of the cycle entirely. Nobody keeps well formed memories, but there's a certain recognition of places you previously knew, picking things up quicker.

Virtues are basically just the fundamental drives that humans happen to have, which liao can help bolster - it's possible there are a load of other qualities we just don't have access to, or that aren't as good for running a society that actually works - liao can also be used to promote Fear, Hatred, Anarchy, Vengeance, Fatalism, and Apathy, we just ban doing that as a society because, well, you can probably tell from the names that they're awkward to have around. Doctrine says they don't help you through the Labyrinth, but I am giving you the quick version that you might actually be able to use if you drop through a portal back home, so I don't want to leave anything out; we can go into more detail later if there's a later."

All the major sight lines in the Steading get checked. There is no sign of a portal.

"I should probably go through each of the Virtues, because they're not necessarily obvious from the names? We'll head down the main road next, if we can get all the way to First Voice glade without seeing anything, that makes it much less likely there is anything to see, but we can keep looking as long as you'd like - we'll have just taken out the most probable locations by then."

Permalink Mark Unread

"The local kind of person is 'humans'?"

Permalink Mark Unread

"Yes; you're acting a lot like a human and look like a human, so I am currently expecting it will generalise, but I haven't actually checked your soul and that bag has all the liao I actually have on hand at the moment, I'm not sure I want to risk using any up at this point.

If you're staying, I'll check you over and see if there are any obvious differences.

We also have orcs, who look a lot different and have a slightly different soul thing going on, and heralds, who don't have souls because they're essentially constructs of the realms of magic, and hylje and deva and probably some others we haven't discovered yet - trolls, though we think they're extinct - who we don't know enough of to know what happens with them. I don't expect to run into any of those in the next half hour, or in the next few months if things go as normal.

Any more specific questions, or should I start with the Virtue rundown?"

Permalink Mark Unread

"Go ahead."

Permalink Mark Unread

"Loyalty is pretty much what it sounds like - know what actually commands your heart, and follow that wholeheartedly. The thing people mostly mess up with that one is thinking they can decide who or what someone should be loyal to, doesn't work like that, it's about knowing what you actually value and going after that.

Prosperity is - partly it's making good use of things, not hoarding or wasting them, but mostly it's about the satisfaction of being rewarded for your work - and ensuring you actually enjoy it, rather than letting people just drive you on to the next thing - and that you spread that around. I might not be explaining it very well, I'm trying to recall what people I know who actually get it have said about it, there are lots of arguments - people often just use 'prosperous' as a shorthand for 'wealthy' but that's not it, you can be wealthy from exploiting people or just taking stuff from others and that's not Prosperous.

Wisdom is one people get wrong all the time, it's use what you've learned and if you don't know, find out. Test what you think you know, all knowledge is incomplete, 'received wisdom' is an oxymoron.

Courage is, sometimes it's the obvious thing, but mostly it's holding to what's true. If you know what's right, you know what's right and you shouldn't let other people persuade you otherwise; that includes yourself, Courage is heavily about accepting unwelcome truths and actually paying attention to their consequences and dealing with the world as it is. One of the Paragons of Courage is Kord, who brought steelworking to his nation even though everyone told him it was a bad idea and would never work.

Vigilance is also mostly what it sounds like - finding and eliminating threats to the things you want to protect, not getting complacent and then getting surprised.

Pride is - the great Paragon of Pride is Kethry, whose people were conquered, but by her determination to keep their customs alive, she actually converted the conquerors to her people's way of life, rather than them imposing theirs. It's about being yourself, and never mind what anyone else thinks of that - including yourself, accepting yourself how you come, not being ashamed, even if you did do bad things you wouldn't do again.

And Ambition is also pretty much what it says it is - if you want to do something, do it. Put everything into it. Consequences be damned, make it happen. Steal fire from the sun even though it burns your hands."

Permalink Mark Unread

"All good things."

Permalink Mark Unread

"Yeah. I... don't know what's going to be next most useful for you... probably runes but I'm terrible at runes, there's a rune cheat sheet in the bag with the names and a tiny bit about the meanings. Essentially they're a set of magical concepts and associated symbols, we think the Trolls discovered them; uh, every way that you do magic involves having some kind of magical tradition so you can map concepts to something you can use magically, runes are probably the most universal, a lot of the others depend on things like what your stars actually look like and deep cultural associations with theatrical roles. There's always blood magic but while I do a lot of blood magic I can't seriously recommend it, and I think that might be culturally bound too.

Anyway, runes also work on their own, weakly - if you stick a rune of... I can't even remember which one it is, but for strength on something, it actually becomes a bit stronger; some people use inverted fertility runes on the bed as contraception, although I really recommend backing that up with the right herbs rather than relying on it."

Allegra sounds very confident when in full flight explaining something, but rather frustrated and awkward in between.

Permalink Mark Unread

"Your stars?"

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"Constellations. It's actually my favourite casting method - this," she gestures to the tattoo on her right cheek, "is the Fountain, things live, it's the tattoo for my Vate oath, about responsible use of magic.

Partly it's just another symbol to concept mapping, but the position of the stars does actually influence magic - especially the Wanderer, the red star that moves erratically across the sky, things go awry. Which constellation the Wanderer is in has distinct effects, like the time it was in the Great Wyrm - things change - and a lot of rituals gave people the ability to permenantly gain lineage - uh, do you have lineages?"

Permalink Mark Unread

"...I'm going to hazard a guess that no?"

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"Right, it's the difference between me and, most of the people of Briarhome, who are Briars - that's the Spring one, where they scab over with bark, sometimes grow thorns or flowers, sometimes their veins start showing through green. There's one for each realm of magic - which I understand I haven't gone through yet, I don't even know if you'll have the same ones - Spring Summer Autumn Winter Day Night. Your world might not be as close to them as ours is, if you haven't discovered magic and don't have native lineage - which means you might not be able to create more mana crystals or do much that's useful with straight up magic, but runes and liao should still work.

If I'd been thinking I'd have tried to get you some herb cuttings, as well." She looks up into the trees beside the road. "Hala, can you go poke Dafyd and see if we have any pottable seedlings? Don't waste anything we can't spare, but if we can at least give her True Vervain to take home..."

'Hala' turns out to be a wiry teenage briar who was following them; she comes out of forest cover to nod at Allegra and start sprinting back down the road towards the Steading.

"True Vervain heals most wounds, if they're not complicated; I don't know what your medicine is like, but I expect it will help regardless, it's really very good."

Permalink Mark Unread

"We don't have magic and nobody scabs over with bark on my planet. What do you mean complicated, what makes a wound complicated?"

Permalink Mark Unread

"A broken bone - that needs Cerulean Mazzarine instead; poisons, infection that's set in, that would need a physick to look at it and get the right balance of other herbs. Various magical complications, anything with really significant involvement of the internal organs - essentially, what Vervain does is accelerate the normal healing process - if you would need to do something else to make something heal correctly, you still need to do that first.

You do need a little understanding of how the body absorbs herbs to apply it correctly, but if your people can build washing machines I expect they can figure it out."

Permalink Mark Unread

"I'm not sure the two things have much to do with each other but I'm sure they'd experiment."

Permalink Mark Unread

"Don't they? I suppose the Druj know much more about herbs than they do about clockwork. I've always been fortunate, I suppose, that magic is my main field of study - it's more amenable to experiment and things actually staying how you put them than other things, which are mostly trial and error and then they change again. At least magic tends to put up a nice big warning in the stars when it's about to change the rules.

Administration is pretty similar, people continue to be people.

Anyway. What else might be useful to you if we find a portal at the end of this path. Or have you already had too much information, I could go over some things again - there's a nice hardback notebook and some pencils in the bag if you want to take notes..."

Permalink Mark Unread

"...change the - rules?" She does go for the notebook when advised that it's there.

Permalink Mark Unread

"It's the inventors that complain about it the most - it turns out the reason Wisdom suggests that you test all knowledge is that a prototype that worked once might only work that once. For instance, there's a set of Ushabti that can fight as a military unit, but it's well known that you can't make Ushabti that can stand up to combat. Some people think it's just forgotten techniques, but the potion of healing that people make exactly the same way, in my lifetime used to pick people right up and make them good as new, but now will only let a trained soldier get back to the kind of endurance a normal person might be expected to have - things just change."

Permalink Mark Unread

"My planet doesn't have that! I don't like it!"

Permalink Mark Unread

"I can't say it's my favourite property of the world either. Generally it's not too fast, though, and it's still possible to discover things that work for a decent amount of time - there are fundamental principles behind a lot of things, which at least don't change very quickly.

But it is one of the fundamental properties of the world that things change and transform - that's the Law of the Great Wyrm constellation."

Permalink Mark Unread

"What kinds of rules are changing - can you give me a more concrete example -"

Permalink Mark Unread

"Hmm. It used to be possible to shatter a shield with a great weapon - something you need two hands to wield - with only a little training; exactly the same shields, made exactly the same way, now stand up to that in the absence of magic, but it's easier for a great axe to go through lesser armour and immediately drop the person wearing it. That's pretty concrete."

Permalink Mark Unread

"...do you have more examples?"

Permalink Mark Unread

"Some of it is hard to tell whether it's just a change in technique or a change in how the world works that let us change the technique. Like, back when I first learned magic, a combat spell that can paralyse someone would also paralyse you; nowadays it doesn't have that side effect. It had been that way for hundreds of years, but suddenly someone came up with a way to fix it. And conjunctions just change around how rituals work all the time - a fairly recent one stopped us regenerating whole body parts with Blood of the Hydra, now it only mends fractures like Mazzarine does, that was clearly not something anyone actually wanted."

Permalink Mark Unread

"Conjunctions?"

Permalink Mark Unread

"When the Wanderer sits in, or between, certain constellations. The Lock and Key were involved in the Blood of the Hydra change - things are hidden, things are revealed. There were also apparently strange tulpas at the Imperial Regio, although I don't go to Anvil any more, so I didn't meet one. Uh, the Imperial Regio is a place that makes it easier to do all kinds of magic, and have better contact with all the Realms of Magic; Anvil is where it is, and also for supposedly unrelated but probably very related reasons, the place where politicians gather four times a year from all over to make decisions that affect the whole Empire."

Permalink Mark Unread

 

"This is all really a lot to process. Do your stars move in predictable ways or are the conjunctions surprises?"

Permalink Mark Unread

"Most of the constellations move in predictable ways, but the Wanderer does not, and that produces surprises; it's possible we just haven't worked out the pattern yet, but I suspect once we did it would change - that's why the Wanderer's law is Things Go Awry, it is the factor that ruins plans."

Permalink Mark Unread

"Tragically I am not an astronomer."

Permalink Mark Unread

"Me neither, I know enough about the constellations to cast by them but I couldn't put together a prognosticator's chart. Not that I have a telescope here anyway, Miaren's too flat and rainy for it to be particularly useful.

I feel like I am getting sidetracked and there must be more vitally important information about magic or the soul I should be desperately imparting to you. I guess I could attempt to recite the Doctrines or a few more tales of the Paragons or give you at least a working set of constellations, just in case it does help?

Oh, excommunication, if you're going to mess around with liao at some point you should know how that works - you can essentially cut someone off from their soul, they don't dream, they can't use liao, and it's unknown if something bad happens if they die under the effect but people tend to behave like it does - we haven't had a recorded past life vision of someone who is known to have died excommunicate, which obviously isn't conclusive but is pretty persuasive.

If you do it by accident, reversing it is generally a pretty similar mental motion, and it's quite a complicated state to induce - I just thought I should warn you."

Permalink Mark Unread

"Amentans - that's what I am - dream..."

Permalink Mark Unread

"Not conclusive, unfortunately - some Heralds dream, especially Night heralds. You're not behaving in the kind of - constrained - fashion that I'd expect from a herald, though, and I can't imagine that an Autumn herald that is up to that would go to all this trouble just to steal my bag, or listen to me ramble about ordinary things a child generally learns before their age of citizenship."

Permalink Mark Unread

"What's the deal with Heralds?"

Permalink Mark Unread

"So, each of the magical Realms I was talking about - Spring Summer Autumn Winter Day Night - is essentially a place in its own right, although one that creatures with souls can't survive visiting.

In those Realms there are Eternals - something between a very powerful individual magician and the embodiment of a relevant concept. Some of them are more personable and understandable than others - Ylenrith - well, Ylenwe now I guess - appears as just a very high lineage Merrow, that's the Day lineage with sea creature features - whereas Phaleron is an entire library and Yaw'na'grah is an entire forest.

Those Eternals command Heralds - creatures that speak and think, much like you and I, but are essentially just an extension of either a specific Eternal or a part of the magical Realm. Some of them are very long lived, some of them can act more or less like people, but they generally have a lot of trouble understanding things that aren't aligned with their realm of magic, and generally have some physical sign related to the realm they belong to - although that can overlap with a lineaged human.

Metallic hair colours are a sign of Autumn, but do also just occur naturally in humans or are fairly easy to dye in, to the extent that yours is in any case."

Permalink Mark Unread

"Basically every noun you use just prompts a lot more questions. Do you think it would help if I told you about Amenta so you'd know what context I was coming from?"

Permalink Mark Unread

"Possibly. I'd love to hear about it, I - this is just me being bad at Prosperity again, you should ignore me and tell me about Amenta."

Permalink Mark Unread

"So we don't have... basically anything you have described. No magic rituals, no particularly impressive healing plants, no reincarnation, no unpredictable stars - I think it did take them a little while to figure out the other planets in the system, which look like stars to the naked eye but move differently - no laws of nature changing on us. Washing machines yes, and a ton of other technological things that I don't see evidence of here. We're all the one species of people, though we come in multiple castes. Our apples taste mostly like your apples, and there's the language mystery - though most Amentans don't speak Anitami - but otherwise practically nothing I see here is familiar to me. We didn't know there was anybody else out there at all, we just have fiction about it. Everybody has parents and goes to school and learns to read and do skills appropriate to a job they might do that's in their caste. Uh, our years are 1460 days long and our days are 24 hours and I'm just hoping the language mystery has 'hours' covered. People live to be about forty years old if nothing unusual befalls them in the meantime; I'm five. Medicine is done by the use of drugs, some inspired by nature but mostly artificially synthesized, and surgeries, and various therapies; travel is done with trains, or over long distances sometimes airplanes, or on the water sometimes boats. Most of our technology is fueled with electricity, which is the same sort of thing as lightning. Any of this prompt any questions or clarifications?"

Permalink Mark Unread

"Same days, much shorter years - three hundred sixty five days and we have to wedge in an extra day every now and again to keep the seasons on track, we've got good enough astronomy to do it with individual days rather than having to make a larger correction when the solstices and equinoxes begin to obviously get out of sync.

Castes? I rather hope you don't mean like the Asaveans or the Jarmish where most of the population is essentially enslaved in one fashion or another, but I don't have another reference point - our children all get taught locally but can change nation when they come of age if they'd be better off elsewhere, different nations have kind of different specialities?

It sounds like you'd be more familiar with a League city, they aren't anywhere near as advanced as to have trains and airplanes but it's the kind of thing they write about maybe having one day. And they do experiment with lightning, although mostly they just make people's hair stand on end and frog legs jump around and so on. And tend to have more formal schooling, everyone has to learn to read and write and basic things like that for their citzenship, but hereabouts the people around them just teach them whenever they feel like it."

Permalink Mark Unread

"Obviously I have no idea who the Asaveans or the Jarmish are! Our caste system is very bad but these days it solidly improves on outright slavery."

Permalink Mark Unread

Allegra nods. "Well, maybe being able to promote the Virtues better will help you fix it, if you can find a way to synthesise liao.

Is your entire world very similar? I suppose better transport options probably do that, especially without egregores - uh, that's the kind of 'spirit of the nation' that we magically created for each of the nations joining the Empire, to make sure they didn't lose all their cultural distinctiveness unless they really wanted to."

Permalink Mark Unread

 

"How in the fuck do they do that."

Permalink Mark Unread

"They're basically made up of the cultural attitudes of everyone in the nation, and when you join the nation - by swearing an oath to them, it's not something you can do by accident - you feel a very subtle pressure to do culturally appropriate things? Like dress in the right colour scheme. If you're a strong willed individual you can just ignore it, but over the whole population it keeps things distinct unless the whole nation makes a specific decision to change them."

Permalink Mark Unread

"Well, that is among the magic things we don't have, so I guess we're likely to be more uniform than you."

Permalink Mark Unread

"Yeah, it makes sense. More like the Commonwealth - they conquer places and just completely take over culturally."

The cart track from the Steading joins up with a slightly larger cart track, which looks like it sees slightly more traffic.

"Okay, here's the Trod; we should probably head left to First Voice, as that's a sensible distance away. The other way goes more or less straight to Seren, which is our biggest city in Navarr - at this pace we wouldn't get there before nightfall."

Stepping onto the larger road - there is definitely something odd about it. It's very subtle and someone less Vigilant would probably not pick it up at all, but there is some effect here which just makes walking easier - mostly in an energetic sense rather than balance, alas, it's just less tiring than it should be to keep putting one foot in front of the other.

Permalink Mark Unread

"- the thing that this place is doing is benign, yes?"

Permalink Mark Unread

"Oh! Yes, it's the magic of the Trods - essentially what they're doing is pulling Spring magic out of the Vallorn - nasty twisted plant terrain that we're trying to get rid of - and repurposing it to make people more energetic. It's a very small amount of Spring magic, all it does is make it easier to walk all day, and if you rest on a Trod then you'll recover much better than usual overnight."

Permalink Mark Unread

"The Vallorn is a source of useful energy but also nasty and to be gotten rid of?"

Permalink Mark Unread

"Yes - we could probably power the effect with mana, the effect isn't actually the point, draining the Vallorn so that it doesn't spread and we can eventually get rid of it is the point. It ate several populated cities and animates people's bodies with their souls still stuck in there, it's the primary mission of our nation to eventually remove it. There used to be one in Seren, getting rid of it is one of the Empire's greatest achievements."

Permalink Mark Unread

"...wow. Why is it like that?"

Permalink Mark Unread

"The Terun - the Empire before ours - unleashed it when trying to hold back the surrounding orcs. Exactly what made it eat their cities instead is still unknown, I have a theory that it was sabotaged, but this was all over a thousand years ago and the Vallorn ate most of the evidence - what we do have is mostly pieced together from past life visions."

Permalink Mark Unread

"Wow. Are there more - things like that - uh, background bad things that it's an ongoing project to stop having?"

Permalink Mark Unread

"I mean, nothing on quite the scale of the Vallorn - recently there's the Cold Sun, that's why we've got half a dozen Thorns pacing us in the treeline, they might attack First Voice as they're going after cultural institutions and it's a music college. Day heralds, implacable insectoid fighters on suicide-mission orders. But they're very new and the Empire will probably roll them up in a few seasons.

None of the Empire's neighbours are particularly pleasant; you've got the Druj to the east, whose entire society is built around using fear and torture to keep people in line; the Thule to the north, who use magic to control their people, sometimes extremely directly; the Jotun to the west, whose society is built around achieving great deeds in combat; then the Faraden, who are obsessed with vengeance, the Suranni, who hate magic, imprison or kill all mages, and previously enslaved orc janissaries - I think they have now slaughtered them all, which isn't exactly an improvement; and to the south the Grendel, who have a society built heavily on slavery and the threat of sending your opponents to the salt mines.

Oh, and the Dry Patricians in the Brass Coast, I suppose, although those are also a pretty recent phenomenon they'll probably work out how to fix soon - that's the kind of thing that happens all the time though, an ancient group of immortal constructs got displaced by a big magical flood and is now causing a huge problem where they washed up."

Permalink Mark Unread

"All of your neighbors sound thoroughly unpleasant as described. What exactly is a Thorn, what's the Cold Sun, what's the deal with Day heralds?"

Permalink Mark Unread

"Oh, Thorn is just what we call our fighters - Navarr fighters, that is, they swear a specific oath and take after one of our historical figures, who was called Thorn.

The Cold Sun is an Eternal - its thing is 'purity', which it's taken to mean 'destroy all that messy squishy life form stuff that has cluttered up the world'.

Day heralds are just one of the kinds of heralds, usually mostly they're not very fighty - you get a lot of librarians and theorists - but Zakalwe has myrmidons and the Cold Sun apparently has myrmidons too. If you see something approaching with a blue insect-y face, yell loudly and try to make sure the Thorns are between you and it."

Permalink Mark Unread

"Say more about Eternals? What's Zakalwe?"

Permalink Mark Unread

"Another Day eternal, I'm not actually sure what he looks like, his thing is war and strategy? He's actually pretty helpful, he likes the Empire because we run our military planning out of a tent with a big map in the middle and do a lot of maths about it, and mostly at least someone is trying to do the efficient thing rather than the flashy one at any given time.

Eternals are very much concepts that sort of pretend to be people; they often have lots of different names and present themselves differently to different people. They can't actually come out here into the material world, same as we can't go into the Realms, so they have to work through heralds they send out to us. It's possible to meet them in in-between places, we call those 'regio pockets' because they are generally attached to a regio, a place of magical power, by a portal. One of the first things I thought of when seeing you is that the stream might have finally turned into an autumn regio and popped out a herald, but as I said, you're not acting quite as limited as heralds tend to.

I suspect, if you've never heard of them, that your world just doesn't have any regios."

Permalink Mark Unread

"It indeed doesn't have any of those. I'm not even sure I can pronounce it."

Permalink Mark Unread

"It's kind of like 'regions' but someone decided to make it fancy and magical by stripping some letters out - but that might not help..." Allegra very briefly trails off, and looks sad and unfocused - as if remembering a wistful kind of memory - before it smooths back away under her exterior projection of confidence. "Anyway, hopefully Eternals will not be very relevant to you - they're useful sometimes, they give out magical boons and they can sponsor rituals to do things that they can't otherwise do... possibly we should do basic magic theory, I don't even know if you'll be able to refine more mana, but if you can it would actually be useful."

Permalink Mark Unread

"I would like to learn magic."

Permalink Mark Unread

"Okay, yes, I should start with - usually how I teach magic to someone in an, uh, field-expedient way.

Ideally you'd have a range of magic items around and that would be much easier, but you ought to be able to do it with the mana crystal and the vital honey.

First you need some kind of casting paradigm. Runes should do, but any kind of symbol / concept mapping that makes sense to you can be made to work, as long as it covers roughly the same - concept-area. You need to be able to hold at least one of the symbols in your mind, and work out how you would relate it to the task of detecting magic. The more intuitive it feels, the more likely it will actually work. Once you've got it then you can get it down to a thirty second incantation, or a couple of seconds if you're over-powering it, but when you start out you'll probably be slower. Rituals take at least two minutes and you have to expend crystal mana to do them, you can't just cast out of your own power, they might actually be easier to invent but not with that little supply of mana.

Then you need to be able to reach out with that and feel that there is magic in an item. Mana crystals project the general idea that there is magic in them all the time, so you should be able to get the correct feeling by handling them, but they're no good for learning the right mental motion to detect it in other things because they're too loud - pretty much anyone can feel they're magic without the need to actually cast the spell correctly. 

That's where the vital honey comes in - it's not ideal because you already know it's magic and Spring magic, so you can fool yourself into thinking you've got it when you haven't. The glowstones should also be detectable but they're very faint, sometimes even I have trouble picking them up, so not ideal to start on.

Generally if someone doesn't get it immediately, I recommend meditation - do you have that? Breathing meditation to get started, mantra meditation if breathing doesn't work for some reason, then mindfulness meditation focused on the mana crystal. That often gets people who are going to get it spontaneously to work it out, although often they then come up with their own paradigm and are a pain to re-teach in one of the standard ones so they can cast with a coven - but you won't have that problem, you can establish whatever you get hold of.

You also don't have the resources to do the other basic motions - creating a bond with a magic item or between egregore-bonded people, operating a portal.

Other standard spells, other than the weird ones, basically come in healing and fighting, and then of course lots of complicated edge cases but those are probably going to be harder to find from first principles. Fighting ones need an implement, basically whack a crystal onto a stick and it will probably do the job; spent mana crystals are ideal, but anything that is vaguely similar should work. Putting energy through an implement can throw people away, stop them in their tracks, break an object or mess up someone's body, either to stop them doing anything complicated or make them die much more quickly if they get injured.

Healing comes in your standard 'accelerate what the body was doing anyway', fixing limbs, fixing poisonings, and I guess speaking to recently dead people is a similar thing.

I'm hoping by having an idea of what is possible, you might be able to get there one day, even if you don't spontaneously generate the ability to do magic in the next half hour. Which is possible, and if you think you're going to manage it, aim it at me - either you'll pick up the magical effect on me, which will probably be easier to spot than anything else we have on hand, or I'll be able to let you know what you are doing."

Permalink Mark Unread

"My ability to take notes longhand while also walking is almost nil so I am probably going to need you to repeat most of that. What kind of concept space does my paradigm need? Is there a reason it can't just be, like, words?"

Permalink Mark Unread

"Words have meanings. Generally an individual word has too many or too few. Words are an important part of shaping magic, but it needs a very strong, very - itself - kind of concept set to work with.

So the runes all have one very resonant quality - Weakness, for instance, or Revelation - and then can also stand in for a wide variety of concepts tangentially related to that quality.

The constellations are all linked to a fundamental law of the universe - things bleed, things reproduce, things change and transform...

The dramaturgical personae and stages are all concepts that have been etched on the world through centuries of playwrights - the Fool, the Beast, the Captain, in the Counting-house, the Battlefield...

I'm hoping some examples will help tease out what I mean, I'm normally working with someone who has at least heard of one of them.

You can just invoke the Eternals directly by name as a set of concepts; the Highborn use paragons and exemplars; and there are a variety of musical methods," her tone wavers very slightly, as if she does not have good associations with musical methods, "that I've never been musical or mathematical enough to understand, I'm afraid.

And there's blood magic, which is the closest to really just directly asserting your will over the whole process without a fixed concept set, but you do absolutely have to be bleeding at the time, which puts a lot of people off it."

Permalink Mark Unread

"How many concepts are we talking about here?"

Permalink Mark Unread

"Runes are... twenty-six, I think, although there are a couple of edge cases like the empty rune.

Constellations, less than twenty in the common set, some people add a few more.

The others I'm less sure of, but generally less than thirty and more than a dozen? Some of the... musical methods... are more continuous, like blood magic is."

Permalink Mark Unread

"So there's not a specific set of concepts underlying the magical reality that you have to use, you just - impose one?"

Permalink Mark Unread

"Essentially, yes. It appears to help if it lines up with, I suppose, the well worn paths in reality that other people have put together, but there's nothing stopping you from devising a new paradigm.

This is just for the structure, though - what you can do with it is much more well defined.

Mostly that's along the lines of the resonances and dissonances of the Realms - once you're trying to do anything complicated or that you want to be more than instantaneous, it has to be aligned with a Realm.

There are also fundamental rules of magic, which I haven't had to think about for a while now... The rule of essence is possibly the most annoying, things have a essential nature and it's very hard to go against it. You can't change a person into a frog, or make something from nothing, or return a dead person to life.

There are also laws of scale and boundaries - regions of the world have set magical boundaries, they're often conveniently following rivers or so on but they are very hard to shift, even if you shift the river - and magical workings have a natural size and duration, which you can push around a bit but it becomes increasingly expensive."

Permalink Mark Unread

"...so, uh, I'm not actually sure what's different in kind between making something out of nothing or turning a person into a frog and any of the things magic can do, please elaborate? Also what's up with Realms and alignment therewith."

Permalink Mark Unread

"A few things magic can do: Turn a corpse into a pile of leaves or mushrooms. Enable an army to cross the entire Empire in one season. Let someone with no training use a bow effectively. Change what lineage someone looks like. Improve the luck of a trading fleet. Cause the local vegetation to go on the rampage and attempt to tear down fortifications and kill people. Erase a memory of your choice. Entirely rewrite your personality, with your consent.

I don't know if that's a useful list? Each Realm has its resonances, things it's good at, and dissonances, things it's bad at, I could go through them next? I'm not convinced I can remember them all but I can give you the general idea."

Permalink Mark Unread

"Enabling the army in terms of supply or travel speed or just combat utility enough that they can cut down obstacles...?"

Permalink Mark Unread

"I believe it helps logistics, navigation, little coincidences that make everything go more smoothly, which add up to better travel speed - they fight slightly worse at the other end because they've over exerted themselves a bit getting there, but unlike if an army that doesn't specialise in that tried to do it, they don't miscalculate and get stuck or arrive late."

Permalink Mark Unread

"Is that many applications of magic or somehow all one thing?"

Permalink Mark Unread

"That is one thing - it is a very large Autumn ritual. Autumn has resonances with travel and subtle manipulation of probabilities, especially around logistics and business, so it draws on those."

Permalink Mark Unread

"And the other seasons?"

Permalink Mark Unread

"Spring is life, in a very literal natural sense - growth and plants and diseases and poisons, predation and savagery, healing.

Summer is - strength and glory? Martial strength, endurance, very straightforward or at least very dramatic and flamboyant.

Autumn is travel, and commerce, and business dealings - including the kind of treachery where it's nothing personal.

Winter is hunger, and sacrifice, and the last resort, the desperate hanging on kind of endurance, and death and endings.

Day is knowledge, revelation, information, being a giant nerd...

Night is emotion, intuition, most of the complicated mind affecting stuff and illusions, trickery for the sake of it, mysteries.

Obviously there's a lot more to it than that, but that's what springs to mind immediately."

Permalink Mark Unread

"Interesting. And the runes are more specific than those?"

Permalink Mark Unread

"Kind of, mostly just because there's more of them. Some of them are more usually associated with some realms than others, like Weakness is very likely to be used with Winter. 

The paradigm - like the runes - is how you control the magic. The Realm is how you power it. Both of them together turn into the effect - although it's very difficult to just do it off the cuff, most rituals take a couple of months work and burn through a significant amount of mana crystals to get an inefficient first draft version, then a whole college of magic takes at least a season to turn that into a polished, repeatable version.

Once that has been put together you can use any paradigm to cast the same ritual, though."

Permalink Mark Unread

"How do you map between paradigms and get the same ritual?"

Permalink Mark Unread

"What can be achieved is limited by the Realms and the fundamental laws of magic; a ritual text is essentially a very precise description of an effect that definitely can be achieved by putting a certain amount of power in and aligning with a certain realm.

The way that you actually achieve the effect, how you keep control of the magic and point it in the right direction, is up to the individual ritual team, and what the paradigms are for.

Basically they're there to keep you focused and give you a language to use, and avoid accidentally grounding the magical energy through yourself with unpleasant side effects instead of making it do what you wanted."

Permalink Mark Unread

"Ah. What kind of side effects?"

Permalink Mark Unread

"The most memorable I have experienced was the one where they had to drive metal stakes through my feet to discharge the stray power, otherwise I would cause pain to anyone I touched and also eventually my heart would have stopped; I believe everything from your blood turning into bees to your internal organs becoming alphabetised has been recorded."

Permalink Mark Unread

"Wow. Is there a simple ritual you can walk me through how it's constructed as a worked example?"

Permalink Mark Unread

"Sure. Let's do, hmm, Ascetic Star of Atun.

It's a Day ritual. It uses the Day resonance of purity, cleansing, simplification.

The fundamental concept is: flooding Day magic into something scours it clean. But if you entirely clean a person, you end up with a really clean corpse, which isn't much use - you can't usefully use this offensively because generally a person can resist direct ritual effects unless you've got them really throughly tied down and ideally beaten unconscious, at which point you could just kill them in a much less complicated fashion.

So the ritual text for this ritual extremely carefully specifies the difference between a person, leaning heavily on the law of essence to avoid having to become a complete anatomy textbook, and foreign substances in that person, which the ritual is designed to remove.

This is quite an old ritual so it has had a lot of refinement, like it won't destroy your clothes, your tattoos, or even displace shrapnel that you might actually want to keep because you like not bleeding to death.

The text of the ritual has its own magic about it, we use trace quantities of illium in the ink, which makes it easier to remember all this. You still have to study it in detail if you want to be as efficient as possible, but as long as one of the casters has read it once, you can instead expend some of the mana crystal's power to cast it 'unmastered', letting the extra power enhance recall and let you follow the lead ritualist if necessary.

From what I've described, what do you think the ritual actually does?"

Permalink Mark Unread

"Well, you said you can't make something out of nothing but it sounds like you might be able to do the other way around, so perhaps it just annihilates dirt and sweat and grease and anything else that isn't on a list of tissues you want to keep. It sounds like you could also use it to empty internal organs of waste but I don't know if it in fact does."

Permalink Mark Unread

"Almost. It actually doesn't do much for surface dirt because it was too hard to distinguish that from things people wanted to keep on the surface, like the protective layer of dead skin. 

Its intent is to remove poisons and infection. It also helps with some disease symptoms, although I think that's just by removing the existing toxins, most diseases are more subtle and can't be distinguished from the body in such a broad ritual - we do have at least one specific ritual along the same lines for a particular disease."

Permalink Mark Unread

 

"Do... you have germ theory."

Permalink Mark Unread

"I am absolutely not a physick, and actually I should probably note at this point that I have never so much as attempted an arcane projection - that's the first draft ritual thing - myself..."

Permalink Mark Unread

"I would expect the concept to be pretty common knowledge if you have it at all but I should perhaps talk to a physick."

Permalink Mark Unread

"Maybe not by that name? Theory of diseases tends to be something the Vines or the Hospital look at, then just tell other people what to do about it."

Permalink Mark Unread

"It matters a lot for individual hygiene and for things like plumbing and farming."

Permalink Mark Unread

"We do know not to shit where we eat, you'll have seen the outhouses, they've all got soap and they run off far enough into the forest to not get back to the stream or into the herb beds.

I've done more rigorous sanitation protocols before, my old Spire had an entire light flooded chamber for making sure we didn't track anything nasty in, but usually a bit of Bladeroot or Roseweald will sort out anything you might pick up round here, Miaren is very safe for that sort of thing."

Permalink Mark Unread

"Okay, but do you know why you mustn't shit where you eat, what it is about excrement that can make you sick?"

Permalink Mark Unread

"Not personally, if we don't find a portal at the end of the path, you should probably chat to Dafyd about it, he'll know.

We're generally not that bad at disease, even the Reikos Flux only killed people for a couple of seasons until they figured it out."

Permalink Mark Unread

"I believe you that you're very good at magically curing disease. Germ theory is useful for that but also for preventing it in the first place."

Permalink Mark Unread

"Okay, give me the outline in case we find the portal, but I am still pretty convinced the Vines know what they're doing here."

Permalink Mark Unread

"Infectious disease, the kind you catch instead of developing over time or in a wound or something, are largely caused by tiny, too-small-to-see creatures. You can see them with a microscope, or maybe a seeing-small-things spell if they go far enough. They will generally die to alcohol and bleach and some other chemicals, boiling or high heat, and certain drugs that are toxic but much more so to tiny creatures than to large ones."

Permalink Mark Unread

"Magic isn't all that good at giving information on the workings of the body, that tends to be the place of Physick - although I don't know if we've tried very hard in Day, it might work and nobody's bothered.

We use boiling and alcohol to sterilise tools and things that'll stand it, lye when it's more serious, bleach sounds like an apothecary term I don't know.

And toxic but not so much to us as the bad stuff sounds a lot like Bladeroot and Roseweald, they aren't the nicest things to take but better than what they're the cures for.

So it's not widespread that we know why, but it seems like we know how at least, and I'd bet at least some physicks have the theory. Only the League really make microscopes, outside of a few Urizeni spires that insist on custom work."

There are some faint sounds on the breeze, only really audible to close attention, of people practicing the kind of musical instruments where the sound carries a fair way off.

Permalink Mark Unread

"It does seem to me to be useful to know what's going on even if you already use most of the obvious practices, but I guess that makes it less urgent, at least."

Permalink Mark Unread

"Once upon a time I pretty much did try to know everything about everything, but I stopped pursuing healing after I knew enough to make someone not bleed to death, it seems incredibly complicated.

Anything else you wanted to impart about your own world? We'll be at First Voice soon, either you'll be going home or we'll need to decide how much more wandering about you want to commit to."

Permalink Mark Unread

"Printing presses?"

Permalink Mark Unread

"Yup, we've got those, Foundhome's a bit small for one but First Voice have a specialised one for printing sheet music, Seren's got a couple of big ones and the League is lousy with them."

Permalink Mark Unread

"I'd ask where you're at on the laws of physics but presumably the answer is 'we're not, because magic'...."

Permalink Mark Unread

"A lot of Spires are pretty keen on astronomy, some on geometry in both senses, the League enjoy dropping things off tall buildings and writing dramatic plays about it, there are a lot of related principles that go into boat building and navigation; I get the feeling that your use of the word encompasses more than that, though?"

Permalink Mark Unread

"It does... dramatic plays about it??"

Permalink Mark Unread

"Yeah, the League will turn anything into a play. It's probably a good idea too, I don't think I'd have remembered the thing about the feather and the steel weight if it hadn't been a dramatic play with two rival guilds betting on the outcome and attempting to sabotage each other, while the Wise Doctor was just trying to figure out the truth?"

Permalink Mark Unread

"I suppose I have no idea if that's an effective pedagogical technique or not. But yeah, laws of physics is more general than that."

Permalink Mark Unread

"I suspect most of the people who actually want to get things done with that kind of thinking go to the colleges of magic, yes. Any particular highlights that you'd like to share?"

The music is clearer now; someone's practicing scales on a brass instrument of some kind, presumably quite loudly to carry through the forest like this.

Permalink Mark Unread

"Everything is gravitationally attracted to everything else proportionally to the product of their masses and inversely proportional to the square of the distance between them."

Permalink Mark Unread

Allegra blinks a couple of times and waves her hands vaguely, attempting to make sense of this statement.

"...things apart come together?" she says, after a few moments.

Permalink Mark Unread

"The force isn't that strong unless you're talking about stars and planets and such but yes."

Permalink Mark Unread

"I mean, that is from the stars - it's the law of the Chalice, one of the constellations."

Permalink Mark Unread

"Huh. What are the rest of them?"

Permalink Mark Unread

"Things hold together; the Chain. Things apart come together; the Chalice. Things bleed; the Claw." Allegra closes her eyes briefly, trying to remember the full list. "Things move and change; the Door. Things end; the Drowned Man. Things live; the Fountain." Her hand rises to her face and brushes her cheek briefly, where the Fountain is tattooed. "Things change; the Great Wyrm. Things are hidden, things are revealed; the Lock and Key. Things are not easy; the Mountain. Things endure; the Oak." She touches her belt, which has a big tree on the decorative front plate. "Things learn; the Phoenix. Things are watched from afar, things are connected; the Spider and the Web. Things matter; the Stork. Things are connected by blood; the Three Sisters. Things go awry; the Wanderer." She looks up slightly and counts on her fingers.

Ugh, I've forgotten one... oh right, the Stallion, things procreate." She looks mildly embarrassed about that. "I don't really use that one very often."

Permalink Mark Unread

"Some of those do sound sort of like - poetic laws of physics. Some of them sound more like information theory or descriptions of evolution or something."

Permalink Mark Unread

"Well, the people most likely to be studying that kind of thing are the type of Urizeni we call Stargazers, so it stands to reason all the science we've got that's closest to being right is woven into Astronomancy."

The path opens up ahead to a lovely grassy clearing, with several circles of crude log benches around firepits, in front of tiers of neat wooden herb beds and an actually well constructed single largish wooden building, well supplied with balconies.

There are a variety of people visible, practicing musical instruments, tending the herb gardens, or just sitting around chatting. There are a couple of visible guards posted with spears, who seem to be looking out for something else.

None of them have the green veins or wooden features, most of them have at least one visible tattoo and predominantly the one with a short length of thorny branch.

Several have other interesting features, such as pointed ears, antlers, ram's horns, and patches of scales.

"This is First Voice Glade," Allegra announces. "If you can't see anything that might be a portal, I'm afraid your chances just got a lot lower.

We could head the other way down the Trod a bit or try a search pattern in the woods. Another half hour and I'd definitely call it off, that'll be twice as long the kind of temporary portal that leaves no trace at the arrival site tends to last."

A few people have glanced over at them, but nobody seems to be about to come over and talk.

Permalink Mark Unread

"I don't see anything portalesque here."

Permalink Mark Unread

"It's your call if we continue, I'm not convinced we'll find anything, but it's not my slender chance of getting home that's on the line."

Permalink Mark Unread

"Is there... any prospect of getting home, ever, in like twenty years or something, if we do not find a portal today."

Permalink Mark Unread

"If your home happens to be connected to the realms of magic and you just don't know about it yet, yes. Otherwise, we're in a completely unprecedented situation.

Or, possibly not completely unprecedented, but the last group of people who were actually people and not some other thing who mysteriously appeared did so at least a thousand years ago and did not make it home."

Permalink Mark Unread

"Let's keep going."

Permalink Mark Unread

"I recommend we go once round the glade here because it's easy going, then, hmm, probably back down the road towards Seren.

If you'd rather, we can head back to Foundhome and search the woods there closer to your original point of appearance but we'll lose some time getting back and have slow going through the woods; I really don't have a theory that distinguishes the probabilities between the two."

Permalink Mark Unread

"I don't have a preference if neither's likelier."

Permalink Mark Unread

An out of breath teenage briar catches up with them, cradling a couple of plant seedlings in neat little plugs of soil.

Permalink Mark Unread

"Ah, thank you," Allegra says, taking the cuttings and offering them to Pelape. "Tuck them in the bag and they should make it."

Another couple of their escort emerge from the treeline and nod at the local guards.

"We could totally carry her back if it won't offend her dignity," one of them suggests.

Permalink Mark Unread

"Uh, I'll walk, thank you." She bags the seedlings.

Permalink Mark Unread

"Okay, let's do one lap of the Glade, then head out to Seren, and if we actually get there I can at least buy you a nice dinner to commiserate while you consider your options."

Permalink Mark Unread

"I'd appreciate that."

Permalink Mark Unread

From their big grins it looks like their escort also expect to appreciate that.

The herb gardens are neatly laid out in a rough semicircle around behind the building, with sturdy wooden raised beds and gravel pathways.

The herb beds are dominated by four varieties: a plant with vibrant, hairy green leaves in great profusion, one with thick, fleshy leaves and intense blue butterfly-shaped flowers that seems to be very popular with actual butterflies, one with oxblood trumpet flowers and reddish brown leaves, and one which looks a bit like giant bolted cabbage, four feet high. There are also beds that look fallow at first glance that have a few meandering strands of leaves.

Permalink Mark Unread

"I don't recognize the plants. Though maybe I just wouldn't, I'm not a gardening type."

Permalink Mark Unread

"The hairy one's true vervain, the blue one's cerulean mazzarine, the red one's imperial roseweald, the huge one's marrowart and the one you can barely see is bladeroot. Those are the basic medicine herbs, although obviously there's a load more minor ones for if you have a normal stomach upset or something."

Permalink Mark Unread

"What do they all do?"

Permalink Mark Unread

"Vervain patches you up as long as there's nothing wrong with you that wouldn't heal with time, works best on things under the surface, you'll still look a bit banged up.

Mazzarine helps set bones and mend ligaments and anything where you've got something big wrenched out of place and need to glue it back together in a more precise kind of way.

Roseweald - I always get these the wrong way round..."

"Roseweald does venom and Bladeroot does weakness. And green lung," contributes a friendly gardener, who looks mostly human apart from the gill flaps on his neck.

"Thank you. Roseweald purges most poisons and infections, anything that's wrong with your blood; Bladeroot does the more subtle ones, and helps with breathing and productive coughing and all that good stuff.

Marrowart makes you feel better - but it doesn't actually make you better - generally it's used to let you drag yourself off the battlefield so a physick can have a proper look at you."

Permalink Mark Unread

"Is mazzarine literally used as a glue or does it just help with those things if applied some other way?"

Permalink Mark Unread

"It helps your body heal that kind of thing pretty much however your physick uses it, I've had some that insist on doing surgery and dabbing it on the right bits and some that were, like, 'here, chew this!', and all my limbs still work surprisingly well, considering."

Permalink Mark Unread

"Huh, weird."

Permalink Mark Unread

"People have tried to teach me medicine or magical healing a few times, I can do the rituals because they make any kind of sense, I can patch someone up so they stop leaking, I'm afraid you'll need someone else to explain the rest, other than 'it was used on me and worked fine'. And you'll probably find when you ask three people you'll get five different answers."

Permalink Mark Unread

"That's different from how medicine is at home, but I guess I should expect that what with the magic."

Permalink Mark Unread

"Yeah, physicks tend to say it's not strictly magic, but most of it is at least hearth magic. If I'm in a hurry or out of bandages I can stop someone bleeding with a smear of blood in the right pattern, or a crystal that focuses light if they're fussy or we might need to worry about hygiene more than imminently dying."

Permalink Mark Unread

"Hearth magic?"

Permalink Mark Unread

"So, there's magic as in stuff you do with mana, either your own or in crystal form, and there's hearth magic as in stuff that just works without a really good explanation.

The minor effects of runes when you inscribe them in things is hearth magic. That bright light purifies things, that a veil or mask can make a Herald not recognise you, that bells remind the dead of their lives and calm down angry ghosts, those are all hearth magic."

Permalink Mark Unread

"There are ghosts?"

Permalink Mark Unread

"...yes? You don't have ghosts? I guess if your world is more advanced, maybe terrible things happen to people less often.

Mostly you get ghosts because there was a terrible atrocity; they're the echoes a soul leaves behind when it was interrupted in a particularly awful fashion."

Permalink Mark Unread

"We don't get ghosts even in those situations!"

Permalink Mark Unread

"Probably for the best, sometimes they're actually trapped souls and in general they rarely help."

Permalink Mark Unread

"Yeah, I can't think of many advantages to having ghosts. Does this support the hypothesis that we don't have souls?"

Permalink Mark Unread

"Yeah, I wasn't going to say it, but Heralds don't leave ghosts either. I'll check you out when we get to Seren and you definitely don't urgently need the liao."

Permalink Mark Unread

"Thank you."

Permalink Mark Unread

They have completed the circuit of the herb farming operation, which isn't all that large.

"Want to try every door in the building, or head straight to Seren? I can't usefully give you odds, thresholds often have some resonance with portals but you did appear outside and usually those return outside as well."

Permalink Mark Unread

"Let's try doors."

Permalink Mark Unread

The large front door of the building is an arched double door with vines growing artistically over the top, and one side is already propped open.

Just inside there's a front desk with a receptionist, who is keeping an eye on the flow of people in and out, and smiles at them; Allegra spares him a quick glance and a wry smile, which seems to be all they need to pass.

Everything is neatly wood paneled and decorated with carvings of leaves and twining thorny branches, as well as some more abstract patterns. The furniture, but not the walls, is also 'decorated' with the kind of graffiti one can quickly do with a knife, mostly proclaiming the past presence or relationship of various people, usually only by their initials.

There is a significant staircase that could really do with some better carpet than the ratty hessian that has been stapled to it, corridor stretching off to both sides, and a grand hall accessed by doors either side of the stairs - the under-stair space forms the backstage area.

Permalink Mark Unread

Pelape's trying doors as fast as she safely can, not stopping to admire the decor, though the carvings are nice.

Permalink Mark Unread

They interrupt a few music students in small practice rooms who look mildly annoyed, and several classes in progress, but the sight of Allegra seems to mollify them; a couple of the students look angry enough that she tells them, "Vate business," in an apologetic tone of voice and this seems to be taken as adequate explanation.

There are also storerooms, a cluttered and busy kitchen, a workshop space for herb preparation, another for instrument repairs, and a couple of mildly horrible shared privies.

Upstairs is mostly bunk rooms, linen closets, some individual living spaces for the instructors and head gardeners.

Nobody gives them any trouble, but neither do they manifest any portals.

Permalink Mark Unread

"What's a Vate?"

Permalink Mark Unread

"Magician, but sworn to use our powers for the good of others. Navarr society is rather based around being the clean up squad for a horrible magical disaster, so we take not messing around with magic quite seriously.

I'm essentially letting people believe you're a herald I'm escorting because it's not like I've proof that you're not."

Permalink Mark Unread

"Wouldn't I have to be a Herald of something?"

Permalink Mark Unread

"Yes, usually you would know, but not always. The Night realm in particular likes planting confused heralds that think they are people, and indeed actual people that they force grew from eggs, just so it's really difficult to tell the difference.

Usually you'd have had a magical signature, though. A tulpa might not, but you've been making more sense than most tulpas."

Permalink Mark Unread

"What is a tulpa?"

Permalink Mark Unread

"A manifestation of one of the constellations. They tend to be quite one note, although sometimes they imitate historical people."

Permalink Mark Unread

"Huh. One note in - thematically matching ways - ?"

Permalink Mark Unread

"Yes, usually. They're fairly rare, I've only ever met one that was a walking talking being rather than just a slightly odd curse, and not very well studied - they tend not to hold still for it, they show up with a particular obsession, complete their inscrutable task and disappear again."

Permalink Mark Unread

"A curse?"

Permalink Mark Unread

"Yes, most tulpas manifest as a curse that affects the behaviour of their host. We had to fix a whole nest of them in... I'm not sure which part of Urizen it was now, I want to say Lustri."

Permalink Mark Unread

"They have hosts? They don't have their own - bodies or -"

Permalink Mark Unread

"Some tulpa have their own bodies. Others inflict themselves on people. Sometimes the embodied tulpas curse anyone they touch with the force of their obsession... Come to think of it, that's probably one of the origins of Urizeni insistence on personal space."

Permalink Mark Unread

"They're obsessed with personal sp- oh, you mean they do this to avoid transmitting curses, that makes more sense."

Permalink Mark Unread

"Yes - it's also a manifestation of the law of boundaries and I think partially a result of being a lot of under socialised nerds - uh, I was born Urizeni, I am mostly just insulting my past self."

Permalink Mark Unread

"How come you moved?"

Permalink Mark Unread

"It is a long and tedious story involving falling in love with someone who is probably even now giving some new parents a terrible time chasing after her up into the rafters."

The First Voice Glade being throughly searched, it's back onto the Trod towards Seren.

Permalink Mark Unread

"- oh, right, reincarnation."

Permalink Mark Unread

"Yeah. I do think it suits me better here, though. I can actually just do useful things rather than being continually doubting whether I am doing the best possible thing at every moment. I was always really too much of a dilettante for Urizen."

Permalink Mark Unread

"I'm glad you like the place."

Permalink Mark Unread

"Sorry, I probably shouldn't be running my mouth about me. Is there anything you want me to go back over now you've found the notebook?

It's going to be hours on the road to Seren, if you're going to need anything else for that then now is the best time to send a runner for water or snacks or whatever."

Permalink Mark Unread

"Water and snacks sound advisable."

Permalink Mark Unread

Another Thorn peeks out of the treeline and at Allegra's nod jogs back off towards Foundhome.

"The Trod should make it easier going than it sounds, but I expect you're less used to walking long distances than most people around here?"

Permalink Mark Unread

"I'm used to swimming for long periods of time but walking not so much."

Permalink Mark Unread

"Should work fine, then. If you're having trouble we can always sit down and send ahead for an ox cart, but then we definitely won't make it to Seren by nightfall."

Permalink Mark Unread

"I can walk. It's my balance, not my stamina."

Permalink Mark Unread

"Good.

What else did we want to cover on the way? I don't get people from completely different worlds showing up every day, normally the worst it gets is a runaway from the Marches who's never learned anything outside their farm."

Permalink Mark Unread

"I suppose we can talk about what I need to know if I'm staying once we know that's what's happening. How would I cultivate more of the plants I have, what do they need?"

Permalink Mark Unread

"The vervain is not too difficult as long as it gets the right amount of water - you want to keep the soil only very slightly damp, it's better to err on the dry side because that will just make the leaves yellow a bit and you can pull it back.

Essentially, rot and fungus - and any pests - will be strengthened by eating the stuff, so it needs to not be in a condition where it might start rotting. For the first few I'd advise individual pots, it won't survive a frost and it doesn't like extremely hot direct sun, but it's generally pretty good at showing distress well before it's too late to save it.

The other one you've got is bladeroot - you can tell them apart because vervain has fat hairy leaves, bladeroot has thin pointy ones - and that is a cold weather plant, keep it in the shade. It's fussier than vervain, if you can't plant it in a corpse glade it will need bonemeal dug into the soil."

Permalink Mark Unread

"...a... corpse glade...?"

Permalink Mark Unread

"Oh, right, I know everyone deals with their dead in a different way. Navarr designate certain areas as corpse glades, because we don't always have the luxury of time to hang around and have a complicated funeral, so anyone is welcome to take a body there. If you run across an area just off the road with a bunch of decorations hanging from the trees, best not get too close. The ones around here tend to be much more pleasant than elsewhere, Miaren doesn't have a shortage of Spring Vates or tend to have a lot of people die at once, so it's possible for us to get round and Turn the Circle on them - that's a ritual that turns a body into harmless mulch of some description, usually leaves or mushrooms."

Permalink Mark Unread

"Oh, okay, if they're getting routinely turned into leaves or mushrooms that's fine."

Permalink Mark Unread

"I can't vouch for every corpse glade in the Empire, but Miaren is usually civilised enough to get it done. It's a little more difficult when the mana on hand could be used to save a life instead."

Permalink Mark Unread

"Keeping dead bodies around is a good way to get some people killed. Germ theory style."

Permalink Mark Unread

"Yes, hence the warnings in the trees and so on. Not being able to run away because the healer is out of mana is also regularly fatal."

Permalink Mark Unread

"Yeah, I get that, it's - a lot of disease control things are the kind of thing where doing a little of it barely helps, but doing it perfectly every time helps such an enormous amount that the thing you do to get really good results is just to cultivate a horror of letting it slide even once, even when it's obvious that it's not going to be useful."

Permalink Mark Unread

"I think we probably need to address the Varushkans throwing them in the lake to appease their ancient horrors before we need to worry about corpse glades."

Permalink Mark Unread

"In the lake! What ancient horrors are these?"

Permalink Mark Unread

"The lake in question is quite a way from here.

The Varushkans in particular seem to have especial trouble with various... idiosyncratic threats. Some of them are explicable with magic, usually Winter magic, which has a range of unpleasant side effects while also being the most capable magic when it comes to simply not dying. Others just seem to arise from the land in some way. All of them are bound by things like proximity, their word, hospitality; recently someone broke a deal with the one that lives in the enormous lake called the Semmerlak, and it's been demanding all kinds of nonsense and sinking boats; and one of those things is to execute criminals by drowning them in the Semmerlak, which fortunately the Synod declined to endorse, but that doesn't stop people taking matters into their own hands here and there."

Permalink Mark Unread

"What was the deal they made in the first place?"

Permalink Mark Unread

"I don't actually know the details, this was pretty recent, I just still keep up with the Synod dispatches.

But yes, corpse glades, not the worst hygiene violation, rarely cause anything some roseweald or bladeroot can't fix.

Mostly we only have problems with disease when the Druj cook up something particularly nasty and then idiots insist on breaking quarantine and bringing it to Anvil, or when someone deliberately curses a territory, or sometimes in the League cities because they are not sufficiently careful about what goes in the river, insist everyone pays for everything including medical treatment, and have a lot of people in the same place.

I suppose the places with actually remote villages, like the Marches and Varushka, sometimes have trouble finding a physick or someone with Purify."

Permalink Mark Unread

"I'm not sure if this world has more problems than mine or just such unfamiliar ones that it feels that way."

Permalink Mark Unread

"I have no idea how many problems your world has, but the Empire never seems to have a shortage of them, no."

Permalink Mark Unread

"Ours are on a downward trend?"

Permalink Mark Unread

"In theory, the Way of Virtue is ensuing us more Virtuous souls reborn every generation. In practice, I'm not sure that is actually having a downwards effect on the number of individual temporal problems, although the Empire has won some great victories and some of the greatest problems in the world are showing some progress, such as ending slavery, that's going better than at any previous time we know of.

So, probably downwards in magnitude, not necessarily so much in number."

Permalink Mark Unread

"Ending slavery's good... nobody still alive on my planet remembers when it was a thing there. Maybe we're mostly just farther ahead."

Permalink Mark Unread

"It does sound like it. Possibly you avoided having your first attempt at civilisation eaten by hungry plants."

Permalink Mark Unread

"Yeah, there are carnivorous plants but they eat... bugs mostly."

Permalink Mark Unread

"We have those too, they're quite useful for the normal sized insects."

Permalink Mark Unread

"I'm not sure ours are even aggressive enough to be useful, they don't eat much!"

Permalink Mark Unread

"I imagine you've rather tamed your natural world, compared to ours."

Permalink Mark Unread

"Yeah. But I think we'd made a lot of progress on it by the time slavery started getting abolished in most countries. And I don't think we ever had city-strangling plants."

Permalink Mark Unread

"You've at least mapped your whole world, presumably? We don't even have a good map of the east coast of this continent."

Permalink Mark Unread

"Yes, we've mapped the whole world and landed on all the moons."

Permalink Mark Unread

"We're not even sure what our moon is actually made of, people argue about it sometimes but it's one of those classic totally impractical arguments nobody's likely to resolve this century."

Permalink Mark Unread

"Ours are all rock, I guess I don't know if that means yours is."

Permalink Mark Unread

"It's the kind of rock - I suppose if you have no magic, you might not have white granite either? Amazing building material, quarries neatly, impressively lightweight, carves beautifully, basically imperishable and pretty durable to having lesser rocks thrown at and so on?"

Permalink Mark Unread

"I am not a rock expert but I do not know of a material quite like that on Amenta."

Permalink Mark Unread

"It'd be pretty obvious, you haven't seen any yet because Navarr tend to build in wood instead wherever possible; there's a fair amount of it in the ancient walls and various buildings in Seren, but it tends to get panelled over or overgrown.

I suspect that you don't have weirwood or mithril either? They're basically the wood and metal equivalents."

 

Permalink Mark Unread

"They don't sound familiar."

Permalink Mark Unread

"Seren actually has a weirwood grove on one side, they're quite impressive trees.

I have completely lost track of what we were talking about. Comparative social progress, maybe? I suppose if you only have unlineaged humans you don't have so much of a racism problem, or do you just find new and exciting things to look down on?"

Permalink Mark Unread

"We have castes."

Permalink Mark Unread

"Ah, yes, I think I remember you saying in passing. I'm not sure there's really any particular social technology to stop that other than 'don't', I'm afraid - here it's mostly just been that societies that don't do that have been gradually outcompeting those that still do.

Although I suppose the Dawnish still have nobles and yeofolk, they at least don't make it hereditary though."

Permalink Mark Unread

"They have non-hereditary nobility? How does that work?"

Permalink Mark Unread

"Everyone is born yeofolk - they foster kids out quite a lot, so it's not entirely just a technicality either - and you take a Test of Mettle set by the Earl of a House if you want to be nobility instead.

If they want you in their house they might give out something simple like obtaining a token something from every nation of the Empire, if they don't want you they'll demand something impossible, but most are elaborate challenges because the Dawnish really like their elaborate challenges, they use them for marriage proposals and settling disputes as well."

Permalink Mark Unread

"How... distinctive."

Permalink Mark Unread

"Yes, it's all pretty impractical. I did ask a seneschal why they put up with it once, but apparently the yeofolk really enjoy enabling all the wacky things the nobles get up to, they can go 'I made that happen' without having to always be trying to outdo everyone all the time.

Weirdly they're a lot less trouble than the nation that split off from them, who are mostly very practical farmers, but holding grudges is their national sport when it isn't kicking the shit out of each other vaguely near a football, and they get immensely offended whenever the Empire has to make any tradeoffs whatsoever with their hated enemies."

Permalink Mark Unread

"Oh dear. Do they make trouble about being offended?"

Permalink Mark Unread

"Yeah, they export a lot of food so they can make quite effective trouble. Also we've been perpetually at war with the Jotun - that's the nation on the other side of them - for years because they insisted on attacking the Jotun one season early and breaking the truce. And if that wasn't enough, one of their generals was executed for trying to kill a diplomat on the floor of the Senate. They're an awkward bunch."

Permalink Mark Unread

"Wow. On my planet a food exporter did something stupid and got one of their farm provinces conquered for it so their biggest neighbor would have independent food security."

Permalink Mark Unread

"Hmm, so you still go to war despite having a global social order? I was assuming your 'countries' were more like the nations of the Empire than our relations with non-Imperial forces."

Permalink Mark Unread

"There are international treaties but the countries do not otherwise have formal control over each other."

Permalink Mark Unread

"We've just started on the whole international treaty thing with the Liberty Pact, there are a lot of bilateral treaties but that's the only one with a considerable number of signatories. And that's just, like, 'abolish slavery, put trade sanctions on slavers, reward other pact members with free trade'."

Permalink Mark Unread

"Ours are about things like population control and war crimes."

Permalink Mark Unread

"Yes, 'accidentally' or 'regrettably' murdering Imperial citizens during a fight or causing widespread damage does tend to get people irritable around here too. Some people are even keen on not murdering the enemy's civilians.

We have somewhat the opposite problem with population, though; the Empire has sometimes had trouble having enough children to keep up with the insatiable armies."

Permalink Mark Unread

"I guess if everyone can join the army that would be... a possible result..."

Permalink Mark Unread

"Everyone who's approximately capable of standing up carrying a spear is rather encouraged to do so, and anyone else is welcome to have a go although they might find themselves peeling a lot of potatoes in the encampment if they don't have another relevant speciality. The Empire awards a patch of land or similar assets to anyone who makes it through two years service. Whenever it looks like we're going to have a shortage of wars, someone helpfully starts another one, which I'm kind of assuming will continue until we've assimilated the entire continent - although the mess in the Barrens might be making some people think twice - although that got that way by people thinking twice, so..."

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"And they want the entire continent when short on people to live there because..."

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"The people who are living there are doing it wrong, mostly.

Like, actually the people who live there mostly are doing it quite wrong, you've got the ones whose entire society is built around fear and torture, the ones with a hereditary aristocracy who enjoy locking people up for doing healing, the ones who magically control their people sometimes extremely directly, and the ones who live only for battle and anyone who doesn't fight is a serf who can't leave their village without permission. Oh, and the ones who like enacting tenfold vengeance on anyone who wrongs them, the ones who send their political enemies to the salt mines as slaves, and the ones who have this delightful habit of trapping souls in jars.

The idea is mostly not to kill everyone, but to replace their awful rulers with somewhat less awful rulers. Although attempting to let them rule themselves is not going very well in the one place we've even kind of tried it."

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"It's not that I don't see the temptation but does conquering people and replacing their rulers work better here than it has in our history?"

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"It seems to have worked pretty well in Ossium? That's a territory we took from the torturer people and their previous subjects seem to have been pretty relieved and happy to work with us, on the whole; some of them travelled to other bits of the Empire that they liked better, some of them stayed put, everyone seems to be getting along. And the thralls - serfs - we ended up with in the Mourne, that was originally Marcher territory that we took back but it'd been with the Jotun for ages so some of their people just lived there now, they've pretty much integrated happily too. The problem's when there are loads of different groups that don't really match up with one of the existing nations, like we've got in the Barrens.

And ones that absolutely refuse to integrate - like the Montanians, they originally fled to get away from the Empire and aren't pleased we're back. I think they'll probably all die."

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"What don't the Montanians like about the Empire?"

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"They're anarchy cultists - or proponents of freedom, if you prefer - they don't think anyone should ever listen to anyone else telling them what to do, so they all packed up to live in a commune in the wilderness. This is, well, distinctly incompatible with the Empire's insistence that people follow the law - which is mostly pretty sensible stuff about not killing people or taking their stuff - and definitely incompatible with religious law that considers Anarchy to be a False Virtue that you can get in big trouble for spreading.

It didn't help that they were not interested in being subtle about it either, the whole Liberty Pact thing has seen a whole load of Freedom auras going round - including one spontaneously occurring on the pen that signed the document!

I'm - not sure I can actually defend the Empire's stance against freedom of religion on basic principles, but in practice building a society that puts up with Anarchy, Hatred, Vengeance and chums seems to be somewhat more difficult than not doing that. The Faraden would say the same about Ambition and Wisdom though."

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"What... do the Montanians do about people who kill people or take their stuff?"

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"Whatever they feel like at the time, I guess? I'm really surprised they had survived this long, I don't know the details of how they did it. I've never even met one, although they were sheltering with the Great Forest Orcs in Therunin for a bit so I could probably write to someone who has."

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"Huh. The Faraden are... organized in some way opposed to ambition and wisdom?"

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"Yes - they follow pretty much the same religion as the Empire, they know about the Labyrinth where souls go through to get reincarnated and that Virtue makes you go faster through it and lets you eventually break the cycle, but they disagree on which things are True Virtues that are actually useful and which are False Virtues that look quite similar but aren't useful - they think Ambition and Wisdom are false virtues. They also have some other stuff about thinking they reincarnate in families and the Labyrinth is full of howling ghosts, but those are details that we mostly just haven't confirmed are true rather than actively disagree on.

It doesn't help that there isn't really a way to disentangle 'this virtue makes your society better at making virtuous people' and 'this virtue actually helps your soul directly', so it's possible for two sets of people to gather data and still have a disagreement. Not that I think the Faraden have all that much data, they don't make True Liao and organise the recording of past life visions."

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"People get visions?"

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"Yes - uh, did you get that down in your notes, or do I need to go through it again? I'm pretty sure I covered it in the souls overview, it's kind of the foundation of why we know anything about how souls work."

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"Sorry, there's just, uh, a lot, and everything relates to everything else confusingly."

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"Yes, I'm sorry. If you don't disappear from the world in the next couple of hours, I expect I'm going to have to start again and take everything a bit slower. I don't really have a 'completely orient someone from a different world' list prepared, even the briar kids we get over from the Marchers have generally heard of what a Virtue and an Egregore is."

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"But this is a known phenomenon, people appearing out of nowhere? There's not, like, a pamphlet for us?"

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"The people appearing out of nowhere are usually Imperial heroes using the Sentinel Gate to travel to a site of interest. I suppose you get the occasional person who has been trapped in a regio for hundreds of years and that's vaguely analogous, but that's uncommon enough that people generally just spend some time doing a specific job each time based on what they already know."

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"I gotta say it just keeps seeming weirder that we're speaking Anitami."

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"I suspect you've somehow got entangled with whatever the Terun left behind that causes every people-group on the continent to speak their language, which is extremely weird."

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"Anitami has clear linguistic descent from Tapap and Middle Likanan!"

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"Sure, and Imperial has clear linguistic descent from Old Asavean, although only some of it so it's likely glued together from several other sources that didn't handily leave a bunch of written records, probably including whatever turned into Gemeinsamesprache. And I suspect you'll find Old Asavean is suspiciously similar to one of those source langagaes of yours."

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"Can you say a sentence in it?"

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"I'm a bit rusty in both, but - Caelius est in horto - that's Old Asavean - Ich sprache ein bisschen Gemeinsamsprache - that's pretty obviously Gemeinsamsprache."

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"Yeah, no, neither of those sound like Tapap or Middle Likanan, Tapap is more like Ina shu Shapto tso a fum and Middle Likanan is like, uh, Likana sefa nerika nu ad pal."

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"Yeah, those sound like Jarmish if anything, and I don't know any dialect of Jarmish.

Other places don't have the same effect, they have lots of different languages - except the Commonwealth but they do it on purpose and the people they conquer have to learn it - so I guess that's not so surprising."

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"But why would the effect be specifically matching Anitami? It would be not less weird but less suspiciously specific if you all spoke perfect Voan."

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"Is Antimi your native language, the one that you grew up speaking? Or that you're most familiar with? It's pretty unusual in the area to speak multiple languages, I ran a trading fleet for a while so I picked up a little here and there."

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"It's my native language, yes."

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"That's probably why, then. Not that anyone actually understands the effect. Everyone who would be researching has more pressing matters, like the eradication of the Vallorn - or, apparently, enchanting the Empire so powerfully that armies of Heralds emerge and try to kill everyone in their path."

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"Are you suggesting that the language was different before I arrived here and warped in response to my presence?"

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"Or you're the only visitor who would notice, so it's always been like that, waiting for you to arrive. I'm not actually sure whether there's a meaningful distinction between those cases - magic has a hard time predicting the future but Day magic is a little better at it, especially if the occurrence itself is magical."

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"Why would the magic be set up that way?? Who would do this?"

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"Well, the people involved also destroyed their own cities in a huge explosion of people-eating plants that persist to this day, so they aren't necessarily the most sensible or rational individuals. I expect 'because they could' to have featured quite heavily."

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"If they left an entire language for me specifically did they maybe also leave me other - messages?"

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"I mean, possibly? They didn't get to leave all that much behind, though... you'll see what I mean when we get to Seren, if we make it that far. Seren is the most complete ruin of one of their cities that we have, and even when it was newly being picked over it was mostly 'some walls'. If they've left another magical effect besides the Vallorn and the language, we haven't found it yet."

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"I suppose given the givens it might only stick out to me, somehow, but I won't get my hopes up."

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An out of breath Thorn catches up with them with a big satchel bag containing a couple of water bottles (glass wrapped in cloth) and an assortment of snacks (mostly dried fruit and nuts, one separately packed pack of little squares of dried meat, in waxed cloths).

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"Thank you," says Allegra, taking the bag. "Want anything yet?" she asks Pelape. "Oh, and have they been shared round already or had you better take a pack out to the others?" she asks the Thorn, as an afterthought.

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The Thorn fishes one of the packages out of the bag. "It's a clearer run down the trod than finding everyone," she explains, then heads back into the woods alongside.

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"I'd take some of the fruit and nuts."

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Allegra hands her some fruit and nuts neatly folded up in waxed cloth. "Here you go."

The fruit is mostly dried berries, pear and apple, with a sprinkle of chopped dates; the nuts are mostly hazelnuts with some almonds and walnuts.

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Pelape will eat all of those things.

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"I feel like I should still be desperately trying to cover topics, but I must admit I'm really more expecting this walk to end in dinner in Seren rather than a portal home for you, I'm afraid. This is further than I've ever heard of a return portal for the Gate being found, already."

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"Yeah, that's about what I'm expecting too."

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What Allegra was hoping to avoid was the following: a noise in the forest like someone is running through it not very carefully, followed by two of her Thorns barrelling out of the undergrowth towards them.

"Cold Sun! Sammy thinks they might have spotted her, they didn't pursue straight away but they're coming right down the Trod." The Thorn speaking glances at Pelape. "Are we going to need to carry her?"

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"Let's start making distance from the road anyway," Allegra says, starting to head for the bushes. "Uh, how bad is the balance thing? If we're lucky they will be intent on their target and won't even try to follow off the road if we're not in sight."

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"If I try to run I will fall, though I know how to do it without hurting myself much. I can walk briskly if I am concentrating solely on that."

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"Let's walk briskly, then." There's a drainage ditch at the side of the Trod, which Allegra hops over with the aid of her staff. "Get everyone over, let's see if we can stay out of their sight," she instructs the Thorns. "You're all better at spotting them coming than they are at spotting us going, right?"

The Thorns nod; the one who is talking melts back into the trees the other side for the moment, the other nimbly leaps the ditch and offers Pelape a hand.

On the other side of the ditch, the terrain is untended forest with considerable undergrowth - the Thorns all have leather trousers and are just striding through it, Allegra is battering back a path with her staff; this seems more effective than just trying to do it with a wooden stick, some kind of magical discharge is withering the plants a little, but that is leaving a trail.

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Pelape follows the trail, concentrating very hard on walking with long deliberately-placed strides.

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A few more Thorns show up and go away again. Pelape and Allegra get to a clearer patch where Allegra can look round for a moment. There are two Thorns in sight keeping a close perimeter.

"How is everyone deployed?" Allegra asks.

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"Sammy insisted on trying to cover the trail, Kay and Ced are on front making sure we're not going to run into a wild boar or anything stupid, Benj is out wide trying to keep an eye on them without being spotted and come back if they change course."

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"Can you pull Sammy back? If they decide to follow us, they're Day heralds designed for combat, they can see a trail even if it's got some new brush over it."

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One of the close protection Thorns rushes off to act on Allegra's command.

Allegra continues to make sure Pelape can proceed in reasonably good order away from the Trod.

A few minutes later, Benj comes crashing through the undergrowth. "They're investigating... the trail," he reports, somewhat breathlessly, "Don't think... saw me, but, will overtake you..."

"We can take a few of them," declares one of the close protection Thorns. "It's going to be messy though. Or we could move Pelape faster in a carry, but that'll leave less of us to fight."

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LONG PRECISE STEPS.

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"Ideally, no-one fights," Allegra replies. "Pelape, I know it's undignified, but would you mind travelling Thorn Express for a bit?"

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"That's fine, thank you."

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The close protection Thorns pick Pelape up (in a practiced chair hold, if somewhat like she's a semi-conscious casualty), bid her to hold on, and start hoofing it off into the wilderness, leaving Allegra significantly behind.

In a few minutes, the sound of steel clashing, cries of pain and a horrible inhuman roar can be heard faintly through the trees behind them.

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She holds on. She tries not to distract her ride.

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It is quite a while until her carriers are out of breath, and slow down and listen carefully to the silent woods, before depositing her gently back on the ground.

"Well," one of them says. "I guess we should get to Seren."

"You can go to Seren if you want," snaps the other one, "I'm going to see what happened and maybe fetch Dafyd."

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"Where should I go?"

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"Where would you like to go?" asks the one who wanted to head on to Seren.

The other glares at both of them for a moment, then runs off into the trees.

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"...wherever's safe to be at the moment?"

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"Seren's the safest. I - don't imagine the Cold Sun will bother with Foundhome - but Seren has watchtowers and hundreds of heavily armed Thorns, if we can get there then nothing's going to touch us there."

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"Then I'll go there with you. Thank you."

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"Let me just get my bearings." The Thorn climbs a nearby tree to get a better look at where they actually are - fortunately the Golden Trees of Seren make it an extremely easy landmark to sight. "Are you going to hold up through undergrowth? Safest way to get there is probably to go through the densest undergrowth we can find, as they're probably not looking for us, but we don't want any long sight lines. I'm dressed for it, but I'm not sure how durable whatever that is you're wearing is?"

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"It's pretty flimsy. Unless it's valuable as an artifact of my civilization I don't strongly value it but I'd get scratched up."

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"Hmm. Okay, we can head through the open forest, but you've got to be ready for me to chuck you over my shoulders and run for it if I spot any of those blue fuckers, we're only going to get away from them if they think we're a deer or something."

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"Got it."

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The route that the Thorn leads her on is still pretty overgrown in places, but avoids the worst of the thorny snarls of bramble.

Every now and then her guide stops to climb a tree; generally the Thorn is paying keen attention to the surroundings, which are rich in birdsong - and small mammals fleeing their presence.

She does almost grab Pelepe at one point, but realises the movement she saw was just a deer before she follows through.

Eventually, the light begins to fade, and shortly after that, someone well concealed in a tree calls out, "Hold and identify yourselves!" 

The Thorn appears to consider this normal and indeed something of a relief, and replies, "Karis Foundhome, and Pelepe who is my guest."

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Oh good, friendly security. Is that enough introduction or does she need to confirm she's Pelape.

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"And what brings you sneaking through the woods, Foundhome briar and her 'guest'?" The voice does not sound all that convinced and pronounces 'Foundhome briar' like some kind of slur.

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"The rest of our party was ambushed by Cold Sun heralds on the road and are probably all dead," replies Karis, starting out coldly angry and almost spitting the last word. "Pelape is from another world and might be incredibly important, which is why my friends all died to get her to Seren. Are you going to let us through, or should we stand here arguing until the heralds catch up?"

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"Cold Sun on the road? I have to report that in! Are they hot on your tail?"

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"Don't think so but if they were stealthy they could have possibly stalked us, we didn't go very fast."

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"...yeah, we hopefully left them behind a while back, but if you could get a fast patrol up the road you might still get them before they hit First Voice," Karis admits.

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"I," says the perimeter guard, dropping down neatly from the tree, "am going to run and get that passed on. You are going to head into the city, report in to the militia, and not cause any trouble."

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Karis scowls at him, but doesn't object, and he sprints off to deliver his warning.

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Pelape doesn't know her way around. She'll follow Karis in.

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They meet a pretty solid thorny hedge shortly after the guard, and have to make their way along it to a minor road that passes through; beyond the hedge is a carefully trimmed killing field with a fairly short watchtower presiding over it, but nobody seems interested in shooting them and the Thorn (with a white sash, on which is stitched a black lantern) on the entry door of the watchtower looks bored.

The shapes of the City of Seren loom out of the gathering darkness before them, mostly wood-and-canvas structures on the outskirts, then behind them awaits a jumbled mess of ruined stone walls.

Karis stops at the watchtower.

"Perimeter guard told me to check in with the militia. Cold Sun attack on the road to First Voice. He's already run off to, uh, probably assemble a fast patrol and try to get them before they get there."

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"Uh, am I meant to do something? Do you, like, have business in Seren? Is there anything else I should know?"

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Karis shrugs.

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"I don't think we have immediate needs beyond being in a safe place, thank you."

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"Right, well, it's Seren after dark so you might get a drunken knife fight or two but they'll generally keep it to willing participants so we don't have to break it up too enthusiastically."

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"Oh, if anyone does check, I'd like people to know that Karis Foundhome did in fact check in as requested." She turns back to Pelape. "I don't have all that much coin on me, would you rather have a good dinner and sleep in a common room or get a private room? We can snag something off a street cart, we won't go hungry. I can go hit up Verys tomorrow, but he won't appreciate us banging on his door at this hour."

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"Street food is probably fine."

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"Let's go see if the inn I know is still there and has at least one proper room free, then we'll get something to eat and ask around for another place if it wasn't."

Seren is a huge city by local standards, there are thousands of people who live here and a similar number just passing through.

None of the reclaimed and rebuilt buildings are more than about three stories tall apart from occasional towers and watch platforms; structures generally advance from basically tents on the outskirts, to wood and canvas taking advantage of ruined walls to prop them up, to nicer wooden constructions, to proper stone sections added to the ruins as they get further in, some of which is very white and smooth - an oddly clean white given the amount of wood smoke.

The dominant smell is wood smoke rather than anything more unpleasant, although the streets are muddy tracks until they get right into the city centre (which has cobblestones) and the prevelance of ox carts means there are some dung heaps around. 

At least one of which is being harvested by enterprising children, using a long knife to scrape it into a bucket.

There are in fact quite a few unaccompanied kids about, although toddlers and young kids are generally accompanied.

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Pelape rigidly avoids the dung heaps even though she is pretty sure it is all animal waste. Takes note of the demographics of this tiny village and its architecture to distract herself.

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There are lots of interesting people here! There are people with antlers and ram's horns and people who look like their skin is kind of dead? And people with scales and feathers and some who look an awful lot like fish.

Most of them are wearing the same kind of colour scheme, practical clothes (although sometimes beautifully embroidered) in browns and greens and the occasional blood red, but a few people stand out in black and white, or riotous flame colours, or pastel layered robes.

The locals skew quite young - there are a few older people here and there, especially amongst the foreign looking individuals, but most look barely out of adolescence.

The streets are lit quite well, with a mix of flaming torches in sconces and strings of glowing crystals.

Eventually Karis turns off into one of the mostly wood construction streets and heads into a building with a sign depicting a beheaded spider creature and the text "The Ettercap's Belly". It appears to be a somewhat raucous tavern. There is a lot of drinking, singing, and general carousing occurring.

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She tries not to stare and fails frequently - even if there are fish people why are they on land??

Weird name for an inn.

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Karis heads over to the bar. "Got any rooms left?" 

"Every bugger has come to town with the Cold Sun nonsense going on, you can kip down by the fire once the party's died down?" 

"Do you know if anyone's got space?" 

"I'd try the swanky end of town if you've got the coin, it's going to be rammed anywhere reasonably priced but mostly it's Stridings that have decided not to be out and about and most of them are kind of broke."

"Thanks!" 

Karis turns back to Pelape. "Not looking good.

Oh, wait, that's Allegra's go bag you're wearing - we might be able to sell something out of that and get you a posh room?"

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"I'm not too fancy to lie on the floor if we're strapped for cash, especially if we might need it later."

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Karis returns to the bar. "We'll take two common places, any chance we can set up in the corridor rather than waiting?" 

"If you don't mind the noise, it gets a bit cold, and the establishment has no responsibility for drunk idiots tripping over you later."

"Right. What's on for food?" 

"Venison stew with bilberries, cheese toast, rosemary pottage, either of you vitalists?"

Karis glances at Pelape to check.

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"What is a vitalist?"

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"Oh, they just mean do you have any weird food requirements," explains Karis.

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"Well, I'm another species so on general conservatism I guess I should avoid any ingredients I haven't heard of in case they're likelier to poison me than ones I have. I don't know what pottage or bilberries are but cheese toast sounds extremely normal."

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"Pottage is, like, split peas and lentils and stuff boiled down to a porridge? And bilberries are little blue berries, they're delicious. We can ask for ingredients if that'd help, or you can just get cheese toast..."

Karis suddenly looks kind of intensely miserable, as if her attempts to distract herself from the situation are failing.

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"I do know what peas and lentils are, I'd love some of that and the toast, and maybe I'll try a bilberry some other time." She looks sympathetically at Karis but doesn't gauge that she should be going for an arm pat or anything.

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"That's one stew and one toast and pottage, then."

Karis hands over a couple of small dark coloured coins and gestures for Pelape to follow her to one side of the bar, where shortly a young guy with gills and barbels deposits two steaming bowls with wooden spoons, one of which with toasted bread propped on top.

"It'll probably be easier to find a spot upstairs, if you carry the spear I can get both bowls?" offers Karis.

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"...sure." Pelape takes the spear and holds it very carefully point down and steps with diligent attention.

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"Uh, keep the point up please, I don't want you to scuff it on the ground," Karis warns her when she turns it point down. "If you're not used to it, it's easiest if you lean it on your shoulder with the point towards the ceiling?" 

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"I'm mostly aiming to avoid maiming anybody if I trip. Maybe I should take a bowl instead and then worst result is some shards and splashes."

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"Everyone here can dodge, or it's their own fault." Karis gathers up the bowls impatiently. "Let me go first, then you won't stab me."

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She could still stab herself but she'll just prop it on her shoulder and be really really careful.

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The tavern has a kind of mezzanine arrangement, a wooden corridor with room doors on one side, overlooking the main room (and benefitting from the roaring fire) on the other.

Karis sets the bowls down in a corner, takes the spear back and props it somewhat precariously against the railings, and sits down on the floor to attend to the stew hungrily.

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Oh good they are done dwelling on how inconvenient Pelape's disability is. She eats up.

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The food here is actually pretty good, especially for the tech level - the pottage is smooth, with rosemary, black pepper, olive oil, onion, wild garlic and carrot as well as pulses, and the bread is soft under its crunchy toasted-cheese exterior, with various seeds and extra little bits of cheese in.

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Yum.

Karis doesn't seem to be in the mood for mealtime chat and that suits Pelape all right.

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Once they're done, Karis looks skeptically at the floor. "Normally what I'd do about now is go make friends with a Striding and wheedle a spare bedroll out of them," she explains. "They're likely to ask where you're from, your clothes are weird and that's how we'd usually tell."

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"Is that bad?"

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"Depends how much you like drunken religious arguments and people trying to get you to draw maps."

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"...maps are fine."

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"We could probably rent a bedroll from the bar instead?"

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"I'm also willing to try religious arguments, I just don't have much experience with those."

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"Oh, if it doesn't bother you it should be fine, nobody expects a foreigner to be orthodox and you're clearly a foreigner dressed like that."

Karis gets up and picks up her spear.

"Let's go socialise."

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Pelape follows gamely enough.

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There is a room full of loud groups of people! It is moderately difficult to navigate as they keep moving around, dancing, going to get drinks, returning from the bar laden with too many drinks, and so on.

Karis moves gracefully through the room until she spots a group with a lot of very large rucksacks strewn around their table, who look like a likely target for extra bedding.

"Nice camp you've got here," she opens with.

"Fuck off, bark bleeder," they reply.

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"Rude??"

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"Where's yours, then?" asks the loud guy with the antlers who insulted Karis. "Hiding it under your weird clothes, huh, briar-lover?"

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"Where I'm from people just say 'hey hot stuff, flash me' and I still don't."

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Karis can't help but smile at that - she probably should be removing Pelape from the situation, but on the other hand it's genuinely funny.

"Keevan, behave," says one of the other group members, who doesn't appear to have any interesting extra appendages.

"So, uh, where are you from?" asks another, who has a faint dusting of blue scales along her cheekbones. Keevan rolls his eyes, but she stands her ground and says to him, "Look, those clothes really are weird, maybe she doesn't know about briars."

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"I'm from a place called Anitam on another planet and got here by magic earlier today."

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"See?" the blue-scaled one says to Keevan. "Right," she addresses Pelape again, "the thing is, briars are dangerous. And flighty, and generally not to be trusted. I don't know where you ended up landing, but it's just as well you've found us instead."

Karis has put the hand not holding the spear on her hip, but seems to be interested in how this plays out, rather than about to intervene.

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"Well, this one in particular carried me all the way here from a dangerous situation."

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"Oh! Yes, I suppose they're - sometimes good for that - well away from a Vallorn..."

"I've never heard of an Anitam," complained another plain human in the group, "and, another planet? I think she's pulling our legs."

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"I'm at least as confused about this event as you are, I assure you."

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"Well, uh, let's get you a drink and you can tell us all about it," suggested the merrow.

"She's been touching that briar," complained Keevan. "She's got, like, briar cooties."

"For fuck's sake, Keevan, why don't you go sing Roll The Old Barrel Along with the rest of the drunks while the adults talk about something interesting. Even if she is making it up, it's the best tale I've heard tonight."

Karis is starting to look a bit restless, shifting her weight from foot to foot.

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"I don't drink alcohol but if they have milkshakes or something I'd take that." She ignores Keevan, mostly because if she starts thinking about briar cooties she's going to have a bad time.

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Karis is not looking very happy, and is scratching absent-mindedly at one arm, while the group at the table seem to be trying to ignore her existence as hard as possible.

"I don't think they have milkshakes," says the merrow, "that's more of a fancy Leaguish thing... they'll probably have some fruit juice?"

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"I like fruit juice."

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"Carri, it's your round."

A moody teenager with pointy ears detaches himself from the group and heads towards the bar.

Karis looks dejected, and slips away into the crowd.

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Was this not the entire point of talking to these people that they might be annoying in some way but also give them stuff. Pelape will have to ask her about that later.

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"So! Another planet, huh?"

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"Yes, it's called Amenta. I'm really confused about how we speak the same language."

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"...I'd never thought of it before, but it is pretty weird the Thule, the Druj, and the fucking Tsark lot speak our language?"

"What's a Tsark?"

"Boring pacifists holed up in some mountains, offered us stuff if we'd promise we'd go away forever and leave them alone."

"Your whole planet has a name? I guess some people call this one 'earth' but, like, who calls a planet a word for 'dirt' anyway."

"It's mostly only a swear word phrase anyway, like, 'what on earth', it could just be the material in general."

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"Yes, the planet has a name - though other names in other languages, there are many spoken there."

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"Oh yeah, like the Asaveans call it the Mound or something."

"La Monde, you uncultured oaf."

"Well, it depends which Asaveans, right? It's not like they only have one language."

"Bloody Asaveans, can't even agree on a language. Can't agree on anything."

"They all agree having slaves is great."

"Not the slaves, they don't!" 

"Anyway," the Merrow says with longsuffering patience, "what's different about your planet, other than the name? And what makes you sure it's a different planet and not just the other side of this one?"

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"Well, for one thing we know what's on all the parts of our planet and none of them have this. Also we don't have magic, or any sapient species besides Amentans."

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"Wow, no orcs at all? Did you kill them all?" 

"The whole planet? You must have some great boats. I signed up with a trade ship once, spent the whole time puking over the side, it's terrifying when you get out of sight of land and there's only the stars to tell you're not just going in circles."

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"We never had any orcs, or any of whatever you are. We have good boats but also have flying machines, some people live on the moons."

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"Oh, can you settle an argument then? Is the moon really made of white granite?"

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"I am pretty sure our moons are not the same as your moons but our moons are not made of white granite."

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"You have more than one moon? Don't they, like, crash into each other?"

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"Nope, they're never that close to each other."

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"It's weird how we really don't know much about the moon, if you think about it," muses a rather drunk Merrow. "You'd think it'd be just as important as the stars for conjunctions at least, but no, it's just kind of there."