(text-size: 2)[The Cats of Crossed Elder]
<img class="story-image" src="images/TCOCE_ingame.png" alt="Cover image of the game. A fantastic, catlike creature sits on the bottom right. The background is a symbolic desert in light purples and pale pinks. Far in the distance sits a gigantic being, bony arms and legs crossed. The creature in the front is called a mimja. It is creamy brown with large white markings. It's pointy face has a smiling expression, the purple eyes have dark markings. It sits with one paw raised, as if it just discovered the viewer but is not alarmed by it.">
Crossed Elder is a text-based interactive fiction adventure. It is set in the original world (text-style: "italic")[The Elders] by Jennifer S. Lange. You can find more Elder materials and games in the setting on <a href="https://itch.io/c/6822689/the-elders-ttrpg-setting">ranarh.itch.io</a>
(text-size: 1.2)+(text-style: "bold")[Playing help]
There are no dead ends or "wrong" ways or decisions. Play like you want and go where you please. If you, like many interactive fiction users, use the back button to explore all options, instead of replaying, it may cause breakage. It will not make the game unplayable, but perhaps cause glitches. Because this game was a jam effort, I did not guard against effects of taking several ways that contradict each other. I hope I provided enough entertainment that even a second time around, it's still fun.
(text-size: 1.2)+(text-style: "bold")[Content warning]
Before you begin, players should know this:
Crossed Elder features themes of body horror, mutilation, solitude, and animal cruelty. The game works without graphics. These themes are not described in detail.
The game features sound, but you can play without it. It is meant to enhance the atmosphere, all clues are given in text.
Let's start with an [[introduction to the setting]].
(text-size: 0.5)[Audio credits to: These hallways are without end..mp3 by GrimmReaperSounds -- https://freesound.org/s/588267/ -- License: Attribution 4.0]Forebearers, the First, and Elders were interchangeable names for the titanic beings that lay littered everywhere. It was widely agreed that the Elders were something like the first people there had been, and scholars and thinkers proposed they were indeed the ancient relatives of people today. Their various states of decay suggested they had died at different times; some were dried mummies forming mountains, others were bloated with decay, or had left only bones, but most had turned to stone. Not all looked exactly like people today, and had elongated heads or more fingers or ribs or no eyes, but in general, the First and This Day's People were very alike. Sometimes, parts were left intact when everything else had faded away, like eyes or hair; some Elders would cry, and some looked asleep.
<blockquote> "One has to think, if they are so very, very large, if there are things, creatures, that are even bigger? What if the ground we walk is nothing but a corpse's skin, and the stars themselves are Elders too? What indeed - is knowing something unreachable is different than it was yesterday any change at all?"
- The wise Pilourjin </blockquote>
Seeing that they were so similar, many biological facts had been found based on their picture, from skin pores to intestines, that would otherwise have been too small to find. Every now and then, cults would spring up and form around one Elder or another, then die quickly as the First would refuse to answer and the disappointed but hopeful believers marched on, seeking one that still spoke.
<blockquote> "None are dead. You might as well say the world is dead, but is it not alive? Is not the sky alive, watching with one glaring eye? One of them must still speak. They cry, they murmur, they shift in their sleep, what you call demise is only slumber."
- The cultist Emjambar</blockquote>
In the distance, under your feet, over your head, or even all around you, there are always Elders to be seen. Some have cities in their ears or mouths, some made the wall to make much needed rain into lakes, others had died arched up as if exercising, or sitting, or reaching over a river, and many tribes live on or around them. Pilgrimages and spirit-travels are undertaken: to an Elder's eye to go into its depth, or to bathe in their tears; to its hands to see what they held onto before death; to their feet to learn where they walked, or if. Many try to hear what they say.
<blockquote> "You can feel her heart still beat. Every few days, the settlement is heaved up and falls down again. We have no pottery because of that, and our wolves have learned to howl before the beat so we can steady ourselves."
- The child Oiakim</blockquote>
The Elders, while presumed dead, are not entirely still. Sometimes the decay changes them; bones crack, skin slides, in rare cases, the Elder turns over altogether. Even when turned to stone, their bodies are still at work.
[[Learn about yourself]].Your specialty is finding things. Hidden or overt, ancient or new, if it is lost or unremembered, you can bring it back to light.
Did you grow up (link: "in the flat nomad lands")[(set: $origin to "flatlander nomad")(goto: "You do not travel alone.")], or in a (link: "city on one of the Elders")[(set: $origin to "city-dweller")(goto: "You do not travel alone.")]?Days ago you heard some of the flatlander nomads talk. While refilling your waterbags, they spoke about the mimja cat they saw.
Mimja are creatures well attuned to Elders and their strange materials. Elders are sources for many things easily fashioned into technology of mundane or extraordinary properties. If, for example, a limb is lost, science finds it easy to fashion a replacement of equal power from Elder matter. However, the microscopic tendrils reaching from the new limb into the old body must be tolerated by the latter. You know of the beneficial effect which mimja glands' secretions have on recipients of plastoid replacements. For the longest time, the mimjas' main habitat was Neckdeep Elder, far to the south. Its rehabilitation facilities and university were ransacked by a cult averse to ancient technologies, favouring the new beyond reason or merit. The royally treated mimja escaped the turmoil. But few have been seen since, and none on Neckdeep Elder.
If mimja can be found and bred again, this would be a light of hope for many struggling with prosthetics that fit perfectly and are as versatile as natural limbs, but cause them fevers and pains. The Elder the nomads spoke of was [[Crossed Elder]].(set: $show_footer to true)On your travels, you are accompanied by two wolves that run besides your kite-drawn sled, or ride on it with you in favourable winds.
Many travellers ride with more than two wolves. For your young years and small needs, two have been enough. Friends in the plains to the Northeast have spoken about their pack having cubs next autumn, and let you pick from them, as reward for past services. For now though, it is the three of you.
[[Who are they?]]
(set: $wolf1_size to (either: "bigger", "smaller")){
(if: $wolf1_size is "bigger")[
(set: $wolf2_size to "smaller")
]
(else:)[
(set: $wolf2_size to "bigger")
]
(set: $wolf1_fur to (either: "brindle", "grey-white", "brown-cream", "black-maroon", "spotted", "dark brown"))
(set: $wolf1_eyes to (either: "blue", "orange", "yellow", "dark", "pale", "brown"))
(set: $wolf2_fur to (either: "brindle-patterned", "grey-white", "brown-cream", "black-maroon", "spotted", "dark brown"))
(set: $wolf2_eyes to (either: "blue", "orange", "yellow", "dark", "pale", "brown"))
(set: _wolf_features to (shuffled: "round ears", "long legs", "clipped tail", "symmetrical marks", "missing toe", "notable scar", "wise eyes"))
(set: $wolf1_features to _wolf_features's 1st)
(set: $wolf2_features to _wolf_features's 2nd)
}The $wolf1_size of the two has $wolf1_fur fur and $wolf1_eyes eyes. It is still playful even in its adult years now, and intelligently observes its surroundings. It is easily recognisable by its $wolf1_features.
The other, $wolf2_size one, has $wolf2_fur fur and $wolf2_eyes eyes. A sturdy companion and affectionate pet that gets along with many creatures. It sets itself apart form other wolves with its $wolf2_features.
Did you (link: "name your wolves")[
(set: $wolf1_name to (prompt: "What is the " + $wolf1_size + " wolf's name?", "Wolf", "I changed my mind", "Confirm"))
(set: $wolf2_name to (prompt: "And the " + $wolf2_size + " wolf's name is?", "Wolf", "I changed my mind", "Confirm"))
(goto: "Dress for wolves")
], or did you (link: "let them come to their names themselves")[
(goto: "wolf names")
]?(set:
$origin to "",
$wolf1_name to "",
$wolf2_name to "",
$wolf1_size to "",
$wolf2_size to "",
$wolf1_fur to "",
$wolf2_fur to "",
$wolf1_eyes to "",
$wolf2_eyes to "",
$wolf1_feature to "",
$wolf2_feature to "",
$wolf1_dress to "",
$wolf2_dress to "",
$wolf1_furstyle to "",
$wolf2_furstyle to "",
$wolf1_elder to false,
$wolf2_elder to false,
$wolf_dropped to "",
$wolf_up to "",
$limb_lost to "",
$extra_fingers to false,
$endangered_pet to false,
$open_with_friend to false,
$same_way to false,
$spine_path to false,
)
(set:
$inventory to (a: "survival gear", "medicinal pack", "wolf treats", "wolf shoes", "basic climbing gear", "osmotic dissolvers, for digging", "megacellular scissors, for cutting anything but infused plastoids", "various cell cultures, for handling toxins", "chromatype remembrance device", "meditation aid", "change money", "cutlery", "utility staff" ),
)
(set: $wolf_mood to 10,
$pet_mood to 6,
$saw_door_colours to false,
$late_meeting to false,
$local_name to "",
$local_wolf_name to "",
$explanation to 0,
$steal_key to false,
)
(set: $exposure to 0,
$distance to 3,
$mimja_patience to 6,
)
(set: $show_footer to false)
<!--
(set: _roll to (random: 1,6)+(random: 1,6)+(random: 1,6))(if: _roll <=11)[]
-->{
(set: _wolf_names to (shuffled: "Darkpatch", "Brightear", "Lightbelly", "Happytail", "Littlepuff", "Howler", "Fleetfoot", "Surestep", "Ruffle"))
(set: $wolf1_name to _wolf_names's 1st)
(set: $wolf2_name to _wolf_names's 2nd)
}
When the wolves were cubs, you went on a pilgrimage with them, as is custom in these parts. Wolves guide their human companions to their names. They can perhaps not speak, but they do have a language and eventually revealed to you how they wished to be called.
The larger wolf wants to be called $wolf1_name and always puts up its ears when you call. The smaller one was long undecided, but eventually let you know that $wolf2_name is the best name it could think of.
Another tradition that wolves are quite particular about are their attire. [[Dress for wolves]]? You never thought it odd.{
(set: _wolf_dress_part1 to (shuffled: "shoes", "shabrack", "scarf", "mask", "tailbag", "vest"))
(set: _wolf_dress_part2 to (shuffled: "accent paint", "tassels", "tiny bells", "embroidery", "pattern", "fringe"))
(set: $wolf1_dress to _wolf_dress_part1's 1st + " with " + _wolf_dress_part2's 1st)
(set: $wolf2_dress to _wolf_dress_part1's 2nd + " with " + _wolf_dress_part2's 2nd)
(set: _wolf_furdo to (shuffled: "large flat braids", "compact braids", "fur woven with string", "shaved fur pattern", "partially dyed pelt", "powdered fur"))
(set: $wolf1_furstyle to _wolf_furdo's 1st)
(set: $wolf2_furstyle to _wolf_furdo's 2nd)
}
Wolves are traditionally dressed in some limited protective clothing against mundane problems, like shards, or equipped with masks against duststorms. Yours have insisted on picking at least some attire out themselves, and you were quite defenseless – what is one to do against the big puppy eyes that even the oldest mutt can muster when its heart dearly desires exactly this article of fine wolf clothing?
And so your bigger wolf, $wolf1_name, is wearing its $wolf1_dress and $wolf1_furstyle proudly, and knows well how to turn into the light when meeting other wolves, showing that its human is well-trained and fashionable. The smaller $wolf2_name shows off its no less exquisite $wolf2_dress more modestly, but takes great interest in the care for its beautiful furdo with the $wolf2_furstyle.
Momentarily, you are making your last adjustments to the sled's kite, carefully coiling its line, to get going. You have a goal in front of you that you believe will help many, if [[your information->prelude]] is indeed true.In a wavy plain of flat hills, which are only not called dunes because of their firmly packed dirt, sits Crossed Elder.
The titanic entity can be seen from many kilometres distance. A compact mass of bony limbs, chin pressed onto the chest of the long-since petrified corpse of an unknown kind predating Today's People sits alone.
You approach it almost frontally. The Elder has crossed its ankles before its hip. The arms, closely clasped in front of its chest, hands clutching the opposite shoulders, still seem relaxed despite the contorted position. All Elders seem at ease in their often strange and apparently gravity-defying positions. Those who study the Elders, and train their bodies to follow in their footsteps, speak of relaxation and satisfaction upon achieving the seemingly impossible poses.
The whole figure is slightly tilted and twisted. The closer you get, the more vertigo you experience, and eventually glance up only occasionally. You have been given guidance to enter through [[Left Foot City]].City is perhaps a big name for the settlement of a few dozen houses. Yet many Elder settlements are built deeply into the titans, or surprisingly compact, and you have learned not to judge how cosmopolitan a population you will meet based on their number alone. And indeed, as you dismount your sled, the wolves falling back to your sides with tongues hanging out, quite a few more buildings come into view as you move past the other foot's ankle. The people here are known for their prowess with chemotrophic energy harvesting, providing fuel in plenty of different containers for many appliances. It might in fact be that the water reclamation system on your own sled, and the amethyst-coloured pentagonal bar spinning tirelessly to make it gather moisture, was manufactured here.
You stop by throwing the anchor, reel in the kite fully, and prop the sled up on its small wheels for short travels across hardpacked ground. Since you came for your own business, you do not hoist the flag announcing your service range, and have come fully stocked, so you keep your signs asking for trade on half height.
You know [[what to do]], and so do your wolves. Hex-patterned kites from energy harvesting fabrics are flown from the city rim, outwards from the Elder, where they flutter in the temperature difference between the largely barren ground and the Elder rising up dramatically. The pale brick buildings are stacked high against the Elder. Potted plants grow lushly on every flat roof and windowsill.
It is the custom to greet and announce yourself, even though you are just passing through to the entry deep into the Elder itself. And so you walk slowly and measuredly through the streets on ground level, waving and nodding, assuring the locals of your good manners and polite demeanor. Children wave back at you, and city wolves howl to greet your small pack along your path. $wolf1_name and $wolf2_name howl back, ending on short, less possessive yaps. As you maneuver a tight bend, two tiny cubs waddle over, straight for your wolves. They sniff each other politely, but are momentarily interrupted by a protective mother, uncle, and two aunts strutting over, ushering the curious little fluffballs back home.
The entrance you seek lies [[between the ankles]].The entrance into the Elder proper is an archway, several stories high, painted decoratively around the hewn, old edges. Many small energy sources have been used to illuminate the darkness inside it with many-coloured dots. As you close in, people are bustling about, discussing the haul of miners, apparently.
Near the entrance are sled stacks – large shelves where sleds and carriages can be stored for travellers – led by a local, dressed in a colourful buttoned tunic almost reaching the ankles, and curiously thick-soled shoes that make them more than a head taller than yourself. For your sled, you receive a token on a string, while shophands hoist the sled up with pulleys.
Since you know you will need to explore, taking the whole sled is simply not practical, even if it means you and the wolves have to pack up well. $wolf1_name hangs its ears; it's never eager to carry loads, and worried about its furdo. $wolf2_name is more stoic, but pedantic about how to distribute the load across the sidebags.
You quickly reassure yourself that your instructions how to reach the depths is accurate; the shelf-owner knows the standard routes but can't help you with any fine detail. Nor do they know about any mimja cats, but wish you a heartfelt "Good Luck!" as you [[depart]].Inside the entrance's spacious and steeply rising tunnel, the lights reach a few dozen meters in. After that, there is a trail of lamps that you have to agitate, by shining light on them with your handheld torch. Once you do that, they glow for quite a while, shining a welcoming orange light onto your path. Each is made from a weave of wires overgrown by some gelatinous substance.
It is obvious the path is well-travelled: there are many small leftovers of traffic, from wrappers to crates and writings on the walls, papers that will be missed, and all the small articles of clothing one never knows where they ended up, like headbands or mittens.
The path itself is hewn into the Elder's left foot and leg. Judging by the finely woven structures still visible after the polish from thousands of feet over centuries, the stairs are in the Elder's shinbone. Soft light filters through some parts of the outer wall where it has been chiseled to thin sheets. The stone Crossed Elder petrified into has a creamy tone with reddish streaks and swirls. As Elders go, this tunnel of a hallway can be considered beautiful.
The stairs start out flat and wide, and are [[easy to travel]].Here and there, the stairs are interrupted by polygonal platforms. After a while, the path branches. A signpost indicates different destinations, with several graphics that keep glowing in a purplish red after you light them with your torch.
You do not read the language they use here well, but can make out enough to get the general gist. It is indicated that you can travel on either upwards, or branch off. Most of the signs point upwards, as one might expect this far down in the Elder. The biggest graphic suggests a city some distance away – you suspect that it must be the other city you were told about, somewhere in the Elder's ribcage. The branching path's signs tell about a resource being found there, a mine, and some indicators for shelter.
You can go [[upwards]], the long path, and towards the city.
You can go [[the branching path]] towards the resources.The path upwards becomes a little steeper now, then eases up and rather suddenly, the hallway becomes very long. You calculate where you are now and conclude this must be about where the Elder's legs first meet, doubling the available width as you now walk through both legs instead of the left one.
Every now and then there are benches in irregularly shaped niches in the middle of the path, which must be meant as rest stops and short-time shelters. They are made like pavilions reaching the ceiling, each with a small roof and some seating. In several spots, the outer walls have scribbled signs on them. On some benches, trinkets have been forgotten or left behind by their previous owners.
You can [[search the rest stops]].
You can [[inspect the signs]] further.The path continues in a much more meandering way than before. You realise that it must be because pockets of resources are spared to be harvested with focus. Many walls are now not hewn from the Elder, but filled in with light brick and plaster. Splashes on the floor and walls, in a multitude of colours, show that resources have been harvested here with chemicals for a long time. The floor is dominated by blues and purples, while the walls continue to become ever more yellow, the higher up the flecks and smears go.
Your wolves' ears are flailing, and eventually you too can make out the sounds of acidic hissing and work on buckets and basins. The path branches into a narrow, dark tunnel barely wide enough to pass through sideways, especially with your packs. The other end is filled with a door made from foamstone. Despite it negligible weight, it is fitted with powerful irons. Spongy, dull orange sealing material fills its frame to close it against the hallway you are in. It does have a sign welcoming traders, and a bell string from iron wires.
You can peer into the [[narrow tunnel]].
Or you can [[ring at the door]].{
(set: _found_items to (shuffled:
"a pyrite-inlaid hairbrush",
"powdered agrarian secretions, for eating",
"an assortment of mineral samples",
"a degradable extending tool (3 uses left)",
"a plastoid finger with gilded wires sticking out",
"a pilgrimage plaque from Dreamdancer Elder",
"2 market tokens"
))
(set: _found_item1 to _found_items's 1st)
(set: _found_item2 to _found_items's 2nd)
(set: $inventory to $inventory + (a: _found_item1, _found_item2))
}
You give the benches, seats, and nooks a good look as you walk past. One never knows what small treasures await, and it's good to not be wasteful. $wolf1_name and $wolf2_name are happy to help. After you find a leftover package of wolf treats, with one and a half bites for each of them, they are even more eager.
Between their running back and forth, and not all so helpfully crowding you when you take a closer look into narrow spaces, you come up with some items that may eventually become useful: _found_item1 and _found_item2.
You have come across a great many contrastingly coloured signs on the walls. You can [[inspect the signs]], or [[walk on]].Your wolves flank you. As you go near the signs and stretch out a hand to feel over them, if they are etched or painted, $wolf2_name gives a sudden short bark.
You [[pull back]] your hand.
You look at your wolf but [[keep investigating]] the signs.The bark put you in an alarm state. It can't be anything immense, but your wolves know to not joke around with such comments. You feel a soft breeze blow over your hand near the wall. Carefully looking closer without touching, you find cracks in the wall – the outer wall, where a drop of certainly dozens of metres awaits you. The signs warn travellers to stay away, and not put pressure and weight against the wall. Along the wall are patch jobs in contrasting colours where the worst has been closed up.
You can't help but grumble to yourself that they could've been more clear about such a danger. And on a well-travelled road no less. But at least nothing happened. You pat $wolf2_name between the ears and get a happy yip in return, while $wolf1_name scooches up to you to also get some attention. Staying well away from the outer wall, the three of you [[walk on]].The sign was a warning! You only lightly touch the wall, but your hand almost immediately breaks through the wall, which is flimsy and cracked at this spot. You gasp. Your wolves jump, to throw themselves between you and the quickly widening new window to the outside.
(link:"You try to fall backwards.")[(show: ?result)][Your abrupt movement stops, when the hole is about wide enough to stick your head through – held up by an irregularity in the wall. You are briefly stuck, your arm outside the wall and with far too much of a view of the considerable drop outside.
You wrench your arm clear and fall back into the hallway. You other arm isn't moving much; $wolf1_name has your sleeve in its maws, holding on with all its might, and needs some convincing that it's alright to let go.
Eventually, and with much assurance, they understand you are okay. Both are all over you, climbing up and down your lap, licking your face, and wagging their tails so hard you can't stand up for a few minutes. Finally, you stop trembling yourself – it was a nice and welcome duty to make the wolves feel better about your own shock. You get up and straighten yourselves, and [[walk on]], keeping away from the blasted wall full or marks where not to lean, to not fall to one's death.](result|The path winds for a while. Every now and then faint hissing can be heard. You are unsure if it's mining work, or wind whistling through the wall cracks.
You come across a small family of grabbers; long-fingered rodents with pale fur who hide well in the upper rafters of the hallways. They must be coming in and out, you think. Your wolves have a good time chasing a few of them. You are not worried about accidental deaths, as grabbers are terrifically fast. Much of their diet consists of Elder fluids, giving them an incredible speed.
Once, you meet other travellers, traders by the looks of it, or perhaps simply visitors. You greet each other politely and wait in the nooks on the stairs for such meetings, so groups don't have to squeeze past each other. The eldest of the group carries an ampoule on his belt with a blooming flower in it, which leaves behind a smell like sunset and candy. All three of you breathe very deeply until the smell fades.
Eventually, your way, that has been only up on the flat stairs so far, begins to [[even out]].$show_footer[
---
(text-size: 0.8)[Your inventory contains: (joined: "; ", ...$inventory)]]
(set: _roll to (random: 1,6)+(random: 1,6)+(random: 1,6))(if: _roll <=11)[You squint into the strange tunnel, and can just make out that it widens considerably after only a metre or so. There's a handle on the tunnel side. You realise that the wall is actually a door of lightweight foamstone much like the other, and search your side of the wall for a matching lever. Soon you find a nook, difficult to spot on the spotted wall, with a handle that allows you to fully open the passageway. You can travel on [[through here->pass the tunnel]] or turn towards the [[other door->ring at the door]] after all.](else:)[You can barely squeeze through the opening to begin with and have to take off your backpack. The wolves' sidebags, too, will have to be dragged behind them until you're through. You fasten them up with a rope-knotted harness. Both are unhappy with the short ropes making the bags touch their hind feet on every other step, and complain with fidgety movements, hanging ears, and occasional whining, but there's nothing for it.
Just on the other side of the tunnel entrance, as you try to acrobatically bend to see if the wolves are doing well, you find a handle on the tunnel side, and the tunnel quickly widening to a much more sensible width. You realise that the first section of wall is actually a door, made from incredibly light foamstone, but over a metre thick. The handle moves it from this side, and when you do, it moves silently to open the hallway fully. Then slides slowly back to how you found it. Apparently it needs maintenance.
You sigh.
The wolves at least are happy to get rid of the stupid harnesses and your backpack is easier on your back than your hand. You can [[pass the tunnel]] or still turn towards the [[other door->ring at the door]].]You pull the bell string. A melodic sound of not one but several rings is audible through the door. The wolves take an interest in the spongy fabric, sniffing it up and down.
Who knows what the fitting soaked up over time, and you move to [[shoo them ]]away from the door; then again if it was too hazardous it would likely have been exchanged, there are people working here after all and you could [[leave them]] be.$wolf2_name flips its ears in your direction as you tell them to leave the door alone, but will not be drawn away from the fantastic new smell. $wolf1_name snaps in its direction to get it in line. $wolf2_name whines but reluctantly goes back to your side, tail wagging apologetically.
The door opens quite soundlessly, but the acidic hissing that accompanied you here becomes incredible now. [[A worker]] stands in the door.Apparently the new smell of the fabric is quite wonderful. Both wolves sniff until they have to gasp for air repeatedly, and wag their tails pretty hard, rubbing their heads against the sealing. You notice (either: $wolf1_name, $wolf2_name)'s snout and cheek becoming slightly discoloured with a fresher orange tone than the fabric. Just in case, you command them to your side.
The door opens quite soundlessly, but the acidic hissing that accompanied you here becomes incredible now. [[A worker]] stands in the door.The tunnel is apparently also a meeting place for political people because the signs and scribbles on the colour-stained walls are large slogans here and there, symbols of allegiance, and parts of song lyrics.
The journey is mostly uneventful except for a rest where you accidentally drop the entire bag of wolf treats and have your hands full getting $wolf1_name's and $wolf2_name's snouts out of it before they all are gone. Years ago you let such an incident slide, and had to find out the hard way that wolves have no memory of their past misdeeds and are quite self-pitying.{
(set: _roll to (random: 1,6)+(random: 1,6)+(random: 1,6))(if: _roll <=11)[ In one corner you spy a set of chemistry formulas. It never hurts to jot some science down. While it's not you exact specialty, you understand it's about modifying Elder fluids for hardening tools. (set: $inventory to it + (a: "hardening fluid recipe"))]
(else-if: _roll <= 14)[ Wedged between walls and floor, you find a string of beads. Their shine is unknown to you, they are colder than they should be and of very beautiful colours. Apparently they are made from hair-fine wires, crunched up and polished to even ball shapes.(set: $inventory to it + (a: "string of cold beads"))]
}
Eventually, your way, that has been only up on the flat stairs so far, begins to [[even out]].At second glance, it might be a trader just as well. She wears a long shirt-like tunic just like the sled-shelf owner outside. Hers is tucked up into a broad sash, leaving her some more movement in her thick, felted trousers. Chunky gloves peek out of a bag fastened to the sash. The local high shoes give her quite a height above you, you reckon her to be taller to begin with. All of it is fairly colourful with stripes in different widths.
She says something.
You don't understand and put a hand behind your ear so let her know – the noise from the workroom is deafening right now. She steps outside and pulls the door ajar with a sturdy leather belt she gets from the inside of the door.
"I asked what you want to trade", she puffs.
"Nothing – I am all set, actually", you answer, "I thought there might be a better path through there than the tiny tunnel?"
"No, no", she shakes her head, "that is the trade bell. Didn't you read?" She points at something that may be an instruction on the colourfully spotted door, and sighs. Unlike your own speech, hers has much longer vowels, and she does something to her Rs you can't well describe.
She goes the few steps to the other opening. Stands next to a lever, that now that she points at it is suddenly no longer wall decoration. She pulls it. The foamstone door half blocking the narrow tunnel swings open and reveals a perfectly passable hallway. You sigh.
"Really nothing to trade?", she asks, a little sulkily.
It would be polite to at least ask [[what's for trade]], but you [[might as well leave]] and not make it more awkward.She goes back to the workroom door and vanishes for a metaphorical minute, then comes out again – the wolves getting excited every time the door moves and sniffing excessively – with a trolley of fluids in large bottles and canisters. Most look oily or metallic.
"For coating", she says.
The prices indicated on the canisters are pretty steep though. You might have taken her up the offer if you had a knife or some such primitive tool. Your staff is too big an item at this expense. So you politely look over the wares, and decline by giving the customary head move for "I decide not to purchase, but not because of the quality of the offer". She sighs and takes the trolley back, waves goodbye to you, and shuts the thick door.
You [[head for the tunnel->pass the tunnel]].She sighs, waves goodbye to you, and shuts the thick door.
You can [[take the tunnel->pass the tunnel]] now, or take the long way around and [[head back->upwards]] to where you branched off.The way forward is now rather a hall than one hallway or another. Many irregularly shaped columns interrupt sightlines. Here and there, small structures have been built. The low ceiling makes for a feeling somewhere between claustrophobia and homeliness.
$wolf2_name and $wolf1_name meander alongside you. Their job is to pay attention to things you cannot find, both guards and sensors, on plushy feet. Sometimes ahead and sniffing out a nook or tunnel branching off, sometimes behind, keeping an eye on the wide arc of your collective backs.
It is far from lifeless here. Plants grow in every hole and crack, blooming mosses hang from walls. Red and yellow leaves in this indoors environment seem to serve them better than greens, throwing warm light off the mostly pale walls. Perhaps there is benefit in [[investigating the flora]], or keeping a look out for [[indigenous animals]].{
(set: _direction to (either: "up", "down"))
(set: _invitation to (random: 1, 2))
}
(if: $origin is "flatlander nomad")[Plant life is not easily cultivated in the flat and dry plains where you are from, and you admire it when you can. ](else:)[The city you grew up in had its agricultural endeavours spread out over mostly the city itself, instead of setting land aside, to preserve Elder surface. The city at Crossed Elder's foot seemed similar, with every available surface used for planting, extra basins and containers filled with good earth however it can be done, to fit to maximise yields. ]Many Elders are known for specific plants, especially if they have uses beyond being food. The plants here are surprisingly colourful for such a barren stretch of environment in the Elder.
Notable are the plush ball shaped seeds that are so light they almost don't fall down. As you brush past them, they fall off their stems all too eagerly and stand in the air. You blow on them to see how well they float. As they sail _direction, you soon see where they fit into the food chain: (if: _direction is "up")[long-winged, beefy bugs fall from a nearby wall and catch the seeds. With the extra lift, they can reach a rafter they make some effort to grab on to, and scuttle off. You turn the corner to follow them, and find chips falling from above, making tiny piles on the floor here and there. The longwings are gnawing on a moss up there, spitting out its seeds, which is then dug out of the debris piles by another kind of crawler. These many-legged, greenish yellow and bristly beetles then carry them off into cracks at the basis of pillars, where you noticed thick, lettuce-looking growth before. As you move closer, you scare off yet another animal – the splatting foot sounds indicate a lizard type, but you are too late to see it.
$wolf1_name gives a happy yap and tries to follow it, but you hold it back to not disturb the nervous lizard more.
Paying attention for more interesting insects and critters underfoot and overhead, you [[move on]].](else:)[The seeds bounce off the air before reaching the ground, to be engaged by a worm-shaped creature as thick as your wrist, and with many legs. You hadn't noticed such large and long bugs before, but now that you provided entertainment, they quickly become fairly numerous. They do not catch the seeds to eat them as you expected, but bounce them off again at a shallow angle. Another bug then does the same. the floor is filled with scrabbling worms bouncing pale seeds abck and forth, giving all signs of happiness. You try, too, and have the seed immediately stuck to your finger with its lacey tendrils. Close inspection reveals that the worms are not touching the sensitive seeds, but blowing on them much like you did, with a sort of siphon from below their carapaced faces.
Your wolves stick to your side, trying to decide what to do about a playing field of a game they don't understand.
(if: _invitation is 1)[As they stand undecided, a seed or two float in their direction. They try to also catch what they consider a ball, only to have it stick to their snouts. The worms don't give up though, and eventually the wolves find out that barking at the seeds works – it's the breathing out, but they don't seem to be able or willing to only breathe and not bark happily. You have to provide new seeds frequently, as apparently only your lungs are capable of getting them off their stalks.
Eventually there are no more, and when all seeds have been ruined, and some indeed eaten by the worms but without much enthusiasm, it's time to [[move on]].](else:)[The worms keep playing their silent game, and you provide a few more seeds now and then. Finally, you huff one last strong blow on a tuft of seed stalks and gather your somewhat puzzled and not altogether happy wolves, who feel they missed out, to [[move on]].]]Small critters complain every now and then about being disturbed going about their day, foraging and building. Many of them indeed build in this flat hall; the ceiling is full of webs from silk and pale wires, metal rods are used to reinforce nests created from twigs and upholstered with wolf fur.
During a rest, two winged, chatty creatures come closer to you three; their poofy-feathered wings are soundless, their dark eyes curious, their feet have ten enormously long gripping toes. They hop closer and cock their heads with the short red beaks, investigating you in turn, looking around attentively if scraps are to be had. Bravely, the smaller of the two hops closer still, and picks up some tuft of wolf fur $wolf2_name just shed, shaking itself. $wolf2_name watches quietly with ears forward. The birds continue to pick up loose hairs, with considerable skill to hold them in the little beaks.
By and by, both wolves and birds relax. The serene and adorable scenery is broken when the bigger bird makes a move to tug on a strand of fur still attached to $wolf1_name, resulting in a small warning growl; the bird cocks its head even further, slowly bends down, and – tugs with all its might at the wolf's soft belly fur. It must make the most comfortable nest! But being belly-fluffed is a human's job, not for pointy bird beaks, and both wolves jump up and bark away the curious birds.
The birds don't come back until your rest is finished, but as soon as you took a few steps, they land again and clean up the remaining hair tufts. You can follow their flight path to the ceiling where, almost invisible, they are building not a nest, but a farm for beetles you saw earlier. The smaller one eyes the crawling mass thoughtfully. Eventually, it picks out the biggest it could find, hits it against the wall to soften it, and serves it to its eagerly awaiting companion. Both then sing, not melodically but with gusto, as you [[move on]].The terrain becomes more varied. By now you calculate you must be in the Elder's torso, somewhere in the shoulder area or upper chest, you reckon. There are no longer just hallways, but spacious rooms, and you cross through shafts at various heights from floor to top, and long galleries. Sometimes, diffuse light shines from above, giving the illusion of daylight. But this far into an Elder, there is none, and cleverly colour-mixed glowpanels are responsible.
While mostly easy to traverse, some parts still hold difficulties. For example, a crack too far to jump, at least for your wolves, must be crossed. You extend the utility staff and carry the wolves one by one, then fetch your bags, all the time holding to the wall with one hand. The wolves are trained to ride on your shoulders and take it well.
Another time you must pass a door grown shut by wire overgrowth. Once agitated, metals often grow into all openings they can find. |tool>[(link: "A few hits with the staff should do it")[(replace: ?tool)[With a few hits, the wires are reduced to glittering tufts that are easily passed, even if some of them seem to be conductive and make everyone's hair stand on end. [[The path]] goes on, and after a while you reach a large opening.]], or (link: "rummage around in your backpack.")[(replace: ?tool)[You take the megacellular scissors from your pack to cut it, which makes quick work of the wires. You can even take some along. [[The path]] goes on, and after a while you reach a large opening.(set: $inventory to it + (a: "spool of conductive wire"))]]]{(set: $local_name to (either: "Emjambar", "Megjengi", "Niqwa", "Uunikaie", "Semingna"))
(set: $local_wolf_name to (either: "Deep Eye", "Lightbender", "Four Days"))
}
The local waits patiently. They have taken a decorated book from a beltbag, and sketch you and the wolves as you draw closer.
"Safe sleep", they greet you; arms crossed and head down, like Crossed Elder.(if: $origin is "flatlander nomad")[ It is always of interest for a nomad like you, which part of their Elder the city-dwellers adapt. Many take a half pose – few people can even achieve the often acrobatic poses the titans take. Although if they are achieveable, they are struck with pride for all sorts of rituals.](else:)[ You respond with your home Elder's stance, then end on the local's gesture as a sign of goodwill. They looked serene, but now beam happily about new information. You must be from a place they haven't heard of.]
"Call me $local_name", they introduce themselves, "and this is $local_wolf_name." They gesture to their animal companion. $late_meeting[(display: "local wolf")] You introduce yourselves as well.
The local, as soon as they are done nodding and repeating your names, takes out their sketchbook again.(click:"local")[ Their attire is completely different from what you saw in Left Foot City when you arrived. They are wearing baggy pants flaring out at the ankles, showing a thread-dyed pattern with hazy edges. It looks festive. Despite being "indoors", they have a hat much like nomads: very large, flat, and tied down with a lot of scarves and fasteners. Although they are wearing theirs hanging over their back right now. It has a felted covering with more pattern to it, albeit a more restrained one than the trousers. A short, stiff vest and artfully knitted thigh-long shirt complete their outfit. First you think this colourful new acquaintance's plain black vest is the exception; as you sit down, you realise it is metal-woven and shines softly in different colours, with minuscule beads all over. A vertical, richly yellow stripe across their face, covering almost the entire nose, gives them a stern look, broken by their frequent, honest smile. Everything on them is decorated tastefully and matchingly.
Their wolf has a similar stripe, and embroidered felted bands on its ankles, which your wolves show great interest in.]
Your wolves follow your example and remain politely by their owner's sides, then break formation to go look at each other more closely.
The enormous wolf has sat down and now has the same look that all wolves take when they are glad for company: the menacing sides – fangs, claws, speed, tactics – fall away, and a dozy, excitable and obedient fuzzball emerges. It nuzzles your wolves kindly, who quickly devolve into puppies around their large new friend and go into playful stances.
The two of you sit down and watch them for a while, and to reassure each other of your good manners, [[talk]] about this and that. (set: $open_with_friend to true)Without making it look like a bribe, you carefully rummage through your bag and unpack the chromatype remembrance converter, a recording device. It's not too rare a tool, peoples inside Elders however are often late to progress developed elsewhere.(if: $origin is "city-dweller")[ You should know.]
You prop it up and offer the activator to $local_name. The beam with delight. Both of you spend some time taking pictures of the wolves and yourselves, some moving, others not. $local_name doesn't want to cost you valuable resources, and accepts only two of the glassy plates that you print. You can simply overwrite the others.
They like the converter a great deal, and think out lout about the differences between it, painting, subfusion etching, and microbe projection. It's your turn to smile as you are bombarded with detailed knowledge about artistic media.
They are also finally convinced that using the device for the mimja report is a fantastic idea, and agree to come along to show you how to [[pass the portal->through blockade]].{(set: _roll to (random: 1, 4))
(set: _roll2 to (random: 2, 4)+(random: 3, 6))
}
At the portal, the colouration seems as irregular to you as before. But standing there and waiting a moment, now that you know to look for changes, you can see the pigment flow towards you rather decisively. It looks like sand flowing under thin covering.
$open_with_friend[$local_name is having a lot of fun. They direct you where to stand and when to go, stop, and turn. There are fairly unexpected moves, like a half-back and then half-front turn. Accompanied by much good-natured laughter – even $local_wolf_name taps and snickers at your wolves, who hang their ears and look sheepish – you [[get it right]] on the _roll. try.]$steal_key[The footing instructions that you hastily tried to anchor in your memory are tricky, to say the least. It takes a good long while of trial and error to get the wall to arrange itself in any sensible pattern at all, and longer still to get the right pattern. On the _roll2. try, you finally [[get it right]].]The other side is brightly lit as if in daylight, and pleasantly warm. A tall, narrow cavern opens to you. Pale, bulky structures high above crisscross the space. Lush greens grow from them and the steep, curved walls. Big, fleshy blossoms in variations of pinks hang from most of them. The far wall lies darkly behind a haze, through which you cannot make out what mechanisms are at work there. The moist, fragrant air is buzzing with insects.
On the ground and on many jutties, overlooks, and vantage points all around the cavern, mimjas sit in great numbers. Despite your entry – which was silent – they keep going about their business. Grooming themselves or each other, toying with vegetation on long stalks, sitting in light beams with eyes firmly shut, apparently enjoying the sensation.
This is excellent news for you. Now you can go about making a few good recordings.
The chromatype remembrance converter you brought for this has a fixture that goes on to your cheekbone, from where it will take its vantage point for the images. You then activate it remotely by pressing a portable knob. You prop up the device, order your wolves to stay put in front of the entrance, and go [[picture hunting.->make recording of mimja]]{
(set: $exposure to 0,
$distance to 100,
$mimja_patience to 100,
)
}
(display: "recording")
You just saw a mimja's tailtip vanish behind foliage. As good a place as any [[to start.->picture hunt]]And falls down again.
Crossed Elder's heart [[beat]].
Clouds of dust rise from every corner, chunks fall from the ceiling. There is a sound, like the creaking of one's own joints, but from outside. It echoes through the room. A large group of columns some distance away quietly slides sideways and topples, coming to rest in a new diagonal position. Some corners fall dark, in others, lights flare up. The largest wall to your front and left looks like it bulged outward. Now, it settles back into its previous position, almost imperceivably slowly.
You crouched down, arms over your head, your wolves pressed tightly against you. For a while you don't dare get up – what is one to do against the might of a titan's heart, and how would one anticipate it? You heard of Elders whose heart still beats regularly (once every few months), but no such stories about Crossed Elder.
Eventually, you can comfort the poor wolves, and calm down yourself by doing so. $wolf2_name is trembling, $wolf1_name has buried its head under your sleeve, hoping the evil outside world has vanished. Once your own hands stopped shaking, you get up – orange dust falling from your back and shoulders – and look around.
Small sounds can be heard from [[all around]], but nowhere near.{
(set: $wolf_1 to (either: 1, 2))
(set: $wolf_2 to 3 - $wolf_1)
(if: $wolf_1 is 1)[
(set: $wolf_dropped to $wolf1_name)
(set: $wolf_up to $wolf2_name)
]
(else:)[
(set: $wolf_dropped to $wolf2_name)
(set: $wolf_up to $wolf1_name)
]
}
Amazingly, the space seems largely unaffected. At worst, some structures have crumbled. Distant acidic hissing means something's flow was changed.
It was of course silly to assume the Elder's own heartbeat – if that's what this was – would destroy the Elder itself, it would be unheard of. Nevertheless, while Today's People are used to the Elders' sight, it is easy to forget the immense power of even their slightest movement.
You give your immediate surroundings a thorough look, and direct your wolves to [[go seek]].The space you are in is shaped like nothing you ever saw before. The geometry is hard to follow.
Something like honeycombs far to the side cut deeply into the wall, allowing a view into crevasse where coloured fluids pour down, leaving smoke and steam behind that is certainly not water. The floor is covered in huge pentagonal prisms, many of which are mirroring their surroundings and the ceiling, which you cannot make out beyond what is either webbing or clouds; there is a gradient of colour from your side to the other, and it shifts as you walk, like a painting whose eyes follow you. Enormous pyrite cubes grow out of what might be a mine shaft, many of which are covered in wires leading to some unseen location, flashlights flicker behind another screen, a wide green line crosses the space and goes up the wall – you cannot make out if it is mineral or plants and some parts seem to be sliding.
Dazzled by so many sights, you resort to looking ahead onto your immediate path.
Your wolves tip up their ears.
They begin to growl and whine.
[[The ground heaves up.]]You quickly scramble to your feet, ignoring all other possible injuries. $wolf_dropped lies a few steps away. You scoot over and find it (either: "in the puddle left by what's now the ceiling, where the dissolver kept working its way towards the wolf's bones", "loudly wailing, lying on its side where some scattered shards have inflicted deep, bleeding cuts").
The osmotic dissolver will continue its work until rendered inert with keto-kinetic culture – which you have, up there in your backpack – or it runs out of reacting agent. You rake up anything you can find and rub your wolf and yourself with it, to give it something other than your own tissue to dissolve, until its effect wears off. And finally, it stops sputtering and smoking. You calm your breathing, and reach for your utility staff, to get yourself up and check the situation.
Now for [[a way out]].The frightened pet is reduced to a small pitiful pile of fluff. It's covered in powdery dust; in fact, everything is covered in it. It has a flip-colour effect, which you might admire if you did not have so many beings to worry about. You check $wolf_dropped first; it has a few scratches and its beautiful dress is, for the moment, ruined. That you spend thoughts on such things tells you that you are either really well off after this ordeal, or in shock. The pet, very slowly, crouches over to you on its belly, ears tucked to the sides its head, and cowers there, ready to be rescued.
Now for [[a way out]].The light shines brightly from the small hole above and illuminates very little of the room you ended up in. $wolf_dropped whines and struggles to get to its feet. It fell (either: "on some glasslike shards and has several bleeding cuts", "onto the damn utility staff, several of whose tools bored themselves into your precious wolf's side"). It's also covered in powdery debris with a flip-colour effect, which you might admire, if it wasn't mixed with blood. Your backpack with the first aid set is still up there, next to the ampoule stack. It's nothing life-threatening however, and can wait until you two climbed out of here.
Carefully, and with lots of whispered promises of good times, you help it stand up. A lot less calmly, you snatch up the staff that brought you both here.(set: $inventory to it +(a: "utility staff"))
Now for [[a way out]].{
(set: $wolf1_elder to (either: true, false))
(set: $wolf2_elder to (either: true, false))
(set: _wolf_elder to (shuffled: "glitter-tipped fur", "prehensile tail", "six legs", "revolver teeth", "darksight", "a leader's throat"))
$wolf1_elder[(set: $wolf1_elder to _wolf_elder's 1st)]
$wolf2_elder[(set: $wolf2_elder to _wolf_elder's 2nd)]
(set: _crit to (random: 1,6)+(random: 1,6)+(random: 1,6))
}
{
(if: _crit is 18)[(display: "crit18")]
(else-if: _crit <= 4)[(display: "crit4")]
(else-if: _crit <= 7)[(display: "crit7")]
(else-if: _crit <= 10)[(display: "crit10")]
(else-if: _crit <= 13)[(display: "crit13")]
(else-if: _crit <= 15)[(display: "crit15")]
(else-if: _crit <= 17)[(display: "crit17")]
}You face two main challenges. One, $wolf_dropped is terrified and in shock. The only good thing about that is that it will not move from your side, but it holds a good chance it will do something unexpected and impractical out of fear.
And two, your... change. With the loss of your $limb_lost, climbing will be different. Probably more difficult, too.$endangered_pet[ There is also the matter of the trembling bundle of fur that caused all this – that is how you phrase it because you are mad about this whole mess, and it can't talk back – which you can only hope will allow you to bundle it up in your jacket to be carried. Which it does, neither helping nor hindering you.]
But it is time to get going. You have the staff, that's good. Your climbing gear, of course, is also – up there.
You could tell $wolf_up to [[throw down the backpack]]. There is a risk of breaking items, but it will make climbing easier.
Or you can [[climb up alone]] and fasten a rope from up there, and make several trips. It will certainly not improve the mood, to be alone down here for any length of time.{
(set: _roll to (random: 1,6)+(random: 1,6)+(random: 1,6))
}
The utility staff helps immensely, as always, in getting back up even with your new handicap. Coloured powder trails off you, and you cannot avoid getting some on $wolf_up either, as it nuzzles you happily when you reach the top.
After some dusting off you fasten and throw down the rope, then climb [[back down]].(if: _roll <=10)[ Encouraging barks echo up from below.(set: $wolf_mood to it -(random: 1,2))(set: $pet_mood to it -(random: 1,3))](else-if: _roll >=11)[ Whining and small yaps from below tell you that being alone is more and more frightening, the longer you take. $endangered_pet[ Even the pet is making small noises of discomfort now.](set: $wolf_mood to it -(random: 1,3), $pet_mood to it -(random: 1,4))]Directing $wolf_up is easy, it's the backpack that's the hard part. With some eager growling, it drags the heavy pack over to the hole and tries its best to not fall in itself while giving it the last push.
With a glassy crunch, the pack lands between you and $wolf_dropped. While you unpack the climbing gear, you give the rest a quick look: (set: _items to $inventory + (a: "nothing"))(set: _crashed to (either: ... _items))(if: _crashed is not "nothing")[(set: $inventory to it -(a: _crashed))The ](if: _crashed is "nothing")[and are happy to see that nothing suffered damage worth mentioning](else:)[there is unfortunately some damage to _crashed.]
You start tying the rope so that all of you can [[get up easily]]. You can make it [[even faster]] by throwing the utility staff up, so that it lays across the hole. The task is easy, but the sounds are generally disliked by animals.(set: $wolf_mood to it +1, $pet_mood to it -1){
(if: $wolf_mood <= 0)[(display: "wolf_zero_patience")]
$endangered_pet[(if: $pet_mood <= 0)[(display: "pet_zero_patience")]]
}
With the rope in place you can sling together what you need and carefully and slowly work your way [[up and out]] of the moderate drop.(set: $wolf_mood to it -(random: 1,2), $pet_mood to it -(random: 1,2))The noise and ruckus seem to be agitating $wolf_dropped$endangered_pet[, and the pet as well]. You can't help but throw up dust clouds with every movement. (if: $limb_lost is "new fingers")[A few extra fingers ought to be more handy than they are, you find. You have to rethink most knots to not tie yourself down.](else:)[You also cannot stop yourself from cursing and making sounds of discomfort when your new handicap causes you trouble.]$endangered_pet[ Your extra companion is increasingly uncomfortable and now wailing all the time; at low volume, but worrisome and annoying in its tone.] With the rope finally in place, you can sling together what you need and carefully and slowly work your way [[up and out]] of the moderate drop.{
(set: $wolf_mood to it -(random: 1,4), $pet_mood to it -(random: 1,4))
(if: $wolf_mood <= 0)[(display: "wolf_zero_patience")]
$endangered_pet[(if: $pet_mood <= 0)[(display: "pet_zero_patience")]]
}Once back down, you can't help but throw up dust clouds with every movement.
You start tying the rope so that all of you can [[get up easily]]. You can make it [[even faster]] by throwing the utility staff up, so that it lays across the hole. The task is easy, but the sounds are generally disliked by animals.(set: $wolf_mood to it +1, $pet_mood to it -1)
The pet decides it's time to get out of here. It struggles against the jacket you wrapped around it and wails. Your are somewhat at a loss what to do to calm it down. Perhaps it works to give it some group confidence, you hope, and drag the bundle [[closer to you]] and $wolf_dropped.
$wolf_dropped loses its patience and becomes terribly fidgety. Maybe it's the wounds, the smells, you don't know, but like this, you can't climb. It needs to sit still on your shoulders so you can move safely. You try to [[calm it down]].The pet's silky fur is now a sad, shaggy affair. Petting it may be presumptuous, so you try (link: "talking to it softly.")[talking to it softly. Its long ears twitch and eventually remain upright as it listens to your explanations and apologies of how sorry you are about all of this, and promise to get it out if it works with you. It tries to look at you without turning its head, and you dare reach out, hand well in sight to (link:"touch its cheek.")[touch its cheek. It trembles as you slowly stroke its face, and makes pitiful small noises. It would be a stretch to call it relaxed, but perhaps it can hang slumply in the makeshift bag until you're up? As you lower the bag again, you (link:"keep talking to it.")[keep talking to it, and it slumply resorts to peacefulness at last.]]
(link-goto: "You climb on.", (history:)'s last)](set: $pet_mood to 100)The poor thing would probably like a (link: "hug.")[hug; that always calms it down. It fidgets still, but stopped whining.
Always nice is a little (link: "pat between the ears.")[pat between the ears.
$wolf_dropped looks at you with hanging ears and big eyes. It desperately wishes this ordeal was over already. You put your foreheads together as you (link: "whisper compliments and promises of better days.")[whisper compliments and promises of better days. Finally, trust overcomes exhaustion and fear, and obediently, it settles down on your shoulders as best it can. ]]
(link-goto: "You continue on.", (history:)'s last)] (set: $wolf_mood to 100){
(set: _roll to (random: 1,6)+(random: 1,6)+(random: 1,6))
}
With your luggage, you take the first few steps up the helpful wall. Something tangled itself between you, the wolf and your legs. It would be easy to get rid of if your body was functioning normally, but like this you take a moment to unravel the rope and get going again.
(if: _roll <= 10)[Your wolf takes it patiently but makes small sounds of discomfort when you move against its wounds. There is no choice but to ignore the poor thing until you're up and safely out, but it pains you. $endangered_pet[The pet, now hoisted on its own rope, seems to have have given in for now as well. You hope it stays calm until everyone is topside. ]You drag yourself [[up a little more]].(set: $wolf_mood to it -1, $pet_mood to it -(random: 1,2))](else:)[$wolf_dropped is quite unhappy about the whole situation. It slipped when it jumped up on you where you would normally hold it but couldn't, and bruised itself further while settling. $endangered_pet[The pet, too, is struggling more and more against its makeshift bundle and has started drooling – a bad sign for its stress, but there is nothing you can do for it. ]You drag yourself [[up a little more]].(set: $wolf_mood to it -(random: 1,3), $pet_mood to it -(random: 1,3))]
{=
(if: $wolf_mood <= 0)[(display: "wolf_zero_patience")]
$endangered_pet[(if: $pet_mood <= 0)[(display: "pet_zero_patience")]]
{
(set: _roll to (random: 1,6)+(random: 1,6)+(random: 1,6))
}Just one more heave to get you out of the hole. It is a tricky move though, and you must swing.
(if: _roll <= 14)[It's simple enough. However, $wolf_dropped feels this last swing to be the last straw. It jumps off your shoulder as you are barely far up enough, takes a few more steps and slumps down there, while $wolf_up tries to cheer it up as it happily jumps around its friend.$endangered_pet[ The bundled pet is also less than happy and wails louder once more as you give it its last tug, and lay it flat to untie it. It tries to run while bound and falls over, and only stops crying once it is free. Then it dashes off, out of sight.]
You sigh from exhaustion and stretch. Time to [[tend to]] everyone's health.](else-if: _roll <= 10)[Handicap or no, you master the much-trained move on the first attempt. $wolf_dropped struggles off your shoulder, not exactly elegantly but very happy to be back on solid ground, and back together with $wolf_up, who is all over it. $endangered_pet[Even, or maybe especially, the pet is more than glad to be out of the hole. It scratches you and it kicks off the jacket once you loosen it, and runs off immediately.]
You sigh from exhaustion and stretch. Time to [[tend to]] everyone's health.](else-if: _roll <= 4)[Elegantly, you swing upwards. $wolf_dropped slides off your shoulders effortlessly, and is immediately greeted enthusiastically by $wolf_up. Both frolic around for a moment before they both turn to you and shower you with affection just the same. $endangered_pet[The pet watches, calmly now, until you untie it from your jacket, both wolves crowding it happily, fully expecting it to stay. It ducks under them and takes a few hops away on an elevated spot to watch and energetically start combing its silky fur.]
You sigh from exhaustion and stretch. Time to [[tend to]] everyone's health.]{
(if: $wolf_mood <= 0)[(display: "wolf_zero_patience")]
$endangered_pet[(if: $pet_mood <= 0)[(display: "pet_zero_patience")]]
}Your backpack has everything you need to help $wolf_dropped. There are long, thin forceps with strength enhancing closures, to (link:"pluck out the shards. ")[pluck out the shards. Some sound ceramic, others wooden, as you put them aside. ]Then you (link:"prepare a dish to compound cellular glue.")[prepare a dish to compound cellular glue. While the coarse powder and dark oily fluid do their work, you have time to shave the fur around the biggest cuts. ]
After the day $wolf_dropped had, it needs a lot of positive reinforcement. $wolf_up has snuggled up to its side and licks its face every time it whimpers when you do something. Finally, you can apply the mycelium-grown bandages with the fresh glue. Some last flinches as you press them on, and $wolf_dropped is finally done being vetted.
{(set: _dress to "")
(if: $wolf_dropped is $wolf1_name)[(set: _dress to $wolf1_dress)](else:)[(set: _dress to $wolf2_dress)]
}And now it finally has time to worry about its beautiful dress, the _dress. It sustained (either: "some cuts", "considerable amounts of dirt and gunk", "a few drawn threads", "a large cut and torn strap"). $wolf_dropped is quite upset about that. You have your hands full explaining vigorously that you are not going to fix up the dress right now, in the middle of nowhere, and after losing your $limb_lost.
Saying that out loud gives you pause. You [[ponder your new situation]].Nothing in the medicinal pack helps with Elder materials. Not that you know of anyway, it's a largely unknown subject to begin with. The first sensible thing to do seems to get rid of the flip-coloured dust on all of you.
You put on the storm masks and (link:"move away a few steps.")[move away a few steps, then thoroughly tousle the wolves and your own hair, shake out your topmost clothes layer, and rinse out your "wound" with water. You have deep cleaning cell cultures available, but don't want accidentally set off any further reactions with them.]
You (link:"observe your wolves.")[observe your wolves while cleaning up your rest stop, to check their condition. (if: $wolf1_elder is not false)[It's the first time you notice it: $wolf1_name is developing a physical change as well. You believe that will become $wolf1_elder, eventually.] (if: $wolf2_elder is not false)[With $wolf2_name, some change is happening, likely due to the same cause as your own. It looks like it will have $wolf2_elder before long.] Elder matter can change any living thing, so it shouldn't surprise you to observe this. It just seems unfair, compared to your lot. You try to lighten your spirit, by telling yourself that you now have incredible wolves; if they don't bemoan their changes as much as you do yours, that is.]
There's no point in rushing here. Finally, you are satisfied that you cleaned as well as you can under the circumstances. You feel restless because of your body change; but realistically, there is nothing you can do about it now. Your position within the Elder is not one where you could quickly reach any educated help. And since you are neither in pain, nor expect the way forward to hold any larger dangers than the one you just escaped... you almost said "unscathed"; you decide to [[go forward]].Your path in the heartbeat-shaken, strange, enormous room isn't quite clear. There were the suspected acid falls you thought you heard hissing earlier. There are the wire structures on the huge crystals on the floor, which likely lead to their users. There might even be better paths in the lower floor you fell into.
As you are nearing decision paralysis, your path is chosen for you. Some distance away, but clearly visible, sits [[a pair of mimja cats.]]Their warmly dark skin contrasts with the calcified, blue-streaked wall behind them. Standing next to them, they might fall just short of your waist height. Leaf-shaped ears twitching, they are calm after the turmoil. Brighter markings on their faces and backs makes it easy to tell them apart.
Without any hurry, they observe some things you cannot see, you and the wolves, $endangered_pet[the twitchy pet you had to drag around,]and each other.
Some good news at last. Now you know there are indeed mimja here, and more than one stray. You hope to find their habitat or companions. Determined now, you pack the bags, equip the wolves, and set out. You pick out a path that will bring you [[closer to the mimjas]]. The way meanders and leads up, around, over a catwalk and around a few structures blocking your sightline. The mimjas don't seem alarmed at all though, and remain put for the longest time. As you finally get onto a last stretch where only a few dozen paces are left between your two groups, they get up. Elegantly, they descend from their overlook and walk over to the massive wall that slightly leans into the room. most structures in the room are interrupted by many smaller insets, bulges, and overgrowth. Not this wall.
The mimjas prove their climbing talent by jumping up on nearly invisible jutties. Far up, on a small metallic ledge, a dark spot turns out to be some chute or vent. The mimjas effortlessly squeeze into the very narrow entrance, and are gone.
The wall in turn, now that you get a close look at it, is in fact [[a door]].Although "door" may be too harmless a word. Something more poetic like "portal" seems to fit better. Several dozen meters tall and wide, it seems that long ago a sizeable chunk of Crossed Elder was removed and put back, but on hinges. Some mechanical-looking protrusions, now that you know what to look for, mark the extent of this monumental entrance.
And it is quite shut. Climbing up would be pointless. You cannot find any other, smaller doors, or useful levers hidden in niches. The wolves are looking for any scents and traces that might help. They point here and there – mimjas seem to come through regularly.
Eventually though, without progress, $wolf1_name and $wolf2_name become exhausted and stay closer to you, sitting and watching you, only getting up occasionally to listlessly inspect some debris or puddle.
You are busy for a little longer. Sketching out the wall and making notes about its features, taking samples and lacing them with identifying cell cultures to check compositions.
The fact however remains that the portal is shut. Perhaps progress can be found on an [[alternative route.]]{
(set: _roll to (random: 1,6)+(random: 1,6)+(random: 1,6))
}
You shoulder your backpack again, and fit the last straps on the wolves' bags.
(if: _roll <= 11)[(set: $saw_door_colours to true)In the time you spent here, while focusing on different measurements and details, you had not noticed. But now you realise that the discolouration of the wall, which you had assumed to be chemical, has moved.
The portal that was mostly off-white with a more or less even distribution and drip tracks now has formed a lopsided symmetrical pattern around the spots where you stood longest, as long as it wasn't too far away from the portal. And "not too far" was pretty far by the looks of it. You can't make out any meaning – it doesn't resemble any of the signs you encountered so far. It does not seem alarming though. You look back frequently if it changes again, as you [[march off.]]](else:)[They are restless now and twitch their ears. You monitor the surroundings, but cannot make out anything alarming.
Trusting that your companions will point out immediate dangers, you [[march off.]]]{
(set: _roll to (random: 1,6)+(random: 1,6)+(random: 1,6))
}For a short time, the three of you wander somewhat aimlessly. The wall had a fairly clear path to it. Now you are looking for any promising way forward.
(if: _roll <= 12)[There are a series of entrances with built structures between them that you head towards. As you do so, more recent traffic becomes obvious: tools lying around that were obviously recently used, and all sorts of human activity from toys to food packages.
You approach from a lower path. One and a half floors up on the handrail-less terraces leading into the caves stands a local. Apparently, (either: "a young teenager", "not quite as old as the Elder itself, but still very old"). They wave you over and smile.(display: "local wolf") You take a few ladders and cross some gaps bridged by foamstone brick and metal sheets to [[meet them->path to city outskirts]].](else:)[Some distance away, you spot a series of entrances with structures between. Some seem to be ladders, which might mean a settlement nearby. Perhaps there you could get information about the portal, and the mimjas.
Once there, you climb a few ladders and cross a few gaps between agricultural balconies. When you look up, a local, accompanied by an enormous wolf, stands a few balconies away, [[waving at you->path to city outskirts]].(set: $late_meeting to true)]$local_name is rather knowledgeable. Obviously, they are a beautifier. Nobody wants to live in drab greys (unless a beautifier made sure they are the pretty sorts), and an aesthetic touch is a widely sought after skill. You are impressed by their observation skills, as they point out some helpful facts to do with the exact shine of metal crystals, or how do throw dust on wires to colour them. They take a great interest in the flip-coloured dust that caused your accident (if: $wolf1_elder is not false)[and $wolf1_name's recent evolution] (if: $wolf2_elder is not false)[, and the changes of $wolf2_name].
However, there is nothing helpful they can offer. Of course they have Whole-makers and Matter-benders in the city, but $local_name is not too well informed about their skills. You are grateful that they are tactful; curious, but compassionate.
Since you are on the subject, you mention seeing the mimjas and ask if they know about them. $local_name didn't know their names before, and eagerly [[flips through their sketchbook]]."Yes, I see them often. They come to eat the caterpillars weeding the harvest", $local_name gestures towards the caves, "it has caused some dismay among the growers, but not real damage. The mimjas seem to enjoy the play a little more than the food."
They have a few lively sketches of the mimjas, and even one or two in colour, that are quite gorgeously set, with light falling across the mimjas and beautiful shadowplay. One of the sketches clearly shows the outcrop you first saw them on. You point that one out.
"That's where I saw them, too", you try not to touch the drawing with your hand as you gesture over it, "just sitting. Later they climbed up and through the wall. I have nothing to fit through the hole. Nor would that help me. I understand it's a door; is there a way to get to the other side?"
"Of course there is, it opens. It's a door", $local_name absent-mindedly states the obvious, while fending off $local_wolf_name and $wolf2_name's struggle over a metallically glistening stick that threatens to throw them off their seat. "Why do you need the mimjas? [[What for]]?"They seem friendly enough, but you have only just met. There are a few ways to proceed from here.
You could [[downplay]] the importance and use of the mimjas. This will certainly get you more credit eventually, in whatever form that will come. Perhaps privileged treatment for your condition.
Simply [[explaining]] everything is the easy way to take. There are few things anyone could have against mimjas' uses, and their re-discovery. Even if $local_name is worried about possible mistreatment of the beautiful animals, you are reasonably sure that no harm will befall the mimjas. They had, after all, been treated very well at Neckdeep Elder.(set: $steal_key to true)You explain, vaguely, that the animal is legendary in the South. Which isn't wrong. You steer the conversation towards smalltalk and ask a lot about them: since they are an artist, you talk about art a lot. It's not even uninteresting. Art is not your specialty, and it turns out that $local_name is very a knowledgeable visual artist and happily shares.
Eventually, you manage to learn that the portal is what they call "easily befuddled". It requires a sort of dance, from what you understand – sensory coating causes the pigmentation of the wall move. Once a certain pattern is achieved, it opens.$saw_door_colours[ That must be what happened when you stood in front of it. Alas, since you didn't have the key of movement, it did not open for you then.] Now that you know that, all you need is to learn how the key pattern is supposed to look.
$local_name allows you to take the sketchbook to look on your own pace. When they are briefly busy with the wolves, you quickly leaf through it for a significant drawing, and indeed find a clear description of the steps involved near the back cover.
You quickly turn back to a regular book page, and keep talking. However, you excuse yourself soon. You do have to get some path behind you before the day is done. That too is no lie. You part with friendly gestures and go your separate ways.
Once you're no longer in direct sight, you head back to [[the portal.->through blockade]]$local_name listens attentively as you describe the rumour that brought you here, and why you made the journey.
And they also have some questions. Indeed they want to be sure that the mimjas will be treated well.(click: "treated")[ You explain what you heard about Neckdeep Elder. You were never there yourself, only in the area, and have heard about the revolt of the cult. The tale goes that not even mad cultists caused them any harm, but that some destruction of habitat caused mimjas to leave the Elder. Of course, there are those that say the mimjas cursed Neckdeep Elder.(set: $explanation to it +1)]
$local_name also wonders how the mimjas are used, exactly. Neither of you is a proper Whole-maker, so there is quite some guesswork and hearsay involved.(click: "guesswork")[ From what you understand, the mimjas secrete something – you don't know from which body part, something that can be reached from the outside. And these secretions contain substances imperative to the great success of implant treatment. It sounds somewhat disgusting. On the other hand, as you talk and wonder, you two agree that medicine is a field where one has to simply accept facts and not dwell on cultural prejudices.(set: $explanation to it +1)]
And what you intend to do about the mimjas here, they ask? Catch them?(click: "Catch")[ In fact, you do not intend to catch a mimja. You are no Befriender, and not learned enough to keep them well while travelling. Your intention is to take some recordings, to show to the counter-revolution government of Neckdeep Elder, or others scientists taking an interest.(set: $explanation to it +1)]
Your wolves are all played out and lie down around you. Artificial light plays across the balconies with their stubby, fleshy plant growth, where caterpillars do their work to destroy the weeds taking their light away. You talk for [[a while]].Considering your new acquaintance's liking for the arts, perhaps you can share something that matches their interests. Maybe taking a [[picture->do art together]]? Or a small [[gift->give gift]]?(set: $open_with_friend to true)You hope it doesn't come across as a bribe, as you offer them a token of friendship. Your meditation aid has brought you great comfort, and you praise its (either: "well-balanced soundwork", "gorgeous lighting effects", "relaxing colour shifts", "impeccable symmetry")(set: $inventory to it - (a: "meditation aid"))).
$local_name seems touched. They take it reverentially and appreciate it from several sides. Then they look up and beam once more.
"I did not expect meeting strangers and exchanging gifts today", they state, "but perhaps I can aid your science and endeavour in a small way." They produce a tool pouch, and accurately cut the lovely mimja illustration from their sketchbook. You want to protest, you could just as well make a recording, at which they tut. Packed in a sturdy envelope, $local_name hand it to you with serious expression. You don't feel you should say no, and accept the thoughtful gift. They smile once more, and get up, beckoning you along.
Together, you wander towards the portal, which $local_name says is in fact easy to open, if you know how, but that it's [[a locals' thing.->through blockade]](if: $explanation >= 2)[Eventually, they seem satisfied that you, the stranger, don't mean any harm, are well enough informed to not be some scallywag with too much time and not enough skills on your side.
"This is good. Let me take you through the door now", $local_name decides and [[gets up->through blockade]].(set: $open_with_friend to true)](else:)[They don't seem quite convinced that they should help you disturb the mimjas. Maybe a small token of [[appreciation]] would help your cause?]A pattern has formed. Caleidoscopic and slowly spinning, about twice as large as you. The diluted colours have become much more saturated. Some of the strongly blue ones seem to be brighter than the lights.
It spins for what feels like a long time. Eventually, new graphics form at what one might call north and northnortheast. The pattern stops spinning and glows up once. From its centre, the material of the wall falls inwards, like a vertical sandhole. You had fully expected hinges and an enormous opening, but you either misjudged the jutties as the far sides of the wall or had the wrong idea altogether.
$local_name glides off their sitting spot where they sketched your dancing. They stand to your side, greet again with crossed arms, and wish you luck. Then, without any further ado, turn around and leave with $local_wolf_name, who gets up carefully from between his small new friends. They nuzzle each other one last time, and then the two are gone.
You turn towards the new entrance. The wall, or door, or whatever it is, seems several metres thick, almost a tunnel. It is patterned on the round inside. The wolves have come to your side. You [[walk through.->get to mimja]](set: _event to (random: 1, 3))(if: _event is 1)[(display: "event1")](if: _event is 2)[(display: "event2")](if: _event is 3)[(display: "event3")]Hoping for a wall and not just empty space, you look around how to get out, and yes, there is a mostly flat structure of knotted calcified mass, close enough to your "entry point" to matter. You regain some confidence yourself by holding on to $wolf_dropped. It looks up at you gratefully when you pat its head and check yourself for injuries.
You look [[a lot worse]] than your companion.It turns out that the room is not as dim as you first believed. It is that you cannot see properly. Because your (either: "right", "left") eye has lost its function.
You carefully dab at it and get a handful of the flip-coloured dust. It seems that your eye has simply turned into – that.
There is no pain. Only a skewed view of space now. You hastily verify that your other eye is alright, which it seems to be. For a moment, you are stunned. What can you do? Right now, you must escape the hole and check what your backpack has to help; perhaps anti-toxins can still help. If you came in contact with Elder material, it is unlikely to have terrible effects, but even the most learned scientists find it difficult to predict the workings of Elder materials, and this unknown is frightening enough. You need to [[get back up]] to the upper floor.(set: $limb_lost to "eye")Patting a wolf head and holding your staff would normally be an easy task. Why is it so difficult to grasp the staff then? You try again. It dawns on you that you cannot take it because your shoulder feels so stiff. As you look at what the problem might be with it, you find no arm.
A stream of flip-coloured dust drizzles down, leaving a faint cloud of motes flying about.
There is no pain. Only a slight feeling of imbalance and vertigo as your weight is shifted. You are momentarily stunned. But what can you do? If the coloured powder truly is Elder material as you suspect, there is no telling what will happen. One thing is for sure, you cannot stay down in this hole, you must [[get out->get back up]]. Then you can consider next steps.(set: $limb_lost to "arm")$wolf_dropped nudges you above the knee. You reach out to pat it. A small whine, and its intense head shaking snaps you out of your analysis of your climbing options. You look down, but don't see your hand on $wolf_dropped's head. Strange, you think, and pat it again. But no hand moves. You lift your arm to inspect how you've injured yourself, to find that everything below your elbow is gone. Only a drizzle of finely powdered dust fills the air between you and the wolf, who keeps sneezing from it.
There is no pain. You swear you can still flex your fingers, but your eyes know the truth. Your mind may take longer to reach the same conclusion, but for now, you set your teeth and remind yourself of the immediate problem: You and your wolf must [[leave the hole->get back up]].(set: $limb_lost to "lower arm")You want to clean the flip-coloured powdery dust filling the air from your eyes. The result is that now your face is covered in it. You breathe in quite a bit, sneeze, cough, and try to dust your face off as best you can. Once your vision clears a little, you wonder how you managed to get so much on you. One hand is slightly stained with the dust; your other now ends at the wrist. As you blink violently, a hand-shaped pile of powder on the ground puzzles you. Disbelievingly, you stare at the powder, then your arm. You have heard of Elder materials causing limb changes. But nothing like this. Or at least you did not imagine it like this.
There is no pain. Your arm looks as if it never had a hand to begin with. Your wolf's gentle nudges remind you of your more immediate problem: you are down in a hole with an injured companion. You need to [[get back up]] there. (set: $limb_lost to "hand")At least you want to grab your staff, but find that you cannot take it. You seem to have little strength in your hand after the fall. You shake it and reach out once more. The shaking releases an opaque cloud of incredibly fine, flip-coloured powder from where your thumb used to be, and leaves a discoloured patch of skin. But no thumb. You stare at the – wound? in disbelief.
There is no pain. It doesn't look cut of, it is simply not there like you never had it to begin with. You regain your senses, and decide that, unwanted as this is, there is no point in dwelling on it down in a hole with an injured wolf. You must [[get out->get back up]] first, then you can worry about this.(set: $limb_lost to "thumb")Patting $wolf_dropped leaves its entire head covered in powder of that flip-colour you saw all around. Several of your fingers are no longer there. You stare at your hand. They turned into that powder, some still sharp part of your mind tells you. But how? Did you touch Elder material? Is that powder Elder material? Can one simply turn into it? It is contagious? Will you lose anything else? A worried bark from $wolf_up snaps you out of the spinning around questions you cannot answer, or in fact do anything about at all. Not down in a hole with a wolf that is also covered in the stuff.
There is no pain. You set your teeth and focus on the situation at hand. You need to [[get back up]].(set: $limb_lost to "finger")The world seems a little more open to you then it did a minute ago. You smile at your wolf to lift its spirits for the coming climb and tousle its fur, an ear getting caught between your third and eighth finger. You look again as the thought becomes a little clearer. Your hand used to have five fingers like most people's. It now has nine.
A quick check reveals that your other hand followed suit, and you are now owner of eighteen fingers total. All are powdered with the flip-coloured dust that's everywhere down here. You are filled with a sort of euphoria – at least nothing is broken or lost, you think. $wolf_up barks, and you snap out of your musings about Elder material causing limb changes. You and your wolf need to [[get back up]].(set: $limb_lost to "new fingers")(set: $extra_fingers to true) A single wolf at their side tries to look imposing against the two of yours. Not difficult, for the animal is not just beautifully patterned, but also almost as high as the local's shoulder, and keeps its two tails lightly fluffed up.
Stranger things have happened, and you are glad to find someone to ask about the place. (text-style:"italic")[Instructions
You want to get the best proof for your report on the mimjas.
Try to get the best recording possible: the closer you get, and the longer you record, the better your proof. But get too close, and the mimjas bolt. Take too long, and they may wander off.
Push your luck as you see fit!]{
(set: $exposure to it +10)
(set: $distance to it -10)
(set: $mimja_patience to it -(random: 10, 30))
}
(if: $mimja_patience is <= 15)[The mimjas heard you come closer. Without too much hurry, they get up, walk around a corner and are simply gone. You have to go look over there for more.](else:)[
You follow a footpath through some underbrush. It ruffles as you pass through. Behind it, you can observe a small group of mimjas in great lighting conditions.
Give it some [[more moments]] to take the picture.
Get a little [[closer]].
[[Make a recording now.]]]{
(set: $exposure to it +10)
(set: $mimja_patience to it -(random: 10, 30))
}(if: $mimja_patience is <= 15)[Something cracks underfoot, and the lone mimja you were sneaking up on jumps energetically away and vanishes. Perhaps the [[next spot->picture hunt]] will fare better.](else:)[
You sit as still as you can and breathe slowly. You notice how tightly you clench the converter's activator and try to relax.
Give it some [[more moments]] to take the picture.
Get a little [[closer]].
[[Make a recording now.]]]{
(set: $distance to it -10)
(set: $mimja_patience to it -(random: 10, 30))
}
(if: $mimja_patience is <= 15)[You think the mimja you have in your sights might be older, and it is proverbially cunning, because it rolls over while grooming itself – behind cover, and doesn't come out gain. It ran off. You hope that the mimja you see over there is easier [[to record->picture hunt]].](else:)[
The mimjas remain sitting relaxed and elegant as they were, as you crouch ever so slowly closer to their vantage point.
Give it [[longer]] to take the picture.
Get [[nearer]].
[[Make a recording now.]]]{
(set: $exposure to it +10)
(set: $mimja_patience to it -(random: 10, 30))
}(if: $mimja_patience is <= 15)[You have barely settled into a position you can hold, as the mimjas you carefully selected simply wander off. Such is the lot of nature scientists. You remember [[another group->picture hunt]] you might catch.](else:)[A picturesque group of mimjas are lounging about, dappled light coming through blooming bushes. It's an almost perfect picture.
Give it [[a bit longer]] to take the picture.
Get [[nearer]].
[[Make a recording now.]]]{
(set: _quality to $exposure + (100 - $distance))
}
You press the activator. The tiny square on your cheek becomes turquoise. You can just so see it from the corner of your eye. It's distracting. But you quickly have your results:
{(if: _quality <= 100)[(display: "quality100")]
(else-if: _quality <= 75)[(display: "quality75")]
(else-if: _quality <= 50)[(display: "quality50")]
(else-if: _quality <= 25)[(display: "quality25")]
}{
(set: $distance to it -10)
(set: $mimja_patience to it -(random: 10, 30))
}
(if: $mimja_patience is <= 15)[This mimja didn't sit down properly before it decided the spot was bad after all, and walked off. You must try [[another location->picture hunt]].](else:)[A sleeping mimja is a great compromise. It may only show one side, and little activity, but won't wander off as soon as you settle down to observe.
Give it some [[more moments]] to take the picture.
Get a little [[closer]].
[[Make a recording now.]]]{
(set: $exposure to it +10)
(set: $mimja_patience to it -(random: 10, 30))
}(if: $mimja_patience is <= 15)[A young couple of mimjas sat with eyes closed, but for whatever reason, suddenly twitch their ears and run off as if threatened. Perhaps a calmer adult will be a [[better target->picture hunt]].](else:)[You hold your breath as a mimja kitten scuttles into sight, pawing at a beetle. This would make a great picture, if only it was slightly better lit.
Give it [[longer]] to take the picture.
Get a little [[closer still]].
[[Make a recording now.]]]{
(set: $distance to it -10)
(set: $mimja_patience to it -(random: 10, 30))
}
(if: $mimja_patience is <= 15)[You thought yourself lucky to find a mimja family with young offspring, but the over-alert parents carry them off without hesitation as they catch your scent. Maybe the single mimja over there is [[easier->picture hunt]].](else:)[It only takes one good recording. This mimja turns itself very nicely to show all sides of it.
Give it [[longer]] to take the picture.
Get a little [[closer still]].
[[Make a recording now.]]]The recording turned out excellently. You captured the animals wonderfully, in their habitat, and can now prove that there is indeed a thriving population of mimjas in Crossed Elder.
Being so focused on getting good pictures, you hadn't noticed before, but quite a few of them have Elder changes. Many are using their front paws as hands; prehensile tongues seem common as well. The grooming you saw many occupied with indicates that the glands, which are their important contribution, seem fine.
While this success makes you happy, the task is not done, and you might as well [[get going]].The images are more than decent, they are quite good. You managed to get mimjas on record of all ages, proving a healthy population. The sets have a good mixture of scientifically viable recordings and adorable animal snapshots, which will certainly help in case anyone does after all advocate ill treatment of the famous mimja cat.
You were too focused on good recordings before to notice the many Elder changes that are present in the mimja community. Six legs are common. Many have interestingly coloured fur patches, which seem mineral rather than organic. This will be for the scientists to discuss however.
While this success makes you happy, the task is not done, and you might as well [[get going]]. Or you could be a little greedy, and try for even [[better recordings->picture hunt]].Finally, you have a recording that shows enough mimja and of enough diversity that you can call it successful. Naturally, more single portraits would have been good, but it was not to be.
Exhausted, with bored wolves looking at you accusatorily, you take a break. Looking around, you notice how many different mimjas there are, almost like subspecies. You make a note to ask someone about that.
Artistic quality or not, you have what you came to Crossed Elder for. The task is not done, and you might as well [[get going]]. Unless you want to take [[another crack->picture hunt]] at better recordings.The pictures are mediocre, you had hoped for better. They will suffice, of course, but with such a clever device, and the plethora of mimjas in such a beautiful place... it seems like a waste. Many look as if you took pictures of different animal species, like they have different limb counts and vastly different sizes.
Nevertheless, they are enough to prove the existence of the mimja cat in Crossed Elder, and that was the goal of this journey. Those interested will be happy enough about the news, no matter the recording quality.
Also, the task is not done, and you might as well [[get going]]. On the other hand you could stay a little longer and [[try again->picture hunt]].The environment is quite pleasant and you might stay. On the other hand, the mimjas don't seem very fond of you, and especially not your wolves. They have begun sniffing around and giving sharp little calls to each other. You don't want to upset them all and pack up quietly. $wolf2_name and $wolf1_name are eager to leave.
One last look, and then you leave this garden of mimjas, and cross back into the large cavity of Crossed Elder that lies [[beyond the enormous wall.]]For the way back, there are two obvious choices: go back the same way, or alternate the route.
Interesting as it would be to visit $local_name's city, there are many enentanglements involved with visiting interior cities. It will have to wait for a later visit.
The same way back takes you through the enormous cavern and back down [[through the leg]], towards Left Foot City.
You know there will be other exits if you travel down the torso where you are. Given Crossed Elder's shape and pose, you would still [[come out closely]] to where you entered.The way back is not quite the same as the one you came through. For a lack of maps but a clear trajectory, you now have the slightly more exhausting task to go down, with all the leg strain that means. Even if the stairs are flat and the hallways varied, it becomes tiresome. Your timekeeper tells you that it doesn't just feel like a long day – it really was.
One of the many nooks for resting are just right for you now. The low hallways had them in their sides, sometimes with audible wind wheezing around the outer walls. The higher corridors group them around the load-bearing pillars.
You have free choice, and decide for one that would fit even a slightly larger party than yours; the beds seem the most comfortable. (either: "Large plumage of riding birds", "A broken armband", "A torn hat that apparently feel victim to a young wolf's teeth", "A large number of foreign food packaging, indicating a small occasion being celebrated") were left behind by the previous users of the pavilion.
With wolves snuggled up to you on either side, you sit awake for a moment longer under the blanket. You could all use a bath by now.
Once more you ponder your $limb_lost. It has not changed any further. That must be a good sign. Still, you cannot wait to find a specialised Whole-maker to look at it, and tell you that it will be alright.
(if: $wolf1_elder is not false)[$wolf1_name's new $wolf1_elder fully developed by now. Strangely, it does not look odd, now that it is complete.](if: $wolf2_elder is not false)[ $wolf2_name's $wolf2_elder is now fully grown. Elder matter is not known to cause devastating effects, and while it will take some getting used to, it may be beneficial, in the end.]
At last, you manage to calm your thought and go to sleep. Tomorrow, there is a long way (link-goto: "to go", (either: "stuck", "spinning")).Downwards should be simple – as the proverb goes, "they always come down".
What you do find is a slightly more adventurous path than you hoped for. You could go either the climbing stretch down a shaft that will save you quite some time but is full of all those small, distasteful horrors of travelling: thorny overgrowth, ground covered in sharp debris, hot surfaces, all the terrible little obstacles.
The alternative is to climb down inside the spine. The path seems very easy to travel with smooth walls and well-hewn stairs; but it will spin tightly around Crossed Elder's vertebrae for almost a kilometre.
Which shall it be: [[climbing->stuck]], or [[spinning]]?(set: $same_way to true)There comes a spot where you have to admit: you're stuck.
You really thought you could fit through with the backpack, and decided to not take it off. Now you have your shoulders lower than your hip and something has tangled itself on the wall.
You [[click your tongue]] for $wolf2_name's help.(set: $spine_path to true)The path looked just fine but all of a sudden, (either: $wolf1_name, $wolf2_name) begins to cough. The first cough is background noise, the second makes you look, the third tells you that you must have wandered into a [[toxin cloud]].$wolf2_name loosens the straps on its bags. The wolves could keep theirs on because they are still much more narrow than you. It carefully takes a few steps to get closer to you, and starts wriggling under you.
All you can do it maintain your core tension until it is done. You can only hope that, smart as $wolf2_name may be, its solution is not to gnaw through the backpack straps, so it falls to who knows where.
But finally, your good, smart, and helpful companion comes through. You feel the entanglement loosen, a mighty wolf propping you up so you can adjust your footing, and watch a graceful animal leaping back to where its colleague is patiently waiting. You huff and puff a little to [[catch up to them]]. The wolves immediately follow your command to get to your side, as you swiftly (link:"unpack the breathing aids...")[unpack the breathing aids, (link: "fasten them to the dust mask...")[fasten them to the dust mask, and strap them onto the wolves' faces.
Then your own. You fight the urge to hold your breath; all that will do is stress the inner workings so it will last less long.
And then it's time to hurry and hope the cloud is only stationary, and not heavier than air, making it sink down to where you [[are going->catch up to them]].]]Those were the last perils on your eventful journey through Crossed Elder, the most compact of all the titan corpses you have seen. The exit you finally take is $same_way[(display: "same way")]$spine_path[(display: "spine path")](set: $show_footer to false)largely the same as when you left it; although people are patching up houses and propping up fallen structures. Apparently the heartbeat did cause some damage after all, not to the Elder itself but its denizens.
There is less commotion around the large, ornate entrance to, on in your case, exit from the left leg. Tea vendors and lumpers populate the late afternoon plaza. It seems you are just exiting as a large party of merchants is about to begin their ascent.
Digging around for the token they gave you a few days ago, you head for [[the sled-shelf]].You final exit is a small outpost of sorts, up on the right-hand hipbone of Crossed Elder. The whole thing is a series of platforms, half hewn into, half suspended from the Elder. A group of Matter-benders and craftspeople flock around an assortment of carbon-bone poles, where wolf-sized spiders span fibres between them. You ask around, and learn that a long-awaited Yarnspinner has come to affix a new communications line.
You are given directions back to Left Foot City, and warned of the strong gust so close to Crossed Elder. You know the plains, and have no trouble finding your way. People are patching up houses and propping up fallen structures; apparently the heartbeat did cause some damage after all, not to the Elder itself but its denizens.
Digging around for the token they gave you a few days ago, you head for [[the sled-shelf]].The owner is bewildered at your sight. You half smile to yourself; you already became used enough to you changes, that for a moment you wonder what they are going on about, as they ask you urgently if you are alright.
When you explain that it was Elder matter that caused this, they calm down a little. City-dwellers, heartbeat or not, love their Elders. Nobody would accuse them of wrongdoing, ill intent, or being more dangerous than helpful, not matter how big a hazard they present, or how many they have in store.(if: $origin is "city-dweller")[You know exactly how that works: you would never speak ill of your Elder either. Or this one, for that matter.](else:)[To you, Elders were a distant sight. When entering any Elder settlements, there was a sense of wonder the flat plains could not muster, for all their freedom.]
However, this is not singular to city folk. Today's People fixate on Elders as a source of neverending wonder, knowledge, and progress; and yes, danger as well, but outweighing any and all disadvantages it could possibly have.
And so the shop-owner directs their shophands to [[get your sled]] for you."Do you need any help making it ready?", they two muscular lumpers ask helpfully. They try not to stare at your obvious change, and can't wait to get the story from the shop-owner. But they do mean it.
As do you, when you politely decline. Change must be adapted to. You manage to manoeuvre the sled well enough, your wolves are trained to assist, and it looks as if your journey onwards will be unhampered.
"Did you get the proofs you wanted?", the shop-owner calls after you as you set out.
"I did indeed", you call back, "and more change will certainly come!"
"Looking forward to it", they call back and wave you off. You wave back. $wolf1_name and $wolf2_name are falling to your side as you begin to unspool the sled's kite lines.
So do you.
(text-size: 2)[The End]On your careful way forward, you notice a bunch of arm-long ampoules with individual straps. A few are cracked, none are marked as hazardous materials though. Thinking that this will likely fall under the finders keepers rule, you inspect them more closely.
Your wolves insistently sniff a ruptured one in particular. When (either: $wolf1_name, $wolf2_name) cuts its nose on the sharp crack, it yelps and jumps away from the container, shoves the other wolf, several ampoules topple over, one breaks open, and sprays the floor with something that must be an osmotic dissolvers, for the floor turns to dripping goo in an eyeblink, and both of you start a swift descent to the [[lower floor.]]While you crouched, your utility staff was neglected. Its light, metallic sounds stop abruptly as it finds the only crack for some distance around that it can fit into.
Eager to help, $wolf_dropped attempts to dig into the almost porcelain ground, but must fail. With determination, it spins some pirouettes before finding a new, more promising crack. This one readily gives in, and the lightning-fast expansion of the spiderweb of cracks in the paper-thin floor might have been beautiful, had it not gaped open and swallowed your wolf whole.
Your hand automatically goes to the sling where your missing staff would be. You lunge forward to stretch it out, only to thump on the floor without its aid, and the spiderweb [[gobbles you up]] undiscriminatingly.(set: $inventory to it -(a: "utility staff"))A small animal is stuck nearby, wailing. As you come closer, you notice the neckband marking it as someone's pet. You carefully move in to wrench it free, holding out your hands reassuringly. As the creamy brown creature, something longnecked and furry you aren't familiar with, smells your wolves, it becomes quite agitated and begins to scream much louder, stressing to free itself. You gesture to the wolves to stay behind.
The pet, unimpressed by any efforts to calm it, gives one last kick and starts running, despite still being tightly tied to rubble. You lunge to catch it before it hurts itself. That step was the last it took to loosen the floor beneath, and starting at its left, a large slab crashes to the floor below, with you and pet sliding swiftly down into the new hole, the floor on your heels. (either: $wolf1_name, $wolf2_name) jumps to catch you by your trousers' leg; but unable to find halt, there are now three on their [[way down.]](set: $endangered_pet to true)