Alchemical Solutions [Worm/Exalted] Thread 14: Newborn Number Needs Nurturing, Nine Newcomers Near

Infernals are Solar-tier and, being Primordials 2.0 - y'know, the guys who made Creation - their being able to just make stuff out of the blue is a natural part of their themes.

Alchemicals, on the other hand, are Celestial-tier exalts. While they are good at industry, being able to simply conjure or convert resources flies in the face of the Autochthonia setting which is based upon scarcity and dwindling resources.
What this tells me is that the reason it's broken when the Alchemicals get it is because they're in a different setting, playing a subtly different game.

On the other hand, it probably wouldn't be broken for Sidereals or Lunars to get that sort of ability, because they're in the same setting as the Infernals.
 
Have we considered the merits of asking Director Uriel (or more likely someone lower on the totem pole) to get us a tutor for Medicine? I can imagine that

Getting to Medicine 4 from Medicine 1 with 2 intervals completed will take (unless my math is off) 16 intervals (and 12 xp). With tutoring offering double the intervals, it looks like it'd take us 8 days of tutoring to be rated as 'accomplished professional' level work-plenty of dots for the nanites project. (of course, that's not taking into account things like 'getting intervals because you needed to patch up Accords' people after Saint attacked' or 'reviewing texts while at school' which would change the math a bit)

But basically, I'd like to modestly propose perhaps focusing a bit more on Medicine. At least to Medicine 3 (10 intervals, 8 xp) please?
 
What this tells me is that the reason it's broken when the Alchemicals get it is because they're in a different setting, playing a subtly different game.

On the other hand, it probably wouldn't be broken for Sidereals or Lunars to get that sort of ability, because they're in the same setting as the Infernals.
Of course, you could always have Autochthonia break the Seal and enter Creation, thus they "join" the exact same setting as everyone else.
 
@Gromweld
How would Flechette's power interact with Industrial Strength Frame?
Given that it seems to ignore reality-warping powers like Clockblocker's and that of the Twins, would a Flechette-enhanced projectile do more than normal damage to us or Marrow?
Because if not, I can see situations where Flechette and Marrow would make a superlative team; Flechette to enhance Marrow-produced javelins, and Marrow to stick them into applicable Endbringers.
 
What this tells me is that the reason it's broken when the Alchemicals get it is because they're in a different setting, playing a subtly different game.

On the other hand, it probably wouldn't be broken for Sidereals or Lunars to get that sort of ability, because they're in the same setting as the Infernals.

That's...not really what I meant.

I said that it's OK for Infernals to have it because (1) they're Solar-tier exalts, (2) Creation is explicitly part of their themes.
I said that it's not OK for Alchemicals to have it because (1) they're the bottom of the Celestial-tier (their splat going so far as to say that they define the depths of the Celestial power spectrum much in the same way that Solars define the heights), (2) while Industry is one of their themes, Creation is not, and (3) it breaks the setting of the Alchemical splat. (Which is a roundabout way of saying If they could do it, they would have done it. They haven't, so obviously they can't.)


Supporting evidence:
-If an Infernal needs to feed her people, she can just use Locust Mana Plague (15m, 1wp) to feed at least 150 people (it feeds up to [Essence] Magnitude worth of people).
-If an Alchemical needs to feed her people, she can use Sustenance Replication Engine, which feeds exactly one person at the cost of 5 motes.

-If an Infernal wants to create something from nothing, she has Constructive Convergence of Principles, which affects a radius of [Essence] miles.
-Alchies have...well, the closest thing they have is the God-Machine Protocol called Transcendent Pattern-Weaving Protocol which allows you to format the Wyld (and, unlike CCoP, it only works in the Wyld) in a 20 yard radius around you. TPWP doesn't even bother explaining what it means by "format" so there's another knock against it. TPWP also has the nasty side-effect of pissing off every single raksha within [Essence] miles (doubled in the Deep Wyld) of you, so have fun with that.
 
I'm still disappointed that she got ashed, yes. And it's possible that she might have.

Fun fact, Victoria dying was one of four big talking points between Gromweld and myself in the Behemoth attack Arc. I think we discussed it for about an hour before Gromweld decided that her dying wouldn't negatively impact the narrative. I wasn't for or against her dying; I was mainly concerned with how it would impact the narrative, so my advice/part of the discussion was on if Gromweld thought it would hurt the narrative more than it helped.

Thinking about it now, I think I think it was the right call, because it brought Amy to where she is now in the Quest, which is, as far as I know, in a place that is rather unique among Worm fanfiction.

(The other three talking points were, in no particular order: the crazy awesome of Frenetic, Sundancer and Noelle, and when brain death occurs)
 
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Fun fact, Victoria dying was one of four big talking points between Gromweld and myself in the Behemoth attack Arc. I think we discussed it for about an hour before Gromweld decided that her dying wouldn't negatively impact the narrative. I wasn't for or against her dying; I was mainly concerned with how it would impact the narrative, so my advice/part of the discussion was on if Gromweld thought it would hurt the narrative more than it helped.

Thinking about it now, I think I think it was the right call, because it brought Amy to where she is now in the Quest, which is, as far as I know, in a place that is rather unique among Worm fanfiction.
*shrug*Fair enough.
It was a fairly shocking decision IIRC, and the way she died was particularly stupid; IIRC she knows enough to know that her shield can be dropped.
So stopping in front of the Hero Killer to show off and getting double tapped was all sorts of retarded.

At least Brandish didn't double trigger when it happened; that would have killed more people due to the trigger vision.
(The other three talking points were, in no particular order: the crazy awesome of Frenetic, Sundancer and Noelle, and when brain death occurs)
Huh?
I'm going to ask that you explain this further, if at all possible; nothing about Frenetic comes to mind.

We should look into the surviving Travellers though; Sundancer is already an interesting asset, and we can probably get Marrow to do something about Genesis' disability.
 
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*shrug*Fair enough.
It was a fairly shocking decision IIRC, and the way she died was particularly stupid; IIRC she knows enough to know that her shield can be dropped.
So stopping in front of the Hero Killer to show off and getting double tapped was all sorts of retarded.

To be fair, there was never any discussion on how Victoria died, just on what sort of impact her death would have on the narrative. Actually, I'll get into that below.

At least Brandish didn't double trigger when it happened; that would have killed more people due to the trigger vision.
Huh?
I'm going to ask that you explain this further, if at all possible; nothing about Frenetic comes to mind.

We should look into the surviving Travellers though; Sundancer is already an interesting asset, and we can probably get Marrow to do something about Genesis' disability.

Okay, so. To set up things up. This is how Gromweld decided on who died. He had a huge master list of cape names and he'd roll a number for each Upate, than he would randomly pull from that list that number of names. With that list of names, he would roll a d10. I think it was something like: 1-6 was death, 7-0 was injured. If a roll was a 0, than it would be rolled again. If that second roll was 7+, than the person escaped injury, or was just momentarily stunned. Once EOA got involved in co-ordinating, capes got bonuses to their rolls (so, uh, yeah, EOA administrating was awesome, and one of the reasons that Strider isn't dead, actually).

(I probably got those all wrong, but that was the sort of set up there was, if not the exact numbers).

Victoria came up to die in the first set. Perhaps some more thought should have gone into how she died, but the end result would have been that she was dead. Anyway.

The above is basically how shit went down. And one of the reasons that there wasn't a lot of deaths in that Arc. The rolls just were that good.

Anyway, the crazy awesome of Frenetic is that he kept showing up on that list of capes that died/were injured yet kept getting away with no injuries. I think it was something like 5 times., actually. So basically, it wasn't anything overtly important to the Quest, but it was something that both Gromweld and I found fucking hilarious, because he just would not die.


Now, onto more general about the 'randomly choosing who dies' thing. While it was random, we would still stop and ponder if this or that cape should die. An example would be Armsmaster. He rolled a 1, I think, on his check. Except he was/is kind of important to the narrative and his death would probably negatively impact it, so he just got put into unconsciousness and only nearly died.

Which actually dovetails into the other two big points of discussion between Gromweld and I. Now, to reiterate something I've said before. This is not my Quest. I only give Gromweld advice/my thoughts on things. Ultimately, it is up to him on what he wants to do (this is why my expat in the Behemoth arc had the power of being able to legitimately tell people that 'they are doing it wrong').

Right, so. Sundancer. As soon as Trickster bought the farm, Gromweld had started to plan out the whole Noelle thing. Except we hit a snag. Sundancer was slated to die soon afterwards. In the end, it was decided that she'd only be severely injured so she can give EOA an infodump.

That wasn't what the discussion was mainly about, however, that I'm referring to. The discussion we had was 'can Sundancer fly or not'. Because neither myself nor Gromweld could remember. In the end, we decided that she'd be riding one of Genesis' creations because she was injured/sapped from being healed and just sidestep the whole issue of can she or not.

Now, onto the whole brain death thing. Chevalier's roll came up death. The whole brain death thing came about because Gromweld originally wanted to have just Chevalier's head survive and before brain death occurs, for EOA to tuck it into her Elsewhere pocket. We argued about it back and forth until I finally relented that it was possible, and it was even possible that Amy could, ah, fix the problem. Except Amy was in a horrible spot during and just after Behemoth and she would probably not be able to do much except stare blankly at EOA.

So, in the end, he lost an arm. Personally, while even I will admit the original plan of Chevalier being just a head for a bit would have been amusing, I don't think it would have taken the narrative where it should go.

And that's the report from the battlelines, and why I personally loved the whole behemoth Arc. Because Gromweld and I got into it a bit and it was just so much fun. For me at least.
 
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To be fair, there was never any discussion on how Victoria died, just on what sort of impact her death would have on the narrative. Actually, I'll get into that below.
To be fair, Gromweld only talked about it in the comments, not in the main update itself.
But yeah, I did think it was kinda harsh to die like an idiot in front of your mother.
If Carol wasn't so unpopular in the fandom, Grom would have gotten a lot more protests on principle.

Okay, so. To set up things up. This is how Gromweld decided on who died. He had a huge master list of cape names and he'd roll a number for each Upate, than he would randomly pull from that list that number of names. With that list of names, he would roll a d10. I think it was something like: 1-6 was death, 7-0 was injured. If a roll was a 0, than it would be rolled again. If that second roll was 7+, than the person escaped injury, or was just momentarily stunned. Once EOA got involved in co-ordinating, capes got bonuses to their rolls (so, uh, yeah, EOA administrating was awesome, and one of the reasons that Striker isn't dead, actually).

(I probably got those all wrong, but that was the sort of set up there was, if not the exact numbers).

Victoria came up to die in the first set. Perhaps some more thought should have gone into how she died, but the end result would have been that she was dead. Anyway.

The above is basically how shit went down. And one of the reasons that there wasn't a lot of deaths in that Arc. The rolls just were that good.

Anyway, the crazy awesome of Frenetic is that he kept showing up on that list of capes that died/were injured yet kept getting away with no injuries. I think it was something like 5 times., actually. So basically, it wasn't anything overtly important to the Quest, but it was something that both Gromweld and I found fucking hilarious, because he just would not die.
Huh.
Some people do live charmed lives.
Unlike poor Dauntless and Mouse Protector, who never survive an S-class event in any Worm fic or Quest.

Yeah, EOA is all kindsa awesome; IIRC Behemoth fights have a cape fatality rate of ~50%, and that's with warning.
This was a surprise attack, at night, with multiple attacks on the medical and control areas, and the cape fatality rate was ~27%.
I suspect people noticed.

Now, onto more general about the 'randomly choosing who dies' thing. While it was random, we would still stop and ponder if this or that cape should die. An example would be Armsmaster. He rolled a 1, I think, on his check. Except he was/is kind of important to the narrative and his death would probably negatively impact it, so he just got put into unconsciousness and only nearly died.

Which actually dovetails into the other two big points of discussion between Gromweld and I. Now, to reiterate something I've said before. This is not my Quest. I only give Gromweld advice/my thoughts on things. Ultimately, it is up to him on what he wants to do (this is why my expat in the Behemoth arc had the power of being able to legitimately tell people that 'they are doing it wrong').

Right, so. Sundancer. As soon as Trickster bought the farm, Gromweld had started to plan out the whole Noelle thing. Except we hit a snag. Sundancer was slated to die soon afterwards. In the end, it was decided that she'd only be severely injured so she can give EOA an infodump.

That wasn't what the discussion was mainly about, however, that I'm referring to. The discussion we had was 'can Sundancer fly or not'. Because neither myself nor Gromweld could remember. In the end, we decided that she'd be riding one of Genesis' creations because she was injured/sapped from being healed and just sidestep the whole issue of can she or not.

Now, onto the whole brain death thing. Chevalier's roll came up death. The whole brain death thing came about because Gromweld originally wanted to have just Chevalier's head survive and before brain death occurs, for EOA to tuck it into her Elsewhere pocket. We argued about it back and forth until I finally relented that it was possible, and it was even possible that Amy could, ah, fix the problem. Except Amy was in a horrible spot during and just after Behemoth and she would probably not be able to do much except stare blankly at EOA.

So, in the end, he lost an arm. Personally, while even I will admit the original plan of Chevalier being just a head for a bit would have been amusing, I don't think it would have taken the narrative where it should go.

And that's the report from the battlelines, and why I personally loved the whole behemoth Arc. Because Gromweld and I got into it a bit and it was just so much fun. For me at least.
Hmm.
Losing Armsmaster then would have been incredibly dispiriting.
Thanks for the look behind the scenes.

Head!Chevalier would have been funny though; get a bioTinker and you could actually stick him on a desk or on life support in a hospital ward while looking for healers.
Wasn't there a Toybox tinker with a cloning specialty? Would have worked even without Panacea.
Pity we didn't behead Noelle and stick her in storage.

But yeah, we should probably look into acquiring the Travelers; if they're still at loose ends, Dragon's Camden project could probably use extra muscle.
And it might give us our first opportunity to look into the heads of the Simurgh-touched. Assuming they ARE Simurgh-touched.
Even if they are, we have Marrow; the Pattern Restoration System submodule of Body Reweaving Matrix should regard Ziz's scream as Shaping and fix it.
Who knows if it scales though.

We should probably arrange a visit to the Madison Exclusion Zone, to get a proper look at the Simurgh-touched.
 
To be fair, Gromweld only talked about it in the comments, not in the main update itself.
But yeah, I did think it was kinda harsh to die like an idiot in front of your mother.
If Carol wasn't so unpopular in the fandom, Grom would have gotten a lot more protests on principle.

Oh, I meant between Gromweld and I. As I said, the only discussion we had on it was if it would help or hinder the Narrative if she died. Neither of us actually put a lot of thought into how she died until someone on list brought it up.
 
What this tells me is that the reason it's broken when the Alchemicals get it is because they're in a different setting, playing a subtly different game.

On the other hand, it probably wouldn't be broken for Sidereals or Lunars to get that sort of ability, because they're in the same setting as the Infernals.

... Sidereals have their own source of Starmetal, i.e. fixed trial against a god, all Celestials can ask the Jadeborn if they figure out how to invoke the Geas (giving them up to 5 cubic yards of material in one go for 25 motes and one dot of willpower, that is more than enough to make a few Glorius scythes, and it wouldn't take long to get enough for a Warstrider, this would be limited to Jade, Moon Silver and Orichalcum), with only the Abyssals and Infernals potentially having problems, the infernals can use this charm which is fairly slow (if you want the materials in bulk you will either need very high essence or spend hours converting something pound by pound), and the Abyssals are in a place where everything they need to make Soul Steel is readly available. The Dragon Blooded can ask the Jadebornm, politely, possibly with the use of social charms, to make some Jade for them. Any one with socery can use a spell to find where there are deposits of the desired materials (that include Alchemicals)

I honestly don't see how the charm is broken when compared to what everyone else can do, they just have a slightly easier time, even if it is time consuming
 
Your talking about Jadeborns gave me a wonderful idea(That will probably not work in the nowhereverse, given that it is devoid of essence, but could work after having saturated the nowhereverse with essence or if we menage to communicate our idea to a more awake Autochthon): one of our powers allow us to convert noble Raksha into Jadeborns, and at least one Ishivara is currently trapped inside Autochthon. By using a specialized artifact we could extract Chaos from the Ishivara and create Noble raksha which will them instantly converted into Enlightened Jadeborns by using Trascendent Pattern-Weaving Protocol, thus allowing the eventual creation of a large number of magical materials.
 
Your talking about Jadeborns gave me a wonderful idea(That will probably not work in the nowhereverse, given that it is devoid of essence, but could work after having saturated the nowhereverse with essence or if we menage to communicate our idea to a more awake Autochthon): one of our powers allow us to convert noble Raksha into Jadeborns, and at least one Ishivara is currently trapped inside Autochthon. By using a specialized artifact we could extract Chaos from the Ishivara and create Noble raksha which will them instantly converted into Enlightened Jadeborns by using Trascendent Pattern-Weaving Protocol, thus allowing the eventual creation of a large number of magical materials.
Seems like a good plan (I have thought of a similar plan for a game where a way to and from Autochthon would be created and then just have them come to this agreement with the Jadeborn, sure they wouldn't be able to get soul steel or star metal, I supect they can get Adamant but they can probably get them from other places, seriously if the Jadeborn ever got out of the Geas, got their act together and neutralised all threats underground they would be the strongest force in creation, they could probably swarm the dragonblooded if they had to), would allow us to get rid of the entire resource problem for Autochthonia (can they create food as well if it is dead... wait they have another pattern that is useful for growing crops and another that increase wild life), and bring back the followers of Autochthon... however I am guessing that the Divine Ministers don't know that this can be done with the Protocol. Although we have to remember that the Protocal can be resisted.
 
The only major, potentially crippling flaws in this plan I can see are that (a) we don't necessarily know how to make Noble Raksha and (b) the plan necessarily involves adding Mary Sue Self-Insert elves into the Wormverse, even if momentarily.
 
The only major, potentially crippling flaws in this plan I can see are that (a) we don't necessarily know how to make Noble Raksha and (b) the plan necessarily involves adding Mary Sue Self-Insert elves into the Wormverse, even if momentarily.
Creating momentarily Mary Sue Self-Insert Elves is the lesser of two evils: our main and only plan to recreate the Wyld is taking an Ishivara (Which autochthon have trapped into himself) and Exploding it, at least in the case taking Autochthon away from the Essence verse fail restoring the Wyld by closing the Void.

In the other case everything is pretty alright, except for the dimension now full of Mary Sue Self-Insert Elves.
 
The only major, potentially crippling flaws in this plan I can see are that (a) we don't necessarily know how to make Noble Raksha and (b) the plan necessarily involves adding Mary Sue Self-Insert elves into the Wormverse, even if momentarily.
It would be better to leave it to Autochthon, or even the Divine Ministers, they can handle a few Raksha at a time fairly easily. The biggest problem is we haven't heard of Raksha, unless Iris mentioned them, and we certainly haven't heard about the Artisan Mastery Pattern... we would have to talk about Iris for the purposes of finding out exactly what creation/wyld lifeforms could do, we could justify it as us trying to find out how about Creation, why Autochthon left creation (lets us know about the Jadeborn), ask about what the wyld is if it comes up that it is a source of unlimited energy, then find out about the Raksha and that they can produce unlimited energy, find out that Jadeborn (or mountain folk) were originally Raksha... then we would have to find out somehow that the Jadeborn could create matter from essence
Finally we would have to find out about their being Raksha capitves
 
Because the reactions to my previous omake seemed overly optimistic :p
Probably completely incomprehensible if you haven't read Pact. Hopefully slightly less so if you have.

Omake: Sibling Spirits 2

The grate shatters with a disappointing tinkle. You let your helmet thunk against the uneven wall, leaving your gauntlet embedded in the twisted mass of metal. Your breath hisses in your ears, strangely loud in the absence of...

There is a loud clank in the distance and the droning roar of falling water, so blessedly absent these last few minutes, fills the air once more. You grit your teeth, refusing to groan. You wouldn't give her the satisfaction.

Yes, her. It has not even been a day according to your suit, even if it feels so much longer, and you have already started anthropomorphizing this place. You refuse to call it the 'Drains'. That might fit the aesthetics, but by that logic people should be calling the Simurgh 'Angel'. 'Drains' as a name completely misses the point. It glosses over the sheer, sinister viciousness your current surroundings exhibit. The way she grinds down the people, always pushing, never letting up. Every moment of relief a feint, every glimmer of hope a trap. The ever growing pressure eroding body and soul alike, until you snap. She divides the world into monsters and victims and makes you choose which one to be.

No, 'Drains' is far too nice a name. 'Hell', on the other hand, seems too impersonal.
So you've taken to calling her 'Sophia'.

You feel yourself calming down. The tight knot at the base of your neck loosens, fading along with with your anger and despair. They weren't helping, after all. Better to just let them go and focus on-

You slam your other fist into the wall, snarling. You fight, wrestling the rising Clarity back into the back of your head before it can take root. The effort leaves you exhausted. But it is worth it. You cannot afford to go mechanical right now. The risk is simply too great. You remember your attitude towards emotions after the fight with Behemoth and there is no way you are are going to trust Robo-You to not trade away your ability to feel. You shudder to think what you might get in its stead.

There is a flicker in the corner of your eye. For a moment you almost think you see someone. A figure, dark in dress and skin. Holding something. A gun? No, a crossbow. Definitely a crossbow. And you would recognise that smug air anywhere.

Your fists clench so hard that it hurts. Still, you refuse to turn around. This isn't the first time she has taunted you. Always barely in your field of view. Always gone so quickly you can't be sure you've really seen her. Always pushing. Trying to make you different, make you less. But the joke's on her this time! Because you already are different. You are more. No more squishy, whiny Taylor. You are an Alchemical. You are Enduring Order Administrator! And your Industrial Survival Frame won't let her change that. Change you.

Even if the buzzing is hard to take. The constant, incessant, continous, never-ending bloody buzzing in your bones. You want it to go away and you don't. You know you can make it end but you can't. Because that would give her an opening. She would take your body and twist it. Like that man with the insect legs and the glowing red eyes, the one that waved at you and twitched and screamed and twitched and begged and twitched and you didn't know what to do and he twitched and you fled until your Shard could no longer crush him.

She would take your mind and twist it more. Like the man with the skewer, the one that met you and told you where you are and how it works and who doesn't know his name or where he's from and who stopped talking in the middle of a sentence and just stared at the wall and wouldn't move or talk even when you shook him and shouted.

And once she takes you, twists you, you can't make her stop, you can't stop her changing you because the Maker is gone, your connection is gone and there is no more Essence filling you from inside until it spills out and fills the world because the connection is gone and he has abandoned you. No more Essence, no more making people smarter, better, no more using your Omnitool Implants to make dolls for little girls with only one arm and horribly misshapen teeth, no more extruding med-kits to patch up pudgy little boys with wriggling, gnawing not-worms in his gut, no more storing you armor elsewhere, to repair and recharge, unless you want to lose it forever.

Though you could, if you wanted. You could do all that. Because there is something at the edge of your peripheral pool, creeping closer, seeping into your pool, coming closer to you, to your core, something that is not quite Essence but you could use it like Essence, you know you could use it, and you could make all your problems go away.

Except you tried and it hurt. It hurt so much. Your ISF shook and it screamed and your bones burned and your flesh was dripping, melting, turning into sludge and you screamed and-
A spike of fire is jammed through your brain. You stagger backwards, your increasingly incoherent thoughts grinding to a halt at the unexpected pain. What the...?

Ah. A large swarm of centipedes just dropped into your range of influence, who knows from where. Annoying as it is otherwise, the headache-inducing wrongness of the local insects might just have saved you. Because, honestly, you're not quite certain you could have pulled yourself out of your... episode on your own. You are just glad that you have already dismissed your Incomparable Efficiency Upgrade. Going insane is unpleasant enough when you are doing it one mind at a time.

Gritting your teeth, you focus on the pain. Because pain is familiar, straightforward. Pain you can deal with. And concentrating on it might just allow you to keep it together long enough to escape.

It stings, to have to flee. To give way to this bully. But your armor is running out of power. If you want to use it, you have to use it now.

You can't help but notice that it seems quite similar to your mind in that regard.

Still, there is no doubt in your soul. You will return here. Prepared, armed with knowledge and an arsenal to make an Endbringer flinch. Then she will pay. You will take this place apart, rescue the people and make them whole, make everything she tried to do meaningless, every effort in vain.

Yes. Sophia will pay.


edit: Slightly de-walled
 
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Because the reactions to my previous omake seemed overly optimistic :p
Probably completely incomprehensible if you haven't read Pact. Hopefully slightly less so if you have.

Omake: Sibling Spirits 2

The grate shatters with a disappointing tinkle. You let your helmet thunk against the uneven wall, leaving your gauntlet embedded in the twisted mass of metal. Your breath hisses in your ears, strangely loud in the absence of...
There is a loud clank in the distance and the droning roar of falling water, so blessedly absent these last few minutes, fills the air once more. You grit your teeth, refusing to groan. You wouldn't give her the satisfaction.
Yes, her. It has not even been a day according to your suit, even if it feels so much longer, and you have already started anthropomorphizing this place. You refuse to call it the 'Drains'. That might fit the aesthetics, but by that logic people should be calling the Simurgh 'Angel'. 'Drains' as a name completely misses the point. It glosses over the sheer, sinister viciousness your current surroundings exhibit. The way she grinds down the people, always pushing, never letting up. Every moment of relief a feint, every glimmer of hope a trap. The ever growing pressure eroding body and soul alike, until you snap. She divides the world into monsters and victims and makes you choose which one to be.
No, 'Drains' is far too nice a name. 'Hell', on the other hand, seems too impersonal.
So you've taken to calling her 'Sophia'.
You feel yourself calming down. The tight knot at the base of your neck loosens, fading along with with your anger and despair. They weren't helping, after all. Better to just let them go and focus on-
You slam your other fist into the wall, snarling. You fight, wrestling the rising Clarity back into the back of your head before it can take root. The effort leaves you exhausted. But it is worth it. You cannot afford to go mechanical right now. The risk is simply too great. You remember your attitude towards emotions after the fight with Behemoth and there is no way you are are going to trust Robo-You to not trade away your ability to feel. You shudder to think what you might get in its stead.
There is a flicker in the corner of your eye. For a moment you almost think you see someone. A figure, dark in dress and skin. Holding something. A gun? No, a crossbow. Definitely a crossbow. And you would recognise that smug air anywhere.
Your fists clench so hard that it hurts. Still, you refuse to turn around. This isn't the first time she has taunted you. Always barely in your field of view. Always gone so quickly you can't be sure you've really seen her. Always pushing. Trying to make you different, make you less. But the joke's on her this time! Because you already are different. You are more. No more squishy, whiny Taylor. You are an Alchemical. You are Enduring Order Administrator! And your Industrial Survival Frame won't let her change that. Change you.
Even if the buzzing is hard to take. The constant, incessant, continous, never-ending bloody buzzing in your bones. You want it to go away and you don't. You know you can make it end but you can't. Because that would give her an opening. She would take your body and twist it. Like that man with the insect legs and the glowing red eyes, the one that waved at you and twitched and screamed and twitched and begged and twitched and you didn't know what to do and he twitched and you fled until your Shard could no longer crush him.
She would take your mind and twist it more. Like the man with the skewer, the one that met you and told you where you are and how it works and who doesn't know his name or where he's from and who stopped talking in the middle of a sentence and just stared at the wall and wouldn't move or talk even when you shook him and shouted.
And once she takes you, twists you, you can't make her stop, you can't stop her changing you because the Maker is gone, your connection is gone and there is no more Essence filling you from inside until it spills out and fills the world because the connection is gone and he has abandoned you. No more Essence, no more making people smarter, better, no more using your Omnitool Implants to make dolls for little girls with only one arm and horribly misshapen teeth, no more extruding med-kits to patch up pudgy little boys with wriggling, gnawing not-worms in his gut, no more storing you armor elsewhere, to repair and recharge, unless you want to lose it forever.
Though you could, if you wanted. You could do all that. Because there is something at the edge of your peripheral pool, creeping closer, seeping into your pool, coming closer to you, to your core, something that is not quite Essence but you could use it like Essence, you know you could use it, and you could make all your problems go away.
Except you tried and it hurt. It hurt so much. Your ISF shook and it screamed and your bones burned and your flesh was dripping, melting, turning into sludge and you screamed and-
A spike of fire is jammed through your brain. You stagger backwards, your increasingly incoherent thoughts grinding to a halt at the unexpected pain. What the...?
Ah. A large swarm of centipedes just dropped into your range of influence, who knows from where. Annoying as it is otherwise, the headache-inducing wrongness of the local insects might just have saved you. Because, honestly, you're not quite certain you could have pulled yourself out of your... episode on your own. You are just glad that you have already dismissed your Incomparable Efficiency Upgrade. Going insane is unpleasant enough when you are doing it one mind at a time.
Gritting your teeth, you focus on the pain. Because pain is familiar, straightforward. Pain you can deal with. And concentrating on it might just allow you to keep it together long enough to escape.
It stings, to have to flee. To give way to this bully. But your armor is running out of power. If you want to use it, you have to use it now.
You can't help but notice that it seems quite similar to your mind in that regard.
Still, there is no doubt in your soul. You will return here. Prepared, armed with knowledge and an arsenal to make an Endbringer flinch. Then she will pay. You will take this place apart, rescue the people and make them whole, make everything she tried to do meaningless, every effort in vain.
Yes. Sophia will pay.
The wall, it burns!
 
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