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Thursday, September 12, 2019

"Project: Spiral" - Chapter 21, part 3b

If you are new to Project:  Spiral, then click here to read the Prologue, or click here to read from the start of Chapter 1.  Otherwise, welcome back!

Content Warning!
This story contains instances, descriptions, and frank discussions of:  depression, personality disorders, and other mental health issues; suicidal thoughts and suicide attempts; child abuse and neglect; graphic violence, war crimes, and institutional/systemic violence; gender dysphoria, body dysmorphia, and transphobia.  Reader discretion is advised.

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The Salinas guards stand watch out front while the heroes head in to the Magic Guild chapterhouse.  Pannych says to the page at the front desk, “We’re here to see Master Clint. Is he about?”
“Let me check, ma’am.”  The young girl carefully selects a speaking stone from her desk and, lifting it, says, “Master Clint?  Some folks here to see you.”
A silent beat passes, but before the page can repeat her request, Clint’s familiar voice asks in a frustrated tone, “Yeah, who?”
The page looks to the party.  Pannych says sweetly, “Please say, ‘The Thorn-slayers have returned’.”  Wide-eyed, the page complies.
Clint’s voice says, “What.”  It’s not a question.
The page seems to make a connection in her head, and says, “There’s a guy with spiky green hair, a red-haired girl, and a half-giant.  They’re unarmed. But there’s also a - ma’am, are you a… are you a zombie?”
“I am,” Alice says.  “But don’t worry, I’m not after your brains.  Name’s Alice.”
“A zombie named Alice,” the page says at last.
Another beat passes, then Clint’s voice says, “Send them to my office, please.”
Another page, this one also a young girl, brings them to Clint’s office.  Once they’re alone, he greets them warmly. After a round of hugs, Clint says to Pannych, “They said you died!”
“It’s a long story,” she says.
“Why don’t I fix you all a drink, and you fill me in?”
As Clint pours a whisky and water for each of them, they give him the abridged version of their doings since they last parted.  Phyr also fully introduces Alice before it becomes too rude not to have done so. Clint had heard the main points; everyone on the stoneweb knows of Edric’s “King for a Day” bit, and the adventurers connect the dots for the rest.
“So what’s next,” Clint asks when he’s all caught up.
“We’re headed to the Rept Isles,” Alice says.
“What for?  There’s just holes where islands oughtta be.”
“That’s what I’m going to fix,” Pannych says plainly.
Clint furrows his brow and says, “But that will bring the dragons back.”  After Pannych nods, he adds, “I don’t know whether the how or the why is more worrisome.”
Phyr says, “Trust us, a buncha holes in the world never did anyone any good.  Just ask Alice here.” She waves her hand politely and smiles, her empty eye sockets wide as she can open them.
“I suppose,” Clint says with a shrug.  “That’s a bit of a journey, though.”
“That’s why we’re here,” Vector says.  “We’ve only got a little sailboat. We were hoping you had something we could use on the way.”
Clint thinks for a moment, then says with a nod, “I may have just the thing.  You’ve come to the right place.”
They finish their drinks, then Clint leads the four through the halls of the chapterhouse to a storeroom full of magical artifacts.  After some digging around, he produces an object made of varnished wood, about the size and shape of a large shoebox. Faintly glowing runes cover the surface, with a trio of dials set into the design.  Vector asks, “What’s this?”
“Air magnet,” Clint says.  “I’ll show you how to work it, but the short version is that it will keep the wind in your sails the whole way.”
“How about food,” Alice asks.
Clint strokes his chin in thought and says, “Four people - for how long, do you think?”
“About four months,” Alice says.  Phyr groans.
“Yeah,” Clint says, “Give me a minute.”  After another few minutes of digging around in the storeroom, he has several bags of replenishing arrayed before them.  “Each of these will make a bunch of copies of the meal they contain. They’re all marked up to say which is what, and how many.  I can sign them out, and commission replacements - it’s a bit of a stretch, but well within the guild’s means. I’ve got you covered.”  The adventurers nod and express their gratitude while they load all the bags and the air magnet into an open-top crate. Finally, Clint says, “So!  That’s done. You have any other midnight errands to run, or can I sail you back?”
“You have a boat,” Vector asks.
“Sure do,” Clint says.  “Whatever Floats.  My boat.”  He lets the pun sink in as the four variously react:  Phyr groans, Vector chuckles and rolls his eyes, Pan gives a nod and a smirk, and Alice just sighs.
Alice says, “There is one last thing.  We ran into a problem.” Clint looks at her with concern.  “Some of Ceena’s pallies spotted us. We killed them. But their absence will be noticed.”  As Alice explains, Clint nods along grimly. “So you see,” she concludes, “Things are gonna get worse here in a bit.”
Clint takes a deep breath and says, “At least forewarned is forearmed.  I can give you a speaking stone and put you in touch with the City Council, and give them the rest of the set.  You’ll need to keep in contact.” There is no objection, and soon they head out.

After a short walk to where Whatever Floats is docked, the adventurers arrive without mishap at their own boat, with time yet for Clint to return before dawn.  He helps Phyr affix the air magnet to a suitable place on the stern while the others take the food below decks. When they’re all set, they exchange farewells, handshakes, and hugs before heading their separate ways.
Over the coming weeks, they make good time, and constant.  Vector finds spells in On Humanity to calm beasts great and small, as well as the seas and the weather.  Phyr keeps the air magnet topped up and recharges his mana in the daylight, while Alice pilots day and night.  Pannych is generally in charge of fitness and nutrition, and they all participate in planning entertainment. After two months of sailing directly West, they arrive at the holes in the world where the Rept Isles ought to be.

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